mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-28 10:01:58 +00:00
4b4fa2d61269aa56cdcaba5fb2f0d8fb104fefdd
201 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
23816b8ef2 |
Bumps rust_g to 4.0.0 / IconForge Improvements (#92333)
|
||
|
|
f24a22ec1f |
Extends Integer scaling range, corrects some info (#92130)
## About The Pull Request Extends the max range for integer scaling up to 9x, corrects some misinfo in the visuals guide ## Why It's Good For The Game This allows proper integer scaling up to 8k resolution, which not only is generally the highest consumer-available resolution currently, but also the next resolution that is able to perfectly display a 480p image on it via integer scaling. Also corrects misinfo because misinfo is bad. ## Changelog 🆑 qol: Increased the integer scaling range up to 9x /🆑 |
||
|
|
b01756b97c |
Datumizes DNA blocks, makes DNA cleaner in general (#92061)
## About The Pull Request Moves all the dna block handling onto singleton datums initialized inside global lists, to make the handling dna less of a copy-paste mess and make adding new blocks significantly easier. There is still some work to be done in the copypaste department but ultimately that falls under its own PR scope after the core refactor goes through. (Ill probably do those but it will also be easier for everyone else as the code is now significantly less of an eyesore) Both features and identities have been tested through and through, and seem to be working fine. Also removed the reliance on weird hardcoded lookup tables for length, and other similar things that just didn't make sense when I was passing through DNA code. There's a lot more that fall out of scope for this exact PR's goal however ## Why It's Good For The Game I've been told the maintainers will love me for doing this ## Changelog 🆑 code: feature keys are no longer magical strings floating around the codebase and use proper defines refactor: DNA blocks are now handled with singleton datums. /🆑 |
||
|
|
5cddf64930 |
Fixes some cases of dynamic reading defined values over config values (#92126)
## About The Pull Request Fixes #92125 Very simple, when working without an instantiated datum we would read from the config manually, but some places neglected to do that. So I added a macro to help in the future. ## Changelog 🆑 Melbert fix: Fixes some places where dynamic configs were not being read correctly /🆑 |
||
|
|
4c277dc572 |
Dynamic Rework (#91290)
## About The Pull Request Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic from the ground-up - Dynamic configuration is now vastly streamlined, making it far far far easier to understand and edit - Threat is gone entirely; round chaos is now determined by dynamic tiers - There's 5 dynamic tiers, 0 to 4. - 0 is a pure greenshift. - Tiers are just picked via weight - "16% chance of getting a high chaos round". - Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be selected". - Tier determines how much of every ruleset is picked. "Tier 4 (High Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3 latejoins". - The number of rulesets picked depends on how many people are in the server - this is also configurable[2]. As an example, a tier that demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and will not spawn 2 rulesets if population <= 25. - Tiers also determine time before light, heavy, and latejoin rulesets are picked, as well as the cooldown range between spawns. More chaotic tiers may send midrounds sooner or wait less time between sending them. - On the ruleset side of things, "requirements", "scaling", and "enemies" is gone. - You can configure a ruleset's min pop and weight flat, or per tier. - For example a ruleset like Obsession is weighted higher for tiers 1-2 and lower for tiers 3-4. - Rather than scaling up, roundstart rulesets can just be selected multiple times. - Rulesets also have `min_antag_cap` and `max_antag_cap`. `min_antag_cap` determines how many candidates are needed for it to run, and `max_antag_cap` determines how many candidates are selected. - Rulesets attempt to run every 2.5 minutes. [3] - Light rulesets will ALWAYS be picked before heavy rulesets. [4] - Light injection chance is no longer 100%, heavy injection chance formula has been simplified. - Chance simply scales based on number of dead players / total number off players, with a flag 50% chance if no antags exist. [5] [1] This does not guarantee you will actually GET 3-4 roundstart rulesets. If a roundstart ruleset is picked, and it ends up being unable to execute (such as "not enough candidates", that slot is effectively a wash.) This might be revisited. [2] Currently, this is a hard limit - below X pop, you WILL get a quarter or a half of the rulesets. This might be revisited to just be weighted - you are just MORE LIKELY to get a quarter or a half. [3] Little worried about accidentally frontloading everything so we'll see about this [4] This may be revisited but in most contexts it seems sensible. [5] This may also be revisited, I'm not 100% sure what the best / most simple way to tackle midround chances is. Other implementation details - The process of making rulesets has been streamlined as well. Many rulesets only amount to a definition and `assign_role`. - Dynamic.json -> Dynamic.toml - Dynamic event hijacked was ripped out entirely. - Most midround antag random events are now dynamic rulesets. Fugitives, Morphs, Slaughter Demons, etc. - The 1 weight slaughter demon event is gone. RIP in peace. - There is now a hidden midround event that simply adds +1 latejoin, +1 light, or +1 heavy ruleset. - `mind.special_role` is dead. Minds have a lazylist of special roles now but it's essentially only used for traitor panel. - Revs refactored almost entirely. Revs can now exist without a dynamic ruleset. - Cult refactored a tiny bit. - Antag datums cleaned up. - Pre round setup is less centralized on Dynamic. - Admins have a whole panel for interfacing with dynamic. It's pretty slapdash I'm sure someone could make a nicer looking one.   - Maybe some other things. ## Why It's Good For The Game See readme for more info. Will you see a massive change in how rounds play out? My hunch says rounds will spawn less rulesets on average, but it's ultimately to how it's configured ## Changelog 🆑 Melbert refactor: Dynamic rewritten entirely, report any strange rounds config: Dynamic config reworked, it's now a TOML file refactor: Refactored antag roles somewhat, report any oddities refactor: Refactored Revolution entirely, report any oddities del: Deleted most midround events that spawn antags - they use dynamic rulesets now add: Dynamic rulesets can now be false alarms add: Adds a random event that gives dynamic the ability to run another ruleset later admin: Adds a panel for messing around with dynamic admin: Adds a panel for chance for every dynamic ruleset to be selected admin: You can spawn revs without using dynamic now fix: Nuke team leaders get their fun title back /🆑 |
||
|
|
4c82b029c7 |
Removes widescreen config (#91419)
## About The Pull Request 19x15 forever, or 15x15 if you're non widescreen user. ## Why It's Good For The Game Idek why this is a config |
||
|
|
1e0668802c |
Planecube Optimizations and Job Security: Part One (#91696)
## About The Pull Request This is an atomized revival of #82419, with this part containing the simplest of its features: - Fixes AO pref refreshing the wrong plane, thus not updating until you swap bodies - Removes supermatter's copypasted warp effect - Culls distortion effects when they're not in use because its a chonky filter - Hides the escape menu when its, well, hidden - Fixes hide_highest_offset not working upon parent's creation (we're so good at our jobs hell yeah) - Replaces runechat's AO dropshadow with an outline, because its barely visible due to low opacity. ## Why It's Good For The Game Our rendering performance is shit and we need to improve it, and the first step in this task is optimizing planecube's simplest parts. The next step is conditional culling, better non-multiz handling and parallax rework/removal, but all of those need to be atomized as to prevent the PR from sharing the fate of the original. ## Changelog 🆑 fix: Ambient Occlusion pref should now update immediately upon being changed, instead of having to swap bodies or waiting for server restart to get it updated. code: Slightly improved rendering code/performance just a tiny bit. /🆑 |
||
|
|
d8a032cb56 | Ghost lighting now updates prefs (#91592) | ||
|
|
8bdacb7f8e |
Returns the title bar (#91402)
## About The Pull Request It breaks by setting ``is-fullscreen`` to false so we need to basically not call set_fullscreen ever as it will permanently remove it from the client. I can't figure out why this happens, but setting ``is-fullscreen`` to any value permanently removes ``menu`` from mainwindow, which is what this subtitle bar thing uses. ## Why It's Good For The Game I don't like the title bar and i want it gone but this is a bug fix. ## Changelog 🆑 fix: The title bar is back for non-fullscreen users. /🆑 |
||
|
|
9db2f6916b |
Sets prettier to run on the repo (#91379)
## About The Pull Request Prettier (an auto formatter) is set to only run within the tgui folder currently. This removes that limitation, allowing it to automatically format all supported files in the repo (.js, .html, .yml [etc](https://prettier.io/docs/)) I made a few exceptions for bundled and generated files ## Why It's Good For The Game I'm of the opinion that code should look uniform and am lazy enough to want CTRL-S to format files without having to think beyond that ## Changelog |
||
|
|
793853a2d4 |
Moves info buttons to the Escape menu (#91234)
## About The Pull Request This is my second contribution to the move towards removing the stat panel (first one being https://github.com/tgstation/tgstation/pull/90572 ) This moves the info buttons at the top right of the game's screen (Changelog, Rules, Wiki, etc) to the Escape menu, except for Fullscreen which is now a pref instead. This means you can set Fullscreen to be on permanently and every launch will automatically fullscreen you (the viewport will be a little off because it only fixes it once initialization is complete). This follows through rounds and auto updates if you set your game to fullscreen with the OOC button or F11, so players will learn about the pref after playing a round with fullscreen enabled. What the game now looks like ##### Alt ideas for sprites: Changelog can be a newspaper and Forums can be a newscaster https://github.com/user-attachments/assets/7871a226-1e0b-410d-a690-88f3616bebb0 This is something I wanted to do since the Esc menu was added but just never got around to it, but here it is. ## Why It's Good For The Game These buttons don't warrant being in the player's face 24/7 and since we've want to remove the stat panel and this has to be somewhere, I thought it would be a better fit in the Escape menu. It helps make the Esc menu the tool players use to access their OOC tools and overall I think improves the appearance of the game's screen to something more like an actual game would look like, especially when our comparison is SS14. ## Changelog 🆑 qol: Info buttons previously at the top right of your screen (Changelog, wiki, forums) is now in the Escape menu. qol: Fullscreen is now a preferences and will follow you through rounds. /🆑 |
||
|
|
d21c105522 |
Adds a sleep icon (and fixes Alien HUD a bit) (#91256)
## About The Pull Request Adds a new HUD element that only shows up when you're resting that flicks when you click it once, and puts you to sleep for 40 seconds if you double click it (so you don't accidentally sleep yourself for 40 seconds), which is meant to replace the verb in the stat panel. Doesn't show up if you're sleep immune. I also fixed alien huds a bit, putting rest on the right side where it is for every other mob, and brought the floor change buttons down to compensate. New Larva HUD (other xenos have Throw between rest and sleep)  Demonstration https://github.com/user-attachments/assets/11f7574d-dd6d-4da5-ab39-6fcf6d6694b9 Rest can be seen in IDB ### New accessibility setting As a compromise to putting a tgui confirmation menu in your face or requiring a double click, I added a new setting in accessibility tab that allows you to disable "double click" features. So far all it does is give a tgui menu instead of require double click for sleeping, and allow you to further examine things with a linked button in base examine. ## Why It's Good For The Game Sleep is currently only a verb available in the stat panel, this provides an alternative so it doesn't become a chatbar-only verb when the stat panel is removed. It's also just good feedback to the player that this action exists. |
||
|
|
057dbf13b1 |
Add: Silicon Gender Preference (#90879)
## About The Pull Request This PR adds a secondary character preference which allows you to pick gender for silicon characters, and have the option of matching or separating that with their character's main gender. Silicon gender is displayed in their examine text as expected. ## Why It's Good For The Game People will have a way to identify the gender of their characters when playing as a cyborg and AI! ## Changelog 🆑 A.C.M.O. add: Adds an option for picking silicon gender to secondary character preferences. Matches the main gender preference by default. add: Adds gender pronouns in cyborg/AI examine text. /🆑 |
||
|
|
32d04164c4 |
Adds Common Second Language quirk, tweaks to partial understanding (#90614)
## About The Pull Request - Tweaks partial understanding. Paragraphs are now split into sentences first creating more natural breaks between sentences. - Adds "Common Second Language" quirk This quirk changes your default understanding of common (up to) 90% (your choice), meaning you drop the occasional word.   Additionally, when your sanity drops below a threshold, you become forced to speak your native language, albeit with a partial understanding applied for everyone else. Incompatible with similar language quirks + can't be taken by humans (yet?) ## Why It's Good For The Game Just a fun way to play around with the new "partial understanding" system. ## Changelog 🆑 Melbert add: "Common Second Language" quirk qol: Language translations chunk sentences together better, making partial understanding a bit easier to parse. /🆑 |
||
|
|
d8ccd8c63f |
Radio sfx option is in the radio instead of settings (#90598)
## About The Pull Request Opinions aren't too strong about taking it out of the settings page, I only did it cause settings doesn't auto update with the pref updating, so I can put it back if wanted. Adds a volume slider in radios which you can use to edit your own blip volume, which then plays a blip back at you so you know what it sounds like. ## Why It's Good For The Game You now change the volume using the in-game item instead of having to scroll through a bunch of settings and find it, and you get instant feedback so you know exactly what it's gonna sound like. https://github.com/user-attachments/assets/fe936ed8-9620-4e81-8782-e6fa99de100a ## Changelog 🆑 qol: Radios/headsets now have a slider to change the volume from radio noises. /🆑 |
||
|
|
67dd51be79 |
Reworks language translations. Add partial language understanding. Bilingual update. (#90252)
## About The Pull Request Fixes #89445 (well, technically. It fixes the bug associated but these `say`s should really be emotes.) Three things: 1. Reworks how language translation works. Rather than scrambling a sentence into a language entirely, sentences are now scrambled on a per-word basis. Additionally, the 1000 most common words of a language are *never* re-scrambled across the duration of a round. Once it's set it's set in stone. Example: (Sample / Old / New)  This allows for a number of things: - More consistent translations, making it (more) viable to actually "teach" someone words for something - Maintaining emphasis such as caps (but not `||`, `++`, or `__` - at least not yet) - The following: 2. Adds partial language understanding Some languages can understand portions of other languages.  This pr adds the following: - Those who understand Beachtongue can understand 50% of Common and 33% of Uncommon words. - Those who understand Common can understand 33% of Beachtongue and 20% of Uncommon words. - Those who understand Uncommon can understand 20% of Common and 20% of Beachtongue words. 3. Bilingual quirk has been expanded to accomodate these changes. There are now two more preferences: - Language Speakable - You can toggle this, so you only understand the language, rather than understand AND speak. - Language Skill - If you choose to be unable to speak the language, you can set how much of the language you can understand, down to 10%. ## Why It's Good For The Game Playing around languages is fun, but due to the way our translation works, ALL context is immediately lost for what the other person may be saying. If the other person is shouting in all caps? Output language is normal chatting. This is lame! Even if someone is unable to understand you, there's a LOT you can convey just by how you speak, and getting that across in game is quite difficult when all translations get mauled so badly. So this changes that. - Emphasis like caps lock is maintained, so you see someone shouting in caps in a foreign language you can probably intuit something is wrong (but not what is wrong!) - Some languages can gleam bits of other languages, so you MIGHT be able to pick out context if you pay close attention - "Brother" languages will now feel more like "brothers" and not completely divergent - You can even "teach" someone words in your language - at least the most common words! (Until next round) ## Changelog 🆑 Melbert add: Languages can now have partial understanding of other languages. More common English words are more likely to be mutually understood. add: Those who understand Beachtongue can understand 50% of Common and 33% of Uncommon words. add: Those who understand Common can understand 33% of Beachtongue and 20% of Uncommon words. add: Those who understand Uncommon can understand 20% of Common and 20% of Beachtongue words. add: Bilingual quirk: You can now choose between being able to speak or not speak the language add: Bilingual quirk: You can now choose to have partial understanding of your language, rather than full. qol: If you speak in ALL CAPS in a foreign language, the translated words will also be ALL CAPS. qol: Many more forms of punctuation are now conveyed across translations. qol: The 1000 most common English words will now never be scrambled when translating into other languages for the duration of the round. This means you can actually "learn" some words if you are especially attentive! (Until the next round at least) refactor: Refactored language translations. Report if you see any super odd looking translations. fix: Force-says forcing you to speak common (such as cult invocations) will now correctly force you to speak common (even if you don't know common) /🆑 |
||
|
|
2691b9a721 |
makes various uis more compatible with high dpi monitors, adds a preference for smaller windows (#90418)
## About The Pull Request various uis (tgui-say, vv, player panel, anything using `/datum/browser`) would not correct for dpi. they now do we also have a preference to allow you to have smaller windows that are zoomed out, instead of larger windows that are not zoomed #### of note, this does require a small change to the usage of css viewport units, like `vh` and `vw`. they need to be fed through the `vp(100vw)` function first. there was only one such unit in the codebase on 4k monitor with 200% scaling: fixed (pref on default)  pref disabled  ## Why It's Good For The Game 516 fucked with uis again and this unfucks them a bit ## Changelog 🆑 qol: there's a new UI preference called UI scale which allows people that use windows scaling to have their UIs original size with the contents zoomed out, instead of the default, which is the UIs being larger with the contents "normal" size fix: various UIs did not respect windows scaling, they now do /🆑 --------- Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> |
||
|
|
b1ee40b157 |
Jukebox volume fixes (#90417)
## About The Pull Request - Fixes jukebox volume reverting to 100% instead of preference setting when adjusted at the jukebox. - Fixes jukebox volume preference not applying to active jukebox music track - Splits jukebox and instrument into two different preferences. ## Why It's Good For The Game The jukebox volume correctly updates and remains at what the player sets. ## Changelog 🆑 LT3 fix: Jukebox volume preference applies to currently playing music fix: Jukebox volume no longer resets to 100% when adjusted from the object /🆑 |
||
|
|
5bc18586a7 |
System for restricting quirks based on species, no more blood deficiency on bloodless species (#90326)
## About The Pull Request Quirks can now define if they're "species appropriate," where the base proc's behavior is simply "does this species already have the quirk's main trait" I am unsure if that on its own imposes any new restrictions, currently. Additionally, blood deficiency cannot be picked on any species without blood or that doesn't breathe. I'm sure there's more that might make sense, I'm open to suggestions Alternative to #90238 ## Why It's Good For The Game Currently, reduces the possibility of taking something like blood deficiency on a race which suffers no downside from it in order to get free positive quirks. Future-ly, potentially allows quirks exclusive to only a select few species as offered by #90238 ## Changelog 🆑 fix: Species without blood can no longer be blood deficient /🆑 |
||
|
|
663bc08d96 |
Smartfridge/Vending machine layouts auto-update rather than be a setting (#90159)
## About The Pull Request Sorry for my incompetence with TGUI. This comes from a comment I made here https://github.com/tgstation/tgstation/pull/89137#issuecomment-2601185587 & https://github.com/tgstation/tgstation/pull/89160#pullrequestreview-2566047191 Instead of having to go to your game settings, find the option of layout style you want your vending/fridge machines to be, and change it without having a UI to show you the difference, now the preference is tied to the in-game UI; Clicking to swap to the other layout mode will automatically update your prefs and stay until you change it again. I also separated smartfridges and vending machines as 2 separate prefs so players can have grid on one and list on the other. I couldn't figure out a way to implement this without adding a new var on base ``/datum``, if you got other possible solutions I'd be happy to try. I thought of making 'layouts' limited to smartfridge/vending machines, taking it out of backend for all UIs, but thought I should avoid that if possible in case future UIs want to make use of it. If it's better than a var on datum I'm fine taking that path instead. https://github.com/user-attachments/assets/921586fa-1ec1-49c0-87ca-ec4bbb6aaa98 ## Why It's Good For The Game The settings list having these small options that you can't even see the effects of until you find the machine in-game is a little lame, now players don't even have to think about it, they simply set it to the mode they want as they use the machine and it'll update itself for the player. Currently using the button to swap to list/grid mode instantly reverts itself as soon as you close the UI, which is a little lame. ## Changelog 🆑 qol: Smartfridges and Vending machines no longer have a setting to change the list/grid mode, it instead updates automatically as you swap the mode in-game. /🆑 |
||
|
|
eb0e842320 |
Hallucination revamps and additions (#89865)
## About The Pull Request 1. Hallucination effects are now tiered Hallucinations now all have tiers, ranging from common to special. If you are just hallucinating a teeny bit, you will not experience the more extreme hallucinations, like bubblegum or your mom. But if you're hallucinating off your butt, you will be a bit more likely to experience them. 2. Hallucination rate has been tweaked Default hallucination cooldown is now 20-80 seconds, up from 10-60 seconds. However the cooldown will *also* vary depending on just how much you're hallucinating, going down to 10-40 seconds. 3. RDS is now capped a bit lower (meaning you don't see the higher tiers like bubblegum). But I added a preference to uncap it. For the people who actually like bubblegum visits. 4. If a hallucination fails to trigger, the cooldown will partially reset. (by 75%) 5. "Fake chat" hallucination will pick more viable subjects. Fake chat will try to find someone who can actually speak your language, rather than make a monkey speak mothic or something. (I may revisit this so if you're super-hallucinating it reverts to old behavior though.) 6. Adds a hallucination: Fake blood You hallucinate that you start bleeding, very simple. 7. Adds a hallucination: Fake telepathy You hallucinate a random telepathic message, similar to fake chat. 8. Adds a hallucination: Eyes in the Dark A nearby dark turf will have a set of glowing red eyes shine through the dark. A classic. 9. Adds some new sub-hallucination: PDA ringtone (fake sound), summon guns/magic (fake item) Funny prank. 10. Makes mindbreaker a bit more effective at combating RDS. Pretty much does nothing right now unless you gulp like 50u. ## Why It's Good For The Game Hallucinations are pretty one note if you experience them for longer than 10 minutes. This is due to two fold: - Many hallucinations are goofy, and not subtle - Hallucinations trigger very rapidly You will never fall for a hallucination because in between "You see John Greytide put the blueprints away", you get your mom yelling at you, everyone looking like syndies (again), and bubblegum This pr addresses it by - Limiting the wacky hallucinations for when you're really off your gourd - Reducing the period between triggers - Adding a few hallucinations If the wackier hallucinations are reserved for when you're really off your rocker, this lets the more subtle ones sink in over time, leaves more room for second guessing ## Changelog 🆑 Melbert add: Adds 4-5 new hallucinations. Collect them all. balance: If you are only hallucinating a little bit, the game will prefer to pick more subtle hallucinations. If you are hallucinating a ton, it will prefer the more wacky hallucinations. balance: If you are only hallucinating a little bit, the cooldown between hallucinations is longer. If you are hallucinating a ton, it will be shorter. balance: If a hallucination fails to trigger (such as a deaf person getting a sound hallucination) the next one will be a lot sooner. balance: RDS hallucination amount is capped at mid tier hallucinations. This means bubblegum and co. will be a lot rarer, or will even never show. HOWEVER, there is now a preference allowing you to uncap your RDS hallucinations. balance: Mindbreaker toxin is more effective at suppressing RDS. balance: Some hallucinations effects have been tweaked up or down according to the new thresholds. Madness mask as an example. fix: "Fake Fire" Hallucination works again, and now has a unique message for if you stop-drop-roll that other people see. /🆑 |
||
|
|
6d2bab909c |
Fixes the prefs dummy not updating for species features / Bald quirk prefs QoL (#89833)
## About The Pull Request  Fixes #89768 Fixes #89769 - Fixes the prefs menu not updating mobs Organs are imprinted on insert, and SSwardrobe didn't reset this imprinting status when taking out items. Weirdly in the past (testing old commits) items withdrawn DID reset imprinting status - or maybe they never set it in the first place? - Lots of prefs now respect features `is_accessible` is used when checking many features rather than the prefs menu checking itself in the UI - Bald quirk QOL Just handy stuff like showing the wig in the prefs preview, pre-starting with your hat attached ## Changelog 🆑 Melbert fix: Preference dummy now properly updates when changing some species features qol: If you have the bald quirk selected, the wig shows up on the preference dummy qol: If you have the bald quirk selected, and your role starts with a hat, the hat will start attached to your wig /🆑 |
||
|
|
cc335e7e9e |
IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request Replaces the asset subsystem's spritesheet generator with a rust-based implementation (https://github.com/tgstation/rust-g/pull/160). This is a rough port of https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it includes fixes for some cases I didn't catch that apply on TG. (FWIW we've been using this system on prod for over a year and encountered no major issues.) ### TG MAINTAINER NOTE  ### Batched Spritesheets `/datum/asset/spritesheet_batched`: A version of the spritesheet system that collects a list of `/datum/universal_icon`s and sends them off to rustg asynchronously, and the generation also runs on another thread, so the game doesn't block during realize_spritesheet. The rust generation is about 10x faster when it comes to actual icon generation, but the biggest perk of the batched spritesheets is the caching system. This PR notably does not convert a few things to the new spritesheet generator. - Species and antagonist icons in the preferences view because they use getFlatIcon ~~which can't be converted to universal icons~~. - Yes, this is still a *massive* cost to init, unfortunately. On Bee, I actually enabled the 'legacy' cache on prod and development, which you can see in my PR. That's why I added the 'clear cache' verb and the `unregister()` procs, because it can force a regeneration at runtime. I decided not to port this, since I think it would be detrimental to the large amount of contributors here. - It is *technically* possible to port parts of this to the uni_icon system by making a uni_icon version of getFlatIcon. However, some overlays use runtime-generated icons which are ~~completely unparseable to IconForge, since they're stored in the RSC and don't exist as files anywhere~~. This is most noticeable with things like hair (which blend additively with the hair mask on the server, thus making them invisible to `get_flat_uni_icon`). It also doesn't help that species and antag icons will still need to generate a bunch of dummies and delete them to even verify cache validity. - It is actually possible to write the RSC icons to the filesystem (using fcopy) and reference them in IconForge. However, I'm going to wait on doing this until I port my GAGS implementation because it requires GAGS to exist on the filesystem as well. #### Caching IconForge generates a cache based on the set of icons used, all transform operations applied, and the source DMIs of each icon used within the spritesheet. It can compare the hashes and invalidate the cache automatically if any of these change. This means we can enable caching on development, and have absolutely no downsides, because if anything changes, the cache invalidates itself. The caching has a mean cost of ~5ms and saves a lot of time compared to generating the spritesheet, even with rust's faster generation. The main downside is that the cache still requires building the list of icons and their transforms, then json encoding it to send to rustg. Here's an abbreviated example of a cache JSON. All of these need to match for the cache to be valid. `input_hash` contains the transform definitions for all the sprites in the spritesheet, so if the input to iconforge changes, that hash catches it. The `sizes` and `sprites` are loaded into DM. ```json { "input_hash": "99f1bc67d590e000", "dmi_hashes": { "icons/ui/achievements/achievements.dmi": "771200c75da11c62" }, "sizes": [ "76x76" ], "sprites": { "achievement-rustascend": { "size_id": "76x76", "position": 1 } }, "rustg_version": "3.6.0", "dm_version": 1 } ``` ### Universal Icons Universal icons are just a collection of DMI, Icon State, and any icon transformation procs you apply (blends, crops, scales). They can be convered to DM icons via `to_icon()`. I've included an implementation of GAGS that produces universal icons, allowing GAGS items to be converted into them. IconForge can read universal icons and add them to spritesheets. It's basically just a wrapper that reimplements BYOND icon procs. ### Other Stuff Converts some uses of md5asfile within legacy spritesheets to use rustg_hash_file instead, improving the performance of their generation. Fixes lizard body markings not showing in previews, and re-adds eyes to the ethereal color preview. This is a side effect of IconForge having *much* better error handling than DM icon procs. Invalid stuff that gets passed around will error instead of silently doing nothing. Changes the CSS used in legacy spritesheet generation to split `background: url(...) no-repeat` into separate props. This is necessary for WebView2, as IE treats these properties differently - adding `background-color` to an icon object (as seen in the R&D console) won't work if you don't split these out. Deletes unused spritesheets and their associated icons (condiments spritesheet, old PDA spritesheet) ## Why It's Good For The Game If you press "Character Setup", the 10-13sec of lag is now approximately 0.5-2 seconds. Tracy profile showing the time spent on get_asset_datum. I pressed the preferences button during init on both branches. Do note that this was ran with a smart cache HIT, so no generation occurred.  Much lower worst-case for /datum/asset/New (which includes `create_spritesheets()` and `register()`)  Here's a look at the internal costs from rustg - as you can see `generate_spritesheet()` is very fast:  ### Comparison for a single spritesheet - chat spritesheet: **Before**  **After**  ## Changelog 🆑 fix: Fixed lizard body markings and ethereal feature previews in the preference menu missing some overlays. refactor: Optimized spritesheet asset generation greatly using rustg IconForge, greatly reducing post-initialization lag as well as reducing init times and saving server computation. config: Added 'smart' asset caching, for batched rustg IconForge spritesheets. It is persistent and suitable for use on local, with automatic invalidation. add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for spritesheets. fix: Fixed R&D console icons breaking on WebView2/516 /🆑 |
||
|
|
4d6482bc7d |
Adds another option for ghost polling sound. (#88858)
## About The Pull Request - This is a commissioned work. - added a new ghost poll sound - added volume sliders for ghost poll sounds - added ghost poll sound pref - renamed previous sound to calm - calm is enabled by default - normalised volume of the "calm" prompt   https://github.com/user-attachments/assets/8178c108-a632-4f06-879a-00203f2afd3a ## Why It's Good For The Game - it's more ***alerty*** ## Changelog 🆑 grungussuss qol: ghost poll sound can now be disabled qol: ghost poll sound volume can now be tweaked sound: added new ghost poll sound. sound: normalised volume of ghost poll sounds /🆑 |
||
|
|
0ec9ab3a17 |
Adds a Config for Auto-Deadminning on Ready Up and Latejoining (#89522)
## About The Pull Request Fixes #89458 Adds a config for auto-deadminning admins who ready up before the round starts, or click join game after. The deadminning happens as soon as the button is pressed, not when a job is selected or the round starts. I figure it's better to do it straight away since both have opportunities for metainfo to be posted in admin chat. Before there's admins messing with dynamic config / plotting events etc. and during the round there's basically everything that gets posted to admin logs. I've had to add a typecheck to the auto_deadmin proc, since the lobby menu technically happens on the centcom Z-level, and there's a pref for ignoring deadminning on centcom Z, so it checks to see if the admin is a new player mob. Changed the old config from auto_deadmin_player to auto_deadmin_always to make it less deceptive. Was suggested a pref could be added to do this. I can do that if people want it maybe, but it's not in this PR at the time of posting it. Is now a pref <img src="https://i.ibb.co/211sBMYd/Deadmin-Prefs1.png"> <img src="https://i.ibb.co/r20Srbw4/Deadmin-Prefs2.png"> I dunno if the latejoin proccall is in the right spot in the click sequence thing I can move it if people want. ## Why It's Good For The Game Admins spawning themselves on station is very important for both shenanigans and troubleshooting. It's annoying to have to click readmin every time and I'm too lazy to figure out how to perms escalate my way into disabling that config every round (Though I have tried). This PR is marginally more likely to convince Timber to turn that off than cussing him out in adminbus. ## Changelog 🆑 admin: Added a new config to force admins to deadmin when readying up or latejoining the round. /🆑 |
||
|
|
44d991b526 |
Sound Mixer Part 2 (#89251)
## About The Pull Request Part 1 by grungussuss: https://github.com/tgstation/tgstation/pull/87529  ## Why It's Good For The Game gives players more control over how loud they want certain sounds to be ## Changelog 🆑 Rengan sound: the volume that vox, admin sound, insturments play at can now be tweaked in preferences, check your preferences! sound: Elevator now uses ambience volume preference, jukeboxes uses instrument volume preference and end of round musics uses admin music volume preference. /🆑 |
||
|
|
5516a906b6 |
Adds TGUI layout preference (For SmartFridge & Vending machines for now) (#89160)
## About The Pull Request
Added preference for layout selection in some interfaces such as
SmartFridge and Vending, where there is an option to switch between grid
view and list view
This should cut out the default layout selection dilemma in UI's, since
the selection will now be available to the user forever, not just until
the interface closes and resetting the selection
Also, Vending UI now use Grid layout by default
### How do i implement that to my UI?
Simple, just import all required stuff into your UI:
`import { getLayoutState, LAYOUT, LayoutToggle } from
'./common/LayoutToggle';`
Next, create state: `const [toggleLayout, setToggleLayout] =
useState(getLayoutState());`
`getLayoutState()` can accept value, Make sure you fill it, if have no
plans to handle layouts through DM, like in SmartFridge
`getLayoutState(LAYOUT.Grid)`. Returns LAYOUT.Default... by default
And finally, put a layout switch somewhere, for example in Section
buttons: `<LayoutToggle state={toggleLayout} setState={setToggleLayout}
/>`
Where `state` is the actual value of useState, and `setState` is the
function to set the state
After all theese little manipulations, you can finally dEsIgN your
beautifull UI with 2 layouts. Don't forget to use enum for this:
`<Button fluid={LAYOUT.List) />` for example.
Seems pretty simple
## Why It's Good For The Game
No more arguing what is better and what is more convenient, everyone is
free to choose for themselves
## Demo
<details><summary> Video </summary>
https://github.com/user-attachments/assets/5752e354-81b4-4bdb-acb2-7e228be0f90c
</details>
## Changelog
🆑
qol: You can choose in preferences what layout use into the Smartfridge
or Vending machines: Grid or List. Default TGUI Layout preference. In
the future there may be more interfaces where there will be 2 layout
options. Also Vending UI now use Grid layout by default.
/🆑
|
||
|
|
6014464c8d |
Removes an extra proc override in digitigrade pref logic (#88525)
## About The Pull Request they're doing the same thing and this one does a bitfield check when the value it's checking is a number, technically it works as intended right now but if we ever added more - it would break. ## Changelog 🆑 grungussuss code: removed an extra proc override in digitigrade legs preference logic code /🆑 |
||
|
|
61ca36dc71 |
More accessibility options and pref menu (#87549)
## About The Pull Request - added accessibility tab in prefs menu - put darkened flashes option into this menu - added `darken screen shake` pref, for motion sick people, darkens your screen when experiencing screen shake. <details> OUTDATED  </details> https://github.com/user-attachments/assets/e3fd43ad-a65c-47dc-add2-6c93048e8b61 ## Why It's Good For The Game makes it easier for people with disabilities to play the game. ## Changelog 🆑 grungussuss qol: you can now mitigate motion sickness from screen shake by enabling "darken screen shake" in preferences /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
ab1440ad90 |
Adds eye color overrides, converts cult/weed/silverscale eye effects to use them (#87782)
## About The Pull Request Eye color effects are now controlled via a new overrides system, which should prevent conflicts between different sources - such as smoking weed, becoming a cultist, stopping your weed and getting normal eyes (and subsequently getting your red eyes back when you get deconverted) ## Why It's Good For The Game Should ensure that different eye color effects don't collide between each other. Also need this for a future feature I wanna add. ## Changelog 🆑 refactor: Eye color effects are now controlled via a new overrides system, which should prevent conflicts between different sources. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
d09316667a |
Sound mixer attempt 2 (#87529)
## About The Pull Request  ## Why It's Good For The Game gives players more control over how loud they want certain sounds to be ## Changelog 🆑 grungussuss sound: the volume that ship ambience, ambience, radio noise and announcements play at can now be tweaked in preferences, check your preferences! /🆑 |
||
|
|
778ed9f1ab |
The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑 |
||
|
|
d170a410d4 |
Recovered Crew | Medical+Cargo Respawns (#87072)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
||
|
|
9f7d6dea62 |
Outfits that put items in your hand now respect if the outfit is visual only (#87355)
## About The Pull Request On a downstream, we have an antagonist, that is a less competent wizards. This antagonist's preview outfit has a beer bottle in their hand, which has caused runtimes, as the bottle did not have any reagents instantiated, and it tried check its length for sloshing. After putting in a check for the `initial` argument of `on_equip`, I have noticed that the problem goes deeper: the various procs that handle putting something in your hand do not pass along if the items is put in your hand as a preview or not. This PR adds a new optional var to these procs, ensuring that unwanted behaviour during previews won't trigger. I also swapped `visualsOnly` to snake case, as it looked inconsistent with the rest of the code style. ## Why It's Good For The Game Making the argument that ensures avoiding side effects during previews work with all kinds of items is good. ## Changelog 🆑 fix: if an outfit puts a reagent container in the preview dummy's hand, it will not try to slosh code: outfits putting items in your hand will respect the visual_only argument /🆑 |
||
|
|
e16828f166 |
Add a separate preference for hearing AI VOX announcements (#87097)
## About The Pull Request This adds a new preference, "Enable AI VOX announcements", which allows you to toggle hearing the vocal AI VOX announcements. Previously this was handled by the "Enable announcement sounds" setting, but tbh having it lumped in with that sucks because it's very reasonable to be okay with announcement dings, while not wanting to hear voxtest or some shit. ## Why It's Good For The Game I DO want to hear the normal announcement dings, but I ***never*** want to hear the vocal AI announcements, and spamming "Stop Sounds" for every single word to skip past it is annoying as hell. ## Changelog 🆑 add: Added a separate preference for hearing vocal AI announcements (also known as VOX), as opposed to lumping it into the "Enable announcement sounds" preference. /🆑 |
||
|
|
df00d85356 |
Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)
## About The Pull Request Upon getting stabbed in your eyes or having a bullet fly through your head there's a chance (minor for stabbing, extremely low for headshots) you'll receive a new "Eye Puncture" wound which causes profuse bleeding out of your now-empty eye hole. Once healed you'll have to deal with a scar on your eye which cannot be cured and requires surgical replacement. Eye scarring will reduce your eyes' max health by 15, give you a minor screen tint and a fancy visual on your character sprite. Getting scarring on both eyes will turn you completely blind.  This PR also introduces a new quirk which gives you eye scarring on the eye of your choice and an eyepatch to go alongside it, just make sure that it sits on the right eye. Also added medical(white) subtype of eyepatches to loadout for those who want that version instead. Credits to AnturK on discord for the idea. ## Why It's Good For The Game Its a neat lil' feature that makes the game more immersive, and unlocks more roleplay opportunities for players. New quirk gives access to this feature for players who want to make it a part of their character's backstory (or maybe as a part of permanent scar roleplaying). ## Changelog 🆑 add: Getting stabbed or shot in the eyes has a chance of giving you a new wound and a semi-permanent scar, blinding you on one side add: Added new "Scarred Eye" quirk which blinds you on one eye but gives you a fancy eyepatch add: Medical eyepatches have been added to loadout /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
||
|
|
2b0485d0c8 |
Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. Renamed the organ slots for brain implants and made the connector implant take the CNS slot. ## Why It's Good For The Game > Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! During the time flipping was bugged to have no cooldown or delay, it was really funny seeing people flip at increasingly higher speeds. Many people miss it, and to be honest, so do I. But everything needs limits or it stops being funny and ends up being overdone. To this end this skillchip lets people relive those days of glory, until they go out in a beautiful explosion. The chip will last a very long while if well taken care of, and there are plenty of warning signs before it gets too risky to use, but we know what players are actually gonna do, and I am looking forward to it. > Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Chips can be kind of neat sometimes, and I think always having one as part of your character can make for some fun things as the consistency of it makes it more likely to stick in your mind to do stuff with. > 'but can't you just go to the vendor at the start of every shift?' Sure. But we have loadouts. We have tagger, musician, and many other things that are 'roundstart bloat', and while that by itself is not an excuse, it's part of the design of character setup: Minimizing the time spent running around the station for things your character is supposed to have for their personality/roleplay/gimmick. They're paying the cost of quirk points for it, anyways. > Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. I like the idea of having a gross usb drive on the back of your brain that you shove chips into and out of, especially if it drops pieces of your brain when malfunctioning. It also adds a little bit of extra relevance to skillchips now that you don't need to spend 15 (!!!) seconds inside a skillstation to add one. The cost is, as stated, quite literally losing your brain on EMP's and the moderately expensive sum of 4 points. > Renamed the organ slots for brain implants and made the connector implant take the CNS slot. It annoys me that there were organ slots for 'anti drop implant'. Now they're just slots for anything meant to connect to the cerebellum/central nervous system, making it less brute forcey and also adding the start of some fun exclusivity between brain implants. ## Changelog 🆑 add: Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity and cause malfunctions. add: Added the Chipped quirk. It allows you to spawn with one base skillchip. (not the one above) add: Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. code: Renamed the organ slots for brain implants and made the connector implant take the CNS slot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
96c0c0b12c |
Fish infusion (#87030)
## About The Pull Request I'm adding a new infusion ~~(actually four, but two of them are just holders for specific organs tied to a couple fish traits)~~ to the game. As the title says, it's about fish. The infusion is composed of three primary organs, plus another few that can be gotten from fish with specific traits. The primary organs are: - Gills (lungs): Instead of breathing oxygen, you now need to stay wet or breathe water vapor. - fish-DNA infused stomach: Can safely eat raw fish. - fish tail: On its own, it only speeds you up on water turfs, but it has another effect once past the organ set threshold. It also makes you waddle and flop like a fish while crawling (I still gotta finish sprites on this one) Other organs are: - semi-aquatic lungs: A subtype of gills from fish with the 'amphibious' trait, falls back on oxygen if there's no water. Can also be gotten from frogs, axolotl and crabs. - fish-DNA infused liver: From fish with the 'toxic' trait. Uses tetrodotoxin as a healing chem instead of a toxin. Also better tolerance to alcohol if you want to drink like a fish (ba dum tsh). - inky tongue: From fish with the 'ink production' trait. Gives mobs the ability to spit ink on a cooldown, blinding and confusion foes temporarily. The main gimmick of this infusion revolves around being drenched in water to benefit from it, In the case you get the gills organ, this also becomes a necessity, to not suffocate to death (alternatively, you can breathe water vapor, without any benefit). To enable the bonus of the organs set, three organs need to be infused. They can be gills, stomach, tail and/or liver, while the inky tongue doesn't count towards it. Once the threshold is reached, the following bonus are enabled: - Wetness decays a lot slower and resists fire a bit more. - Ink spit becomes stronger, allowing it to very briefly knock down foes. - Fishing bonuses and experience - Resistance to high pressures - Slightly expanded FOV - drinking water and showers mildly heal you over time. - for felinids: You won't hate getting sprayed by water or taking a shower. - While wet: - - If the fish tail is implanted, crawling speed is boosted. - - You no longer slip on wet tiles. - - You also become slippery when lying on the floor. - - You get a very mild damage resistance and passive stamina regeneration, and cool down faster. - - You resist grabs better. - - get a very weak positive moodlet. - However, being dry will make you quite squisher, especially against fire damage, slower and give you a modest negative moodlet. While working on it, I've also noticed a few things that explained why tetrodotoxin (TTX) did jackshit at low doses, because livers have a set toxin tolerance value, below which, any amount of toxin does nothing. Also I've felt like reagents like multiver & co were a bit too strong against a reagent that's supposed to work at very low doses, with slow metabolization, so I've added a couple variables to buff TTX a bit, making it harder to purge and resistant to liver toxin tolerance (also added a bit of lungs damage). ## Why It's Good For The Game I wanted to take a shot at coding a DNA infusion and see how chock-full I could make it. DNA infusions are like a middle point between "aha, small visual trinket" and organs with generally ok effects. I seek to make something a bit more complex ~~(also tied to fishing ofc because that's more or less the recurrent gag of my recent features)~~ primaly focused around the unique theme of being strong when wet and weaker when dry. EDIT: The PR is now ready, have a set of screenshots of the (fairly mid) fish tails (and gills, barely visible) on randomly generated spessman and one consistent joe:  ## Changelog 🆑 add: Added a new infusion to the game: Fish. Its main gimmick revolves around being stronger and slippery when wet while weaker when dry. balance: Buffed tetrodotoxin a little against liver tolerance and purging reagents. /🆑 |
||
|
|
3f0b4abb8d |
Replaces world.icon_size (and some magic numbers) with defines (#86819)
## About The Pull Request All usages of world.icon_size in code have been replaced with new `ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on context Replaces some "32" magic numbers with the defines A few bits of code have been modified to split up x/y math as well ## Why It's Good For The Game Magic number bad, code more readable, code more flexible and I'm told there's an access cost to doing world.icon_size so minor performance gains ## Changelog 🆑 tonty code: made some code relating to the world's icon size more readable /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
6808a082eb |
Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request
#85308 reverted by #85929

~~Causes the round to not start when a player isn't eligible for any
jobs at a specific priority level due to runtimes trying to `pick()`
from an empty list aborting the entire job assignment stack.~~
(Fixed???? by
|
||
|
|
9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
|
||
|
|
095f7e3b70 |
Death of mutant bodyparts AND external organs (#85137)
## About The Pull Request Removes mutant bodyparts and external organs from the game completely Digitgrade behaviour was mutant bodypart for no reason Cat ears now work with the bodyparts overlay system, same as all the other external organs (since all their behaviour is now just on /organ It doesn't remove all the /external types, but moves all behaviour to /organ. I'll follow up with a PR wiping all the /external organ types, but it's just conflict heaven so not this PR I've also streamlined a lot of duplicate/weird species regeneration code Melbert did the same PR as well but due to a lack of time (?) I have absorbed his PR to double nuke mutant bodyparts ## Why It's Good For The Game Frees us from the chain of unmodular code, and kills my greatest nemesis (after the shuttle meteor murder bug) ## Changelog 🆑 Time-Green and MrMelbert Refactor: External organ behaviour has been moved to /organ, ears now use the same system as the other organs Refactor: Mutant bodyparts are dead! This likely does not mean much to the average person but it's very dear to me code: Improves digitgrade handling in preference code /🆑 I have absorbed #85126, using Melberts code to improve and add some missing changes. Mainly improving the functioning of preferences and digitgrade legs. I didn't take over the hairstyle improvements. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
4d1639b04c |
Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308  |
||
|
|
1eef540054 |
Assorted changes to job assignment code and logging. (#85308)
## About The Pull Request
This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.
And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job
New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.
In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.
A key change will lead to an increase in assistants - Overflow fixes.
Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.
The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?
And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.
This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```
So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.
Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.
And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.
This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).
This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.
On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.
The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```
The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."
This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.
On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.
But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.
To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game
Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.
More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
|
||
|
|
34aa2bc50e |
Paraplegics can choose to not have legs. (#85716)
## About The Pull Request This is a bounty that was made by ophaq, and claimed by me. Gives paraplegic the option to be an amputee, and appear on station without their legs. They are still paralyzed, so no amount of mechanical legs is gonna let them walk again. ## Why It's Good For The Game Character customization is a good thing and lets people make their little characters suffer in new ways, this one in specific *actively lowers your max HP*, which is gonna certainly be fun. ## Changelog 🆑 qol: Paraplegics can now opt into appearing on the shift without their legs. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
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> |
||
|
|
277e57683e |
Radio Sounds (#85115)
## About The Pull Request Now talking into radio and hearing radio messages produces a sound. Using LOUD-MODE makes a unique sound. https://github.com/user-attachments/assets/891d9b9a-5313-4aac-9fef-56d0a7286bf1 https://github.com/user-attachments/assets/112a3587-46ea-413e-89e4-2da7b54c3d62 **YOU CAN DISABLE IT IN THE GAME PREFERENCES** ## Why It's Good For The Game People REALLY tend to miss radio messages, especially from the heads. This makes it so they can hear when some interesting or important chatter is going on. Unless all of the heads of staff decide to dispute in the Common, subordinates will start noticing messages from their bosses in their channels more often. Also, these sounds are tickling my ears, in a good way. ## Changelog 🆑 DrDiasyl aka DrTuxedo sound: Hearing and talking into the radio now produces a sound. Heads get a special sound. /🆑 |
||
|
|
bb79c3859f |
Changes some default values from character creation and random characters (#84905)
## About The Pull Request Departmental Backpacks are now the default instead of grey backpacks. Jumpsuits are now default for all characters. ## Why It's Good For The Game I think there is an issue with assuming that female characters should be wearing jumpskirts by default. Jump skirts are comedic. They are frivolous, completely unrealistic, and with many of the sprites, overtly feminizing. By making them the default for women, we are essentially saying: "Women by default should be wearing clothes that extenuate their femininity, even at the cost of practicality." Many of the jumpskirt sprites are very puffy and frilly. This is despite the fact that jumpsuits are usually seen as agendered in workplace settings, and feminine in the fashion industry. There is nothing wrong with any given player wanting to put their character in this kind of clothing, regardless of gender. However, by asserting that women should be dressed in frivolous and feminizing attire, I believe this to be a form of objectification, and not something we should promote. I have not changed the ability to set your preference to jumpskirt should you desire. I have not altered the presence of jumpskirts anywhere on the map. ## Changelog 🆑 image: Changed some default options in the character creator. /🆑 |
||
|
|
5e753b6788 |
Offset render relays for non-offsetting planes to match highest matching render plane (#84184)
## About The Pull Request **Alternate title: "Fix blind people getting so blind they become deaf when going down a flight of stairs"** So 'bout half a week to a week ago I overheard a friend complaining about blind people not seeing runechat on lower multi-z levels. Asked a bit, apparently they'd reported this about half a year ago, and it's still an issue. So in my never-ending hubris I decided to just go and fix it! Now, admittedly? I really _really_ do not get the rendering system we use. The simple options were right out: we can't allow the fullscreens plane to be offset, as this causes issues with looking up/down, or disallow runechat from being offset, which causes issues with runechat from other levels. After poking our very cool and smart rendering guy several times over the course of the last week, this is what we got to: ### The technical bits We simply make the rendering relays for non-offsetting plane masters point to the highest rendering plane that matches the target. We do this by offsetting the rendering relays in place, by adjusting their plane and layer values to match the new offset, with a new `offset_relays_in_place(new_offset)` proc called in `/datum/plane_master_group/proc/transform_lower_turfs(...)`. Importantly, we compare the current layer values to what they should've been, so we don't accidentally override relays with custom-set layers. This fixes our issue (as tested on wawastation): <details> <summary>Images</summary>    </details> ## Why It's Good For The Game Fixes #80376. ## Changelog 🆑 fix: You can see runechat above fullscreen overlays on lower multi-z levels again. Rejoice, blind players. Please report any weird rendering layering issues. /🆑 |
||
|
|
5b3c32e5cf |
Adds informed default values for a bunch of preferences (to produce less outlandish random characters) (#84726)
## About The Pull Request Goes through a bunch of character preferences and adds informed default values which produce less wacky results. Basically part 2 of #84443 . Preference randomization now results in a character similar to that pictured in the original pr. Of course, you can still make your character look as wacky as ever.  ## Why It's Good For The Game Basically, fully random characters look horrendous, and unless you're playing a non-human, you stick out like a sore thumb if you hardcore random or just decide to random appearance. Ultimately, full-random people will stick out less, which I think is good. ## Changelog 🆑 Melbert qol: Random player characters now look less like rainbow vomit and more like some of the most average people you know. /🆑 |