Updating or resetting your preferences doesn't actually currently update
the movement/tgui say keybindings. This fixes that, although there's
still a weird heisenbug with NULL keybindings that we haven't been able
to reproduce at all from #73247
## 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
Basically all of the heavy lifting was done in #72919, but we do a few
key things here that I wasn't able to do then because it was just
fucking massive.
Player Facing Changes:
* hear_blind arg is now a default state and must be specifically
overridden. Pretty much every mob that wasn't a pAI or alien was lacking
this, so let's toss it in as a default now. Let me know if the generic
message I put in for /mob/living sucks and we can go from there.
Code Side Changes:
* suicide.dm now only contains code pertinent to the suicide verb, and
all subtype proc-overrides have been moved to an appropriate file
pertinent to that subtype.
* suicide.dm has also been organized a bit more to aid the previous
change.
* There is only one suicide verb now, implemented on /mob/living. All
the verb does is invoke the handle_suicide() proc, which does all of the
lifting.
* Leaning into *mumble mumble* object-oriented philosophy, the message
we send to the world on suicide is handled on subtype procs, rather than
be in the huge fuck-off message tree I implemented in the earlier PR. It
definitely makes the visible_message() proc not hard to read IMO. This
also means that we can take up a less footprint when we re-use certain
suicide messages (i.e. Silicon), which is nifty too.
i'm probably forgetting something but that's all of the big ones
## Why It's Good For The Game
There is now a very, very common framework for how suicide works across
all living mobs, and it's much easier to override how suicide is
handled. Certain subtypes do their own bullshit thing, but it's quite
easy to account for this on that case-by-case basis. The overall code
takes up a much less footprint that just makes it look nicer.
## Changelog
🆑
qol: Some mob suicides now have a message that shows to blind people or
people that didn't actually witness the suicide, pretty cool.
/🆑
## About The Pull Request
On the tin. There was a lot of needless copy-paste and a lot of
single-letter vars and weird indentation and... well just all of it was
at least eight years old. So, I decided to "abstract" as much as I could
of it out instead of piling onto the big copypaste clusterfuck for
implementing basic mob suicide.
## Why It's Good For The Game
Fixes#72903
Having more procs that can be easily repeatably called to the same
results is much better than having to transplant the same exact three
lines everywhere. It's also a good first step to further in-depth
behavior by allowing sub-type overrides of certain procs (which is quite
nice). Just feels more extensible overall for the next guy who wants to
add funny suicide behavior whenever they might come around.
There's probably a few better ways to do what I did, but I wrote code
comments explaining why I did what I did. I think there's a few ways to
make it more agnostic, but I think that'll be another can of worms that
will bloat out an already quite large PR. Let's just get the framework
set.
(this refactor should also make it quite easy to unit test suicide
actions 👀)
## Changelog
🆑
fix: All Mobs (including Basic mobs) are now able to suicide. (warning:
some exclusions remain)
/🆑
## About The Pull Request
When loading values from the savefile for keybinds, it overrode the
default values with null if not found.
## Why It's Good For The Game
Resolves https://github.com/tgstation/tgstation/issues/72804
## Changelog
## 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
### New Memories
- Added a memory for catching a fish
- Added a memory of who turned you into a revolutionary, this might be
very cool later on for mindreading purposes
- Added a memory for infusing with something
### Prisoner Tats
- Prisoner backgrounds now come with a certain amount of tattoos
depending on what you did. Negligence? Zero tats.
<details>
<summary>Mass Murderer?</summary>
BECOME
https://youtu.be/7xUtZzLBV5c?t=73
</details>
- Because I wanted someone covered head to toe in tats, there is now a
"Mass Murderer" background that comes with 6 tattoos, one for each limb.
## Why It's Good For The Game
## Changelog
🆑
add: Some prisoner backgrounds have more or less tattoos.
add: More Memories to collect involving fishing and getting converted
/🆑
Adds an audio alert when a CentCom or Syndicate communications console
message is sent, for things such as ERT requests.
It is optional and can be toggled in the Game Preferences menu.
Also fixes an incorrect line in the prefs readme.md
Less missing CentCom messages because you're busy doing other things,
less complaining that you're ignoring them.
## About The Pull Request
Makes it to where if you connect as a guest preferences don't error out
the ass
Resolves https://github.com/tgstation/tgstation/issues/72268
## Why It's Good For The Game
Easier local debugging, and for servers that let guests join
## Changelog
🆑
server: Preferences now support guests
/🆑
## 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
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
- Refactors bar drink icons.
- Juice boxes no longer have a hard-coded list of a bunch of reagent
types in their update state, and use a system similar to bar drinks.
- Glass and shot glass icon information are no longer stored on the
drink. Instead, they are now stored in glass style datums. These datums
store name, description, icon, and icon state of a certain container +
reagent type.
- Glass styles are applied via the `takes_reagent_appearance` component.
Glasses, shot glasses, and juice boxes have this component.
- This comes with support for being able to have drink icons from
different files, rather than requiring the drinks DMI.
- The britmug is now a subtype of mug.
- 1 new icon: britmug filled.
- Various small code clean-up around drink reagents.
- Unit tests icon state setups for glass styles as well as all `/drink`
reagent container subtypes.
- Splits up the massive `drinks.dmi` into separate files.
*Disclaimer: Much of the drinking glass datums were written via script
automatically, so there may be errors present.*
## Why It's Good For The Game
- Much easier to add new drink styles, much more modular.
- It is no longer necessary for new drinks to be added to the massive
`drinks.dmi`. People working with drinks in the future can simply add
their glass style datum and point it to their file wherever it may be.
- Expandable system. Adding a new type of reagent container that works
similarly to bar drinks but for different types of icons is a breeze.
- Ensures going forward no bar drinks have invisible sprites.
## Changelog
🆑 Melbert
refactor: Refactored how bar drinks set their icons. Juice boxes now use
the same system.
/🆑
## About The Pull Request
Ok so like, in byond. if you click on something and release the click
without moving off its sprite, that counts as a "click"
If you however move your mouse off its sprite, or it does so on its own,
any further releases count as dragdrops.
We already have logic for catching drag -> mouse back over sprite. The
code I'm adding here basically is just a bit nicer about how exact you
need to be
I'm adding tweakable values for how much your mouse is allowed to move
(This isn't perfect currently, since if the target itself moves we don't
care, need to work on this) in a short time period. If you meet these
cases, we instead call it a click.
They're globs for now cause I don't have a good feel for em, will tweak
over time. I want to reduce dumb clickspam and click dragging moving
mobs/drifting items by accident.
Oh also fixed a bug in ai behaviors that came from not knowing what
get_active_hand did
Fixes a monkey behavior of using their held item
It turns out it never worked, and the only reason it didn't runtime was
because of an if() check that got passed the result of an invalid proc
call. this fixes that
## Why It's Good For The Game
Spam clicking and drag clicking are stupid. they should be less stupid
## Changelog
🆑
add: Adds a grace period for hit detection, between clicking ON someone,
and then moving your mouse off before releasing the click. It's short,
hopefully it helps with stupid
/🆑
## About The Pull Request
### Fixes
- Right now, the DNA infuser does not gracefully swap brains. With this,
it will!
- Fixes locked variable not working. **THIS DOES REMOVE BURNT WINGS, AS
ORIGINALLY INTENDED**
- Infuser now respects moving inside of it as exiting, it was never
intended to get you stuck inside
- Carp lungs work as intended
- Carp jaws work as intended (200 hours of testing btw), via a new
helper for changing no_equip_flags
- Properly undefs all defines in carp file
- fixes some missing args for the brain
- infuser logic checks for edible components, not food subtype for GORE
check
### QoL
- Added a new sound to the DNA infuser
- Dragging mobs into the dna infuser will place them as the subject if
they're carbon
### UI
New UI as well, with some instructions

## Why It's Good For The Game
Bugfix good!
## Changelog
🆑
fix: fixed getting kicked out of your body sometimes when pursuing the
carp mutant
fix: and carp lungs working incorrectly
qol: better ui explanation on the infuser book
qol: can drag people into the infuser chamber
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Finishes #66471
At burden level nine (or through a deadly genetic breakdown), you now
turn into a psyker.
This splits your skull in half and transforms it into a weird fleshy
mass. You become blind, but your skull is perfectly suited for sending
out psychic waves. You get potent psy abilities.
First one is brainwave echolocation, inspired by Gehennites (but not as
laggy).
Secondly, you get the ability of Psychic Walls, which act similarly to
wizard ones, but last shorter, and cause projectiles to ricochet off
them.
Thirdly, you get a projectile boost ability, this temporarily lets you
fire guns twice as fast and gives them homing to the target you clicked.
Lastly, you get the ability of psychic projection. This terrifies the
victim, fucking their screen up and causing them to rapidfire any gun
they have in their general direction (they'll probably miss you)
With most of the abilities being based around guns, a burden level nine
chaplain now gets a new rite, Transmogrify. This lets them turn their
null rod into a 5-shot 18 damage .77 revolver. The revolver possesses a
weaker version of antimagic (protects against mind and unholy spells,
but not wizard/cult ones). It is reloaded by a prayer action (can also
only be performed by a max burdened person).
General Video: https://streamable.com/w3kkrk
Psychic Projection Video: https://streamable.com/4ibu7o

## Why It's Good For The Game
Rewards the burdened chaplain with some pretty cool stuff for going
through hell like losing half his limbs, cause the current psychics dont
cut it as much as probably necessary, adds echolocation which can be
used for neat stuff in the future (bat organs for DNA infuser for
example).
## Changelog
🆑 Fikou, sprites from Halcyon, some old code from Basilman and
Armhulen.
refactor: Honorbound and Burdened mutations are brain traumas now.
add: Psykers. Become a psyker through the path of the burdened, or a
genetic breakdown.
add: Echolocation Component.
/🆑
Co-authored-by: tralezab <spamqetuo2@gmail.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
It's kinda hacky, but it is nearly the same as just rendering one z
layer.
We allow people to ENTIRELY REMOVE most plane masters from their screen.
This has the side effect of disabling most visual effects (AO is a big
one) which saves a LOT of gpu.
We rely on planes being essentially layers to ensure things render in
the proper order. (outside of some hackyness required to make parallax
work)
I've kept parallax and lighting enabled, so visuals will still look
better then multiz pre plane cube.
It does also mean that things like FOV don't work, but honestly they
didn't work PRE plane cube, and FOV's implementation makes me mad so I
have a hard time caring.
Reduces gpu usage on my machine on tram from 47% to 32%, just above the
27% I get on meta.
I'm happy with this.
Oh also turns out the parallaxing had almost no cost. Need to remove it
as a side effect of what I'm doing but if I could keep it I would.
There's still room for in between performance options, like disabling
things like AO on lower z layers, but I didn't expect it to make a huge
impact, so I left things as is
Also fixes a bug with paper bins not respecting z layer. It came up in
testing and annoyed me
## Why It's Good For The Game
Ensures we can make multiz maps without running into client performance
issues, allows users to customize performance and visual quality.
## Changelog
🆑
add: Adds a new rendering option to the gameplay preferences. You can
now limit the rendering intensity of multiz levels. This will make
things look a bit worse, but run a LOT better. Try it out if your
machine chokes on icebox or somethin.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Splits the `mutant_bodyparts.dmi` file up, as was suggested, but not
implemented, in #69302.
The following new files were created in the `icons\mob\species` folder,
containing the listed sprites:
- `lizard\lizard_misc.dmi`: Snouts, horns, frills, and body markings.
Anything I didn't feel needed an entire file to itself.
- `lizard\lizard_spines.dmi`: Lizard spines, both animated and not.
- `lizard\lizard_tails.dmi`: Lizard tails, both animated and not.
- `human\cat_features.dmi`: Felinid ears and tails.
- `monkey\monkey_tail.dmi`: The monkey tail.
- `mush_cap.dmi`: The lone mushperson cap, so easily forgotten.
Additionally, I moved `wings.dmi` from `mob\clothing` to `mob\species`.
I'm not sure what it was doing there.
## Why It's Good For The Game
`mutant_bodyparts.dmi` was something of a mess, with parts from four
different species thrown together haphazardly. It probably made sense in
earlier days when "mutant humans" were few and far between, but
splitting it up makes it more intuitive to find these sprites, and
brings it in line with other species - namely, moths. It also means that
any future sprites of these types added will not bloat an oversized file
even more.
Moving the wings file to the species folder just makes sense, because
wings are not a type of clothing.
## Changelog
🆑
refactor: Removed mutant_bodyparts.dmi and distributed its sprites in a
more sensible and granular manner.
/🆑
So i left over some basic `/whatever/proc/format` uses in the original
PR this fixes it.
Notable exceptions to the rule:
- Paths in add_verb/remove_verb, we need full path instead of a name
there to access verb metadata so we can't use proc ref macros there.
- regex.Replace, found out that it does not accept call by name. Instead
i added new REGEX_REPLACE_HANDLER so we can at least try to mark these.
There's still leftover global procs that do not use GLOBAL_PROC_REF but
they functionally equivalent so that's for later.
I don't see any reasonable way to grep for this. But if you got any
ideas please share.
## About The Pull Request
Demo: https://streamable.com/wnj3mf
Features:
- Full support for most gradients/vectors/numbers/generators/transforms
( I might have forgotten some of the more esoteric ones)
- A "tutorial" section that explains the different rand/generation types
and how physics works with pictures
- Button for viewing what each var does
- Selecting a particle type to set immediately
- The generator types use defines now
Not included:
Color matrix support for color generators (I'm sorry but hell no)
Special thanks to @jlsnow301 for explaining js things to me
## Why It's Good For The Game
Making cool stuf
## Changelog
🆑
refactor: Added a particle editor to VV dropdown which can be used by
coders and admins to edit particle values on the fly easily.
/🆑
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
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TODO:
- [x] DOCUMENT SHIT
- [x] UPDATE DOCUMENTATION
## About The Pull Request
Adds a new datum, which is intended to be a replacement for the stock
savefile type, json_savefile
As you can imagine, this is essentially just a wrapper around a json
file for reading/writing/manipulation that is intended to be a dropin
replacement for savefiles
It also have the ability to import stock savefiles and parse them into a
json tree
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## Why It's Good For The Game
Permission obtained from MSO and Mothblocks.
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## Changelog
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Not player facing, tested locally exhaustively to ensure it doesnt break
shit
🆑
/🆑
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Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Migrates sound toggle prefs away from legacy toggles, and changes all
related preference checks to the modern form. Cleans up unnecessary
defines linked to the old prefs. Increments the minimum save file
version so a piece of old sound related code can be neatly removed. (The
minimum version hasn't changed in two years anyone who hasn't played in
at least that long probably doesn't even remember they had prefs saved)
Splits off jukebox music into its own preference distinct from
instruments. (This was actually the change that brought about this whole
PR the rest of the igration just made sense to do at the same time)
## Why It's Good For The Game
More granularity in sound preferences is good. It is quite reasonable
for players to want to hear normal volume and largely unobtrusive
instruments, without also being subjected to the aural torture of the
jukebox. As implementing this wothout creating an unwelcome extra legacy
toggle already required setting up a non-legacy sound toggle, it is most
reasonable to migrate the other sounds at the same time.
## Changelog
🆑
qol: Jukebox music can be controlled by a new seperate preference, and
is no longer linked to the instrument sound preference option.
refactor: Sound related toggle preferences have been migrated away from
the legacy system. Pre-existing preferences should be safely migrated
but players are advised to check.
/🆑
Adds a game option, similar to Ambient Occlusion, to toggle MultiZ
scaling, ie the MultiZ parallax effect, which I'm calling it in the
option since that's more clear.
I mainly am curious if this is the cause of significant lag on icebox,
or if it's just the use of a huge number of planes in general.
I don't experience any client lag locally (I'm guessing lemon doesn't
either) so **I mainly intend this to be Test Merged** for people to find
out if the the actual plane.transform being set is the cause.
## About The Pull Request
Removes a redundant if statement and moves the code up an indentation
## Why It's Good For The Game
Makes the code look better
## Changelog
🆑
refactor: suicide code doesnt check damagetype multiple times
/🆑
Co-authored-by: etherware-novice <candy@notarealaddr.com>
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## About The Pull Request
Ok first if you don't want to read any further explanation you can watch
these two videos and you will understand all of the mechanical depth of
this change.
https://user-images.githubusercontent.com/55666666/194788103-8019dad8-7e44-4cc8-bc8f-0a4f8f00a357.mp4https://user-images.githubusercontent.com/55666666/194788109-345a3146-fb4b-4a2e-9c2a-e2ee786ba97d.mp4
### **Disclaimer: Effect on gameplay extremely limited and niche read at
your own risk**
Starting at the top, regarding the species datum, the vars attack_type,
punchdamagelow, punchdamagehigh, punchstunthreshold, attack_verb,
attack_effect, attack_sound, and miss_sound have been removed.
All bodyparts (not just arms) now have corresponding variables for how
they should act if utilized in an unarmed attack. The bodyparts vars are
correlated to their corresponding species. All arm type bodyparts have
been repathed through a common parent for the purposes of keeping
variables consistent. The same is true for the legs.
When a carbon begins an unarmed attack, it will check the carbon's brain
to see what limb should be used for the attack.
If the brain has no answers it will default to the arm that corresponds
to the active hand of the attacker. Currently in all brains except
monkeys, it check to see if the attackers target target is laying down,
and if so, call for a kick with the leg that corresponds with the
attackers active hand. If the attacker has no useable legs, or the
attacker does not have a corresponding leg to the active hand, or the
target is not laying down, the brain will simply default for an attack
with the active hand.
Monkeys brains (take note the difference between having a monkey brain
and being controlled by monkey AI) are the exception, they will simply
always choose their heads, and by default an attack with the head is a
bite attack.
As an example:
Previously ethereal would make attacks that used the verb "burn" and did
burn damage despite what limbs they possessed.
Now anybody with an ethereal limb will make an unarmed attack that does
burn damage and has all the same verbs as an ethereal would.
And finally, the chunky finger species trait has been moved over to the
species arms. Effect on other sources like insuls remains unchanged.
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## Why It's Good For The Game
The main motivation is moving direct mechanical elements off of species
to, quoting tralezab here, "Make species like a blueprint."
Opens more opportunities for coders to add specific elements to limbs,
perhaps we could see a buff to unarmed strikes from robot arms, or a
species that headbutts people to death.
Also undeniably cool, and fixes some weirdness like fully auged
ethereals still doing their normal ethereal attack.
<!-- Argue for the merits of your changes and how they benefit the game,
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## Changelog
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🆑 itseasytosee
refactor: Elements of unarmed strikes are now limb dependent instead of
species dependent. Go rip off an ethereal arm, sew it onto yourself, and
burn some people.
/🆑
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Co-authored-by: itseasytosee <noodlenymphftw@gmail.com@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
I know this doesn't actually change behavior, but it's confusing, and
adds a potential point of failure if someone doesn't realize it can
happen. Let's be consistent
* Creates some new defines for constant values in the Messenger app
* Created a new type of preference, text preferences, with a FeatureShortTextInput TGUI component
* Uses said new preference to re-add a PDA ringtone preference.
About The Pull Request
I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)
This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.
I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea
OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?
It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.
We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.
Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).
That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube
Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.
As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.
Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups
BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.
This was quite messy, so I've refactored it (and maps too) to be a bit more modular.
Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.
Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.
Much better then the hardcoded pattern we used to use. So much duplicated code man.
Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.
image
In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.
It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.
In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.
It also comes with an info dump about the ui, and plane masters/relays in general.
Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes
Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.
This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.
Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday
I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.
The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes
We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.
Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.
Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>
Fixes#65800Fixes#68461
Changelog
cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
* Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros
So we have this overlay queuing system right? It's build with the assumption
that the "add to overlay list" operation is real expensive, and is
thus useful to queue removals or additions.
It turns out that it just isn't, at least during init. In my testing the
operation of queuing took LONGER then the actual overlay add/remove did.
That's ignoring the cost of the subsystem's work.
I've also modified part of the stat tracking macro, since it took a good
bit of cpu time, and didn't seem to well, do anything. So far as I can
tell it always evaluates to 1
* Object Window Niceties
Alright. I got bored and polished up the object/alt click window.
It had a few issues:
First, we generated all our images in bulk, as soon as requested
Second, the caching was global, despite only working on a client to
client basis
Third, we only generated up to 10 images. This could be fine, but the
javascript code will continuiously rerender assuming unrendered images
will come eventually, and they well, weren't. This caused MASSIVE
clientside lag
Fourth and finally, I did not like how moving away from the viewed turf
lagged behind, in sync with the stat tab update. Looked bad.
I've resolved all these.
I solved the first three issues by reworking how obj images were
generatated and managed.
Rather then storing a basic cache on the subsystem, and doing all the
image generation at once, we queue up image generation as we like, and
generate images inside a new processing subsystem fire.
This isn't the best solution, since it still eats cpu somewhat, but it's
a whole lot better then the other options, outside either removing the
need to getflat, or somehow predicting what items a client will want to
see
I've started storing three bits of info. First, a list of all the
objects we currently want to display.
Second, a list of atom -> image html
Third, a list of atoms to imageify.
This information is stored on a datum on /client, since I want this to
have a lifetime linked to well, clients.
I've used this datum to solve that fourth bit, using a component I made
for parallax a bit back. This lets me react to our client's mob, and
update the tab linked to that, rather then on a subsystem call by call
basis.
That's about it.
Co-authored-by: san7890 <the@san7890.com>
About The Pull Request
Reorganizes the entire icons/mob folder.
Added the following new subfolders:
nonhuman-player (this was initially just called "antag", but then I realized guardians aren't technically antags)
simplemob
silicon
effects (for bloodstains, fire, etc)
simplemob/held-pets (for exactly that -- I wasn't sure if this should go in inhands instead)
species/monkey
Moves the following stuff:
All human parts moved into species, with moth, lizard, monkey, etc parts moved to corresponding subfolders. Previously, there were some moth parts in mob/species/moth, and others just loose in mob. Other species were similar.
icemoon, lavaland, and jungle folders made into subfolders of simplemob
All AI and silicon stuff, as well as Beepsky et al. into the silicon folder, simplemobs into the simplemob folder, aliens into the nonhuman-player folder, etc.
Split up animal_parts.dmi into two bodyparts.dmi which were put in their respective folders (species/alien and species/monkey)
Code changes:
Filepath changes to account for all of this
Adds a check when performing surgery on monkeys and xenos, because we can no longer assume their limbs are in the same file
Turns some hardcoded statues and showcases that were built into maps into objects instead
Things I'd like to do in the future but cant be assed right now:
Remove primarily-antag sprites from simplemob/mob.dmi (Revenant, Morph, etc.) and put them in the nonhuman-player folder
Split up mutant_bodyparts.dmi into different files for Tizirans, Felinids, monkeys, etc and put them in their own folders. Those may have once been meant primarily for mutated humans but that's now how they're being used right now.
About The Pull Request
Just to be clear, when I refer to time here, I am not talking about cpu time. I'm talking about real time.
This doesn't significantly reduce the amount of work we do, it just removes a lot of the waiting around we need to do for db calls to finish.
Adds queuing support to sql bans, so if an ongoing ban retrieval query is active any successive ban retrieval attempts will wait for the active query to finish
This uses the number/blocking_query_timeout config option, I hope it's still valid
This system will allow us to precache ban info, in parallel (or in batches)
With this, we can avoid needing to setup all uses of is_banned_from to support parallelization or eat the cost of in-series database requests
Clients who join after initialize will now build a ban cache automatically
Those who join before init is done will be gathered by a batch query sent by a new subsystem, SSban_cache.
This means that any post initalize uses of is_banned_from are worst case by NATURE parallel (since the request is already sent, and we're just waiting for the response)
This saves a lot of headache for implementers (users) of the proc, and saves ~0.9 second from roundstart setup for each client (on /tg/station)
There's a lot of in series is_banned_from calls in there, and this nukes them. This should bring down roundstart join times significantly.
It's hard to say exactly how much, since some cases generate the ban cache at other times.
At base tho, we save about 0.9 seconds of real time per client off doing this stuff in parallel.
Why It's Good For The Game
When I use percentages I'm speaking about cost per player
I don't like how slow roundstart feels, this kills about 66% of that. the rest is a lot of misc things. About 11% (it's actually 16%) is general mob placing which is hard to optimize. 22% is manifest generation, most of which is GetFlatIcons which REALLY do not need to be holding up the main thread of execution.
An additional 1 second is constant cost from a db query we make to tell the server we exist, which can be made async to avoid holding the proc chain.
That's it. I'm bullying someone into working on the manifest issue, so that should just leave 16% of mob placing, which is really not that bad compared to what we have now.
Changelog
cl
code: The time between the round starting and the game like, actually starting has been reduced by 66%
refactor: I've slightly changed how ban caches are generated, admins please let me know if anything goes fuckey
server: I'm using the blocking_query_timeout config. Make sure it's up to date and all.
/cl
* Adds lazyloading to the asset subsystems
This currently applies only to spritesheets because of how monumentally
expensive they are.
If an asset is requested it will immediately be fully loaded, but
otherwise we slowly load them in with a separate subsystem.
This allows us to not hold up initialize with hair stuff. Saves roughly
33% (16 seconds with LOW_MEMORY_MODE) of initialize on my machine
My target is something closer to the 9 second init that had back in
2019, this is a good first step. Lets see how much more we can do yeah
lads?
Co-authored-by: san7890 <the@san7890.com>
New preference, like security department, but for prisoners. They can pick why they're in prison, and they'll get a record about it roundstart.
Classified and Other are for people who want to build their own background, that none of the options currently fit.
Current options:
Abhorrent Criminal Negligence = Incompetently risked numerous lives.
Attempted Development of Cloning = Attempted illegal research in the cloning sphere. Cloning, cloning construction, and cloning-related R&D was outlawed in 2560.
Attempted Murder = Attempted to maliciously kill someone.
Classified = Consult Legal.
Corporate Espionage = Conducted espionage against Nanotrasen for commercial purposes.
Counterfeiting = Engaged in widespread fraud.
Enemy of the Corporation = Acted as or knowingly aided an enemy of Nanotrasen.
Grand Sabotage = Engaged in malicious destructive actions seriously threatening Nanotrasen employees and or infrastructure.
Grand Theft = Stole items of high value or sensitive nature.
Identity Theft of High-Ranking Figure = Impersonated a high-ranking figure.
Murder = Maliciously killed someone.
Mutiny = Attempted to overthrow/subvert Chain of Command.
Other = Consult Legal.
Tampering of Artificial Intelligence = Uploaded malicious negligent or otherwise blacklisted directives to an Artificial Intelligence.
Worship of Blacklisted Deities = Practiced worship of blacklisted deities.
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
About The Pull Request
Mood was abusing signals and get component pretty badly, so I redid it as a datum to stop this.
Why It's Good For The CODEBASE
Better code pratices, also gives admins easier tools to manage mood
Changelog
cl
admin: Added two new procs into the VV dropdown menu to add and remove mood events from living mobs.
/cl