mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-03 21:42:06 +00:00
b5fa92d6918b2e4ea0bc0eef05fdcf2f8fb082a5
156 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
d554ab7766 |
RPG Loot: Revisited & READY (#82533)
## About The Pull Request Revival of #72881 A new alt click window with a tarkov-y loading spinner. Replaces the object item window in stat panel. ## Videos <details> <summary>vids</summary> toggleable grouping:  now lists the floor as first obj:  in action:  </details> ## features: - search by name - 515 image generator is much faster than alt click menu - opening a gargantuan amount of items shouldnt freeze your screen - groups similar items together in stacks by default, toggleable - shows tile as first item - <kbd>Shift</kbd> and <kbd>Ctrl</kbd> compatible with LMB 🖱️ - RMB points points at items (sry i could not get MMB working) - key <kbd>Esc</kbd> to exit the window. For devs: - A new image generation tech. - An error refetch mechanic to the Image component - It does not "smart track" the items being added to the pile, just reopen or refresh. This was a design decision. ## Why It's Good For The Game Honestly I just dislike the stat panel Fixes #53824 Fixes  ## Changelog 🆑 add: Added a loot window for alt-clicking tiles. del: Removed the item browser from the stat panel. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
||
|
|
5e9ce5ab99 |
New Battle Arcade (#81810)
## About The Pull Request Remakes Battle Arcade from just about the ground up, with exceptions taken for emagged stuff since I didn't really want to touch its behavior. The Battle Arcade now has stages that players can go through, unlocking a stage by beating 2 enemies and the boss of the previous one, but this must all be done in a row. You can choose to take a break between each battle and there's a good chance you'll sleep just fine but there's also a chance it can go wrong either through an ambush or robbery. The Inn lets you restore everything for 15 gold and you can buy a sword and armor, each level you unlock is a new sword and armor pair you can buy that's better than the last, it's 30 gold each but scales up as you progress through levels. They are really worth getting so it's best to try to not lose your money early in. The battle system is nearly the same as how it was before but I removed the poor combo system that plagued the old arcade as one big knowledge lock, now it's more just turn based. The game is built on permadeath so dying means you restart from the beginning, but if you are going to lose you can try to escape instead which costs you half of your gold. Getting to higher levels increases the difficulty of enemies but also increases the gaming exp rewards which could make this a better way to get exp if you can get good at it. Gaming EXP is used to increase chances of counterattacking but doesn't give any extra health to the player. I also removed the exploit of being able to screwdriver arcade cabinets because people would do that if they thought they were on the verge of losing to bypass the effects of loss. I instead replaced it with a new interaction that the Curator's display case key can be used to reset arcade cabinets (there's several keys on the chain so it made sense to me), which I added solely because I thought Curators would be the type of person to have run an actual arcade. This is some gameplay https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede As a misc sidenote, I also split up the arcade file just like how Orion Trail was before, just for neat code organization. The Inn keeper is straight up just a photo of my localhost dude, he's not a player reference or anything it's not my actual character. I also have no idea how well balanced this is cause I suck at it lol. ## Why It's Good For The Game Battle Arcade is one of 3 last machines in my hackmd here to turn into TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view I've always thought the current version of battle arcade is quite lame and lacks any progression, like Orion Trail I thought that since I was moving this to TGUI, it would also be a perfect opportunity to revamp it and try to improve on where it failed before, especially since the alternative (NTOS Arcade) is also lame as hell and is even lamer than HTML battle arcade (spam mana, then spam health, then just spam attack, rinse and repeat). This will hopefully be more entertaining and give players sense that they are getting through a series of tasks rather than doing one same one again and again. ## Changelog 🆑 JohnFulpWillard, Zeek the Rat add: Battle Arcade has been completely overhauled in a new progression system, this time using TGUI. add: The Curator's keys can now reset arcade cabinets. balance: You now need to be literate to play arcade games, except for Mediborg's Amputation Adventure. fix: You can no longer screwdriver emagged arcade consoles. Accept your fate. fix: Silicons can no longer play Mediborg's Amputation Adventure. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
||
|
|
0417e090cc |
Removes camera assembly structures (#81656)
## About The Pull Request Removes the camera assembly structure middleman between the camera wallframe and camera machine. All its behavior has been instead moved to the camera, and I've tried to keep as much of the behavior the same as before. This also fixes the issue that camera assemblies had where, upon the construction being finished, it would move itself into the newly finished camera machine, therefore taking itself off a wall, therefore deconstructing itself. This resulted in 2 piece of iron being in each camera machine (except roundstart ones), and because camera machines rely on the assembly inside of them for upgrades and such, upgrading didn't work at all. I've also made camera nets use defines (not in map) so it's easier to find a list of them all, and tried to add autodoc comments to nearly every var in camera code. ## Why It's Good For The Game Removes copy paste and spaghetti code between structure and machine camera, thus making it easier to work around with. Closes https://github.com/tgstation/tgstation/issues/79019 ## Changelog 🆑 fix: Cameras built in-round can be upgraded again. fix: Deconstructing cameras now more consistently return to you the upgrades inside of the camera. fix: RD's telescreen can now properly see Ordnance cameras again. fix: [Deltastation] Library art gallery no longer has an invisible camera. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
466b3df048 |
Refactor removing unused defines. (#82115)
## About The Pull Request Refactors a lot of the unused defines. ## Why It's Good For The Game Refactors a lot of the unused defines. ## Changelog Nothing player facing --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
a4fc21d275 |
Adds support for different achievement dmis (#81471)
## About The Pull Request I am back to pushing my code improvements upstream, sorry in advance. As the title says, this adds support for achievement icons to be in different dmi files than the default, pretty much the exact same way that Language icons (for chat assets) do. ## Why It's Good For The Game It is one of the few things in game (the only other thing i can think of that does this rn is barsigns) that cannot have their icon changed when trying to make a subtype, this is very limiting and very annoying, especially since dmi conflicts are one of the worst types to deal with, this would make my life a lot easier. ## Changelog No player-facing changes. |
||
|
|
9ddfd4a289 | Moves inter-round caches to cache/. Deletes tmp/ between rounds. Keeps tts from killing servers. (#81433) | ||
|
|
928ee9c770 |
New Telecommunications Monitoring Console UI (#81111)
I've made a new UI for Telecommunications Monitoring Console. New features include: more useful information, search bar, icons and smaller window. This PR also includes a new sprite sheet, be warned! Additionally, I've removed `updateUsrDialog` because it makes no sense here and UI updates are handled by TGUI. |
||
|
|
e73d6f540b | Cache sprite data alongside spritesheets, fixing emotes and a whole lotta other missing images (#80601) | ||
|
|
e4c3c2f7f7 |
General maintenance for chem heater (#80495)
## About The Pull Request
1. Converted UI to typescript
2. Removed all tutorial code(and the icon files it used) Also removes
the reward that came with it. Both were not a big deal to begin with so
you know no one will miss it, In the name of code clean up and reducing
dmi file sizes it serves us better removing them
It did not compile in the new UI

And the text to display is way too clunky to be readable code wise (no
indentation just big raw blobs of unorganized text)
|
||
|
|
723ced5d7b |
Make spritesheets cacheable by default, killing a lot of overtime in the round start spike (#80522)
## About The Pull Request Makes all spritesheets cache by default. This wasn't the case originally because some spritesheets like vending machines relied on in world state, but none of them do anymore because that's whack. Also fixes a bug that would cause half completed caches to break other stuff. This didn't happen in real gameplay, but would've happened if you tried to change cachable on anything while you already had a tmp folder. ## Changelog 🆑 fix: Cut down a significant amount of time that caused the start of rounds to lag. /🆑 |
||
|
|
60ce61b29d |
Track time to queuedInsert in feedback (#80521)
Investigating large lag spikes in round start and noticed a large amount of overtime (3s worth) to queuedInsert. It's vending machines and R&D, but let's keep an eye on this. |
||
|
|
71a1fee2f1 |
Explodes device.dmi (#80025)
## About The Pull Request I woke up today and thought 'what would be easy thing to do today so I can say I've done something?'. Then I remembered I saw several gangtool usages the time I split radio up, and I could remedy those. 7 hours later, device.dmi is split in a folder of its own, and I've also given unique sprites to door remotes and landing desginators. ## Why It's Good For The Game The device.dmi was kind of a mess. ## Changelog 🆑 /🆑 |
||
|
|
96f19b962a |
Removes some done todos (and ones that I think are dumb) (#80017)
## About The Pull Request Most of these are mine that I just forgot about, only one I think anyone cares about is the one in mobs.dm about making delta time match subsystem yielding, but I think it's a bad idea so it's gone Oh also, replaces an old comment of mine with an actual explanation (it's about the icon cache and shit) |
||
|
|
26e3ea1e0d |
Mafia can be played on your PDA (#78576)
## About The Pull Request Mafia is now friggin playable from the PDA, I also changed other stuff too - You can't use abilities on dead people if you're not supposed to (cant kill the same person over and over) - Changelings cant kill other Changelings - Changelings can now only talk to eachother at night, rather than using :j - Everyone starts spawned in the center of the map, since people playing on PDA can't move their characters. This is so everyone can hear PDA users in person, as I don't want the chat log to be mandatory. To do this, all messages you are meant to be able to see, is now logged for you to see in your Mafia panel. This essentially means that people playing through the PDA get a downgraded version of it, but I don't know how much larger I want this UI to be. Playing Mafia through the PDA will not tell you of other players ahead of time when signing up (as it shows ckeys + pdas), but they can see the names in-game. Unfortunately this means we'll have to remove your customization coming with you, to prevent using it to tell who is dead in round. Things I am missing - Program overlays on PDA/Laptop/Computer - Icon for the app's header while a game is active I'm not a spriter and can't make either of these This is the new UI  I also fixed alert calls for PDAs and stuff  and removed the X at the top on computers since they had no battery  Looks a little better now hopefully 👍 ## Why It's Good For The Game - The current Arcade app sucks, and is a solo game. This is much more entertaining and you can talk to others in it, which is swag as fuck. - There's a larger potential playerbase for the Minigame making it more likely to be played. - Sets groundwork for a better version of https://github.com/tgstation/tgstation/pull/75879 - Adds more suspense and teamwork in the minigame. ## Changelog 🆑 JohnFulpWillard, sprites by CoiledLamb add: You can now play Mafia on your PDA. balance: Mafia changelings can now only talk to eachother during the night. fix: Mafia abilities can't be repeatedly used on people. /🆑 |
||
|
|
df508a51b2 |
More Plumbing Fixes & Pill Press UI Changes (#79059)
## About The Pull Request 1. Fixes #79051 It's a consequence of floating-point math. We round it to 2 decimal places to display results like 50 but in fact its actual value is something like 49.999... something. So, we also shift up our expectations and call it a day. 2. Made a lot of variables defines and lists static to save memory for plumbing pill press and moved global lists to it's global list folder 3. Copied over chem master patch & pill designs over too plumbing press and removed the old designs & resized the UI ## Changelog 🆑 fix: plumbing pill press & bottler won't stop when processing 50 unit bottles code: made a lot of variables defines and lists static to save memory for plumbing pill press. Moved global lists to it's rightful place code: copied over chem master pill & patch designs over to plumbing pill press and removed the old designs. resized UI /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
66f726dfe3 |
General code maintenance for rcd devices and their DEFINE file (#78443)
## About The Pull Request The changes made can be best summarized into points **1. Cleans up `code/_DEFINES/construction.dm`** Looking at the top comment of this file |
||
|
|
c2fb08407a |
Microwave upgrades: Microwave PDA charging, power cells (#78717)
## About The Pull Request For the hard-working tradesperson who's in the middle of nowhere and just wants to warm up their pastry-based savoury item purchased from an overpriced vending machine, introduces the engineer themed wireless microwave. No more going hungry in a pinch, this variant uses changeable power cells instead of APC power. Can be built normally or printed with a furnishings-upgraded RCD. The other upgrade now available: PDA charging. Upgrade the capacitors in the microwave to add a Charge mode for your portable device! Also cleans up microwave code a bit and adds much needed context hints for when it's broken, dirty, etc. Swaps a few break room microwaves to upgraded variants on mapload, adds a microwave/donks to Birdshot, donks to Tramstation. ## Why It's Good For The Game Slap together a semi-portable microwave with your components on hand, have an engineering picnic in space or wherever else the day takes you. With increased PDA drain, adding another option to charge your PDA in common areas is useful. Microwaves are already strategically placed around the station. Please ensure the model you're using has the charging feature before operating.   ## Changelog 🆑 LT3 add: Introducing Nanotrasen Wave! A Nanotrasen exclusive, Waveallows your PDA to be charged wirelessly through microwave frequencies. You can Wave-charge your device by placing it inside a compatible microwave and selecting the charge mode. add: Microwaves can be upgraded to add wireless charging add: Cell-swappable microwave for the engineer on-the-go add: Microwave now has a wire to swap charge/cook modes add: Furnishings RCD upgrade now includes wireless microwave add: Tramstation and Birdshot engineering break rooms now have microwave and donk pockets. Some microwaves come pre-equipped with wireless charging and an upgraded cell. fix: The microwave in the snowdin ruin is now real, not a fluff prop /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
da42afcbae |
Reworks the fishing minigame into a game screen object from a TGUI interface (#78052)
Refactors fishing minigame from tgui window to dm screen objects |
||
|
|
635bae421f |
Multi-tile airlock assemblies/pathing [NO GBP] (#77537)
## About The Pull Request Small fixes after https://github.com/tgstation/tgstation/pull/76732 - Creates base large subtype for mapping - Door assembly naming consistent with other airlocks - Base subtype large airlock no longer spawns in a normal sized airlock - Renames station2 subtype to public for consistency ## Changelog 🆑 LT3 fix: Base large airlock subtype no longer spawns a normal sized airlock image: Added mapping icons for large airlocks code: Repathed all public airlocks to consistent naming /🆑 |
||
|
|
2d34c7433a |
New Mech UI and equipment refactor (#77221)
 ## About The Pull Request Made a new UI and refactored some mech code in the process. Fixes #66048 Fixes #77051 Fixes #65958 ??? if it was broken Fixes #73051 - see details below Fixes other undocumented things, see changelog. ## Why It's Good For The Game The UI was too bulky and Mechs were too complex for no reason. Now they follow some general rules shared between other SS13 machinery, and there is less magic happening under the hood. ## Detailed Changes ### New Mech UI, Air Tank and Radio as separate modules Previous UI for comparison: <img alt="9SScrXAOjy" src="https://github.com/tgstation/tgstation/assets/3625094/904e3d07-e7d7-4d3a-a062-93e0e35b4b66"> Previously mechs came with radio pre-installed and air canisters magically pre-filled with air even when you build one in fab. Radio and Air Tanks are now both utility modules that are optional to install. Gas RCS thrusters still require Air Tank module to operate. This made the Mechs more barebones when built, giving you only the basic functionality. <img alt="5SDMlXTJxv" src="https://github.com/tgstation/tgstation/assets/3625094/b9364230-49ac-416b-aa70-e851fbf2050e"> To compensate this change, all mechs got two extra utility module slots. All other modules got new UI. And ore box now shows the list of ores inside. <img alt="SRX5FjvsHA" src="https://github.com/tgstation/tgstation/assets/3625094/cbe2e98d-1cd4-4667-8dae-2f9227b4b265"> ### Mounted Radio Works as a normal radio, but with subspace transmission. Available from the basic mech research node and can be printed in fab. ### Cabin Sealing To compensate for the lack of air tank by default, mechs with enclosed cabin (e.g. all except Ripley) got an ability to toggle cabin exposure to the outside air. Exiting the mech makes cabin air automatically exposed. When you seal the cabin, it traps some of the outside air inside the cabin and you can breathe with this air to perform a short space trips. But the oxygen will run out quickly and CO2 will build up. Sealing the cabin in space will make the cabin filled with vacuum, and it will stay there until you return to air environment and unseal the cabin, letting the breathable air to enter. There are temperature and pressure sensors that turn yellow/red when the corresponding warning thresholds are reached. You could also use personal internals in combination with cabin sealing for long space travels, so Air Tank is completely optional now and mostly needed when you need RCS thruster. ### RCS thrusters They are now available earlier in tech tree and consume reasonable amount of air (5 times more than human jetpacks), and they don't work without Mounted Air Tank, unless it's an Ion thruster variant. ### Mounted Air Tank Available from the basic mech research node and can be printed in fab. Built model comes empty, and syndicate mechs come with one full of oxygen. <img alt="GrFDrH5Hwe" src="https://github.com/tgstation/tgstation/assets/3625094/b677b705-bda0-4c8c-96c7-d32bf7bf9f28"> Can be switched to pressurize or not pressurize the cabin. Releases gas only when the cabin is sealed shut. Starts releasing automatically, but can be toggled to not release if you want to use it just as a portable canister. Cabin pressure can now be configured in the module UI instead of Maintenance UI. Can be attached to a pipe network when the mech is parked above a connection port. Comes with a pump that works similarly to the portable pump. It lets you vent the air tank contents outside, or suck air from the room to fill the air tank. Intended to provide an ability to fill the air tank without the need to bother with pipes. Also has gas sensors that display gas mix data of the tank and the cabin (when sealed). ### Stock part changes All mechs now require a servo motor and they reduce mech movement power consumption instead of scanning module. Scanning modules are optional for mech operation (still required to build) and the lack of one disables the following UI elements: - Display of mech integrity (you can still see the alerts or examine the mech to get rough idea) - Display of mech status on internal damage (and you can't repair what you can't diagnose) The rating of scanning module doesn't have any effect as of now. Cargo mech comes without it roundstart. <img alt="2vDtt99oqb" src="https://github.com/tgstation/tgstation/assets/3625094/147144ca-824e-4501-acf5-6ee104f309e7"> Capacitors now also reduce light power usage and raise the overclocking temperature thresholds (see below). ### Maintenance Maintenance UI removed, and its logic migrated to other places. Access modification now managed inside the mech, and anyone who can control the mech, can adjust the access in the same way as they can set DNA key. To open the maintenance panel you just need a screwdriver. It is instant when the mech is empty and it has a 5 second delay when there is an occupant to avoid in-combat hacking and part removal. It will alert the occupant that someone is trying to tinker with their mech.  Once the panel is open, you can see the part ratings:  With open panel you can hack the mech wires (roboticists can now see them): <img alt="mj205G2qDa" src="https://github.com/tgstation/tgstation/assets/3625094/44cea0d1-44b4-4b50-b1d3-a97c0056bab3"> There are wires for: - Enabling/Disabling ID and DNA locks - Toggling mech lights - Toggling mech circuits malfunction (battery drain, sparks) - Toggling mech equipment malfunction (to repair after EMP or cause EMP-like effect, disarming mech) - 3 dud wires that do nothing The hacker may be shocked if the mech power cell allows. When the panel is open and the user has access to the mech, they can remove parts with a crowbar: <img alt="jR40gyTWtJ" src="https://github.com/tgstation/tgstation/assets/3625094/b573f5b9-b8ea-412e-b3e0-c872e01e0c23"> Hitting the mech with an ID from outside now toggles the ID Lock on/off if the ID has sufficient access. ### Power consumption and overclocking Rebalanced mech power consumption. T4 parts were not working in Syndicate Mechs, as their effect was not calculated until you manipulate parts manually. Constructed mechs with t1 parts even had their energy drain reduced with upgrade to t1. Now all mechs apply their base step power usage correctly don't ignore the stock parts. Servo tier now reduces base power consumption by 0% at t1, 50% at t2, 33% at t3 and 25% at t4 Capacitor tier now reduces base power consumption of mele attacks, phasing and light by the same amounts. Gygax leg actuators overload replaced with mech overclocking. Any mech can be overclocked by hacking wires, but only Gygax has a button for toggling it from the Cabin. Now there is an overclock coefficient. 1.5 for Gygax and other mechs, 2 for Dark Gygax. When overclocked, mechs moves N times faster, but consumes N times more power.  While overclocked, mech heats up every second, regardless of movement, and starts receiving internal and integrity damage after a certain temperature threshold. The chance is 0% at the threshold, and 100% at thresholds * 2. The roll happens every tick. Capacitor upgrades this threshold, letting you overclock safely for longer periods.  When you stop overclock, the temperature goes back down. ### Other changes and fixes Concealed weapon bay now doesn't show up when you examine the mech, so it's actually concealed now. New radio module can properly change its frequency, as it didn't work for previous radio. Launcher type weapons were ignoring cooldowns and power usage, so you could spam explosive banana peals, while they should have a 2 second cooldown: <img alt="q5GjUsHwGr" src="https://github.com/tgstation/tgstation/assets/3625094/d102725d-e9e1-4588-9d6c-b9e38b7a6535"> Now this is fixed and all launcher type weapons properly use power and have their cooldowns working. And now they have the kickback effect working (when it pushes you in the opposite direction in zero gravity on throw). Thermoregulator now heats/cools considering heat capacity instead of adding/reducing flat 10 degrees. So you can heat up cabin air quicker if the pressure is low. There were some other sloppy mistakes in mech code, like some functions returning too early, blocking other functionality unintentionally. Fixed these and made some other minor changes and improvements. ## Changelog 🆑 refactor: Refactored Mech UI refactor: Refactored mech radio into a utility module, adding extra slot to all mechs refactor: Refactored mech air tank into a utility module with an air pump, adding extra slot to all mechs refactor: Refactored mech cabin air - there is now a button to seal or unseal cabin to make it airtight or exchanging gases with the environment refactor: Removed mech maintenance UI Access is set in mech UI, and parts are ejected with a crowbar add: Mech now has wires and can be hacked qol: Roboticists now can see MOD suit and mech wires add: Mechs now require servo motor stock part and it affects movement power usage instead of scanning module add: Scanning module absence doesnt block mech movement and hides some UI data instead. Big Bess starts without one. qol: Hitting mech with ID card now toggles ID lock on/off if the card has required access fix: Fixed concealed weapon bay not being concealed on mech examine fix: Fixed mech radio not changing frequency fix: Fixed mech launcher type weapons ignoring specified cooldown fix: Fixed mech launcher type weapons not using specified power amount fix: Fixed mech temperature regulator ignoring gas heat capacity fix: Fixed mech stopping processing other things while not heating internal air fix: Fixed mech being able to leave transit tube in transit fix: Fixed mech internal damage flags working incorrectly fix: Fixed Gygax leg overloading being useless fix: Fixed mechs ignoring their stock parts on creation. Syndicate mechs now stronger against lasers and consume less energy on move. Upgrading from tier 1 to tier 2 doesn't make mech consume MORE energy than before the upgrade. balance: Rebalanced mech energy drain with part upgrades. Base energy drain reduced by 50%, 33%, 25% with upgrades and applies to movement (Servo rating), phasing, punching, light (Capacitor rating). balance: Hydraulic clamp now can force open airlocks balance: Made mech RCS pack consume reasonable amount of gas code: Fixed some other minor bugs and made some minor changes in the mech code /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
0783909122 |
Fix broken icons in RCD UI (Again) (#77217)
## About The Pull Request RCD UI has some broken icons  Its fixed now  ## Changelog 🆑 fix: broken icons in RCD UI /🆑 |
||
|
|
41f20bc3ce |
[MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request Hello friends, I've been on a bit of a lighting kick recently, and I decided I clearly do not have enough things to work on as it is. This pr adds angle support to static lights, and a concepting/debug tool for playing with lights on a map. Let's start from first principles yeah? ### Why Angled Lights? Mappers, since they can't actually see a light's effect in editor, tend to go off gut. That gut is based more off what "makes sense" then how things actually work This means they'll overplace light sources, and also they tend to treat lights, particularly light "bars" (the bigger ones) as directional. So you'll have two lights on either sides of a pillar, lights inside a room with lights outside pointing out, etc.  This has annoying side effects. A lot of our map is overlit, to the point that knocking out a light does.... pretty much nothing. I find this sad, and would like to work to prevent it. I think dark and dim, while it does not suit the normal game, is amazing for vibes, and I want it to be easier to see that. Angled lights bring how lights work more in line with how mappers expect lights work, and avoids bleedover into rooms that shouldn't be bled into, working towards that goal of mine. ### How Angled Lights? This is more complex then you'd first think so we'll go step by step  Oh before we start, some catchup from the last time I touched lighting code. Instead of doing a lighting falloff calculation for each lighting corner (a block that represents the resolution of our lights) in view we instead generate cached lightsheets. These precalculate and store all possible falloffs for x and y distances from a source. This is very useful for angle work, since it makes it almost totally free. Atoms get 2 new values. light_angle and light_dir Light angle is the angle the light uses, and light_dir is a cardinal direction it displays in We take these values, and inside sheetbuilding do some optional angle work. getting the center angle, the angle of a pair of coords, and then the delta between them. This is then multiplied against the standard falloff formula, and job done. We do need some extra fenangling to make this all work nicely tho. We currently use a pixel turf var stored on the light source to do distance calculations. This is the turf we pretend the light source is on for visuals, most often used to make wall lights work nice. The trouble is it's not very granular, and doesn't always have the effect you might want. So, instead of generating and storing a pixel turf to do our distance calculations against, we store x and y offset variables. We use them to expand our working range and sheet size to ensure things visually make sense, and then offset any positions by them. I've added a way for sources to have opinions on their offsets too, and am using them for wall lights. This ensures the angle calculations don't make the wall behind a light fulldark, which would be silly. ### Debug Tool? In the interest of helping with that core problem, lights being complex to display, I've added a prototyping tool to the game. It's locked behind mapping verbs, and works about like this. Once the verb is activated, it iterates over all the sources in the world (except turfs because those are kinda silly), outlining and "freezing" them, preventing any future changes. Then, it adds 3 buttons to the owners of a light source.  The first button toggles the light on and off, as desired. The third allows you to move the source around, with a little targeting icon replacing your mouse The second tho, that's more interesting. The second button opens a debug menu for that light  There's a lot here, let's go through it. Bit on the left is a list of templates, which allow you to sample existing light types (No I have no idea why the background is fullwhite, need to work on that pre merge) You can choose one by clicking it, and hitting the upload button. This replaces your existing lighting values with the template's, alongside replacing its icon and icon state so it looks right. There are three types as of now, mostly for categorization. Bar, which are the larger typically stronger lights, Bulb, which are well, bulbs, and Misc which could be expanded, but currently just contains floor lights. Alongside that you can manually edit the power, range, color and angle of the focused light. I also have support for changing the direction of the light source, since anything that uses directional lighting would also tie light dir to it. This isn't *always* done tho, so I should maybe find a way to edit light dir too. My hope is this tool will allow for better concepting of a room's lights, and easier changing of individual object's light values to suit the right visuals. ### Lemon No Why What Ok so I applied angle lights to bars and bulbs, which means I am changing the lighting of pretty much every map in the codebase. I'm gonna uh, go check my work. Alongside this I intend to give lighting some depth. So if there's room to make a space warmer, or highlight light colors from other sources, I will do that. (Images as examples)  I also want to work on that other goal of mine, making breaking lights matter. So I'll be doing what I can to ensure you only need to break one light to make a meaningful change in the scene. This is semi complicated by one light source not ever actually reaching fullbright on its own, but we do what we must because we can.  I'm as I hope you know biased towards darker spaces, I think contrast has vibes. In particular I do not think strong lights really suit maintenance. Most of what is used there are bulbs, so I'm planning on replacing most uses with low power bulbs, to keep light impacts to rooms, alongside reducing the amount of lights placed in the main tunnels  **If you take issue with this methodology please do so NOW**, I don't want to have to do another pass over things. Oh also I'm saving station maps for last since ruins are less likely to get touched in mapping march and all. ### Misc + Finishing Thoughts Light templates support mirroring vars off typepaths using a subtype, which means all the templates added here do not require updating if the source type changes somehow. I'd like to expand the template list at some point, perhaps in future. I've opened this as a draft to make my intentions to make my changes to lights known, and to serve as motivation for all the map changes I need to do. ### Farish Future I'm unhappy with how we currently configure lights. I would like a system that more directly matches the idea of drawing falloff curves, along with allowing for different falloffs for different colors, alongside extending the idea to angle falloff. This would make out of engine lighting easier, allow for nicer looking lights (red to pink, blue to purple, etc), and improve accessibility by artists. This is slightly far off, because I have other obligations and it's kinda complicated, but I'd like to mention it cause it's one of my many pipedreams. ## Changelog 🆑 add: Added angle lighting, applies it to most wall lights! add: Adds a lighting prototyping tool, mappers go try it out (it's locked behind the mapping verb) /🆑 --------- Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
||
|
|
fb10121022 |
Icons folder cleaning wave two (#76788)
## About The Pull Request Further continous organizing and cleaning the Icons folder. There are still some minior nitpicks left to do, but I reached my daily sanity expenses limit again, and the faster these get in the less issues for both me and others later. Also cleans some mess I caused by my blindness last PR. ## Why It's Good For The Game Saner spriters = better sprites |
||
|
|
a373b4cb08 |
Icon folder cleaning wave one (#76703)
## About The Pull Request Due to a mental breakdown caused by unfathomable abomination that is icons folder, I swore to myself to one day clean it. Today is kind of that day. Been at it for around 6, you gotta understand I need a rest. I tracked most changes in descriptions of commits if you are looking for details. ## Why It's Good For The Game Saner spriters make better sprites. And also, just helps keep track of things. ## Changelog 🆑 image: added sprites for different variants of scrolls. image: modified couple posters with ghost pixels. /🆑 --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> |
||
|
|
b095659cde |
makes the rcd able to make girders (#76515)
## About The Pull Request rcd can make girders at half the cost of making a wall in 1.3 seconds ## Why It's Good For The Game more "rapid" than using iron for girders and putting whatever material on it ## Changelog 🆑 add: rcd can make girders now /🆑 |
||
|
|
903eea5a69 |
Air Sensor are Craftable, Removed from RPD UI, Have New Linking System (#75869)
## About The Pull Request **1. Craftable & Removed from RPD UI** 1. Air sensor's are now craftable 2. You can turn them on/off with hand. Even though turning off the sensor will change it to a diffrent type[from `obj/machinery/air_sensor` -> `obj/item/air_sensor`] it's I/O port's are sill preserved when turning them on although you have to assign it a new name again which is usefull if you want to change the sensor's purpose in game. 3. They can now only be deconstructed by a welding tool and should be wrenched in place to turn them on. 4. Turned off air sensor's once unwrenched can be picked up like any regular item 5. Air sensor's are removed from the RPD UI because they don't go with pipes so it logically doesn't make sense to group them with pipe related device's Removed unused code in the process https://github.com/tgstation/tgstation/assets/110812394/3439a0f3-9c48-43ac-8f4b-98135435ec13 **2. New ID System** The problem with air sensor's is that each sensor is assigned a unique ID which is then stored in `GLOB.objects_by_id_tag` list. Each sensor name it's assigned based on the gas it's trying to sense(for naming only even though it can detect other gases) So if 2 sensor's having the same ID are made they will overwrite each other in this list leaving one sensor orphaned in the world which cannot be referenced because it's value was overwritten by a new sensor having the same ID in this list. The Solution? Rather than having all atmos computer's look up sensor's from this 1 global list make each computer keep track of all sensor's it's responsible for in it's own local list[which i called `connected_sensor's`] this way 2 sensor's can have randomly generated names in the global `GLOB.objects_by_id_tag` list but the computer will know what sensor to look up in this list based on the stored sensor ID's in the `connected_sensor's` list Basically what i am getting at is now you can make as many air sensor's as you wish but you will know have to connect that sensor to the computer using a multitool. Notice in the video how i made 2 sensor's called `Supermatter Chamber Sensor's`] and every time you try to connect an sensor which has the same name[`Supermatter Chamber Sensor's` in this case] they will ovewrite the old sensor in it's list as shown in the video https://github.com/tgstation/tgstation/assets/110812394/b5283c3b-c8a1-4b94-a6a8-8ba7a0007615 **Why it's good for the game**  I agree. Also air sensor's taking up a full Tab/Section in the RPD UI wasted a lot of UI space so that's removed now. Also making the air sensor's wrenchable and pickable item's was also requested in https://github.com/tgstation/tgstation/pull/72019#issuecomment-1355499873 so you relate them to device's like meter's Another huge issue was that the number of air sensor's you can make in the world was limited because each sensor in the world must have a unique ID but that's finally fixed now so yeah make as many sensor's as you want. ## Changelog 🆑 add: air sensor's are craftable refactor: air sensor's can now be turned off by hand and can only be deconstructed by a welding tool refactor: removed `Params()` proc qol: unwrenched air sensors can be picked up & recycled like regular item's del: air sensor are removed from the RPD UI qol: air sensor's are no longer restricted by their unique ID's which mean you can craft as many air sensors as you want. /🆑 --------- Co-authored-by: Time-Green <timkoster1@hotmail.com> |
||
|
|
d278980066 |
ChemMaster and CondiMaster refactored, prints items over time (#75849)
 ## About The Pull Request Chem master has been using some hard coded styles for containers, pills and patches. Some people didn't bother to update styles, and they stayed outdated. Now it uses just a list of reagent containers instead, which makes it easy to add new containers - just one line of code. Also changed its sprite for better animations, emissive overlay, and to display buffer reagents on the sprite itself. Now it plays printing animation when you actually print containers and servos have a purpose now - they increase the amount of containers printed at once by up to 100% * part_tier. Pills and patches are always printed at double amount. And fixes #59734 ## Why It's Good For The Game Makes chem master easier to manage in code and easier to use in-game. Printing delay is added for consistency with other fabrication machines (like lathes), to give a purpose for the servo motor used in construction, for visuals (to show the printing animation only when something is being printed, and not just when you move stuff in and out of buffer as before) and to prevent people from spamming the world with unneeded objects with 0 second delay. ## Changelog 🆑 qol: Chemmaster UI tweaked fix: Fixed chem master showing wrong data during reagent analysis fix: Fixed chem master not working with fermented drinks image: Chemmaster resprited, now has an indicator for buffer reagents refactor: Refactored chemmaster code, it now uses reagent containers instead of styles balance: Chemmaster now uses servos and has printing animation of 0.75 second duration. Outputs 1 container or up to 2 pills/patches per cycle by default. Can be upgraded to output up to 4 and 8 with t4 servos. /🆑 |
||
|
|
bc5581dc09 |
Condiments resprited (#75715)
 ## About The Pull Request Resprited many condiment containers. And a tray (don't know why, it just was in the dmi) Replaced the old condiment bottle from Condi Master with the one that was used in Chem Master before the test tubes. ## Why It's Good For The Game More in line with other 3/4 stuff ## Changelog 🆑 image: Resprited many condiment containers image: Added a sprite for cooking oil / corn oil container image: Replaced old condiment bottles with the newer bottles in Condi Master /🆑 |
||
|
|
14411daa11 |
Fix broken icons in the crafting menu (#75649)
## About The Pull Request **1. Rolling Pin Icon Fix** The rolling pin icon shows up correctly under the tools section  The problem was with the text `#define TOOL_ROLLINGPIN "rolling pin"` `"rolling pin"` has a space in it's name, so when it's sent to the UI and used as a css class identifier it get's treated as 2 separate classes class1 = rolling class2 = pin Causing undefined results. So i made sure to remove this space when inserting this name as a sprite sheet and also remove the space manually in the Client-Side UI Fixes #75525 **2. Basketball Hoop Icon Fix** The basket ball hoop has the correct icon in the crafting menu  This is not an `32 x 32` icon but an `32 x 64 ` icon so we assumed the icon size wrong hence it got rendered incorrectly. Now in the back end we query the size of the icon using the datum sprite sheet before sending it to the UI, so this should also fix a lot of other broken icon's that are not the standard `32 x 32` that went un noticed ## Changelog 🆑 fix: rolling pin icon show's up correctly under the tools section in the crafting menu i.e. for those recipes that require it fix: basketball hoop icon and other sprites that are not the standard `32 x 32` now show's up correctly in the crafting menu /🆑 |
||
|
|
dff70625e7 |
Bible refactor (#75350)
## About The Pull Request This started as a simple addition where burning a bible would curse you, but then I realized... Bibles aren't even proper books, thus can't be burned! So yeah, since that is not necessary due to how atom_storage works, I reworked that. ## Why It's Good For The Game Because burning bibles and getting cursed for it is funny.   ## Changelog 🆑 add: You can burn bibles now! But heresy has a steep cost... /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
62fe4a3b91 |
Patch resprite (#75141)
## About The Pull Request Adds more selectable patches.  ## Why It's Good For The Game Currently there are only 4 patches to pick from. This selection is tragic, so how about a few more? Adds more patches so that chemists have some choice. ## Changelog 🆑 @Xander3359 Sprites: Nebby#1467 image: Replaces the old patches with some new sprites /🆑 |
||
|
|
86334bbc9c |
Allows the surgery body zone selector to use other UI themes (#74957)
## About The Pull Request Allows uses of the body zone selector for non-base TGUI themes (that look good, that is), doesn't add any to the asset cache, however, as this is just groundwork ## Why It's Good For The Game The potential of things for looking better for other TGUI themes ## Changelog Nothing player-facing |
||
|
|
b3f5dfae14 |
Config Flag to Save Generated Spritesheets to Logs (#74884)
## About The Pull Request I was helping someone debug some weird bug with spritesheets a bit ago, and I didn't like having to manually comment out all of the `fdel()` stuff in order to help visualize what the potential issue might have been with the spritesheets on either their DM-side generation or their TGUI-level display. I decided to add a compile-time level flag that will automatically copy over any generated spritesheet assets (css and pngs) to the round-specific `data/logs` folder for analysis when a developer should need it. I also had to switch around some vars and make a few new ones to reduce how copy-pasta it might get and ensure standardization/readability while also being 0.001 times faster since we benefit from the string cache (unprovable fact). ## Why It's Good For The Game It's incredibly useful to see the actual flattened spritesheet itself sometimes when you're doing this type of work and you keep getting odd bugs here and there. Also saves headache from having to clear out the temp `/data/spritesheets` folder every time you comment shit out, as well as having an effective paper trail for A/B testing whatever bullshit you've got going on.  ## Changelog Doesn't affect players. |
||
|
|
d48dc255d8 |
Final Patches for RCD related devices. (#74592)
## About The Pull Request Final closing act for #74527, some more bugs to squash. 1. Fixes broken sprite for rack in RCD UI  2. Fixes #41114 mounted RCD can lay plating on chasm/ any open turf again 3. Removes unused turf argument inside `try_clean()`, `try_wallmount()`, & `try_decon()` procs because well it was unused ## Changelog 🆑 refactor: remove unused turf var inside wallmount procs fix: broken rack sprite inside RCD UI fix: mounted RCD now lays plating over chasms and open turfs /🆑 |
||
|
|
6085e3b5ee |
Reagent soup / Soup rework / Stoves - A kitchen expansion (#74205)
## About The Pull Request  **This PR:** - Reworks most* existing soup into reagents. - Adds Stoves and Ranges. Ranges replace most* existing ovens. - Adds soup pots, to cook soup **How does it work?** In the kitchen you will find a stove now. Stoves act as a "reagent container heater", essentially a chem heater. You can set a pot onto the stove. To make soup, visit the cooking recipe book for a guide. Most recipes are the same as before, just tweaked slightly - Add water to the pot (50 units for 1 batch generally), then add all the corresponding ingredients to the pot. Set the pot out on the stove and right click it to turn it on. If the recipe's correct, shortly it will start to mix and give you soup! One soup recipe will give you roughly 3 servings of soup. You can pour our the soup into a bowl using a ladle or just by pouring it manually. Of note: **All of the reagent contents of the ingredient are transferred into the soup.** Better, more nutrient rich ingredients produces more soup, and poisoned produce will pass it on. If you place the soup into a chem master, you will notice it's roughly half "soup reagent" and half a variety of reagents, including nutriments / proteins. This is your soup! It is recommended you serve your soup with the reagents included, as they make up more nutrition for the customer, however you can separate it out if you're picky. **Todo:** - [x] Fill out the PR body a bit more - [x] Mapping (wait for big merge conflict pr to go past) - [x] Soup colors - [x] Balance pass over for soup recipes - [x] TODOs - [ ] Unit tests - [x] Cullen Skink's recipe is invalid - [x] Try to see if there's an easy way to prevent soup from fattening you up too easy. ## Why it's good for the game Adds some more depth to the kitchen and moves chef away from the click-button-get-food style that exists. Allows for inherently custom soups by the way of making it reagents, so no need to support custom soup food items. ## Changelog 🆑 Melbert, stove and pot sprites by Kryson, ladle sprite by Kinneb add: Kitchens are now stocked with Ranges. add: You can now print (and create) Stoves. add: The dinnerware vendor now dispenses ladles. add: Spoons can now actually spoon... things. add: Soup has been reworked entirely. Soups are now reagents, cooked via a soup pot on a Stove or Range. Simply add water and your required items, then apply heat. Be careful not to boil over! add: Stoves, Ranges, and Griddles will now heat up their surroundings - don't turn them on around plasma! fix: Fixes being able to cook in an Oven while the room is depowered qol: Hitting a customer bot with an incorrect recipe no longer counts as a hostile attack leading to your demise shortly after refactor: Customer bots that request a reagent now use custom orders code: Cut down a lot of code in the crafting menu code, and removes some ugly ispaths del: Soup is no longer food items, so can't appear in random food pools (at least not yet). balance: Virus Food recipe now requires you cool it to 200k. /🆑 |
||
|
|
ccef887efe |
Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW RATHER THAN AFTER THE FACT. ## About The Pull Request Hey there, This took a while to do, but here's the gist: Python file now regexes every file in `/code` except for those that have some valid reason to be tacking on more global defines. Some of those reasons are simply just that I don't have the time right now (doing what you see in this PR took a few hours) to refactor and parse what should belong and what should be thrown out. For the time being though, this PR will at least _halt_ people making the mistake of not `#undef`ing any files they `#define` "locally", or within the scope of a file. Most people forget to do this and this leads to a lot of mess later on due to how many variables can be unmanaged on the global level. I've made this mistake, you've made this mistake, it's a common thing. Let's automatically check for it so it can be fixed no-stress. Scenarios this PR corrects: * Forgetting to undef a define but undeffing others. * Not undeffing any defines in your file. * Earmarking a define as a "file local" define, but not defining it. * Having a define be a "file local" define, but having it be used elsewhere. * Having a "local" define not even be in the file that it only shows up in. * Having a completely unused define* (* I kept some of these because they seemed important... Others were junked.) ## Why It's Good For The Game If you wanna use it across multiple files, no reason to not make it a global define (maybe there's a few reasons but let's assume that this is the 95% case). Let me know if you don't like how I re-arranged some of the defines and how you'd rather see it be implemented, and I'd be happy to do that. This was mostly just "eh does it need it or not" sorta stuff. I used a pretty cool way to detect if we should use the standardized GitHub "error" output, you can see the results of that here https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792 ## Changelog Nothing that really concerns players. (I fixed up all this stuff using vscode, no regexes beyond what you see in the python script. sorry downstreams) |
||
|
|
55528681b1 |
Reduces progression cost of a lot of traitor items. Groups assassinate/behead/eyesnatching objectives together so that they're treated the same under the traitor no-dupe rules. (#74270)
<!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Assassinate/behead/eyesnatching objectives now share one common type so that they don't end up sharing the same targets. Also, this allows me to limit the amount of assassinate/behead/eyesnatch objectives by treating them like one objective type instead of 3 separate objective types. As a result, you can only get 4 of these objectives within a 15 minute period, which means your potential objective list won't be flooded with assassinate/kidnap objectives. Additionally, progression costs for traitor items have been rebalanced. Primarily, progression costs have either been removed or reduced for most non-murderboney traitor items. There are a few notable exceptions where the progression costs have been removed/reduced for murderboney traitor items, primarily for the Clown Car and His Grace. I'll go into the reasoning why below. Also fixed an obscure bug where traitor categories with a list depth greater than 2 would have their list mutated because they weren't being properly deep copied. Also, purchasing His Grace or Syndicate Balloon will now lock you out of future purchases and they can't be bought if you've already bought other items. ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> Less duplicate objectives is for the better. Also, this'll give some of the other objectives some breathing room to appear. Progression costs have been normalised amongst the more murderbone-orientated items so that they all mostly unlock at 30 minutes for consistency purposes. Progression costs have been largely reduced for non-murderboney items because most of these items didn't need a progression cost in the first place, as they weren't really a problematic tool to use at the start of a round. For the items where their progression cost was reduced to 5 minutes, I'll go into the reasoning why now: **Clown car** - It's not really a tool that's used for murderbone and it works best at the start of a round. It can end up killing a large portion of the crew, but it takes a lot of effort to reach that point. I think reducing the progression cost of the clown car to 5 minutes allows for the clown car gimmick to happen more often. **His Grace** - Now this is a tool that is used primarily to go on a murderbone, but the reason that the progression cost has been decreased down to 5 minutes is because I think it's the one tool where you are supposed to get it at the start of a round and go on a murderbone, given its absurd price tag and the fact that you're required to kill others to survive. If this ends up being a boring roundstart murderbone tool, then I can look at increasing the progression cost back up to 30 minutes, but it's worth giving it a shot. To balance out His Grace, you can't purchase any uplink items after purchasing it, and it can't be purchased if you have already purchased items. ## 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. --> 🆑 balance: Reduced the reputation cost of most non-murderbone orientated uplink items like hypnotic flash and emag. balance: Reduced the amount of assassinate/kidnap/eyesnatch objectives that'll appear at once. /🆑 <!-- 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: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> |
||
|
|
6a65f6f863 |
Fix broken sprites in RCD UI (#74194)
## About The Pull Request Some sprites are broken in the RCD UI  That's fixed now  ## Changelog 🆑 fix: broken sprites in RCD UI /🆑 |
||
|
|
964d991e15 |
Remove dead /datum/asset/language cheat (#73934)
Used to be a thing to protect against meta-ing by reading cache files, but now is irrelevant.  |
||
|
|
3af35e1ce4 | Fix emojipedia overriding create_spritesheets of the base class (#73718) | ||
|
|
3c908fc280 |
Some more RCD Designs & Patches (#72757)
## About The Pull Request Adds some more stuff you can build with the RCD 1. Under structures you can now build/deconstruct catwalks & construct Reflector Frames. Destorying a catwalk will cut any cable on it leaving pieces of it behind  2. If you have the frames upgrade you can construct APC, Air Alarm & Fire Alarm frames on walls & Flood light fixtures[fully wired]. It only creates the wall mount and sticks it on the wall. Wiring, Circuits and finishing the frame is still your job  3. If you have the furnishing upgrade you can create racks & beds & additional bar stool  **Important Code Refractors** 1. `/turf/closed/wall/proc/try_wallmount()` will return true only after you have successfully mounted the wallframe or stuck an poster on it & not simply check if you are trying to mount a valid thing on it 2. `apc_tool_act/rcd_act()` was incorrectly checking passed_mode for the simple circuit upgrade and not the `the_rcd.upgrade `flag. Thats fixed now to 3. newly created APC's weren't assigning themselves to their areas allowing multiple to be created in one area. Thats fixed now 4. Walls, Airlocks & other stuff could be built on tiles having something dense that would block it. For example a wall could be build on top of a machine frame!!. Thats also fixed now ## Why It's Good For The Game More stuff you can build rapidly with the RCD ## Changelog 🆑 add: more designs for the rcd refactor:` try_wallmount()` to return true only after successful mount fix: `apc_tool_act/rcd_act()` incorrecly checking for simple circuits upgrade in the wrong variable fix: newly created APC's not assigning themselves to their areas. fix: rcd building structures [walls, airlocks etc] on turf's that already have structures on them /🆑 |
||
|
|
27a4dceecc |
RnD design spritesheet ignores designs with an 'ignored' ID (#72227)
## About The Pull Request We have a define to ignore certain designs to be ignored from RND, except they aren't excluded from the spritesheet, this fixes that, making it work as it's supposed to. ## Why It's Good For The Game Currently it's only used for the base design, but if we ever want to make base subtypes (like biogenerator so we don't have to re-define build_type and category every single time like we currently do) then this will let us do it without causing runtime errors for non-functional/double sprites. ## Changelog Nothing player-facing. |
||
|
|
2532317da4 |
RTD Rapid Tiling Device (#72256)
## About The Pull Request Interior decor at its finest & fastest available in engineering Proto lathe after research - Left click on a tile to infer its type. If the tile is supported by the RTD then a balloon alert will be displayed showing "Tile changed to XXX". If not supported, it will tell you that - Right click on tile to convert it back to plating. It can only deconstruct floor types which are supported - Left click on plating to place your floor tile - Only iron & glass floor types are supported because you can only feed iron & glass to the RTD to keep it consistent Also, this is my first time ever making sprites so expect less. https://user-images.githubusercontent.com/110812394/209545438-6a51e7bf-163a-4a18-9102-7b77107eb1b7.mp4 Cleaned up some code in the RCD file as a bonus some notables ones are - moved `update_overlays()` from rcd to `obj/item/construction `so any class extending from this can use it - removed `do_after()` when changing turf types cause its unessassary & doesn't play well with the RTD ## Why It's Good For The Game - Replace damaged or dirty tiles without the need of a janitor, crowbar & removes manual labour by hand - Give your room some style quickly maybe replace the whole station floor with glass tiles I don't know you decide - Maybe lay floor tiles quickly in maintenance to stop rats from chewing on those cables ## Changelog 🆑 add: RTD Rapid Tiling Device imageadd: Sprite for RTD code: moved update_overlays() from rcd to obj/item/construction so anyone can use it del: cooldown of 3 seconds when changing turf type qol: Faster Turf decoration /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
||
|
|
fd1ea8d5b5 |
Biogen shows default reagent container icons instead of beakers (#72247)
## About The Pull Request With the new crafting menu some reagents now have default container assigned. I applied these to visualize reagents in biogen UI too. <img alt="060ybChTkI" src="https://user-images.githubusercontent.com/3625094/209483256-e4159a05-46ae-47b8-bc42-9d003cf6c303.png"> ## Why It's Good For The Game Better representation of a reagent. ## Changelog 🆑 qol: Biogenerator shows default reagent containers instead of beakers /🆑 |
||
|
|
0818d6ae4c |
Crafting/Cooking menu update (#71779)
## About The Pull Request Updated crafting menu, adding a lot of new functions and recipes that were not in the crafting menu before. <img alt="cult" src="https://user-images.githubusercontent.com/3625094/206009533-aec3a1dd-cbe5-45eb-8515-1b75fabb65c5.PNG"> <img alt="nH77dLyyGx" src="https://user-images.githubusercontent.com/3625094/206009786-b6706f70-0599-40bf-b051-8f499de43abd.png">  https://user-images.githubusercontent.com/3625094/206009841-738e4a03-0660-45b7-8d83-15eeb6501967.mp4 ## Why It's Good For The Game It is easier to use, and it has a lot of recipes that were spread throughout the game, some of which weren't even on the wiki. Crafting and cooking now count about 1200 recipes in total, including conditionally available ones. ## Changelog 🆑 qol: Rewrote the crafting/cooking menu UI qol: Split crafting and cooking menus in two different menus qol: Crafting is no longer blocking the entire UI, only the "Make" buttons are disabled qol: Added stack crafting recipes to the crafting menu qol: Added cooking recipes that were absent in the crafting menu before (tool recipes, machine recipes, reactions) qol: Added option to search recipes by title qol: Added option to filter recipes by required materials/ingredients qol: Added food types to the cooking menu, highlighting diet of your species (liked, disliked foods) qol: Added total nutrition value of the result to the cooking menu qol: Added option to filter cooking recipes by the food type of the resulting food qol: Added "Can make" category that lists all currently craftable recipes throughout all categories refactor: changed categories and reshuffled some items in them code: Reagents now have default container to get an icon from the reagent datum code: Objects now have `desc_controls` var for OOC information about mouse controls that are visible on examine, but not in the description fix: Fixed alignment on many food icons fix: Fixed missing icon for beef stroganoff /🆑 Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |
||
|
|
255d3b4098 |
Build your own atmos chambers (#72019)
## About The Pull Request https://user-images.githubusercontent.com/110812394/208232089-a183fb95-9326-4514-986a-a2b1e21be40c.mp4 **Notes** - You can print atmos control circuit boards at the circuit printer after research - You can only build one sensor for each gas type for in the whole map. This is because each sensor is assigned a unique chamber id from a fixed set of constants. Once all those values are used up there will be duplicates so yeah only sensor per gas type for that round - Un wrenching or destroying the injector/vent will automatically disconnect them from the sensor. I forgot to show that in the video - Destroying the sensor via right click with RPD will also automatically disconnect everything. It should be obvious but i made it even more obvious now ## Why It's Good For The Game From #71232  That and also i heard somewhere in the forum that this was highly requested ## Changelog 🆑 add: Gas sensors recipe to RPD code: linking all the stuff via multitool qol: make your own tank instead of moving around canisters /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
392204b697 |
Fixes vendor showing weird glass icons (#71929)
## About The Pull Request Fixes vendor showing weird glass icons ## Why It's Good For The Game bug fix good ## Changelog 🆑 fix: vendor no longer shows glass icons in a specific condition /🆑 |
||
|
|
7687a28e7c |
refreshes syndi-kits and syndicate surplus crates, introduces shared limited stock (#71869)
## About The Pull Request After all, the Syndicate loves a good throwback.  This PR does a few things with the goal of reimplementing and revitalizing syndicate traitor kits and the syndicate surplus crate. Of note is that I have added in a way for limited stock items to share their limited stock. Following maintainer guidance the syndicate traitor kits have increased in price and as a result some of the lower value ones have been adjusted. I've given all active bundles current TC costs per item knowing full well they will be inaccurate eventually. <details> <summary>Changes as a result of my audit of syndikits</summary> ### UNCHANGED Recon, Spai, Stealthy, Screwed, Sniper, Nukie Meta, Implants Mad Scientist, Bees Lord Singuloth is also unchanged and disabled, I think that it should turn into a new supermatter themed kit maybe. outside of current scope. ### Gun Kit Replaced emag with doorjack and gave it a chameleon holster, literally moved 1 tc elsewhere ### Murderer replaced emag again, no additions its a lot of tc and Just Good ### Hacker added doorjack, otherwise unchanged ### Sabotage no changes other than adding in extra bombs it didnt have ### James Bond gave him some gadgets with the freedom implant, emp flashlight, and one x4. also a cyanide pill and deck of cards for fun ### Ninja Added in miner Jump Boots, smoke spell, and doorjack. dont just want it to be space ninja ### Dark Lord Added in new lightning bolt spell granter and made the desword default to red. probably overbudget. ### White Whale dehydrated carp added so you can ride it alongside the ones you grenade out. hard to imagine changing this ### Mr Freeze changed temperature gun to be cryo only so that i could give him the cryo thermal pistol. cold attacks only. ### 2006 Traitor doorjack. </details> tl;dr theyre all about 30 tc worth of shit more or less some are more but thats what rarity should be for you can only buy from one type of syndicrate per round  Next up is the return of the surplus crate. Crate is generated, gives you gear **based on your progression at the time of buying the crate**, you can use it all at the start and get some chameleon kits and not a lot of dangerous weapons or wait till later. I've changed the weight on some items here and there and given weight to role and species locked items, though I will admit that latter is unimportant because I set moth lanterns to be unable to appear in these two crates.  But who cares about that your eyes instantly went to the United Surplus Crate and the United Surplus Key lets be honest. The united surplus crate is 80 TC worth of uplink items relative to your current progression when you purchase it and gives you a locked box. It **will explode if you try to break it** so be careful with it. It gives you 80 TC and costs 20 TC because it is impossible to open without key. The rub of course is that the Syndicate forbids agents from buying more than one surplus item of any kind, you need to find another traitor and make them buy you a key to open your box. Or I guess you can share the box?  Regardless, if the crate is opened with any other means it doesn't spawn its contents, you need 2 traitor uplinks. Both of these items have a 30 minute timer because you don't want a crate that has 5 emp flashlights in it. You at least want one energy sword. I did a lot of code shit and changed various things to be proc based to allow for more editing and interjection of things, as I wrote in code comments making a crate thats locked to a specific set of progression just means changing the proc that generates a list of valid uplink items to check items' progression values to a specified value instead of your characters progression. Ok I think that goes over everything more or less???? ## Why It's Good For The Game I've heard that people liked these and I think they are quite fun, being able to go from "i dunno what to do as a traitor" to "ah, of course, I will become the Bombler" is a fun thing to be able to have, and people like to get a bunch of random shit in the mail. Some of it even feels free!!!!!!!!!!!!!!!!!!! Brain points go up!!! The division of procs allows for more creativity with this system than existed before as well as other possibilities for interacting with the uplink handler in funny ways. ## Changelog 🆑 add: the syndicate is once again distributing syndi-kits, some now with new technology add: a fresh batch of syndicate surplus crates have been sent out, though they seem a bit lighter than before add: in an effort to encourage cooperation, a traitor can now purchase either the new United Surplus Syndicate Crate or its key, but not both add: lightning bolt book granter for wizard event and one syndie-kit bundle add: temperature gun that only makes things colder for one syndie-kit bundle code: it is now possible to have uplink items share limited stock bal: role-restricted items no longer can be delivered by the stray syndicate drop pod event /🆑 |
||
|
|
cfb41eb05c | TGUI for RCD , Radial menu for RLD & Silo Link for RLD & Plumbing RCD (#71710) | ||
|
|
8ace31bde4 |
Allows for offloaded tests to be focused (#71719)
Focusing a test through TEST_FOCUS allows you to only run that one test. It's very useful for developing. However, we have a bunch of offloaded tests in `#ifdef UNIT_TESTS` that would not be focused. This changes it so that those tests will now only run if either no test is focused, or if their specific "focus only" test is focused. This is done through a `PERFORM_ALL_TESTS` macro that replaces the `#ifdef UNIT_TESTS`. This is completely free because `if (FALSE)` constant folds. Hide whitespace mode recommended. |