* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
Fixes a couple bugs created by the neon carpets PR:
* Bodybags can once again be closed. (Fixes#59704, Fixes#59747)
* Cargo crates no longer report having delivered an emissive blocker
* Directional lighting no longer masks the emissive plane.
The tram now smashes through walls instead of phasing through them. Spawns sparks and shakes the screen for nearby observers as the tram kool-aids its way through obstructions.
The tram now equal-opportunity smashes through most machinery and structures. If a structure is normally not anchored by default (girders, lockers, closets, ect), it will unanchor them and throw them while doing some damage. Machinery now actually gets destroyed when hit by the tram, which also fixes the issue with the recycler breaking the tram.
Tram platforms themselves have been made inherently indestructible to prevent them from ever breaking in any unexpected gameplay method.
The permabrig mouse has been moved to the general activity room instead of the room with the exposed APC wiring.
Enter(), Entered(), Exit() and Exited() all passed the old loc forward, but everything except a single a case cared about the direction of the movement more than about the specific source.
Since moving multi-tile objects will have multiple sources of movement but a single direction, this change makes it easier to track their movement.
Cleaned up a lot of code around and made proc inputs compatible.
I'll add opacity support for multi-tile objects in a different PR after this is merged, as this has grown large enough and I don't want to compromise the reviewability.
Tested this locally and as expected it didn't impair movement nor produced any runtimes.
This makes it so during unit tests, adding a text based overlay to something will runtime if the icon does not have an icon state matching that text. I would do this during normal compiles as well but getting the icon states from an icon is surprisingly expensive.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
I noticed that various nonhuman body features can't be changed using genetics. I corrected this by adding a block to character genomes allowing you to edit features in the DNA console.
This is a partial re-implementation of #59645
oranges has expressed a desire for the span_ procs to instead be macros.
I agree. Even though it's a small micro-optimisation, a well contained macro can be self-linting. I've already caught one edge case thanks to this in launch_pad.dm
Similarly, there was an edge case where a [ was escaped inappropriately (that errored out) in watercloset.dm and a case where a ] that should probably have been escaped actually wasn't in robot_defense.dm
I have opted to make an exception to the ALLCAPS convention for these macros.
I have guaraded these macros in parenthesis. In doing so, additional error states can be captured as part of the build process as malformed inputs will then cause errors and prompt further investigation.
Adds set_density()
Fixes one instance of a duplicate density assignment on an object.
Comments two hacky usages of density which will have to forgo using the setter for now.
Lets us append code to the event of density changing.
Pretty sure this is leading up to some multitile object thing -Lemon
* Initial commit
* Sprites, finishing work
* More ways to detach from circuitboards
* Clear TODOs, give bots a button
* Fix qdel loop
* Designs
* It's the bots that have them
* Grammar fix
* Feedback for connecting to circuit directly
* Add USB cable design to basic circuitry
* Better naming
* Feedback
* Fix for new code
* COMSIG_CIRCUIT_ADD_COMPONENT_MANUALLY
* span procs
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
Tram code has a lot of locate() in list, a lot of unnecessary typechecking and generally bad practices. This refactors tramcode to be easily more maintainable and to have more consistent behaviour, as well as removing any unnecessary code.
Sourced from #59118 and a cursed project I'll pr later, This pr contains a lot of harddel fixes for stuff that pops up after a player interacts with something. I'm not gonna list them all here because there's something like 60 130, check the commit log if you're curious
Oh and I moved ref tracking screaming to a separate define, and made some optimizations to the thing in general. I think that's it, this pr is a bit of a frankenstine
Having things updating integrity directly is just going to cause more problems down the line as more elements and components depend on being notified of integrity changes. It's an easy mistake to make so making it private should deal with the problem.
get_integrity() might be useful in the future but is mainly a side effect of making obj_integrity private as that also disallows reads.
* Beep beep gamemode removal coming through
* More cleaning
* More cleaning
* Clean up station_was_nuked
* Station nuke source
* Remove name
* More unused functions
* Remove antag rep, which was unused in dynamic
* Remove more antag rep stuff, which was UNUSED IN DYNAMIC
* Station goals outside of mode
* Remove setup_done
* Remove player lists
* Move some older procs
* Fix simulations
* Attempt to fix this stupid case sensitive bullshit
* Revert "Attempt to fix this stupid case sensitive bullshit"
This reverts commit 8693c02d67602543d7d4b92130a7a32cd973e5bf.
* ???
* Delete icons/Testing directory
* Move station_goals global definition
* Moves the loc assignment for null doMove target locations to before exited() is called, making it consistent with other uses of the proc, and fixing a harddel caused by deleting something inside of an open storage component. The component assumes that the removed object has already exited its contents, and so readds it to the screen, causing PAIN
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
I want to use this behavior on some other things so into a component and element it goes. Gas leaking is handled by a component so it can process whereas the object breaking and causing an explosion is handled by an element. Some minor changes were made so canisters were more consistent in leaking.
Adds commission plaques- these commemorate the day a station was added to the game (adjusted for SS13 time) and the day it was removed (in the case of removed stations). If I got any of the dates wrong, please feel free to tell me.
They're added to every in rotation station, as well as the Derelict and Runtime Station.
Many thanks to Fikou for providing the git hashes for each commit to add/remove a station:
It's a neat nod to the maps' OOC history, as well as simply being some nice flavour.
This adds a rare-ish negative station trait that gives Pun Pun a weapon, fills their heart with anger, and bloodies up the location they spawn in. (Yes the weapon is even more rarely a gun)
A request for one of the weapons to be a sign meant that a random sign type was added here as well.
* tram cameras, science tab on tram, lavaland dock
* adds 2 boxes of beakers + 1 bodybag in the main medical area
* buffers for chem heaters or w/e
* punny puns
* sci stuff
* FINALLY IT IS DONE FUCK
* tip of the round into ooc
* adds cyopod chat messages to the info chat filter
* last one I promise probably, mob spawner messages to info filter
* holoparasite, round will start in x and keybinding conflict to respective filters
* removed motd from constants, made it infoplain surrounded instead
* changed info to infoplain
* cargobus, start of gloves
* basics of the HAUL gauntlets
* fully mapped in
* almost forgot the gauntlets
* ntnet improvements
* cargo gaunts, tablet cargobus
* excludes body bags
* dmis and map back
* readd icons
* RCD repairs grilles before adding windows to them
- Grilles need to be clear of unanchored items for a window to fit on them
- Attempting to build a window on a grille with unanchored items on it will automatically move 20 of them to your tile
- If more than 20 items are on a tile, adding the window will fail (but you can just do it again to move 20 more)
- Grilles no longer rely on a subtype to break
* Uses text macro thing for simpler code
This PR fixes issues with the chameleon jumpsuit and sneakers. In addition to that, it properly defines setting for GAGS worn and inhand icons instead of having them be in Initialize() for specific item types. Names for the prisoner jumpsuits and wheelys have also been reverted to how they were before the GAGS PR.
* Makes all uses of atmos_senstive pass in mapload as context
* Converts atmos senstive to connect_loc, does some general cleanup to the element, and makes it check the state of the tile the thing is on assuming creation didn't happen as a part of map loading
* Updates connect loc to match the new arg list
Tiny atomic one line change that makes plants stay in the same place when you drop them.
What's the point of being able to hide in a plant if anyone with basic object permanence can see that a plant that used to be offset off the tile is now centered?
Also I was tired of seeing all the plants in the bar turn really ugly and offset the second Pun Pun gets to them with no way of centering them again.
* Makes tanks only process when needed, rather then doing it constantly
* Makes portable atmos machines only process when needed, makes adding and removing atmos machinery cheaper, makes the tank processing logic actually work properly
* Makes pipelines only react() when their mix changes, fixes a ton of misuses of update_parents that were causing about 10ms of load for atmos just from reconcile_air()
* Adds in a new reaction framework alongside the old one for profiling related reasons
* whoops
* Cleanup, removes the react profiling code, I've chosen a direction to go here
* Cleans up some code, adds comments describing how to interact with portable atmos machines/tanks and their
mixes, adds a blurb to Atmospherics.md about the topic as a whole, leaves a line of bread for someone to follow
if I get hit by a bus in 2 days (Knock on wood)
* Removes priority from reactions, moves priority groups to the defines file
* whoops
* Converts air_contents to _air_contents, replaces all the out of file things that used it with return_air()
* Replaces the canister air contents uses, converts it back to air_contents, I decided I didn't like the _
* Fixes
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.