## About The Pull Request
This PR adds reinforced plating and a corresponding baseturf_helper,
plating that cannot be deconstructed with the RCD and requires a few
steps to degrade to regular plating.
The plating is designed to serve the same purpose as R-Walls but for
verticality. It shares its heat resistance with reinforced floor and
hull, and in texting it can endure a single C4 blast but not X4 assuming
the floor placed on it is already removed.
It is currently is unused on the existing maps due to it being poor
practice to place secure locations that would justify reinforced floors
on the lower Z levels, however I have spoken to people working on maps
actively at the moment and they have express interest in being able to
use these floors.
The plating can be constructed by using 2 sheets of plasteel on standard
plating and is disassembled using wrench > welding tool > crowbar. The
first stage of deconstruction causes the bolts holding the
reinforcements in place to fall to the Z level below playing a sound and
leaving a cleanable decal, adding a audio-visual alert that someone is
about to come through your ceiling.
UPDATE: I've added a ceiling variant of the baseturf editor, this can be
placed on a lower Z level where it will modify the baseturfs of the Z
level above within the original area. This will make it significantly
easier to ensure that you only cover tiles you want reinforced when
protecting lower Z levels.
If anyone has any recommendations for sounds please tell me and I might
swap them out but I think the two I've chosen work well. Additionally if
anyone is able to make a better sprite for the screws or plates then
that'd be a great help but I think the current ones work well enough.
## Why It's Good For The Game
Currently Multi-Z maps have a very tight restriction on where secure
areas can be put, only allowing for them to be placed on the top Z
level, under more secure Z levels or in exterior satellites and coated
with hulls. This is due to standard plating and/or reinforced floors are
very easy to get through without warning if you bring the right tools.
This PR effectively adds R-Walls but for floors allowing mappers to
properly protect lower Z levels from vertical infiltration methods. This
also adds a visual and audible indictor to the deconstruction of
reinforced floor tiles to bring them more in line with the visuals of
deconstructing a wall.
## Changelog
🆑
add: You can now reinforce plating to protect your department from the
troublemakers upstairs. Station builders might find these useful to put
the stations most secure locations on the lower floors.
imageadd: added sprites for reinforced plating
code: RCD proofing has been variablized and can now be applied to any
floor type instead of just reinforced floors.
/🆑
## About The Pull Request
Finishes #66471
At burden level nine (or through a deadly genetic breakdown), you now
turn into a psyker.
This splits your skull in half and transforms it into a weird fleshy
mass. You become blind, but your skull is perfectly suited for sending
out psychic waves. You get potent psy abilities.
First one is brainwave echolocation, inspired by Gehennites (but not as
laggy).
Secondly, you get the ability of Psychic Walls, which act similarly to
wizard ones, but last shorter, and cause projectiles to ricochet off
them.
Thirdly, you get a projectile boost ability, this temporarily lets you
fire guns twice as fast and gives them homing to the target you clicked.
Lastly, you get the ability of psychic projection. This terrifies the
victim, fucking their screen up and causing them to rapidfire any gun
they have in their general direction (they'll probably miss you)
With most of the abilities being based around guns, a burden level nine
chaplain now gets a new rite, Transmogrify. This lets them turn their
null rod into a 5-shot 18 damage .77 revolver. The revolver possesses a
weaker version of antimagic (protects against mind and unholy spells,
but not wizard/cult ones). It is reloaded by a prayer action (can also
only be performed by a max burdened person).
General Video: https://streamable.com/w3kkrk
Psychic Projection Video: https://streamable.com/4ibu7o

## Why It's Good For The Game
Rewards the burdened chaplain with some pretty cool stuff for going
through hell like losing half his limbs, cause the current psychics dont
cut it as much as probably necessary, adds echolocation which can be
used for neat stuff in the future (bat organs for DNA infuser for
example).
## Changelog
🆑 Fikou, sprites from Halcyon, some old code from Basilman and
Armhulen.
refactor: Honorbound and Burdened mutations are brain traumas now.
add: Psykers. Become a psyker through the path of the burdened, or a
genetic breakdown.
add: Echolocation Component.
/🆑
Co-authored-by: tralezab <spamqetuo2@gmail.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
-New sprites for tram crossing signals in titanium, acting as an
extension of the railing/decals in front of the tram, acting like an
anchor for the end of the railing instead of the misaligned corner, with
a more futuristic look.
-The speed of amber/red flashing is slowed a bit from current to be less
distracting.
-Redo of the decals on the floor in front of the tram, it was leading
you into the vending machine.
-Like any tram, the yellow hazard bump floor tiles in the station.
-Moved the vending machines to be flush with the wall.

## Why It's Good For The Game
Tram TLC, looks more space station-like
## Changelog
🆑 LT3
imageadd: New railing pillar tram crossing signals.
qol: Vending machines next to the tram are now against the wall.
fix: Tramstation floor decals no longer guide you to walk into the
vending machines.
add: The tram stations now have no-slip hazard floor tiles so you don't
accidentally slip and get smacked. Feel free to still run into it
anyways, medbay has a counter now so they'll know.
/🆑
## About The Pull Request
This PR aims to add coordinates on both edges of the preset chess and
checkers (sure, why not) templates used in the holodeck feature: top row
and right column on the inner border of the board; the bottom and left,
just outside it.
## Why It's Good For The Game
This ought to help the player take advantage of the algebraic notation
if they wish to. It also adds, like, an itsy bitsy of decor to both
modules (alas, the checkers module still uses mapedited carboard cutouts
which partially cover some of the letters and numbers, but changing them
is outside the scope of this PR).
## Changelog
🆑
add: Added two sets of coordinates to the checkers and chess modules for
the holodeck.
/🆑
## About The Pull Request
This PR fixes#70716 by having flypeople ingest vomited reagents into
their stomach instead of directly modifying nutrition. To accomplish
this, flypeople no longer vomit their entire stomach contents every life
tick, which also fixes them vomiting immediately on spawn. Instead they
vomit only after taking bites of food.
Since flypeople aren't currently metabolizing food the same way as other
species there's a huge discrepancy in nutrition gained from food. For
example, a human gets 37 nutrition from a slice of pizza and 270
nutrition from a whole margherita pizza, but a flyperson only gets 10
and 70 respectively, meaning they'd need to eat 4 entire margherita
pizzas and slurp up the vomit to go from total starvation to being
satiated again. With this change flypeople get ~190 nutrition from a
whole margherita pizza.
## Why It's Good For The Game
Makes it easier for flypeople to stay satiated without having to consume
mass amounts of food. Also makes it easier and more predictable to deal
with flyperson interactions with other reagents getting in their stomach
- for example, currently taking a happy pill causes flypeople to vomit
due to the sugar.
## Changelog
🆑
fix: Flypeople gain a comparable amount of nutrients from vomited food
to other species (~70%, up from ~30%)
fix: Flypeople no longer vomit after drinking fluids
fix: Flypeople no longer vomit all contents of their stomach on spawn
code: Stomachs can now react to foods entering them by overriding the
`after_eat` proc
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Ultrakill is a neat game that I like, and I like to add fun things from
things I like. This PR adds the marksman revolver as an admin-only
weapon, complete with coin flipping and splitshotting mechanics! [Have a
video demonstration!](https://streamable.com/5x4mnj)
Basically, right clicking on a visible tile flips a coin towards a
random adjacent tile to the one you targeted. Shooting the coin
projectile with the hitscan primary fire while it's within one tile of
the target will trigger a splitshot. Those two child splitshots will
roughly follow the priority order of Ultrakill (prioritizing coins [for
even more splits!], then nearby mobs, then less nearby mobs, then other
random stuff nearby). I plan to add other stuff for the shots to
prioritize like fuel tanks, windows, and others.
I'm still working out some of the finer details of balance and more
closely matching how it works to UK (while still working in the realm of
SS13), and of course I hope to get unique sprites/sounds/whatever.
<img src='https://imgur.com/XUTqksD.png'>
## Why It's Good For The Game
Adds more funny/unique things for admins to spawn in.
## Changelog
🆑 Ryll/Shaps
add: Added the Marksman Revolver, for admins to spawn.
/🆑
## About The Pull Request
ERTs can now have a custom shuttle template defined on their type,
which, should the "use custom shuttle" toggle be enabled while creating
the ERT, will spawn them in deep space on the given shuttle instead of
at Centcom.
Applies the new system to the bounty hunter ERT
## Why It's Good For The Game
Not all ERTs are NT enough to start at Centcom all the time, and it
gives more control over ERTs
## Changelog
🆑
admin: ERTs can now have a custom shuttle that they can spawn on, on a
toggle while creating said ERT.
/🆑
## About The Pull Request
Fixes#41123
This gives mop buckets the same behavior as janicarts. This means it
inherits the same hotkeys, context screentips, etc.
Other niche changes:
- Fix reagent containers playing attack animation when transferring
reagents to mob bucket
- Fix syringes and droppers not updating the appearance of target when
used
- Regular mop bucket has the same RMB hotkey as janicart for wetting mop
## Why It's Good For The Game
One less bug off tracker. Better consistency with code.
## Changelog
🆑
fix: Fix reagent containers playing attack animation when transferring
reagents to mob bucket
fix: Fix syringes and droppers not updating the appearance of target
when used
qol: Regular mop bucket has the same RMB hotkey as janicart for wetting
mop
refactor: Refactor janicart to be subtype of mop bucket
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
By adding this functionality in as a subtype, you'll be able to ensure
stuff like dangerous creatures that you don't want teleported out of an
away msision by adding the NO_TELEPORT trait to the mob in question
(which do_teleport checks for).
I also cleaned up the code while I was in there, including DMdoccing,
some proc shuffling to accomodate the subtype, etc.
## Why It's Good For The Game
It's a teleporter, and I think that there are valid usecases where we
should do the full checks for teleportation rather than do a forceMove.
## Changelog
Nothing that really affects players as far as the absolute base codebase
is concerned.
## About The Pull Request
This PR contains an intermediate refactor and a bug-fix for sign
language, which was originally from the Tongue Tied quirk/tongue. With
helpful advice from @MrMelbert and @LemonInTheDark, I have successfully
decoupled sign language from the tongue and ported it into a highly
modular DCS component, and then added an Action for toggling it. Big
thanks to @Wallemations, the original creator of Tongue Tied, for
creating the new Action sprite and helping me to complete this project!
The new sign language component is added to all new Carbon mobs, and
incrementally overrides several critical functions, variables, and
argument lists relevant to a mob's speech; the component primarily
listens for the addition/removal of trait `TRAIT_SIGN_LANG` in order to
function.
Additionally, fixed a bug in the original implementation of sign
language that caused its say verbs such as "emphatically signs" to stop
working. The bug was caused by an unsafe early removal of exclamation
points from the input string, causing a conflict with the `say_mod` proc
which requires such punctuation points to be present.
Here's a granular list of changes:
- Added a ubiquitous signal to extend the behavior of
`/atom/movable/proc/say_quote`.
- Added a ubiquitous signal to extend the behavior of
`/atom/movable/proc/lang_treat`.
- Fixed a bug in the original implementation of sign language that
caused its `verb_yell` to stop working.
- Refactored sign language into a Carbon-only DCS component.
- Refactored the Tongue Tied tongue to use `TRAIT_SIGN_LANG` and
`TRAIT_MUTE`.
- Removed the Tongue Tied quirk, in favor of two separate quirks.
- Added the Signer quirk for sign language, good, costs 4 points.
- Added the Mute quirk, negative, gives 4 points.
- Added a rare sign language Action granter book to maint and space
loot, "Galactic Standard Sign Language".
## Why It's Good For The Game
This PR tactfully re-implements Tongue Tied, re-introducing it as two
new quirks: For sign language itself, I added the Signer quirk, which is
a good quirk which allows you to use sign language for 4 quirk points. I
also added the Mute quirk, which grants 4 quirk points in exchange for
your audible voice. There is also a marked improvement in the code
health as a result of my changes.
Here's a preview of the sign language Action. If you're also mute, it
becomes invisible to reduce clutter:

In regard to how useful sign language is, it can be used as:
1. A way to communicate across a vacuum without a radio.
2. An easy way to communicate with deaf people.
3. An easy way to communicate as a Mute person.
## Changelog
🆑 A.C.M.O.
del: Removed the Tongue Tied quirk. The tongue can still be found and
used in-game.
refactor: Refactored Tongue Tied's tongue to use the Sign Language and
Mute traits.
add: Added Sign Language innate action. Granted by book or quirk.
add: Added the Galactic Common Sign Language book as rare maint and
space loot.
add: Added the Signer quirk, which teaches you sign language in exchange
for 4 quirk points.
add: Added the Mute quirk, which grants you 4 quirk points in exchange
for your voice.
fix: Fixed sign language say_yell verb, which allows you to emphatically
sign.
/🆑
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
## About The Pull Request
Demo: https://streamable.com/wnj3mf
Features:
- Full support for most gradients/vectors/numbers/generators/transforms
( I might have forgotten some of the more esoteric ones)
- A "tutorial" section that explains the different rand/generation types
and how physics works with pictures
- Button for viewing what each var does
- Selecting a particle type to set immediately
- The generator types use defines now
Not included:
Color matrix support for color generators (I'm sorry but hell no)
Special thanks to @jlsnow301 for explaining js things to me
## Why It's Good For The Game
Making cool stuf
## Changelog
🆑
refactor: Added a particle editor to VV dropdown which can be used by
coders and admins to edit particle values on the fly easily.
/🆑
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
## About The Pull Request
- Fully heal can be passed a series of flags detailing what all is
healed by the proc. This allows for things to provide
almost-but-not-quite fully heals.
- Uses this in Adminordrazine, so that it stops being a pain to update
every time fully heal is updated.
This includes some small balance changes which i'll go over, nothing
extremely noticable.
## Why It's Good For The Game
Allows for more precise control over full heals.
## Changelog
🆑 Melbert
refactor: Fully heal can be passed a series of flags. As a result, some
things which previously did a full heal might heal slightly less, or
some things which did partial full heals might do slightly more.
fix: Adminordrazine will no longer completely break every facet of a
person
admin: Ahealing a changeling will refill all of their chems.
/🆑
## About The Pull Request
This PR does the following:
- Defines a new proc in __HELPERS/_lists.dm called
`pick_weight_recursive()`. This is the code from
`/obj/effect/spawner/random/` that allows for nested weighted lists,
moved to its own proc.
- Replaces explicit code in spawners/random.dm with calls to
`pick_weight_recursive()` where appropriate
- Deletes the redundant (and barely used) proc
`/obj/item/loot_table_maker/proc/pick_loot`, as this was equivalent to
`pick_weight_recursive()`
- Moves the global proc `fill_with_ones()` from spawners/random.dm to
__HELPERS/_lists.dm
- Replaces `pick()` in language syllable selection with
`pick_weight_recursive()`, allowing languages to define syllable weights
or use nested lists of syllables.
- Reformats Galactic Common to use nested lists of syllables, allowing
English and Chinese syllables to occur at equal frequency despite having
different numbers of each.
## Why It's Good For The Game
Allowing languages to define syllable weights and nested groups of
syllables is a relatively small change that greatly expands what you can
do with them. In addition to making Galactic Common look nicer in code,
this change also allows for the easy creation of languages with highly
uneven syllable distributions (including ultra-rare secret syllables,
perhaps) or the quick creation of pidgin languages that combine multiple
syllable sets.
Using a new proc simplifies spawner code by reducing repetition. Making
it global allows for other code to easily implement the same flexible
and elegant system of nested lists that spawners already use.
## Changelog
🆑
refactor: defines a new global proc, pick_weight_recursive()
code: languages can weight syllables, and galactic common's definition
is easier to look at
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
All of these from what i heard were supposed to make all foam with range
"4" but most of these ranges were stupidly big so
Fixes 1 tile foam that was apparently not fixed after the foam refactor
in:
AI Upload Foam Dispensers, with a range of "4"
Hygienebot death, with a range of "2"
Clown cars taking damage, with a range of "4" and 25u of space lube.
(henk)
Clown plasmaman envirosuits extinguishment, with a range of "4" and 15u
of space lube. (hunke)
Soap suicide, with a range of "1"
Emagged cleanbots wetting the floor and making foam, with a range of "2"
Firebots when exposed to an atmos fire, firefighting foam with a range
of "3"

## Why It's Good For The Game
Fixes#68441
Makes firebots less ass
Also barely-functional code bad, functional code good
## Changelog
🆑
fix: Fixes 1 tile foam in Foam Dispensers,Clown Cars, Hygiene
Bots,Firebots, Soap Suicide, Emagged cleanbots, and the clown plasmaman
envirosuit
/🆑
Decals calling `getArmor` was 50ms, gives them `uses_integrity = FALSE`
to counter this. I don't think this should have any visible effects.
Makes mineral spawn chances a proc that caches its results rather than a brand new list initialized on every single mineral (80+ms). Also calls `check_holidays` only once instead of over 30,000 times (which was 43.76ms). Also caches `smoothing_groups` and `canSmoothWith`. Numbers aren't wholly inaccurate Lavaland do be random.
## About The Pull Request
Posters are kind of insane and they require that the poster item have
either a poster_type defined in the type or that you pass the structure
version of the poster to /new() otherwise they don't work. The weird
thing is that the structure needs to be in the contents of the item too,
or it again won't work (it won't remove the poster from your hands when
placing it). I fixed it so all you need to do is pass the structure
version of the poster to /new() on the item and it will move the
structure to the contents of the item if needed. It's still a bit insane
but it's better than it was and it fixed the bug.
Also SSLibrary.printable_posters was grabbing the directional mapping
helper of the random poster and so when you printed it and placed it,
you'd get confusing results. I made a quick fix to stop that from
happening.
## Why It's Good For The Game
Bug fixes are generally good things.
Fixes#70382Fixes#66504
## Changelog
🆑 VexingRaven
fix: Fixed posters printed from the library console staying in your hand
when you place them
fix: Fixed Random Official Poster printed from the library console
always placing the west-facing variant no matter where you place it
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Ok first if you don't want to read any further explanation you can watch
these two videos and you will understand all of the mechanical depth of
this change.
https://user-images.githubusercontent.com/55666666/194788103-8019dad8-7e44-4cc8-bc8f-0a4f8f00a357.mp4https://user-images.githubusercontent.com/55666666/194788109-345a3146-fb4b-4a2e-9c2a-e2ee786ba97d.mp4
### **Disclaimer: Effect on gameplay extremely limited and niche read at
your own risk**
Starting at the top, regarding the species datum, the vars attack_type,
punchdamagelow, punchdamagehigh, punchstunthreshold, attack_verb,
attack_effect, attack_sound, and miss_sound have been removed.
All bodyparts (not just arms) now have corresponding variables for how
they should act if utilized in an unarmed attack. The bodyparts vars are
correlated to their corresponding species. All arm type bodyparts have
been repathed through a common parent for the purposes of keeping
variables consistent. The same is true for the legs.
When a carbon begins an unarmed attack, it will check the carbon's brain
to see what limb should be used for the attack.
If the brain has no answers it will default to the arm that corresponds
to the active hand of the attacker. Currently in all brains except
monkeys, it check to see if the attackers target target is laying down,
and if so, call for a kick with the leg that corresponds with the
attackers active hand. If the attacker has no useable legs, or the
attacker does not have a corresponding leg to the active hand, or the
target is not laying down, the brain will simply default for an attack
with the active hand.
Monkeys brains (take note the difference between having a monkey brain
and being controlled by monkey AI) are the exception, they will simply
always choose their heads, and by default an attack with the head is a
bite attack.
As an example:
Previously ethereal would make attacks that used the verb "burn" and did
burn damage despite what limbs they possessed.
Now anybody with an ethereal limb will make an unarmed attack that does
burn damage and has all the same verbs as an ethereal would.
And finally, the chunky finger species trait has been moved over to the
species arms. Effect on other sources like insuls remains unchanged.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
The main motivation is moving direct mechanical elements off of species
to, quoting tralezab here, "Make species like a blueprint."
Opens more opportunities for coders to add specific elements to limbs,
perhaps we could see a buff to unarmed strikes from robot arms, or a
species that headbutts people to death.
Also undeniably cool, and fixes some weirdness like fully auged
ethereals still doing their normal ethereal attack.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑 itseasytosee
refactor: Elements of unarmed strikes are now limb dependent instead of
species dependent. Go rip off an ethereal arm, sew it onto yourself, and
burn some people.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
Co-authored-by: itseasytosee <noodlenymphftw@gmail.com@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Goliaths, Legions, Watchers, and (as of recently) Bileworms all drop
something vaguely useful when they die.
Brimdemons and Lobstrosities do not. This PR aims to fix that, so that
there's at least some vague benefit to hunting them.
In this case it takes the form of organs you get when you butcher them,
similar to the regenerative core from Legions.
As they're similar to the regenerative core, I modified the regenerative
core to extend from a new common "monster core" typepath which these two
new organs also extend.
Like the regenerative core, both of these items do something when used
and something slightly different if you go to the effort of having
someone implant them into your body. They also decay over time, and you
can use stabilising serum to prevent this from happening.
https://user-images.githubusercontent.com/7483112/195967746-55a7d04d-224e-412d-aedc-3a0ec754db3d.mp4
The Rush Gland from the Lobstrosity lets you do a little impression of
their charging attack, making you run very fast for a handful of seconds
and ignoring slowdown effects. Unlike a lobstrosity you aren't actually
built to do this so if you run into a mob you will fall over, and if you
are doing this on the space station running into any dense object will
also make you fall over (it shouldn't make you _too_ much of a pain for
security to catch).
The idea here is that you use this to save time running back and forth
from the mining base.
The Brimdust Sac from the Brimdemon covers you in exploding dust. The
next three times you take Brute damage some of the dust will explode,
dealing damage equal to an unupgraded PKA shot to anything near you (but
not you).
If you do this in a space station not only is the damage proportionally
lower (still matching the PKA), but it _does_ effect you and also it
sets you on fire. You can remove the buff by showering it off.
The idea here is that you use this for minor revenge damage on enemies
whose attacks you don't manage to dodge.
https://user-images.githubusercontent.com/7483112/195967811-0b362ba9-2da0-42ac-bd55-3809473cbc74.mp4
If you implant the Rush Gland then you can use it once every 3 minutes
without consuming it, and the buff lasts very slightly longer. It will
automatically trigger itself if your health gets low, which might be
good (helps you escape a rough situation) or bad (didn't want to use it
yet).
https://user-images.githubusercontent.com/7483112/195967888-f63f7cbd-60cd-4309-8004-203afc5b2153.mp4
If you implant the Brimdust Sac then you can use it once every 3 minutes
to shake off cloud of dust which gives the buff to everyone nearby, if
you want to kit out your miner squad. The dust cloud also makes you
cough if you stand in it, and it's opaque. If you catch fire with this
organ inside you and aren't in mining atmosphere then it will explode
inside of your abdomen, which should probably be avoided, resultingly it
is very risky to use this on the space station.
* Fixes halloween races.
- Fixes a race condition involve checking for holidays befores SSevents is instantiated. Now, holiday checking is done through a helper, which will ensure the holidays list is created and filled before checked.
* Moves spawners and decals to a different init/delete scheme
Rather then fully creating and then immediately deleting these things,
we instead do the bare minimum.
This is faster, if in theory more fragile. We should be safe since any
errors should be caught in compile since this is very close to a
"static" action. It does mean these atoms cannot use signals, etc.
* Potentially saves init time, mostly cleans up a silly pattern
We use sleeps and INVOKE_ASYNC to ensure that handing back turfs doesn't
block a space reservation, but this by nature consumes up to the
threshold and a bit more of whatever working block we were in.
This is silly. Should just be a subsystem, so I made it one, with
support for awaiting its finish if you want to
* Optimizes garbage/proc/Queue slightly
Queue takes about 1.6 seconds to process 26k items right now.
The MASSIVE majority of this time is spent on using \ref
This is because \ref returns a string, and that string requires being
inserted into the global cache of strings we store
What I'm doing is caching the result of ANY \ref on the datum it's
applied to. This ensures previous uses will never decay from the string
tree.
This saves about 0.2 seconds of init
* Cleans up the fallout from plane cube
Alright.
Makes cleaning bubbles respect planes
Adds support for updating overlays on move, fixing an issue with pointing at items
Adds better error messages for failing to provide args for mutable_appearance()
Fixes a bug where string overlays were not respecting insertion order
* Adds documentation for offset spokesman and offset_const
* Better stack trace
* Removes some redundant uses of cached MAs
At this scale, attempting to cache MAs like this has 0 impact on anything
And just makes things more messy then they need to be
* ensures fullscreen objects START offset, so things are always proper
* ensures chatmessages always have the right offset
* fixes compile
* whoops, the above lighting plane should actually be ABOVE the lighting plane
* fixes compile, also cleans up the fire overlay a tad
* Adds a unit test for plane masters that are shrunk by multiz being double shrunk
This is slightly hacky because of how I'm handing the plane master
group, but it's not THAT bad, and gives me some real good coverage
* Properly targets the seethrough plane at the game world plate. This fixes unit tests, and also just makes more sense
* whoops
* oh
* adds datum support for allocate(), cleans up a harddel from testing
* Makes camera chunks index at 1, and also makes them support non powers of two sizes, since that was unneeded
* fixes runtime in allocate
* PKP Mind Virus: Glorfing Cigs edition
If you glorf while smoking you'll get the cig stuck in your throat, leaving you unable to breath, speak, or eat. Based off the sort of cig you have a random delay before you vomit up the cig. (Pipes last forever don't philoso-larp kids). Other players can help you by using the help action on you while you're hurt, which leads to something imitating the himelich manuver, a broken chest, and a vomited up blockage. Other forms of vomiting will work too, if that's even applicable.
Oh I fixed a bug in vomit code. Because paralyzing you forces you to the ground, thus changing your dir, paralyzing vomits always went down. This is cringe, easy fix tho.
Ah and I added some extra functionality to sound loops too. You can set them to pick and take from the provided list, then refilling it once it's empty. This keeps some variety while preventing the risk of repeat sounds
Oh and I added some new signals. Some misc ones, for force say and a different kind of help then the existing one, which I renamed. One for breathing, which I used to clean up leroxin. I was planning to hook this but didn't need to in the end.
One for vomiting too. and eating. Also added a way to update looping timer delays. Forgot about that, I also added variable delay for sound loops, because I thought it sounded better here.
Features audio courtesy of our very own san7890, and the quake jump sound.
* Jaunt code path reworked so that traits and other effects can be removed consistently regardless of how effect is ended.
Jaunts will more consistently clean themselves up (and unjaunt you) when you lose the spell.
If a shuttle lands on you while you are jaunted it will now kill you instead of crashing and fucking with the shuttle landing process.
Z travelling while inside an object or mob will now relay that direction instead, allowing you to jaunt up and down as well as cardinally.
Mirror walk button updates at correct times.
Blood and Shadow walk buttons have same functionality as Mirror Walk.
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi
* Add mail goodies for neutral quirks
* todo later... hur hur hur
* Add mail goodies for quirks
* Move money goodie to random spawner effect
* Add more goodies to positive quirks
* Add more mail goodies for negative quirks
* Add pajama clothing to heavy sleeper mail goodies
* Ad fedora to mail goodies for gamer quirk
* Add trenchcoat to monochromatic quirk mail goodies
* Add mail goodies to all remaining quirks
* Fix linter error
* Add candle box to spirtual quirk mail
* Clean up code for mail goodies
* Rebalance generic goodies mail weight
* Add mail goodies quirk code comments
* Add more noir items for monochromatic
* Add 3 new random spawners icons
* Add nightcaps to heavy sleeper mail goodies
* Fix plushies random spawner to work correctly
* Add code comment explaining quirk weight value
fuck poster code. whole thing needs a rewrite imo.
Fixes#69954
cl ShizCalev
fix: Wanted/missing posters are no longer broken.
fix: Missing posters no longer change text color after being taken down.
fix: Posters no longer fail to get put up 4 seconds after you walk away while placing them lol
/cl
About The Pull Request
I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)
This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.
I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea
OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?
It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.
We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.
Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).
That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube
Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.
As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.
Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups
BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.
This was quite messy, so I've refactored it (and maps too) to be a bit more modular.
Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.
Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.
Much better then the hardcoded pattern we used to use. So much duplicated code man.
Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.
image
In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.
It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.
In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.
It also comes with an info dump about the ui, and plane masters/relays in general.
Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes
Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.
This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.
Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday
I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.
The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes
We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.
Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.
Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>
Fixes#65800Fixes#68461
Changelog
cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
* Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros
So we have this overlay queuing system right? It's build with the assumption
that the "add to overlay list" operation is real expensive, and is
thus useful to queue removals or additions.
It turns out that it just isn't, at least during init. In my testing the
operation of queuing took LONGER then the actual overlay add/remove did.
That's ignoring the cost of the subsystem's work.
I've also modified part of the stat tracking macro, since it took a good
bit of cpu time, and didn't seem to well, do anything. So far as I can
tell it always evaluates to 1
* Refactors hallucinations slightly, organizes them
* Refactors hallucination into a status effect
* Further hallucination proper refactoring
* Refactors battle hallucinations
* Refactors "fake item other" hallucination
* Gets it a bit closer to working state
* Refactors screwydoll and fake alerts
* Refactors fake inhand items
* Refactors a few more.
- Fake death
- Fake messages
- Fake sounds
- Projectiles
* Refactoring delusions, hallucination effects
* Furthering the hallucination status effect
- removes copypaste of hallucination pulses
* Almost finalizes the changeover to status effect
* Last staus effect stuff
* Delusion business
* Airlocks, fire, and more delusion stuff
* Finishes screwyhud. It compiles now!
* Swaps screwyhud over to a grouped status effect
* Removes hal_screwyhud
* Comment
* Bugfixing
* image cleaning
* Get rid of this it came back
* What if I finished this branch?
* Oops
* Messing with the randomness
* Mass hallucination tweaks
* +
* Some more mass tweaks
* Review
* Updates
* Unit tests hallucination icons
* More tweaks
* Move folder
* Another re-name
* Minor tweaks
* Anomaly unity
* Mass hallucination buffs
* t
* Sig
* Merge
* Lints
* Unit test already coming in clutch
* Another failure
* Use named args for cause_hallucination via some define trickery
* Some cleanup
* This is better
* adds some hallucinations
* Oops
* More sounds
* Tweaks
* Some additional documentation
* Flash
* Fixes mass hallucination
* Json changes
* Updates documentation
* Json conflicts
* Makes it work
* Missed that one too
* Helpers
* More signalization (WIP)
* Fixes bump
* Missed a helper use
* Dumb
* Optimizes away /obj/Initialize
We were spending like 0.15 seconds just checking for blueprints, obj
flags and network ids
All these things can just be applied where they're wanted, saves time
Oh and I replaced object flags with an emag injector. I'll give it a
sprite and name later I promise
* Requires a GenerateTag() call to set DF_USE_TAG, rather then doing a check in atom New
This is technically harder to use, but I don't really want people using
tags, and it saves 0.15 seconds
* Moves generatetag to /datum
* I am dumb
* Saves 0.5 seconds, makes init emissive blockers actually work
Ok so background. If an overlay is added with add_overlay, and not
"managed" somehow, it will effectively never be removed, because
nothing's tracking it.
Update_overlays uses the managed_overlays list/var (one of those) to do
this.
I'm gonna piggyback off this to make emissive overlays actually like,
respect overlay updates.
Oh and uh, I've saved maybe 0.5 seconds by caching the new emissive, and
not using add_overlay. There's a chance this will lead to overlay
corruption, but since we never readd the flattened, I think we'll be
safe
* Fixes plane not being set right, changes color logic too, since alpha will override past color sets
* Makes it actually work. also makes rand posters update appearance to clear away the overlay, since it shows on right click and looks bad
* Fixes blockers showing as emissives. It turns out alpha sets override the color list we use. Not sure why we pretend to support them
* Makes the injector support traits, adds an amazing sprite
About The Pull Request
Closets now initialize their contents once in dump_contents(). This saves more than 1.6 seconds of init time (all /obj/structure/closet now initialize in 84ms).
Not sure what assumptions this will break, there's a lot of closets, so separate PR.
cl
del: You can no longer see maint spawners before the round starts (but your rounds start faster now :) )
/cl
About The Pull Request
Not without the help of my friend spriter, I added cucumbers, their seeds, the cultivation itself, so that they could be pickled and washed with a brine jar. I also added a Danish hot dog because it required cucumbers (perhaps that was the end goal), changed a couple of recipes to include cucumbers or pickles. Cucumbers have been added to both cargo orders and bounty cubes, as well as for the food order console
I think the Cucumber Update deserves its plush toy.
gg18b4b2cab0
Why It's Good For The Game
I think more food and drink... would add quite a nice role playing experience, and additional gameplay for hydroponics.
Changelog
cl Vishenka0704 and Ying-The-Pando
add: Cucumbers and pickles
add: Danish hot dog
balance: add cucumbers in dishes where they need
qol: add to bounty cubes, orders - new vegetables
/cl
About The Pull Request
Reorganizes the entire icons/mob folder.
Added the following new subfolders:
nonhuman-player (this was initially just called "antag", but then I realized guardians aren't technically antags)
simplemob
silicon
effects (for bloodstains, fire, etc)
simplemob/held-pets (for exactly that -- I wasn't sure if this should go in inhands instead)
species/monkey
Moves the following stuff:
All human parts moved into species, with moth, lizard, monkey, etc parts moved to corresponding subfolders. Previously, there were some moth parts in mob/species/moth, and others just loose in mob. Other species were similar.
icemoon, lavaland, and jungle folders made into subfolders of simplemob
All AI and silicon stuff, as well as Beepsky et al. into the silicon folder, simplemobs into the simplemob folder, aliens into the nonhuman-player folder, etc.
Split up animal_parts.dmi into two bodyparts.dmi which were put in their respective folders (species/alien and species/monkey)
Code changes:
Filepath changes to account for all of this
Adds a check when performing surgery on monkeys and xenos, because we can no longer assume their limbs are in the same file
Turns some hardcoded statues and showcases that were built into maps into objects instead
Things I'd like to do in the future but cant be assed right now:
Remove primarily-antag sprites from simplemob/mob.dmi (Revenant, Morph, etc.) and put them in the nonhuman-player folder
Split up mutant_bodyparts.dmi into different files for Tizirans, Felinids, monkeys, etc and put them in their own folders. Those may have once been meant primarily for mutated humans but that's now how they're being used right now.
This is a remake of #66106, with more thought put into the underlying balance. The main goal of this PR is to make fighting spiders more accessible and interesting for the majority of the crew while nerfing the extremely strong and boring option of simply using freezing temps to kill spiders. Also fixes#67765. The changes are as follows:
NEW SPIDER COUNTERS
Fly swatters now deal 25 damage to spiders on hit, increased from 1
Pesticide now deals massive stamina damage to spiders and a little bit of physical damage as well (the damage portion not added by this PR)
Spiders can now be caught on fire through any traditional mean of catching something on fire. Spiders will automatically put themselves out after a time. This was done instead of an active action because AI spiders are also subject to this change as well, and I don't feel like bloating the simple mob AI with putting themselves out
SPIDER CHANGES
NERFS
Toxin injection has been removed from all spiders except for the hunter, flesh spiders and the viper
Hunter toxin (used by hunters and flesh spiders) now only brings the afflicted down to 40 health, and will stop taking effect once the afflicted reaches that threshold. Should the afflicted still have the toxin in their system and get healed, the toxin will begin dealing damage again until the afflicted is at 40 health or below again
Viper toxin now only brings the afflicted down to 10 health, but also has the hallucination effects of Mindbreaker toxin. This hallucination effect is applied regardless of target health. It also no longer generates other harmful chemicals into the afflicted's system, but is much more potent at base
Flesh spiders cannot regenerate while on fire
BUFFS
Time it takes for spiders to normalize their temperature cut by half. While they will react faster when in cold or hot environments, when they leave said environments it will take less time to return to normal temperature
Unsuitable temperature damage reduced to 4 from 8
You can no longer push spiders by running into them
Webbing heat damage threshold increased from 300 to 350 (same temp where spiders also take damage)
Broodmother egg laying time reduced to 12 seconds from 15
Broodmother web laying time multiplier reduced to 0.5 from 1
Broodmother health increased to 60 from 40
Broodmother damage increased to 10 - 15 from 5 -10
BEHIND THE SCENES CHANGES
You can now make any simple mob able to be caught on fire by setting flammable to true
How fast a simplemob stops burning is controlled by fire_stack_removal_speed
Can now now control how fast simplemobs regulate their temperature using temperature_normalization_speed. Before this PR, this value was hard-coded at 10, I have set the default to 5 as 10 was too long in almost any case. This will notably affect slimes, who could easily die to being cold long after being removed from the cold area. I see this as purely beneficial
Toxins now have a health_required value. The afflicted has to be above this health value in order to take damage from the toxin. Only used in the spider toxins currently
When I was setting up simplemobs to be flammable, I noticed basic mobs can be glitchily set on fire, so I fixed it to where they can't be set on fire.
Why It's Good For The Game
Spacing something is very easy, but not very fun or interesting compared to starting and controlling a fire. Swapping spiders' temperature weakness from spacing to fire is beneficial to the fun of fighting them and playing as them, allowing more creativity and resourcefulness on both sides. Ideally, this should allow for atmosians and chemists to use their skills in a fun way.
Currently, ignoring spacing them, the only people who can reasonably take on spiders is security, since they have lasers which do burn and stuns to slow the spiders down. However, this small subset of players cannot normally destroy a spider infestation without spacing them, so letting fly swatters and pesticide be used to combat spiders allows other crewmembers to fight back, letting them actually enjoy facing spiders as a threat and allowing the crew to defend themselves.
Being killed by spider toxin after fighting off a horde isn't fun. The changes still make it a threat you have to be aware of, but not one which detracts as much from the combat loop. This also forces spiders to secure the kill themselves, which is more fun than having the toxin do it for you.
Broodmothers in their current state are incredibly weak by themselves, which is intentional by design. However, the new changes hope to make playing as a broodmother easier and hopefully allow more broodmothers to get the spider infestation started properly. After all, Dynamic is their common source now, and they should be consistently worth the threat cost to spawn them.
Previously, spider structures would seemingly vanish for no reason if the room was heated to be greater than 300 but less than 350, as the spiders would not be able to tell that it was too hot. Now, if the structures are taking damage, spiders will also be taking damage, so understanding what's going on should be easier now.
Pushing spiders into a corner by running into them was not a fun tactic to deal with as a spider and didn't make much sense seeing how big the spiders are.
Changelog
cl
add: Spiders can now be caught on fire
add: Spiders take significant damage from fly swatters and stamina damage from pesticide
balance: Spiders have been re-balanced. Their toxins can no longer kill but they are not as susceptible to freezing
balance: General stats of spider broodmothers have been buffed with more health, damage, and faster web and egg placement
balance: Flesh spiders cannot regenerate whilst on fire
balance: Simplemobs change their internal temperature twice as fast
fix: Basic mobs no longer glitchily catch on fire.
/cl
About The Pull Request
Everyone has been asking: "When will there be an anomaly like the bioscrambler, but for the space station? Please, we need more things which replace objects with different objects from the same typepath."
Well I made it and it looked like ass because non-tiling floor and walls look terrible, so then I made this instead.
Dimensional.mp4
The "dimensional anomaly" shifts matter into a parallel dimension where objects are made out of something else.
Like the Bioscrambler anomaly, it does not expire on its own and only leaves when someone signals it or uses an anomaly remover.
When it spawns it picks a "theme" and converts terrain around it until it covers a 7x7 square, then it teleports somewhere else and picks a new theme.
A lot of these themes are relatively benign like "meat", "fancy carpet", or "gold". Some of them are kind of annoying like "icebox" because it creates floor which slows you down, or "clown" because bananium is intentionally annoying. Some of them are actively dangerous, mostly "uranium" and "plasma".
The main problem this will usually cause for crewmembers is decreasing area security. When it replaces doors it replaces them with ones which don't have any access control, and it will also replace RWalls with normal and much more vulnerable walls which will make breaking and entering significantly easier until someone has taken the time to fix the damage. But also sometimes it will irradiate them, you never know.
The fact that sometimes the changes are benign (or provide uncommon materials) and might be happening in places you don't care about access to might encourage people to push their luck and leave it alone until it starts turning the captain's office into a bamboo room or repainting medbay a fetching shade of flammable purple, which I would consider a success.
Armour.mp4
If you successfully harvest the anomaly core you can place it into the reactive armour to get Reactive Barricade Armour, which shifts your dimension when you take damage and attempts to place some randomised (not terribly durable) objects between you and hopefully your attacker (it really just picks up to four random unoccupied tiles next to you). If you're EMPed then the changes it make to the environment will often be as unpleasant for you as they are for a pursuer, and significantly more likely to harm both of you rather than just provide obstacles.
Other changes:
I split anomalies out into their own dmi file, seems to be all the rage lately.
I moved the anomaly placing code into a datum instead of the event because I wanted to reuse it but if you have a better idea about where I could have put it let me know.
This also fixes a bug where the material spreader component wasn't working when I applied plasma materials to something, the extra whitespace was parsing as another argument for some reason and meant it would runtime.
Supermatter delamination was still pointing to Delimber anomalies instead of Bioscrambler.
Pre-sort smoothing_groups and canSmoothWith
Without any ruins, these sorts were taking more than 0.6s, and the bulk of the runtime cost of sortTim during init time.
This only happens on init and they are never changed apart from that, so pre-sorts everything and adds a unit test (in the form of #ifdef UNIT_TESTS, because you can't initial a list) to ensure that they are proper.
Keep visibilityChanged() to mapload only for turf/Initialize
Saves about 0.4s worst case scenario (e.g. with no ruins). Very expensive code (175k loop iterations) for 0 side effects.
Space areas now have the fullbright overlay, not the space turfs
Saves about 0.8s worst case scenario. Seems to work fine with starlight.
Remove is_station_level check for window spawners assigning RCD memory.
Saves about 0.3s worst case scenario. The logic for this isn't consistent since neither walls nor floors check this (for performance), plus some minor micro-opts to spawners.
Optimize is_station_level
Doubles in speed, used heavily in /turf/open/floor and in other initialization procs. Bit hard to tell exactly how much is saved, though.