Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
About The Pull Request
Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.
Splits game preferences into its own window.
Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.
This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.
Fixes#60823Fixes#28907Fixes#44887Fixes#59912Fixes#58458Fixes#59181
Major TODOs
Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc
A lot of specialized testing so that people's real data don't get corrupted
Changelog
cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.
Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.
Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.
Makes the code more legible and makes mapping less painful.
(The payment has been made)
* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
Sourced from #59118 and a cursed project I'll pr later, This pr contains a lot of harddel fixes for stuff that pops up after a player interacts with something. I'm not gonna list them all here because there's something like 60 130, check the commit log if you're curious
Oh and I moved ref tracking screaming to a separate define, and made some optimizations to the thing in general. I think that's it, this pr is a bit of a frankenstine
* Moves the loc assignment for null doMove target locations to before exited() is called, making it consistent with other uses of the proc, and fixing a harddel caused by deleting something inside of an open storage component. The component assumes that the removed object has already exited its contents, and so readds it to the screen, causing PAIN
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Fixes modular computer runtimes
- Adds a proc to eat the source arg of the update icon signal.
* Fixes a couple things not passing the right args
- Fixes the alien leap hallucination passing a string as the first arg to updat_icon
- Fixes the roulette machine passing the payout as the first arg to update_icon.
moves ammo icons, projectile icons and hitscan effect icons to guns folder
renames projectile.dmi to ballistic.dmi so its less confusing
moves rcd ammo from ammo.dmi to tools.dmi with the rcd
- Makes `/mob/living/proc/Life` and most related procs use `delta_time`
- Procs that had snowflaked timing systems, such as breathing, addiction, and advanced diseases were left unchanged.
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
This PR adds station traits which are essentially small changes to a normal round that can be used to create small variations in how a round might play out, sometimes there might be only one, very simple trait, but you might have a round where they have a somewhat bigger impact, to make rounds feel slightly more different from each other.
The following traits have been added:
Positive:
Lucky winner - Free pizza and beer every 6-12 minutes
Galactic Grant - Larger starting funds for cargo
Premium internals boxes - emergency box has flare + radio as bonus
Bountiful bounties - Bounties pay 20% more
Strong supply lines - Imports 20% cheaper
Filled maint - More loot in maint
Fast shuttle - Cargo shuttle is faster
Free scarves - Free scarfs if a slot is free
Neutral:
Bananium shipment - Clown starts with 5 sheets of bananium (Neutral because this helps noone but the clown)
Unnatural atmosphere - Lava planet can get more restricted gasses
Unique AI - Random lawset at roundstart for AI
Ian adventure - Ian teleports to a random spot on the station
Glitched PDAs - PDA's have a different beep
Announcer intern - Changes the announcement messages to sound like they're from an intern at Centcom
Negative:
Carp infestation - Carp event is more common and can start earlier
Weak supply lines - Imports 20% more expensive
Blackout - Station lights are partially broken around the station
Empty maint - Less loot in maint
Overflow bureacracy mistake - Random overflow job (From a vetted list)
Late Arrivals - Everyone starts in arrivals
Random spawns - Random spawn location (by drop pod)
Slow shuttle - Cargo shuttle is slower
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
If `var/hallucination` was ever set to below 0, it would cause the
hallucination effects to never clear. Changes how hallucination is
decremented in carbons to avoid this from happening.
Co-authored-by: Ranged <nickvanderkroon@gmail.com>
What it says on the tin really. If we want to be precise it changes how ambient sounds by giving areas an index define and then checks if they don't have a custom ambient sounds list if they don't then it applies the correct global list to ambientsounds
* Replaces some CANATMOSPASS calls with a new define that checks if the turfs are in each others atmos adjacent list, as that's the same info that they want.
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
* Change BYOND version to 513.1526
* Remove BSQL from docker image
* Add a docker publish action
* Add a docker test action
* Cleanup runtime icons
* Cleanup runtime sounds
* Correct docker workflow names
* Add Dockerfile as an appveyor cache dependency
* Fix build issues
* Copy all dlls
* No need for .dlls in docker
* Minor cleanups
* first-version
* let's do those recommendations first
* color moment
* reorganization, prefs
* certified layer moment
* virtual speakers BEGONNE
* remove naughty bits, better sizing
* gimme the message mode
* rename that pesky pref and hide chat bubbles
* exponential decay moment
* async moment
* fixes
* fixes
* the players have decided they don't want to hear themselves on radio
* Fix bug with holograms incorrectly rendering messages
* rohesie's suggestion
* Color tweaks
* hallucinating now shows message properly
* pref moment
* updates
* rohesie's suggestions
* fix moment number 5
* less smelly more epic
* unfix the fixes and refix them
* a conscious change
* return of the prefs
* Makes all CanPass procs call parent
* Makes CanPass more extendable and gives the mover a say in the matter
* Replace CanPass with CanAllowThrough to use the new system
Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`
* Simple optimization pass
* Nanotrasen fires the Wave Motion Gun at the Clock Cult
* Fixes a random changelog appearing from the reebe void.
* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.
* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.
* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron
* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.