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20 Commits
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3c5b1d8b68 |
Puts blood back on floor plane, puts runes on floor plane (removes shadows from blood and runes) (#87013)
## About The Pull Request Basically goes through and puts some flat objects onto the floor plane. Also puts blood back on the floor plane, since it seems like it used to be but may have been moved mistakenly questionmark. This means they will not be affected by Ambient Occlusion:  ## Why It's Good For The Game A lot of these "flat" things look really out of place because they're secretly "floating" due to being on the wrong plane ## Changelog 🆑 Melbert qol: Runes, crayons, and similar decals no longer have shadows fix: Blood and similar "mess" decals no longer have shadows (again) /🆑 |
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8486f2f7e2 |
Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax ## About The Pull Request Storage goes to the very bottom of the interaction chain, hardcoded in on `/atom`. This is not preferred, obviously, but it ends up being a lot less snowflaking overall. Tables also go at the very bottom by extending `base_item_interaction`. Fixes #83742 Fixes #84434 Fixes #83982 Fixes #85516 Fixes #84990 Fixes #84890 Closes #85036 Closes #84025 (RMB places it on the table.) Closes #86616 Other changes: Refactored pod storage to be less jank. Patches some exploits around it. ## Why It's Good For The Game Should make a lot more interactions a lot more reliable... hopefully ## Changelog 🆑 Melbert refactor: Storage and Tables are now a lower priority action, meaning some uses of items on storage should work... better, now. Here's hoping at least, report any oddities. refactor: Note: For an overwhelming majority of items, **combat mode** will attempt to attack/insert into the target, while **non-combat-mode** will attempt to use on a target. This means screwdrivering or emagging a MODsuit must be done on non-combat-mode, as combat mode will simply put the screwdriver or emag into its storage. Same applies to tables, though when in doubt, RMB may help (for things which are also weapons, like mops). refactor: Refactored escape pod storage, now they actually properly show as unlocked on red alert and above. /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> 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: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑 |
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fcc87b4801 |
virtual pets (#81342)
players can now download their very own virtual pet through a new PDA app. this pet is called orbie and u can interact with him in alot of unique ways happiness can be increased by regularly grooming ur pet, feeding him, or u can arrange with other players playdates for ur pets, they can play with each other and both their happiness will increase u can get food from ur pet through ur pda, it will assign u a random drop zone location in the station u need to go to, after which u can obtain ur pet's food then ur PDA will spawn a virtual chocolate bar that ur pet loves to eat. it wont assign u dropzone locations that are restricted or hard to reach, however if the area it assigns u is a bit difficult to get to, u can reroll the location after a small cooldown u can also level up ur pet to make it gain new helpful abilities and more cosmetic options. the main way to level up ur pet is by walking it, so u can have it follow u while u are doing ur job on the station and it will passively get exp. u get an increased exp modifier per step if ur pet is happy and not hungry. At level 2, ur pet will gain an ability to toggle lights and will also read outloud to u any PDA messages u recieve. at level 3, ur pet gains a camera ability. u can command it to take a photo afterwhich the picture will be saved directly in ur pda u also have alot of customization options for ur pet! u can change its color, name, gender, and u can make it wear hats! u can unlock more hats for ur pet if u level it up further. these customizations change ur pet's hologram appearance as well as its profile picture on the pet network. u can view how other player's virtual pets are progressing through the pet network. each time ur pet reaches a new milestone, an update will automatically be sent out on the network if ur pet's milestones gets likes from other players, it will become happier this app also allows u to program new tricks for ur pet. U can create a custom trick sequence, and change the trick's name. If u say the trick's name outloud to ur pet it will do the sequence u programmed. |
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c1d68698fb |
Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615. The core optimization is this: ```patch - var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up. + var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up. ``` We avoid a heap allocation in the form of copying the args over to a new list. A/B testing shows this results in 33% better overtime, and in a real round shaving off a full second of self time and 0.4 seconds of overtime--both of these would be doubled in the event this is merged as the new proc was only being run 50% of the time. |
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af67bd7490 |
basic cleanbots refactor and new janitor skillchip (#80128)
## About The Pull Request this pr refacotrs cleanbots into basic bots. also adds a new skillchip for janitrs. this skillchip will allow janitors to communicate with cleanbots and order them around, like pointing at something and telling them to clean it. also now the cleanbot has an inbuilt mop which it will use to smack mice and cockroaches ## Why It's Good For The Game refactors cleanbots into basic bots and fixes them getting stuck sometimes while patrolling. also janitors being able to order them around can make them a bit more useful as tools for the janitor ## Changelog 🆑 refactor: cleanbots are refactored into basic bots. please report all bugs fix: fixes cleanbots getting stuck sometimes while patrolling add: janitors get a new skillchip which allow them to communicate with cleanbots /🆑 |
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a6c66a098d |
Progress bars & cleaning particles will centre on the tile occupied by large icon objects (#77940)
## About The Pull Request Do_after bars always draw based on the top-left corner of the targetted atom, for atoms with sprites that are larger than 32x32 this gives them a weird offset instead of being centred, which bugs me. I have tried my best to figure out a way to reverse this which does not interfere with atoms which use pixel_x/pixel_y to visually appear to be on a different tile. ## Why It's Good For The Game Before:  he hates how you missed him completely 😦 After:  now you're cleaning his feet 🙂 ## Changelog 🆑 image: progress bars and cleaning particles are now centered on the tile occupied by the target, if it is a big sprite /🆑 |
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ed0999e4ea |
Adds error on qdeling callback, fixes errors this causes (#77850)
## About The Pull Request You shouldn't ever qdel a callback. If you don't want to own it free your ref (remove it from a list/set it to null). When all refs are cleared it'll get cleaned up by byond itself |
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5057e65041 |
Janitor balloon alerts (#76284)
## About The Pull Request Adds some balloon alerts to the mop, /datum/component/cleaner, and the light replacer edits some balloon alerts on the janicart ## Why It's Good For The Game Doing your duties as a janitor tends to clog up chat, and this stuff seems better for balloon alerts anyway. Newer players are also often directed towards janitor, and this will help with feedback for someone unaccustomed to looking at chat. If any of these are too long let me know. ## Changelog 🆑 Seven qol: Mops, some cleaning items, and light replacers now use balloon alerts /🆑 |
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f54dcda1c0 |
afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item (#72320)
Necessary for #72292 to work effectively, and probably not very useful out of that context. Split out of its own PR because this is long and boring. I want to make sure that we're catching actual mistakes there, and not just experiencing side effects of how shitty the attack chain is. |
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dba21aa8bd |
fixes cleaning animation disappearing if you clean something that's already being cleaned (#71673)
## About The Pull Request 1: Start cleaning something. 2: Clean the same thing again before the original cleaning manages to finish. This removes the cleaning bubbles animation early, before the actual cleaning is done. You can also spam the start cleaning message with this. The cleaning overlay is removed after the do_after that makes you wait the time it takes to clean. When you're already waiting and you clean it a second time the do_after returns instantly and removes the overlay while the first one is still waiting. But it seems that we don't even need to bother with any of that code if we're already cleaning the thing, so we can just return early and prevent the issue. ## Why It's Good For The Game Fixes a graphical bug. ## Changelog 🆑 fix: trying to clean something while it's already being cleaned will no longer prematurely remove the cleaning animation /🆑 |
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ce71f2dc69 |
Replaces some bad trait sources and updates two trait names (#71375)
## About The Pull Request Traits should never use a hard reference as their trait source, if you want to use a "reference" to a datum use `REF()` instead, or it will cause hard deletes Also renamed some traits which didn't use the "standard" scheme, because I saw it while regexing ## Why It's Good For The Game - Prevents some hard deletes - Uses a less confusing naming scheme ## Changelog Not necessary |
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6403293df9 | Changing z-level after being cleaned no longer makes the bubbles re-appear (#71201) | ||
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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a625fc8038 |
Cleans up the fallout from plane cube (#70235)
* Cleans up the fallout from plane cube Alright. Makes cleaning bubbles respect planes Adds support for updating overlays on move, fixing an issue with pointing at items Adds better error messages for failing to provide args for mutable_appearance() Fixes a bug where string overlays were not respecting insertion order * Adds documentation for offset spokesman and offset_const * Better stack trace * Removes some redundant uses of cached MAs At this scale, attempting to cache MAs like this has 0 impact on anything And just makes things more messy then they need to be * ensures fullscreen objects START offset, so things are always proper * ensures chatmessages always have the right offset * fixes compile * whoops, the above lighting plane should actually be ABOVE the lighting plane * fixes compile, also cleans up the fire overlay a tad * Adds a unit test for plane masters that are shrunk by multiz being double shrunk This is slightly hacky because of how I'm handing the plane master group, but it's not THAT bad, and gives me some real good coverage * Properly targets the seethrough plane at the game world plate. This fixes unit tests, and also just makes more sense * whoops * oh * adds datum support for allocate(), cleans up a harddel from testing * Makes camera chunks index at 1, and also makes them support non powers of two sizes, since that was unneeded * fixes runtime in allocate |
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41ca4962db |
Moves cleaning to an atom proc to afterattack signal (#70239)
* Hopefully fixes Cleaning * Cleaning off window blood is now handled by the Window itself * Cleanbots now have an advanced mop built into them, I am hoping in the future we can make cleanbots have their mops taken off, but I'm not good at spriting so it isn't a thing yet. * Adds a pre_clean_callback to replace the should_clean arg (mostly) * Removes the atom cleaning proc, replaces it with a signal for afterattack on a cleaning tool. * Fixes and improvements * adds a new define that allows pre_clean_callback to cancel cleaning entirely, used for mops to check for being wet or attacking buckets and such. * Fixes cleanbots not properly working, removing their mop and just registering for a signal that bots send instead. * Changes cleaner component to take proximity into account, that way we don't have to check it on each item's individual afterattacks, that way we don't have to call parent at the end either. * Improves check_allowed_items a little bit because I hated how it was used for soap. * Update cleaner.dm * reviews |
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eb7249849e | Adds soap/mop/rag/cleanbot cleaning animation (#68069) | ||
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e0caf5f959 |
Refactors cleaning into a component (#68156)
* Completely refactors cleaning tools to all use a single component rather than copy pasting everywhere. * Everything that cleans (including Cleanbots and the like) all use this component. It is called on an atom-level proc, to prevent signal overuse/misuse. * This additionally means that cleaning is much more consistent between tools, for stuff like cleaning blood off of windows and soap not being able to clean worn clothes, since it isnt a problem anymore. |