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22 Commits
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a15700fe14 |
fixes paraplegics appearing horizontal when riding animals (#87358)
## About The Pull Request paraplegics were becoming horizontal upon riding some animals like wolves, goldgrubs or raptors. ## Why It's Good For The Game closes #83342 ## Changelog 🆑 fix: fixes paraplegics appearing horizontal when riding animals /🆑 |
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86aee083e3 |
Speed potion improvements (#87322)
## About The Pull Request I've added a trait for when a speed potion is applied to the object. This allows me to remove some args and variables from riding and ridable, and allow fish past 2000 units of weight to have speed potions applied to them without the risk of the slowdown being reset the next time `update_size_and_weight()` is called. Speed potions now also affect drag slowdown. ## Why It's Good For The Game Small code improvement, leading to a possible balance change. This fixes #38623. ## Changelog 🆑 balance: Speed potions now cancel drag slowdown too. balance: Speed potions can be used on fish past 2000 units of weight. fix: You can now speed up cardboard boxes with speed potions. /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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d280c9ccce | Makes it EVEN EASIER to work with atom item interactions ft. "Leaf and Branch" & "Death to Chains" (#82625) | ||
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466b3df048 |
Refactor removing unused defines. (#82115)
## About The Pull Request Refactors a lot of the unused defines. ## Why It's Good For The Game Refactors a lot of the unused defines. ## Changelog Nothing player facing --------- Co-authored-by: san7890 <the@san7890.com> |
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4397d63a55 |
Split weapons_and_items.dmi icons into their own categories (#74363)
## About The Pull Request This sprite file had been a dumping ground for miscellaneous sprites for the past decade. It's bloated and full of random kinds of icons and even has a few unused ones. It's time to reorganize them into their own separate dmi's based on theme. ## Why It's Good For The Game Better organization and easier access when looking for stuff. ## Changelog 🆑 imageadd: Split all icons in weapons_and_items.dmi to their own categories imagedel: Removed some unused icons /🆑 |
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74e43bc556 |
Improve the naming of the element argument hash index selector (#71319)
So confusing name |
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4d6a8bc537 |
515 Compatibility (#71161)
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>
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60ee087b16 |
Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings) (#70972)
ELEMENT_DETACH is **not** a requirement to having `Detach` called. Detach is always called when the element itself is destroyed. ELEMENT_DETACH is a flag that when set, makes sure Detach is called when the atom destroys. Sometimes you want this, for instance: ```dm /datum/element/point_of_interest/Detach(datum/target) SSpoints_of_interest.on_poi_element_removed(target) return ..() ``` This Detach cleans up a reference that would have hung if target was destroyed without this being called. However, most uses of Detach are cleaning up signals. Signals are automatically cleaned up when something is destroyed. You do not need ELEMENT_DETACH in this case, and it slows down init. This also includes somewhat more complex stuff, like removing overlays on the source object. It's getting deleted anyway, you don't care! I have removed all uses of ELEMENT_DETACH that seemed superfluous. I have also renamed it to `ELEMENT_DETACH_ON_HOST_DESTROY` to make its purpose more clear, as me and a lot of other maintainers misunderstood what it did, --- An update to this, ELEMENT_DETACH *is* needed for anything that can register to a turf, as turfs do not clear their signals on destroy. |
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c300c5e90d |
Fix tongue tied restricting infectious zombie communication (#69840)
* Fix tongue tied communication being restricted with hand objects and adds support for people with more than 2 hands. * Makes zombie claws 'hand objects'. |
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d91390a447 |
[IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) (#69416)
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine Moves Halloween, Christmas, and misc holiday items to obj/holiday Moves lollipops to obj/food Moves crates, closets, and storage to obj/storage Moves assemblies to obj/assemblies Renames decals.dmi to signs.dmi ...because they're signs and not decals Moves statues, cutouts, instruments, art supplies, and crayons to obj/art Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys Moves guns, swords, shields to obj/weapons |
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37b1d0f12e |
Fixes the "stuck in a vertical fireman carry" curse (#67783)
Fixes #67622 #66530 made it so anything with the ridable element lost the element whenever it died. Unfortunately it added NO supplementary logic that re-adds the ridable element of that thing died. Guess what uses the ridable element? Humans, for fireman carrying and piggybacking So, if you ever died, it'd permanently brick your ability to fireman carry. |
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f1e1d63c6a |
Allows slimes to buckle to monkeys again (#67034)
* Allows slimes to buckle to monkeys again Just because they are not able to ride things doens't mean they should not be able to buckle to anything * Update code/datums/elements/ridable.dm Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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aa0ce42279 |
Makes ridable not work if you cant hold the offhand (#66939)
* Makes ridable not work if you cant hold the offhand Because amount_equipped is 0, and because not being able to insert the riding_offhand only break's, rather than returns FALSE to cancel, it goes on to fireman carry you're not supposed to be able to carry, leading to situations where people are fireman carrying others and is completely unable to drop them. * adds a block buckle to slime's traits too |
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03314d16c4 |
Fixes being able to ride dead space carp (#66530)
Removes the ridable element on death, and unbuckles all the mobs |
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0d34bc7798 |
Mining MODsuit Rework (#64688)
makes dropkey deactivate device modules fixes speed potion being fucky fixes doubled up balloon alerts makes some cell code better i think makes the gps module open the gps tgui for you, instead of putting a gps in your hand the loader suit can now hold mailbags Reworks the mining modsuit. The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators) The suit fits less modules than standard suits, but cant burn in lava. In suit storage it can carry ore bags, resonators and kinetic crushers. It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell. Features two new modules: Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain. Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine |
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4adebd7f02 |
modsuit works with speed potions + ai movement fix + file sortage (#63670)
modsuit examining now tells you about wire panels fixes being able to remove stuff with the dna lock fixes 63650 fixes 63633 sorts module files |
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375a20e49b |
Refactors most spans into span procs (#59645)
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) |
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1c81adac8d | Allows the connect_loc element to have a listener different from the tracked object (#58276) | ||
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c9f74a1a92 |
Fixes slimes riding monkeys and thus falling off of each other (#55887)
Fixes slimes trying to ride monkeys. |
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161c734e11 | [READY] Refactors riding (#54778) |