## About The Pull Request
At a glance this list may confuse people, so it should have
documentation.
It contains area typepaths, not area instances.
Some things got this wrong, fixed those.
Perhaps this list can be changed to be associated `[type] to [area
instance]` - though that brings in some redundancies when it comes to
`areas_by_type`.
Fixes#73298
## Changelog
🆑 Melbert
fix: False alarm radiation leaks should be less obvious
fix: Fixes some traitor objectives from dropping in blacklisted areas,
like security.
/🆑
## About The Pull Request
config validation didn't actually throw on invalid configs, thus CI
never caught breaking changes
## Why It's Good For The Game
config should work
## About The Pull Request
We've got a few space related things that are busted, and shuttle
movement is slow.
I'd like to try to improve these things, if just a bit.
Long list of only tenuously related topics. Sorry for the shotgun blast
#### [Fixes lazyloaded stuff having bad
space](d4de176a63)
We need to handle area transferring in maploading code under niche
cases, and we also need to actually init reservation spaces we create.
It's also redundant and potentially dupe creating to do area lighting
handling in changeturf, because it gets touched in turf init anyway. Old
me is stupid.
#### [Adds some doc comments, yeets
ssmappping/transit](269717145d)
We had a reserved space for just shuttles to use, except it wasn't for
just shuttles.
So in theory if the space got clogged with other shit, the shuttles
could have nowhere to actually use.
It's better to just have the two groups share real estate. More sane
### The "Starlight is Slow" Block
#### [Starlight optimization part one (don't check config for each
individual turf you check for
activity)](7312a314be)
#### [Starlight optimization part two (infer
context)](be94c422ed)
Starlight was causing each space turf to cause itself and its neighbor
to constantly recheck if they had starlight off changeturf.
The exact same effect can be had by taking advantage of some
pre-existing information, namely if the space turf is gaining or losing
a source of starlight.
Essentially, instead of telling a turf to check all adjacent turfs to
see if it's got starlight, we tell the turf if WE are a source of
starlight, or if we might be taking something away from it.
There's a bit of wasted cpu here but not much, if it's worth doing a
register signal pattern for clearing depends on the case we're working
with.
Being intelligent about this makes things much faster, something in the
neighborhood of 4 to 3 fold.
I've also made openspace's starlight work better, cause the old pattern
was a bit silly.
### Changeturf is Annoying (Microops)
#### [Micro ops changeturf and turf deletion a
bit](386b3ab7fc)
Don't do work if the thing you're working on doesn't exist, don't check
every adjacent turf for firelocks on turf change (just have thefirelocks
manage that), don't check all atoms on the turf for decals on turf
change, similar.
Also moves visibility changes from camera code into changeturf, to avoid
unneeded work.
Needs some extra work to optimize the guts for this path but I can do
that!
#### [Micros camera vis
changes](ebab69e9ea)
We should only update vis when our opacity changes.
In addition, we don't need all the camera handling fluff if we only want
to update our turf's static groups.
Also micros a camera net helper to be less crap for non multiz maps
#### [Micros some open space atmos cases, alongside avoiding a for(null)
in opacity
handling](72ae07ba1d)
#### [Ensures space_lit tiles never accidentially inherit lighting
objects](a99ff2265a)
S dumb, and leads to space turfs having two sources of lighting, which
looks wrong.
This was invisible when their lighting was fullbright, but it sucks now.
### Misc Stuff
#### [Cleans up stat tracking a bit to avoid
collisions](40fb8f21e2)
#### [Cleans up a turf helper to not be
stupid](bf4ee67100)
WHY ARE YOU USING THE RANGED TURF HELPER IF YOU GO ONE TILE
#### [Moves transit turf signal cleanup to destroy, I named this proc
wrong](c85c2cfc86)
I'm sorry @Time-Green
#### [Adds better transit caching to
shuttles](35e85334c4)
Adds a max reserved transit size to the shuttle subsystem, to keep
things in bounds.
In addition, adds a soft cap under which existing transit space will get
hold onto, to make repeated non escape/arrive shuttle movements faster
Hopefully this makes common shuttle moves less bad.
## Why It's Good For The Game
Speed
## About The Pull Request
While I was trying to improve changeling meteor spawning on Icebox I
noticed that several other meteor-like events don't seem to be blocked
on Icebox either even though they don't do anything.
I added a new capability to events which can prevent them being loaded
under certain map conditions (specifically: whether the map is in space
or not). Currently there's no events which _only_ run on a planet but,
now someone could add one I guess?
Now all of the events which spawn meteors are filtered out on icebox and
you can't absent-mindedly try to trigger them.

Also a couple of dynamic options had this applied too, chiefly ones
which expect you to be able to fly a space ship to the space station.
## Why It's Good For The Game
These events shouldn't run on Icebox (or soon, Chilled) because they
don't do anything there.
AFAICT Meteors were getting as far as trying to spawn, then would retry
trying to find space tiles which didn't exist until they failed 10
times, then give up. Once per every meteor it tried to spawn. Gross.
## Changelog
🆑
fix: Meteors can't be triggered automatically or manually on Icebox,
where they do nothing.
fix: Hacking a comms console as a traitor won't try to summon meteors or
pirates to Icebox, where they do nothing.
/🆑
## About The Pull Request
Station traits can't roll twice in the same round.
They currently have blacklist for traits that can't roll together, this
makes them not roll with themselves too.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/61873
Station traits are not made with rolling twice in the same round in
mind, and is just a waste of trait points, or will just be annoying
(like in the issue report's case)
## Changelog
🆑
fix: There will no longer have 2 of the same station trait roll twice in
the same round.
/🆑
## About The Pull Request
Damn that's a long title.
Admin Verbs can be used in the verb bar with hyphens instead of spaces
again.
## Why It's Good For The Game
Admin muscle memory
## Changelog
## About The Pull Request
This PR makes some changes to how JPS is used in movement loops, as it
was causing a variety of issues:
- Fixed some code where JPS would fail because the path is still being
made. Instead, the movement loop will now wait.
- Reduced the subsystem wait for the pathfinder subsystem from 2 seconds
to 0.1 seconds. @LemonInTheDark told me that this is better, I'll update
this with a better explanation once I squeeze it out of him :D
- Allows you to provide an initial path to the movement loop, in case
you pre-calculated one while making a plan.
## Why It's Good For The Game
Makes working with JPS a bit easier when making AI.
---------
Co-authored-by: Capybara <Capybara@CapybaraMailingServices.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Once the holodeck is activated the floors become un-removable thus
rendering smugglers satchels in-accessible, I'm pretty sure its
unintended to place smugglers satchels on the holodeck as the turfs it
uses don't allow for any player interaction.
I also got rid of some single letter variables.
## Why It's Good For The Game
Placing things that are intended to be accessed in inaccessible
locations seemed like an oversight to me.
## Changelog
🆑
fix: Smugglers satchels will no longer spawn inside the holodeck.
/🆑
<!-- 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
Adds support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them
#### Adds render steps
An expansion on render_target based emissive blockers.
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely
Fixes shuttles deleting z holder objects
#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color
This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight
This requires a bit of extra work, see later
This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)
The emissive blocking floor stuff requires making a second render plate
to prevent double scaling
Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon
#### Makes things in space blue
We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright
This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee
#### Makes glass above space glow, and some other stuff
Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.
Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.
#### Modifies partial space showing to support glow
Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.
We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.
#### Makes appearance realization's list output ordered
I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that
## Why It's Good For The Game
Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more
<details>
<summary>
Old
</summary>



</details>
<details>
<summary>
New
</summary>



</details>
## Changelog
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and it's effects on PRs in the tgstation guides for contributors. Please
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🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑
<!-- 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
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<!-- You can use multiple of the same prefix (they're only used for the
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---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
Adds automatic cordoning to block reservations.
Also fixes an issue where ChangeTurf would cause SSicon_smoothing to
throw runtimes by calling QUEUE_SMOOTH regardless of initialization
completion
## Why It's Good For The Game
## Changelog
---------
Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
If the ticklag setting has a non-integer reciprocal, like 0.4, timers
will be inserted into the past because the fractional component gets
rounded down. This is bad.
Change originally made on a Bay codebase but it should work here too.
Probably no real impact on mainline TG servers because the commonly-used
ticklags like 0.2, 0.25, 0.33333, 0.5, etc. have integer reciprocals, so
dividing by them always just multiplies by an integer.
## Why It's Good For The Game
Inserting timers into a bucket in the past (behind the
`practical_offset`) causes a warning/unexpected behavior and should
probably be avoided; the best fix I can think of for it is just rounding
up so that it's placed in the closest *future* bucket.
## About The Pull Request
This basically does what we do for roundstart announcements, but for
round end.
With a delay between a round ending, the server rebooting, and a new
round starting, sometimes it feels like players would be more likely to
catch a roundstart when they know the previous game has just ended, and
not a few moments before the next one starts.
## Why It's Good For The Game
This idea was suggested to me several times by many people who don't
have good connections to servers and keep missing roundstart because
they just aren't given enough time to get on SS13.
I also included Round ID in this, so people who know what time they've
played a round can also now easily see which round it was, if they
wanted to go back to look at the logs for any reason they have.
## Changelog
🆑
config: There's now a config-optional announcer for a round ending.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
I have attempted or otherwise started this project at least 4 times. I
am sick of it being on my calendar. The code needs it. I need it.
- This makes crew records a proper datum rather than assigning
properties record.fields.
- General, medical, and security records are merged.
- Did some slight refactoring here and there for things that looked
obvious.
- Wanted states are now defined (and you can suspect someone through
sechud)
- pAI (unrelated but annoying) had some poorly named exported types that
i made more specific
- Job icons are moved back to the JS side (I wanted to get icons for
initial rank without passing trim)
<details>
<summary>previews</summary>
Editable fields & security console

Medical records

Look and feel of the more current version

</details>
## Why It's Good For The Game
TGUI'd some of the worst UIs in the game.
Creating new records is made much simpler.
Manifest_inject is made readable.
Probably bug fixes
## Changelog
🆑
refactor: Crew records have been refactored.
refactor: Medical records -> TGUI
refactor: Security records -> TGUI
refactor: Warrants console -> TGUI
qol: Players are now alerted when their fines are paid off.
qol: Cleaned up sec hud examination text.
qol: Adding and deleting crimes is easier.
qol: Writing crimes in the console sets players to arrest.
qol: You can now mark someone as a suspect through sec hud.
/🆑
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
1. automatically adds access requirement to description of every supply
crate
2. also adds access_view to the automatic system, which previously was
not visible
## Why It's Good For The Game
1. better code
2. now you can see what access you need to privately purchase a crate
from the supply console.
## Changelog
🆑
code: The access requirements at the end of supply crate descriptions
are now automatically generated
fix: Supply console now tells you what access each crate needs to be
privately purchased
/🆑
So the core issue here is antag datums are also created during
preference spritesheet generation and when first opening admin panels.
This could happen before mapping subsystem initialized and is ready for
lazy loading. If this didn't actually lock the whole ss initialization
it would also mean they are always loaded. I'll leave finding proper
early load points for someone else if they're are necessary but New
isn't it.
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing
Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Research point generation is now done on all techwebs that have
``should_generate_points`` set to TRUE, which by default is only the
Science techweb.
I also entirely replaced the old 'servers' and 'master_servers' lists on
SSresearch with the individual 'techweb_servers' (that already existed
prior to this PR, the title is a little misleading) which are all stored
on the individual techwebs, so we no longer store these in 2-3 different
lists. Funnily enough, master server's list was unused as their behavior
was refactored a good while ago.
Sabotaging a master server now only affects the techweb the master
server is connected to, rather than cut everyone's by half
I also removed ``calculate_server_coefficient`` instead of reworked it
to work with techweb servers, because it was entirely unused.
## Why It's Good For The Game
Better consistency for several techwebs, as sabotaging one techweb won't
sabotage all of them.
This was also at the request of one of our contributors who wanted to
make use of this system but didn't know that non-science techwebs didn't
generate points, so here you go.
## Changelog
🆑
fix: If there are several techwebs, sabotaging the master server of one
of them will no longer cut research point generation of the rest.
/🆑
## About The Pull Request
We do two major things here.
First, instead of having every turf need to ask all the turfs in "front"
of it for its blast resistance, we have blast resistance carry back in a
cache, so they only need to ask the one directly in front of them.
Much faster, such wow
The other thing we do is totally remove the idea of "building" a turf's
explosion resistance. Instead, a turf's full resistance is stored on it
at all times.
We use an element to manage objects that want to block explosives, and
that's it simple as.
As an optimization, turfs handle block differently, using a system where
we imply that a turf's own block is just the initial of their
explosive_resistance, unless proven otherwise
This also saves a significant amount of time
To be honest with you, I did this mostly cause I wanted to well make
explosions faster
This doesn't really fufil that. They are faster, but not by much
The bulk of explosion cost comes from actually exploding things, rather
then figuring out what/how to delete.
This code is much faster for larger blastwave sizes, because calculating
protection is constant.
We save maybe 60% of propogate_blastwave, but unfortunately
propogate_blastwave for one maxcap on the top left of icebox's chapel is
only 28ms, so while 11ms is good, it's not everything I could want when
the cost of explosion/fire is 555ms.
I'm happy about it still tho, because doing things like this means I can
expand on how explosive blocking works without needing to make things
seriously expensive in here.
Also it's faster for meme admin explosions and mega burgers
## Why It's Good For The Game
Speeds up explosives slightly, opens the door to better blast resistance
projection
## About The Pull Request
Initialization is significantly slowed down by the presence of clients,
though when testing features, you need to join the server. I've been
told that some devs (particularly Mothblocks) are alt-tabbed out of
Dream Daemon while doing dev work, meaning that they are liable to miss
initializations completing, causing an effective slowdown in the dev
cycle. Mothblocks said it would be nice if there was a way to produce a
desktop notification when initialization completes.
I originally intended to add a function to rust_g that would produce a
Windows toast notification with a button allowing you to immediately
launch Dream Seeker. However, I couldn't find a reliable way to detect
if the OS version was Windows 7 or earlier, so running this function on
such an OS would cause a rust panic (which I was told is only a problem
because MSO probably still uses Windows 7).
Fortunately, PowerShell scripts can access the necessary .NET APIs to
produce toast notifications on Windows 10, while also failing more
gracefully than crashing the host process. So I recreated the
functionality I intended in PowerShell.
Toast notifications will only be sent on Windows, if the
TOAST_NOTIFICATION_ON_INIT config flag is enabled, AND there are no
clients on the server.
**Note for downstreams:** If you want the toast notification to have
your downstream's icon, copy it, scale the copy down to 16x16, and
either rename it "tg_16.png" or change that path in the call to
`world.shelleo` to the name of the new file.
Video Demo:
https://user-images.githubusercontent.com/12720844/210492033-963923d7-a1de-4326-9c9f-4f0c0b71d1a5.mp4
## Why It's Good For The Game
This isn't really a line item in the Dev Cycles Initiative, but even if
Mothblocks was exaggerating the benefits, it would still be a
significant speedup in the dev cycles.
## Changelog
No player-facing changes.
# Requires https://github.com/tgstation/tgstation/pull/72320
## About The Pull Request
https://user-images.githubusercontent.com/35135081/209700892-e54be6cf-d18c-4d12-acd1-e5eb46e9d82d.mp4https://user-images.githubusercontent.com/35135081/209700911-751b8a0e-d770-49fa-a6eb-ce50aa0fa670.mp4
---
Adds a system for tutorials that:
- Are contextually given
- Are not given again after completion
- Can optionally not trigger for anyone who first played before a
certain date
Uses this system for a tutorial for switching hands/dropping items. This
tutorial is triggered when you try to click on an item with another
item, and `afterattack` return FALSE. In order for this to work as
smoothly as possible, I'm going to open a separate PR that cleans up the
`afterattack` on everything to either return TRUE/FALSE.
## Why It's Good For The Game
SS13 is an extremely confusing game, being able to do tutorials in a
non-intrusive way (like a separate tutorial mode) is nice.
The system in place is going to be perfectly usable for introducing
mechanics to both fresh players and experienced players alike (such as
for future content).
## Changelog
🆑
qol: New players will now get a contextual tutorial for how to switch
hands and drop items.
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
Test Card Distribution debug verb has been altered slightly to prevent
runtimes. Backing out of any one of the menus would send null as an
argument, and cause a runtime.
The Validate Cards verb now returns a message if no errors are found. I
kept mistakenly clicking this verb thinking it was the Cardpack
Distribution one, and would get confused whenever nothing happened. Now
it returns a message!
Also converts some of the stuff I touch into snake case because pretty
code is nice.
## Why It's Good For The Game
Closes#66987. Feedback for the random debug buttons I accidentally
click is good.
## Changelog
🆑 Rhials
fix: backing out of the Test Card Packs debug menu will no longer cause
a runtime
fix: Validate Cards debug verb now gives feedback if no errors are
detected.
/🆑
You can no longer instantly build carving blocks/airlocks
Added replaced a few 1's with true's
## Why It's Good For The Game
SO YOU DONT PLOP DOWN 20 STRUCTURES WHILE A OFFICER IS CHASING YOU
FORTNITE STYLE
## Changelog
🆑 Improvedname
fix: fixes being able to instantly build carving blocks/mineral doors
/🆑
## About The Pull Request
So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!
Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.
But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.
It also made it much harder to organize new memories keep it clean for
stuff like downstreams.
So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.
Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.
This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.
To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.
## Why It's Good For The Game
Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?
## Changelog
🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑
You can move around shuttles during transport now! Instead of them
teleporting you instantly into deepspace, you can move around somewhat
depending on your space-mobility and grip-strength.

**Please watch the demonstration aswell, it should answer most
questions:**
https://www.youtube.com/watch?v=Os77qDOVSXE
Interactions:
- Being within armsreach of a wall or solid object means you 'cling',
where the shuttle pull is very weak and you can basically run around the
shutt;e (but dont fuck up or you're gone)
- Being in range of nothing gives you a very heavy pull, you can barely
resist if you have a decent jetpack
- Objects are instantly power-yeeted
- Being pulled or riding something excempts you from hyperspace pull
- Touching a space tile while being on hyperspace dumps you in
deepspace, you either go back to the shuttle or enjoy deepspace
- On shuttle hyperspace tiles are a lot less dangerous, and will instead
launch and freeze you instead of teleporting you into deepspace
- In-case it wasn't obvious, you can rest outside the shuttle as long as
something is blocking your path. I think it's funny but I might nerf it
🆑
add: You can now fly around the shuttle during transit! Woohoo! You can
either cling to the side or grab a jetpack and try and keep up with the
shuttle! Carps can move around freely in hyperspace
qol: Increased shuttle hyperspace size from 8 tiles to 16
/🆑
- [x] Find a way to detect when a shuttle arrives and do something with
the shit left in hyperspace
Things I will do in another PR:
- Engines spit fire and hurt (almost finished but I want to keep this
small)
- Random shuttle events. You might run into dust meteors or migrating
carps OR A CHANGELING INFILTRATOR
- Hyperspace turfs on the shuttle pull you under the shuttle
### Why it's good for the game
It's so much more immersive than being instantly teleported into
deepspace. It gives you a chance to recover if you get spaced or for
daredevils to look cool
It's also just very cool idk
Keeps gc_destroyed from getting updated on every step thru the gc queue.
Fixes logic that assumed gc_destroyed is the time the object first
qdel'ed. it used to get updated on each stage of the garbage controller
and there are 3 stages.
Added list index defines for the inner gc item list.
## About The Pull Request
The mc now keeps track of how many times a subsystem has slept in fire()
## Why It's Good For The Game
The mc now keeps track of how many times a subsystem has slept in fire()
## Changelog
The mc now keeps track of how many times a subsystem has slept in fire()
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Title
## About The Pull Request
Ensures that we load templates for a ruleset before we attempt to place
or cache characters for that ruleset
Also makes wizard and abductor async load their template to improve
(apparent) loading times for them
## Why It's Good For The Game
This is the only thing left that I can think of that would cause antags
like nukies and abductors to spawn in wrong
## Changelog
This should not be player facing
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
throwing checks for dense obstacles on every tick of its path. a buckled
mob is a dense obstacle, so it canceled throws! it no longer does that
## Why It's Good For The Game
this will be useful in the future (and for admins throwing people
buckled on the shuttle into space)
## Changelog
🆑
fix: throwing no longer gets canceled if theres a mob buckled to the
thrown thing
/🆑
## About The Pull Request
Adds `EXPERIMENT_515_QDEL_HARD_REFERENCE`, which will queue to the GC
subsystem using hard references rather than `\ref`. This is only
possible in 515 because of the new `refcount` proc. `\ref` is very very
slow and has some nasty knock on effects, so removing its usages where
possible is good.
This is an explicit opt in define because I want to give us the ability
to test 515 on live while only testing 515 itself, not our experimental
changes. We have a few more of these we want to do so I made a separate
file for them. They're auto-defined in unit tests so we see them with
the alternate test runner. In a perfect world we'd test both on and off,
but eh.
Closes https://github.com/tgstation/dev-cycles-initiative/issues/10
## About The Pull Request
Wow we're finally here. This turns carp into Basic Mobs instead of
Simple Animals.
They use a variety of behaviours added in previous PRs to act in a
marginally more interesting way than they used to.
But don't worry there's still 2 or 3 PRs to follow this one until I'm
done with space fish.
Changes in this PR:
Carp will try to run away if they get below 50% health, to make use of
their "regenerate if not attacked" component.
Magicarp have different targetting behaviour for spells depending on
their spell;
- Ressurecting Carp will try to ressurect allied mobs.
- Animating Carp will try to animate nearby objects.
- Door-creating Carp will try to turn nearby walls into doors.
You can order Magicarp to cast their spell on something if you happen to
manage to tame one.
The eating element now has support for "getting hurt" when you eat
something. Carp eating can rings and hating it was too soulful not to
continue supporting.
## Why It's Good For The Game
Carp are iconic beasts and I think they should be more interesting.
Also we just want to turn mobs into basic mobs anyway.
## Changelog
🆑
add: Carp will now run away if their health gets low, meaning they may
have a chance to regenerate.
add: Lia will now fight back if attacked instead of letting herself get
killed, watch out!
balance: Magicarp will now aim their spells more intelligently.
add: Tame Magicarp can be ordered to use their spells on things.
refactor: Carp are now "Basic Mobs" instead of "Simple Mobs"
fix: Dehydrated carp no longer give you a bad feeling when they're your
friend and a good feeling when they're going to attack you.
balance: Tamed carp are now friendly only to their tamer rather than
their whole faction, which should make dehydrated carp more active.
Order them to stay or follow you if you want them to behave around your
friends.
/🆑
## About The Pull Request
Reopen of https://github.com/tgstation/tgstation/pull/67857 as it became
stale and autoclosed.
Z levels are 255 by 255 tiles, but only 235 by 235 area is accessible
because the 10-tile margins are reserved for smooth transition between
space levels (essentially no-go area)
The levels were loaded with x and y offsets set as 1, regardless of the
level bounds.
So when you load a custom DMM or just a map that is smaller than 255x255
and doesn't take into account these smooth transition margins, its
western and southern part was cut.
This PR makes it so that stations and custom maps are always placed in
the center of the z-level.
This has no effect of the 255 by 255 maps, but smaller maps, like
runtime station or custom ruins loaded as stations, will not require to
have the smooth transition margin tiles reserved in DMM. And they will
not end up having parts in the inaccessible area.
This inaccessible area is highlighted on the screenshots below.
### Before:
<img width="816" alt="before"
src="https://user-images.githubusercontent.com/3625094/206308672-9f97fe50-74bc-440f-b29a-605d3777103a.PNG">
### After:
<img width="816" alt="after"
src="https://user-images.githubusercontent.com/3625094/206308725-4b1fb3db-b72e-4187-833b-4dfda777d1e4.PNG">
## Why It's Good For The Game
You can now properly load any space ruin as a custom map without it
being fucked up by map cropping.
## Changelog
🆑
fix: The maps are now placed in the center of Z level to avoid having
parts getting into the inaccessible area
/🆑
## About The Pull Request
Updated crafting menu, adding a lot of new functions and recipes that
were not in the crafting menu before.
<img alt="cult"
src="https://user-images.githubusercontent.com/3625094/206009533-aec3a1dd-cbe5-45eb-8515-1b75fabb65c5.PNG">
<img alt="nH77dLyyGx"
src="https://user-images.githubusercontent.com/3625094/206009786-b6706f70-0599-40bf-b051-8f499de43abd.png">

https://user-images.githubusercontent.com/3625094/206009841-738e4a03-0660-45b7-8d83-15eeb6501967.mp4
## Why It's Good For The Game
It is easier to use, and it has a lot of recipes that were spread
throughout the game, some of which weren't even on the wiki.
Crafting and cooking now count about 1200 recipes in total, including
conditionally available ones.
## Changelog
🆑
qol: Rewrote the crafting/cooking menu UI
qol: Split crafting and cooking menus in two different menus
qol: Crafting is no longer blocking the entire UI, only the "Make"
buttons are disabled
qol: Added stack crafting recipes to the crafting menu
qol: Added cooking recipes that were absent in the crafting menu before
(tool recipes, machine recipes, reactions)
qol: Added option to search recipes by title
qol: Added option to filter recipes by required materials/ingredients
qol: Added food types to the cooking menu, highlighting diet of your
species (liked, disliked foods)
qol: Added total nutrition value of the result to the cooking menu
qol: Added option to filter cooking recipes by the food type of the
resulting food
qol: Added "Can make" category that lists all currently craftable
recipes throughout all categories
refactor: changed categories and reshuffled some items in them
code: Reagents now have default container to get an icon from the
reagent datum
code: Objects now have `desc_controls` var for OOC information about
mouse controls that are visible on examine, but not in the description
fix: Fixed alignment on many food icons
fix: Fixed missing icon for beef stroganoff
/🆑
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
## About The Pull Request
Closes#72141
Roundstart humans weren't in control of their mob by the time
`AssignQuirks` was called.
The call chain for roundstart goes `create_characters` ->
`equip_characters` -> `AssignQuirks` -> `transfer_characters`.
For latejoin, `create_character` -> `transfer_character` ->
`AssignQuirks`.
I could simply move around the call chain, but that feels much more
fragile and more liable to cause other issues to me. So instead, I
simply allowed add quirk to be passed a client, so that a client's
quirks can be applied to a mob they are not currently inhabiting.
In doing this, it became possible to show visual quirks on the prefs
dummy, like nearsighted glasses and heterochromia. So I put in a little
work to accomplish that as well.

Along side, some refactoring and documentation for quirk datums.
## Why It's Good For The Game
People get what they expect on roundstart.
## Changelog
🆑 Melbert
qol: The preview dummy in the preferences menu now shows some visual
quirks, like Heterochromia or nearsighted.
fix: Fixed some quirks which read a preference roundstart not applying
the preference.
refactor: Refactored some bits of quirk datums and the quirk application
process.
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
We compare the current_cycle var against time using <= But current_cycle
defaults to 0, so when we compare with a 0, it breaks
Let's just start with -1 yeah?
Fixes#72170
This is an old bug, I got bullied about it and then just... forgot
because my head is empty. Fixed now.
## About The Pull Request
Neutral pride pin quirk added. Pride pins can be infinitely reskinned
now. Changes "sexuality" to "pride" in description of pin.
## Why It's Good For The Game
Pride pins are cute and having to buy them every round is a chore. Pride
pins are purely cosmetic and have no reason to be locked into only being
reskinned once.
## Changelog
🆑
add: Pride pin quirk! Start the shift off with a pride pin in-hand.
qol: Pride pins can be infinitely reskinned now.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Removes the nukie base and wizard den from the base centcom map. They
are instead now lazy loaded as required.
To make a new lazy load template is fairly simple, make a map, allocate
an area for it, and place a marker at the bottom left corner of that
area. I have it check an area to ensure that if someone makes the map
larger than expected but doesn't account for the template allocation it
doesn't overwrite stuff without warning
[Replaces some improper CHECK_TICKs with
MAPLOADING_CHECK_TICKs](c7fbca9148)
Atom init has already been tripped by the time we get to this portion of
the loading, so if we don't use the right check tick, we will
potentially block unrelated init attempts. This is bad. (Lemon edit, I
want this in the commit desc)
## Why It's Good For The Game
Cuts down on init times.
Closes https://github.com/tgstation/dev-cycles-initiative/issues/17
## Changelog
🆑
admin: New mapping verb to load lazy templates as needed. In your admin
tab under the Mapping category.
/🆑
this isnt technically player visible, so not sure it needs a changelog
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
status panel for carbons and humans instead of hardcoding stuff, uses
signals (borg material storage too)
removes combat mode indicator in status tab from xenomorphs which have a
button for it, but adds it to simplemobs, since they dont have a visual
indicator
adds status tab stuff to basic mobs, i think they were missing
everything by accident
offsets unique status tab stuff for all mobs by a single line
the delay between updates is a third of what it was before, mainly to
make shuttle timers more accurate (approved by kyler)
## Why It's Good For The Game
much cleaner code, makes future implementations easy
## Changelog
🆑
qol: you can see your combat mode status as a simple or basic mob, and
you can see your health as a basic mob
qol: status panel updates three times as fast
/🆑
## About The Pull Request
When runlevels change mid work, subsystems running behind have their
next_fire updated.
It's offset by a sum of random numbers, so things don't bunch up,
especially KEEPTIME SSs
The trouble is we have so many subsystems that get added at roundstart
that this offset gets LARGE, like 10 seconds on average.
So instead of randomly offsetting, why not "fill" a set of time slots?
Only 1 keeptime subsystem a tick, and 4 others. Then we just fill up
those buckets and get to it (also don't offset things that are already
processing)
I've talked to mso a bit about this. What he reccomended was sampling a
random time withing a 2 second window.
I'm not totally sure why, kinda waiting for him to tell me off, if he
does I'll fix things up.
This pattern takes the max possible delay from 16 (76 * 5 / 20)) seconds
to 0.7 (56 / 4 / 20)
It obviously scales with subsystem count, but I like this scaling a bit
better
I've applied the same pattern to the offsetting we do at the start of
Loop(), for ticker subsystems. I am less confident in this, it does take
last fire times from at worst 3.75 seconds (15 * 5 / 20) to a static
0.75 (15 / 20)
As stated I'm less sure of this, hoping to get mso'd so I can clean
things up
## Why It's Good For The Game
Makes roundstart snappier
## Changelog
🆑
code: Roundstart "starting" should be much snappier now
/🆑
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Focusing a test through TEST_FOCUS allows you to only run that one test.
It's very useful for developing. However, we have a bunch of offloaded
tests in `#ifdef UNIT_TESTS` that would not be focused. This changes it
so that those tests will now only run if either no test is focused, or
if their specific "focus only" test is focused.
This is done through a `PERFORM_ALL_TESTS` macro that replaces the
`#ifdef UNIT_TESTS`. This is completely free because `if (FALSE)`
constant folds.
Hide whitespace mode recommended.
## About The Pull Request
theres an issue with SSinput calculating the average_click_delay that
made it skip queuing clicks much faster than it should have. now it
should work. also moves everything to deciseconds for consistency
(except for the statpanel display, which changes it to per second). also
i increased the click delay threshold to 1 tick in deciseconds because
really we should only be refusing to queue if SSinput is being skipped
for whatever reason or each tick is receiving massive non input overtime
## Why It's Good For The Game
feex queuing clicks to lower overtime when the server is overloaded
## Changelog
🆑
fix: queuing clicks should work correctly now
/🆑