* inhand icons
* Adding to the object, forgot to name one icon.
* Fixing some stuff, and creating inhand icons.
* Fixes a thing I broke.
* Fixes things (including ALL posters) that shouldn't be wrenchable being wrenchable. Plaques now transfer icon_state always.
* Picture frames, painting frames, and the monkey portrait are now wooden.
* Fountain pens can now be uncommonly found in maint.
* Uneditable sign types should not become editable when unwrenched.
* Move redefined var above newly defined var.
About The Pull Request
Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.
Explosions have been refactored to do the actual exploding in a subsystem.
Credit to goon.
Here's some videos!
Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates
Changelog
cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
* Oh God I hope this works...
* It didn't work.
* Making things better.
* Making things even better.
* That made things worse.
* Sorting works! \o/
* Tidying some thing ups.
* Adding a custom plaque to the game.
* Some plaque tweaks.
* Makes plaques more durable than signs.
* Adds the stack crafting.
* Plaques take a little time to engrave, signs can't be changed instantly anymore.
* Comments, and renamed the global list to avoid confusion.
* Appends "sign" to every name, makes department signs not all caps, fixes some names and descriptions.
* Touching up plaque customization and display, removing one last all caps.
* Plaques can now be engraved in hand too.
* Newline.
* Update code/game/objects/structures/customplaque.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Update code/game/objects/structures/customplaque.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Mirroring some fixes from customplaque.dm
* A bunch of stuff.
* Unwrenched signs now lay horizontal.
* A lot more stuff, turned a negative variable into a positive.
* Fix chat inconsistency, remove deprecated and unused variable.
* Apparently buildable_sign is used elsewhere, whoops.
* Adding documentation to this, fixing a bool being 0 in another file.
* Don't know why this was here, sign dir is 100% irrelevant.
* Fixes some sound malarkey.
* Changes delays to be readable, removes unneeded return.
* Fixes these two early returns, it needed return TRUE at the end to work.
* Trying to fix a revert I messed up...
* Moving plaques to a directory, moving old sign plaque types into it. Map changes.
* Rename since I relocated this object entirely.
* Signs (and plaques) now properly place, and aren't visible through walls.
* Comment to help people in the future.
* Signs and plaques can be placed diagonally now.
* Removes duplicated code line.
* Blank signs now commonly spawn in maint, blank plaques uncommonly.
* Repairing signs & plaques with a welder is now good to go.
* Moves the GLOB, makes it start as an empty list.
* Update code/game/objects/structures/plaques/_plaques.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Gets rid of some oldcode.
* Apply suggestions from code review
Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>
* Simplifying dir switch to two if elses.
* Plaques take one sheet of gold to graft instead of five.
* Just making this wording in crafting a little clearer.
* They can be removed with wrenches, so I don't think this is proper.
* Makes variables descriptive.
* More descriptive variables, a little dmdoc, move things around to be next to like things.
* Remove a redundant definition.
* Apply suggestions from code review
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Fixes mapping path, rename sign_backing to just sign.
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
About The Pull Request
Fixes the right wooden pew end name
Why It's Good For The Game
discrepancy detected
Changelog
cl
fix: right pews are no longer left pews.
/cl
* Adds the det vendor and map changes
* Revert "Adds the det vendor and map changes"
This reverts commit 8c9c59935fbfe1a6e858f69d16684a21f911b093.
* Unfucks the mapmege expect box. box soon tm
* Literally A newline
* Box and other stuff
* Changes the sprite
* Kilo and donut
Co-authored-by: J? the J man <Zeldin.nick@gmai.com>
About The Pull Request
This is a massive rework that is coming down the pipe.
Removal of routes.js
This PR removes routes.js file in favor of filename-based routing. DM-code will now reference components directly.
For example, previously, DM code would use "ntos_main" as a key. Now you need to use "NtosMain" as a key, and it should match both the exported name and a file name of your component.
Flexible Layout System
As a result of the above, interfaces are now top-level components. To accomodate this change, we have created a new abstraction for the layout: the Window component.
You will now see, that interfaces, instead of returning window contents directly, return a tree that starts with a <Window /> component:
export const Apc = (props, context) => {
return (
<Window resizable>
<Window.Content scrollable>
<ApcContent />
</Window.Content>
</Window>
);
};
Metadata, which was previously added to routes.js (things like theme, wrapper, scrollable) can now be declared on the Window.
This also eliminates the need for a concept called wrapper, because now you can directly control where you render <Window.Content />, which allows adding things like toolbars, status bars, and modal windows.
We also have <NtosWindow /> for NtOS interfaces, and <Layout /> for completely custom, non window-based layouts. (Side-panel tguis, or maybe even goonchat or stat panel replacement, wink wink, nudge nudge, WYCI).
Modals
Now since we have a new layout system, modals are now easier to implement than ever! This is because now we have a clear slot for them, which would cover all area above the content with a Dimmer.
This avoids issues like Dimmer being scrollable together with the content, or covering content only partially, and things like that.
export const Apc = (props, context) => {
return (
<Window resizable>
{/* Dimmer/Modal slot starts here */}
{showModal && (
<Modal>
{...}
</Modal>
)}
{/* Dimmer/Modal slot ends here */}
<Window.Content scrollable>
<ApcContent />
</Window.Content>
</Window>
);
};
React Context
You have probably noticed, that we have a second argument to components: context.
This is a "magical" state container, that is available on all components without you doing anything extra to support it. It carries the Redux store and all tgui backend related data, meaning that things like useBackend(context) will now use context instead of props.
This also means, that you no longer have to pass around the state via the props:
<AnotherNestedComponent state={state} />
With context available on all components, this is all you need to do:
<AnotherNestedComponent />
Shared TGUI states
We introduce a new abstraction, that eliminates all previous use-cases for class-based React components - local component state.
You can now achieve the same thing with help of a useLocalState() function:
const AirAlarmControl = (props, context) => {
const [screen, setScreen] = useLocalState(context, 'screen');
// Use `screen` to access current screen.
// Use `setScreen(nextValue)` function to set screen to a new value.
};
This also removes the redundant tgui:view action, and config.ui_screen variable, because now this thingie can achieve the same thing in a more generic way.
But wait, there's more!
You can use useSharedState() function, to not only create a piece of state, but also sync it across all clients, which is a fantastic way to allow observers see how user interacts with the UI.
const AirAlarmControl = (props, context) => {
const [screen, setScreen] = useSharedState(context, 'screen');
// Now screen will change for everyone who observes the UI.
};
useSharedState() is JSON-serializable, which means you can use anything as a state, not only strings and primitive values.
Performance Improvements
We have sped up the initial render by about a full frame.
Miscellaneous
Fixed operating computer getting stuck on last step of the surgery.
All UIs refactored to use new Tabs API
Formatters
formatPower, outputs watts with SI units, kilo, mega, etc.
formatMoney, formats cash with thousand separators and shit. Code for this is stolen from real business applications.
Number helpers
round(number, precision) helper, with correct 0.5 rounding, and with other float nonsense fixed.
toFixed(number, precision) won't throw an exception on negative values
Moving stuff around in webpack
DOM polyfills get their own directory, and are bundled together with the rest of the code. 60KB -> 20KB, indirectly adds speed to initial render.
Stylesheets are now imported in index.js (well, everything is now imported in index.js now).
Achievements UI cleaned up, smaller, neater UI.
Black Market Uplink cleaned up
Generalized Uplinks, Malf Module Picker now uses this generic uplink UI, with custom theme still applied. Saved a few kilobytes.
Uplinks limit search results to 25, which helps reduce lag while typing into the search box.
Added padding props to Box, aka all this crap: p, px, py, pt, pr, pl, pb.
Reduced stats while building the bundle, now you can actually see the meaningful green text in console instead of all the child module spam.
Flattened Crafting Categories
New Kiosk UI
Modal Tweaks
You can track progress of other tgui ideas here: tgui: Roadmap
Information for downstreams
Your tgui modifications will not be easily mergeable because we have effectively shifted indentation of all interfaces by two, and added a new wrapping component called <Window />.
This will be a lot of manual work, but it's not that terrible though. If you can isolate your local contributions to tgui, you can just copy-paste them into the new tgui where needed, and it should just work.
If you're not yet using tgui 2.0 (or tgui-next) in your project - great news, this is the final big refactor, and everything will be quieter after this PR. Things are looking really solid now. This will serve as a great base for your future UI work.
Acknowledgements
Big thanks to @actioninja for converting half of the interfaces, that's a lot of work!
* Add files via upload
* Add files via upload
* Add files via upload
* Add files via upload
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Co-Authored-By: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Lowered Cybersun hardsuit armour values.
* Upgrading energy armour value.
* Now captain isn't male-only.
* Turrets
shot_delay changed from 0.8 seconds to 1.0 second.
* Adds 3 encryption keys for cyborgs and AIs to use
* Syndi-captain gets loud-voice headset.
* Policy config
* Define space syndies
* Added Robotics access for syndies
It's really useful for when they create cyborgs.
* Adds special version of medivend instead of normal one
* Replaces basic syndi-vend with special one
* Update forgottenship.dm
* Cybersun hardsuit doesn't slow you down as said in uplink desc.
* NPC + Area sounds.
Elite Assault Officer projectile sound changed from pulse.ogg to laser.ogg.
Added ambient sounds for all areas.
* Good day sir
Lowered the amount of ores you get.
* assignedrole
Let admins know that this particular shitter is the cybersun captain!
* Weight'n'Cost of ruins fixed in another PR
* Update code/modules/uplink/uplink_items.dm
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
* Cost/Weight of ALL space ruins changed
* Thanks to fikou
* Only cap's spawner leaves empty-sleeper now
* if(policy)
* Revert "Cost/Weight of ALL space ruins changed"
This reverts commit fa343547f0dcf225710895f50ac2bbf32dc07b5d.
* Fixup
* Minor fix in attempt to fix some stuff
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Thanks trollbreeder.
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* [Grammar] THE captain!
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* grammar review man
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* "A" vs "The"
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* [Grammar] "an"
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* Update uplink_items.dm
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>
About The Pull Request
It annoyed me that we have a perfectly good frag grenade item, and a perfectly good shrapnel component, but no crossover episode between the two. This remedies that, and does a lot, lot more.
dreamseeker_2020-03-30_05-01-13.png
dreamseeker_2020-03-30_05-01-26.png
Big points:
Adds new component: pellet_cloud, which can be used by ammo casings, guns, and landmines to spray shrapnel and display aggregate hit messages ("You're hit by 6 buckshot pellets!" vs "You're hit by the buckshot pellet in the X" x6). All gun ammo that shoot multiple pellets now use this component on firing.
Adds stingbangs, premium less-lethal grenades that shoot off lots of stinger pellets, to cargo. Frag grenades are also reworked to have smaller booms, but shoot off lots of shrapnel shards. You can jump on top of these grenades to absorb a portion of the shrapnel to save those around you! There's an achievement for dying this way, called "Look Out, Sir!"
Projectiles can now embed items/shrapnel. Adds .38 DumDum ammo to cargo that does less damage and has negative armor pen, but can embed in people. This is the only ammo that currently embeds.
Bullets can now ricochet off walls, structures, and machinery (harder surfaces are more likely to ricochet). Only standard .38 and Match Grade .38/.357/L6 ammo can ricochet, with Match Grade being much better at ricocheting. You can buy Match Grade .38 from cargo and Match Grade L6 ammo from the nuke uplink, while Match .357 is admin only.
Armor now protects you from harmful embeds, taking the better of the bullet/bomb armor on the affected limb. Armor penetration can modify this of course, and many blunt embeds like stingbangs and DumDum bullets are significantly worse if you have even 1 armor.
Other misc fixes/changes
Refactored the embed element a bunch and fixed it creating new elements for every instance rather than expected bespoke behavior. There are new /obj/item helpers for modifying and adding embedding.
Fixes#49989: Spears can no longer embed in turfs cause their sprite is annoying to me, it's generally harder for most things to embed in turfs
Fixes#49741: New carbon helpers for removing embedded objects
Fixes#46416: Handles embedded objects getting qdel'd or moved while embedded
Renamed the old shrapnel component for RPG loot to MIRV to avoid confusion
Repathed frag grenades from under minibombs to under base grenades, and added explosion vars to base grenades
Why It's Good For The Game
Fixes a bunch of janky design with embeds, adds lots of new avenues for projectile and grenade variety, ricochets and collateral damage are fun!
Changelog
🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
About The Pull Request
Adds a slew of new material datums. Included are bronze, runed metal, sand (made from sand blocks, made by using sand on a sink), sandstone, snow, paper, cardboard, bone and bamboo. Oh, and pizza. Yes, pizza.
newmats
(from left to right: bronze, sandstone, sand, snow, bamboo, paper, cardboard, runed metal, and bone).
PIZZA
PIZZA!
Pizza is a special case: it's edible, and to craft it, you need pepperoni sheetzzas. These are made by using a rolling pin on a pizza slice.
Why It's Good For The Game
More mats datumised, and pizza is a good meme.
Changelog
🆑 EOBGames (Inept)
add: A whole bunch of materials are now datumised! Check out bronze, runed metal, sand, sandstone, snow, paper, cardboard, bone and bamboo. Oh, and pizza. Yes, pizza.
/🆑
Shoutout to skog for helping me fine tune a lot of the ideas for this as well as convincing me to do it anyway. Feel free to send me your adoration and glory (once this is actually balanced and tested out so I can work out the like 1000 little runtimes and bugs this will surely have.)
About The Pull Request
Lets Start with everything that DIDN'T change.
Plants still have all their unique qualities. That includes chems, traits, all that good stuff.
Plant stats have been unchanged, with an exception I'll bring up later.
Cool. Onto everything else.
Changes to hydroponics trays.
Trays now have a new feature that visually you may be very familiar with. By Ctrl Clicking a tray, it activates Autogrow. Autogrow uses a HEAVY amount of power per tray, but in return it automatically maintains the plant contained within, limited nutrient loss, adding a gradual amount of water per process, and keeps pests and weeds at bay. Ideally you would only be using this on high maintenance plants, or if you need to leave your department for a few minutes. Having all your trays on Autogrow is an excellent way to kill your APC cell in a matter of seconds, even on a robust power setup.
Trays no longer use **Nutrient Points.** Instead, each tray has an internal reagent holder that basically holds a beaker for your plant's nutrients. In exchange, the tray now determines the gradual stat changes of plants based on nutrients within that nutrient tank. That's right, no more dumping chemicals into the tray to reach 100 potency in a matter of minutes. You can, however, use reagent mixes in order to improve plant stats in a satisfying way. Still, with each tray having a default of 10 reagents maximum in the tank, it places a greater impetus on upgrading trays if want to really get the most of a specific chemical composition.
If you realize you need to change the nutrients in the tank, you can Alt Click to empty the whole tank at once.
Seed Changes
All plants now have a new stat, Instability. (It was originally titled stability so I'm changing it here but yes it is now called instability) Contrary to the name, the higher the stability of the plant, the more likely that your plant will see radical changes. Plants with a low stability will not see much difference, but as you go higher and higher you will start seeing the plant automatically mutate with harsher ramifications. At 60 Stability, the plant has a chance to automatically mutate it's species. At 80 Stability, assuming you can prevent the plant from mutating beforehand, the plant has a chance to receive random plant traits similar to strange seeds. That's right! You can now be free from the tyranny of the strange seed market!
Plants are now affected differently by pests and weeds. Instead of outright killing plants, they will instead heavily lower a plant's yield and potency instead. This also allows for plants that have been left for a few minutes to outright die far less than they were before, but at the same time encourage using autogrow when AFK within the department.
When growing a plant however, you have something new to consider. Plants will now pollinate adjacent seeds in trays, which will bleed off adjacent stats to other plants. Primarily, this affects your core stats. like potency, yield, also stability. If you have 2 plant with high and low potency, they'll bleed their stats off into each other as they grow. This allows for interesting mechanical gameplay between nutrient choices, stability, and adjacency. Some plants have naturally high stability that can bleed off of other plants (Corn, Wheat, and Weeds), while others have naturally low stability and can help bring plants back into a maintainable stability threshold if you just want to harvest the plant itself.
Pollination at high levels of stability can also cause the adjacent plants to receive chemical traits from each other. This allows for plants to share chemical traits without having an insane level of control afforded by the DNA manipulator. However, careful manipulation of plant reagents is difficult to do perfectly, and should be done carefully, as well as experimentally.
For a more controlled trait experience however, we have Plant Grafts. Plant grafts are obtained by using the new secateurs, or sheers, that comes with the botanist's default kit. When a plant is ready to harvest, you can cut off a plant graft, which carries several of the plant's stats and qualities with it. When transplanted, you can share the unique traits of several plants into a new host. These traits are mostly the physical traits you're most likely familiar with, like bio-luminescence, slippery skin, liquid contents, the works. You can also store plant grafts if there's a specific trait build you'd like to eventually get to. Since you need to fully grow a plant to graft it, the process of obtaining several unique traits for a plant will result in more types of plants needing to be grown as a result.
Alright, this leads up to what you're probably guessing. DNA manipulator for plants is dead. Even if it's really good, being able to Frankenstein a dozen different plants together without even growing half of them is kinda lame, you have to admit. The new trait and chemical controls are a bit more robust overall to compensate for this.
image
Why It's Good For The Game
Chemical dependence hydroponics is dead.
Genefreak maxed out stats plants are dead.
The Tyranny of Pests and Weeds killing plants for cooperating with the station is dead.
Ambrosia Gaia is now no longer the staple plant of hydroponics, as earthblood trays are dead.
Plant mutations are now easier to come by, and can be achieved within 2 plant generations assuming you're not crossbreeding and using readily available chems.
Chefs, and by extension bartenders, get a wider array of plant's each to work with.
Botanists are no longer required to acquire a chem dispenser at shift-start to acquire mutated plants.
Crosspollination, mutation, and grafting allows for a more interesting dynamic in improving plant stats, as opposed to just clicking buttons. It also rewards planning and developing system for growing plants.
Changelog
🆑
add: Plants can now Cross-Pollinate, via adjacency. This causes plant stats of average into each-other.
add: Plants now have a new stat, Instability. Instability allows for gradual mutations to a plant's stats at certain thresholds, and a chance of mutation, or gaining new random traits at even higher thresholds.
add: Plants can be grafted when ready to harvest, and grafts can be applied to plants in order to share unique traits, or share stat changes.
del: The Plant DNA Manipulator is dead. Long Live the DNA manipulator.
tweak: Hydroponics trays now have their own internal beaker for holding chemical reagents. As such, chemical affects on plants are gradual, and slowly alter seed stats over generations.
balance: Several chemicals are adjusted to match the new system. Experiment!
/🆑
* Balance+Bug fix.
* Update forgottenship.dmm
* Update forgottenship.dmm
* Removes rogue table
* Give uranium to plebs.
* Beakers+Few chameleon stuff
* Fluff text rebalance. Allow people to leave the ship as long as it is protected.
* Grammar fix, I guess
* Le grammar
* Replaced interrogation room with medbay. Added tactical medkit(1) to med-vendor and 5 basic medkits to the same vendor. Additional ores, loot.
* Surgery disk update
* O2 canisters to maints area
* GPS signal
* Update code/game/objects/structures/ghost_role_spawners.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
🆑
tweak: Ducts can now be hidden under tiles
code: tile hiding is now an element and way cooler and sexier
/🆑
Ducts can now be hidden under tiles
Plumbing machinery connects can now be hidden aswell
Plumbing can now also be properly mapped in without breaking anything
Plumbing component now uses the normal overlay systeem instead of being a weird exception
You can now add the /datum/element/undertile element to instantly make something hidable under tiles when appropriate.