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302 Commits
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7a32a4a8ee |
Automatically link maps multi-z up/down traits (#87029)
This autoloads the up/down traits for every map instead of having to manually add those traits to the JSON. More automation good. Also let's people experiment with larger maps like a multi-z lavaland. 🆑 code: Automatically link maps multi-z up/down traits /🆑 |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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0ef5c3d049 |
Persistent Map Vote Tallies (#86788)
## About The Pull Request Changes map votes to be based on a persistent tally count. Tallies for maps are cached between rounds and are added to by map votes. When a map is chosen, and it wasn't the only valid one, the tallies for said chosen map will be reset. Refactors map vote handling and moves it from SSmapping to SSmap_vote. Rock the Vote has been removed as a result of this refactor. ## Why It's Good For The Game Makes it more likely that all maps will be played over the course of a server instead of always being truly random. Removes some clutter off of SSmapping. 🆑 refactor: Map Votes are now carried over between rounds. When a map vote is actually a contest, the winning map will have its votes reset. /🆑 |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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e93c6c3199 |
[MIRROR] Block atmos processing on ReservedTurfs\™️ (#29368)
* Block atmos processing on ReservedTurfs\™️ (#84873) ## About The Pull Request See title. ## Why It's Good For The Game We get constant runtimes and issues from atmos processing on turfs we are actively loading and/or reserving. I promised I would do something about this months ago --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Block atmos processing on ReservedTurfs\™️ --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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52f7f44215 |
Block atmos processing on ReservedTurfs\™️ (#84873)
## About The Pull Request See title. ## Why It's Good For The Game We get constant runtimes and issues from atmos processing on turfs we are actively loading and/or reserving. I promised I would do something about this months ago --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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fa2ab65f07 |
Missed mirrors (#28919)
Handful of missed mirrors (#3739) * fix duplicate traits * Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003) This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. 🆑 add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /🆑 --------- * Adds six new strange object powers! (#84775) DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Drink Dispenser: Creates a glass, then fills it up with a random drink. Bioscrambler: After a noticeable warning, bioscrambles people nearby. 33% chance to be used up on use. Recharger: Shocks you, but recharges one random item to max battery. Hugger: Hugs everyone in range as if you had the friendly trait. DImensional: Converts the surroundings to a random material-theme. Each use increases cooldown by two seconds. Disguiser: Drops your clothing to the ground and replaces it with a delete-on-drop costume and a randomly assigned cardboard ID. Removed an unused and unusable shock flag. Removed an unused dumb ghost item. Added a proc that returns a hex color with the # attached. > DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Request by ArcaneMusic! He wanted new abilities to go along with the new sprites, and approved these. > Removed an unused dumb ghost item. please stop using costume subtypes for OP items. whats the damn point of the subtype if youre just going to screw with it > Added a proc that returns a hex color with the # attached. idk why it didnt have this tbh 🆑 add: Adds six new strange object powers! Drink dispenser, bioscrambler, recharger, hugger, dimensional, disguiser. code: Removed some unused code and items, and added a proc that returns a random #colorstring. /🆑 * [NO GBP] the random spawner loot weight config is not an integer (#84814) Sets `integer` to false. Also a tidbit about the `skew_loot_weight` proc, though loot lists with uneven weights all tend to add a value to all entries so it isn't an issue. The config isn't an integer. N/A * The techweb no longer erroneously refers to MODsuits as exosuits (#84800) At some point, some of the techweb node descriptions were changed, so that it referred to certain modsuits as exosuits. This just changes it back. The term "exosuit" is generally used for mechs, not modsuits. The techweb descriptions should refer to modsuits as modsuits. 🆑 spellcheck: The techweb no longer erroneously refers to MODsuits as exosuits. /🆑 * Adds new hairstyle - Short Bangs 2 (#84804) Adds a new hairstyle called Short Bangs 2. The hairstyle is basically an edit of the existing double buns, except the hair buns themselves are removed. https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506 More customization, variety and character flavor is great. Double buns itself is a good hairstyle but some may not like the hair buns out of personal preference or that it can look weird on non-human species like felinids. 🆑 Hardly3D add: Added new hairstyle: Short Bangs 2 /🆑 * Offset render relays for non-offsetting planes to match highest matching render plane (#84184) **Alternate title: "Fix blind people getting so blind they become deaf when going down a flight of stairs"** So 'bout half a week to a week ago I overheard a friend complaining about blind people not seeing runechat on lower multi-z levels. Asked a bit, apparently they'd reported this about half a year ago, and it's still an issue. So in my never-ending hubris I decided to just go and fix it! Now, admittedly? I really _really_ do not get the rendering system we use. The simple options were right out: we can't allow the fullscreens plane to be offset, as this causes issues with looking up/down, or disallow runechat from being offset, which causes issues with runechat from other levels. After poking our very cool and smart rendering guy several times over the course of the last week, this is what we got to: We simply make the rendering relays for non-offsetting plane masters point to the highest rendering plane that matches the target. We do this by offsetting the rendering relays in place, by adjusting their plane and layer values to match the new offset, with a new `offset_relays_in_place(new_offset)` proc called in `/datum/plane_master_group/proc/transform_lower_turfs(...)`. Importantly, we compare the current layer values to what they should've been, so we don't accidentally override relays with custom-set layers. This fixes our issue (as tested on wawastation): <details> <summary>Images</summary>    </details> Fixes #80376. 🆑 fix: You can see runechat above fullscreen overlays on lower multi-z levels again. Rejoice, blind players. Please report any weird rendering layering issues. /🆑 * illegal tech flag got changed * Automatic changelog for PR #84003 [ci skip] * Automatic changelog for PR #84775 [ci skip] * Automatic changelog for PR #84800 [ci skip] * Automatic changelog for PR #84804 [ci skip] * Automatic changelog for PR #84184 [ci skip] * Makes the smoking pipe sprite not give you a phantom stache. (#84898) The smoking pipe currently gives you a phantom stache. Observe, note the black background and know this character has no facial hair.  I basically adjusted the pixels so it'd look better from different directions. This is the new look - approximately.  Smoking pipe is cool for RP but the sprite's fucked. 🆑 image: the smoking pipe's directional looks have been altered to make it less ugly /🆑 (cherry picked from commit |
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5e753b6788 |
Offset render relays for non-offsetting planes to match highest matching render plane (#84184)
## About The Pull Request **Alternate title: "Fix blind people getting so blind they become deaf when going down a flight of stairs"** So 'bout half a week to a week ago I overheard a friend complaining about blind people not seeing runechat on lower multi-z levels. Asked a bit, apparently they'd reported this about half a year ago, and it's still an issue. So in my never-ending hubris I decided to just go and fix it! Now, admittedly? I really _really_ do not get the rendering system we use. The simple options were right out: we can't allow the fullscreens plane to be offset, as this causes issues with looking up/down, or disallow runechat from being offset, which causes issues with runechat from other levels. After poking our very cool and smart rendering guy several times over the course of the last week, this is what we got to: ### The technical bits We simply make the rendering relays for non-offsetting plane masters point to the highest rendering plane that matches the target. We do this by offsetting the rendering relays in place, by adjusting their plane and layer values to match the new offset, with a new `offset_relays_in_place(new_offset)` proc called in `/datum/plane_master_group/proc/transform_lower_turfs(...)`. Importantly, we compare the current layer values to what they should've been, so we don't accidentally override relays with custom-set layers. This fixes our issue (as tested on wawastation): <details> <summary>Images</summary>    </details> ## Why It's Good For The Game Fixes #80376. ## Changelog 🆑 fix: You can see runechat above fullscreen overlays on lower multi-z levels again. Rejoice, blind players. Please report any weird rendering layering issues. /🆑 |
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a9ff046352 |
Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511) * Modular stuffs * Put some admin jump verbs back into the context menu | sorts area jump list again (#82647) ## About The Pull Request See title. ## Why It's Good For The Game Some admins wanted all the jump verbs back, aswell as making them not AGhost you. Also make the Jump To Area verb use a sorted list again * Hey what if admins were allowed to use the player panel (#82682) Re-adds the player panel verb to the verb panel. * Controller Overview UI (#82739) * Fixes a minor spelling mistake on the admin panel/verb list (#82747) ## About The Pull Request Corrects `inisimin` to `invisimin`. This addresses #82728, but only fixes one of the two issues mentioned ## Why It's Good For The Game -1 spelling mistake ## Changelog 🆑 spellcheck: 'inisimin' verb corrected to 'invisimin' /🆑 * Player Panel-age (#82757) * Admin Forced Mob Rename and Preference Update (#82715) --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com> |
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7f8752be14 | Admin Verb Datums MkIII | Now with functional command bar (#82511) | ||
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602ac52e9d |
[MIRROR] Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#26375)
* Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#81103) ## About The Pull Request In short, we used a static list previously within the ore_generation subsystem that held the amount of each ore that we expected a single map to uniformly need. We held this number constant, since we were spawning 15 vents per map. **Pros:** This worked flawlessly for Lavaland since 15 vents on a single Z level makes it pretty densely packed map with a good amount of map-based ore spawns, and it worked consistently. **Cons:** 15 vents did not work well on Icebox however, even when split so that the majority of the ores were spawning on the lower levels, players did not feel like icebox spawned nearly enough ores and reported the map spawning empty. **Result:** As a result, we adjusted the ratio, so that we spawned vastly more ores on the lower levels, now up to 4 vents on the upper level, and 21 vents on the lower level. However, as we were still using the ore distribution list based on lavaland, icebox vents were quickly running out of ores to distribute between them, resulting in empty vents -> which produced empty boulders -> which not only don't really let you process them properly, but also just result in a metric ton of runtimes. Icebox now has it's own list of ore distributions. These distributions are now moved to a set of global lists as opposed to being saved on the subsystem as a static list, which will make going and setting up new ore distribution lists very very easy. Additionally, we've moved the setting and getting of those ore_distributions over to the seedRuins proc, so that we're actually setting the list of ores right before we actually place them to make sure that the order that it's set is roughly as it's needed, while still setting the list at the same time the map-appropriate ruin placements are dropped in. **Plus some misc cleanup fixes:** `var/list/ore_vent_sizes` in SSore_generation wasn't being treated as a similar budget list as `ore_vent_minerals`, since it `pick()`s off it's own static size list. Which is honestly fine for this five seconds, I can handle that later while we make sure the rest of the code code is stable. In the meantime, I've just tweak it so that it's easy to see at a glance how many of each random vent has spawned into the map. Tweaked the description to not include anything about chemical processing, as I'm planning on hitting on that in a part 2 PR that I'll be picking back up after the freeze. ## Why It's Good For The Game Cleans up the code a bit, but primarily fixes ores not spawning on icebox as they should. Should fix #81058. Improves description to not mention mechanics that aren't in game. Also, cleans up a piece of code that currently isn't serving much of a purpose. ## Changelog 🆑 fix: Icebox should have it's ore distribution and it's ore vents fixed, so that vents should now produce ore. spellcheck: Boulder processing machines now don't mention things they don't do. /🆑 * Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> |
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ed31397cc4 |
Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#81103)
## About The Pull Request In short, we used a static list previously within the ore_generation subsystem that held the amount of each ore that we expected a single map to uniformly need. We held this number constant, since we were spawning 15 vents per map. **Pros:** This worked flawlessly for Lavaland since 15 vents on a single Z level makes it pretty densely packed map with a good amount of map-based ore spawns, and it worked consistently. **Cons:** 15 vents did not work well on Icebox however, even when split so that the majority of the ores were spawning on the lower levels, players did not feel like icebox spawned nearly enough ores and reported the map spawning empty. **Result:** As a result, we adjusted the ratio, so that we spawned vastly more ores on the lower levels, now up to 4 vents on the upper level, and 21 vents on the lower level. However, as we were still using the ore distribution list based on lavaland, icebox vents were quickly running out of ores to distribute between them, resulting in empty vents -> which produced empty boulders -> which not only don't really let you process them properly, but also just result in a metric ton of runtimes. Icebox now has it's own list of ore distributions. These distributions are now moved to a set of global lists as opposed to being saved on the subsystem as a static list, which will make going and setting up new ore distribution lists very very easy. Additionally, we've moved the setting and getting of those ore_distributions over to the seedRuins proc, so that we're actually setting the list of ores right before we actually place them to make sure that the order that it's set is roughly as it's needed, while still setting the list at the same time the map-appropriate ruin placements are dropped in. **Plus some misc cleanup fixes:** `var/list/ore_vent_sizes` in SSore_generation wasn't being treated as a similar budget list as `ore_vent_minerals`, since it `pick()`s off it's own static size list. Which is honestly fine for this five seconds, I can handle that later while we make sure the rest of the code code is stable. In the meantime, I've just tweak it so that it's easy to see at a glance how many of each random vent has spawned into the map. Tweaked the description to not include anything about chemical processing, as I'm planning on hitting on that in a part 2 PR that I'll be picking back up after the freeze. ## Why It's Good For The Game Cleans up the code a bit, but primarily fixes ores not spawning on icebox as they should. Should fix #81058. Improves description to not mention mechanics that aren't in game. Also, cleans up a piece of code that currently isn't serving much of a purpose. ## Changelog 🆑 fix: Icebox should have it's ore distribution and it's ore vents fixed, so that vents should now produce ore. spellcheck: Boulder processing machines now don't mention things they don't do. /🆑 |
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5543a44882 |
[MIRROR] ArcMining Pr Beta: Version 1.2 (#26205)
ArcMining Pr Beta: Version 1.2 (#78524) This one's not like the last one, so much so that I'm not even going to outsource the PR description to a robot this time! Basically, **You should read the PR body before assuming that everything is the same as last time. It's not.** Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared This pull request serves as a large rework of minerals produced by mining, and by extension mining itself. I'll try and list each change and it's associated nuance here. The biggest addition to the game with ArcMining is **Ore Vents**. Ore vents spawn as a ruin on the map, placing a randomized ore vent onto map generation. Ore vents spawn in 3 different sizes, **Small, Medium, and Large**. These vents will pick from a pool of materials they can generate, and will hang out across the map. A player can use a mining scanner to discover an ore vent, granting a small quantity of **mining points** to begin with. Once scanned, ore vents will show what minerals that ore vent will generate after they're fully tapped. Scanning the vent again will trigger the extraction process. A small drone will fly down, called the NODE drone, and buckle onto the vent. Your job during wave defense is to protect the drone and to defeat waves of randomly spawning mobs (dependent on if you're on lavaland or on icebox). The quantity, duration, and time between waves is scaled to the size of the vent you're protecting. Starting by scanning and protecting lower tier vents earlier in the shift is a safer bet than doing a large vent in the first few minutes. The drone has 500 health, and can take a good few hits, but leaving it alone will cause it to meet an unfortunate end quite quickly. Cooperation can be your best asset, as mining with allies can greatly help with wave defense, and mineral points are granted to anyone who helps with defending the ore vent equally (So 500 * size tier, regardless of how much help you receive). Once complete, the ore vent will have a mining machine constructed on top of it, and will start to dredge up **Boulders** from the earth automatically. More on boulders later. Ore vents can be located based on your mining scanner, and will provide an appropriate audio cue based on if the ore vent has been discovered or not, and once processed will no longer alert you to it's presence. **Each station comes with a free vent that produces exclusively iron and glass, free of charge.** This is to help with shifts where the station may not have shaft miners to produce minerals, and to provide the station with a baseline amount of minerals where none may exist otherwise. Mineral generation has been completely reworked. Previously, Mineral Generation had a flat 13% spawn rate in-game. Once minerals spawned, they would also have a chance to propagate their minerals to nearby tiles, resulting in a rather massive pool of minerals that could spawn throughout lavaland on the whole. This tweaks that, by making minerals in walls spawn based on their proximity to ore vents on maps that use cave generation. Both the probability, and quantity of ores spawning in walls is scaled based on distance, with ore vents looking like large caches of ores found in walls. This makes following ores found in walls and checking their quantity of minerals spawned a good indicator of how close you are to a nearby vent in-round. This means you can collect some points form both discovering ore vents first, as well as collecting their surrounding ores, turn those in for mining points, and then trading them in for gear upgrades to more effectively take on ore vents. As a result of tweaking the balance of this, the total amount of ores spawned in walls overall has been decreased. However, by making more of the process time based, we still result in a mostly balanced finished product. On station, there are now three new machines. These are the BRM, the Refinery, and the Smelter. - The BRM acts as a teleporter. Instead of needing to carry boulders back to the station, you can activate the BRM, and it will automatically pick boulders to teleport back to itself. You can use this to teleport boulders dredged up from lavaland onto the station for processing. **The BRM will only lock on to boulders that are resting on an ore vent.** Moving boulders back by hand will mean you'll have to haul it back by hand. - The refinery processes the non-metallic materials out of boulders. This process sends the materials straight to the ORM, and collects mining points from the ores smelted in the machine. Swiping with an ID card lets you withdraw those points for your own personal account, but remember that these points are for your whole team to share from. The **Mining points obtained from this process is only 75% of the amount an equivalent amount of ores would provide.** - The smelter works nearly identically, however the smelter produces metallic materials out of boulders instead. - Once a boulder has had all of it's materials extracted, it's broken down and deleted from the line. Otherwise, the boulder is spat out for the next machine to process it (either the refinery or smelter). - Once there's no minerals left in a boulder of any type, the refinery or smelter will break the boulder down. - Boulders **do not stack onto tiles with each other**, so they'll block each other when pulled or when moving on a conveyor belt. Boulders can also be processed by hand. Using a mining tool on a boulder with right click will allow you to break down a boulder into it's composite ores, but limits you to a maximum of 10 ore per boulder, where the full amount can be extracted using the proper processing machines. Also, processing by hand does deal small amounts of stamina damage over time, do breaking a full large boulder can be particularly taxing. Additional Boulder Processing Machines can be built, with the BRM board being obtained from the Protolathe, while the Smelter and Refinery boards being obtainable from the Autolathe instead. A _boulder processing beacon_ can also be obtained from the mining points vendor as a reward to assist with boulder processing. Boulder processing beacons can be used to spawn in a new BRM, refinery, and smelter on the tile the user is standing on, however **you'll still need to link them to the ORM**! All three machines can be upgraded with Stock Parts, allowing for **more boulders to be processed at a time**. It does not, however, increase the amount of minerals received from boulders, or points earned. Mining borgs have been given some minor adjustments to compensate for the changes to mining. Their mineral scanner, which now has an active component to gameplay, is now a module as opposed to built into the mob. This module allows for the same ability to discover and start waves of monsters to fight. Mining modules will find that their PKA now has a total of 90% mod capacity as compared to the 80% they had before, to allow for more robust defense of ore vents. In addition, all borgs and AIs can interact with the BRM for boulder collection. Mining Mechs have had their utility tweaked as a result of these changes as well. Mineral scanners to be used on mining mechs now have a larger radius by comparison to their handheld cousins. Similarly, it now has an active scanning button, which will actively discovery nearby ore vents. To begin wave defense, you will need to hop out and scan a second time however, so that you can properly accept the risks of drawing a horde of bloodthirsty wildlife towards you and your companions. Mechs can also manually process boulders, similar to mining tools using their drill. Golems, being more gentle and less aggressive than humans, while being made out of LITERAL ROCKS, have a greater need to secure access to ores and minerals to eat. As such, they have adapted to be able to do two new things: - Golems may now right click ore vents to be able to manually haul a boulder out of the vent. This costs a hefty amount of stamina, but it allows for golems to avoid combat during regular gameplay. - Golems may now left click a boulder with an open hand in order to manually process a boulder like a pickaxe. While not faster, it is consistent and prevents golems from starving if they have access to a vent, but no ores, somehow. The labor camp, being a camp for rehabilitation and ~~excessive manual labor~~ has been tweaked. Boulders now replace the random minerals located on their island, and to acquire their prizes inside, much be excavated and then broken out of the rock. Now YOU TOO can excavate minerals and become a true mineral hero by working your way to freedom. As a result of fewer mining points being available across the map due to the new ore spawning mechanics, and the shift in how and when ores will be coming in, almost every progress based mining point cost has been reduced by around 10-20%. Many numbers are still subject to change at present, but the idea is that core progress unlocks should be made a bit more available earlier in the round before players can start to solo or duo larger or more difficult ore vents, after which they'll be rolling in ores. Every once in awhile, an unusual boulder will get hauled up from the mineral rich depths of lavaland. These **Artifact boulders** can occasionally produce rare items, but for now they've mostly just been pulling up **Strange objects** for science. Nanotrasen Natural Sciences department will reward you extra points to be collected by boulder processing machines for successfully extracting one. In the future, this opens up a passive reward space that mining can reward to the station, like providing cytology DNA samples, ancient seeds, or other artifacts. - Boulders can be stored in all varieties of ore boxes (ground, mech) should you choose, however as mentioned it's best to leave them where they spawn and teleport them to the station for convenience. - Maps that are not subject to cave generation will find that they are largely untouched in terms of mineral balance. - Future or existing ruins can now be tweaked to have a mineral balance cost, as the ore vent ruin does. This will allow us to spawn in more interesting ruins for pre-made combat challenges. - There are unique ore vents that spawn across the map, that will summon a boss mob relevant to that map. If the boss mob is defeated, that vent will spawn large boulders pulling from every possible ore type that can spawn. Not for the faint of heart! - Similarly, the number of ore vents and mineral budget is now adjustable in the cave generation procs, so maps may spawn with more or less ore vents as desired for balance. - Artifact boulders opens up a LOT of room for possible future content like archaeology, xenoarch, artisci, and other design spaces! - Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in addition to boss ore vents. - **I'll add more to this as I get asked questions and remember things, this is a huge PR and I'm confident I've missed at least something** I outlined a lot of this in #78040, so I'll try and keep this relatively snappy this time, while noting that I've made some concessions to make the whole system a lot more playable while not trying to break out design decisions that are at the end of the day, better for the game and the overall resource balance in round. Minerals are a very poorly balanced system, and have been since their inception many years ago. We heavily rely on mineral balance in round, and yet we've really only balanced it by introducing so much supply that there's no equivalent exchange for materials that doesn't just heavily flood the exchanged material. For example, items printed from materials that are otherwise considered "rare" on master exist in such quantities and they'll never practically run out in our allotted 90 minute time slot design. This PR adjusts how ores spawn to a point where we can minimize the amount of ores that need to exist on the map for mining to be able to progress, while still providing enough resources for the station that it covers the needs of the station adequately. Miners will need to be more strategic about what resources they've collected, and be able to make decisions about which vents are worth the risk of attempting to fight, how to prepare for a wave defense, and when to head back up for upgrades, while finally giving them at least some kind of incentive to work together and use different equipment. Resonators make cleaning up the caves around vent easy, sandbags set up easy defenses for your vent, mechs can serve as a wider range radar while mining, all while still providing a new gameplay loop to mining. By limiting the amount of ores that can enter the round from the massive, massive amounts that were coming into the round beforehand (see gameplay to the processing of minerals. I have some plans for that, however this PR already got bloated really REALLY badly due to scope creep and the number of intersecting systems that rammed into each other to make this PR possible. So that'll be next. Plus, as I've mentioned, we open up places for ore processing to find fossils, relics, and other things that can implemented down the line. Overall, I don't expect this PR to save or kill ore balance, but we gain a LOT more control over it through the use of our mining defines attached to this PR, and at the end of the day, that's a great place to start off of. 🆑 add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts as your drone assistant excavates the vent, so the ore vent will produce mineral boulders! bal: Ores that spawn in walls now spawn based on their proximity to ore vents, with their chance to spawn and their minerals contained scaling from low to high. add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time. They collect mining points as well, to be redeemed with an ID card swipe. add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands. add: All stations come equipt with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources! add: Look there's a shit ton of changes on mining, for more detail check out the Pull Request: https://github.com/tgstation/tgstation/pull/78524. sound: New sounds and noises for your high octane factorio-like gameplay! image: All new boulder sprites for the new minerals and rocks added to the mining gameplay loop, as well as mining machines! image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners. /🆑 --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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002051a3d5 |
ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to outsource the PR description to a robot this time! Basically, **You should read the PR body before assuming that everything is the same as last time. It's not.** ## Video Summary Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared ## About The Pull Request This pull request serves as a large rework of minerals produced by mining, and by extension mining itself. I'll try and list each change and it's associated nuance here. ### Ore Vents The biggest addition to the game with ArcMining is **Ore Vents**. Ore vents spawn as a ruin on the map, placing a randomized ore vent onto map generation. Ore vents spawn in 3 different sizes, **Small, Medium, and Large**. These vents will pick from a pool of materials they can generate, and will hang out across the map. A player can use a mining scanner to discover an ore vent, granting a small quantity of **mining points** to begin with. Once scanned, ore vents will show what minerals that ore vent will generate after they're fully tapped. Scanning the vent again will trigger the extraction process. A small drone will fly down, called the NODE drone, and buckle onto the vent. Your job during wave defense is to protect the drone and to defeat waves of randomly spawning mobs (dependent on if you're on lavaland or on icebox). The quantity, duration, and time between waves is scaled to the size of the vent you're protecting. Starting by scanning and protecting lower tier vents earlier in the shift is a safer bet than doing a large vent in the first few minutes. The drone has 500 health, and can take a good few hits, but leaving it alone will cause it to meet an unfortunate end quite quickly. Cooperation can be your best asset, as mining with allies can greatly help with wave defense, and mineral points are granted to anyone who helps with defending the ore vent equally (So 500 * size tier, regardless of how much help you receive). Once complete, the ore vent will have a mining machine constructed on top of it, and will start to dredge up **Boulders** from the earth automatically. More on boulders later. Ore vents can be located based on your mining scanner, and will provide an appropriate audio cue based on if the ore vent has been discovered or not, and once processed will no longer alert you to it's presence. **Each station comes with a free vent that produces exclusively iron and glass, free of charge.** This is to help with shifts where the station may not have shaft miners to produce minerals, and to provide the station with a baseline amount of minerals where none may exist otherwise. ### Mineral Generation Mineral generation has been completely reworked. Previously, Mineral Generation had a flat 13% spawn rate in-game. Once minerals spawned, they would also have a chance to propagate their minerals to nearby tiles, resulting in a rather massive pool of minerals that could spawn throughout lavaland on the whole. This tweaks that, by making minerals in walls spawn based on their proximity to ore vents on maps that use cave generation. Both the probability, and quantity of ores spawning in walls is scaled based on distance, with ore vents looking like large caches of ores found in walls. This makes following ores found in walls and checking their quantity of minerals spawned a good indicator of how close you are to a nearby vent in-round. This means you can collect some points form both discovering ore vents first, as well as collecting their surrounding ores, turn those in for mining points, and then trading them in for gear upgrades to more effectively take on ore vents. As a result of tweaking the balance of this, the total amount of ores spawned in walls overall has been decreased. However, by making more of the process time based, we still result in a mostly balanced finished product. ### Boulder Processing On station, there are now three new machines. These are the BRM, the Refinery, and the Smelter. - The BRM acts as a teleporter. Instead of needing to carry boulders back to the station, you can activate the BRM, and it will automatically pick boulders to teleport back to itself. You can use this to teleport boulders dredged up from lavaland onto the station for processing. **The BRM will only lock on to boulders that are resting on an ore vent.** Moving boulders back by hand will mean you'll have to haul it back by hand. - The refinery processes the non-metallic materials out of boulders. This process sends the materials straight to the ORM, and collects mining points from the ores smelted in the machine. Swiping with an ID card lets you withdraw those points for your own personal account, but remember that these points are for your whole team to share from. The **Mining points obtained from this process is only 75% of the amount an equivalent amount of ores would provide.** - The smelter works nearly identically, however the smelter produces metallic materials out of boulders instead. - Once a boulder has had all of it's materials extracted, it's broken down and deleted from the line. Otherwise, the boulder is spat out for the next machine to process it (either the refinery or smelter). - Once there's no minerals left in a boulder of any type, the refinery or smelter will break the boulder down. - Boulders **do not stack onto tiles with each other**, so they'll block each other when pulled or when moving on a conveyor belt. Boulders can also be processed by hand. Using a mining tool on a boulder with right click will allow you to break down a boulder into it's composite ores, but limits you to a maximum of 10 ore per boulder, where the full amount can be extracted using the proper processing machines. Also, processing by hand does deal small amounts of stamina damage over time, do breaking a full large boulder can be particularly taxing. Additional Boulder Processing Machines can be built, with the BRM board being obtained from the Protolathe, while the Smelter and Refinery boards being obtainable from the Autolathe instead. A _boulder processing beacon_ can also be obtained from the mining points vendor as a reward to assist with boulder processing. Boulder processing beacons can be used to spawn in a new BRM, refinery, and smelter on the tile the user is standing on, however **you'll still need to link them to the ORM**! All three machines can be upgraded with Stock Parts, allowing for **more boulders to be processed at a time**. It does not, however, increase the amount of minerals received from boulders, or points earned. ### Mining Borg Tweaks Mining borgs have been given some minor adjustments to compensate for the changes to mining. Their mineral scanner, which now has an active component to gameplay, is now a module as opposed to built into the mob. This module allows for the same ability to discover and start waves of monsters to fight. Mining modules will find that their PKA now has a total of 90% mod capacity as compared to the 80% they had before, to allow for more robust defense of ore vents. In addition, all borgs and AIs can interact with the BRM for boulder collection. ### Mining Mech Tweaks Mining Mechs have had their utility tweaked as a result of these changes as well. Mineral scanners to be used on mining mechs now have a larger radius by comparison to their handheld cousins. Similarly, it now has an active scanning button, which will actively discovery nearby ore vents. To begin wave defense, you will need to hop out and scan a second time however, so that you can properly accept the risks of drawing a horde of bloodthirsty wildlife towards you and your companions. Mechs can also manually process boulders, similar to mining tools using their drill. ### Golem Tweaks Golems, being more gentle and less aggressive than humans, while being made out of LITERAL ROCKS, have a greater need to secure access to ores and minerals to eat. As such, they have adapted to be able to do two new things: - Golems may now right click ore vents to be able to manually haul a boulder out of the vent. This costs a hefty amount of stamina, but it allows for golems to avoid combat during regular gameplay. - Golems may now left click a boulder with an open hand in order to manually process a boulder like a pickaxe. While not faster, it is consistent and prevents golems from starving if they have access to a vent, but no ores, somehow. ### Gulag Tweaks The labor camp, being a camp for rehabilitation and ~~excessive manual labor~~ has been tweaked. Boulders now replace the random minerals located on their island, and to acquire their prizes inside, much be excavated and then broken out of the rock. Now YOU TOO can excavate minerals and become a true mineral hero by working your way to freedom. ### Mining Point Changes As a result of fewer mining points being available across the map due to the new ore spawning mechanics, and the shift in how and when ores will be coming in, almost every progress based mining point cost has been reduced by around 10-20%. Many numbers are still subject to change at present, but the idea is that core progress unlocks should be made a bit more available earlier in the round before players can start to solo or duo larger or more difficult ore vents, after which they'll be rolling in ores. ### Rarities Every once in awhile, an unusual boulder will get hauled up from the mineral rich depths of lavaland. These **Artifact boulders** can occasionally produce rare items, but for now they've mostly just been pulling up **Strange objects** for science. Nanotrasen Natural Sciences department will reward you extra points to be collected by boulder processing machines for successfully extracting one. In the future, this opens up a passive reward space that mining can reward to the station, like providing cytology DNA samples, ancient seeds, or other artifacts. ### Misc notes - Boulders can be stored in all varieties of ore boxes (ground, mech) should you choose, however as mentioned it's best to leave them where they spawn and teleport them to the station for convenience. - Maps that are not subject to cave generation will find that they are largely untouched in terms of mineral balance. - Future or existing ruins can now be tweaked to have a mineral balance cost, as the ore vent ruin does. This will allow us to spawn in more interesting ruins for pre-made combat challenges. - There are unique ore vents that spawn across the map, that will summon a boss mob relevant to that map. If the boss mob is defeated, that vent will spawn large boulders pulling from every possible ore type that can spawn. Not for the faint of heart! - Similarly, the number of ore vents and mineral budget is now adjustable in the cave generation procs, so maps may spawn with more or less ore vents as desired for balance. - Artifact boulders opens up a LOT of room for possible future content like archaeology, xenoarch, artisci, and other design spaces! - Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in addition to boss ore vents. - **I'll add more to this as I get asked questions and remember things, this is a huge PR and I'm confident I've missed at least something** ## Why It's Good For The Game I outlined a lot of this in #78040, so I'll try and keep this relatively snappy this time, while noting that I've made some concessions to make the whole system a lot more playable while not trying to break out design decisions that are at the end of the day, better for the game and the overall resource balance in round. Minerals are a very poorly balanced system, and have been since their inception many years ago. We heavily rely on mineral balance in round, and yet we've really only balanced it by introducing so much supply that there's no equivalent exchange for materials that doesn't just heavily flood the exchanged material. For example, items printed from materials that are otherwise considered "rare" on master exist in such quantities and they'll never practically run out in our allotted 90 minute time slot design. This PR adjusts how ores spawn to a point where we can minimize the amount of ores that need to exist on the map for mining to be able to progress, while still providing enough resources for the station that it covers the needs of the station adequately. Miners will need to be more strategic about what resources they've collected, and be able to make decisions about which vents are worth the risk of attempting to fight, how to prepare for a wave defense, and when to head back up for upgrades, while finally giving them at least some kind of incentive to work together and use different equipment. Resonators make cleaning up the caves around vent easy, sandbags set up easy defenses for your vent, mechs can serve as a wider range radar while mining, all while still providing a new gameplay loop to mining. By limiting the amount of ores that can enter the round from the massive, massive amounts that were coming into the round beforehand (see #78346 ), we can make ore processing more meaningful by adding more gameplay to the processing of minerals. I have some plans for that, however this PR already got bloated really REALLY badly due to scope creep and the number of intersecting systems that rammed into each other to make this PR possible. So that'll be next. Plus, as I've mentioned, we open up places for ore processing to find fossils, relics, and other things that can implemented down the line. Overall, I don't expect this PR to save or kill ore balance, but we gain a LOT more control over it through the use of our mining defines attached to this PR, and at the end of the day, that's a great place to start off of. ## Changelog 🆑 add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts as your drone assistant excavates the vent, so the ore vent will produce mineral boulders! bal: Ores that spawn in walls now spawn based on their proximity to ore vents, with their chance to spawn and their minerals contained scaling from low to high. add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time. They collect mining points as well, to be redeemed with an ID card swipe. add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands. add: All stations come equipt with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources! add: Look there's a shit ton of changes on mining, for more detail check out the Pull Request: https://github.com/tgstation/tgstation/pull/78524. sound: New sounds and noises for your high octane factorio-like gameplay! image: All new boulder sprites for the new minerals and rocks added to the mining gameplay loop, as well as mining machines! image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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ab5a4d0f99 |
[MIRROR] split area.contained_turfs up by zlevel, make init 10 seconds faster (#26161)
* split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941) ## About The Pull Request Situation: areas have a list of all turfs in their area. Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs that has to be traversed for every turf we need to remove from it. This can take multiple byond ticks just to preform this action for a single space rune Solution: split the list by zlevel, and only search the right zlevel list when removing turfs from areas. replaces `area.get_contained_turfs()` with a few new procs: * `get_highest_zlevel()` - returns the highest zlevel the area contains turfs in. useful for use with `get_turfs_by_zlevel` * `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in a given zlevel. Useful for code that only cares about a specific zlevel or changes behavior based on zlevel like lighting init. * `get_turfs_from_all_zlevels()` - the replacement for `get_contained_turfs()`, renamed as such so anybody copying/cargo culting code gets a hint that a zlevel specific version might exist. Still used in for loops that type checked so byond would do that all at once * `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists but only for non-empty zlevels. very useful for for loops. The area contents unit test has been rewritten to ensure any improper data triggers failures or runtimes by not having it use the helpers above (some of which ensure a list is always returned) and access the lists directly. * split area.contained_turfs up by zlevel, make init 10 seconds faster * eeyes * Update area_spawn_subsystem.dm * Unshits turf contain code slightly (#81023) Literally just implements my reviews from #80941 I am frankly a smidge pissed that the pr was merged without them being handled. No code is worth merging past known issues, and if the author is just gonna dip then that's life. I don't like privileging mso on stuff like this, especially because frankly I'm kinda mad at him rn but also because when a pr is made the onus on finishing it falls to the person who made it. Should not need to clean up after someone as a maintainer, and shouldn't normalize doing it. I'm not like mad at zypher directly mind he offered to do this too, just the idea he was espousing here. --------- Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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8703eac50d |
split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941)
## About The Pull Request Situation: areas have a list of all turfs in their area. Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs that has to be traversed for every turf we need to remove from it. This can take multiple byond ticks just to preform this action for a single space rune Solution: split the list by zlevel, and only search the right zlevel list when removing turfs from areas. replaces `area.get_contained_turfs()` with a few new procs: * `get_highest_zlevel()` - returns the highest zlevel the area contains turfs in. useful for use with `get_turfs_by_zlevel` * `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in a given zlevel. Useful for code that only cares about a specific zlevel or changes behavior based on zlevel like lighting init. * `get_turfs_from_all_zlevels()` - the replacement for `get_contained_turfs()`, renamed as such so anybody copying/cargo culting code gets a hint that a zlevel specific version might exist. Still used in for loops that type checked so byond would do that all at once * `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists but only for non-empty zlevels. very useful for for loops. The area contents unit test has been rewritten to ensure any improper data triggers failures or runtimes by not having it use the helpers above (some of which ensure a list is always returned) and access the lists directly. |
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17a7b8f2fb |
[MIRROR] Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) [MDB IGNORE] (#24406)
* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) (#78877) ## About The Pull Request [Implements a setter for starlight variables]( |
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b77fa8c2a2 |
Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) (#78877)
## About The Pull Request [Implements a setter for starlight variables]( |
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d9624bdf97 |
[MIRROR] Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse [MDB IGNORE] (#23794)
* Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse * Update hilbertshotel.dm * Modular proc ref --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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1b96345e44 |
Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse (#77786)
## About The Pull Request Adds multi-z support for lazy templates Also fixes some improper use and placement for turf flags ## Why It's Good For The Game Shadow needs/wants this for bit runner maps. Turf flags are also why lava has been generating in places it shouldnt. (inside of ruins) ## Changelog 🆑 fix: Lava can no longer occasionally generate inside of previously loaded templates and breach and/or destroy shit /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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e884af7b5b |
[MIRROR] Demonic Frost Miner can spawn again [MDB IGNORE] (#23484)
* Demonic Frost Miner can spawn again (#78067) ## About The Pull Request Fixes #72943 Fixes #62901 This fixes specifically icebox multi-z ruins not spawning with their counterpart below ruins because the area for the underground portion of icebox was not whitelisted so there were no valid spawn positions. ## Why It's Good For The Game Multi-z icebox ruins working is good. ## Changelog 🆑 fix: Multi-z Icebox ruins including the Demonic Frost Miner can now be placed again /🆑 --------- Co-authored-by: Changelogs <action@ github.com> * Demonic Frost Miner can spawn again --------- Co-authored-by: Whoneedspacee <yougotreallyowned@gmail.com> Co-authored-by: Changelogs <action@ github.com> |
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3692ad837b |
Demonic Frost Miner can spawn again (#78067)
## About The Pull Request Fixes #72943 Fixes #62901 This fixes specifically icebox multi-z ruins not spawning with their counterpart below ruins because the area for the underground portion of icebox was not whitelisted so there were no valid spawn positions. ## Why It's Good For The Game Multi-z icebox ruins working is good. ## Changelog 🆑 fix: Multi-z Icebox ruins including the Demonic Frost Miner can now be placed again /🆑 --------- Co-authored-by: Changelogs <action@github.com> |
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3569f9fd94 |
[MISSED MIRROR] Loads Away Missions for Unit Testing (#76245) (#22534)
* Loads Away Missions for Unit Testing (#76245)
Hey there,
A pretty bad bug (#76226) got through, but it was fixed pretty quickly
in #76241 (
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4f48be9809 |
[MIRROR] Planetary station traits: Forever Storm and Forested [MDB IGNORE] (#22763)
* Planetary station traits: Forever Storm and Forested * Update CaveGenerator.dm * Update CaveGenerator.dm --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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61abab479b |
Planetary station traits: Forever Storm and Forested (#76957)
Adds two new station traits for Icebox: **Forever Storm** The storm on icebox never stops and is more intense. You can wear a coat and drink coffee and be fine **Forested** Icebox top exterior has a different terrain generator, including way more grass and trees. AND DEER. Natural chasms are replaced with plasma rivers <details> <summary>Outside</summary>    (the emissives on the trees have been fixed) </details> ## Why It's Good For The Game There are no icebox specific station traits, so I added them! The exterior is very static, samey and could honestly be a lot more interesting. Having the outside area be varied is something that freshens up icebox a little! (3x3 icebox is inevitable...) Forever Storm: I think storms are pretty spooky and cool, and having a permanent storm can change the ambience a bit and make everyone feel more isolated. Exploration is not recommended, but you can totally still go outside at increased risk. Pretty rare and can only happen on icebox Forested: Forests are dope. It's pretty common for a station trait, but factoring in that this only happens on icebox, I think it's fair I've also had to split apart turf and object generation so stuff doesn't spawn above rivers/chasms anymore. I tested it and I didn't seem to have broken anything, so that's pretty cool closes #75154 🆑 add: Adds a Forested planetary station trait! Icebox exterior is now a forest! add: Adds a Forever Storm planetary station trait! Sometimes, the storm never stops. Stay inside or get some coffee and warm clothes fix: fixes stuff spawning in rivers and above chasms fix: emissive blockers on random flora not updating code: Splits terrain generation and terrain population in SSmapping /🆑 |
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b674e72ef1 |
[MISSED MIRROR] Macros multi-z code, removes the false premise of manual offsets (#76248) (#22531)
* Macros multi-z code, removes the false premise of manual offsets (#76248) ## About The Pull Request [Removes the pretense of relative multiz levels]( |
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755fa4db6d |
Loads Away Missions for Unit Testing (#76245)
## About The Pull Request
Hey there,
A pretty bad bug (#76226) got through, but it was fixed pretty quickly
in #76241 (
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4d1e34322f |
Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request [Removes the pretense of relative multiz levels]( |
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4c6567976b |
[MIRROR] Removes per z level station relays, allows tcomms to reach across interconnected zs [MDB IGNORE] (#22111)
* Removes per z level station relays, allows tcomms to reach across interconnected zs (#76360) ## About The Pull Request The second layer of tram does not need its own relay, it is like 10 feet max above the first. Feels wrong in game, mappers tend to just sneak these off in corners, it sucks. Shouldn't need to do it. Instead, tcomms z levels will be filled based off the z stack, rather then just the layer itself. Adds a list/helper to make this more efficient/more easily duplicable ## Why It's Good For The Game Matches what people expect better, removes redundant map bits, better vibes. ## Changelog 🆑 balance: Tcomms now works across connected (vertically) zlevels. No more hunting in maint for the relay. /🆑 * Removes per z level station relays, allows tcomms to reach across interconnected zs --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com> |
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63c365909e |
Removes per z level station relays, allows tcomms to reach across interconnected zs (#76360)
## About The Pull Request The second layer of tram does not need its own relay, it is like 10 feet max above the first. Feels wrong in game, mappers tend to just sneak these off in corners, it sucks. Shouldn't need to do it. Instead, tcomms z levels will be filled based off the z stack, rather then just the layer itself. Adds a list/helper to make this more efficient/more easily duplicable ## Why It's Good For The Game Matches what people expect better, removes redundant map bits, better vibes. ## Changelog 🆑 balance: Tcomms now works across connected (vertically) zlevels. No more hunting in maint for the relay. /🆑 |
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3d4b8e19ba |
[MIRROR] Fix further/MetaStation [MDB IGNORE] (#21944)
* Fix further/MetaStation (#76158) ## About The Pull Request Typo fixes. Further and fixes MetaStation's default name to match the JSON. ## Changelog 🆑 LT3 spellcheck: Fixed a few typos /🆑 * Fix further/MetaStation --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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8a8dd8f4b6 |
Fix further/MetaStation (#76158)
## About The Pull Request Typo fixes. Further and fixes MetaStation's default name to match the JSON. ## Changelog 🆑 LT3 spellcheck: Fixed a few typos /🆑 |
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fd79c7c9d5 |
[MIRROR] Makes ruin budget proportional to amount of space ruin z-levels [MDB IGNORE] (#20725)
* Makes ruin budget proportional to amount of space ruin z-levels (#74841) ## About The Pull Request Adds global define for DEFAULT_SPACE_RUIN_LEVELS and DEFAULT_SPACE_EMPTY_LEVELS ### Proportional budget Adds proportional budget to setup_ruins The budget is multiplied by the current amount of ruin levels over the default amount Smaller amounts will have less ruins, while bigger maps will have more ruins Should maintain the same amount of ruins per z-level ### Z-levels spawning fix Z-levels didn't seem to spawn their intended amount of ruins This was because the for loop added the count variable before doing the spawning. So for example if there was only 1 level, it would count to 1 and end the loop without spawning the level. Also removed a loop that seemed to just make the process more complex for no reason. It even had a note to remove it. However, if it has a use then you should tell me. ## Why It's Good For The Game Maps with a smaller amount of ruin levels won't be completely filled The amount of ruins will be consistent per z-level The creator of North Star won't allow space exploration unless there's a way to proportionally reduce the space budget see #74719 ## Changelog 🆑 fix: Maps now spawn the correct amount of space levels. The bug caused them to spawn 1 less in each category code: The space ruins budget is now proportional to the amount of ruin levels. This has no effect on the current default maps, but added maps with less than the default amount of ruin levels will see less ruins. /🆑 * Makes ruin budget proportional to amount of space ruin z-levels --------- Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com> |
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20602ce519 |
Makes ruin budget proportional to amount of space ruin z-levels (#74841)
## About The Pull Request Adds global define for DEFAULT_SPACE_RUIN_LEVELS and DEFAULT_SPACE_EMPTY_LEVELS ### Proportional budget Adds proportional budget to setup_ruins The budget is multiplied by the current amount of ruin levels over the default amount Smaller amounts will have less ruins, while bigger maps will have more ruins Should maintain the same amount of ruins per z-level ### Z-levels spawning fix Z-levels didn't seem to spawn their intended amount of ruins This was because the for loop added the count variable before doing the spawning. So for example if there was only 1 level, it would count to 1 and end the loop without spawning the level. Also removed a loop that seemed to just make the process more complex for no reason. It even had a note to remove it. However, if it has a use then you should tell me. ## Why It's Good For The Game Maps with a smaller amount of ruin levels won't be completely filled The amount of ruins will be consistent per z-level The creator of North Star won't allow space exploration unless there's a way to proportionally reduce the space budget see #74719 ## Changelog 🆑 fix: Maps now spawn the correct amount of space levels. The bug caused them to spawn 1 less in each category code: The space ruins budget is now proportional to the amount of ruin levels. This has no effect on the current default maps, but added maps with less than the default amount of ruin levels will see less ruins. /🆑 |
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8dbb7f8a09 |
[MIRROR] Fixes lava river genertation (It was broken for 2 YEARS) [MDB IGNORE] (#20205)
* Fixes lava river genertation (It was broken for 2 YEARS) (#74359)
## About The Pull Request
Post
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1e58c1875d |
Fixes lava river genertation (It was broken for 2 YEARS) (#74359)
## About The Pull Request
Post
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43fde4181e |
[MIRROR] Saves roughly 20% off living/Life(), makes gravity event based [MDB IGNORE] (#20074)
Saves roughly 20% off living/Life(), makes gravity event based Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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5aab9dd88a |
Saves roughly 20% off living/Life(), makes gravity event based (#74084)
## About The Pull Request Right now, each time life processes we need to run has_gravity, and check its output against a bunch of thresholds. We could save off that second bit by caching the previous value, but we'd still be only updating this every 2 seconds. This potentially delayed updating leads to really janky feeling behavior around transition points too (like when moving on/off the sand on tram station) So instead of doing this updating off life(), let's make it event based. We'll decompose has_gravity, and take all the values it relies on, and check for them changing ourselves. That way we get instant response, and can save all the wasted has_gravity calls. This constant checking on movement adds a few signal registrations, a connect_loc, and some logic on living/Moved The Moved logic increases Moved's self by 50%, roughly 1 second a round at worst. Don't have concrete numbers for the connect_loc (new self / old self)  In constrast, handle_gravity is currently on average maybe 15 seconds.  I could JUST save maybe 13 seconds and not spend the 1 by storing the previous gravity value, but I think this is worth the ux changes. It does add some extra resistance to change, but s much nice. Moved some functions around too, and removed now redundant update_gravity calls ## Why It's Good For The Game Snappier gravity, faster Life() ## Changelog 🆑 qol: Human gravity will react to changes instantly, instead of waiting for the next process tick. Hopefully this feels better and not worse /🆑 |
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f141a04600 |
[MIRROR] Fix pre-round lobby map vote filter [MDB IGNORE] (#19759)
* Fix pre-round lobby map vote filter (#73820) ## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/73816 ## Changelog 🆑 LT3 fix: Map filter works properly in the pre-round lobby fix: Map vote doesn't log 'not enough players' if the vote starts in the pre-round lobby /🆑 --------- Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com> * Fix pre-round lobby map vote filter --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com> |
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331bc183b5 |
Fix pre-round lobby map vote filter (#73820)
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/73816 ## Changelog 🆑 LT3 fix: Map filter works properly in the pre-round lobby fix: Map vote doesn't log 'not enough players' if the vote starts in the pre-round lobby /🆑 --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |
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db33d75a5e |
[MIRROR] Space/Changeturf fixes and optimizations [MDB IGNORE] (#19201)
Space/Changeturf fixes and optimizations Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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47839a787e |
[MIRROR] Meteor events won't try and run on icebox [MDB IGNORE] (#19185)
* Meteor events won't try and run on icebox * Update mapping.dm * Update _event.dm --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: lessthnthree <three@lessthanthree.dk> |
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1365b9847d |
[MIRROR] Documents the_station_areas global list, fixes some things which read from it incorrectly [MDB IGNORE] (#19225)
Documents `the_station_areas` global list, fixes some things which read from it incorrectly Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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5f9f60713b |
[MIRROR] Starlight Polish (Space is blue!) [MDB IGNORE] (#19059)
* Starlight Polish (Space is blue!) (#72886) <!-- 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 <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 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 GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> * update modular * Update _decal.dm * Update _decal.dm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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d8077e6b11 |
Documents the_station_areas global list, fixes some things which read from it incorrectly (#73279)
## 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. /🆑 |
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f88edef0fb |
Space/Changeturf fixes and optimizations (#73261)
## 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]( |
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cfb2d9feb9 |
Meteor events won't try and run on icebox (#73241)
## 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. /🆑 |
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d67555a0b5 |
the inevitable Revert "Refactors admin verbs from giant ass lists into datums" in case stuff breaks (#73206)
Reverts tgstation/tgstation#72407 |
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fca90f5c78 |
Redoes the admin verb define to require passing in an Admin Visible Name, and restores the usage of '-' for the verb bar when you want to call verbs from the command bar. Also cleans up and organizes the backend for drawing verbs to make it easier in the future for me to make it look better (#73214)
## 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 |