## About The Pull Request
Some glass types strangely had no radiation blocking abilities like
normal plasma glass, which doesn't make any sense, though reinforced
glass was able to block almost all. This also fixes fulltile plasma
glass to have twice as much integrity as the normal amount, like with
all the other glass types.
## Why It's Good For The Game
Inconsistency fixes
## Changelog
🆑
fix: Fixes radiation blocking properties of glass types.
/🆑
About The Pull Request
Adds a skillchip to the chef's vendor. This vendor allows the chef to kiss their food to deliver a chef's kiss.
Chef's kissing your food will add the "love" reagent to the food, which makes people much happier when they eat it. Be careful, overdosing on love can cause heart attacks.
Refactors microwaving.
Separates microwaving out of the edible component and makes it its own element, like grillable and bakeable.
Also removes some magic numbers from microwave code.
Code improvements all around baking and grilling code.
Refactors edible component inheritance.
Inheriting the edible component is now a viable way to cleanly add food types, flags, and callbacks. This makes it much much easier to change the values of an edible item without adding hacky signals / procs / getcomponent.
Why It's Good For The Game
Emergent chef gameplay.
Being able to further enhance your food with mood buffs.
Better code.
Changelog
cl Melbert
add: Chefs can now make food with love. They can purchase a skillchip from their vendor which enhances their kiss emote. Using your kiss on food you create will add a special reagent to it which makes it nicer.
refactor: Separated Microwavable from the Edible component, refactored microwave act to accompany this
refactor: Refactored how grilled items are generated
refactor: Refactored how silver slime food items are generated
refactor: Refactored how edible items inherit new edible statuses
code: Removed some magic numbers from microwaves
code: General code improvements for grillable / bakeable / etc
/cl
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## About The Pull Request
Ok first if you don't want to read any further explanation you can watch
these two videos and you will understand all of the mechanical depth of
this change.
https://user-images.githubusercontent.com/55666666/194788103-8019dad8-7e44-4cc8-bc8f-0a4f8f00a357.mp4https://user-images.githubusercontent.com/55666666/194788109-345a3146-fb4b-4a2e-9c2a-e2ee786ba97d.mp4
### **Disclaimer: Effect on gameplay extremely limited and niche read at
your own risk**
Starting at the top, regarding the species datum, the vars attack_type,
punchdamagelow, punchdamagehigh, punchstunthreshold, attack_verb,
attack_effect, attack_sound, and miss_sound have been removed.
All bodyparts (not just arms) now have corresponding variables for how
they should act if utilized in an unarmed attack. The bodyparts vars are
correlated to their corresponding species. All arm type bodyparts have
been repathed through a common parent for the purposes of keeping
variables consistent. The same is true for the legs.
When a carbon begins an unarmed attack, it will check the carbon's brain
to see what limb should be used for the attack.
If the brain has no answers it will default to the arm that corresponds
to the active hand of the attacker. Currently in all brains except
monkeys, it check to see if the attackers target target is laying down,
and if so, call for a kick with the leg that corresponds with the
attackers active hand. If the attacker has no useable legs, or the
attacker does not have a corresponding leg to the active hand, or the
target is not laying down, the brain will simply default for an attack
with the active hand.
Monkeys brains (take note the difference between having a monkey brain
and being controlled by monkey AI) are the exception, they will simply
always choose their heads, and by default an attack with the head is a
bite attack.
As an example:
Previously ethereal would make attacks that used the verb "burn" and did
burn damage despite what limbs they possessed.
Now anybody with an ethereal limb will make an unarmed attack that does
burn damage and has all the same verbs as an ethereal would.
And finally, the chunky finger species trait has been moved over to the
species arms. Effect on other sources like insuls remains unchanged.
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## Why It's Good For The Game
The main motivation is moving direct mechanical elements off of species
to, quoting tralezab here, "Make species like a blueprint."
Opens more opportunities for coders to add specific elements to limbs,
perhaps we could see a buff to unarmed strikes from robot arms, or a
species that headbutts people to death.
Also undeniably cool, and fixes some weirdness like fully auged
ethereals still doing their normal ethereal attack.
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## Changelog
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🆑 itseasytosee
refactor: Elements of unarmed strikes are now limb dependent instead of
species dependent. Go rip off an ethereal arm, sew it onto yourself, and
burn some people.
/🆑
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Co-authored-by: itseasytosee <noodlenymphftw@gmail.com@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes halloween races.
- Fixes a race condition involve checking for holidays befores SSevents is instantiated. Now, holiday checking is done through a helper, which will ensure the holidays list is created and filled before checked.
* Macro Defines the On-Station Year
Hey there,
This PR just removes the repeating pattern of (GLOB.year_integer+540) across several different code files and replaces it with a macro `CURRENT_STATION_YEAR`.
In case we decide SS13 will need to take place in a new year, it'll be easier to do such, but it also helps with mistakes in year transcription should that ever be a thing.
* double the define - define trouble
Autodocs dreaming.dm and bedsheet_bin.dm.
Also adds a bunch of new subjects for your dreams to choose from. This list was way more sparse than I expected, so I felt obligated to add to it.
* Converts mice and rats to basic mobs
* Update paths
* Fixes
* Tweaks
* .
* Use helpers
* Unit test
* Correct the targeting
* Fixes the unit test?
* Fixes the unit test
* Docs
* update the path script with pr id
* Faction check tweak
* Review
* AHH
About The Pull Request
The Export Scanner, Sales Tagger, and Price Tagger are all niche, cargo adjacent items that each perform a different minor task and if using one, requires usually one of the three extremely rarely. Each one requires printing a new item at the lathe, all for maybe one or two uses before it needs to be replaced.
This PR merges the three into a singular, modular item. Existing export scanners have been reflavored the "universal scanner". When used in-hand, it produces a radial to swap between the three modes, Each mode has identical function to their previous scanner, with the only functional difference being that the sales tagger now prints new tags on secondary attack as opposed to primary.
The other two items lathe recipes have been removed, as their functionality has been fully moved to the universal scanner.
Also flips the export scanner icon state to match the other 2 scanner items that have been lumped together.
Why It's Good For The Game
Cargo now only needs to swap between 1 of three nearly identical barcode scanner looking items at a time, as opposed to having to print an item that sees functional use once every thousand rounds. By increasing the ease of use, it will also make it easier to use custom vendors, as well as print sales tags on regular rounds, as the universal scanner can still be found in shipping boxes located around the station and in tool storages.
Arguably not a balance change, as the three tools are extremely cheap to print, and don't have a formal impact on cargo balance except for tedium.
* Removes HDD's entirely
HDDs have been removed, though the code for it is still currently lingering as it's required for portable disks. I'll have to find a solution to this one day, but as I am going to sleep, this is a problem for future me.
* starts on removing SSD
* updatepaths and kills off SSD
* update path :D
* Fixes to programs and icons
* Ready for review now
I read over everything I did and tried to fix anything I saw wasn't done right. Hopefully better comments now.
* merge conflict fix
* can't win them all
* takes viruses into account in paths, fixes it in snowcabin
* Renames the updatepaths
* removes the qdel loop
* accidentally new'ed programs twice
* Fix program's computer var
* destroy pen and disk, dont run kill program on something killed
* more fixes for pens and idle threads
* Fixes PDAs installing apps twice.
* simplifies inserted disk & PDA disk
* fuck's sake
* Use istype instead
* revert
* Revert "revert"
This reverts commit 9ede628c6fef9c7c86417234f6d8ada1ff9e2fef.
* why did that happen
* Update code/modules/modular_computers/computers/item/tablet.dm
* MC_SSD added to master lol
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Hey there,
I was doing some codediving, and I stumbled upon this spawn_time silliness in mob spawner code, so I just swapped everything to use SECONDS defines (since units are very epic).
Showing this oldie a bit of love with some minor modernization.
cl ShizCalev
refactor: Modernized the janicart!
fix: Fixed janicart examine message not mentioning how to dump it when it was almost empty, but not completely empty.
fix: Fixed varedited janicarts having no caution signs visible when they went over 4 signs.
/cl
About The Pull Request
Fixes a bug where constructing a railing would take 6 rods, but deconstructing would only give 3.
Why It's Good For The Game
Fixes#70570
Adds a few new types of stairs, and makes stairs buildable within rounds.
Also removes the terminator sprite variation for stairs, because its basically unused and really not needed with plane cube multiz.
* Hopefully fixes Cleaning
* Cleaning off window blood is now handled by the Window itself
* Cleanbots now have an advanced mop built into them, I am hoping in the future we can make cleanbots have their mops taken off, but I'm not good at spriting so it isn't a thing yet.
* Adds a pre_clean_callback to replace the should_clean arg (mostly)
* Removes the atom cleaning proc, replaces it with a signal for afterattack on a cleaning tool.
* Fixes and improvements
* adds a new define that allows pre_clean_callback to cancel cleaning entirely, used for mops to check for being wet or attacking buckets and such.
* Fixes cleanbots not properly working, removing their mop and just registering for a signal that bots send instead.
* Changes cleaner component to take proximity into account, that way we don't have to check it on each item's individual afterattacks, that way we don't have to call parent at the end either.
* Improves check_allowed_items a little bit because I hated how it was used for soap.
* Update cleaner.dm
* reviews
Sec helmets have been slightly reduced in size.
Normal sec helmet chin strap has returned.
Alt sec helmet will keep the no-chinstrap look.
Sec wintercoat hood now looks like a hood for a wintercoat.
New sec armor has been slightly reduced in size.
Black splotches on sec pants have been removed.
All sec personnel shoulder patches are now on both arms.
Sec uniform belt buckle is now black for a better distinction between sec and warden.
Fixes secskirt skirt size.
Fixes gold trim on hos uniforms.
Adds sec helmet inhands to match the new sprites.
Adds sec wintercoat inhands to match the new sprites.
Adds sec helmet obj icons to match the new sprites.
Fixes squished secskirt obj icon.
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi
* base
* reasons
* GetToken proc, with a many remarks
* Add a way to change reason in transfer_money proc. Add a reasons.
* Reason to use the app. Commission. Standard application.
* Apply suggestions from code review - Tralezab
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Tralezab & jlsnow301 advices. New format(everywhere)
* Nanotrasen
* Refactor TGUI(not me:( ). Fix useless capitalize
* Update code/modules/economy/account.dm
* Trans transforms in transaction
* coMmission. little autodoc mistalke. Translation != Transaction
* oops
* Merge Conflict
* ...
* back feats
* mistakes bye!
* ну да
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE
The most idiotic thing I've seen is canUseTopic's defines, they literally just define TRUE, you can use it however you want, it doesn't matter, it just means TRUE. You can mix and match the args and it will set that arg to true, despite the name.
It's so idiotic I decided to remove it, so now I can reclaim a little bit of my sanity.
This was taken from #67742 by @soapstain22 and I really liked the idea. Not sure why the original author closed it but here it is again.
Adds red and blue nightcaps to the pajama lockers.
About The Pull Request
I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)
This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.
I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea
OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?
It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.
We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.
Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).
That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube
Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.
As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.
Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups
BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.
This was quite messy, so I've refactored it (and maps too) to be a bit more modular.
Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.
Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.
Much better then the hardcoded pattern we used to use. So much duplicated code man.
Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.
image
In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.
It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.
In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.
It also comes with an info dump about the ui, and plane masters/relays in general.
Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes
Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.
This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.
Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday
I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.
The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes
We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.
Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.
Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>
Fixes#65800Fixes#68461
Changelog
cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
About The Pull Request
A: Mineral doors no longer take 6 SECONDS to open if you bump anything beforehand. Holy shit why would you do this.
B: Airlocks no longer require you to have not bumped anything in a second, lowered to 0.3 seconds. This is safe because I've moved shock immunity to its own logic. This should make opening doors feel less horrible
Why It's Good For The Game
Feels better.
Changelog
cl
balance: Airlocks will open on bump in series much faster now. As a tradeoff, you're immune to shocks from them for a second after you last got shocked by one.
fix: Mineral doors will no longer take 6 WHOLE SECONDS to open if you've bumped something else recently
/cl
Adds a seethrough component!
Standing behind a big object with this component will make the object transparent:
https://youtu.be/nnyWMJakVtE
And no one else can see it:
And yes you can click through it thanks to the power of plane masters!
Standing behind a tree is a pretty big meme and people will have to either shift right click or bump into you to ever find you. This makes it so much better to implement big objects, since they no longer obscure the tiles behind them
It's also useful for existing big objects, like billboards and the likes
🆑
qol: You can now see through big trees when you stand behind them!
refactor: Adds a seethrough component to make it easier to add big stationairy objects without reducing visibility
/🆑
Info
This is done by sending an override overlay to the user that obscures the normal object and plays an animation.
It registers an ENTERED signal on specific turfs. Those tiles in which it hides stuff is defined as a list of list coordinates, for which I made a global list with some defines. It's really crappy and I'd appreciate some feedback on that
* Fix Body Container bug
Fixed bug where body containers could not be closed when standing diagonally from them in some cases.
* Update morgue.dm
* Containers get PASSSTRUCTURE, trays get PASSTABLE
* Update code/game/objects/structures/morgue.dm
* Update code/game/objects/structures/morgue.dm
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
About The Pull Request
Alphabetized several long lists of strings so its easier for us to look through them, just code polish, nothing the players would see.
Fixed some minor spelling errors as well.
Clarified door bolt state to be less ambiguous in the door wiring gui.
Originally it would say the door bolts have fallen, and the door bolts "Look up". i dont know about you but that was very not clear for me to read. Like where are the bolts? In the door or the frame? Arnt there bolts on top and bottom? Just didn't make sense to me.
Now it says "Have engaged!" & "Have disengaged"
hopefully that makes the state clearer at a glance.
I also added a small handful of funny texts to some string files. See changelog
Why It's Good For The Game
Well, who doesn't like a bit of polish? Just makes the game a little easier for people.
Also funny text funny text.
Changelog
spelling: improves spelling and adds more flavortext
* A lot of shuttle code improvements
* Makes use of ``as anything`` in many places
* Adds mapload to connect_to_shuttle()
* Renames many vars, including shuttle 'id' var to 'shuttle_id' and engine 'state' to 'engine_state'.
* Engines now weakref their attached ship, and disconnect when unwrenched from it.
* Removes check for force when deleting a mobile docking port, being deleted should still clear your stuff, regardless of being forced.
Because of all the above, I was able to remove a few pointless checks scattered around, like engine's alter_engine_power()
* better comment for port_id
* Fixes Cargo, Arrivals, and Pirate ships.
* Merge branch 'master' into shuttlecode-oh-no
* last few
* fixes the CI
* fixes
* Fixes infinite engines
* Revert "Merge branch 'master' into shuttlecode-oh-no"
This reverts commit 94eba37de9fe3f4a01dc40bb064771b764f379e3.
* trammies
* whiteship tram
* Makes use of ?. instead
apparently this is what weakrefs use, so 🤷
* i hate supernovaa41
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* removes lateinit that I never implemented
* adds _ref to weakref var name
* small change to weld time define
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>