* Removes material breakdown flags, traits & miscellaneous fixes. (#80389)
## About The Pull Request
1. Removes material breakdown flags i.e. all flags with the format
`BREAKDOWN_XXX`. These flags do nothing, there are no special checks to
transform materials based on these flags, they are passed around just
because certain procs require them for syntax purposes only.
Apparently there were plans to make these flags do something special
from the comment
302247c0d1/code/__DEFINES/construction/material.dm (L43)
But nobody got any ideas for years now. The only special thing we can do
with them now is remove them and reduce code clutter, so let's do that
The only flag that ever did something was the
`BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together
with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent
metalgen) and when both this trait & flag are combined together... they
still do nothing
302247c0d1/code/game/atom/atom_materials.dm (L41-L42)
Yup they cancel out each other to prevent returning an empty list, the
traits only job was to prevent materials from being recycled (like why?
what's the benefit of that? nothing) and the flag was meant to bypass
this restriction so both the trait & the flag cancel out each other
therefore doing nothing meaningful. Best remove them both and call it a
day.
2. Fixes an error in displaying number of sheets inserted into a mat
container when that sheet is made up of alloy materials. it would count
as 2 or more because it would take the sum of total material amount
inserted and not the actual sheets. That's fixed now.
3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag
4. Adds helper proc to insert materials via the remote material
component with proper context
## Changelog
🆑
fix: mat container displays correct number of sheets inserted for alloy
materials.
fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag.
code: removes material breakdown flags and related traits.
code: adds helper proc to insert materials via the remote material
component with proper context.
/🆑
* Removes material breakdown flags, traits & miscellaneous fixes.
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Adds lighting height control (space color consistency) (#79046)
## About The Pull Request
Adds support for modifying a light's "height"
You can think of this as the distance it is from the ground below it
(Really it's the distance to the corners around it + 0.5 but yaknow) We
use it to keep wall lights from looking weird, but well, not everything
is a wall light
Floors tend to not be, and space in particular does not want to be
treated as such.
In fact, it wants a NEGATIVE height, so it acts as if it in on top of
all of its corners. This allows us to ensure that the starlight from
space and the starlight from starlight overlays always have the same
intensity and color, preventing weird lines from where the two
intersect, or starlight feeling not very present in cases with only one
turf
I've also bumped starlight's intensity form 0.75 to 1, this should help
with the lines thing discussed above.
## Why It's Good For The Game

## Changelog
🆑
add: Starlight should be a bit more intense, and flow better onto non
space tiles
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
* Adds lighting height control (space color consistency)
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) (#78877)
## About The Pull Request
[Implements a setter for starlight
variables](af34f06b41)
I want to start to modify starlight more, and that means I need a way to
hook into everything that uses it and update it, so we can modify it on
the fly.
This does that, alongside removing space overlays from nearspace (too
many false positives) and making the aurora modify all turfs projecting
starlight, rather then all turfs in an area.
Do still need to figure out handling for the starlight color usage in
turf underlays tho (I gave up, we just keep it static. I'll fix it
someday but the render_relay strategy just doesn't work with its masking
setup)
[Reworks how starlight overlays
work](9da4bc38e2)
Instead of setting color on the overlays directly, we instead store an
object with our current settings in every mob's screen, and
render_target it down onto our overlays.
This lets us update overlay colors VERY trivially. Just need to set
color on the overlay var. Makes modifying starlight a lot cheaper.
It doesn't work on area overlays, because suffering, and it MIGHT induce
extra cost on clients. if it does we can do something about that, we'll
play it by ear
[Removes parallax starlight
coloring.](5f701a1b13)
I'm sorta iffy on the color, the effect can be real oppressive in some
cases, and I'd like to use starlight color for more events in world, and
having it vary can make that looking nice hard.
[Adds some visual effects to narsie being
summoned](a423cfcb2b)
As the rune drawing progresses space (starlight and parallax) go from
normal to greyscale. Then, right about when narsie shows up, starlight
becomes vibrant red.
It's a nice effect. I wanna do more shit like this, I think it'll
improve vibes significantly.
## Why It's Good For The Game
Can't embed it because of github's upload limit, can show a
[link](https://cdn.discordapp.com/attachments/458452245256601615/1160821856358645860/2023-10-08_22-31-22.mp4?ex=65360e99&is=65239999&hm=680e33e4e0026b89e132afc50c04a648a24f869eb662f274a381a5de5c5a36f2&)
for the narsie stuff
Here's
[one](https://cdn.discordapp.com/attachments/326831214667235328/1160813747196141568/2023-10-08_22-34-10.mp4?ex=6536070c&is=6523920c&hm=f8d571d1013da89887f49f3fec99f632251eeeac83085aa7dde97009aee3922f&)
for the aurora too.
This gives us more pretty starlight shit, and the ABILITY to do more
pretty starlight shit. I'm pretty jazzed, and I hope people use this
proc more (keeping in mind that it's pretty hard on the lighting system,
and needs significant delay between changes)
## Changelog
🆑
add: Narsie summoning has had some effects added to space and starlight
del: Removes the link between spacegas color and starlight. It was a
slight bit too vibrant and I think impacted the vibe too wildly to be
incidental.
fix: The aurora event actually... works now. Space lights up and all
that
/🆑
* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects)
* Update space.dm
* Update shuttles.dm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* ArCargo: Adds the Galactic Materials Stock Market V1.2 (Free Market Edition) (#78500)
## About The Pull Request
**This PR is a rerelease of #78164, with some bells and whistles.** As
such, most of the core functionality is the same, but with some tweaks
to balance the gameplay and prevent bike levels of profit. I've tried to
bold the new additions to make it easier to read for those coming back
for the second pass.

This PR adds a new machine that can be bought called the **Galactic
Mineral Market** (GMM). The Galactic Mineral Market (GMM) allows you to
buy and sell minerals wholesale from the market machine. It goes
something like this:
### 1. Getting the Machine:
The GMM can be bought as an un-assembled machine for 600 credits from
cargo. It's a low cost, but its not mapped in standard, so if you're
confident in your miners, you shouldn't necessarily need one for the
department. Otherwise, it's available for other crewmembers to buy for
cost.
The cargo pack comes will all supplies necessary to finish the machine.
Tools not included.
### 2. Buying Low
Using the machine's UI, you can see all traded minerals and their
associated prices. Buy prices are played straight, and can be bought for
material price, times the quantity. The order is then instantly placed
on the cargo shuttle, and will be deducted from the buyer's account on
shuttle send. **A single order can only have 10 different stacks of
materials in it. So, that can be 100 sheets of iron and 1 of everything
else, or 500 sheets of iron. After that you're blocked from buying more
sheets until you've sent the order.**
Cargo staff with standard cargo access may toggle the machine to order
directly from the cargo budget. Otherwise, materials are only purchased
from private accounts.
All purchases are treated as private and must be opened by the recipient
like private orders.
### 3. Selling High
It's stocks time. To sell minerals on the market, simply insert any
relevant metal stock into the machine. This produces a totally original
and not-a-bounty-cube stock block, which can be sold on the cargo
shuttle for cargo funds. Stock blocks can also be price-tagged as well
following their standard process.
**Stock blocks start out a bright pink and are worth the value of that
material at that time, but over time their color will degrade. After a
full 5 minutes, stock blocks will switch over to a purple hue, and their
value will once again become liquid, subject to the current market
value. This encourages players to be a bit more fast on their feet than
before instead of just waiting forever for all of their investments to
arrive at the perfect value, before the inevitable "rest of the game"
tries to upend your investing.**
Sold cargo stocks are subject at a 20% processing fee as part of the
galactic mineral market.
### 4. Outside Factors
**In-game events like the Crab-17 or the Market crash event will cause
stocks to bottom out completely, and for the market to become
unavailable until the market stabilizes. Thankfully, once the market has
crashed, typically stocks will recovery and gain back some value,
allowing for fast acting market movers to capitalize on rough markets.**
**Additionally, low value materials like iron and glass have an extra
stipulation, as their value goes all the way down to 0 credits. In that
case, you are unable to buy them at that value as a market protection.
Be careful that you don't see a reset or crash when you're planning on
selling your horde of iron and glass stocks!**
Additionally, market events can occur during the round that can more
sharply adjust a single stock's price and completely rebound it's
trajectory. These events are always mentioned in the station
announcement's economics report.
### Other notes:
The market does not cover all minerals, partially for consistency
purposes as well as for balance reasons. Plasma, being a unique material
that only Nanotrasen has their hands on, is the sole exporter of plasma
in the system, so it stands to reason that it's not on the market, and
remains a solo export. Bananium, as it has a rare and expensive
conversion rate, works the opposite way, and as such isn't listed on the
market either, with the sole source being single cargo sales. All others
just don't make much sense to include into the market at this second, so
I left them out for now.
**Alright now below I'm going to cover the math and shit so if that's
not what you care about then please scroll past.**
<details>
<summary>Warning: Arcane is about to talk about the math</summary>
Alright.
So this adds a new stock_market subsystem, which fires once every 20
seconds. I'm still fairly new to subsystem design so I'm probably going
to need some feedback on cleaning this up to make it look nicer and run
smoother.
So we have 4 associated lists, each attached to the relevant traded
datum; this tracks prices, market trends, how long that trend is going
to last in SS fires, and market quantity.
Prices fluctuate between 0.5x and 3x the material's single sheet value.
This could be tweaked even farther in the future, but for now I'm
keeping it at this nice clean margin. Prices fluctuate based on a
gaussian normal distribution that is centered on different points based
on their **trend**. Upward trending materials are centered in such a way
that they'll almost certainly go upwards, but being that it's based on a
random chance, not always. Vis versa, downward trends should tend to
lose value at about the same rate. We also change our rounding based on
this trend data, in order to prevent low price values like iron and
glass from getting stuck in the same value or freefall drop over time
just because of rounding down. Similarly, neutral trending materials
will not change nearly as much, and will generally stay at around the
same amount.
When buying or selling a material, the quantity of that material will
change on the market. The magnitude of that change depends on how much
of that material currently exists on the market. Buying a low quantity
material like diamond for example will tangibly increase that material's
cost, while buying stacks and stacks of iron and glass won't do much
damage to the price of iron as there's usually around 500 full stacks on
the market to start with. It's applied at a relative percentage of
(qty_changed / new_total_on_market) * price of goods bought/sold at.
In addition to that, there are random "market events" that can occur
randomly, which you might miss if you don't follow the newscaster
economy news. These three events are fairly barebones now, but in
general they have a 1% chance of happening per material, and can more
dramatically increase, decrease, or fully reset the value of a material
on the market back to it's standard value. This opens up for doing more
with it in the future, but that's a later problem.
</details>
## Why It's Good For The Game
This independently resolves some issues related to #78040, that being
that lowpop stations, or shifts with few miners would have a new way to
be able to still get some access to minerals in a given round. This also
provides a unique minigame and alternative way to acquire money in a
given shift, using minerals.
**"But Arcane,** I hear you ask. **"Isn't this just the same thing you
tried doing way back when and then reverted in #50537?**
Well, fuck man, how you doing I haven't see you around in forever also
no you're completely wrong and here's why
**This PR is no longer contingent on the rest of ArcMining in it's
current iteration.** I have introduced some extra factors into the
gameplay as well to try and curb the creation of bikes within gameplay.
This also provides a massive benefit to round progression and gives the
QM and the cargo members the ability to prevent round progress from
stalling by buying round-critical resources.
Not to mention, as the GMM is not cargo required, more cargo integrated,
it also functions as economy content for the rest of the crew.
## Changelog
🆑
add: A new export has arrived in the imports section, the Galactic
Materials Market! You can use this to buy and sell minerals for profit
or cost, as well as stock your station when you don't have any miners.
add: Insert sheets of minerals into the Galactic Materials Market to
convert them into a stock block, allowing you to lock in your price for
5 minutes. Wait too long and it'll be subject to market value again!
add: Minerals can be bought on the market either using the station's
cargo budget by cargo crew, or privately by everyone else.
del: Any material stacks that can be bought and sold on the market
before have been removed from the cargo catalog.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* ArCargo: Adds the Galactic Materials Stock Market V1.2 (Free Market Edition)
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Fixes Ticked File Enforcement and Missing Unit Test (and makes said Unit Test Compile) (and genericizes the C&D list to the base unit test datum)
* Updates ignores
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Adds hauntium as a reagent with new fun uses. (#77471)
## About The Pull Request
Adds the material hauntium as a reagent, along with bringing some unique
effects with the reagent.
There are a few new ways to get it other than just the camera obscura as
before, such as grinding certain ghostly things.
Unique effects it brings:
- It works in metalgen (I believe the metalgen recipe is still broken as
of making this) to make hauntium infused metalgen.
https://github.com/tgstation/tgstation/assets/58376695/121ca6b2-00b7-4203-bc6a-48976b1af802
- Any object touched by the chem will temporarily have the haunted
effect, letting it teleport around randomly and even attack people.
https://github.com/tgstation/tgstation/assets/58376695/103aeee5-ed3e-4fdd-85e4-ac7338823c46
- If you put it in your body, it hurts your "soul" (soul being heart and
mood)

...unless you are morbid or undead, in which it gives a slight mood
boost and acts like an addiction-less drug
## Why It's Good For The Game
Hauntium previously was super niche and not very useful other than
making funny haunted toolboxes from it. This expands it's usage and
makes it a lot more interesting. I also know a good few people who have
also wished this was available to use in metalgen and now you can!
## Changelog
🆑
add: Lets you grind things into a hauntium reagent which works similarly
to the solid form but is versatile and has some unique effects.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Adds hauntium as a reagent with new fun uses.
---------
Co-authored-by: die_amond <58376695+dieamond13@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Icon folder cleaning wave one
* Fixe a merge conflict
* Fixes some more merge conflicts
* Fixes some modular icon paths
* Fixes even more modular icon paths...
Hopefully that's the last of them
* Fixes some merge discrepencies
* More merge issues
* ok
* not ok
---------
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
Per unit value of materials now scale with material defines (#76366)
## About The Pull Request
The value of a coin is computed as follows
9d84598731/code/modules/mining/ores_coins.dm (L398)
And a coins custom material amounts to
9d84598731/code/__DEFINES/construction.dm (L84)
In the future if `SHEET_MATERIAL_AMOUNT`(which directly effects
HALF_SHEET_MATERIAL_AMOUNT) is tweaked this will just reopen#76052 so
let's make the value of these mats depend on material defines to ensure
its fixed permanently
## Changelog
🆑
code: mat per unit values of materials now scale with material defines
/🆑
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* [No GBP] Fixes coin values but for real this time (#76137)
## About The Pull Request
Forgot to update the value of the iron coin in #76066, this fixes that
## Why It's Good For The Game
See #76066
## Changelog
🆑
fix: Had to destroy a lot more of em, but the value of iron coins are
now back to normal
/🆑
* [No GBP] Fixes coin values but for real this time
---------
Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Plasma objects no longer violently explode when ignited (#76492)
## About The Pull Request
This is one of those "can I get away with making a change I want" PRs.
I actually didn't know this had been changed before as it's not exactly
something I mess with often, but I really think it sucks. Plasma stuff
is supposed to ignite and cause fires, not explode (unless in a TTV). I
noticed this when I was poking around and found out that apparently
Disco Inferno just explodes now instead of setting on fire which also
sucks.
I figure there's a few fixes for this problem:
1) Nerf how hard plasma stuff explodes. This is an option, but I kind of
dislike that it does it at all more than anything. The biggest issue is
that just the regular statues explode with 20 LIGHT, which is pretty
fucking massive and basically just delimbs everyone around. I'd have to
nerf it HARD for it to get anywhere near what I think is acceptable.
2) Make a snowflake version of the statue that just ignites on hit with
a torch. I also don't like this because it'll make people think the
regular statues don't explode.
3) This option, which I think is cleaner and just makes sense compared
to the others.
I don't know if @ vincentiusvin still codes, but as far as I can tell
this was their doing, so it's only fair they get to speak up.
Fixes#71894
## Why It's Good For The Game
I don't like it, I think it goes against what we're used to for plasma
stuff (that it starts fires, not makes explosions) and it makes one of
my favorite shuttles boring and stupid. That being said, I'm honestly
not going to fight for this too hard if a lot of people like it, but I
am - as always - open to alternatives.
## Changelog
🆑 Vekter
del: Plasma objects (statues, toilets, etc.) no longer explode when
ignited. They just release plasma like everything else plasma. (This
doesn't impact injecting plasma into cells or dipping cigars in plasma,
those still explode.)
/🆑
* Plasma objects no longer violently explode when ignited
---------
Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
* Fixes coin values (#76066)
## About The Pull Request
This brings coins values back from being severely undervalued after
#75437. Coins are supposed to be made of and worth 400 units of mats,
but the numbers weren't updated and so they were made of significantly
less than that.
## Why It's Good For The Game
Brings coins back to what they're supposed to be worth.
## Changelog
🆑
fix: After destroying unfathomable quantities of excess coins, their
value is back to what it's supposed to be!
/🆑
* Fixes coin values
---------
Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com>
* Makes shattering on throw impact an ELEMENT, anything made primarily of the glass material datum will shatter when thrown (#75303)
## About The Pull Request
I thought, "Hey it'd be neat if glass stuff shattered when thrown
around, wouldn't it?" And thus, shattering became a component. Though it
only applies to any subtype of object, its still more than enough for my
purposes. Plates will still shatter as normal before, but if for any
reason a glass toolbox, or glass statue block, anything glass you get
the idea, is thrown? Shards everywhere. Oh no, our table, its broken.
## Why It's Good For The Game
Something shattering on impact from being thrown or dropped a zlevel is
hilarious, and it'd be even funnier to be able to extend this behavior
to other objects as well. Finally we can relive every comedy movie ever
where some construction workers drop a comically large glass object on
someone from two floors up.
* Makes shattering on throw impact an ELEMENT, anything made primarily of the glass material datum will shatter when thrown
---------
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
* Material Tiles now use the correct sound files, preventing Runtimes (#74066)
## About The Pull Request
Material tiles used to reference an incorrect filename for some of their
footstep audio. This resulted in barefoot, claw, and heavy footsteps not
making any noise on them, as well as triggering a Runtime error in the
logs with each step taken. The code for constructing these file names
has been corrected, and now properly paths to the appropriate sounds.
Closes#70145
## Why It's Good For The Game
These changes improve stability by reducing unnecessary Runtimes, and
restore footstep noise to Material tiles for many creatures/scenarios.
## Changelog
🆑
fix: Material tile floors now make noise when walked on by
bare/claw/heavy feet
/🆑
* Material Tiles now use the correct sound files, preventing Runtimes
---------
Co-authored-by: Antonio Tosti <5588048+atosti@users.noreply.github.com>
* De-hardcodes spawnDebris in windows, fixes a bunch of issues with windows. (#73274)
## About The Pull Request
spawnDebris was being overridden by almost every type of window, I've
set up some new vars for it to pull shard and its debris decal from so
spawnDebris only needed to be set up once (+ once more for paper windows
which are unique).
Fixes an issue with reinforced plasma glass windows dropping regular
glass when broken.
Fixes an oversight where tram windows were dropping only 1 rod instead
of 2 and dropping glass sheets instead of shards.
Cleans up tram window code a bunch.
## Why It's Good For The Game
Fixes several issues, cleans up code and cuts down on a lot of repeat
code.
## Changelog
🆑
fix: Reinforced plasma windows will now drop plasma glass instead of
regular glass when broken.
fix: Tram windows drop the correct number of rods and a shard when
broken instead of a sheet.
code: Removed a ton of duplicate vars in tram window code and
re-organize the file slightly.
refactor: spawnDebris has been un-hardcoded and all (but one) override
of it has been removed.
/🆑
* De-hardcodes spawnDebris in windows, fixes a bunch of issues with windows.
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* Starlight Polish (Space is blue!) (#72886)
<!-- 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
Adds support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them
#### Adds render steps
An expansion on render_target based emissive blockers.
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely
Fixes shuttles deleting z holder objects
#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color
This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight
This requires a bit of extra work, see later
This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)
The emissive blocking floor stuff requires making a second render plate
to prevent double scaling
Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon
#### Makes things in space blue
We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright
This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee
#### Makes glass above space glow, and some other stuff
Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.
Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.
#### Modifies partial space showing to support glow
Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.
We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.
#### Makes appearance realization's list output ordered
I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that
## Why It's Good For The Game
Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more
<details>
<summary>
Old
</summary>



</details>
<details>
<summary>
New
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</details>
## Changelog
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🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑
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---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* update modular
* Update _decal.dm
* Update _decal.dm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Most materials can be used to build most things
* Fixes the merge conflict
* Makes it so our vis_overlay1 is initialized first. It's awful but it works
* Properly fixes the CI issues with the plasma airlocks
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Makes sure COMSIG_ATOM_EX_ACT is always called. (#63685)
Creates a wrapper macro for ex_act() and moves the signal and contents explosion calls to there. This way we can ensure the signal is always fired. Also desnowflakes reagents responding to explosions.
Ensures that a signal is always called when the attendant proc is called.
* Makes sure COMSIG_ATOM_EX_ACT is always called.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Hauntium is chill with the undead, buffs hauntium stats (#61584)
* Hauntium is chill with the undead, buffs hauntium stats
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* kills 4 object definitions that are inside of proc arguments (#61152)
thanks to putnam for reporting this in coderbus
/obj/machinery/smartfridge/drying_rack/load(/obj/item/dried_object)
looks pretty harmless right? youd think that this would make a proc argument called dried_object of type /obj/item but no, this defines a new /obj/item class definition called dried_object with zero changes from /obj/item
you can use this to do weird things, like /obj/machinery/smartfridge/drying_rack/load(/obj/item/var/dried_object = 3)
creates a new var on /obj/item called dried_object and is very cursed
gets rid of 4 of these abominations, they dont seem to have caused any bugs except for maybe behavior that relies on typesof(/some/path)
* kills 4 object definitions that are inside of proc arguments
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Get your protein fix here (for monkey meat). (#60696)
Meat steaks now have the material flag to un-link from from material effects, meaning that monkey meat will now have the proper nutrients and reagents it was intended to, primarily that monkey meat will have protein for cytology purposes.
(Basically, the meat mat was not adding a food component, but then trying to remove "any" food component regardless of a material_no_effects flag. Kinda a mess, and maybe this could be done in an event based way, but this is a real sane fix. The hard part was tracking down the error anyway. Kudos fictional arcane who will read this commit message)
* Get your protein fix here (for monkey meat).
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Implements a combustible_flooder component on plasma and hot ice. Numbers made to preserve old behaviour as much as possible for plasma. Nerfs hot ice to be in line with the original tweak PR
* Limited to only hot ice, removed traces of override temp
* Renamed gas_name into gas_id
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* fixes hyperspace connect_loc_behalf bug (#60231)
turns out my move_stacks var doesnt work asynchronously since this bug made things with connect_loc_behalf runtime on every movement unless you somehow moved it back to the transit turf and off without it doing the runtime special.
(The sleep and hell the whole bit of code in space/Entered was unneeded, since it just happens normally as a part of move. Life is pain) -Lemon
also does misc code improvements i found while investigating ANOTHER c_l_b bug with stacks i found while testing this one, which i did NOT manage to fix unfortunately
* fixes hyperspace connect_loc_behalf bug
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Fixes human burgers not naming after the meat donor (#59286)
- Adds custom materials to result of grilling
- Adds custom materials to result of atom processing
- Adds source name and job to mob_meat material if available
- Makes processed atoms have same pixel offsets as their source but randomise with each subsequent one
* Fixes human burgers not naming after the donor
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* makes LoadComponent() a macro like AddComponent() is so it supports named arguments
* Update miscellaneous.dm
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc
* WHEW THAT WAS EASY
* Update ammo.dm
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* fixes stuff made with bronze sheets deconstructing into tiles or not being able to make bronze golems (#58708)
* fixes poopy bronze tiles sstuff
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Beauty is now an element. Fixing an issue with enter/exit area comsigs. (#57147)
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>
* Beauty is now an element. Fixing an issue with enter/exit area comsigs.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>