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88 Commits
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a3498fdcd7 | Material Science 1: A bunch of math (#95090) | ||
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fa9c98058f |
Refactors material components to regular datums (#94596)
## About The Pull Request This was LONG overdue and its finally time. Refactors 2 components to regular datums - `/datum/component/material_container` -> `/datum/material_container` - `/datum/component/remote_materials` -> `/datum/remote_materials` Reduced memory overhead and stops misuse of component i.e. storing it in a variable ## Changelog 🆑 refactor: refactored material container code to reduce memory overhead. Report bugs on github /🆑 |
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a28575aa82 |
[NO GBP] Fixing more issues with sand (you can make sand walls again, also ghost glass sheets?) (#93215)
## About The Pull Request Apparently wall construction code is snowflaked and indented as fuck (and the same goes for door assemblies). I'm not bothering refactoring everything with them, only to reduce the indentation, changing a couple vars and overall making it easier to work with them later. This includes wall construction not being hardcoded to sheets but include the possibility to use other kind of stacks as well (if you don't count the snowflake interaction with iron rods). In layman's terms, this means you can make walls made out of sand (distinct from sandstone) again. Also I've done some small changes to the materials storage, so that it can eject ores too if the material doesn't have a sheet type. Also, I've been told there may be issues with broken, uninteractable (probably not properly initialized) glass sheets beside the ORM. I'm not 100% sure about the deets, but it may have something to do with spawning the glass on the same turf the ORM is listening to, when smelting sand, causing some race conditions, so let's spawn it in nullspace ## Why It's Good For The Game While I'm sure there may be more elegant solutions (just take a look at the wall and door construction code, they both use text2path oh god!), I'm just here to make things a lil' cleaner and be done with issues with the fact that sand is made of sand. ## Changelog 🆑 fix: You can once again make sand walls. fix: Deconstructing an autolathe with sand in it should now drop sand. /🆑 |
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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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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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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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bc4e7d3b4e | Remove data systems in favor of global datums (#82943) | ||
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c1a775efe1 |
Implements data systems (#82816)
## About The Pull Request Subsystems currently come in two different flavors: 1. Systems that process at intervals with the master controller 2. Global data containers that do not fire And I think they should be split up... This moves 4 non firing, non init subsytems -> datasystem ## Why It's Good For The Game Clarity in code |
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6596d75edc |
Gulag Adjustments Two (#82561)
## About The Pull Request I have received feedback that after the prior changes in #81971, the gulag is still a little bit too subject to RNG. The main culprit (as in my previous PR) is Iron being kind of cheap and the fact that unlike the old Gulag you no longer have any way of headhunting more valuable materials (everything appears as boulders on your ore scanner). My solution to this is wider than the last one of tweaking point values, but also much simpler: Just make every boulder you mine be worth the same amount of points regardless of what is inside of it. On the average test I made I could comfortably mine about 40-45 boulders in ten minutes. We'll make some adjustments to that rather than leaving 40 as the target number; Most players upon being teleported to the gulag are going to spend a few minutes whining and bemoaning their fate instead of getting straight to work. I had the benefit of being able to make sure my run started as soon as a storm ended so I wouldn't need any kind of midpoint break. I was also always the only person playing on my local instance, there hadn't been any other pesky prisoners before me who had already mined out all the nearest available deposits. And of course, let us not forget, I am an MLG master league ss13 player who was surely performing well above average. So we'll round that down to: Each boulder is worth 33 points, meaning you need to collect 31 boulders to complete a 1000 point (roughly ten minute) sentence. How do I ensure that every boulder is worth the same amount of points? Well it's pretty easy. One boulder = one material sheet. One material sheet = 33 points. Simple. "Now Jacquerel", I hear you not saying because you don't want me to know about this thing you would prefer to do instead of hitting rocks outside; "if I simply smash all of the tables and microwaves and botany trays and bed in the gulag I can easily get like 65 sheets of Iron, which is almost enough to buy the freedom for two entire people!" Unfortunately I knew you were going to try and do that and the prisoner point machine will only give you points for material sheets which have been printed from the material smelter (well, any material smelter actually but you should probably use the one in the gulag). You'll be able to tell because if you examine a valid material sheet it will mention a little maker's mark on it, which is absent in the beat-up iron that you get from smashing furniture to bits. Also glass is worth 0 points. Don't waste time digging up that shit. As glass has had all of its point value removed, I have added a "work pit" to the gulag to compensate. You can pull boulders out of this indefinitely via effort, however it also stamcrits you every time. It's not very fun to do this, but that's because I would prefer you to go find the rocks out in the field instead. This is a last resort. You can do this if there's no boulders left to mine or if you really really really hate mining and would rather very slowly click on one tile repeatedly to get your boulders instead. As a tiny bonus doing this gives workout experience. This isn't a totally ideal solution but I think it'll do for now. ## Why It's Good For The Game What we want out of the gulag is: - Something where officers can vaguely approximate an expected sentence duration. - A task that requires players to actually be spending that time doing something to get out of here. - Produces at least some amount of useful materials. In I think roughly that order. I hope this change accomplishes all three of these in a way that is somewhat predictable rather than throwing darts at a board. ## Changelog 🆑 balance: Gulag mining has been rebalanced so that every boulder is worth the same amount of points to mine for a prisoner regardless of what it contains, and should be more consistent. add: A vent which boulders can be hauled out of by hand has been added to the gulag which you can use if there's nothing left to mine. It is very slow, but at least it gives you a workout... /🆑 |
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55ef6a6219 |
Use a common list for acceptable silo materials (#81790)
## About The Pull Request This list containing the same material values was copy pasted all over. It's already cached in the subsystem so let's just use that. Renamed ore category into silo category. ## Changelog 🆑 code: Use a common list for acceptable silo materials for some stuff. Renamed ore category into silo category. /🆑 |
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4748dca7d6 |
New Processing Unit UI (#81029)
Made a new TGUI for Ore Processing Unit, removed all `updateUsrDialog` calls. |
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d36a5af64f |
Removes material breakdown flags, traits & miscellaneous fixes. (#80389)
## About The Pull Request 1. Removes material breakdown flags i.e. all flags with the format `BREAKDOWN_XXX`. These flags do nothing, there are no special checks to transform materials based on these flags, they are passed around just because certain procs require them for syntax purposes only. Apparently there were plans to make these flags do something special from the comment https://github.com/tgstation/tgstation/blob/302247c0d1e980478f59d9c497169290ee259887/code/__DEFINES/construction/material.dm#L43 But nobody got any ideas for years now. The only special thing we can do with them now is remove them and reduce code clutter, so let's do that The only flag that ever did something was the `BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent metalgen) and when both this trait & flag are combined together... they still do nothing https://github.com/tgstation/tgstation/blob/302247c0d1e980478f59d9c497169290ee259887/code/game/atom/atom_materials.dm#L41-L42 Yup they cancel out each other to prevent returning an empty list, the traits only job was to prevent materials from being recycled (like why? what's the benefit of that? nothing) and the flag was meant to bypass this restriction so both the trait & the flag cancel out each other therefore doing nothing meaningful. Best remove them both and call it a day. 2. Fixes an error in displaying number of sheets inserted into a mat container when that sheet is made up of alloy materials. it would count as 2 or more because it would take the sum of total material amount inserted and not the actual sheets. That's fixed now. 3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT` flag 4. Adds helper proc to insert materials via the remote material component with proper context ## Changelog 🆑 fix: mat container displays correct number of sheets inserted for alloy materials. fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT` flag. code: removes material breakdown flags and related traits. code: adds helper proc to insert materials via the remote material component with proper context. /🆑 |
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b52ce868bc |
Cuts down on unnecessary non-TGUI stuff (#79590)
## About The Pull Request Removes INTERACT_MACHINE_SET_MACHINE on machines that don't use a non-TGUI UI. Removes set_machine from TGUI things that forgot to remove them previously. Decouples advanced camera consoles from UI procs since it doesn't actually use one. ## Why It's Good For The Game TGUI machines don't need to be using these procs and vars, and this makes it more clear what does and doesn't use a TGUI menu from a glance. I explain it a bit better [here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) if you're interested. ## Changelog No player-facing changes. |
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57a923130e |
[NO GBP] Fixes active conveyor belts not moving movables spawned on top of them. (#77104)
There's one instance of the old signal I've missed from #76376, all because lists treat undefined keys like text strings. |
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e92ae5b75b |
Material container & related stuff ui refactors & clean-up (#76220)
## About The Pull Request **1. Material container clean-up & refactor** - Replaced `total_amount` var with `total_amount()` proc, this var can be easily computed by summing up all material amounts rather than storing it as a var which is tedious to update & keep track of when materials are added/removed - Removed unused procs `transer_amt_to()`, `can_insert_amount_mat()`, and `get_categories()`. These procs are not used anywhere in the codebase so let's remove them & make some space. - Callbacks are replaced with signals, the callbacks don't need to be explicitly garbage collected & having macros & procs marked with `SIGNAL_HANDLER` makes your intentions more readable & explicit. - Fixes #76151 All material adding, removal, checking operations are "Integer" operations, i.e. the final value is rounded & them made 1 if the final value is 0 using the macro `OPTIMIZE_COST`[coudn't come up with a better name]. No more dealing with decimal value materials The problem was after the protolathe was upgraded with better parts all the design costs were multiplied with a decimal `efficiency_coeff` value, this means even though in the UI the cost was displayed as 60 bluespace crystals its actual cost was `60.0001` something in the backend causing this check for materials to fail & print the error message. - Replaced `GetComponent(/datum/component_material_container)` with just a simple ref to the material container when adding the component, so we can save some overhead from calling this proc - Gave all procs a ton of documentation with documentation having documentation - Fixes #76506 RCD and other devices that uses the silo link upgrade now have the correct material usages - Fixes #72096. It wasn't just a problem with ancient protolathe but with all machines that used `datum/component/remote_materials` the problem was remote materials would add an instance of `datum/remote/material_container` if it wanted to use local storage but this component would get added before `datum/component/remote_materials` could be registered i.e. it comes before remote_materials in the component list. So when the machine is destroyed it will first destroy `material_container` & then `remote_materials` therefore destroying the materials before they could get ejected - Silo link is established when parent is registered with remote materials raher than adding an external timer which is faster - Everything that uses a material container will auto eject their sheets when destroyed - Moved this & remote materials into its own folder for better organization **2. Material UI Changes** - Removed the x25 & x50 print buttons from the autolathe, now they just have x5 & x10 buttons like the protolathe, These buttons were of no use since you could just type the exact amount you want to print in the `[Max: <some amount>]` side bar. The code to compute these buttons was just plain right nasty & some of it unused in the UI. - The material eject button in the material bar does not gray out when you can eject exactly one sheet - All material cost are integer values rounded - Fixes #76253 Exosuit Fabricator sends the material container static data to the UI so its material bar is not greyed out when there are sufficient materials to eject - Component printer material bar sends the material container static data to the UI so its material bar is not greyed out when there are sufficient materials to eject - Autolathe Material bars now display number of sheets available - Max printable amount of items are now computed & updated correctly in the UI. They were displaying wrong values & now get updated when items are printed, materials are removed - Silo hold actually works now. When a machine is put on hold it calls this proc https://github.com/tgstation/tgstation/blob/e929cf39cded5207d63df1fa8521f41f2816b383/code/datums/components/remote_materials.dm#L78-L87 Notice how the key is `src` so we should be consistent during checking if a machine is on hold using the same `src` var. But for some reason we did dumb shit like this https://github.com/tgstation/tgstation/blob/e929cf39cded5207d63df1fa8521f41f2816b383/code/datums/components/remote_materials.dm#L150-L153 What is category? Why do we care for the area the machine is in? None of it made sense so i removed all that junk and just made it check for `src` like it should - Removed redundant `removable` & `sheets` var from the material container ui_data. These vars are unused in the UI - If an item does not have the required materials then upon clicking that item you will not get any error message but instead nothing happens ## Changelog 🆑 fix: items can be printed from autolathe & protolathe when the exact material amounts are present in them after upgrading fix: max printable amount now shows the correct value & updates when items are printed, materials are removed in the autolathe & protolathe fix: component printer material bar is not greyed out when there are sufficient materials to eject fix: rcd and other devices that uses the silo link upgrade now have the correct material usages fix: silo hold actually works fix: machines using local storage to hold materials will eject it's materials as sheets when deconstructed/destroyed refactor: Autolathe Material bars now display number of sheets available refactor: printing an item that does not have enough materials will fail silently with no error messages refactor: Drone dispenser will eject sheets upon deconstruction refactor: all things that store materials will auto ejects its sheets(if there is sufficient material) when destroyed refactor: inserting an item into the material container will display the units consumed as sheets not absolute units refactor: removed x25 & x50 print buttons from the autolathe |
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d4cdd6b63e |
Replaces lava and chasm's "safeties" and ignoring turf slowdown on catwalks with traits and a new element. (#76376)
## About The Pull Request This adds a new element for movables that grants turfs they're in traits, changes lava and the chasm component to check for traits instead, ditto for turf slowdown. It also implements another trait that prevents wet floor from slipping people, as well as some other changes (feel free to opine on them really): - Tables and conveyor belts now stop turf slowdown, much like catwalks, as I imagine people walking on them are not really touching the floor. (I'd include protection against lava too... until they melt, but that'd mean finding a way to have these objects burn in the first place, and lava code is still stupid despite a years old refactor I did) - Tables also stop slippery turfs from slipping (bananas, soaps etc. still apply). I wish there were a way to make some objects slippery by coating them in water vapor or splashing water/lube, but that's outside the scope of this PR. - Fixed an edge case in which a mob standing on a lava turf would be left permanently visually on fire if the lava is changed to another kind of turf. - Removed unused code from stone tiles. I'm going to include these traits in that global list for admin-added traits... tomorrow perhaps. 💤 ## Why It's Good For The Game Replacing some hard-coded mechanics with easier to use traits and an element, which I also need for the submerge element PR. ## Changelog 🆑 refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring turf slowdowns on catwalks with traits. balance: much like catwalks, tables and conveyors also disable turf slowdowns. balance: slippery turfs won't slip you when walking on a table. fix: Fixed an edge case in which a mob standing on a lava turf would be left visually but permanently on fire if the lava is changed to another kind of turf. /🆑 |
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2922d36500 |
Refactors for material container, ammo box & recycler (#75422)
**1. Material Container Refactors** a. `/datum/component/material_container/proc/insert_item()` - Will now do stack spliting i.e. it will consume as many sheets from a stack as possible and leave out the rest, It was moved from a player interaction feature in `user_insert()` to this low level allowing many things to take advantage of it - Will now delete the item for you if it could salvage any materials from it, you don't have to do it explicitly anymore if insertion was successfull (i.e. this proc returns an non zero value) If you inserted a stack and not all of it's sheets were inserted from the above point then you still have to check it explicitly - Will now invoke `after_insert` if any materials were salvaged b. `datum/component/material_container/proc/user_insert() ` - Will now split the stack by the requested amount making precise insertion work again & Fixes #72288 - will now consume all contents inside of the object reccursively, this means items like ammo boxes will no longer have to adjust their custom materials based on how much ammo they contain because `user_insert()` will loop through all its contents and salvage the metal of every bullet inside the box contents so this means https://github.com/tgstation/tgstation/blob/9686971c76fb6300939c9c191c635d2a852a143c/code/modules/projectiles/boxes_magazines/_box_magazine.dm#L206 has been removed. **The Problem with this proc** take `/obj/item/ammo_box/foambox/riot` for example. it has 40 darts each having 1125 worth of iron, this proc will add the total iron of all the bullets to the box custom material so the box custom materials would become `5000(base iron of box. see the definition of /obj/item/ammo_box/foambox/riot) + 45000(40 bullets each having 1125 worth of iron) = 50000 iron` What happens when you throw this ammo box in an recycler? The recycler will recycle this box(Now 50000 worth of iron) AND the iron of each of it's 40 bullets thus yielding `50000(iron from box because of update_custom_materials()) + 45000(40 bullets each having 1125 worth of iron) = 95000 iron` ` because of this single proc we got `95000 - 50000 = 45000 extra iron` from thin air **The Solution?** Remove this proc and set a constant custom material value for the ammo box(it's now 5000 computed see code) AND allow the material container to loop through every bullet in the box and salvage iron from them. This would yield `5000(base iron of box. see the definition of /obj/item/ammo_box/foambox/riot) + 45000(40 bullets each having 1125 worth of iron) = 50000 iron` From both box & bullets combined and not just from the box alone Fixes #43570 Fixes #57548 This also allows you to do cool stuff like fill your bag with iron, glass, whatever and dump them in the autolathe/ore silo by attacking the machine with your bag rather than pulling out & inserting each item individually so hey convinience **2. Recycler patches** - Recycler will stop consuming items when it runs out of power mid recycling(which can happen if it recycles a large amount of items). It used to previously run through the list of items without breaking so even when power was lost, it still did it's job - Recycler will now Properly recycle all the contents inside an atom. **The Problem** Say we have 2 Items - Backpack - Glass sheet inside Backpack If we process the items in the following order while deleting each item that is processed first "Backpack" then "Glass Sheet" then when "Backpack" is fully recycled and "Deleted" since the "Glass Sheet" is inside the "Backpack" it get's deleted as well, so when we actually try to recycle the "Glass Sheet" next, nothing happens because it was deleted when we deleted the "Backpack". **The Solution** Recycle the items in the reverse order first recycle the "Glass Sheet" delete it & then the "Back Pack" so we don't deal with deleted items. So you should see more materials come out when you put stuff inside storage mediums & throw them in the recycler - Recycler will consume only half the power when it's deleting items that can't be recycled(no material was salvaged). just for convinience |
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f2fd69a49a |
Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you all here (through the automatic reviewer request system). So, mineral balance! Mineral balance is less a balance and more of a nervous white dude juggling spinning plates on a high-wire on his first day. The fact it hasn't failed after going on this long is a miracle in and of itself. This PR does not change mineral balance. What this does is moves over every individual cost, both in crafting recipes attached to an object over to a define based system. We have 3 defines: `sheet_material_amount=2000` . Stock standard mineral sheet. This being our central mineral unit, this is used for all costs 2000+. `half_sheet_material_amount=1000` . Same as above, but using iron rods as our inbetween for costs of 1000-1999. `small_material_amount=100` . This hits 1-999. This covers... a startlingly large amount of the codebase. It's feast or famine out here in terms of mineral costs as a result, items are either sheets upon sheets, or some fraction of small mats. Shout out to riot darts for being the worst material cost in the game. I will not elaborate. Regardless, this has no functional change, but it sets the groundwork for making future changes to material costs much, MUCH easier, and moves over to a single, standardized set of units to help enforce coding standards on new items, and will bring up lots of uncomfortable balance questions down the line. For now though, this serves as some rough boundaries on how items costs are related, and will make adjusting these values easier going forward. Except for foam darts. I did round up foam darts. Adjusting mineral balance on the macro scale will be as simple as changing the aforementioned mineral defines, where the alternative is a rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~ Items individual numbers have not been adjusted yet, but we can standardize how the conversation can be held and actually GET SOMEWHERE on material balance as opposed to throwing our hands up or ignoring it for another 10 years. |
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4c48966ff8 |
Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is not completely accurate, as subsystems can be delayed, however it's useful to have this number as a multiplier or ratio, so that if in future someone changes the subsystem wait time code correctly adjusts how fast it applies effects regexes used git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i 's/DT_PROB/SPT_PROB/g' git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i 's/delta_time/seconds_per_tick/g' |
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6d757e8bec |
Autounlock techwebs are shared between machines that use them. (#72515)
## About The Pull Request Did you know that for every Autolathe, Limbgrower, Biogenerator, ORM, and Smelter that was built, an entire new techweb was made? The average round has 2 ORMs (smelters count) if not more from ORM deconstruction objective, 2 biogenerators, several autolathes and generally 0-1 limbgrower, I think there's more techwebs being created than we need. Creating a whole techweb was a pretty terrible way to optimize this, so I made a global list that stores these techwebs. Created on demand, these autounlocking techwebs now share between the machines that use them. It also generate all hacked nodes which will be visible if the machine is hacked, instead of 'researching' them for each hacked individual machine. The 'specialized' techweb subtype was removed because its sole purpose was to allow autounlocking to be a subtype of it. Now autounlocking is just the direct subtype. I also removed mechfab autounlocking type because it wasn't used, mechfabs use techwebs directly. Autolathes and Limbgrowers now locally store 'imported designs' which are things uploaded from technology disks. Outside of this, the autounlocking techweb subtype now stores 'hacked designs' which unlocks when the machine is emagged. While doing this, I saw ORMs and Biogenerators had disks you can insert into them, but I did not find anything that can actually be uploaded to them (I saw Alien Alloys as a possibility, but there's no such disk to allow uploading this alloy to the machine, and I didn't think an entire system for 1 single alloy was worth keeping around), so I removed this unused feature from both machines. I merged 'Hacked' and 'Emagged' categories because they served the same purpose, 'hacked' being on hacked autolathes and 'emagged' being on hacked (emagged) limbgrowers. Tech disk techwebs (which is created every time a disk is made, however I hope to change this in the future) into it's own subtype, so admins understand where its from when looking in VV panel (because I was confused when I saw them at first). ``autolathe_crafted`` proc was removed because it was entirely unused too. Now it looks like this, which I consider an improvement:  ## Why It's Good For The Game We no longer initialize a brand new techweb for no reason whatsoever. Each techweb made is making entire lists of experiments and research papers, all of which is never to be seen in-game and is completely useless to the player. Cutting down on these techwebs is a good first step to this needless initializing. ## Changelog 🆑 qol: Removed the tech disk part of the ORM's UI as it was entirely unused, now it's a little more compact with less scrolling needed. refactor: Autolathes, Limb growers, Biogenerators, ORMs and Smelters now share techwebs with other machines of their types, rather than all make new techwebs each time. This means they only build their nodes once, including hacked ones. Instead of researching nodes on hacking the machine, they now show hacked ones depending on if it's hacked. /🆑 Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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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 /🆑 |
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fa7688d043 |
Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED (#71056)
- Makes QDELETED use isnull(x) instead of !x, giving about 0.2 to 0.25s of speed. - Make disposal constructs only update icon state rather than go through expensive overlay code. Unfortunately did not have much effect, but is something they should've been doing nonetheless. - Makes RegisterSignal only take signals directly as opposed to allocating a fresh list of signals. Very few consumers actually used this and it costs about 0.4s. Also I think this is just a bad API anyway and that separate procs are important `\bRegisterSignal\((.*)list\(` replaced with `RegisterSignals($1list(` |
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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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ed48ec641c |
Labor camp machines - Fixes & Code improvement (#68584)
About The Pull Request
Visible changes (all the fixes):
Labor point checkers now says the prisoner ID's stats rather than being a to_chat, it also displays their info much better.
Labor stacker no longer duplicates your points at no cost by attacking the machine with materials, instead it processes it just like it would when sucking materials up.
Labor stackers additionally now update their input/outputs when they are rotated through shuttles, as it doesn't work on the current version of Lavaland (there's no issue report up on this yet though, oddly).
Adds a check if you actually have a goal before checking if you can send the shuttle up, preventing prisoners who were sent without a point goal (permanently) from being able to go up whenever they wanted by simply clicking on the button before it greyed out.
The rest (code improvement):
Added more early returns
Removed single letter vars
Renamed terribly named vars and added comments to some of them.
Removed machinedir in favor of checking their view() when syncing machines, as I didn't find checking an entire side of the map next to an object to be very intuitive.
Lets Lavaland use labor camp machines again
Closes #67764
Just cool general fixes +1
Changelog
cl
fix: Labor camp Prisoners without a sentence can no longer send themselves back up whenever they wanted by clicking the button fast enough.
fix: Prisoners can no longer get infinite labor camp points by clicking the stacking machine with ores.
fix: All ore machines now properly change their direction when they dock a shuttle in a separate direction, fixing Lavaland's labor camp stacking machine.
qol: Labor camp's point checker now states all the information you need, rather than being a paragraph of text that just appears in chat.
/cl
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fe7513d282 | addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033) | ||
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41c1378320 |
COMSIG_ATOM_CREATED -> COMSIG_ATOM_INITIALIZED_ON (#65809)
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com> |
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12bf03aa08 |
proximity monitors cleanup (plus connect_range and connect_containers components) (#62755)
I'm refactoring proximity monitors and fields, removing lots of bloat from both that's hardly even used. Proximity monitors no longer generate effect objects to track the surrounding area, should be less cpu expensive and easier to maintain (or phase out), read and use. This PR also adds a couple components which may be needed for future stuff (for starters, the mirror reflection PR #62638 could use the connect_range comp) Improving old old, ugly old code and adding some useful backend components. Tested and working. |
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6c01cc2c01 |
every case of initialize that should have mapload, does (#61623)
## About The Pull Request stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload  ## Regex used: procs without args, not even regex `/Initialize()` procs with args `\/Initialize\((?!mapload)((.)*\w)?` cleanup of things i didn't want to mapload: `\/datum\/(.)*\/Initialize\(mapload` |
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2c5a357035 | Reverts Entered() passing dir instead of old loc (#59910) | ||
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e03cd1aada |
Refactors move procs to support multitle objects (#59658)
Enter(), Entered(), Exit() and Exited() all passed the old loc forward, but everything except a single a case cared about the direction of the movement more than about the specific source. Since moving multi-tile objects will have multiple sources of movement but a single direction, this change makes it easier to track their movement. Cleaned up a lot of code around and made proc inputs compatible. I'll add opacity support for multi-tile objects in a different PR after this is merged, as this has grown large enough and I don't want to compromise the reviewability. Tested this locally and as expected it didn't impair movement nor produced any runtimes. |
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976c1fcb8c |
[READY] Bespoke Datum Mats (#55296)
* Bespoke Material Backend - Adds support for bespoke materials: - Reimplements [/datum/material/var/id] - Ports GetIdFromArguments from SSdcs - Adds a wrapper define for GetMaterialRef - Adds [MATERIAL_INIT_BESPOKE] - Adds [/datum/material/proc/Initialize] - Does not actually add any bespoke materials - [ ] TODO: Code docs - [ ] TODO: Actually adding bespoke materials * Some has_material procs and cleaning up some spaghetti - Adds a pair of has_material procs for use in checking whether a given atom has a given material * Adds meat - Adds bespoke meat variants - Does not make them accessible - Shuts up the linter * Implements bespoke meat - Makes the material container preserve bespoke materials - Makes the sheetifier accept bespoke materials - Makes the autolathe accept bespoke materials - Makes the gibber produce bespoke meats * Makes butchering produce bespoke meats This is jank and really needs to be folded into a unified butchering and gibbing system * Material documentation - Adds, fixes, and touches up some documentation * Material container insertion callback - Changes the proc used to expand the material container's material list ot a proc used to check whether a material fits into a material container - Instantiating new materials is no longer O(n) relative to the number of autolathes in existence. * Makes processing meat conserve materials - Makes bespoke meat carry over into meatballs * Makes preserving custom materials an option - Implements the ability to turn preserving custom materials _off_ for processor recipes * Fixes all bespoke materials of the same type using the same singleton - We use ids now, not just types. * Makes the fat sucker produce bespoke meats - Because consistency is good. * Fixes autolathes merging bespoke stacks into normal stacks. * Makes the callback to test materials for holdibility optional - @Floyd * GetMaterialRef -> GET_MATERIAL_REF - We capitalize macros. * Removes an extraneous callback - Makes the sheetifier use functionality I didn't notice I implemented a few commits ago. * Makes mob and species meat null compatible * Fixes the ore silo - The ore silo had really snowflake material handling that has been brought in line with the rest. - The materials should show up in the correct order. * Fixes minor lathe bugs - Fixes stack_traces caused when lathes tried to fetch materials using reagent typepaths - Fixed the selective reagent disposal topic. I have no idea how long this has been broken. * Various documentation fixes - Clarified a couple comments - Removes an extraneous ?. operator - Fixed mat floor tiles having bugged reagent temperatures * More fixes -/datum/material/meat/mob -> /datum/material/meat/mob_meat - Adds atom typecheck to material containers. * Fixes old typepaths |
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27d0e32b47 |
minor material_container args/vars refactor and Mk-honk shoes peeve. (#54863)
My original intention was just fixing an issue with the Mk-honk banana shoes but, considering I didn't want to add two new variables to a component with already lot of args and lengthy AddComponent() calls in term of text, I had to merge some TRUE/FALSE variable/args into the breakdown_flags bitfield (now named mat_container_flags) in the process. |
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cab4313b29 |
Adds Alloy Materials (#53623)
Adds and implements alloy materials
Takes several materials that were mostly fluff and converts them into actual usable materials.
Messes with material code a bit to make alloys recycle back into their component materials.
Adds the alloy materials to their in-game stacks.
Materials added:
Plasteel
Plastitanium
Plasmaglass
Titaniumglass
Plastitanium Glass
Alien Alloy
Makes plasteel/plastitanium/plasmaglass and the rest able to have separate properties from their component materials. It doesn't make much sense that the materials used to seal off the supermatter chamber from the rest of the station would be prone to exploding when heated.
Allows for further expansion of materials, possibly including actual functional metallurgy and smelting at some point in the very distant future.
(Lemons note: Adds a regeneration component, used for alien alloy)
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53b212ddf2 |
Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities * Review fixes * Geiger counters cleanup Made hardsuit geiger code more similar to geiger counter code Geiger counters are more responsive now * Moved SS*_DT defines to subsystems.dm * Rebase fix * Redefined the SS*_DT defines to use the subsystem wait vars * Implemented suggested changes by @AnturK * Commented /datum/proc/process about the deltatime stuff * Send delta_time as a process parameter instead of the defines Also DTfied acid_processing * Dtfied new acid component |
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45c14f6330 |
Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks. Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work. This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping. To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway. Requested by @optimumtact. Changelog cl admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again. /cl |
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62676e72a8 |
Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> |
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a8e62d7132 | [s] Fixes ore machine exploits | ||
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1059a64a98 | I before E, except after C. (#51543) | ||
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a6bbf09898 | Fixes ORM scooping bugs. (#50809) | ||
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b391baeb74 |
Republish - Machinery processing refactor (#49307)
* initial small thing * improvements 1. Removes loops for picking up items. its now an item by item basis unless there is an ore box involved 2. Removed pickup_rate and ore_buffer var for the ORM, they aren't needed anymore 3. Fixed conveyors not moving items that get created on top of them (New / Initialize), by sending signals when atoms are created. * renames the registered signal proc name so travis doesn't throw a fit * signal improvement * forgot to update other proc names * ninjanomnom review changes replace NEVER_PROCESS with START_PROCESSING_MANUALLY default_unfasten_wrench override for ORM 50 -> 5 SECONDS I totally didn't mispell anything * makes a new signal: COMSIG_ATOM_CREATED * more review changes * duh * even more review improvements * switch >= to > * reverts conveyors back to using process() for moving stuff * various touch ups, adds documentation * rebase to fix map conflicts with forgottenship.dmm Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com> |
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ab3a127295 | Makes the global materials lookup lazily initialized | ||
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b33d1c49a3 |
[READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work * more * ass * wsedfwedff * asss * test * stuff * fuck * sss a * kms * asdadwedwdfwefwef * start * test * dwwdew * ewefwfef * Redemption machine (#8) * Redemption machine * Removes debug messages * changes * fuckmyshitup * coin mint works with new material shenanigans (#10) * Auto stash before merge of "materials" and "origin/materials" * woops * furnace (#11) * autolathe manufacturing of toolboxes * eggs in a basket * some small changes * matcolors * documentation * more documentation and effects * done * Color man bad (#12) * fixes designs * ass * more fixes * fuck me * firestacks adder * epic fixes * fixes designs * DONE DIDDILY DOO * removes category macro * ch-ch-ch-changes * fixes some stuff * Fixes display of ore values (#9) * Redemption machine * Removes debug messages * Re-adds value display * Replaces the fire stacking component with an element instead (#13) * fixes examine * fixes ligma bugs * double ligma boofus * fix * misses some defines * fixes ORM * Update code/datums/components/material_container.dm Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com> * fixes * Makes glass objects weaker (#14) * Makes glass objects weaker * uses correct proc * fixes shit * honk honk * better * oh shit oh fuck * fixes * fuck ORMs * fixes the biogen * documentation * ass (#15) * component * changes * ass * ass * doc * Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent" * fixes rounding * fixed |
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c3f95024b2 |
Gets rid of the GetComponent macros (#44220)
* Removes the GetComponent macros * Regex replacement for GET_COMPONENT Search: `GET_COMPONENT\( *(.+?) *, *(.+?) *\)` Replace: `var$2/$1 = GetComponent($2)` * Regex replacement for GET_COMPONENT_FROM Search: `GET_COMPONENT_FROM\( *(.+?) *, *(.+?) *, *(.+?) *\)` Replace: `var$2/$1 = $3.GetComponent($2)` |
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4116f7ec79 |
Techwebs Backend Refactor - Removes references from techwebs and uses IDs instead (#40596)
Yeah yeah I know no opening too many WIP PRs but this one's [ready] and I want to make sure any furthur techweb development doesn't keep using the old reference system which will make refactoring it harder, and this makes it easier for coders to do stuff in theory (at least for me), standardizes getting a node/design, and makes stuff actually GC properly. |
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daba3009ba | Eliminate some duplicate typecaches | ||
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6d0179f57b |
Merge pull request #38116 from AutomaticFrenzy/patch/anchored
Refactor machinery to default to being anchored |
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808ab5f9e4 | Makes a bunch of materials containers show contents on examine (#38133) | ||
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2f212e16a3 | Remove redundant anchored=TRUE from machines | ||
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76cb1cf060 |
Fixes Several Machines Materials Insertion (#37432)
* Fixes Several Machines Materials Insertion * attackby disable and show on examine fix |
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f300a5c155 | Interaction/Attack Hand Refactor (#36405) |