* Heavily nerfs corazargh to a 1u/cycle metabolization rate (#58771)
Currently, corazargh's the best-in-class weapon for chemical syringes. 0.01u metabolization rate, kills in 6 seconds, easily manufactured.
4u of it with any chem really designed to knock out or stun an enemy leads to them dying of extreme bloodloss. It's hilariously overtuned, and while thalpy/fermi/bramble works on a more permanent solution, this thing's definitely worth pushing out a temporary fix to.
https://cdn.discordapp.com/attachments/625471067900608512/836730021090557973/unknown.png <- the conversation with thalpy about making this change while he works on a unique solution for corazargh.
* Heavily nerfs corazargh to a 1u/cycle metabolization rate
Co-authored-by: Omega_DarkPotato <66705879+OmegaDarkPotato@users.noreply.github.com>
* fix missing negation (#58758)
Mothblocks made a slight oopsie in #58389, reversing the shuttle selection logic for the Shuttle Catastrophe event from selecting only shuttles that can normally be purchased to selecting only shuttles that normally can't be purchased. Combined with the other check that limits it to selecting shuttles with a non-infinite price, this had the hilarious consequence of only being able to select Disco Inferno every single time the event triggered.
So this PR, y'know, reverses that to restore the old intended behavior.
Fixes: #58754 (Shuttle Catastrophe appears to only choose Disco Inferno)
Even if Disco Inferno is the very definition of "Shuttle Catastrophe", it was disabled for a reason
* Fixes Shuttle Catastrophe only picking Disco Inferno
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Prevents lithium from glitching you out of a mech, while leaving your camera on the mech (#58762)
Fixes#57757 (being high on lithium while in a mech causes weird shit, like the camera being stuck to the mech while the player moves)
Lithium used step() without regard for the thing you were in
Prevents lithium from glitching in and out of things, (especially useful for objects that take control of your camera).
* Prevents lithium from glitching you out of a mech, while leaving your camera on the mech
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
* SDQL Spells & Menu to Give Them to Players (#58118)
SDQL spells are spells that execute an SDQL query. This requires a config flag to be enabled in game_options.txt. When enabled, admins with debug verbs have the ability to open a menu allowing them to define all the relevant vars for the spell, including icons and spell requirements.
It also fixes a bug with superuser SDQL queries always runtime if they try to call a proc.
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Adds SDQL Spells & a Menu to Give Them to Players - Take 2: Commit Cleanup
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* reagent transferring now logs purity (#58694)
fixes#58571 (Combat logs do not show chemical impurity's or inverse regents and just lists it as the base chem)
* reagent transferring now logs purity
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* whole bunch of shit
-gives quaaludes and opium more distinct effects
-adds pcp
-adds thc
-replaces space drugs in weed plants with thc
-adds hash
-adds dabs
-rebalances amount of drugs you can produce
* Update opium.dm
* newlines
* runtime fix
* runtime fix attempt 2
* amazing
* i dont recall the variable names being this fucked
* I FUCKING HATE GIT
* please so help me god
* Makes wigs respect other people's headgear and wigs (#58744)
* Makes wigs respect other people's headgear and wigs
Co-authored-by: Urumasi <Urumasi@email.cz>
* Adds new recipe: Risotto. (#58734)
I realized while playing cook the other day that we did not have risotto as a recipe, I was very disappointed to see we did not have it.
Risotto is good, therefore it is good for the game. Our rice recipes are quite dull so hopefully, this will be a neat new thing to do with it.
Sprites borrowed/stolen from Aurora's Synnono Aurorastation/Aurora.3#2567
* Adds new recipe: Risotto.
Co-authored-by: carshalash <carshalash@gmail.com>
* Adds a new obj_flag that prevents building on objects that shouldn't be built on. (#58719)
Adds a new obj_flag that prevents building on objects that shouldn't be built on.
Adds it to the stasis bed and the sleeper, as well as some machines that become undense when the doors opens (nanite chambers, DNA scanners, suit storage unit, and gulag teleporter).
If I forgot any feel free to lmk.
Fixes#58528 (Operating table + stasis bed memes)
Some objects/machines that aren't dense (or become undense in certain states) shouldn't be able to be built upon, so this flag allows for specifying that you can't build on it.
* Adds a new obj_flag that prevents building on objects that shouldn't be built on.
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
* Blind people no longer get hallucinations from supermatter crystals (#58718)
The Supermatter Crystal no longer causes blind people to get hallucinations. The SM causes hallucinations based on eyesight, which is why eye protection (meson glasses) can protect you from it. It makes sense that those who can't see don't get affected by the hallucinations.
It makes the mechanics more consistent. It also adds interesting situations, like if you can't find meson goggles, a blindfold will do in a pinch.
* Blind people no longer get hallucinations from supermatter crystals
Co-authored-by: MrZoraman <MrZoraman@Gmail.com>
* ce gloves get mob icons + new obj icon and heat protection (#58735)
adds the mob icons that were not added alongside the ce gloves, resprites their obj icon and gives them temp resistance
ce gloves now actually have a sprite on mob and also you can now safely remove working lightbulbs with them.
* ce gloves get mob icons + new obj icon and heat protection
Co-authored-by: manofpepsi <71612753+manofpepsi@users.noreply.github.com>
* Fix gas canister value (#58736)
PR #57844 (d71ce02c98) accidentally omitted a pair of parenthesis in gas value calculations, making gas canisters with 0.1 moles of gas cost the same as canisters with 1000 moles
* Fix gas canisters selling for the same price regardless of gas amount
Co-authored-by: Urumasi <Urumasi@email.cz>
* Changes mentions of °K as it doesn't use degrees (#58739)
The Kelvin scale doesn't use degrees as it's an absolute scale, so chem grenades now just show Kelvin instead of Kelvin degrees
* Changes mentions of °K as it doesn't use degrees
Co-authored-by: Urumasi <Urumasi@email.cz>
* More HFR interactions, better damage control, better Meltdown (#58506)
Some more gas interactions with the HFR
-O2 will help remove iron content
-Antinoblium accumulation or damage over 60% will now start zaps similar to those of the SM (useful to produce power too)
-Bz will make more particles shoot out
-Meltdown now spew the hot fusion gases around the machine too (20% of the total gases are randomly placed around the machine in 10 open turfs each containing only 10% of that 20%)
-damage system now uses cooling temperature instead of the internal fusion temperature
* More HFR interactions, better damage control, better Meltdown
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
This pull request converts the changelog to TGUI.
Note: Old unused changelog files will be automatically removed on the next changelog run
Why It's Good For The Game
More consistent UI, ability to view all historic logs.
Changelog
cl Celotajs
refactor: Converted the changelog popup to TGUI
/cl
Co-authored-by: Celotajs <81999976+celotajstg@users.noreply.github.com>
* Fixes mechs being unable to move in space (#58727)
* Fixes mechs being unable to move in space
* unnecessary repeated check
* Fixes mechs being unable to move in space
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* blade buff #1
* abyssal mask 'buff'
doubles its random chance stam damage, to keep it inline with our increased stamina regen.
* i shouldn't be doing this on mobile but that wont stop me
* another initial point to help with the early game
* armor update
weaker against lasers and energy (because they're used less, obviously.) and stronger against bullets (for the opposite reason.)
* oop haha :)
* 2stroonge
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* H/E pipes exploit fix (#58452)
This setup (Putting he pipes in the wall) allows infinite cooling with walls, now when you try this and the wall gets too hot (62500 K for regular walls and 312500 K for reinforced walls) it will melt down.
Also improved the temperature_interact in datum_pipeline.dm
* H/E pipes exploit fix
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Build Mode Update! (#58715)
Improves the experience of using build mode for building events and stuff.
You can now choose any from the eight dirs, not just cardinals and northwest.
Decals are now supported by build mode! This means that they can have any dir you want instead of always being south.
Areas are now filled in by default, you can still paint them manually with altclick.
Switches new tab width from 5 to 4, which means that the buttons for modes/dirs will be more naturally distributed, 4 per line when we have 8 dirs and 12 modes
* Build Mode Update!
Co-authored-by: Fikou <piotrbryla@onet.pl>
* More Food Sorting (#58649)
* Organizing
Moves the following:
Enchiladas, from MEAT, to MEXICAN
Meat Bun, from PASTRIES, to MEAT
Hotdog, from PASTRIES, to SANDWICHES
Melon Bowl, from MISC, to SALADS
Oatmeal, from SALAD, to SOUPS (And changes the object path to match.)
Does the traitorous task of adding the GRAIN tag to Enchiladas. May god have mercy on my soul.
* Adds a trailing new line
Co-authored-by: Winter Flare <7543955+Owai-Seek@ users.noreply.github.com>
* More Food Sorting
Co-authored-by: Winter Flare <7543955+Owai-Seek@users.noreply.github.com>
Co-authored-by: Winter Flare <7543955+Owai-Seek@ users.noreply.github.com>
* Refactors Reaction Chamber Code (jesus christ it was so bad), Fixes bugs with it too (#58709)
fixes#58574 (Adding a reagent to the reaction chamber increase the UI width beyond the size of the window)
Adds in a new reaction chamber panel, looks nice, ya did a good job
* Refactors Reaction Chamber Code (jesus christ it was so bad), Fixes bugs with it too
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Emissive system refactor (#58130)
The emissives system is the system that both lets computer screens and vendors glow in the dark and lets mobs and items block those glows. The current implementation relies on using filters to let mobs and items mask out the glow in the dark overlays on some structures. This is difficult to extend properly without massively increasing maptick. This PR changes the emissives system to use BYONDs native image layering to mask emissive overlays. This should prove to be a more extensible option.
tldr; There exists a system that lets computer screens glow on the dark and lets mobs and items block the glow. It isn't very extensible and this PR attempts to make it more extensible.
How emissive overlays used to work
Currently emissive overlays and the emissive blockers that mask those overlays are handled using a system of inter-masking planes. The emissive overlays and the emissive blockers are placed on separate, hidden plane masters. These are essentially rendering layers and groups. The emissive blocker plane is then used to mask the emissive overlay plane which effectively allows the emissive blockers to block the emissive overlays from being seen. After is has been masked the emissive overlay plane is used to mask the lighting plane, essentially creating holes in the shadows wherever an unblocked glowing thing exists.
Why this is a potential problem
This system works fine. In fact it works great! The computer screens glow, any person or item that winds up on a computer blocks the glow, and everything just works. However, this system runs into some issues when you try to extend it to work on things other than structures. Namely, the current system only supports emissive overlays on structures and emissive overlays that are completely unblockable by any means. As a result, several interesting uses to the system require extending the system.
As a result, if you want to apply emissive overlays to items (which exist between structures and mobs) or emissive overlays to turfs (which exist below structures) you must extend the emissives system to get the emissive overlays and emissive blockers to properly function. Doing this naively, by adding extra emissive overlay and emissive blocker planes and applying all of the relevant masking filters, is not exactly performant.
Maptick is a major contributor to lag and the higher the maptick the more free lag you, the player, get delivered fresh to your client. Trying the naive method resulted in #55782 (1f1b58bb26), an attempt to add glowing carpet to the game. Since the PR revolved around adding glowing carpet it had to extend the emissives system to allow for emissive turfs and emissive blocking structures. Extending the system was done naively as described above and you can see the results. 1.5 times the maptick across the board. Ouch.
So, we know that extending the system in it's current form is impractical. At least if done naively. Thus we are stuck.
tldr; The emissive system currently uses inter-plane masking to allow for emissive blockers to function. This is difficult to reasonably extend without murdering maptick. See #56496 (1f1b58bb26) for the results of naively extending this system.
How emissive overlays are going to work
Alright, so we know that the current system of using planes to let the emissive blockers mask the emissive overlays is difficult to extend in it's current form. The solution is to change how the system works so that it can be extended in a more efficient manner. What we want is a system that allows one set of images to be out masked by another set of images and for the first set of images to be capable of masking the light plane. Preferably, we would also like the ability to interleave the masking effect between emissives and emissive blockers with almost arbitrary layering.
Conveniently, this layering and masking is something BYOND already does to normal items and objects. If we put the emissive overlays and the emissive blockers on the same plane we can use their layers to interleave them almost arbitrarily like any normal structures and items! All we need is a way to mask away the emissive blockers from the resulting rendered plane and we can mask the lighting plane with the remaining emissive overlays.
Luckily, BYOND has provided a single filter that is capable of this task. The color matrix filter. This filter can be used to apply a color matrix to an image! Provided that the emissive overlays and the emissive blockers are different colors we can use a color matrix filter to effectively mask out the emissive blockers from the plane! The resulting emissive plane can be applied as an alpha mask to the lighting plane as it used to, to the same effect. The best part is, we get layering practically for free!
This is exactly what this PR does. It converts the emissives system from the old plane and masking based blocking to a new layer-based system which uses BYONDs native layer handling to mask the emissive overlays.
* Emissive system refactor
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* mail fixes 😎 (#58716)
now mail doesn't get sent to... BAD recipients. (Antags arm, just say antags)
fixes incorrect unwrapping message (bad usage of a visible message)
mail recipients wasn't shuffling either. I'm fairly certain this was leading to some people always getting mail and some never getting it.
* Fixes incorrect unwrapping message, and now mail doesn't get sent to... BAD recipients.
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Jelly people can eat toxin food (#58698)
What I assume to be an oversight makes jellypeople and subtypes inherited their toxic_food from humans who can't eat TOXIN kinds of food, including slime based food like slime cakes and donuts.
Eating slime food would get them disgusted, even if it's basically their blood and how they grow.
They now have an NULL for toxin food, like fly people.
Most people would assume that jellypeople can safely eat slime based food...
* Jellypeople can eat toxin(slime) food without getting disgusted.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Headcrab go fast (#58658)
Timber made me do this instead of doing it himself because apparently I break the game too much or something. :(
When changeling egg incubation times were moved over to delta time they weren't properly multiplied to maintain their 4 minute wait time while the egg hatched, instead taking 40 minutes.
Waiting 40 minutes as a changeling for your egg to hatch after biting a corpse isn't very fun.
* Fixes changeling egg incubation time taking way too long
Co-authored-by: Spookuni <70739420+Spookuni@users.noreply.github.com>
* Thermomachine heat exploit fix (#58390)
Stops thermomachines from going over the fusion max temperature with the safeties on (safeties can only be disabled after emag or EMP).
Without the safeties on the machine has a chance of explosion (0, 0, 3)
* Thermomachine heat exploit fix
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>