* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Revert "Revert "[MIRROR] Refactor area and turf lighting (#7775)" (#7902)"
This reverts commit 64c4c52d12.
* This should probably fix it
* I love linters
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fix wormhole jaunter behavior with chasms and EMP (#61055)
Wormhole jaunters will now save the user from a chasm if they fall in and it's on their belt. Wormhole jaunters also are affected by EMP correctly. Before it would only be affected by an EMP if it was in the belt storage area which made no sense.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
(Lots of good work here, thank you tim)
* Fix wormhole jaunter behavior with chasms and EMP
Co-authored-by: Tim <timothymtorres@gmail.com>
* makes fake artefacts better (#61185)
adds the lefthand and righthand icons to the artefact, and gets rid of the big blue x overlay
* makes fake artefacts better
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.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>
* use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
* USE SIGNAL_HANDLER REEEEEE
Co-authored-by: Kylerace <kylerlumpkin1@gmail.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>
* Full-Automatic Guns (#57084)
* fullauto component
* eh
* h
* brap
* it works!
* FUCK SHITUP
* dumbass
* l6
* oops
* GOD
* THE LAST 10% OF A PROJECT IS 90% OF THE WORK
* slopwer projecitles, replaces the tesla gun
* heavy
* minigun
* minigun stuff
* runtime fixes, pointer icon
* nuh uh
* makes modifeirs things
* nerf this
* yes
* aghh
* agh
* real high intensity changes here
Co-authored-by: Ryll-Ryll <3589655+Ryll-Ryll@ users.noreply.github.com>
* Full-Automatic Guns
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Ryll-Ryll <3589655+Ryll-Ryll@ users.noreply.github.com>
* Bitflags urgent (cult cannot make runes/ build structures in maint, blobbo cant place core in library and few other spots) fix (#57393)
Co-authored-by: Stanisław <1haslo4@ gmail.com>
* Bitflags urgent (cult cannot make runes/ build structures in maint, blobbo cant place core in library and few other spots) fix
Co-authored-by: Sparkezel <53384660+Sparkezel@users.noreply.github.com>
Co-authored-by: Stanisław <1haslo4@ gmail.com>
* Fixes runtimes from firing projectiles, adds unit test for firing guns (#57345)
* Fixes runtimes from firing projectiles, adds unit test for firing guns
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Survival capsules no longer get deleted when deployed at the edge of the map (#57215)
* Survival capsules no longer get deleted when deployed at the edge of the map
Co-authored-by: Dex <60656530+Ewwmewgewd@users.noreply.github.com>
* add some flavor text to facehuggers
* alien-only flavor text for facehugger toy
* skyrat edit
* botanist bonus for lavaland flora
* beer nuke special examine
funny message for cap and barman hinting that it could be used for a beer nuke.
* reverts nuclearbomb.dm
* Update facehugger.dm
* renames metal sheets to iron sheets
* Merge branch 'master' into upstream-merge-56643
* yay metal
* Update DeltaStation2_skyrat.dmm
* a
* Update CentCom_skyrat_z2.dmm
* a
* a
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Fixes cyborgs in general replenishing stack modules from external sources (#54935)
* Cyborg stack fix
- Makes cyborgs capable of recycling floor tiles again
* Touches up module code
- Makes module code slightly more OOP-compliant
- Speeds up module creation by an imperceptable amount
- Reworks how borg modules handle stacks
* Fixes cyborgs in general replenishing stack modules from external sources
* Update robot_modules.dm
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Moves screen objects from mob to hud (#54400)
This moves screen images from icons/mob to icons/hud
Makes more sense and it is easier to find
* Moves screen objects from mob to hud
* Update radial.dm
Co-authored-by: nicbn <nicolas.nattis@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities
Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
* Mining sign fix. (#53251)
Turns old mining "signs" into turf decals instead
It looks nothing like a sign, so, this just made sense.
Moved the icon from the mining survival pod walls file, to the turf decal icons file.
Replaced every instance in the maps with the new type path.
* Turns old mining "signs" into turf decals instead.
Co-authored-by: uomo <51800976+uomo91@users.noreply.github.com>
* Bring back painting arbitrary objects with spray cans (#52936)
Brings back the behavior removed from #52186 with cleaner code.
Differences in the code:
No more explicit type checks in the spray paint code, other than a broad isobj.
Checking for dark colors is now based on luminosity, rather than unscientifically summing all the RGB components and checking an arbitrary number.
Removes the paintable component. This was used on one item, and its behavior is replicated in the spray can.
Instead of checking for windows specifically and changing opacity through there, atoms can now specify through init flags whether or not they allow dark colors. Windows set this flag.
Adds a COMSIG_OBJ_PAINTED signal. Windows use this signal to dynamically update opacity, just like how they did before.
This was a fun cosmetic feature that I'm not sure anyone had a problem with. The original reason for removal seemed to be because of code quality, and not because of negatives about the feature.
Makes canvasses unpaintable
* Bring back painting arbitrary objects with spray cans
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Overlay lighting component (#52413)
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.
It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:
This is a BYOND limitation, very well worth it IMO.
🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
* Overlay lighting component
Co-authored-by: Rohesie <rohesie@gmail.com>
* Personalized combat messages part 2 (#52890)
Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators
* Personalized combat messages part 2
* Update misc.dm
Co-authored-by: kingofkosmos <riki.sundberg@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* fixes goliath tentacle crusher trophy not working (#52893)
it checked for health - max health instead of max health - health, so it would never pass the > 0 check and even if that wasnt a thing it would just heal
* fixes goliath tentacle crusher trophy not working
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Icon smooth refactor (#52864)
bitflag list construct added: an associative list of bitflags for cheap and quick element comparison between two lists using the same system.
canSmoothWith list turned into a bitflag list.
smoothing_groups list added to substitute the type path list.
smoothing procs turned into atom procs, refactored and optimized a bit.
smooth directions redefined in order to fit in 8 bits for a future smoothing system
some variable names changed, foreseeing a second smoothing system
SMOOTH_OBJ flag added, for things that need to scan turfs for smoothing. The old locate() optimization has the risk of returning false negatives by finding a child and returning null while there might be one of the wanted type as well, as it doesn't match the type exactly.
SMOOTH_TRUE and SMOOTH_MORE condensed into SMOOTH_CORNERS. The old behavior can be replicated using smoothing groups without loss.
Does very minor code cleanup.
Processing-wise didn't find a noticeable difference. The system loses on init a bit by setting the bitflag_lists, and by scanning whole turf contents for object smoothing (increasing accuracy), and gains by making less checks per target to smooth, through the same bitflag_lists.
Memory-wise there should be a small improvement, given that on the old system we had 63512 canSmoothWith lists (a few typelists, most unique), and on this new system canSmoothWith + smoothing_groups are both bitflag_lists from the same pool, totaling 46 in number.
Could be tested a bit to see if I missed any icons not properly smoothing.
* Icon smooth refactor
Co-authored-by: Rohesie <rohesie@gmail.com>