* Fix shuttles being destroyed if piloted too close to where they already were (#53631)
Return on place shuttle rotating.
No more shuttle crashing on rotating. and one tile shifting.
Shuttles no more able move stationary docking ports.
Reverts #53133
Shuttle hulk fix.
fixes#47764fixes#45853
Add destroying of custom dock on shuttle_docker Destroy.
* Return on place shuttle rotating. No more shuttle crashing on rotating. and one tile shifting.
Co-authored-by: Dennok <Deneles@yandex.ru>
* Makes cameras create prox monitors only when necessary.
* typofix
* Makes proximity monitors behave properly on shuttle moves.
* Makes transit turfs work without crosslinked levels.
About The Pull Request
Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.
Explosions have been refactored to do the actual exploding in a subsystem.
Credit to goon.
Here's some videos!
Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates
Changelog
cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
* Fixes the 50% time dilation on every server by removing demos, an admin only tool that is the laggiest thing on the planet for incredibly little gain.
* appeases the linter
* demos (ported from yogstation)
rustg update + write with no format
use external hook for logging
use proper log vars
fix + clarifying comment
don't start the log
release build of rust-g
fix something caught by the lint
Update code/__DEFINES/subsystems.dm
Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>
Update code/controllers/subsystem/demo.dm
Co-Authored-By: JJRcop <jrubcop@gmail.com>
Update code/controllers/subsystem/demo.dm
Co-Authored-By: JJRcop <jrubcop@gmail.com>
moves hooks out of a dedicated file
len = 0 to Cut(), remove semicolons
untyped loop
* updated rust_g
* 513 updates
* Multi z and layer power rework
* remove some
unfinished code
* some whitespaces
Co-Authored-By: Rohesie <rohesie@gmail.com>
* better bit
Co-Authored-By: Rohesie <rohesie@gmail.com>
* better bit
Co-Authored-By: Rohesie <rohesie@gmail.com>
* up EoL
* glob rad list
* up
* more glob radial lists
* up
* up
Co-authored-by: Rohesie <rohesie@gmail.com>
🆑
tweak: Ducts can now be hidden under tiles
code: tile hiding is now an element and way cooler and sexier
/🆑
Ducts can now be hidden under tiles
Plumbing machinery connects can now be hidden aswell
Plumbing can now also be properly mapped in without breaking anything
Plumbing component now uses the normal overlay systeem instead of being a weird exception
You can now add the /datum/element/undertile element to instantly make something hidable under tiles when appropriate.
Cables now autoconnect on cardinal directions. All cable placement has been completely stripped out and replaced with simple single cable per tile logic.
Low effort demo: https://www.youtube.com/watch?v=fXp8s6ORWbA
Yes I am aware that cutting it is not dropping wire, that version was bugged.
Cables no longer need a knot specifically placed to link to power objects. The sprite is automatically changed to represent this.
The only exception to this logic is that on smes units, due to the terminal being next to the output, they will not link there.
On a technical powernet side, this is the same as old cables once actually placed. They still use the existing powernet system, just the placement and connection works differently.
Old cables have been turned into "pipe cleaners" for wire art purposes. they work just like the old ones, just missing all the powernet functionality, and also you can put them on top of the floor.
Why It's Good For The Game
How obnoxious cables were to both map and work with in game has been something that has annoyed me for a really long time now.
This is both easier for new players to learn, and easier for experienced players to work with.
Along with making in game much more intuitive and easier, it makes mapping much easier as well. Mad lad wjohn was able to rip out all the mapping conversion in one day because of how much faster it is to work with.
cl actioninja and wjohn
add: Cables have been completely reworked. Simple per tile connection logic, automatically connects to things above it. Think minecraft redstone.
add: Old cables have been kept as pipe cleaner. They are non-functional in terms of power, but otherwise have the same connection logic. Also can go on top of tiles.
remove: mech cable layer has been removed because it was terrible shitcode nobody used
tweak: (sort of balance) cable stack sized has been reduced to 15.
/cl
* Larger mining shuttle with power connection when docked with the station. Only in use on boxstation right now.
* Whoops, forgot to add the actual shuttle!
* Fixes cable connections across shuttles
* Unlocks the APC in the mining shuttle.
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
Deletes /obj/machinery/thruster.
Changes the density of the following abstract types:
- /obj/machinery/modular_computer
- /obj/machinery/mineral
- /obj/machinery/field
- /obj/machinery/particle_accelerator
- /obj/machinery/abductor
- /obj/machinery/telecomms
cl ninjanomnom
fix: Shuttles have proper baseturfs now.
fix: Mineral walls properly use their baseturfs when destroyed/drilled.
add: A new engineering goggle mode allows you to see the shuttle area you're standing in.
admin: Buildmode works a bit better with baseturfs now and can properly only remove the top layer of turfs when editing. Note that as a result the order you place turfs is important and a wall placed on space means when the wall is removed there will be space underneath.
/cl
This adds an area hook for turfs getting the PlaceOnTop proc called so shuttle areas are able to intercept it and add a special turf used for determining where the bottom of the shuttle is. I'm not too certain on this being the best way to handle it but the alternatives restrict the kind of turfs that are allowed to be on shuttles which I didn't want to do as it was part of the whole intent of the baseturf change to allow any turf type on shuttles.
The alternative to the area hook would require a tool which attaches turfs to a shuttle which is why there's a shuttle area viewing tool in this pr. I considered doing it this way first but decided it was too clunky.
In addition to other changes:
Tiled/Reinforced floors have proper baseturfs now.
A large amount of the remaining ChangeTurf calls were swapped over to various baseturf helpers so, for example, mining doesn't create a lavaland turf if somehow the mineral wall is on plating.
Escape pods, the aux base, and syndicate drop pod have been converted over to shuttle templates as well.
The error when the timid var is set incorrectly has been changed to a stack_trace.
The change turf file has been made all lowercase as per standard.
* Refactor radio message broadcasting in a major way
Broacast_Message and everywhere that uses it, including radio talk_into
and the telecomms broadcaster and allinone. Other telecomms machinery
has had dead code excised.
Functionality should be roughly the same as before, but:
- CentCom headsets are only magic when using the CentCom frequency
- Syndicate frequency speech on the station no longer double-talks
- Talking directly into an intercom or radio which also has its
microphone on no longer double-talks.
* Split signal/vocal into subspace and subspace/vocal
* Move the message server and its computer to telecomms folder
* Slightly tidy the message server and computer
* Move subspace receiver logic to a proc on signal/subspace
* Repath the message server under machinery/telecomms
* Largely get PDA messages onto subspace proper
* Actually require the server for PDA messages
* Improve signal/subspace/New() and copy()
* Improve input handling on the message server
* Fix initialization and Z checks of allinones
* Add a constructor for virtualspeaker
* Fix radiation storms initializing a bad virtualspeaker
* Fix runtimes with machines talking into radios
* Finish making the message server a real telecomms machine
* Make CTF radios independent also
* Fix window IDs of message server PDA photos
* wip
* wip2
* makes code actually compile on 511 + fixes
* versioning
* s
* adds python conversion script, schema change and removes 'force ' from item_used_for_combat
* fix to compile
* forgot to actually commit this
* Shuttle rotation refactor
* cleanup
* fixes the air leak bug
* Updates the turf decal component and cleans up some code
* transfercomponents and some list optimization
* Makes turf_decals cleanable in theory
* review cleanup
* final cleanup: decals work
* Fixed the shuttle navigation computer allowing you to move stationary docking ports
* Moved a var from stationary docking ports to mobile docking ports
* Removed a sanity check