* Add tram whiteship to the list of potential whiteships (#60165)
The Tramstation was added to our collection of shuttles but there's no chance for it to spawn on its own like the other ships. This fixes that.
* Adds tram whiteship to the list of potential whiteships
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
* Makes mutant bodyparts and mutcolors into editable genetic traits (plus a whole shitload of otherwise out of scope code improvements because I just HAD to touch old code)
* Mirror
* genetically-editable mutant bodyparts and colors - skyrat edition
Co-authored-by: Funce <funce.973@gmail.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>
* Refactors mail and delivery code (#59730)
- Mail now uses weakreferences to minds, which means the presence of
mail will not cause harddels, and persist between mindswaps or cloning
or whatever horrible mob transfer things you've got going on.
- The code for creating a crate of mail has been refactored into a
single proc, rather than having the same code twice.
- Instead of special casing reagents being delivered, instead
reagent mail goodies are just regular bottle items like any other.
* Refactors mail, delivery and goodies code
Co-authored-by: coiax <yellowbounder@gmail.com>
* During unit tests, does extra verification on text based overlays (#59553)
This makes it so during unit tests, adding a text based overlay to something will runtime if the icon does not have an icon state matching that text. I would do this during normal compiles as well but getting the icon states from an icon is surprisingly expensive.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* During unit tests, does extra verification on text based overlays
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Turns lighting objects into a datum, makes all lighting be performed with an underlay. big maptick fix very good!
* Mirror!
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* I hate TGUI even if its better than what we had before
* this is why linters exist
* you need to be a Head or the Warden to get items
* does this please you linter?
* foundation
* basic interactions
* yea I can spell okay?
* linters please leave me alone
* begone debug code
* if you are dead, no interacting
* linters leave me alone
* linters are stealing my soul
* forgot to do this
* sound framework, probably wont work though
* max length, and interaction cooldowns
* message can now be a list and minor code improve
* I am a slave and linters are my master
* fix improper static reference
* add json loading/saving functionality
* default for message is now a list
* jsonize def interactions; implement requirements
* bad
* bug fix; CtrlShiftClick to interact
* minor qol fix
* fix CtrlShiftClick and remove debug code
* haha docker has security measures
* this was painful
* why are you in this branch
* begone
* bruh
* begone
Co-authored-by: Matthew <matthew@tfaluc.com>
Co-authored-by: Matthew J <GoldenKeyboard@users.noreply.github.com>
* all camera eyes use abstract_move() instead of forceMove() now (#59200)
* all camera eyes use abstract_move() instead of forceMove() now
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Touches up cameranet code (#59165)
makes it add only one vis_contents to all turfs for static (adding and removing when ai moves in/out of chunk gone)
original pr: #58522
basically the same but ai's moving in/out of the chunk doesnt affect vis_contents anymore because that was really racking up tidi for some reason.
Why It's Good For The Game
less maptick because theres only 1 vis_contents added instead of 2 and general optimizations to cameranet code
* (i found some cigs) touches up cameranet code and makes it add only one vis_contents to all turfs for static (adding and removing when ai moves in/out of chunk gone)
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* big connect_loc fix. teleporters dont cause runtimes and movables registered to things entering their turf no longer have themselves entering their turf sent to them (#59065)
* big connect_loc fix. teleporters dont cause runtimes and movables registered to things entering their turf no longer have themselves entering their turf sent to them
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>
* 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>
* Layer overhaul (#57915)
## About The Pull Request
Changes up some layer and plane defines for no particular reason lol
## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._
* Layer overhaul
* aaaaaaaaa
a
Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Some explosions code cleanup (#57493)
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
* Some explosions code cleanup
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Minor typo and comment fixes follow-up for ID card rework (#57318)
* Minor typo and comment fixes follow-up for ID card rework
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Chef Produce Console, for cases where there are no botanists (#57298)
* Chef Produce Console, for cases where there are no botanists
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>