* Fix overlay subsystem holding on to excessive amounts of icons.
The use of the icon file reference should be ok because they aren't ref counted anyways,
* Rename icon
* Makes the shit actually work
* Removes caching all together.
* fix compile errors
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Improve code in statpanel.dm
* Improve phrasing in preferences_toggles.dm
* Move "Interviews" under the "Tickets" tab
Co-authored-by: celotajstg <celotajstg@users.noreply.github.com>
About The Pull Request
ID cards when equipped will check the player's living hours if the USE_LOW_LIVING_HOUR_INTERN flag is set. If their living hours is less than the first of the following (checked in order from 1st to 3rd until a valid value is found):
Config USE_LOW_LIVING_HOUR_INTERN_HOURS
Config USE_EXP_RESTRICTIONS_HEADS_HOURS
Hardcoded 15 hours
Then their ID card is tagged as Intern Assignment, unless they're a Head of Staff in which case they become an Assignment-in-Training.
PDAs, Wallets and Tablets also update any ID cards they hold, so equipping a PDA, Tablet or Wallet will also update any ID cards inside it.
This occurs automatically, even if the card does not belong to the owner. This only occurs when the user's assigned_role is a station job.
* Nonfunctional greyscale code
* Functional greyscale sprites via filter
Probably going to set the icon instead later
* Switches to greyscale json config
* Adds the reference layer type and converts the other canister types
* Working previews
* Adds readme
* Fixes overlays and breaking
* Removes old canister sprites
* Removes an unused var
* Fixes tgui lints
* Removes a bunch of the old canister icon states
Yeah I need to fix relabeling as well
* Removes some debug sprites
* Sorts canister type list and breaks up base shader step
* Removes an unnecessary preview hack
* Makes prototype canister greyscale
* Properly sizes the ui
* Fills in the canister map sprite
* Adds some more warnings to layers
* Makes broken overlay more prominent
* Removes a preview var that isn't needed anymore
* Cleans up client ref in Destroy
* Cleans up the tgui window a bit
* Update GreyscaleModifyMenu.tsx
* Animates the canister falling over
* Removes a commented out line that's no longer needed
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
🆑
add: The captain can now sometimes call emergency meetings using the communications console! Hopefully the crew will be able to sus out any imposters who might be among them!
/🆑
## About The Pull Request
Changes up some layer and plane defines for no particular reason lol
## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._
## About The Pull Request
This is a whopper, will need @MrStonedOne to review.
In theory this flag shouldn't be needed and my own testing didn't find any issues, but I'd feel better with a lengthy test merge.
## Why It's Good For The Game
Might make nightshift subsystem lag less, MC loop has less stuff to check.
A new side-job for cargo. Prepare and launch exploration drones at distant sites to encounter weird adventures, collect loot and expand the station cargo network. Adventures - the main content type here, can be written by anyone without any knowledge of programming. The purpose here is creating an way of interesting way of delivering lore (and adding some new job content/cargo expansion method).
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Ref Tracking: Revengance
Fixes reference tracking ignoring self references due to a poorly thought out tick checking system.
Fixes reference tracking ignoring the contents of assoc lists
Makes the reference tracking printouts actually describe what list the ref is in, rather then just saying "list"
Adds REFERENCE_TRACKING_DEBUG, a define which toggles tracking info for the ref tracking procs, which allows for
oversight on how the proc is working
Allows for direct calls of qdel_and_find_ref_if_fail(), makes it use ref rather then REF(), fixing it breaking
for mobs. (Ditto for the qdel hint which does the same thing)
Moves REAGENTS_TESTING out of the reftracking define block
Makes unit tests define REFERENCE_TRACKING, REFERENCE_TRACKING_DEBUG, and FIND_REF_NO_CHECK_TICK
Adds a unit test that sanity checks the reference finder proc
This pull request adds a map loader as well as new maps to CTF. When a game starts a CTF map will be selected at random and will be playable by ghosts.
As well as this new functionality CTF now fully supports 4 teams. A green and yellow team have been added complete with both standard and instagib gear.
At current five maps are planned:
Classic - the original map we all know and love
Four Side - A four team CTF map where all teams compete over one flag
Downtown - Terrestrial city themed map
Limbo - Wizard themed map featuring portals and uses KOTH rather than CTF
Cruiser - Space themed map utilizing the powerup system
Random maps are selected on game load
Support for four teams added
Why It's Good For The Game
CTF has been more or less the same on the surface since its creation. This PR allows for some much needed map variety which will increase replay value. CTF is far more regularly played then mafia due to its fast rounds and common use during round end delays and I believe that it deserves a boost in content.
Changelog
cl
add: CTF can now selects a random map at game start
add: CTF now supports four teams
add: Gear for yellow and green CTF teams has been added
add: CTF ID cards for all 4 teams have been added - courtesy of maxymax13
add: a new CTF map, Four Side has been added
add: a new CTF map, Downtown has been added
add: a new KOTH map, Limbo has been added
add: a new CTF map, Cruiser has been added
fix: KOTH capture points retain their sprites after being claimed
/cl
This upgrades the voting panel to TGUI which makes it much more user friendly and adds some new functionality:
- Users can now change votes
- The screen no longer scrolls to top when someone else votes
- Admins can see ckeys of users with the voting window open
- Fancy icons and vote tallies in a much better format
- Map list is now shuffled.
- All the old functionality remains for custom votes, etc.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Security officers will now be paired up together in the same department, across departments. This means that, instead of 4 officers being split across 4 departments, there'll now be 2 groups of 2.
Late-join officers will be put into any department with only 1 officer. If none exist, the least populous department will be chosen, with their preference having priority.
Updates the maps to have more spawns for departmental officers. Delta previously had none, and now has some. Fixed a bug where MetaStation's security departmental officer was a supply one instead.
Removes the "random" departmental preference. All security officers are now given a department. The "none" preference still exists, but just to show that you don't care which department you're put into.
Updates the config to comment out SEC_START_BRIG. This is what the configuration was already on live servers.
This is something that should likely be test merged, but it mucks with savefiles. Luckily, the only damage it does is changing random departments to none, so if a TM is reverted, only that will have to be changed.
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
About The Pull Request
Fixes#57446
yeah not my best moment, holodeck currently sets SSatoms to add every call to InitAtom() to a list and then give it back to the holodeck console (it actually goes through map_template/holodeck to do it but whatever). However it turns out atom/New() calls InitAtom too, so if an atom is created while SSatoms is still creating the list to give to the holodeck then that atom is added to the list regardless of whether or not its actually from the holodeck template.
Now theres an extra argument to InitAtom that tells it whether its spawned directly from a map template (ie, its part of the input list of uninitialized atoms that InitializeAtoms was given) or otherwise the output list that the holodeck uses is populated by calling GetAllContents on all atom/movables spawned directly from the template.
also renamed some vars in initTemplateBounds because it was hard to reason what it was doing and made it use as anything
also note that loading a map template with returns_created_atoms = TRUE will no longer track atoms that arent in the map file but are spawned directly onto a turf, currently nothing does this with the holodeck (which is the only map template that has this feature)
by the way this bug is my fault
Why It's Good For The Game
incredibly incredibly unlucky new players dont deserve to be deleted just because they didnt spawn in the holodeck
Changelog
🆑
fix: the holodeck is no longer so powerful that it can destroy anything and everything that dares to start existing while it's busy loading programs
/🆑
Makes both the act of starting a rebuild, and the full rebuild itself yield.
This might? Expose some things that rely on parent existing, but that was a problem before, if a rare one. It'll
need cleaned up at some point, but I'd like some feedback on how I'm acomplishing this.
Oh and I changed a very slight detail about how volume is used, instead of storing it throughout the whole loop
and applying it at the last moment, we just operate on the pipeline's volume step by step. This fixes like,
pipes being wrenched up while a rebuild is in progress, and the behavior is older then git, but I figured I
should mention it
balance: Robotourists pay more for food now
qol: Only one robo-tourist will wait at the door at any time, preventing constant spam if you only have 2 seats.
qol: more variation in robo-tourist colors
Why?
delta_time is about maintaining behavior when changing the wait of subsystems
SSair's wait is dynamic by design, we hardly ever hit below it. What is important then, is maintaining behavior
across each process.
The key point here is making sure excited groups and turfs share the same amoumt of gas each process, no matter
how high or low wait is. This is why subprocesses are a thing in the first place, to maintain this consistency.
delta_time fucks with this, and will end up changing behavior if wait is ever changed.
Now that JPS and AI movement datums are fully merged, I'm here to take another (my third actually) crack at giving dogs fun AI. Here's a video demonstration (somewhat WIP), and a quick rundown of everything dogs will be able to do. Basically all of these behaviors are generic and can be extended to other simple mobs,
Commands and Friendship
Fetching
Attack/Harass
Heel
Play Dead
When I was in the process of developing my atmos fixes/optimizations, I focused heavily on maintaining the area
of excited groups, since growing delayed self_breakdown(), and lead to shitty behavior which I thought was the
result of my sleeping changes.
This was not the case, those who came before me knew better, as always.
Especially now, since I've unhooked breakdown from excited groups gaining new tiles, my concern was unfounded,
and actually lead to shitty behavior and wasted time.
I failed to recognize the value in random garbage_collect()s, they help prevent mass gas equalization over large
spaces, they make gas appear to move more consistently when in these large spaces, and they lessen the amount of
self_breakdown()s over large turf lists, which is very helpful for lowering the overall overtime of the
subsystem.
This fixes my mistake, and purges the excited cleanup subprocess from the air subsystem. It's free real estate
babyyyyyyyy.
Add a family of related station traits to the pool. One set provides
deathrattle implants for a randomly chosen department, such as Service
or Command.
The other provides deathrattle implants to the entire station in a
single group.
Co-authored-by: Fikou <piotrbryla@onet.pl>