* Adds Spaceship turfs (First iteration)
* Moves VG decals icons into turf/decals
* GPS Computer
Literally the survival pod one re-textured to work with any wall. Good for ruins
* Fluff/machinery
just read the fluff file ffs
* Hardspace Maps
yes they're based on HS:SB. They turned out well ok
* these arent even complete but im commiting
* hbg
* New sound for AI node, wall fixes
* pre-loaded tape go brrrr
poggers
* tweaks ai node values + ghostship loot
hh
* remove two unused files, move salvagepost ID
* craftable spaceship walls (hopefully) and le cool pre-recorded tape
* properly makes spaceshipshiz craftable/placeable
* adds totally-cool sprites for the spaceship stacks :)
they arent codersprites i worked hard on them :)
* salvagepost loot and anchoring
* adds juicy ai node sprite
thamk u hay, sorry i couldnt use the big icon im not good coder :(
* replace on-turf lattices with the decal version
* oops adds the gps computer to the generic spaceruin signal
* Modifies right click logic so that it is not the same priority as modifier keys. (#59656)
Strips out the existing right click code - Due to the myriad of ways right clicking has been implemented, dedicated signals and procs for right clicking without modifiers are fundamentally incompatible with our system of primary and secondary attacks.
Adds additional signals to attacking code. These signals allow atoms to cancel the attack chain early on secondary attacks, or override the standard procs and not send signals to prevent any undesired behaviour from signal handlers.
Items that used RightClick procs have been converted to attack_hand_secondary.
The slaughter demon, having its own set of snowflake code as poor OOP principles have been applied in UnarmedAttack() procs with lacking calls to parent procs and arbitrary redefinition of behaviour, checks for a right click in its own UnarmedAttack() and performs a bodyslam off that.
Storage components now hijack the secondary attackby stage via signals to handle their opening and closing shortcuts on right click. When you right click a storage component equipped item with an object in your active hand, the object has an opportunity to perform its logic in pre secondary attack code and cancel the attack chain. If it does not cancel the attack chain in pre-attack, then the storage component takes over for attackby and, if possible, opens the relevant inventory and ends the attack chain.
The forensic scanner is a proof-of-concept of this working in action. With its scan logic moved from afterattack code to pre attack code for right clicking, right clicking with the scanner will now perform a scan where previously one was impossible. Left clicking still does what it always does - Scans at the very end of the attack chain.
The logic still isn't perfect - For example, you still can't attack containers in melee even in combat mode (you'll either open them or put your weapon into them regardless of which option you choose) - But this is a better setup overall which allows for items to at least override this behaviour in pre-attack if needed.
* Modifies right click logic so that it is not the same priority as modifier keys.
* a
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Makes turfs persist their signals, uses this to optimize connect_loc (#59608)
* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
* Makes turfs persist their signals, uses this to optimize connect_loc
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Adds Neon Carpet (#59140)
Adds a couple varieties of neon carpet.
Makes decals care about their plane in addition to their layer.
* 0
* A
* a
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Convert wrapping paper sprites to GAGS (#59374)
Wrapping paper has been put through GAGS. You can set the base color and ribbon color with right click, then apply it to a package.
Co-authored-by: coiax <yellowbounder@ gmail.com>
* Wrapping Paper GAGS
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
* Catwalks are now above cables and piping.
* Revert map changes
* Revert oldstation change
* merge type
* Reimplements the cable check, but for space tiles only
* Fixes connect_loc related hard dels (#58945)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Fixes connect_loc related hard dels
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* The Tilening v1 (#58932)
About The Pull Request
Ports smooth tiles from TGMC and textured tiles(with color tweaks) from Skyrat, TauCeti, and Eris. I was sent the sprites on discord and told it was from Skyrat, but the PR credits TauCeti AND Eris so im just going to credit all 3 thanks other servers :) Shoutout to @ Imaginos16 for all the help you rock.
Details: Resprites the grey, dark, and white tiles. Adds textured version of grey, dark, and white tiles with variations. Adds smooth tiles. New tiles added to reskinning with rotational support. Sprite changes to yellowsiding, plastic, materialfloor, plaque, reacharge_floor, sepia, chapel, and pinkblack to match the new base tiles. Small consistency adjustments on wood_tile and its broken states. Removes 2 unused dirt floor tiles. Reorganized icons\turf\floors.dmi. Sprite adjustments to various icons in icons\obj\tiles.dmi to match the updated sprites. Consistency resprites for glass_wire and tile_e. Small decal tweaks to fit the new base tiles.
dreamseeker_z7J61czzMG
Normal, Dark, White, Smooth + textured and size variations.
Some areas on Meta
Example of texture tile usage. NO mapping changes in this PR, thats for @ EOBGames to do ;)
Why It's Good For The Game
60 shades of grey yee yee ass old floor sprite days are over.
Changelog
🆑 Twaticus, Imaginos16
imageadd: Resprites (almost) all base floor tiles.
imageadd: Ports smooth tiles & textured versions of grey, black, and white tiles.
imageadd: Dance floor item icons are no longer massive.
/🆑
* The Tilening v1
* Update floors.dmi
Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc
* WHEW THAT WAS EASY
* Update ammo.dm
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* fixes stuff made with bronze sheets deconstructing into tiles or not being able to make bronze golems (#58708)
* fixes poopy bronze tiles sstuff
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Converts the atmos senstive component over to connect_loc (#58266)
* Makes all uses of atmos_senstive pass in mapload as context
* Converts atmos senstive to connect_loc, does some general cleanup to the element, and makes it check the state of the tile the thing is on assuming creation didn't happen as a part of map loading
* Updates connect loc to match the new arg list
* Converts the atmos senstive component over to connect_loc
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* New carpets & wood, version 2 (#58797)
maxymax13, /vg/station, Citadel Station
I really wanted #58190 (A port of cit tiles, fucking ahewhads) but then nobody gave it mergies so i've redone it except not stale, not merge conflict'd and not using stack crafting instead of tile floofing!
I fully replaced the fugly diagonal one with my own nicer parquet one, adjusted red carpet to be less noisy, and made a damaged state.
Much more customization for wood flooring enjoyers, and it's obtainable ingame, in an out-of-the-way method! Think of the bar remodels you could do with this and some cans of paint! Now all we need is to make the vinyl siding and wood panel siding decals place-able...
3 new variations for wooden tiles are available (large, parquet, and tiled), the same way you color titanium tiles! Remember, use a screwdriver and not a crowbar!
A new red planetary pattern design is available for arcade carpet!
* New carpets & wood, version 2
Co-authored-by: Kokonut <38844529+maxymax13@users.noreply.github.com>
* Adds a new obj_flag that prevents building on objects that shouldn't be built on. (#58719)
Adds a new obj_flag that prevents building on objects that shouldn't be built on.
Adds it to the stasis bed and the sleeper, as well as some machines that become undense when the doors opens (nanite chambers, DNA scanners, suit storage unit, and gulag teleporter).
If I forgot any feel free to lmk.
Fixes#58528 (Operating table + stasis bed memes)
Some objects/machines that aren't dense (or become undense in certain states) shouldn't be able to be built upon, so this flag allows for specifying that you can't build on it.
* Adds a new obj_flag that prevents building on objects that shouldn't be built on.
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
* toggleable eyepatch side
the day we've been waiting for.,
* HAHAHAHHA WHOOPS
I FORGOT A CHECK TO MAKE SURE THAT ALL EYEWEAR SPRITES DIDNT TRY TO ADD _R TO THE END
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#57263)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Updates the stackcrafting description and normal description of the daemon forge (#57126)
* Updates the stackcrafting description and normal description of the daemon forge
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>