* changes most uses of SSvis_overlays.add_vis_overlay() inside of update_overlays() to true overlays (#57985)
* changes most uses of SSvis_overlays.add_vis_overlay() inside of update_overlays() to true overlays
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Layer overhaul (#57915)
## About The Pull Request
Changes up some layer and plane defines for no particular reason lol
## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._
* Layer overhaul
* aaaaaaaaa
a
Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Some explosions code cleanup (#57493)
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
* Some explosions code cleanup
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Fixes ethereals being unable to channel power into APCs, readds some defines (#57417)
* Fixes ethereals being unable to channel power into APCs, readds some defines
Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
* Draws the singularity and other large objects that create their own light or break/effect turfs above the lighting plane, to prevent shitty appearences when the lighting subsystem lags behind (#57512)
* Draws the singularity and some other things above the lighting plane
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* tgui: Total Moles in SM Monitor, Own Defines File (#57270)
Ever wondered why you failed to setup the scrungularity?
Well, wonder no more! The NT CIMS tab has been made to show total moles. The pressure got kicked however, since it's practically useless. The bar also turns red if your SM is eligible for scrung.
Moved the supermatter defines into it's own files too.
* SM monitor shows total moles & SM gets it's own defines file.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* Do not lick the supermatter, it is not made of candy. (#57134)
Adds a special interaction for people attempting to lick the supermatter.
* Do not lick the supermatter, it is not made of candy.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Supermatter Can Display EER to Ghosts. (#56991)
I'm not sure that there's a way for ghosts to check out the EER of the spicy rock without someone logging in on the console. This lets ghosts know if an SM is going to spawn tesla/skeleton in advance.
The part at the trait section (thanks to mothblocks) is changed to not cause runtimes when the supermatter is examined by ghosts.
Co-authored-by: coiax <yellowbounder@ gmail.com>
* Supermatter Can Display EER to Ghosts.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
* New supermatter sprites from Beestation (#56866)
Imageadd: Ports the supermatter sprite from Beestation
* New supermatter sprites from Beestation
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Miasma SM (#54487)
Makes the supermatter crystal consume miasma in the air to power itself. The rate at which it consumes miasma scales with the partial pressure of the miasma and the gas mix of the surrounding air.
Miasma also increases gasmix_power_ratio, but by half as much as is normally standard
* Miasma SM
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Refactors the Light Eater and gives it some flavortext. Some minor behavior changes included. (#55551)
Converts the effects of the nightmares light eater into a component and a couple elements
Adds some flavor text to the light eater
Makes the effects of the nightmare's light eater dispel if the armblade is destroyed
Probably a net increase in code quality
More flavortext
The nightmare's light eater effect can be dispelled if you are willing to sacrifice the armblade
* Refactors the Light Eater and gives it some flavortext. Some minor behavior changes included.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Make all emp_proof cells emp proof (#56677)
For some reason only empty emp proof cells were emp proof. Now all emp proof cells are actually emp proof.
Co-authored-by: Sparkezel <1haslo4@ gmail.com>
* makes all emp_proof cells emp proof
Co-authored-by: Sparkezel <53384660+Sparkezel@users.noreply.github.com>
Co-authored-by: Sparkezel <1haslo4@ gmail.com>
* renames metal sheets to iron sheets
* Merge branch 'master' into upstream-merge-56643
* yay metal
* Update DeltaStation2_skyrat.dmm
* a
* Update CentCom_skyrat_z2.dmm
* a
* a
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* reverts Adds Neon Carpet (#55782), it appears to have been causing massive amounts of maptick (#56496)
It appears to have been causing massive amounts of maptick, this'll need a testmerge so we can test my hypothesis
* Reverts Adds Neon Carpet (#55782)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Move psychologist immunity from mind to skillchip (#55813)
Skillchips are neat, and this is the sort of "job-specific skill" that can remain job specific, but still gainable in the shift through in-universe means.
The logic behind the skillchip is that the supermatter is psychically sensitive, hence the hallucinations and headaches from looking at it and projecting the "correct mental aura" will help it calm down. But that is lore following mechanics.
Refactors skillchips to be able to automatically apply more than one trait.
* Move psychologist immunity from mind to skillchip
Co-authored-by: coiax <yellowbounder@gmail.com>
* Makes telsas move properly, they were ping ponging around due to how miniballs move, I've made the shocked targets list properly fill, and make the shocked targets list retain some entries to preserve momentum (#55712)
* Makes a few changes to tesla movment
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes borg tiles (#55858)
- Fixes greyscale material floor tiles created from cyborg stacks
- Makes cyborg stacks contain materials
- Prevents a potential bug involving metalgen and stacks
* Fixes borg tiles
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Refactors how movetypes are added and removed, No timers this time. (#55444)
* Refactors how movetypes are added and removed, No timers this time.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fixes BRPED/rigged cell exploit and allows it to booby trap BRPEDs instead (#55447)
BRPEDs can teleport rigged power cells. Through cameras. These rigged power cells will then pretty much immediately explode. This is a tad imbalanced.
Behaviour modified. Attempting to use a BRPED on a machine and having it attempt to swap over a rigged cell will cause the rigged cell to immediately go to maximum charge and explode.
Adds some logging to accompany it.
Why It's Good For The Game
Blowing things up from across the cosmos is bad.
Rigging BRPEDs to be able to explode when some poor sucker uses it to change over a power cell is cool.
* Fixes BRPED/rigged cell exploit and allows it to booby trap BRPEDs instead
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Deadchat plays everything - A simple way for admins to let deadchat control things. (#55314)
* Deadchat plays things
* Pocket lint
* View those variables
* Arr var
* Arrr save changes and don't code while drunk
* Loog dot exe
* Big ol' changes
* Deadchat plays everything - A simple way for admins to let deadchat control things.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Makes the supermatter crystal immune to radiation. Not sure how I missed this (#55710)
* Makes the supermatter crystal immune to radiation
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>