Commit Graph

2096 Commits

Author SHA1 Message Date
SkyratBot
18d3cb063b [MIRROR] Makes long numeric station name rarer [MDB IGNORE] (#14821)
* Makes long numeric station name rarer (#68218)

Makes long-ass station name rarer

Also makes it use normal prefixes rather than the generic "Space Station", which saps all the joy out of life

* Makes long numeric station name rarer

Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
2022-07-08 23:28:01 -04:00
SkyratBot
9262b13a19 [MIRROR] Experimental Syndicate Teleporter [MDB IGNORE] (#14815)
* Experimental Syndicate Teleporter (#68029)

* adds the syndicate teleporter to the game
available at uplink for 8 tc
lets user teleport 4-8 tiles forward, recharges randomly, can gib if no safe emergency location or EMPd/wearing bag of holding

* Experimental Syndicate Teleporter

Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
2022-07-08 22:12:56 +00:00
SkyratBot
59a636c3fc [MIRROR] Allows the mass downloading of server logs [MDB IGNORE] (#14804)
* Allows the mass downloading of server logs (#68232)

* allows mass downloading of logs

* ack, indentation

* mothblock requested a change, i request that they make their name singular

* fix

* Allows the mass downloading of server logs

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-07-08 19:37:46 +00:00
SkyratBot
32e95d68ac [MIRROR] Adds logging for experisci completion [MDB IGNORE] (#14737)
* Adds logging for experisci completion (#68147)

Adds logging for experisci completion

* Adds logging for experisci completion

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
2022-07-04 23:51:02 -07:00
SkyratBot
72bb9bc900 [MIRROR] Adds Preferences To Suppress Ghost Role Rolls [MDB IGNORE] (#14684)
* Adds Preferences To Suppress Ghost Role Rolls (#68102)

Hey there,

Ever since November of 2021, I've wanted something where I could simply not get any ghost roles while adminned. Some people also do not want to get any ghost rolls whatsoever when they play, for it is their personal preference. This PR seeks to resolve both of these issues with two new preferences.

The first preference will show up to everyone, Suppress All Ghost Rolls. It will return on the main proc that pops up the window, does the sound, all that. You will not hear a peep of a word out of your game. This is dangerous if you like playing as ghost roles, but if you abhor the thought of it... it's just for you.

The second preference is for admins. You can selectively suppress ghost roles while adminned. This is useful because when you're running an event or doing stuff where you need to offer multiple ghost roles (or you need to focus on a ticket and someone is spamming Xenobiology mob spawns), this is absolutely perfect for suppressing. Same return as the player option, but it checks to see if you are currently adminned via the client.holder variable. This is just because some admins (i'm some admins) don't want to turn in on just in case they forget to turn it off down the line because they actually play the game (lying).

There's probably a much cleaner way to do this code-wise, but I couldn't figure it out. Any help is appreciated. I tested it extensively on my local (even using a guest account), and everything seems to work rather nicely after about an hour of trial-and-error.
Why It's Good For The Game

Players who want to just alt-tab or maybe chill in deadchat (or have an extreme loathing of ghost roles) can just simply not get any of that. Admins who want to focus on tickets and not have windows pop up to interfere in good administrative work (and be the most annoying thing in the world) can also do that. Everyone is happy.
Changelog

cl
qol: There is now a new preference in Game Preferences, Suppress All Ghost Rolls. If you tick this preference, you will not get a singular window pop-up whenever a Ghost Role is available. Intended for the few who really do need it.
admin: Admins get another additional preference where Suppress All Ghost Roles only works while they are currently in an adminned state. They will still get ghost rolls normally when they are in a deadminned state.
/cl

* Adds Preferences To Suppress Ghost Role Rolls

Co-authored-by: san7890 <the@san7890.com>
2022-07-03 22:42:56 +01:00
SkyratBot
434bfceb3c [MIRROR] Blacklists placeholder food items in the random food generator [MDB IGNORE] (#14640)
* Blacklists placeholder food items in the random food generator (#68062)

blacklist empty items

* Blacklists placeholder food items in the random food generator

Co-authored-by: Salex08 <33989683+Salex08@users.noreply.github.com>
2022-06-30 16:01:52 +01:00
SkyratBot
d3e4f492df [MIRROR] Examine Blocks [MDB IGNORE] (#14562)
* Examine Blocks

* u[dates

* wew

Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-28 19:55:23 +01:00
GoldenAlpharex
90f19bed3c Fixed the screenshot tests, fixing a bunch of prefs menu species preview icons along the way (#14528)
* Fixes the MODsuit-related screenshot tests

* Fixes eye sprites not refreshing properly when they're meant to

* Fixed outfits calling too many update procs and pre/post_equip twice because of some silly code

* Fixes glass golems not being transparent

* Fixed the map compilation errors

* Added the screenshot for the vox primalis

* Updates the colors of the moth bodyparts to be easier to work with (making them whiter)

* Fixes the antag icon for blood brothers

* Fixes nightmares looking stupid in their antag icon and also failing the screenshot test

* Fixes the humanoid screenshot

* Updated the blood brother icon with the new colors for moths (because ours are greyscaled)

* Updates some of the randomization stuff for moths, making it possibly functional again

* Cleans up our moth species override a bit

* Updates the screenshot_humanoids test to allow for better control over the screenshots

* Updated the lizard, ashwalker and silverscale screenshots

* I totally didn't forget the .dm

* Moved the set_species before the prepare_human_for_preview()

* The moth's fixed, by the way! In the prefs menu too!

* The xenos are fixed too!

* Pink felinids, how 'bout that?

* Fixed the mush people (so they actually look like the icon that was there already!)

* Snails are fixed too, splitting the .dmi edit in a different commit

* Added https://github.com/tgstation/tgstation/pull/68013 early

* Revert "Fixed the map compilation errors"

This reverts commit b7db0a1f507ed3721d88883338508c058ffb7804.

* Okay just Icebox this time

* Podpeople hair still is broken :(

* Turns out they weren't getting their snouts and frills properly... Now they do!

* Possibly fixes that issue with Tram making compile maps fail
2022-06-27 15:42:43 -07:00
SkyratBot
2bb2d2a7ca All code files must now be included in the .dme, removes some old duplicate files that never were (#14485)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-06-25 01:24:23 +01:00
SkyratBot
18a56ffeeb [MIRROR] (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE [MDB IGNORE] (#14477)
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE

* fex

* fex

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-25 01:24:00 +01:00
candle :)
b6ce35824c adds newvox modsuits, edits some files for future vox modsuit tails when they're done (#14416)
* eaeae

* ea

* vfsfdg
2022-06-21 03:30:07 +01:00
SkyratBot
7156f4e38d [MIRROR] Resonance cascade polishening, bugfixes and better logging [MDB IGNORE] (#14351)
* Resonance cascade polishening, bugfixes and better logging

* Update light.dm

Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-19 22:43:21 +01:00
SkyratBot
a62beacf7b [MIRROR] [MDB IGNORE] The Tilening V2 - Damaged Tile Overlays Edition [MDB IGNORE] (#14322)
* [MDB IGNORE] The Tilening V2 - Damaged Tile Overlays Edition

* yes

Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-19 22:36:25 +01:00
Gandalf
15581123b0 Vox version Beanyvox (#13400)
* wew

* restore

* wew

* Create vox.dm

* yes

* weh

* updat

* Update _basemap.dm

* fixed

* color options and more fixes

* wew

* more fixes

* Update vox_bodymarkings.dmi

* beak and fix

* e

* Update hands.dmi

* fdx

* wew

* Update hands.dmi

* e

* fux

* feet fixes

* Update mask.dmi
2022-06-19 22:06:43 +01:00
SkyratBot
7a653adfbb [MIRROR] TGUI Say: Upgrades chat input with modern features [MDB IGNORE] (#14375)
* TGUI Say: Upgrades chat input with modern features

* yes

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-17 02:12:42 +01:00
SkyratBot
3f95ebbd5e [MIRROR] Fishing, Version 1 [MDB IGNORE] (#14370)
* Fishing, Version 1 (#67691)

Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.

Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:

Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:

Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.

Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.

Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.

Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:

Fishing portal sprite by @ ArcaneMusic
Other sprites by @ Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:

https://freesound.org/people/soundscalpel.com/sounds/110393/
https://freesound.org/people/soundslikewillem/sounds/343748/

* Fishing, Version 1

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-06-17 00:30:40 +01:00
SkyratBot
0a1f06a2d1 [MIRROR] This tail refactor turned into an organ refactor. Funny how that works. [MDB IGNORE] (#14017)
* This tail refactor turned into an organ refactor. Funny how that works.

* Firstly, fixing all the conflicts.

* Fixes all our maps (hopefully)

* Actually, this should fix pod people hair :)

* Almost everything is working, just two major things to fix

* Fixed a certain kind of external organ

* Cleaning up some more stuff

* Turned tail_cat into tail because why the fuck are they separate?

* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file

* Adds relevant_layers to organs to help with rendering

* Makes stored_feature_id also check mutant_bodyparts

* Fixes the icon_state names of ALL the tails (pain)

* Fixes wagging, gotta refactor most mutant bodyparts later on

* I Love Added Failures

* Fixed some organs that slipped through my searches

* This could possibly fix the CI for this?

* It doesn't look like it did fix it

* This will make it pass, even if it's ugly as sin.

* Fixed Felinids having a weird ghost tail

* Fixes instances of snouts and tails not being properly colored

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-06-11 23:20:16 -04:00
SkyratBot
73d6dc9f6e [MIRROR] Makes ore silo connecting work on multi-z [MDB IGNORE] (#14257)
* Makes ore silo connecting work on multi-z (#67640)

* makes ore silo connecting work on multi-z

* I merged the two checks for same z level when connecting an ore silo, and disconnecting it. This was because I didn't want to copy paste the code to use it twice, which was what now caused the problem of multi-z maps being unable to connect ore silos on the same level. At the time it was also intentional since it's easier to connect than to disconnect something, but I realize that this inconsistency isn't great or beneficial to anyone.

* Turns it into a helper instead

* Makes ore silo connecting work on multi-z

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-06-12 02:34:45 +01:00
SkyratBot
35286f5993 [MIRROR] Improves logging for smoke clouds. [MDB IGNORE] (#14156)
* Improves logging for smoke clouds.

* Update robot_upgrades.dm

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-08 02:15:29 +01:00
SkyratBot
f0ea5eec7b [MIRROR] fixes inconsistent lighting ci failure in icebox [MDB IGNORE] (#14166)
* fixes inconsistent lighting ci failure in icebox (#67430)

Fixes and adds test for get_pixel_turf returning null on tall objects on top of the map.

* fixes inconsistent lighting ci failure in icebox

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-06-07 21:11:27 +01:00
SkyratBot
08b5fc7df1 [MIRROR] optimizes icon2html() for icon files known to be in the rsc at compile time [MDB IGNORE] (#14132)
* optimizes icon2html() for icon files known to be in the rsc at compile time (#67429)

* makes compile time icons not do expensive file io for asset gen

* better documentation on some asset vars and procs

* makes generate_and_hash_rsc_file() do fcopy() and passes down the chain

* implements msos suggestion to optimize get_icon_dmi_path()

* optimizes icon2html() for icon files known to be in the rsc at compile time

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-06-06 12:31:49 +01:00
SkyratBot
0bca3a438f [MIRROR] [NO GBP] Formats gasmixparser name arg [MDB IGNORE] (#14020)
* [NO GBP] Formats gasmixparser name arg (#67327)

Formats gasmixparser name arg

Gets rid of unicode funnies. The template doesnt show up on phone ill copy it in later

* [NO GBP] Formats gasmixparser name arg

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
2022-05-31 14:36:32 +01:00
SkyratBot
6c35bca4bb [MIRROR] Continues removing unnecessary species names of bodyparts in visible messages [MDB IGNORE] (#13942)
* Continues removing unnecessary species names of bodyparts in visible messages (#67254)

* removes some more unnecessary species mentions from bodypart messages

* Continues removing unnecessary species names of bodyparts in visible messages

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2022-05-27 15:21:25 +01:00
SkyratBot
26271d8f69 [MIRROR] Fixes foam spreading through public airlocks and windoors [MDB IGNORE] (#13935)
* Fixes foam spreading through public airlocks and windoors (#67101)

* Fixes foam spreading through public airlocks and windoors

* nova

* Fixes foam spreading through public airlocks and windoors

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2022-05-27 12:45:26 +01:00
Tastyfish
26e7d42aaa [MIRROR][NO GBP] missed mirror 66864 (#13570)
* Mirror upstream 66864

* Update for logging reshuffling

* METASTATION MAP RESET

* METASTATION MAP RESET PT2

* TRAMSTATION RESET

* KILOSTATION MAP RESET

* ICEBOX RESET

* DELTA RESET

* ok

Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-24 18:25:27 +01:00
SkyratBot
a61b1ea07f [MIRROR] [MDB IGNORE] More /area/ typepath organization and cleanup [MDB IGNORE] (#13832)
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)

This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game

* [MDB IGNORE] More /area/ typepath organization and cleanup

* wew

* e

* Update CentCom_skyrat.dmm

* wew

* ews

Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-24 16:47:55 +01:00
SkyratBot
23809ac6d5 [MIRROR] Adds Puzzgrid smite to trap enemy gamers in a fiendishly hard puzzle [MDB IGNORE] (#13780)
* Adds Puzzgrid smite to trap enemy gamers in a fiendishly hard puzzle (#66855)

* Puzzgrids

* Adds Puzzgrid smite to trap enemy gamers in a fiendishly hard puzzle

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-05-22 01:11:47 +01:00
SkyratBot
a079903ecb [MIRROR] refactors statpanel to use tgui API [MDB IGNORE] (#13646)
* refactors statpanel to use tgui API

* fix

Co-authored-by: magatsuchi <88991542+magatsuchi@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-05-20 15:02:16 +01:00
Tastyfish
387aa44291 Remove derelict file (#13747) 2022-05-20 11:49:46 +01:00
SkyratBot
31bc804107 [MIRROR] Add logging for malf upgrades [MDB IGNORE] (#13741)
* Add logging for malf upgrades (#67113)

* Add logging for malf upgrades

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
2022-05-20 01:11:57 +01:00
SkyratBot
2da69ce304 [MIRROR] Split and Document Logging Procs [MDB IGNORE] (#13707)
* Split and Document Logging Procs

* Update _logging.dm

* Update atoms.dm

* Update mob_helpers.dm

* Update mob.dm

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-05-19 01:18:40 +01:00
SkyratBot
65dd75b1b6 [MIRROR] updates documentation for how the oranges_ear mob optimization works [MDB IGNORE] (#13699)
* updates documentation for how the oranges_ear mob optimization works (#67056)

fixes documentation for how the oranges_ear mob optimization works

* updates documentation for how the oranges_ear mob optimization works

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-05-18 20:01:02 +01:00
SkyratBot
c8f2c9d98c [MIRROR] Removes log_cloning [MDB IGNORE] (#13581)
* Removes log_cloning (#66912)

Right now there is only 1 source of cloning: pod cloning-- and pod cloning is exceedingly rare. I don't think this warrants its own file anymore with the death of regular cloning a few years back.

* Removes log_cloning

* Removes log_cloning

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-05-17 21:38:27 +01:00
SkyratBot
55ec232462 [MIRROR] Refactors the forensics component into a datum [MDB IGNORE] (#13649)
* Refactors the forensics component into a datum

* Refactors the forensics component into a datum

* Refactors the forensics component into a datum

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-05-17 20:32:15 +01:00
SkyratBot
05abb7b813 [MIRROR] Refactors how legs are displayed so they no longer appear above one-another when looking EAST or WEST [MDB IGNORE] (#13536)
* Refactors how legs are displayed so they no longer appear above one-another when looking EAST or WEST

* Update carbon_update_icons.dm

* Caches the masks for the digitigrade legs, to avoid masking issues

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-05-11 18:27:21 -04:00
SkyratBot
133b753507 [MIRROR] Converts jittering to status effect, striking yet another mob level status value [MDB IGNORE] (#13534)
* Converts jittering to status effect, striking yet another mob level status value

* mmkay

* weh

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-11 21:59:42 +01:00
SkyratBot
edfaf90ebf [MIRROR] Ventcrawling improvements, performance and visual [MDB IGNORE] (#13461)
* Ventcrawling improvements, performance and visual (#66709)

* Initial pipecrawl work

Ok so pipecrawl images were updating EVERY TIME YOU MOVED
This was not good mojo

What I've done here is twofold
First, I ensured pipecrawl updates only when the net changes. This
breaks the current implementation, but I intend on fixing that

Second, I moved our method of getting pipes to the spatial grid
This isn't that great at the moment, but I intend on adding support for
tracking entered/exited cells, which should make this much better

* Much faster pipecrawling processing, niceties

Adds a concept called a cell tracker datum.
It manages a list of cells a passed in bound is "inside", and when
queried will return a list of new cells, and old cells.

Because we only really care about maintaining an absolute window of
"CELLS WE ARE IN" and less about always removing cells we're not in, we
can manage a second window to prevent moving up and down on a cell line
causing a ton of updates.

Uses this concept to optimize pipecrawling significantly, from 3ms per
call before to roughly 0.03ms per call.

Also moves pipecrawl images to their own plane, so they don't overlap ui
elements

* Pipecrawling effects niceties, direction help

You can now move in more then one direction when pipecrawling
This works as expected, if you hold up and left, move up for a while,
and come to a fork, you'll go left

Added some effects to pipecrawling. It'll darken the lighting plane
slightly, so you get a nice effect instead of just fullbright.
Also added a color matrix and drop shadow to the pipe images, this way
they stand out a bit more.

You now glide between pipe moves, rather then moving instantly. This
doesn't effect your actual move rate, but it no longer feels jittery
with say, 60fps

* Bounds

* Fixes runtimes, cache something somethign sonic speed

* Reworks how being interested in the spatial grid is tracked

Rather then checking multiple variables on the atom to consider, we
instead check for the existence of a string key.

This key is used by a list on the spatial grid subsystem to retrive a
cached list of all of the atoms "types"

Doing this requires doing a bit of extra work in
important_recursive_contents code, but it allows us to separate being a
part of the spatial grid from using important recursive contents, which
is very nice.

As a consequence, I've had to unroll some lazylist macros in important
recursive contents logic. It's not ""that"" bad but it's not great
either.

Oh and this adds a slight cost to enter/exit cell, but it's minimal.
Basically, rather then checking for different features of a grid member,
we just iterate the list their string key points to. Very handy

So there's an added cost of a list copy and all, but we save the
headache of more types technically increasing the cost of
addition/removal.

I also made adding/removing from the grid into one "pulbic" proc rather then two
different ones for each operation, because it was starting to get silly

* waaa waa it doesn't compile

* chord -> coord

* Ensures important_recursive_contents is actually emptied on removal

* Removes soul

* Kyler's review

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Kyler's review 2

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Kyler's review 3

Moves some procs around, improves some documentation, catches a few
small issues

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Ventcrawling improvements, performance and visual

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
2022-05-09 15:06:38 +01:00
SkyratBot
9592e8096c [MIRROR] Changes stripped_input to behave like tgui_text [MDB IGNORE] (#13443)
* Changes stripped_input to behave like tgui_text (#66757)

After a little bit of EVEN MORE misunderstanding, it's apparent that tgui text handles null differently, which meant fixing last whisper for tgui inputs users (chads) would mean that it would be broken for byond input users (lizards).

All jokes aside, this changes it so that text inputs will return null when you hit cancel or X for BOTH tgui and stripped_input.

* Changes stripped_input to behave like tgui_text

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2022-05-08 12:06:30 -07:00
SkyratBot
ef2016732d [MIRROR] Makes smoke and foam attempt to fill the available space. [MDB IGNORE] (#13407)
* Makes smoke and foam attempt to fill the available space.

* wew

* reset

* Revert "reset"

This reverts commit 75be4f934504793ceb5c9bf2f3774dc24517df5a.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-08 04:01:32 +01:00
Useroth
cca7f8ee4c Some missed mirrors (#13415)
* Refactors firestacks into status effects (#66573)

This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.

Also changed some related proc names to be snake_case like everything should be.

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing

* Hud Image Culling By Z Level: Theft edition (#65189)

* makes hud images only apply by z level

* makes some of the atom_hud procs have better names

* fixes warning with the hud_user list and adds better documentation

* better docs for hud_images

* removes TODOs

* docs for hud_list

* adds support for linked z levels so mobs can see lower ones

* fixes merge conflict and shittily makes only shocked airlocks get added

* adds support for setting images in the hud as active and inactive

* gets rid of unatomic spatial grid change

* maybe i should actually try COMPILING my changes

* fixes merge skew and makes it compile again

* fixes huds refusing to remove from users who changed z level

* improves z level and registration logic

* fixes antag huds not appearing

* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me

* Ensures that hiding a basic appearance also hides the atom's active list too

* Fixes antag huds going poof

Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it

This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.

Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.

* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list

* fixes mistake with hud_users list being set non associatively (bad)

* as anything in bot path loops

* Fixes merge skew problems

* Makes bot paths non global

This way they can show themselves to only the bot that "owns" them, ya
feel me?

* Fixes huds not showing up sometimes, cleans up some code

Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:

call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen

*cries*

* Renames add_hud_to_atom to show_to

My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars

* remove_hud_from_mob -> hide_from

* Nitpicks a few comments

* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh

* Moves check down, improves stack trace a bit

Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>

* small touch-up

* this should do it

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
2022-05-08 03:59:40 +01:00
Zonespace
2a3d60a2a6 Mirror of tgstation/tgstation#66726 (#13383)
* [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726)

Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.

I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).

I'm also writing an update paths file as I go along.

* fixbatch 1

* fug

Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-07 22:41:23 +01:00
SkyratBot
58b8cfa3cc Granular admin perms (#66368) (#13305)
* Granular admin perms

* Implement temporary user specific permissions menu

* Restore config

* Fix TESTING

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-05-04 10:29:55 +01:00
SkyratBot
91f5a4db54 Radiation pulse changes. The chance of getting irradiated decreases the further you are from the source, and from objects that block radiation. (#66305) (#13303)
* Radiation.

Replaces radiation chance with radiation intensity on radiation pulses. Radiation intensity determines the chance of getting irradiated, and diminishes over range or getting blocked by objects.

Getting close to the radioactive source will give you a high chance to get irradiated, while being far but still in range will give you a low chance to get irradiated.

* I suck at spelling.

Balances some atmos related radiation stuff. Changes supermatter radiation stuff, though I would probably need to adjust the threshold to adjust for the new changes.

Calling radiation pulse without intensity parameter filled will now set the intensity to be the value where it will give an object a 5% chance to get irradiated from the max range of the pulse, assuming there are no objects between it that absorb radiation. The same will happen if you call radiation pulse without max range parameter filled.

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2022-05-04 10:29:28 +01:00
SkyratBot
fff1f0a1c6 Removes some unnecessary species mentions from kapuparts (#66112) (#13302)
#65523 made some changes to bodypart names that messed with the grammar of a few messages around the codebase by inserting the species of a bodypart where it's really not needed. For example:

For most general combat/health cases, we don't need to worry about the species of a bodypart. So, this changes combat and wound messages back to simply displaying the relevant bodypart zone being attacked/affected. See below:

dreamseeker_2022-04-10_02-05-55.png

Let me know if I missed any!
Why It's Good For The Game

Better grammar
Changelog

cl Ryll/Shaps
spellcheck: Wound and combat messages will no longer mention the species of an attacked bodypart when not appropriate
/cl

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2022-05-04 10:29:23 +01:00
SkyratBot
f4c2b35c06 [MIRROR] Most materials can be used to build most things [MDB IGNORE] (#13202)
* Most materials can be used to build most things

* Fixes the merge conflict

* Makes it so our vis_overlay1 is initialized first. It's awful but it works

* Properly fixes the CI issues with the plasma airlocks

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-05-03 19:11:07 +01:00
SkyratBot
2af8708487 [MIRROR] add halon formation to electrolyzer, remove normal one [MDB IGNORE] (#13163)
* add halon formation to electrolyzer, remove normal one

* Update atmospherics.dm

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-27 20:47:27 +01:00
SkyratBot
e8141dcc2c [MIRROR] Stabilized extracts work in modsuits [MDB IGNORE] (#13141)
* Stabilized extracts work in modsuits (#66196)

* Stabilized extracts work in modsuits

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
2022-04-27 00:16:46 +01:00
Ghom
d1143486fc [SEMI-MODULAR] Removes redundant genital toggles + splits up "Uses skintones" in mutiple prefs. (#12781)
* [SEMI-MODULAR] Removes redundant genital toggles + splits up "Uses skintones" in mutiple prefs.

* Tested and fixed, then tested again.

* linter, thank you.

* ops

* maintainer review and color prefs accessibility

* doc and defines

* wait no

* trailing newline
2022-04-26 02:03:27 +01:00
SkyratBot
b87c7279b0 [MIRROR] Adds MC initialization stages. Earlier stages can fire while later ones init. Fixes tgui chat reconnection banner showing during init. [MDB IGNORE] (#13089)
* Adds MC initialization stages. Earlier stages can fire while later ones init. Fixes tgui chat reconnection banner showing during init. (#66473)

* Adds MC initialization stages. Earlier stages can fire while later ones init.
Removes TICK_LIMIT_MC_INIT config for barely doing anything to speed up init and being inconvenient to work with if fires and inits can happen at the same time.

* Adds MC initialization stages. Earlier stages can fire while later ones init. Fixes tgui chat reconnection banner showing during init.

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2022-04-25 14:25:23 +01:00
Nerevar
ffaabe8360 [Ready] [Semi-Modular] Roundstart Snails (#12800)
* snailshouse

* taste

* last hurdle hopefully

* small sprite change

* shellllll

* so called free thinkers when they properly document their skyrat edits

* one last job.

* Fixing runtimes??

* wew

* yes

* you should listen to Landlord - Yot Club it's pretty good

* holy shit i look like such a clown w/ these commits

* WEW

* metal gear rising redefined

* let's kick shell

* we might be onto something

* last thing

* Fifty years have passed, but I do not age. Time has lost its effect on me. Yet the suffering continues. Aku's grasp chokes the past, present, and future.

* wew

Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com>
Co-authored-by: nevimer <foxmail@protonmail.com>
2022-04-21 15:18:29 +01:00