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4065 Commits
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60b40c1379 |
[MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#27593)
* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) * [MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#2314) * Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) * Modular adjustments (vox, teshari names) * Update yangyu.dm * Delete language.dm * Remove language.dm override --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * Fix 2 * fix 3 * Update monkeys.dm * test fix * One modular adjustment * Ticked * yeah * unhardcodes modsuit parts (#82905) see #70061 but i almost finished it, i only need to go through every single module and assign it a fitting part 🆑 refactor: modsuits have been refactored if you see bugs report them fix: admin cargo tech modsuit outfit now works correctly /🆑 --------- Co-authored-by: Andrew <mt.forspam@gmail.com> * Revert "unhardcodes modsuit parts (#82905)" This reverts commit 622968a8e5e9cd142cb4d19bf9775f084a4c17d9. * Removes language.dm and duplicate species() proc * Removes modular language subsystem --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Andrew <mt.forspam@gmail.com> |
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17d3d50113 |
[MIRROR] Fix admin borg panel unable to install/remove upgrades (#28055)
* Fix admin borg panel unable to install/remove upgrades (#83733) ## About The Pull Request Fixes the admin borg panel's upgrade functionality. Caused by not registering the signals for deletion and also by the upgrade code checking the robot's contents instead of upgrades list (since the borg panel spawns the item in the borg, it appears in the borg's contents, making the check think the borg already has it installed.) ## Why It's Good For The Game Easier testing new borg modules ## Changelog 🆑 fix: Fixes admin borg panel upgrade functions /🆑 * Fix admin borg panel unable to install/remove upgrades --------- Co-authored-by: thegrb93 <grbrown93@sbcglobal.net> |
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2570c05a08 |
Merge pull request #27908 from Skyrat-SS13/upstream-merge-83549
[MIRROR] Admin fix_air verb also fixes the turfs' temperatures. |
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9f3fb3dde0 |
Merge pull request #27862 from Skyrat-SS13/upstream-merge-83453
[MIRROR] Removes sentient disease |
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3275ad54b8 |
Admin fix_air verb also fixes the turfs' temperatures. (#83549)
## About The Pull Request Makes the turfs' temperatures be set to their initial values when fix_air is used on them. ## Why It's Good For The Game Prevents the turfs from heating the air back up after an admin uses fix_air on a very hot room. ## Changelog 🆑 admin: fix_air will also fix the turfs' temperatures. /🆑 |
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f8964ad36c |
[MIRROR] Removes logging each lua function called on the dm side of things. (#27878)
* Removes logging each lua function called on the dm side of things. (#83483) ## About The Pull Request As the title says. This should significantly improve the performance of running lua scripts. ## Why It's Good For The Game There is a lot of performance overhead in logging each individual function called by a lua script as can be seen in the following screenshot: This is a test done on a local server where I run the `zombie_controller.lua` script that can be found on the auxlua-cookbook repository with a lot of AI zombies spawned in.   Logging these calls is not necessary as it doesn't provide any real information to anyone looking for bad actors. Lua scripts are already logged when ran and they can be examined to spot if the script being run is done so in bad faith. --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Removes logging each lua function called on the dm side of things. --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> |
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ff9beb22d1 |
Removes sentient disease (#83453)
## About The Pull Request Completely removes sentient disease from the game ## Why It's Good For The Game Sentient disease is a unique antag and seems fun on paper, but really doesn't work that well. Sentient disease is a pretty binary antagonist: you either get cured and watch helplessly as you lose all your hosts, or you infect everyone and wipe out the entire station. Its everything bad about conversion antags, but there's not even any fighting. I also don't think any amount of balancing can fix sentient disease. If we make it harder to cure, the disease gets an easier station wipe, but if we make it less lethal, it loses all ability to stop cure generation. The core gameplay pitches the entire crew against one disease, and it's merely a timer before either it gets cured or wipes out everyone This is my latest sentient disease round, where I wiped out the entire station. I only even greentexted because there was one guy on the escape shuttle in crit that barely made it because they had the sense to take spaceilline.  The removal of the virologist lets us balance viruses to be fairer challenges to the player, but as long as sentient disease exists we'll always have to balance viruses somewhat in favor of the enjoyment of the disease blowing your head and making you spontaneously combust. ## Changelog 🆑 del: Removes sentient disease from the game /🆑 Hopefully, once we get virology truly sorted out, we can readd sentient disease, but this would require our diseases to have endgoals that aren't focused around killing every person, being widespread while also not being instantly curable. A reworked sentient disease would have to be so different, it's better to leave it out, fix virology and then consider if we can truly add a new sentient disease and have it be fun and fair |
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5a6ff98e2a |
Cleans up some admin-related stuff in client Destroy() and adminGreet() (#83427)
## About The Pull Request
It made me really mad to see a huge list in the middle of client/Destroy
for something that doesn't even run for 95% of users so I split it out
into another proc so the fingerprint of the very important `Destroy()`
stuff could be as minimal as possible without a big `pick()` so the
server can send the "I need a man 🥺" message could be punted off to
where no-one would care for it. It was already doing the async TGS
operation so it doesn't matter anyways as far as proc overhead in my
books.
I also fixed up the code for `adminGreet()` as well because that was
being really weird with not having proper booleans and running `pick()`
on things with literally one value (as well as excess
stringification)... it wasn't good so I just cleaned all that up too.
Ideally this all means we take up a little less CPU time but the aim of
this PR is to just clean it all up for modern coding standards.
alphabetized lists and early returns galore.
## Why It's Good For The Game
Code is better to read and less idented, and better yet it's no longer
necessary to read all the softie messages in the middle of `Destroy()`
## Changelog
Irrelevant
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a3b57ca75b |
Merge pull request #26139 from Skyrat-SS13/upstream-merge-80952
[MIRROR] Turns mush cap into an extorgan [MDB IGNORE] |
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8e17d80198 |
[MIRROR] Moves as many db related date/time operations to the db side to avoid byond bugs with dates and times. (#27694)
* Moves as many db related date/time operations to the db side to avoid byond bugs with dates and times. * Update blackbox.dm * SQLtime to ISOtime --------- Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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ae3a8acb8e |
* Turns mush cap into an extorgan
* Trimming the fat * Trimming the fat * Update mushpeople.dm * Adds colorblindness as a mild brain trauma (#76527) What the title says. The brain trauma makes the whole screen monochrome until cured.  I feel like the current pool for mild brain traumas is quite lame, this helps spice it up a bit with something that is quite annoying and distracting but not game breaking (as mild brain traumas should generally be). 🆑 add: Added colorblindness as a mild brain trauma. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fix species `var/hair_color` not being used for, well, hair color (#82168) `var/hair_color` for species was intended to be used as a "this species uses this type of hair color thing" But at some point that got completely lost and now it's only used for sprite accessories This fixes that. That means Slimepeople now have properly slimey hair. And Ethereals are less snowflake once more. 🆑 Melbert fix: Fixed Slimepeople's hair not matching their slimey colors. /🆑 * Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)" This reverts commit c4cb756. * Revert "Adds colorblindness as a mild brain trauma (#76527)" This reverts commit eb815f5. * Update _species.dm * unused var * Caps list.. * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Attempts to fix CI errors * Update cap.dm * Update _external_organ.dm * Update monkey.dm * Revert "Update monkey.dm" This reverts commit 29f54c8. * Revert "Update _external_organ.dm" This reverts commit 8de5ea7. * Update _external_organ.dm * Revert "Update _external_organ.dm" This reverts commit 644cc56. * Fix CI maybe? * Update cap.dm * Update DNA.dm * Some cleanup/updating to upstream * Update global_lists.dm * Mush * Update mushpeople.dm * Hopefully the last fix * Doing this differently * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * OK * Update organ.dm * Update podpeople.dm * maybe * Hm * Hm * Will this break things? * Revert "Will this break things?" This reverts commit bd288c6. * Test * Update organ.dm * Update organ.dm * Revert "Update organ.dm" This reverts commit ca77ff9. * Update organ.dm * . * . * . * Update snail.dm * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from tgstation/tgstation#73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Removes unneeded files * Revert "Removes unneeded files" This reverts commit 6469d37. * . * ok * Update tails.dm * Update monkey.dm * Fix monkey screenshot test * Update species.dm * Update reinf_walls.dm * Maintenance --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com> |
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ef4d8f169a |
[MIRROR] Sentience balloon can now assign antag to affected mobs (#27778)
* Sentience balloon can now assign antag to affected mobs (#83322) ## About The Pull Request   there's probably a better way to show the list of antags ## Why It's Good For The Game I wanna give out antag datum to things I spawn, doing it one by one is annoying ## Changelog 🆑 admin: sentience balloon can now assign antag to affected mobs /🆑 * Sentience balloon can now assign antag to affected mobs --------- Co-authored-by: Striders13 <53361823+Striders13@users.noreply.github.com> |
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445b670d12 |
Fixes logging runtime when admins trigger summon events (#83109)
Admin secrets panel passes a client to this proc, which only had
handling for being passed a mob.
```
[17:23:21] Runtime in code/modules/spells/spell_types/right_and_wrong.dm, line 250: undefined proc or verb /client/log message().
proc name: summon events (/proc/summon_events)
usr: ShizCalev/(Gratian Hunter)
usr.loc: (Engineering SMES (115,96,2))
src: null
call stack:
summon events(ShizCalev (/client))
/datum/secrets_menu (/datum/secrets_menu): ui act("events", /list (/list), /datum/tgui (/datum/tgui), /datum/ui_state/admin_state (/datum/ui_state/admin_state))
/datum/tgui (/datum/tgui): on act message("events", /list (/list), /datum/ui_state/admin_state (/datum/ui_state/admin_state))
/datum/callback/verb_callback (/datum/callback/verb_callback): InvokeAsync()
```
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8f8195da22 |
ip intel mk2 (#82683)
Do not merge this without coordinating with your server's host. Slightly refactors the way we handle IP intel. You can still use the old data stored in the database. Adds the ability to automatically reject connections determined by config flags. We used to have IP intel to check for VPNs, although it was disabled due to being bad and unhelpful. This refactor should make it much more manageable for hosts and admins. This adds a new SQL table `ipintel_whitelist` Look at the schema! 🆑 admin: The return of IPIntel /🆑 --------- Co-authored-by: MrStonedOne <kyleshome@gmail.com> Co-authored-by: oranges <email@oranges.net.nz> |
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483236f32a |
[MIRROR] Code cleanup: Sorting (#27596)
* Code cleanup: Sorting * Fixes --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> |
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8c4cf753f5 | Remove data systems in favor of global datums (#82943) | ||
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155d75ee38 |
[MIRROR] Re-adds Possess Object to Right-Click Context Menu (#27498)
* Re-adds Possess Object to Right-Click Context Menu (#82912) ## About The Pull Request Fixes #82882 ## Why It's Good For The Game Corrects nonintentional regression in expected behavior by re-adding this verb back to the context menu. ## Changelog 🆑 admin: Possess Object is now back in the right-click context menu. /🆑 * Re-adds Possess Object to Right-Click Context Menu --------- Co-authored-by: san7890 <the@san7890.com> |
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acb9ac9687 |
[MIRROR] Lazy load templates now have a prompt for whether or not to send you to the template area upon loading (#27497)
* Lazy load templates now have a prompt for whether or not to send you to the template area upon loading (#82902) ## About The Pull Request Generating a lazy load template map now gives you a choice for whether or not you want to be ghosted/teleported to the template you are loading. ## Why It's Good For The Game This has always annoyed me, especially when testing stuff related to the nukie base (since it needs to be manually loaded before creating a nukie team to avoid runtime spam). It might be a minor gripe, but I don't think it should be forced. ## Changelog 🆑 Rhials admin: Lazy loading map templates now gives you the option to not ghost/teleport to the loaded area upon completion. /🆑 * Lazy load templates now have a prompt for whether or not to send you to the template area upon loading --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> |
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618298865a |
[MIRROR] Players can now be role banned from Spy (#27491)
* Players can now be role banned from Spy (#82895) ## About The Pull Request Adds spy to banning panel ## Why It's Good For The Game Admins should be able to roleban players from all antagonists ## Changelog 🆑 admin: spy can now be rolebanned /🆑 * Players can now be role banned from Spy --------- Co-authored-by: Sadboysuss <96586172+Sadboysuss@users.noreply.github.com> |
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2c45743f8d |
[s] Added logging for server log lookups (#27516)
Added logging for server log lookups |
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55d1c715e5 |
Pulls2 (#27514)
* New docking port sprites (#82729)
* Adds text to lootpanel items [no gbp] (#82722)
## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues
I clipped it at 5 because monke


## Why It's Good For The Game
Handy if youre in a rush and won't upgrade byond to fix the issue
## Changelog
🆑
fix: Lootpanel additions: Condensed item names for the quick of draw
/🆑
* Fixes tgui alert buttons (#82714)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Been on my mind for a long time
I did this while relatively inexperienced (how do I center a div etc)
Fixes an issue inherent to our stack implementation where reversing the
direction caused strange spacing issues. This effectively reverses the
extra margins in css so it looks identically spaced whether reversed/not
<details>
<summary>before/after</summary>
Before (normal buttons)

Before (large buttons)

After (normal buttons)

After (large buttons)

Long buttons (normal)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))

</details>
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Looks better, runs smoother, no clipping
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)
## About The Pull Request
Replaces the tools on the tables with 2 surgery trays.

## Why It's Good For The Game
Makes surgery a bit less painful in the surgery theatre, Using tools
from a tray is much nicer than having to open the context menu on the
piles of tools on the tables.
## Changelog
🆑
qol: Replaced the surgical tools in the Primary Surgery Theatre with 2
Surgery Trays.
/🆑
* Fixes smart pipe & cryo gas reallocation (#82701)
## About The Pull Request
**1. Smart Pipe Problem**
- Fill a pipe with any gas, plasma for e.g.
- Unwrench the pipe to deconstruct
- The pressure sends you flying but notice plasma is nowhere to be seen
from the now destroyed pipe
**2. Cryo pipe connector problem**
The gas gets reallocated when the object is deleted. We only want this
when its deconstructed not deleted to prevent any side effects
This PR fixes them
## Changelog
🆑
fix: smart pipes release their gases into the air when unwrenched
fix: cryo pipe connector component has no side effects of gas
reallocation when deleted
/🆑
* Fix Primal Instincts (#82741)
## About The Pull Request
#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something
## Changelog
🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑
* Fix handcuffing (#82760)
## About The Pull Request
Changed this to an early return but then didn't invert the condition
## Changelog
🆑 Melbert
fix: You can handcuff people with 2 arms and you can no longer handcuff
people with 0 arms
/🆑
* Gets rid of UNIT_TESTS compiler warning (#82695)
## About The Pull Request
Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```
You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24
This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.
I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes dropdowns better (#82697)
## About The Pull Request
Kind of a pain to work with, confusing people with its prop names (many
such cases!)
After recently discovering deathmatch it's very obvious to me how broken
it is, so I made it less so
(now comes with a complete ui upgrade!)
It now scrolls with the selection and to the selection on open, which
felt like major QoL
<details>
<summary>pics/vids</summary>
In motion

Deathmatch got some UI facelifts


Fixes #75741

</details>
## Why It's Good For The Game
Better UX
Bug fixes
Potential exploit patched (ui validation for ai voice changer)
Fixes #81506
## Changelog
🆑
fix: Dropdowns received some much-needed QoL, like having the scrollbar
follow your selection.
fix: AI voice changer now shows its current voice selection.
fix: Deathmatch screen has been touched up.
fix: Prefs menu has their dropdowns simplified, hopefully fixing issues
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fixes the NT SWAT helmet sprite (#82743)
* Mass Item Creation (#82455)
## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.
## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).
* Adds Retain volume flag on the ants reaction (#82718)
Fixes #82575
We'd expect feeding ants to always result in more ants I imagine.
* Borg movement now has sounds (#82704)
## About The Pull Request
adds sound effects to cyborgs when they move
Demo:
https://imgur.com/a/7Mu98pQ
Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑
* Use cell defined constants for various stuff (#82594)
## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.
## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑
* Plumbing machinery power & processing tweaks (#82702)
## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched
- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency
- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time
## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑
* Carps migrating through the station no longer idle so they don't get stuck after spawning until someone walks by. (#82744)
## About The Pull Request
Carps migrating through the station no longer idle so they don't get
stuck after spawning until someone walks by.
## Why It's Good For The Game
Bugfix for Carp Migrations.
## Changelog
🆑
fix: Carps migrating through the station no longer idle so they don't
get stuck after spawning until someone walks by.
/🆑
* Alt click no longer conflicts with mech suit [no gbp] (#82758)
## About The Pull Request
Get in the gundam shinji!!!
Context: Mech users hold ALT to disable strafe, which would trigger the
lootpanel to come up while committing war crimes (annoying!)
This prevents the panel from appearing and fixes the previous behavior,
meaning you can alt click your own mech to disable strafing.

It also makes toggling strafe a balloon alert with sound. Parties for
all occupants!!
## Why It's Good For The Game
Fixes #82753
## Changelog
🆑
fix: Mecha pilots are no longer bothered by incessant loot panels while
holding ALT for strafe disable.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds a Wizard-themed map to the deathmatch (#81640)
## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.
Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.
The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑
* Makes viewers() defines (#82767)
* Fixes Pseudo circuit delay & some missed cell define usages (#82771)
## About The Pull Request
- Fixes #82688
If the circuit cost is<= 1% of `STANDARD_CELL_CHARGE` then the delay is
5 seconds, if the circuit cost is >= 50% of `STANDARD_CELL_CHARGE` then
delay is 1 minute. All other delay values are interpolated in between
these 2.
- Pseudo circuits don't use power when used on cooldown
- Makes `INSPECTOR_ENERGY_USAGE_*` defines values use standard cell
values
## Changelog
🆑
fix: pseudo circuit adapter computes recharge delay durations correctly
& won't use power when on cooldown
code: uses standard cell defines for N-spect scanner
/🆑
* Lava/Plasma River tiles now immerse you in them (#82736)
## About The Pull Request
This adds the "immerse" element to lava tiles.

It's a tad hard to see because you're super on-fire, but it still looks
nice.
## Why It's Good For The Game
Eye candy, pretty...
## Changelog
🆑 Rhials
qol: Lava and plasma rivers now immerse you in them.
/🆑
* Adds `ALLOW_RESTING` to a bunch of items (#82761)
## About The Pull Request
Allows you to alt-click a bunch of items while resting.
Fixes #82788
## Why It's Good For The Game
Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet
Others are just sensible changes.
## Changelog
🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑
* Fixes sight range on lootpanel [no gbp] (#82765)
## About The Pull Request
When asked to make lootpanel visible at range they did not just mean
_any range_
AI alt click was a little weird (still is) but now it works
(TM BUG)
Fixes #82768
* Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)
[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)
All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity


Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.
The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.
By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.
Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.
Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Fixes dropdown displaytext not working for numeric values (#82778)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/82697 broke the prefs menu
downstream; we have a couple of dropdown choices that are numeric but
that make use of `display_names` to map those choices to appropriate
strings.
The code was assuming that `value` would always be a string when calling
`capitalizeFirst(value)`. Basically it should be doing
`display_names[value]` when `display_names` are present.
## Why It's Good For The Game
Fixes an oversight/bug.
## Changelog
🆑
fix: dropdowns that use display_names as an alias for numeric values
will no longer cause tgui bluescreens
/🆑
* [NO GBP] HPLC can purify inverted chems (#82727)
## About The Pull Request
- Fixes #82725
Inverted chems are now coloured green and classified as clean (like
before my general maintenance PR) which means they can be purified
again.
Only chems that are too impure to use & have an inverted chem value are
coloured red in the UI and not when they are just of the inverted type
## Changelog
🆑
fix: HPLC can purify inverted chems and are now coloured green(clean) in
the UI
/🆑
* Lathes compute their local storage size correctly (#82770)
## About The Pull Request
Basically we have to add the material container before we call parent
Initialize(which calls `RefreshParts()`), else the container doesn't get
initialized early and we skip over computing storage sizes
## Changelog
🆑
fix: off station & round start lathes with local storage don't have
infinite storage size.
/🆑
* Arcmining QoL: GPS component to scanned vents and vent(pin)pointer (#82724)
## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


</details>
## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑
* Fix oven tray runtime (#82782)
## About The Pull Request
Fixes a lil typo from the interaction refactors that broke the ability
to load oven trays from containers
## Why It's Good For The Game
squamsh bug
## Changelog
🆑
fix: loading oven trays from serving trays and other containers works
again
/🆑
* Fix flaky test detection (#82790)
- Add missing job pagination.
- Fix multiple jobs being able to fail if they aren't in
`CONSIDERED_JOBS`
* Add utf8 support for state laws button (#82789)
## About The Pull Request
Adds UTF-8 support for state laws HTML page. Now it supports more than
just English
## Why It's Good For The Game
Support for other symbols, such as cyrillic

* Update highest available sound channel (#82780)
Current channels are:
```
```
So, the highest available now is 1013
Updating the thing which everyone forgot for 7 years. Not that many
special channels were added either way
* Revert "Borg movement now has sounds" (#82795)
Reverts tgstation/tgstation#82704
The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.
* Use defines for "General Research" where it's not used (#82785)
## About The Pull Request
There is a define for it, so why not use it?
## Why It's Good For The Game
Defines good
* [READY] the unfuckening of clothing rendering (#79784)
refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item
one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/
fuck this 2003 bullshit
theres like several bugs here i fixed but i forgot them all and they are
small
* Allows vv investigate /appearance + better checking image (#82670)
* Fixes Alien Numerical Identifier Transfer System (#82762)
## About The Pull Request
Fixes #82756
I'm not sure what the root cause of the issue is or why it broke so
recently (this has been a thing since #49150) but I went and cleaned up
the code and ensured that we always reset the `name` to the `initial()`
value we have for it if we determine that we need to transfer over the
`numba` from the old xenomorph. This is done by a new proc which is a
lot less convoluted from the old system (always respecting var-edited
names and stuff like that) that should make it flow a lot better and
make it more hardy against double-addition of the `numba` to the name.
## Why It's Good For The Game
Having two numbers in your name is weird, should only have one.
[x] I tested this PR
## Changelog
🆑
fix: Evolved aliens should no longer have two numbers in their name.
/🆑
* [NO GBP] Fixes runtime in advanced camera console (#82699)
## About The Pull Request
We only unset machine if we have a user who has logged in
## Changelog
🆑
fix: Fixes runtime in advanced camera console when power is turned off
/🆑
* Refactors how basic ais do their success/failures (#82643)
* Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)
as the only meaningful reward
Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.
Reaching Legendary rewards you with the Golden Gloves.
I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635
But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.
- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).
- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.
- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).
- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!
So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.
(against boxers)
Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.
Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.
Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)
@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.
Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.
Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.
The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.
🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑
* Cargo ui refactor -> TS (#82745)
Refactors cargo ui, fixing some visual bugs, just making it look better
in general
Should be no gameplay effect other than it looking better
<details>
<summary>pics</summary>




Fixes #81442

Made a type grabber for backend data in case you want to make your own
typescript uis
`logger.log(getShallowTypes(data))`

Otherwise cargo's data is unreadable
</details>
Any UI over 500 lines should get broken up to reduce cognitive load
~~Any ui in javascript shouldn't exist~~
Cargo UI is better
Typescript
🆑
fix: Cargo's supply console has been upgraded visually.
/🆑
---------
Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Makes lavaland stone tiles prevent immersion (#82807)
## About The Pull Request
Adds the same trait that lavaproof rods have to the stone tiles, so
things can continue being visually outside of the lava
## Why It's Good For The Game
this shit looks goofy

## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑
* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)
Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits
- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
- If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.
🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑
* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)
## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑
* Fix all types of damage to the head causing brain damage (#82763)
## About The Pull Request
5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.
## Changelog
🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑
* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)
## About The Pull Request
If we say something is a Modal it should actually be a Modal
## Why It's Good For The Game
You can now use this system in other windows if you want.
Fixed the misnomer.
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)
## About The Pull Request
Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.
Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.
The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.
## Why It's Good For The Game
The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.
Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.
## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑
* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"
This reverts commit
|
||
|
|
ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
(
|
||
|
|
7aa6664021 |
Mirror (#27453)
* Fix Conflicts * Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530) Most people should not be using this define * New Battle Arcade (#81810) Remakes Battle Arcade from just about the ground up, with exceptions taken for emagged stuff since I didn't really want to touch its behavior. The Battle Arcade now has stages that players can go through, unlocking a stage by beating 2 enemies and the boss of the previous one, but this must all be done in a row. You can choose to take a break between each battle and there's a good chance you'll sleep just fine but there's also a chance it can go wrong either through an ambush or robbery. The Inn lets you restore everything for 15 gold and you can buy a sword and armor, each level you unlock is a new sword and armor pair you can buy that's better than the last, it's 30 gold each but scales up as you progress through levels. They are really worth getting so it's best to try to not lose your money early in. The battle system is nearly the same as how it was before but I removed the poor combo system that plagued the old arcade as one big knowledge lock, now it's more just turn based. The game is built on permadeath so dying means you restart from the beginning, but if you are going to lose you can try to escape instead which costs you half of your gold. Getting to higher levels increases the difficulty of enemies but also increases the gaming exp rewards which could make this a better way to get exp if you can get good at it. Gaming EXP is used to increase chances of counterattacking but doesn't give any extra health to the player. I also removed the exploit of being able to screwdriver arcade cabinets because people would do that if they thought they were on the verge of losing to bypass the effects of loss. I instead replaced it with a new interaction that the Curator's display case key can be used to reset arcade cabinets (there's several keys on the chain so it made sense to me), which I added solely because I thought Curators would be the type of person to have run an actual arcade. This is some gameplay https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede As a misc sidenote, I also split up the arcade file just like how Orion Trail was before, just for neat code organization. The Inn keeper is straight up just a photo of my localhost dude, he's not a player reference or anything it's not my actual character. I also have no idea how well balanced this is cause I suck at it lol. Battle Arcade is one of 3 last machines in my hackmd here to turn into TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view I've always thought the current version of battle arcade is quite lame and lacks any progression, like Orion Trail I thought that since I was moving this to TGUI, it would also be a perfect opportunity to revamp it and try to improve on where it failed before, especially since the alternative (NTOS Arcade) is also lame as hell and is even lamer than HTML battle arcade (spam mana, then spam health, then just spam attack, rinse and repeat). This will hopefully be more entertaining and give players sense that they are getting through a series of tasks rather than doing one same one again and again. 🆑 JohnFulpWillard, Zeek the Rat add: Battle Arcade has been completely overhauled in a new progression system, this time using TGUI. add: The Curator's keys can now reset arcade cabinets. balance: You now need to be literate to play arcade games, except for Mediborg's Amputation Adventure. fix: You can no longer screwdriver emagged arcade consoles. Accept your fate. fix: Silicons can no longer play Mediborg's Amputation Adventure. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> * Change setting item weight class to a setter to patch some weight class related shenanigans (#82494) ## About The Pull Request Fixes #81052 Fixes #58008 Setting weight class of items is now done via `update_weight_class`. I updated as many occurrences of manually setting `w_class` as I could find but I may have missed some. Let me know if you know of any I missed. This is done to allow datums to react to an item having its weight class changed. Humans and atom storage are two such datums which now react to having an item in its contents change weight class, to allow it to expel items that grow to a weight class beyond what is normally allowed. ## Changelog 🆑 Melbert fix: You can't fit items which are normally too large for a storage by fitting it in the storage when it is small, then growing it to a larger size. /🆑 * Material datum color update, plus touching up some material items (knight armor, tiles) (#82500) ## About The Pull Request Tries to bring the material datum colors in closer approximation to the stacks they're attached too. I literally used the colors on the stacks. some might need to be lighter or darker, but for the most part they'll look...closer to their actual material hues.  I've also tweaked the sprites of both the tile object and the actual material tile turf to give it the right shading.  In addition to the tiles, I've also updated the knight armor and helmet to look closer to the much higher quality plate armor already in the game. ## Why It's Good For The Game It bothered me that the material datum coloring was inconsistent with the actual colors used for the material stacks. When they were updated, and even before they were updated, material datum stuff just never looked _right_. I wanted to change that so that it looks just right. I did not like the old material knight armor whatsoever. It was a dithered mess, and seemed to already use parts of the standard plate armor but with all the actual shading removed or replaced with the wrong colors. This fixes that so that the armor is actually readable for what it is. ## Changelog 🆑 image: Updates the colors of various material datum to bring them closer in-line with their actual material stacks image: Improves the sprites for the material knight armor and helmet. /🆑 * LateInitialize is not allowed to call parent anymore (#82540) ## About The Pull Request I've seen a few cases in the past where LateInitialize is done cause of the init return value being set to do so for no real reason, I thought I should try to avoid that by ensuring LateInitialize isn't ever called without overriding. This fixes a ton of machine's LateInitialize not calling parent (mechpad, door buttons, message monitor, a lot of tram machines, abductor console, holodeck computer & disposal bin), avoiding having to set itself up to be connected to power. If they were intended to not connect to power, they should be using ``NO_POWER_USE`` instead. Also removes a ton of returns to LateInit when it's already getting it from parent regardless (many cases of that in machine code). ## Why It's Good For The Game I think this is better for coding standard reasons as well as just making sure we're not calling this proc on things that does absolutely nothing with them. A machine not using power can be seen evidently not using power with ``NO_POWER_USE``, not so much if it's LateInitialize not calling parent. ## Changelog 🆑 fix: Mech pads, door buttons, message monitors, tram machines, abductor consoles & holodeck computers now use power. /🆑 * Fix table top deconstruction (#82508) ## About The Pull Request Edited: updated changelog, read comments for changes in implementation details So previously, tables would let you use a wrench to fully deconstruct them, or a screwdriver to take off only their top. This, however, broke in two different ways in #82280, when their deconstruction logic got changed. First off, deconstructed tables would only drop the materials for their top and not their frame. For this, the primary culprit seems to be on line 307: https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/structures/tables_racks.dm#L300-L307 Where `new framestack(target_turf, framestackamount)` accidentally got an extra indent, and ended up in the less common half of the if-else chain. Just moving this outside of the if-else chain again fixes it. Secondly, tables had their own special deconstruction logic, which got 'standardized'. Issue. This was special to accommodate for having two different deconstruction logics: full or top only. With `deconstruct(...)` no longer being overridable, I feel it's awkward to attempt to proxy that information to the new `atom_deconstruct(...)` So we introduce a new method, `deconstruct_top`, for the screwdriver to use, which handles deconstructing only the top. ```dm /obj/structure/table/proc/deconstruct_top() var/obj/table_frame = new frame(loc) if(obj_flags & NO_DECONSTRUCTION) table_frame.obj_flags |= NO_DECONSTRUCTION else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION var/turf/target_turf = get_turf(src) drop_top_mats(target_turf) qdel(src) ``` Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and copying over the flag onto its frames if need be. This fixes screwdriver deconstruction. ## Why It's Good For The Game Fixes #82503. We can now deconstruct the table top separately again, AND get the right materials back too. ## Changelog 🆑 00-Steven, SyncIt21 fix: Wrench table deconstruction gives the right materials again. fix: Screwdriver table deconstruction only deconstructs the top again. /🆑 * [NO GBP] Reagent grinders display reagents on examination (#82535) ## About The Pull Request - Fixes #82531 Somehow omitted this during the general maintenance thing ## Changelog 🆑 fix: Reagent grinders display reagents of its beaker on examination /🆑 * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from https://github.com/tgstation/tgstation/pull/73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447) ## About The Pull Request What are their goals? Why are they doing this? gets weird with Spy objectives - namely by adding a lot more ways spies might be asked to affect various targets around the station. the first of these is by several flavors of Protecting targets (these do NOT print a success at roundend in keeping with Spy design:) - Protect (get a humanoid target off alive) - Protect Nonhuman (get an entity off alive) - Jailbreak (make sure a humanoid target escapes free) - Detain (make sure a humanoid target gets taken out arrested) the second of this is by a new escape condition: - Exile (get off-station or off the Z-level by the end of the shift - sometimes it's not just pods, you need to fuck off to space to win.) the third is through a massive increase in the number of possible: - objective templates - departments to target (Command + Service added) - specific locations to target - general classes of objects to target (medicines, floor tiles, critical infrastructure, etc.) - efforts to target (such as meals, mechs, public supplies) - ways to leave (you can be asked to abscond from the scene of your crimes?) ## Why It's Good For The Game More goofy and weird prompts to do more interesting things with Spies. One thing I think we're sorely missing in our lineup is antagonists that can act a bit more as deuteragonists - very possibly helping the crew under certain conditions and frustrating the Hell out of them in others. Since there's no way to check their objectives, and they get their gear/progression through stealing shit, they're still very much an antagonist and exist under the suspicion of doing bad... but, just going by their objectives, introducing more varied (and in some cases even benign) goals for them creates suggestions pointing to a lot more varied and interesting stories if people choose to run with it. * Adds anosmia quirk (#82206) ## About The Pull Request Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss of the ability to detect one or more smells. I tried to find all smells action and (most likely) update all of them, unfortunately I can't change descriptions for this quirk. ## Why It's Good For The Game Some characters will be able to not feel smells That affect: * Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them * Bakery and cooking * Changeling ability to feel other changelings by smell * Some unimportant spans * Explosions Part I - Directional Explosions (#82429) ## About The Pull Request Adds the ability for explosions to be directional. This is achieved by adding an angle check to `prepare_explosion_turfs()` to drop any turfs outside the cone of the explosion. If the arc covers a full 360 degrees, as is the default, it will accept all the turfs without performing the angle check. Uses this functionality to rework both rocket launcher backblast and X4 explosions. Rocket launcher backblast has been changed from a shotgun of indendiary bullets to a directional explosion of similar length. X4 now uses a directional explosion to "ensure user safety". Apparently the old method of moving the explosion one tile away didn't even work, as it blew up `target` before trying to check its density for the directional behaviour. https://youtu.be/Mzdt7d7Le2Y ## Why It's Good For The Game Directional explosions - Useful functionality for a range of potential use cases, which can be implemented with minimal extra processing cost (Worst case scenario being very large directional explosions) Backblast - Looks way cooler than a bunch of projectiles, and should be significantly more functional in high-lag situations where projectile code tends to get fucky X4 - More predictable for players wanting to use it as a breaching charge, you can actually stand near the charge and not have to worry about being hoist upon your own petard. ## Changelog 🆑 add: Added support for directional explosions. add: Rocket launcher backblast is now 271% more explosive, check your six for friendlies! add: X4 charges now explode in a cone away from the user when placed on a sufficiently solid object. fix: X4 charges will now behave correctly when placed on dense atoms (note: don't try to read a variable from an atom you just blew up) /🆑 * Add balloon alerts to plunging (#82559) ## About The Pull Request Makes all plunging actions (pretty much anything using `plunger_act`) have a visible balloon alert. ## Why It's Good For The Game Makes sense that others would easily notice you plunging the shit out of something. Also, more people might finally learn that you can plunge the vent clogs instead of welding them. ## Changelog 🆑 qol: Added balloon alerts whenever you start plunging something (i.e ) /🆑 * Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572) ## About The Pull Request As of https://github.com/tgstation/tgstation/pull/82540 this runtime was happening,  `/turf/open/openspace/icemoon/` can be changed to `/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before `Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD` getting returned on a turf that does not have an implementation of that proc. This should fix that. ## Why It's Good For The Game Fixes CI error * Blueprints tgui (#82565) Blueprints now use a TGUI panel instead of the old HTML one. Also did general code improvement and maintaining to blueprints in general and also destroyed the ``areaeditor`` level, repathing it to just 'blueprints'. Also adds a sound when you look at structural data cause why not Video demonstration: https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd The 4 blueprint types:  Another HTML menu dead underground. This is more responsive and doesn't require constant updating to see which area you're in, feels less OOC (instead of saying "the blueprints say", just say it, you ARE the blueprints). Like, come on  Look at all this wasted space  🆑 refactor: Blueprints now use TGUI. qol: Blueprints can now be used while lying down. /🆑 * General maintenance for chem master (#82002) **1. Qol** - Adds screen tips & examines for screwdriver, wrench, crowbar & beaker insertion, removal & replacing actions - Analyzing reagents is now a client side feature & not a back end mode, meaning one person can see details of a reagent while the other can print stuff and do other operations so it's a non blocking operation. This also means 2 players can see information of 2 different reagents in their own screens, With that the overlay for analysis mode has been removed - You cannot do any tool acts on machines while printing. Balloon alerts will be displayed warning you of that. - The preferred container for the master reagent in the beaker is now showed in both condiment & chem master. It can be enabled/disabled via a CheckBox **2. Code Improvements** - Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther functionality is implemented as params in the `transfer_reagent()` proc directly - Removed all variables relating to analyzing reagents like `reagent_analysis_mode`, `has_container_suggestion` etc. all memory savings - `printable_containers` now stores static values that can be shared across many chem masters - Updates only overlays and not the whole icon during operations for efficiency **3. Fixes** - You can hit the chem master with the screwdriver, wrench, crowbar & beaker when in combat mode - You cannot insert hologram items into the chem master - Deconstructing a condiment master will give you the circuit board already pre-programmed with that option selected so you don't need to use a screwdriver to re program it - `printing_amount` is now the maximum number of containers that can be printed at a time. Presently this number with upgraded parts would print out empty containers especially for patches. This is because `volume_per_item` does not take into consideration this var. Also this var would not give control to the player on exactly how many containers to print as whatever amount the player entered would be multiplied with this value producing a lot of waste & worse empty containers. Now this var determines exactly how many containers you can print and is imposed on the client side UI as well **4. Refactors (UI performance)** - Beaker data is compressed into a single entity & sent to the UI. This is set to null if no beaker is loaded thus saving data sent - Reuses Beaker props from chem synthesizer to reduce code - reagent REF replaced with direct type converted to text and later converted with `text2path()` cause its much faster 🆑 qol: Adds screen tips & examines for screwdriver, wrench, crowbar & beaker insertion, removal & replacing actions qol: Analyzing reagents no longer blocks other players from doing other operations. Multiple players can analyze different reagents on the same machine qol: You cannot do any tool acts on the machine while printing to prevent any side effects. qol: The preferred container for the master reagent in the beaker is now showed in both condiment & chem master. The feature can be enabled/disabled via a check box code: removed defines for reagent transfer, vars for reagent analyzis to save memory. Autodoc for other vars & procs fix: You can hit the chem master with tools like screwdriver, crowbar, wrench & beaker in combat mode fix: You cannot insert hologram items into the chem master fix: Deconstructing a condiment master will give you the circuit board already pre-programmed with that option fix: You now print the exact amount of containers requested even with upgraded parts without creating empty containers. Max printable containers is 13 with tier 4 parts able to print 50 containers. refactor: Optimized client side UI code & chem master as a whole. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Wraps `lowertext()` to ensure proper stringification. (#82442) Fixes #82440 This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not lost on me) to wrap around all calls of `lowertext()` and ensure that whatever we input into that proc will be stringified using the `"[]"` (or `tostring()` for the nerds) operator. very simple. I also added a linter to enforce this (and prevent all forms of regression) because I think that machines should do the menial work and we shouldn't expect maintainers to remember this, let me know if you disagree. if there is a time when it should be opted out for some reason, the linter does respect it if you wrap your input with the `UNLINT()` function. * Clowns can now make balloon... toys. And also mallets and hats. (#82288) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Clowns will now start with a box of 24 random long balloons and a skillchip in their noggin allowing them to create balloon animals by combining two of them of different colour together. Owners of the skillchip also gain access to crafting recepies of balloon mallets, vests, helmets and tophats, all created from long balloons. A crate of long balloons, with a box of balloons inside, can be bought at cargo, in case the clown runs out. I might edit this once I wake up, its 3 in the morning right now. Oh also, resprited how balloons look in inventory.  Balloon animals funny. Silly features are my favourite kind of features, and this one's open-ended too. Someone on the coder chat recommended someone would do it that one time, here it goes. <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added long balloon box to the clown's starting inventory, and a skill-chip of long lost honk-motherian knowledge to their brain. add: Added long balloons. Consequently, added balloon animals to make from such balloons. Also, balloon top hat, vest, helmet, and a mallet. Don't ask about the mallet. add: A long balloons box harvested fresh from the farms on the clown planet will be able to be shipped in a crate to the cargo department near you! add: As per requests; water balloons can now be printed at service lathe, and entertainment modsuit can now blow long balloons! image: Balloons will now have an unique sprite when in the inventory, compared when to on the ground. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jacquerel <hnevard@gmail.com> * Quick spellcheck 'steall' (#82560) ## About The Pull Request https://github.com/tgstation/tgstation/pull/82447 quick followup to this, caught it while glancing through the code. * Fix * merge conflicts * Revert "Monkeys now use height offset (and monkey tail works) (#81598)" This reverts commit 5cfdc5972d16c6b509220e8874a927696249d36a. * fix * Fixed lateinitialize * This should cut it * Oh right * There? * Damn, here? * There * [NO GBP] Fixes spurious runtime caused by icemoon (again) (#82582) ## About The Pull Request https://github.com/tgstation/tgstation/pull/82572 I tried to fix this but there was an unaccounted race condition which just caused a separate runtime...  Since the type is being changed mid-execution `replacement_turf` will become out of scope. My bad--this should fix it now for good. --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Higgin <cdonny11@yahoo.com> Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com> Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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a9ff046352 |
Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511) * Modular stuffs * Put some admin jump verbs back into the context menu | sorts area jump list again (#82647) ## About The Pull Request See title. ## Why It's Good For The Game Some admins wanted all the jump verbs back, aswell as making them not AGhost you. Also make the Jump To Area verb use a sorted list again * Hey what if admins were allowed to use the player panel (#82682) Re-adds the player panel verb to the verb panel. * Controller Overview UI (#82739) * Fixes a minor spelling mistake on the admin panel/verb list (#82747) ## About The Pull Request Corrects `inisimin` to `invisimin`. This addresses #82728, but only fixes one of the two issues mentioned ## Why It's Good For The Game -1 spelling mistake ## Changelog 🆑 spellcheck: 'inisimin' verb corrected to 'invisimin' /🆑 * Player Panel-age (#82757) * Admin Forced Mob Rename and Preference Update (#82715) --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com> |
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7d0d702ec7 |
[MIRROR] Fixes SS13.register_signal throwing unclear errors when called on deleted datums (#27293)
* Cleans up the SS13_base lua file and adds a new lua file for easily handling multiple signals on different objects. (#82458) ## About The Pull Request Cleaned up the SS13.register_signal and SS13.unregister_signal, removing the weird list shifting. Also adds a new lua file that can be included for the use of registering different signals on various datums and being able to clear them all in 1 function. Removed the make_easy_clear_function option when registering a signal via lua because I don't think it's used by anyone and it lacks any sort of versatility. Users can just create their own function for clearing signals from a datum. Also updates the documentation for HARDDELETES.md as COMSIG_PARENT_QDELETING was renamed to COMSIG_QDELETING ## Why It's Good For The Game New handler file makes registering signals in batches a lot easier if you want to clear them in one go without clearing unrelated callbacks on the same datum. The list shifting in SS13.register_signal had pretty significant performance problems, so removing that will make registering and unregistering signals faster. ## Changelog 🆑 admin: LUA - Adds a new library called handler_group. Include it in your files by doing require('handler_group') /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> * Fixes SS13.register_signal throwing unclear errors when called on deleted datums (#82597) ## About The Pull Request See title ## Why It's Good For The Game More descriptive error message ## Changelog 🆑 fix: LUA: Registering a signal on a deleted datum will throw a more descriptive error message. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> |
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20c0599ce6 |
Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066) Adds 5 new ear options from Orbstation, originally PRed in lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S. Big:  Coeurl (FFXIV Miqo'te style):  Fold:  Lynx:  Round:  Also makes it so the code guarantees that custom ears on a felinid actually count as felinid ears and not human ones, as the code wasn't checking properly when preferences were applied. There's probably a cleaner, more permanent way to do this and a refactor is needed somewhere down the line (man that sprite accessories file is getting long huh) but I'll leave that to a more competent coder. More customization options are good also Cobby said I could  🆑 add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites by Or-Fi-S) /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> * Standardizes object deconstruction throughout the codebase. (#82280) When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18 But everywhere people have decided to give their own meaning/definition to this flag. Here are some examples on how this flag is used **1. Make the object just disappear(not drop anything) when deconstructed** This is by far the largest use case everywhere. If an object is deconstructed(either via tools or smashed apart) then if it has this flag it should not drop any of its contents but just disappear. You have seen this code pattern used everywhere https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31 This behaviour is then leveraged by 2 important components. When an object is frozen, if it is deconstructed it should just disappear without leaving any traces behind https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67 By hologram objects. Obviously if you destroy an hologram nothing real should drop out https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304 And there are other use cases as well but we won't go into them as they aren't as significant as these. **2. To stop an object from being wrenched ??** Yeah this one is weird. Like why? I understand in some instances (chair, table, rack etc) a wrench can be used to deconstruct a object so using the flag there to stop it from happening makes sense but why can't we even anchor an object just because of this flag? https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369 This is one of those instances where somebody just decided this behaviour for their own convenience just like the above example with no explanation as to why **3. To stop using tools to deconstruct the object** This was the original intent of the flag but it is enforced in few places far & between. One example is when deconstructing the a machine via crowbar. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811 But machines are a special dual use case for this flag. Because if you look at its deconstruct proc the flag also prevents the machine from spawning a frame. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822 How can 1 flag serve 2 purposes within the same type? **4. Simply forget to check for this flag altogether** Yup if you find this flag not doing its job for some objects don't be surprised. People & sometimes even maintainers just forget that it even exists https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67 **Solution** These are the main examples i found. As you can see the same flag can perform 2 different functions within the same type and do something else in a different object & in some instances don't even work cause people just forget, etc. In order to bring consistency to this flag we need to move it to the atom level where it means the same thing everywhere. Where in the atom you may ask? .Well, I'll just post what MrMelbert said in https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, Yup that's the ideal case now. This flag is checked directly in `deconstruct()`. Now like i said we want to give a universal definition to this flag and as you have seen from my examples it is used in 3 cases 1) Make an object disappear(doesn't dropping anything) when deconstructed 2) Stop it from being wrenched 3) Stop it from being deconstructed via tools We can't enforce points 2 & 3 inside `deconstruct()` which leaves us with only case 1) i.e. make the object disappear. And that's what i have done. Therefore after more than a decade or since this flag got introduced `NO_DECONSTRUCT` now has a new definition as of 2024 _"Make an object disappear(don't dropping anything) when deconstructed either via tools or forcefully smashed apart"_ Now i very well understand this will open up bugs in places where cases 2 & 3 are required but its worth it. In fact they could even be qol changes for all we know so who knows it might even benefit us but for now we need to give a universal definition to this flag to bring some consistency & that's what this PR does. **Problem with deconstruct()** This proc actually sends out a signal which is currently used by the material container but could be used by other objects later on. https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160 So objects that override this proc should call its parent. Sadly that isn't the case in many instances like such https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23 Instead of `return ..()` which would delete the object & send the signal it deletes the object directly thus the signal never gets sent. **Solution** Make this proc non overridable. For objects to add their own custom deconstruction behaviour a new proc has been introduced `atom_deconstruct()` Subtypes should now override this proc to handle object deconstruction. If objects have certain important stuff inside them (like mobs in machines for example) they want to drop by handling `NO_DECONSTRUCT` flag in a more carefully customized way they can do this by overriding `handle_deconstruct()` which by default delegates to `atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc will allow you to handle the flag in a more customized way if you ever need to. 1) I'm goanna post the full comment from MrMelbert https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, but there's a shocking lack of consistency around NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction, but make it drop no parts" and others simply "disallow deconstruction at all" This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives this flag the consistency it deserves. Not to mention as shown in case 4 there are objects that simply forgot to check for this flag. Now it applies for those missing instances as well. 2) No more copying pasting the most overused code pattern in this code base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code cleaner everywhere 3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object deconstruction which is now available for use should you need it 🆑 refactor: refactors how objects are deconstructed in relation to the `NO_DECONSTRUCTION` flag. Certain objects & machinery may display different tool interactions & behaviours when destroyed/deconstructed. Report these changes if you feel like they are bugs /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Makes attempting to refresh the logs not just throw a runtime error (#82432) ## About The Pull Request Really all this seems to be is a mismatch between the tgui and dm side of the menu. https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/tgui/packages/tgui/interfaces/LogViewer.tsx#L71 https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/code/modules/logging/log_holder.dm#L110-L113 Making these line up by renaming `re-render` to `refresh` seems to make it work just fine, and not just throw an error. ## Why It's Good For The Game Life tends to be better when refreshing to see new runtimes doesn't just add its own lovely little runtimes.   And then not show them til you re-open the window cause it doesn't refresh. ## Changelog 🆑 admin: Refresh button on the View Round Logs menu actually works, instead of just adding a runtime to the logs (and not updating them). /🆑 * Creates a "busy" animation for players (#82416) Little indicator above a player when they're currently doing something. <details> <summary>vids</summary> Perspective: You are the moth  Hides under runechat  </details> Todo: - [x] Feedback? - [x] Sneaky params so it doesn't spoil your stealth run - [x] Possible refactor - [x] Probably missed some "sneaky" actions - [x] coggers <details> <summary>sound on:</summary> https://github.com/tgstation/tgstation/assets/42397676/ad71c567-0202-4158-ba50-c2946375f988 </details> 🆑 jlsnow301, infraredbaron add: Added a new UI element over players that are interacting, building, etc. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> * New operative reinforcement option: Intelligence Overwatch Agent (#82307) ## About The Pull Request Introducing a new Nuclear Operative reinforcement option: The Overwatch Intelligence Agent. Equipped with multi-hudglasses, they have an advanced camera console, station alerts, and bodycams of every operative! If something can be known, they will know about it. They can also remotely pilot your ship. Finally, everyone can ride in the Steel Rain without getting stuck on the station! This role spawns in the formerly unused outpost just north of the nukie base. With a few shelves of supplies and some tools in the back room, they can set up their workplace however they like. This also gives them something to work on while they wait for the operatives to gear up.  As you can see, it's rather cramped and the lights are quite dim in the backroom. Set it up however you like, this is how I did mine:  Total price? 12 TC per agent. It might get a bit cramped, but you could buy a second to make sure the first guy doesn't get lonely! This turned into a 30-commit ugly because the bodycams were originally meant to be accomplished via a refactoring of the spyglass kit. Big mistake that made me shelve the project -- until Melbert's simple bodycam component conveniently did exactly what I needed in a much simpler way. ## Why It's Good For The Game Having a "guy in the chair" for your kickass murder operator squad enables more brainy strategizing, and is thematically sound. Also, nukies have the opportunity to bring in another player to participate in the fun! ## Changelog 🆑 Rhials add: Nuclear Operatives now purchase an Intelligence Agent, who can watch cameras and bodycams, move the shuttle, and provide radio support. Only 12 Telecrystals! /🆑 * re-adds list of components for admins to remove (#82461) ## About The Pull Request The list of components on a mob when admins try to remove one didn't actually show them, now it does.  ## Why It's Good For The Game Messing with components/elements on mobs are such a pain, in this case was broken entirely.  ## Changelog 🆑 admin: Removing components button now lists components to remove /🆑 * Reboots the CNS Rebooter Implant. (#82441) ## About The Pull Request The CNS Rebooter Implant will now pull you out of stuns and stamcrit, while granting you a few seconds of stun immunity, comes with a 60 seconds cooldown ## Why It's Good For The Game The CNS Rebooter Implant is a strong candidate for the absolute worst implant in the game, it caps your stuns at 4 seconds (which is plenty of time to get murdered) and does nothing to prevent stamina damage, for something accessible in one of the latest research nodes and in the nukie uplink it should perform better than it does now. Besides, the game is in dire need for more tools to keep the stun meta at bay, and this is a good place to start. This PR makes it so the rebooter will bail you out stamcrit every 60 seconds, along with giving you a few seconds of immunity to run away or get a couple of hits in. ## Changelog 🆑 balance: CNS Rebooter Implant will now pull you out of stamcrit and grant you a few seconds of stun immunity /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Fix "Aheal" for ears deafness (#82448) ## About The Pull Request Make the admin button "Aheal" and Magic Wand of Healing (resurrection) actually full heal carbon's Ears. File _ears.dm contains timer variable "deaf" that should be updated to 0 after complete healing. But I think this must be properly code-refactored because looks like it's just duplicates(?) standart variable "damage" for organ type. ## Why It's Good For The Game Aheal - means FULLY HEAL. ## Changelog 🆑 fix: aheal now properly heals ears deafness /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Medipens can't have reagents removed from them anymore. (#82451) ## About The Pull Request This will be needed for https://github.com/tgstation/tgstation/pull/82449 because this removes the machine's ability to make infinite chems. Basically in https://github.com/tgstation/tgstation/pull/29139 they removed medipen's ability to have reagents injected into them, but never removed the ability to take reagents out. You could take a syringe, remove all chemicals from a medipen, put the main ingredient in a medipen refiller, then refill. You could do this right now on live servers with an epipen for infinite formaldehyde. This doesn't affect the hypospray. ## Why It's Good For The Game Removes a way of infinitely making reagents with a medipen refiller and also removes a dumb mechanic. You could take all chemicals out of an EHMS autoinjector, which removes the visual and feedback tell to the target that they've been injected, and even with 0 chemicals they get the disease anyways. You could buy medipens as a miner, take the chemicals out, and put them in a syringe or pill that you can inject yourself instantly with. You can take otherwise hard-to-get chemicals like fungal TB's 2-use cure injector, and make 40 cure pills instead. ## Changelog 🆑 fix: You can no longer take chemicals out of medipens with a syringe. /🆑 * Search string in catalogs in char prefs (#82423) * actually just removes stamina damage and knockdown from punches (#82400) removes punch knockdowns and stamina damage from them knockdown punches were also around the time disarm could just hardstun you to RNG this is dumb so we remove that also watermelon supposedly wanted to remove stamina damage from punches so idk about that anyway so this is a problem because you could be randomly floored by sheer luck through thick plates of metal and is overall not a very fun thing to play against especially with northstar gloves resolves unfun RNG by removing knockdowns and does something watermelon wanted by removing stam damage from it 🆑 balance: punches no longer knock down or deal stamina damage /🆑 * Fix slime `check_item_passthrough` effect (#82484) ## About The Pull Request This proc expects a user but is not passed one. ## Changelog 🆑 Melbert fix: Items will properly pass through slime on occasion /🆑 * Basic mobs now use z-level turnoff instead of simple (#82469) ## About The Pull Request On one compile of MetaStation, I saw that there's 45 basic mobs on the station, 256 on lavaland (the number growing from tendrils), and 59 in all other z levels combined. While we do expect Lavaland to be visited every round, at least it won't be running during the times when no one is there, but even more importantly, space exploration is something not done every round, so we don't have any reason to waste our resources on AIs that will never be interacted with. Simple animals had an easy solution to this: If no one is on the Z level, their AI turns off If someone is on the Z level, they are idle unless needed. The last simple animals that exists right now are bots, megafauna, geese, gondolas, and some minor ones like mimic, zombie, dark wizard, soulscythe, etc. Point is, we're very much nearly done going through all simple animals, so this code is being wasted just to ensure things like cleanbots won't work if no one is on the z level, something I doubt happens often, so I took their code and made it work for basic mobs instead. I could've done both but I thought it would look very bad, and maybe this is a good incentivize to get more basic mob conversions. There's one major change here and it's that we're missing the "Idle" mode, some basic mobs like the Lavaland village seems to be made with intent that they'll be running even if players aren't around, so this sets up a future PR that makes idle AI easier to add, and I want to make sure those cases are taken into account. ## Why It's Good For The Game We don't need to always be processing these basic mobs, and sets us in the future to hopefully also implement idle AIs. ## Changelog 🆑 balance: Basic mob AIs with no mobs on the Z level now stop. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * adds preferences to transhumanist (#82435) ## About The Pull Request You may remember this, that's because I accidentally deleted it before while trying to change things. Anyways! Adds drop-down selections and new options to transhumanist. also fixes a minor typo Previously, you could choose your replaced limb by taking prosthetic limb, setting what you want changed, and then switching to transhumanist, since they used the same preference previously. ## Why It's Good For The Game Transhumanist felt strange because it was hypothetically a voluntary operation, but the augmentation clinic just spun the wheel on what you got replaced. From a role-playing perspective, being unable to choose is uninteresting and confusing. Also it always says your limb being was being replaced with a robotic arm and that annoyed me. Now that you are able to select your replacement part, I've added two new options, the robotic voice box, good for a more prominent change then a limb that will be hidden for most of a round, and flashlight eyes, for when you are truly committed to being rushed directly to robotics seeing the bright future ahead of humanity! ## Changelog 🆑 add: Transhumanist now allows you to select your augmentation add: Transhumanist can now provide a robotic voice box, or flashlight eyes spellcheck: Transhumanist's roundstart text has been re-written to not be wrong /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Watcher wreaths; Normal and Icewing varieties (#82457) Adds Watcher Wreaths. An item that makes it look like you have a slightly floating thorn crown that you can make from some of their material parts (and the icewing crusher trophy for the icewing variant). The wreath has emissives. They don't do anything mechanically, they're just for show.    I really like the whole thing with turning lavaland monsters into trophies and cosmetics. Going down and coming back up looking like someone who just crawled through a horror movie and took some souvenirs is great. Stuff like the trophy accessories, bone and drake armor and many of the various lavaland items have this quality, and it always amuses me when a tech sees a dressed up miner and just goes 'holy shit, where did you get that'? Drip is the ultimate reward for playing miner. Nobody can tell me otherwise. this is the endgame every miner craves. And I crave a goddamn crown made from the broken remains of my enemies. 🆑 add: Watcher wreaths. Made from the mangled remains of a watcher, now a handsome accessory for you to wear a few inches behind your head. Comes in Normal and Icewing variants. add: Some bounties for the two variants of watcher wreaths. /🆑 * CHEAP_HYPOTENUSE() no longer makes the differences between the coordinates absolute. (#82468) ## About The Pull Request CHEAP_HYPOTENUSE() no longer absolutes the differences between the coordinates. ## Why It's Good For The Game It gets squared so it doesn't need to be done. * Neutered symptoms no longer activate (#82467) ## About The Pull Request Stops activation of all neutered symptoms in a advanced disease. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/68944 ## Changelog 🆑 fix: Narcolepsy is no longer activated while neutered. /🆑 * Fixes the color matrix editor (#82478) ## About The Pull Request It was sending back stringified numbers as inputs. This came from a typescript cleanup pr from sync (#82000) and was ultimately caused by a... I think misunderstanding of how the color list works (#67967) ## Why It's Good For The Game Works like a charm now, which is good cause I use it a lot ## Changelog 🆑 fix: The color matrix editor now works properly again /🆑 * Hats no longer cover mouths (#82498) * Fixes banned/days remaining preferences display for non-dynamic ruleset antagonists. (#82506) * Reverts reversion: tgui will 516 or else (#82527) ## About The Pull Request Context: #82522 Apparently you cant just stuff the byond helper functions into an external js file, but if you do, byond won't even let you know its a problem until the servers crash and you have to run `bin/clean` just to unbork your entire repo This reimplements the changes from #82473 without: - moving the byond helper functions externally - causing a tooltip render issue in panel ## Why It's Good For The Game 516 prep (again this time) * Final Objective: Battle Royale (#82258) ## About The Pull Request Adds a new final objective option with a classic premise; the forced battle to the death. The concept is that the Syndicate will provide you with an implanter tool you can use on an arbitrary number of crew members. Once you have at least 6 (though there is no ceiling) you can activate the implants to start the Battle Royale and broadcast the perspectives of everyone you implanted live to the entertainment monitor. After activation these implants cause you to explode upon death. If at the end of 10 minutes, more than one person remains unexploded then all of the remaining implants will detonate simultaneously. Additionally, one of the station's departments (Medbay, Cargo, Science, or Engineering) will be chosen as the arena. If after 5 minutes pass you're not within that department (or if you leave it after that time has passed) then you will be killed. The Syndicate plan on both using the recorded footage to study Nanotrasen technology, and also to sell it as an underground blood sport, and so have employed a pirate broadcasting station to provide colour commentary. The implantation is silent, however it requires you and your target to be adjacent and stood still for one and a half seconds. Once implanted, it will occasionally itch and eventually signal to the implantee that something is up, so once you start implanting someone you're on a soft timer until you are given away. You can also implant yourself if you want to do that for some reason. Removing an implant from someone has a 70% chance of setting it off instantly, but it _is_ possible. If the implant is exposed to EMP, this value is randomised between 0 and 100%. You could also try doing surgery while the patient is wearing a bomb suit or something, that puzzle is for you to solve and I'm not going to tell you the answers. I'm sure you'll think of ones I haven't. ## Why It's Good For The Game Adds a somewhat more down-to-earth but still hopefully exciting and threatening option which should let people mess around with the sandbox. The mutual death element provides some roleplaying prompts; nothing actually _forces_ you to fight apart from fear of death and it may be possible to find other ways to survive, or perform some kind of solidarity behaviour with your fellow contestants. Maybe you'll try that but one of your fellow contestants just wants to be the last survivor anyway. Maybe you'll pretend you're setting up some kind of mutual survivorship thing in order to make sure you're the sole survivor. Gives some people to watch on the bar TV channel. The crew apparently love playing Deathmatch while dead so we might as well enable doing it while alive. Also I'm going to follow this up with a separate PR to remove the Space Dragon objective and it felt like it'd be a good idea to do one out one in ## Changelog 🆑 add: Adds a new Final Objective where you force your fellow crew to fight to the death on pain of... death. /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Artemchik542 <32270644+Artemchik542@users.noreply.github.com> Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com> Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: Skeleton-In-Disguise <49223093+Skeleton-In-Disguise@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com> Co-authored-by: FlufflesTheDog <piecopresident@gmail.com> Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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42f6f57dc0 |
[MIRROR] Replaces even more deciseconds with SECONDS (#27205)
Replaces even more deciseconds with SECONDS Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> |
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a3acbcf61f |
[MIRROR] Makes lua file upload work with bigger files and standardizes a few file|null (#27053)
* Makes lua file upload work with bigger files and standardizes a few file|null (#82202) ## About The Pull Request My lua scripts were hitting the topic byte limit, so this makes file upload of lua scripts able to bypass the topic limit. ## Why It's Good For The Game Removes arbitrary restriction on how big a lua file can be in bytes. ## Changelog 🆑 admin: Admins can now run lua files bigger than 36 KB by importing them directly. /🆑 Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Makes lua file upload work with bigger files and standardizes a few file|null --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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ad4007e3f5 |
[MIRROR] Aheal no longer turns monkies in to humans (#27160)
* Aheal no longer turns monkies in to humans (#82393) ## About The Pull Request Also changes the Make Monkey Admin button to turn you into a monkey with mutations instead of just creating a new being. Closes: https://github.com/tgstation/tgstation/issues/80744 Mabye Closes: https://github.com/tgstation/tgstation/issues/81722 ## Changelog 🆑 fix: aheal no longer turns monkies into humans qol: Player panel "make monkey" turns humans into monkeys through mutation instead of making a new mob /🆑 * Aheal no longer turns monkies in to humans --------- Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com> |
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a442dea379 |
[MIRROR] Refactored admin backup saving. No longer at round end, more data backed up (#27135)
* Refactored admin backup saving. No longer at round end, more data backed up (#81891) Admin verified connections now cache all verified connections for all admins. (Rather then just the last connection data of the currently connected admins) Sync with the db now happens at admin load time, not at round end. (this was causing annoyances because servers with long rounds could override the admin db with old/stale data overwritting the fresher data that was written by a server with a shorter round) Fix backup verification not working if the db thinks it still connected but its not actually still connected. @ Mothblocks @ Jordie0608 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> * Refactored admin backup saving. No longer at round end, more data backed up --------- Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> |
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37bc259bb0 |
[MIRROR] Refactor removing unused defines. (#26998)
* Refactor removing unused defines. (#82115) Refactors a lot of the unused defines. Refactors a lot of the unused defines. Nothing player facing --------- Co-authored-by: san7890 <the@san7890.com> * Oh well. I hope this works fine. --------- Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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d9618abbdf |
[MIRROR] Fixes lua error logging and a few timer.lua functions (#26999)
Fixes lua error logging and a few timer.lua functions (#82160) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Lua errors don't get logged when `call_function` is called Timer.start_loop was just straight up broken due to me not properly testing it, so this fixes that. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> Makes debugging lua scripts easier. Also fixes bugs. <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 fix: Fixed lua error logging. fix: Fixed the SS13.start_loop function not working properly. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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3ff553cb62 |
[MIRROR] Moves lua off of the timer subsystem and onto its own internal scheduler. (#26980)
* Moves lua off of the timer subsystem and onto its own internal scheduler. (#82131) ## About The Pull Request Lua uses the timer subsystem, which can end up holding the entire timer subsystem if lua is creating a lot of timers. The solution to this is to use an internal scheduler instead so that the load gets placed onto the lua subsystem. ## Why It's Good For The Game Performance improvement when using lua scripts. ## Changelog 🆑 refactor: Auxlua no longer uses the timer subsystem to get stuff done, lua scripts shouldn't slow down timers anymore. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Moves lua off of the timer subsystem and onto its own internal scheduler. --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> |
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227264f146 |
[MIRROR] Removes Orbit Polling Component, SSpolling improvement (#26769)
* Removes Orbit Polling Component, SSpolling improvement * a * Update effects.dmi * Update tgstation.dme * Revert "Update tgstation.dme" This reverts commit d4fdaf0abbfaacddb0cc0d175dad4e410fe57e44. --------- Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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099adb967a |
[MIRROR] map exporting now supports puzzle pieces and similar (#26973)
* map exporting now supports puzzle pieces and similar (#81759) ## About The Pull Request What it reads on the tin. `puzzle_id` vars and the such are now supported by the map exporting verb. ## Why It's Good For The Game If anyone ever so wishes to export maps with puzzle doors and stuff. ## Changelog N/A * map exporting now supports puzzle pieces and similar --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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53d1f4ada0 |
[MIRROR] Universalizing ruin names (#26750)
* Universalizing ruin names * Update code/datums/ruins/space.dm * Update space.dm * a * Update lavaland.dm --------- Co-authored-by: Zergspower <Griffinj88@yahoo.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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e5652ecc24 |
[MIRROR] Add compile option for compiling in MAP_TEST mode, which disables common annoyances when testing new maps (#26792)
* Add compile option for compiling in `MAP_TEST` mode, which disables common annoyances when testing new maps (#81697) ## About The Pull Request Adds `MAP_TEST` compile flag. This compile flag blocks common things which make it difficult to test a map. Things this applies to: - Rats no longer spawn. - Rat spawning will (obviously) break up the powernet, which is INCREDIBLY annoying when trying to test if all the rooms of the station are wired correctly (or testing which rooms lose power first, etc) - Light tubes no longer break on initialize. - Random light breakages can easily cause mappers to accidentally over light a room. - Roundstart command report is not printed. - Might be a personal preference, but it's kinda annoying to hear the alert over and over again. - Random events do not trigger. - Some events such as gravity generator outage can trigger with 0 population. - Random camera breakage event can cause over-placement of cameras. - Other stuff tends to just get in the way. - Station traits do not trigger. - Probably the biggest annoyance. Many traits modify the map in some way which disrupts testing. - Roundstart landmarks don't self deletes. - Allows mappers to use sdql to find them. - Mapping verbs start enabled. Obviously more things can be added if they come up. * Add compile option for compiling in `MAP_TEST` mode, which disables common annoyances when testing new maps --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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98cdd0e4fc |
[MIRROR] Adding a blood brother via the team panel sets it up correctly (#26778)
* Adding a blood brother via the team panel sets it up correctly (#81799) ## About The Pull Request In a recent round, it was noticed that it's kind of annoying and fiddly for an admin to add someone to a blood brother team (for instance, if they had to recreate someone's mob to fix a different issue). Now if you add someone to a blood brother team via the teams panel, it will set them up as a blood brother properly. It's probably in the future worth examining this behaviour for other team antags as well. I also added a link to the Team Panel to the Antag Panel because I had a skill issue and kept forgetting how to access it. Finally, the conversion logging looked all kinds of fucked, so I fixed it. I will be honest: I don't know what that list does but the arguments it was recording were both wrong and didn't make any sense. ## Why It's Good For The Game Makes admin lives easier. Using this panel you can now add sapient Ian to a blood brother team. ## Changelog 🆑 admin: Made it easier for admins to adjust blood brother teams using admin tools. fix: Correct blood brother conversion logging. /🆑 * Adding a blood brother via the team panel sets it up correctly --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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b4e80a6bed |
[MIRROR] Protected admins can skip 2fa if the db is down. (#26751)
* Protected admins can skip 2fa if the db is down. (#81823) This is basically only admins inside of the .txt and for /tg/station, only includes heads like the headmins and headcoders --------- Co-authored-by: san7890 <the@ san7890.com> * Protected admins can skip 2fa if the db is down. --------- Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> Co-authored-by: san7890 <the@ san7890.com> |
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290a97d05e |
[MIRROR] You can do more things while floored (#26643)
* You can do more things while floored (#81641) ## About The Pull Request While on the floor, you can: - Use the UIs of Atmos machinery (except thermomachine and bluespace gas vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins - Close extinguisher cabinets with Right-Click - Click and drag yourself onto a photocopier to climb onto it. I also changed all instances of ``ui_status`` to have all the args it's being passed, I was messing with it a bit but it's gonna be for a later PR. ## Why It's Good For The Game It's an extra layer of harmless realism, also nice QoL for people who do not have functional legs and do not have a wheelchair. ## Changelog 🆑 qol: You can use atmos machines, holopads, crayons, spray cans, and disposal bins while floored. fix: You can close extinguisher cabinets while floored. fix: You can climb onto a photocopier from the floor. /🆑 * You can do more things while floored --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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39bf9c700b |
[MIRROR] Minor update to admin secrets panel (free antags for everyone) (#26428)
* Minor update to admin secrets panel (free antags for everyone) (#81292) ## About The Pull Request Remakes a button in admin secrets panel from everyone is traitor to everyone is admin chosen antag. ## Why It's Good For The Game Slightly better buttons for admin to push ## Changelog 🆑 admin: remade everyone is traitor into everyone is antag in secrets panel /🆑 * Minor update to admin secrets panel (free antags for everyone) --------- Co-authored-by: Holoo <38228316+Holoo-1@users.noreply.github.com> |
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7117ad7809 |
[MIRROR] Refactors fancy type generation (#26415)
* Refactors fancy type generation (#81259) ## About The Pull Request [Refactors fancy type generation](https://github.com/tgstation/tgstation/commit/3f218ac7b714a87477d3bd96425df709c6e7fa27) Ok so we have this proc that generates concatenated names for types so admins have a nice list to sort through. The trouble is this is done by, for each type, iterating all possible replacements, and seeing which ones apply (with expensive string operations) A clean run of this applied to all datums takes about 3.5 seconds on my pc. This sucks. Ok so can we do better. Well, yes, pretty easily. Rather then, for each potential type, iterating all the options, let's build a zebra typecache (a lookup list of type -> string to use), and use that. Then we can use a list of replacement -> the bit to tear out to figure out what to remove. This works quite well. It does mean that we're doing it based off the type tree and not type paths, so if we didn't have a replacement for like, mob, it'd look weird, but we don't have cases like that so it's fine. Or well we sorta did, didn't have anything for atom movables or areas, but I fixed that so sall good. Anyway, we only need to do this work once. It takes about 0.3 seconds on my machine, so we can cache it. Just this on its own would technically slow init, since we have a some code that's running this proc off static, but we can just not, that's fine (technically saves init time too since we don't have to burn 0.1 seconds on it anymore). This brings the cost of generating this list for all datums from 3 seconds to 0.16, assuming we have the static pre generated. We could in theory pre-generate just like, all the strings? But I don't think the cached cost is high enough for that to be a real problem. IDK open to other thoughts Oh also I had to reorder the strings in that list, cause zebra_typecacheof has reverse priority. s life [Updates stat tracking macro to work at world start](https://github.com/tgstation/tgstation/commit/1fbfb701a16e6df7170ee642bef66b16652281d3) It for some reason doesn't actually get anything this early, but now at least the logging would in theory function ## Why It's Good For The Game Better response times for admins, faster code, more better * Refactors fancy type generation --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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b485162a04 |
[MIRROR] Station Goals are now handled by SSstation instead of a global list (#26313)
* Station Goals are now handled by SSstation instead of a global list (#81177) ## About The Pull Request You can now get station goals in a slightly better way over using a `locate() in` call on a global list. The Meteor Satellite goal no longer stores a giant list of ALL OBJECTS in view. And now correctly only counts turfs. ## Changelog 🆑 fix: Meteor Satellites no longer erroneously count every piece of paper as a protected turf. fix: As a result the station goal is slightly more difficult /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com> * Station Goals are now handled by SSstation instead of a global list * Will it work? I do not know. But it compiles. --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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11b83c5c2f |
[MIRROR] Newspapers now use TGUI (#26243)
* Newspapers now use TGUI (#80991) ## About The Pull Request Newspapers work as a static newscaster that is not affected by things like D-notices and changing wanted issues after its been printed. It doesn't store comments or get any updates after its been printed. You can also scribble on the paper to leave notes on a specific page, which is a feature I have never seen in my life but it is still here I guess. Minor things I've added: - Sound effect when printing the newspaper in the first place - 2 second do-after when scribbling just for some player feedback and consistency - Balloon alerts - Context tips for scribbling and burning I also fixed an issue with wanted issues on newscasters when there isn't an image. As a minor note, I replaced the instances of ``content`` in Buttons I saw in newscaster's UI because it's marked as deprecated. Too lazy to take a video sorry    ## Why It's Good For The Game Fixes an issue with newscasters and makes newspapers use a nice TGUI that feels more responsive than before. Helps further https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA even more. ## Changelog 🆑 refactor: Newspapers now use TGUI. fix: Fixed the newscaster's wanted section showing a non-existent photo. /🆑 * Newspapers now use TGUI --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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ab5a4d0f99 |
[MIRROR] split area.contained_turfs up by zlevel, make init 10 seconds faster (#26161)
* split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941) ## About The Pull Request Situation: areas have a list of all turfs in their area. Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs that has to be traversed for every turf we need to remove from it. This can take multiple byond ticks just to preform this action for a single space rune Solution: split the list by zlevel, and only search the right zlevel list when removing turfs from areas. replaces `area.get_contained_turfs()` with a few new procs: * `get_highest_zlevel()` - returns the highest zlevel the area contains turfs in. useful for use with `get_turfs_by_zlevel` * `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in a given zlevel. Useful for code that only cares about a specific zlevel or changes behavior based on zlevel like lighting init. * `get_turfs_from_all_zlevels()` - the replacement for `get_contained_turfs()`, renamed as such so anybody copying/cargo culting code gets a hint that a zlevel specific version might exist. Still used in for loops that type checked so byond would do that all at once * `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists but only for non-empty zlevels. very useful for for loops. The area contents unit test has been rewritten to ensure any improper data triggers failures or runtimes by not having it use the helpers above (some of which ensure a list is always returned) and access the lists directly. * split area.contained_turfs up by zlevel, make init 10 seconds faster * eeyes * Update area_spawn_subsystem.dm * Unshits turf contain code slightly (#81023) Literally just implements my reviews from #80941 I am frankly a smidge pissed that the pr was merged without them being handled. No code is worth merging past known issues, and if the author is just gonna dip then that's life. I don't like privileging mso on stuff like this, especially because frankly I'm kinda mad at him rn but also because when a pr is made the onus on finishing it falls to the person who made it. Should not need to clean up after someone as a maintainer, and shouldn't normalize doing it. I'm not like mad at zypher directly mind he offered to do this too, just the idea he was espousing here. --------- Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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782a04859a |
[MIRROR] Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition (#26189)
* Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition (#80845) ## About The Pull Request Yello! This one is reasonably quick, tho I did some fixes too This is the big one, fixes the buildmode tool sometimes locking disabled for the whole round. We do this by replacing the static var on buildmode with global var and a global proc This keeps a harddel on the buildmode datum from permalocking is_running to TRUE Also makes flipping the var BACK if something breaks significantly easier for admins, so that's nice Alright, smaller things now Fixes lists of numbers failing to encoded improperly This was fixed on shiptest, we failed to actually port their most recent revision Fixes the shuttle flag not actually working because it used istype instead of ispath Changes obj_blacklist to a typecache for optimization's sake Renames/moves some vars around to prevent weird double typing things Removes a checktick in key gen, it's just costing more time then it would save in overtime Properly handles lists. We were only doing var encoding one layer deep, need to do it alll the way down Alright, now the optimizations This proc is fucking HOT, and it's for really dumb reasons This is a text gen proc, and it makes the mistake of generating text and concatinating it with MORE text. This is HORRIFICALLY EXPENSIVE because byond caches strings (can only be one of each) and string churn fucks up that caching system something fierce Moving from strings to lists of strings we join at the end takes us from like idk 100 seconds to save bare metastation to like 1.5 This is applied basically everywhere for obvious reasons While I'm here, storing keys in a flat list and then using find to find them, then using that index to lookup into another flat list is a bit silly. Let's just make it an assoc list. Faster lookup, cleaner. Oh also rather then iterating over all the vars on an object, let's iterate over just the ones we care about yeah? Let's see... no sense genning a key we'll never use, and having suffixes be often non existent is silly just embrace the slight mess. That's it I think, this takes us from 100 seconds to save metastation to 2.5 seconds to save ALL of metastation (I removed the vars limiter so I could make sure var saving didn't fuck me up) ## Why It's Good For The Game Cleans up some issues that we failed to port the fixes for, MASSIVELY optimizes this (so it can finish in like 5/10 seconds and not 300!) and ensures admins can always use the thing and don't risk dropping their pet buildastation to the void. Worth noting, this tool really should not be used for station mapping outside an event context. It produces sorta buggy var edits, and WILL fail to pull over context for shit. Please don't use it as such Profiles (csv files I promise) [Before](https://github.com/tgstation/tgstation/files/13853313/profiler.json) [After](https://github.com/tgstation/tgstation/files/13853271/profiler.json) I'd include my line by lines but I don't know how much you'd get out of them. Here's an image tho  ## Changelog 🆑 fix: The map saving tool will no longer lock up and prevent all further action at random fix: Map saving now takes on the order of seconds, not minutes fix: Fixes an issue with lists that caused strongdmm to report saved maps as broken /🆑 * Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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e9d215ee10 |
[MIRROR] Remove unused output var from sql_message_system.dm [MDB IGNORE] (#26131)
* Remove unused `output` var from `sql_message_system.dm` (#80951) ## About The Pull Request Fixes this  ## Changelog N/A * Remove unused `output` var from `sql_message_system.dm` --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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ebc069d742 |
[MIRROR] Optimizes Reftracking (Bigly) (Plus harddel fixes) [MDB IGNORE] (#26138)
* Optimizes Reftracking (Bigly) (Plus harddel fixes) (#80443) ## About The Pull Request ### Reftracking BS Alllright so reftracking is slow, really really slow. That's a problem for me, both because I want it to be fast so I can more efficiently torture players by running it on live, but also because it impedes both local and CI runs. So I've set out to micro optimize the DoSearchVar proc, one of the hottest in the game. I've done this in a few different ways. #### The simple shit Removing redundant proc args Yeeting assoc arg setting (extra cost) Moving if statements around to prioritize the more common case Ignoring empty lists. #### The not simple shit Throwing our snowflake list checking into the sun (Background, byond has some special lists that cannot be accessed like an assoc list, trying to will lead to runtimes) The way we handle this involves inspecting their ref string, and it eats a LOT of time. Faster then to mark all the lists we know are special by var name, and then use try/catch to detect and silence anything that sneaks through (this is on the order of like 1/3 per run, kinda curious what they are tbh) Thanks to MSO for the idea for this btw. Removes the vars and logic that tied ref searching to clients. It's not how this code is used, and it slows everything else down for really no reason Added support for handing in a known "hanging reference" count, and then searching for that. This lets us early exit the ref search if we find everything we were looking for, which is REALLY powerful, and why I asked for refcount() in the first place. ### Harddel Fixes [Fixes some harddels w gulag stuff born of the 515 one way ref issues](https://github.com/tgstation/tgstation/commit/046d7daa03454fac501acb9a3960ea8306247da8) [Ensures proximity cameras clean their ref to their proximity datum if it's deleted](https://github.com/tgstation/tgstation/commit/ff607e9ccb841d253c39502211ad9442a9cd362d) [Deleting a pipe connected via the gas_machine_connector datum to a machine should also delete that machine (harddel fix)](https://github.com/tgstation/tgstation/commit/9eecca22e70b4a61ad48c04ddc9c726ef0c6713b) ## Why It's Good For The Game All this combined speeds up refsearching massively, on the order of hundreds of seconds, and makes it far less time consuming for both CI and running on live. I'll be bullying some servers semi soon, want to see what I can cut out. * Optimizes Reftracking (Bigly) (Plus harddel fixes) --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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4b6d69046c |
[MIRROR] fixes null plane debuggers for admins [MDB IGNORE] (#26114)
* fixes null plane debuggers for admins (#80939) ## About The Pull Request Yeah, why would we delete the plane debugger while the admin is active? ## Why It's Good For The Game Broken debugging tool. ## Changelog N/A * fixes null plane debuggers for admins --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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47f8ddd4b9 |
[MIRROR] Fixes the "Saw this admin message" button not working [MDB IGNORE] (#26107)
* Fixes the "Saw this admin message" button not working (#80908) ## About The Pull Request Wrong fuckin name brother (also topic doesn't automake textnums into nums) ## Why It's Good For The Game Closes #80020 ## Changelog 🆑 admin: Confirming that you have read an admin message now uh, works. it's been 2 years bros /🆑 * Fixes the "Saw this admin message" button not working --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |