Commit Graph

1858 Commits

Author SHA1 Message Date
Fikou
6e2296ea56 fixes arm implants breaking the drop key (#65002)
fixes #65001 (Surgical Toolset Implants (possibly integrated toolset implants too?) cause the drop hotkey to stop working properly)

The dropkey signal always gets called, even when the item isnt extended.
Comsig_kb_activated cancels the key from being sent

We were doing our check inside retract, but we always assumed the dropped item was us. bad
2022-02-19 19:49:30 -08:00
ArcaneDefence
fb757daeb2 Puts the kinetic crusher's projectile firing on rmb (#64964)
* Puts crusher projectile firing on rmb

* Ranged proc melee click cooldown

* Implements code review

* implements further code review
2022-02-18 00:39:43 -05:00
Ghom
c5d2b2e51e Fixes layering issues brought by the FoV PR. (#63903)
* Fixed most (not all) incorrect planes and layers detected by the unit test.
2022-02-09 19:40:00 +01:00
TemporalOroboros
6be8e0feee Adds an option to generate typecaches as zebras. (#63710)
About The Pull Request

Adds an argument to typecache generation that allows specifying the whether to include/exclude types in the input list.
Also adds another argument to specify whether to remove falsey values after the typecache is generated.
Why It's Good For The Game

Might make zaps slightly faster???
Honestly I just thought it would be a good way to condense some whitelist/blacklist typecache sets.
2022-02-07 14:23:38 +13:00
Fikou
0d34bc7798 Mining MODsuit Rework (#64688)
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags

Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:

Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
2022-02-06 15:46:21 -08:00
Jeremiah
30253cf6a8 Tgui input refresh (#64331) 2022-02-05 19:44:59 +02:00
Ghom
10da33131e Fixing a number of issues with burial mounds and abandoned crates. (#64482)
Ok, I'm fixing a few issues with certain crates, namely the abandoned one and the burial mound:

    An oversight with the skittish trait letting players dive into burial mounds, which are technically a subtype of crates.
    A runtime that made abandoned crates not update their lock lights when unlocked (the togglelock call was missing the user arg). This one was my fault.
    An oversight with abandoned crates not resetting the number of attempts left and not nulling the last attempted code when re-locked. Idem.
    Burial mounds somehow getting lock lights overlays.

Also i'm taking this opportunity to make the closets unit test not early return at the first encountered failure (at the time I made it I didn't know TEST_ASSERT & co would early return on failure) since we want this unit test to finish looping through all non-blacklisted closets.
2022-02-01 00:41:36 -03:00
Ghom
b84ad2dde8 Removes useless status effect path defines. (#64490) 2022-01-30 01:26:04 -08:00
AnturK
db4310d8c5 Fixes a few runtimes with armor, spatial grids, and notes (#64514)
* Atoms  (mostly new players caused by logout) can get deleted before spatial grid initializes.

* Fixes images when viewing your notes before SSassets initializes.

* Fixes abandoned crate runtime.

* Fixes armor runtimes on eating clothes (this really needs alternative solution)
2022-01-29 22:04:54 -05:00
LemonInTheDark
934a5ea498 Actually fixes strange mob delays: BEEPSKY IS TOO FAST edition (#64351)
* Revert " Properly speeds up a lot of things, mostly mobs (#64270)"

This reverts commit a836574388.
THE BYOND REF WAS A LIE, THE PLAYERS ARE FOOLS, HELP, HELPPPPPPP

It turns out that despite what the byond ref says, the walk proc's delays were not in fact in ticks, but in deciseconds.
This means when I "fixed" mob movement by doubling all walk delays, what I actually did was double the speed of anything that used walk()

I have a feeling that the actual issue players were seeing was just move_to having fucked up distance logic, and the movement of slow mobs being smoothed out. I've changed that, so hopefully this puts a seal on the whole problem

I've had a request put in to make beepsky faster, but I think that's best done in a seperate pr

* Adds a flag to disable smooth moveloop movement
Applies it to hostile mob's Goto()
Backports the fixes to move_to and move_away from the previous pr
2022-01-27 19:50:08 -06:00
Sheits
b7c1c31bf8 Desouls the legion (#64174)
I really hope I didnt fuck the pr up lol
also big thanks to SgtHunk and JohnWillard for code help
2022-01-27 01:23:42 -08:00
John Willard
b12c61f340 Bot code improvement - Honkbots (#63693)
* Bot code improvement - Honkbots
2022-01-24 12:03:51 -05:00
LemonInTheDark
a836574388 Properly speeds up a lot of things, mostly mobs (#64270)
When I made my move loop changes (815bb8a) 62567, I converted a few walk() procs to
the new system
What I didn't know when I did that conversion is that walk() operates on ticks, when move loops operate on
deciseconds

So when I converted say, mob movement over, I accidentially halved the attack movespeed of all of our mobs

This resolves that, alongside a few other misteps

Of note: There are old comments implying that walk()'s delay is not actually linear, or simply as the reference says "in ticks"
I don't have a good idea of how fast things actually should be though, which makes this tricky

In light of this, I've decreased the move speed of legion slightly, in hopes that it will feel more "normal"

I've also fixed a bug with move_to and move_away, they were treating their distance parameters as move to this and one more, rather then move to this. This lead to mobs attempting to overlap with your sprite. s cringe, and also fixed
2022-01-21 23:57:36 -08:00
Fikou
fd9a7f8a58 MOD update: Modular Cores (#64042)
* Modsuit update - Cores
2022-01-15 13:54:53 +01:00
GoldenAlpharex
c6d616ff11 Documents and improves the variable names of the shuttle subsystem (#63946) 2022-01-11 16:08:34 -05:00
Seth Scherer
05fccf7e44 Fixes marker beacons instantly teleporting to your hands with TK #63885 2022-01-10 19:53:44 -05:00
Fikou
017341d5ac MODsuit balance/content update: suits dont slow you down undeployed, waddle/noslip modules (#63749)
Modsuit balance update
2022-01-03 16:44:16 +01:00
Jeremiah
9c6fdb567d TGUI list conversions + bug fixes (#63354)
About The Pull Request

    Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
    Did any surrounding text/number inputs as well
    Added null choice support so users can press cancel.
    Added some misc TGUI input fixes
    Fixed custom vendors while I was there

I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game

Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog

cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
2021-12-31 11:07:28 +13:00
Seth Scherer
defa54d22f Improves mask FOV code + fixes sechailer having fov, and swat mask having tint (#63535) 2021-12-25 22:40:48 -08:00
Fikou
7b38dd4ff7 MODsuits (#59109) 2021-12-24 12:00:24 -08:00
Jeremiah
dcab86ba2c More standard tgui input conversions (#63464) 2021-12-24 13:04:18 +02:00
Ghom
12bf03aa08 proximity monitors cleanup (plus connect_range and connect_containers components) (#62755)
I'm refactoring proximity monitors and fields, removing lots of bloat from both that's hardly even used. Proximity monitors no longer generate effect objects to track the surrounding area, should be less cpu expensive and easier to maintain (or phase out), read and use.
This PR also adds a couple components which may be needed for future stuff (for starters, the mirror reflection PR #62638 could use the connect_range comp)

Improving old old, ugly old code and adding some useful backend components. Tested and working.
2021-12-21 23:49:08 -08:00
MrMelbert
bae0967b8e Stops aux base turrets from hard-deleting (and 1 other fix) (#63424)
Fixes #62643

Fixes aux-base turrets from hard-deleting by handling their deleting on the aux base itself.
Converts the turrets list to a proper lazylist and cleans up some surrounding code involving the turrets list.
Also fixes a copy+paste error with tiny fans being placed.
2021-12-17 11:49:22 +00:00
Kylerace
d005d76f0b Fixes Massive Radio Overtime, Implements a Spatial Grid System for Faster Searching Over Areas (#61422)
a month or two ago i realized that on master the reason why get_hearers_in_view() overtimes so much (ie one of our highest overtiming procs at highpop) is because when you transmit a radio signal over the common channel, it can take ~20 MILLISECONDS, which isnt good when 1. player verbs and commands usually execute after SendMaps processes for that tick, meaning they can execute AFTER the tick was supposed to start if master is overloaded and theres a lot of maptick 2. each of our server ticks are only 50 ms, so i started on optimizing this.

the main optimization was SSspatial_grid which allows searching through 15x15 spatial_grid_cell datums (one set for each z level) far faster than iterating over movables in view() to look for what you want. now all hearing sensitive movables in the 5x5 areas associated with each spatial_grid_cell datum are stored in the datum (so are client mobs). when you search for one of the stored "types" (hearable or client mob) in a radius around a center, it just needs to

    iterate over the cell datums in range
    add the content type you want from the datums to a list
    subtract contents that arent in range, then contents not in line of sight
    return the list

from benchmarks, this makes short range searches like what is used with radio code (it goes over every radio connected to a radio channel that can hear the signal then calls get_hearers_in_view() to search in the radios canhear_range which is at most 3) about 3-10 times faster depending on workload. the line of sight algorithm scales well with range but not very well if it has to check LOS to > 100 objects, which seems incredibly rare for this workload, the largest range any radio in the game searches through is only 3 tiles

the second optimization is to enforce complex setter vars for radios that removes them from the global radio list if they couldnt actually receive any radio transmissions from a given frequency in the first place.

the third optimization i did was massively reduce the number of hearables on the station by making hologram projectors not hear if dont have an active call/anything that would make them need hearing. so one of hte most common non player hearables that require view iteration to find is crossed out.

also implements a variation of an idea oranges had on how to speed up get_hearers_in_view() now that ive realized that view() cant be replicated by a raycasting algorithm. it distributes pregenerated abstract /mob/oranges_ear instances to all hearables in range such that theres at max one per turf and then iterates through only those mobs to take advantage of type-specific view() optimizations and just adds up the references in each one to create the list of hearing atoms, then puts the oranges_ear mobs back into nullspace. this is about 2x as fast as the get_hearers_in_view() on master

holy FUCK its fast. like really fucking fast. the only costly part of the radio transmission pipeline i dont touch is mob/living/Hear() which takes ~100 microseconds on live but searching through every radio in the world with get_hearers_in_radio_ranges() -> get_hearers_in_view() is much faster, as well as the filtering radios step

the spatial grid searching proc is about 36 microseconds/call at 10 range and 16 microseconds at 3 range in the captains office (relatively many hearables in view), the new get_hearers_in_view() was 4.16 times faster than get_hearers_in_view_old() at 10 range and 4.59 times faster at 3 range

SSspatial_grid could be used for a lot more things other than just radio and say code, i just didnt implement it. for example since the cells are datums you could get all cells in a radius then register for new objects entering them then activate when a player enters your radius. this is something that would require either very expensive view() calls or iterating over every player in the global list and calling get_dist() on them which isnt that expensive but is still worse than it needs to be

on normal get_hearers_in_view cost the new version that uses /mob/oranges_ear instances is about 2x faster than the old version, especially since the number of hearing sensitive movables has been brought down dramatically.

with get_hearers_in_view_oranges_ear() being the benchmark proc that implements this system and get_hearers_in_view() being a slightly optimized version of the version we have on master, get_hearers_in_view_as() being a more optimized version of the one we have on master, and get_hearers_in_LOS() being the raycasting version currently only used for radios because it cant replicate view()'s behavior perfectly.
2021-12-16 19:49:27 -08:00
oranges
e57326b6f4 Revert "Gasmaks tint and tint calculation update (Oranges approved edition) (#62947)" (#63397)
This reverts commit 11b6072074.
2021-12-14 12:34:06 -08:00
Azarak
680ca7d3b9 Field of View and Blindness improvements [bounty + upstream push] (#63312)
About The Pull Request

I have received exemption from the freeze by Oranges.
This PR was originally done for Skyrat-tg, as a bounty. Oranges took interest and Skyrat people approved taking it upstream so I did. (original PR Skyrat-SS13/Skyrat-tg#9912 )
Features:
This PR adds "field of view" mechanics, which by default don't do anything.
Once you pick up and wear a gas mask you'll notice a cone behind you.
That cone will hide all mobs, projectiles and projectile effects.
HOWEVER... hidden things in the cone (or for people who are blind or nearsighted) will play a visual effect.

The fov cone shadow density can be adjusted

Technicalities:
Originally a component, but by Watermelon's advice I have made this a datumized behaviour instead. (semi-component) This way it is faster, less memory use etc. Once again a component
People have native fov, which can be enabled by a config, by default it's off. (or by an admin verb)
People have fov traits, which add the fov impairings to you, gas masks do that now. All clothes have a support for possibly applying them.
Moves all things that should be hidden onto a new plane which is just above GAME_PLANE, that was we can efficiently filter them out of clients views.
Being dead or extending your eye view (xenobio console) will disable the FOV mask.

This PR was brought to you by Skyrat paying me aswell as rotational mathematics


Why It's Good For The Game

Oranges approves so it's good.
Changelog

cl
add: Gas Masks now limit your field of view
add: Added field of view mechanics. It's darkness can be tweaked by a pref
add: Blind, nearsighted and fov-limited people will now see sounds as visual effects.
/cl
2021-12-14 15:52:52 +13:00
LemonInTheDark
9b605b9cc0 Speeds up the preference menu, significantly. Adds object pooling, other stuff too (#63225)
* Removes like 50% of the cost of using the ui, it turns out that the storage component is fucking moronic. Likely significantly reduces the overtime of typecacheof

* Reduces the cost of reloading the dummy by ~50%
Turns out just initializing and deleting organs was like half the cost of reloading a default dummy.
It occured to me (Mothblocks) that we don't actually care about any organs we can't see or that don't effect visuals. So almost all of our organ loading can just be skipped.

This saves a significant chunk of cpu time, items next!

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
2021-12-08 16:20:03 -08:00
Cursed
62e0ecc42f Job specific clothes storage slots now can carry bags (#63102)
* Bags onto coats

* Bags fit onto wintercoats suit slot

* Bags fit onto suits suit storage slot

* Bags fit onto suits suit storage slot

* Adding mirror tray sprite to belt_mirror.dmi

* Bags fit onto suits suit storage slot

* Construction bag fits into hazard vest suit storage slot

* Fixes and hazard vest/explorer suit expansion

* Explorer suit ore bag

* Once again fix

* Even once more fix

* More and more fixes

* We love fixes. I hope its the last one

* Im back here once again. Fix
2021-12-07 13:43:41 +01:00
Ghilker
11b6072074 Gasmaks tint and tint calculation update (Oranges approved edition) (#62947)
About The Pull Request

Gasmaks apply a darkening overlay similar to the welding one but much lighter and open.
Without mask
nomask
With mask
covid
With mask and sunglasses
image

Note that other items that apply tint haven't been changed if worn on their own (sunglasses don't darken the vision) but will increase the darkening effect if staked (mask + sunglasses will give an even darker overlay).

Oranges' approval
dad2
Why It's Good For The Game

All upside and no downside are no fun.
Changelog

cl
balance: gasmasks give a slightly darkening overlay, effect will stack with other items that have tint.
code: tint code has been updated to properly work.
/cl
2021-12-02 11:19:09 +13:00
Ghom
f839a669bd Makes sure the abandoned crates anti-tamper mechanism is reenabled only when the crate is locked. (#63012) 2021-11-23 04:09:39 -05:00
Ghom
44863b2cfa Fixes some issues and an exploit with abandoned crates. (#62949) 2021-11-22 14:53:48 -08:00
Ghom
243cd2bfa5 Replacing more C-style for loops with the faster, traditional ones. (#62908) 2021-11-18 17:39:05 -08:00
esainane
b6f761468e [MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601)
About The Pull Request

Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.

This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.

Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.

Some implications of this setup were:

    You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
    You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.

Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:

endless-stack-of-intercoms

Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!

Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used

Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.

Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.

tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game

fml
Changelog

cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl
2021-11-09 10:02:34 +13:00
Ghom
b79dd74fd0 Replaces a portion of C-style for loops with the more commonplace for loops, which are faster. (#62624)
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2021-11-07 16:42:41 -08:00
Timberpoes
479dcd295e Makes dash actions and Bluespace Prophecy trauma utilise teleport code instead of forced movement code. (#62471)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-11-06 20:03:51 -07:00
John Willard
6c0aba5da4 removes double spaces AFTER symbols (#62515)
* removes double spaces AFTER symbols

* found more
2021-11-03 21:09:35 -04:00
Mothblocks
0f3c4e51f7 Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
2021-11-01 04:20:39 -03:00
John Willard
88d7dbfc10 removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
2021-10-28 19:25:50 -03:00
Zytolg
0a9404e69b Beds and Benches: The Aesthetic Revolution [re-PR'd With EOB's Blessing] (#62169)
About The Pull Request

Ever since I saw @EOBGames PR this, I've wanted it. I've needed it. I've been delaying some mapwork FOR this. This is an identical PR to #61689, just updated so that it's not conflicting with anything. I've done everything @Krysonism asked for from last time too. That's right spacemen, double beds are back, and more cursed then ever. Cursed to succeed that is!
Why It's Good For The Game

We. Don't. Have. Benches.
Benches are a hallmark of any public space! You can sit on them, sleep on them, stand on them, even sleep on them! Our stations have a ton of chairs, but chairs don't really communicate public that well. Benches do. As for the beds? Well Inept wants them, and you know what? I respect that.


cl
expansion: Sofas now include the Bench Type. These are buildable with 2 metal plates from the crafting menu.
expansion: Beds can now be rotated (flipped), and include the Double Bed Type. Miners can also make Double Pod Beds to really feel like an Alaskan King.
expansion: Bedsheets to match! Try to share those big blankets with a lizard if you see that they're shivering!
code: Stuff that lets you interact with the benches and beds in-game, so that you too can enjoy being a king.
sprites: Ports the Benches and Double Bed sprites from Skyrat
sprites: Flipped Beds
2021-10-25 21:55:13 +13:00
Sealed101
964dc3d033 Fixes mining drills using pickaxe's inhands (#62251)
* new sprites good

* suggestion applied
2021-10-22 19:34:54 +02:00
Seris02
fc36aea489 runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes (#62091)
human huds will no longer runtime and die when prefs aren't initalised
SSEconomy will no longer have to deal with pathed jobs inside accounts
Some of the negative/neutral quirks that use the mind have been relegated to last_mind instead for runtime purposes
Mafia saymode will no longer runtime when someone uses it with no current mafia game
Autolathe secondary_attack will no longer runtime/work only because of runtimes
MULTIPLE CHECKS FOR QDELETED STACKS BEFORE ADDING FINGERPRINTS
More player_list client checks
A lazyinitlist for proximity monitors, as they used lazyremove which nulls the list when it hits zero things in it
A check for cigarettes in case temperature exposure causes a reaction that removes all reagents
Catwalks no longer runtime every time someone walks on them
/obj/machinery/atmospherics/components/binary/crystallizer will no longer runtime on secondary_attack if someone can't interact
cyborg models will no longer assume the thing they're inside is a cyborg and runtime when it isn't (cryopods)
When a simplemob falls into nullspace, it will no longer runtime (goliaths falling into chasms and etc)
runtime fix in techweb.dm when using a card without a sanity check
runtime fix with folders when they have nothing in them
runtime fix with glowing eyes when the LAZYADD doesn't get called in regenerate_light_effets() and so doesn't initalise the list
2021-10-22 10:31:07 +01:00
Seris02
bd8555832d makes it so lockers/crates can have access electronics removed/inserted (#62022)
They can only have electronics inserted if they

are welded shut (if they can be welded)
don't have electronics already and aren't secure
They can only have electronics removed if they

are welded shut (if they can be welded)
are unlocked
are secure (even if they don't have electronics, then it'll create them)
2021-10-21 11:38:31 +01:00
Fikou
2b8b045d5a Mining Gear Resprite (#62168)
* mining gear resprite

* Merge branch 'master' of https://github.com/tgstation/tgstation into laaland

* update

* oopsie woopsie

* PKA CODE SUX BALZ

* woopsie
2021-10-18 18:40:50 +02:00
itseasytosee
f51000f506 Repaths knives to not all be children of the kitchen knife. (#62035)
Basically makes the code less dumb, took a long time. I worked hard to make sure there were no unintended effects (minus the fact you can no longer get spoons from the experimentor). No player-facing effects

I thought it looked weird that all cultist and combat knives were subtypes of the kitchen knives
2021-10-15 15:28:01 -07:00
Seris02
694c2999b0 makes it so the sanitize_hexcolors' default is 6 characters rather than 3 and gets rid of color_legacy (#61980) 2021-10-15 11:48:55 -07:00
thatoneplebeian
2a826e7380 Drowsiness refactor (#62104)
Creates two procs in /mob/status_procs for handling drowsiness changes (with check for negative values), and refactors all code to use these procs instead of assigning values to the mob's drowsiness themselves.
2021-10-15 10:15:24 +01:00
Ghilker
cb5fb1df2d modules/atmospherics major cleanup (#61904)
major cleanup of modules/atmospherics folder and all related files, still many missing
-cleanup of procs name
-cleanup of vars name
-documentation of some of the procs
-minor changes to some for() logic (no in game changes just early continue or as anything checks)

No in game changes, only code and docs
2021-10-14 01:13:57 -07:00
Ghilker
95c8e00af7 cleanup _HELPERS/_lists.dm and all the necessary files (#61827)
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
2021-10-12 14:48:51 +01:00
LemonInTheDark
861bf808bc Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes (#61953)
Please don't try and send chat messages if you have nothing to say
Fixes a spurious runtime.
Fixes a runtime caused by my lack of understanding of huds. remove_hud_from is intended for hud watchers, remove_from_hud is intended for hud items. Doesn't really make sense most of the time, and just runtimes out the ass
Fixes a runtime in shapeshifting, restore should not run if the object is not restoring, or if it's deleting. it should run if it's not restoring, and it's not deleted. 4head
Fun fact, if there's two turret control boards they'll override each other. Use weakrefs. Oh also removes a var called cp, nothing good will come of that
Today in: Good lord the stacking machine is an afront to god, we discover that the labor claims console was attempting to act as a console, which of course fails when it comes time to clear it's improperly named var. Disgusting
Attempts to fix potential wound ref hangs in surgeries? maybe?
Fixes a runtime in luminescent stuff I created in my big harddel crusade. owner is a mob, not a species
Fixes a runtime related to headspikes deleting themselves twice. Pain
Fixes hard deletes sourced from the prophet trauma. Good fucking lord this is awful
Offhand item is somehow hard deleting. I have no idea how. Here's hoping signals fixes it, because if it doesn't I'm stumped. It's not a common scenario, but it does happen in spurts that suggest repeated usage
2021-10-09 09:44:21 +01:00
MrMelbert
270a53e117 Delete seeds whenever a plant is deletes, delete plant genes when a seed is deleted, + refactor various gene adding / deleting (#61747) 2021-10-07 19:27:07 -07:00