mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-04-29 20:02:34 +01:00
088409bbe376a7adcd4d1fb747cf4a5e4f257c5b
40 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
a4328ae1f9 |
Audits tgui_input_text() for length issues (#86741)
Fixes #86784
## About The Pull Request
Although some of the issues found were a direct result from #86692
(
|
||
|
|
9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
|
||
|
|
6f0dd84a3d |
Splits wall layer into three (#85901)
## About The Pull Request Turns `ON_WALL_LAYER` into `FLAT_ON_WALL_LAYER` `ON_WALL_LAYER` `HIGH_ON_WALL_LAYER` Where `FLAT_ON_WALL_LAYER` is meant for lower-priority wall mounts like signs and posters `ON_WALL_LAYER` is default and `HIGH_ON_WALL_LAYER` is for stuff that "hang over" the wall Also makes the incident display actually wall mounted ## Why It's Good For The Game I noticed this while doing mapping and I thought it was a really cool effect  Unfortunately this effect was a coinflip because all wall mounts were on the same layer. Sometimes it'd look like this  So this allows us to do this kinda stuff consistently. Also has the added effect of letting us "de-prioritize" stuff like posters, so we can hang stuff *over* posters and signs, which could be useful. ## Changelog 🆑 Melbert qol: Some wall mounts will now consistently layer over others (light switches and cameras, notably, should always layer above other mounts like signs and status displays) /🆑 |
||
|
|
4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
||
|
|
ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑 |
||
|
|
c57afc4689 |
Wawastation (#82298)
- [x] #82282 - [x] map in aux base how the hell did i forget it - [x] fill out maints - [x] properly test the goddamn thing - [x] fix major cameranets - [ ] fix any issues - [x] write a proper pr body ## About The Pull Request adds this map to the map rotation bottom level (24.5.2024)  upper level (24.5.2024)  ## general map details and department stuff - the station is more focused on the bottom level, so falling in doesnt roundremove you - this is an asteroid station, so assistants can larp as dorfs and mine towards the sweet loot - there is plenty multiz usage - service is the center of the station **Service** - Is the center of the station. Arrivals docks directly in the middle of the station next to Upper Service, so bar might get more traffic. Not much different than normal Service, but janitors closet is also present here, he sleeps on the floor. We do not talk about the janitor. Above Bar is Library and Hydroponics with an overlook to look at bar. The Theater has a big curtain and a podium directly in the bar. 29.3.2024  **Civilian** - Also in the center of the station, next to bar. There isnt much to talk about dorms, its pretty normal. **Cargo** - Absence of chutes that go to departments, reminder that mail sorting is a thing. Cargo bay is a big open area with a boutique/shop facing primary hall that starts closed, and Cargo has its own crate elevator. Theres upper Cargo where mining, bitrunning and a secure warehouse is located (There may be a murder scene). The quartermasters office spans two z-levels and is relatively compact. Not much else different from regular cargo. ~~Oh also the QM starts with an empty PML-9 and a mostly functional rocket~~ 29.3.2024  **Medical** - Large centralized medbay, also two z-levels. There is a public waiting room with triage and a reception. There is also an inner elevator for the crippled. There are two medbay-access patient rooms that are unrestricted from the inside, and two operating rooms. Medbay has its own rad shelter. The virologist does not get their own satellite, but is still relatively secure. 29.3.2024 https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif) **Command** - AI Sat transit tube access is here. HoP has an open stall facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic bridge, Captain does not get his own office but gets a really comfortable quarters with his own emergency mass ejection for abandoning ship. The council meeting room is present above bridge, with ERT Ferry dock docking inside adjacent to the council room. **Security** - Mostly bottom z level security. Very compact brig cells, and a meeting room that everyone that is related to security may spawn in if youre lucky. Warden has a weapon handout point facing the inner security hall and the equipment room. Reeducation chamber has a shocked grille treadmill. HoS and Warden Room and armory are on the upper z-level, and warden has a VERY good overlook over permabrig. Armory is seperated into nonlethal to mostly nonlethal and lethal. 29.3.2024  **Science** - Also pretty centralized, breakroom with a smoking corner, two z levels and a big overlook. RD office overlooks toxins and bomb site. Genetics and RD Office is on the upper floor, with a science exclusive monkey exhibit. Xenobio is thick due to proximity to bomb site, otherwise normal. 29.3.2024  **AI Sat** - Okay at this point assume any department is multiz. The antechamber is an elevator and the turrets are on said elevator. The elevator may be sent to the top level by engineers, where the AI core is. Telecomms is on the bottom level, and AI core is above it. Contains a borg entertainment room, and also the upload. The elevator being raised is necessary to properly enter AI Room. **Engineering** - Contains a less stale but still average and less than optimal SM setup. Prone to catastrophic disaster. The SM Room is two levels and very open, and CE has a trapdoor directly into the shard. Turbine is above atmospherics, so is the crystallizer. The HFR and main atmos and distribution room are on the bottom level. Piped by **Kendra Hunter**. Contains a built in electrolyzer corner so atmos mains stop gutting the aesthetics to place down some dumb machine. ## Why It's Good For The Game another interesting map into the roster, different from the other multiz maps in the form that you dont get stuck in hell by falling down a hole todo write better section ## Changelog 🆑 add: wawastation, the station map /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
||
|
|
fa31403353 |
LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request I've seen a few cases in the past where LateInitialize is done cause of the init return value being set to do so for no real reason, I thought I should try to avoid that by ensuring LateInitialize isn't ever called without overriding. This fixes a ton of machine's LateInitialize not calling parent (mechpad, door buttons, message monitor, a lot of tram machines, abductor console, holodeck computer & disposal bin), avoiding having to set itself up to be connected to power. If they were intended to not connect to power, they should be using ``NO_POWER_USE`` instead. Also removes a ton of returns to LateInit when it's already getting it from parent regardless (many cases of that in machine code). ## Why It's Good For The Game I think this is better for coding standard reasons as well as just making sure we're not calling this proc on things that does absolutely nothing with them. A machine not using power can be seen evidently not using power with ``NO_POWER_USE``, not so much if it's LateInitialize not calling parent. ## Changelog 🆑 fix: Mech pads, door buttons, message monitors, tram machines, abductor consoles & holodeck computers now use power. /🆑 |
||
|
|
1443ef79d3 |
Replaces a number of deciseconds into SECONDS (#82436)
## About The Pull Request Using these search regexes: Number ending in 0: `do_after\((\w+), (\d+)0,` Replace: `do_after($1, $2 SECONDS,` Single digit number: `do_after\((\w+), [1-9],` replace: `do_after($1, 0.$2 SECONDS,` Double: `do_after\((\w+), (\d)([1-9]),` Replace: `do_after($1, $2.$3 SECONDS,` ## Why It's Good For The Game Code readability |
||
|
|
7626c3bd6c |
Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
||
|
|
c0e46fabf7 |
Standardize Welder Fuel Usage (#76021)
Remove welder fuel usage from all actions except attacking and leaving it on most welder tasks require a minimum of 1u of fuel, some longer tasks require a minimum of 2 or 3u welders now drain 1u every 5 seconds they're active ## About The Pull Request Prior to this PR welder fuel usage was random, a lot of tasks didn't use any welder fuel and welders were basically near infinite so long as you didn't use them for combat, it took 26 seconds of activity to drain 1u of fuel, that means an emergency welder alone could run for 5 minutes straight before needing a refuel After this PR all welders will drain 1u every 5 seconds instead of every 26 seconds, but welding objects won't require extra fuel anymore, making the fuel usage much more consistent. resolves #55018 ## Why It's Good For The Game Actually makes fuel tanks useful and relevant without making it obnoxious to do repetitive quick tasks like turn rods into plates, there's actually a reason to upgrade off the emergency welder now since it lasts 50 seconds rather than 5 minutes ## Changelog 🆑 qol: Welders now have a more consistent fuel usage /🆑 |
||
|
|
f2fd69a49a |
Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you all here (through the automatic reviewer request system). So, mineral balance! Mineral balance is less a balance and more of a nervous white dude juggling spinning plates on a high-wire on his first day. The fact it hasn't failed after going on this long is a miracle in and of itself. This PR does not change mineral balance. What this does is moves over every individual cost, both in crafting recipes attached to an object over to a define based system. We have 3 defines: `sheet_material_amount=2000` . Stock standard mineral sheet. This being our central mineral unit, this is used for all costs 2000+. `half_sheet_material_amount=1000` . Same as above, but using iron rods as our inbetween for costs of 1000-1999. `small_material_amount=100` . This hits 1-999. This covers... a startlingly large amount of the codebase. It's feast or famine out here in terms of mineral costs as a result, items are either sheets upon sheets, or some fraction of small mats. Shout out to riot darts for being the worst material cost in the game. I will not elaborate. Regardless, this has no functional change, but it sets the groundwork for making future changes to material costs much, MUCH easier, and moves over to a single, standardized set of units to help enforce coding standards on new items, and will bring up lots of uncomfortable balance questions down the line. For now though, this serves as some rough boundaries on how items costs are related, and will make adjusting these values easier going forward. Except for foam darts. I did round up foam darts. Adjusting mineral balance on the macro scale will be as simple as changing the aforementioned mineral defines, where the alternative is a rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~ Items individual numbers have not been adjusted yet, but we can standardize how the conversation can be held and actually GET SOMEWHERE on material balance as opposed to throwing our hands up or ignoring it for another 10 years. |
||
|
|
c3a11c44cb |
Removal of Kilostation (#75039)
## About The Pull Request Removes Kilostation from the game. Since I know this is bound to be a touchy subject (the map has its fans, after all), I feel I need to explain the situation and why this decision has been made. While working on mapping for TGStation, there's an inherent struggle between what's good for mappers, and what's good for coders. On the mapping side, we want as many maps as we reasonably can have in the repo. On the code side, every map added introduces a new layer of complexity for adding new features. While we're attempting to make strides in improving cooperation between the two teams so we can handle both many maps and lots of new features, in the here and now this means that we find ourselves limited in how many maps we can maintain at once. With this in mind, we find ourselves in a conundrum when new maps come along. While it would be nice to accept everything new without needing to remove anything else, the above problems force us to stick to a limit. Via a fair amount of discussion on the maintainer team, this was set to 6 recently, which we reached when Northstar was merged, and meaning that a removal was required for any new maps. As for why the decision was made to take Birdshot over Kilo, I believe it is better for us to have a map that has room to grow and an active creator. As much as I was personally a Kilo enjoyer, the map has consistently proven to be problematic for new code additions due to its scale, and it receives little maintenance outside of the bare essentials as a result. With all this in mind, it comes out as the obvious choice for removal in this case. Of course, nothing stops it from coming back in future if any of the above changes. ## Why It's Good For The Game TL:DR: In order to keep the maintenance budget down, we need to remove a map for the sake of new blood, and in this case Kilo was the simplest choice. ## Changelog 🆑 del: Kilostation has went back to its home planet. It served us faithfully for nearly 3 and a half years. May it rest in peace. /🆑 --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |
||
|
|
e3bf2de0de | North Star Merge Plaque and Requests Console for QM [NO GBP] (#74712) | ||
|
|
06451927fe |
Tram signal defines, subtypes, documentation, compound damage calc [NO GBP] (#73199)
## About The Pull Request - Adjusts the signal distance thresholds and moves them to the tram defines file - Makes a subtype of the signal for Tramstation specific variables - Updates documentation to dmDocs - Fixes #73367 (tram was compounding base damage and wound damage, changes to a flat 15% death chance, lowers base damage in favor of causing wounds) - Adds logging for when people get hit by the tram ## Why It's Good For The Game Cleanup, documentation, tram isn't killing everyone. ## Changelog 🆑 LT3 fix: Tram damage calculation takes into account compound wounds code: Tram crossing signals are now map specific admin: Combat log now generated when the tram collides with someone /🆑 |
||
|
|
7e2c352ca8 |
Sign/plaque contextual screentips and file reorganizing (#73246)
## About The Pull Request This PR adds contextual screen tips to signs and plaques based on the held tool. Wrenches unfasten, and welders repair. Behaves the same with plaques, but plaques also get a screentip for using a fountain pen on them if they can be engraved. Also adds a tip to editable-item signs with a pen out. Tested to avoid issues with posters from cropping up, and it appears to still behave correctly with paper posters, which are apparently a type of sign. Go figure.  I've also reorganized the sign and plaque files to follow our more standard object hierarchy of base type -> inherited procs -> subtype specific procs, where these were interspersed throughout the file. I did however leave the armor datums below the object, as they appear to follow new convention. ## Why It's Good For The Game Screentips avoid ambiguity and improve readability of construction. Easy improvement. Plus, improves consistency of the signs file layout-wise. ## Changelog 🆑 qol: Adds screentips to both signs and plaque construction/modification. /🆑 |
||
|
|
4894878ff6 |
Tram Mk. IV (#73057)
## About The Pull Request - After one too many tram malfunctions, Nanotrasen's insurance provider finally sprung the cash for a new tram. Made with the latest in lightweight materials, there's more capacity than ever before to shuttle your crew around the station. https://user-images.githubusercontent.com/83487515/215639768-3f7fcb84-cfd2-4efe-b578-998197651f13.mp4 - Consolidates all the tram turfs, objs, and structures into respective .dm files because they were haphazardly spread everywhere. - Fixes tram doors playing open/close animations when they're already in the correct state, corrects timing for when they change density. - Tram now correctly has an operating status and will stop functioning when power is lost. - Call buttons no longer dispatch a tram that doesn't have power. - Fix for emergency exit when tram has no power. - Running at closing tram doors is a gamble, you may be crushed - Fixes https://github.com/tgstation/tgstation/issues/73125 ## Why It's Good For The Game Looks nice, more space, tram doors demand a pound of flesh. ## Changelog 🆑 LT3 imageadd: Nanotrasen's insurance provider finally sprung the cash for a new tram. Made with the latest in lightweight and mostly* non-flammable materials, travel in comfort and style! code: All tram components are now organised based on type code: Tram is now aware if it has power or not del: Removed movement slowdown running on tram plates fix: Tram call buttons will not work calling an unpowered tram fix: Tram doors will no longer cycle open/closed when they're already in the correct position fix: Fixed an edge case where running onto the tram you bounce off the open door as if it was closed fix: Unpowered tram doors can only be forced into the open position fix: Westbound travel shows the correct controls animation add: Tram doors take a chunk of flesh if you run at them last minute qol: Reduced duration of amber stage on tram crossing signals /🆑 |
||
|
|
088a93a51d |
Layering: Fixes wires and pipes on lattice catwalk, glass floor [NO GBP] (#72703)
## About The Pull Request - Fixes https://github.com/tgstation/tgstation/issues/72894 - Fixes layering for wiring and disposal pipes on lattice-based catwalk. (Goes on top.) Wiring and pipes on floor-based catwalk. (Goes underneath.) - Glass floor shifted to show wires/pipe underneath it. - Moves tram plaque to the game plane, layered underneath tossed objects. ## Why It's Good For The Game Wiring the solars looks weird with the wrong layering. ## Changelog 🆑 LT3 fix: Wires and pipes again rest on top of lattice catwalk /🆑 |
||
|
|
852f44b343 |
Fix JSON description for solo bench and tram [NO GBP] (#72634)
## About The Pull Request - I screwed up and called 'Bench Solo' 'Bench Right' in the JSON file. 'tram subfloor' should just be 'tram' since it pulls the name from the lower left tile of the tram. - Tram plaque no longer covers objects on that tile. |
||
|
|
22585519a8 |
Side mounted tram controls (#72193)
## About The Pull Request Continuation of https://github.com/tgstation/tgstation/pull/72047 this part was left out until it could be done using directional map helpers. - Side mounts the tram controls freeing up the middle space for shenanigans or whatever, and you can hit the controls faster from either side of the tram. - Emergency exit feature, doors can be forced open when the tram has lost power. - Accessible spots for wheelchairs (Ian's injured, you know!)  ## Why It's Good For The Game - Looks like a tram direction sign instead of an awkward center placed computer. Build an ice cream or illicit drugs shop or something in the middle. Frees up space. - You don't get stuck on an unpowered tram if you don't have a crowbar. ## Changelog 🆑 LT3 imageadd: Tram controls are now side mounted, freeing up space. Even better, you now have two of them! imageadd: Added a new accessible space on the tram for wheelchairs fix: Removed duplicate tram plate/platforms code: Tram has its own floor subtype for the walls and windows add: Emergency exit feature added for people who are silly enough to not carry a crowbar /🆑 |
||
|
|
72add64520 |
Refactors armor into dedicated subtypes (#71986)
## About The Pull Request See title. ## Why It's Good For The Game Code is cleaner, and more readable/intuitive Technically closes https://github.com/tgstation/dev-cycles-initiative/issues/8 ## Changelog 🆑 refactor: armor, from the ground up basically /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
d91390a447 |
[IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) (#69416)
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine Moves Halloween, Christmas, and misc holiday items to obj/holiday Moves lollipops to obj/food Moves crates, closets, and storage to obj/storage Moves assemblies to obj/assemblies Renames decals.dmi to signs.dmi ...because they're signs and not decals Moves statues, cutouts, instruments, art supplies, and crayons to obj/art Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys Moves guns, swords, shields to obj/weapons |
||
|
|
8e1f150d0d |
Icebox Murals: AI Upload and RD Office (#68341)
Redoes the Icebox upload slightly. Adds murals to the upload and RD's office. Also compresses the tile decals on the bridge. Murals are fun ways to implement art into spaces, whether they commune something or are just there to look nice. It's weird we don't have any in-game already. |
||
|
|
6dca51598a | MULTI-Z IceBoxStation Locker Room (Laundromat Diplomat) (#64055) | ||
|
|
9c6fdb567d |
TGUI list conversions + bug fixes (#63354)
About The Pull Request
Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
Did any surrounding text/number inputs as well
Added null choice support so users can press cancel.
Added some misc TGUI input fixes
Fixed custom vendors while I was there
I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game
Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog
cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
|
||
|
|
0f3c4e51f7 |
Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else. Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter. Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away! |
||
|
|
4d84a5b36e |
The monkey portrait decoration is now a set of random pictures that also act as persistent photo frames. Every station map gets one. (#61844)
spriteadd: Desouled the picture frame sprites. |
||
|
|
d9ee5e7297 | moves obj_integrity and associated procs to the atom level (#61183) | ||
|
|
cd5c44d4ed |
Set commission plaques to below open door layer (#59984)
it looks bad when you drop an item |
||
|
|
375a20e49b |
Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such) |
||
|
|
43c5dc8bfa |
Makes obj_integrity only updated through procs (#59474)
Having things updating integrity directly is just going to cause more problems down the line as more elements and components depend on being notified of integrity changes. It's an easy mistake to make so making it private should deal with the problem. get_integrity() might be useful in the future but is mainly a side effect of making obj_integrity private as that also disallows reads. |
||
|
|
4471de4675 |
Commission Plaques (#58995)
Adds commission plaques- these commemorate the day a station was added to the game (adjusted for SS13 time) and the day it was removed (in the case of removed stations). If I got any of the dates wrong, please feel free to tell me. They're added to every in rotation station, as well as the Derelict and Runtime Station. Many thanks to Fikou for providing the git hashes for each commit to add/remove a station: It's a neat nod to the maps' OOC history, as well as simply being some nice flavour. |
||
|
|
5c22a0cfc1 |
Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too. |
||
|
|
707fc287b4 |
Replaces intents with combat mode (#56601)
About The Pull Request
This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:
Disarm and Grab intents have been removed.
Harm/Help is now combat mode, toggled by F or 4 by default
The context/verb/popup menu now only works when you do shift+right-click
Right click is now disarm, both in and out of combat mode.
Grabbing is now on ctrl-click.
If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)
Minor interaction changes:
Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game
Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.
In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.
The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog
cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
|
||
|
|
0eaab0bc54 |
Grep for space indentation (#54850)
#54604 atomizing Since a lot of the space indents are in lists ill atomize those later |
||
|
|
6e950daccc | Defines damage flags. (#53158) | ||
|
|
3f6e6ef5b4 | Braille | ||
|
|
f59207ec83 | Converts rad_flags to flags_1, holy shit why | ||
|
|
6ef421be42 |
Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again. Renames item_state to inhand_icon_state Renames mob_overlay_icon to worn_icon Renames mob_overlay_state to worn_icon_state worn_icon_state/mob_overlay_state now never gets used for inhands. * Fixes some comments * Fixes map issue * Restart lints * Properly resolves conflicts |
||
|
|
7a31f65220 |
Some more fixes for signs and related stuff. (#50752)
* inhand icons * Adding to the object, forgot to name one icon. * Fixing some stuff, and creating inhand icons. * Fixes a thing I broke. * Fixes things (including ALL posters) that shouldn't be wrenchable being wrenchable. Plaques now transfer icon_state always. * Picture frames, painting frames, and the monkey portrait are now wooden. * Fountain pens can now be uncommonly found in maint. * Uneditable sign types should not become editable when unwrenched. * Move redefined var above newly defined var. |
||
|
|
d5451ae60a |
Department, warning, and general sign code fix. And brand new custom plaques! (#50550)
* Oh God I hope this works... * It didn't work. * Making things better. * Making things even better. * That made things worse. * Sorting works! \o/ * Tidying some thing ups. * Adding a custom plaque to the game. * Some plaque tweaks. * Makes plaques more durable than signs. * Adds the stack crafting. * Plaques take a little time to engrave, signs can't be changed instantly anymore. * Comments, and renamed the global list to avoid confusion. * Appends "sign" to every name, makes department signs not all caps, fixes some names and descriptions. * Touching up plaque customization and display, removing one last all caps. * Plaques can now be engraved in hand too. * Newline. * Update code/game/objects/structures/customplaque.dm Co-Authored-By: Rohesie <rohesie@gmail.com> * Update code/game/objects/structures/customplaque.dm Co-Authored-By: Rohesie <rohesie@gmail.com> * Mirroring some fixes from customplaque.dm * A bunch of stuff. * Unwrenched signs now lay horizontal. * A lot more stuff, turned a negative variable into a positive. * Fix chat inconsistency, remove deprecated and unused variable. * Apparently buildable_sign is used elsewhere, whoops. * Adding documentation to this, fixing a bool being 0 in another file. * Don't know why this was here, sign dir is 100% irrelevant. * Fixes some sound malarkey. * Changes delays to be readable, removes unneeded return. * Fixes these two early returns, it needed return TRUE at the end to work. * Trying to fix a revert I messed up... * Moving plaques to a directory, moving old sign plaque types into it. Map changes. * Rename since I relocated this object entirely. * Signs (and plaques) now properly place, and aren't visible through walls. * Comment to help people in the future. * Signs and plaques can be placed diagonally now. * Removes duplicated code line. * Blank signs now commonly spawn in maint, blank plaques uncommonly. * Repairing signs & plaques with a welder is now good to go. * Moves the GLOB, makes it start as an empty list. * Update code/game/objects/structures/plaques/_plaques.dm Co-Authored-By: Rohesie <rohesie@gmail.com> * Gets rid of some oldcode. * Apply suggestions from code review Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com> * Simplifying dir switch to two if elses. * Plaques take one sheet of gold to graft instead of five. * Just making this wording in crafting a little clearer. * They can be removed with wrenches, so I don't think this is proper. * Makes variables descriptive. * More descriptive variables, a little dmdoc, move things around to be next to like things. * Remove a redundant definition. * Apply suggestions from code review Co-Authored-By: Rohesie <rohesie@gmail.com> * Fixes mapping path, rename sign_backing to just sign. Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> |