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155 Commits
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[MIRROR] Mouse drag & drop refactored attack chain (#28156)
* Mouse drag & drop refactored attack chain * fex --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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8c4cf753f5 | Remove data systems in favor of global datums (#82943) | ||
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55d1c715e5 |
Pulls2 (#27514)
* New docking port sprites (#82729)
* Adds text to lootpanel items [no gbp] (#82722)
## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues
I clipped it at 5 because monke


## Why It's Good For The Game
Handy if youre in a rush and won't upgrade byond to fix the issue
## Changelog
🆑
fix: Lootpanel additions: Condensed item names for the quick of draw
/🆑
* Fixes tgui alert buttons (#82714)
<!-- 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
Been on my mind for a long time
I did this while relatively inexperienced (how do I center a div etc)
Fixes an issue inherent to our stack implementation where reversing the
direction caused strange spacing issues. This effectively reverses the
extra margins in css so it looks identically spaced whether reversed/not
<details>
<summary>before/after</summary>
Before (normal buttons)

Before (large buttons)

After (normal buttons)

After (large buttons)

Long buttons (normal)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))

</details>
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Looks better, runs smoother, no clipping
<!-- 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. -->
## 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. -->
🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑
<!-- 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: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)
## About The Pull Request
Replaces the tools on the tables with 2 surgery trays.

## Why It's Good For The Game
Makes surgery a bit less painful in the surgery theatre, Using tools
from a tray is much nicer than having to open the context menu on the
piles of tools on the tables.
## Changelog
🆑
qol: Replaced the surgical tools in the Primary Surgery Theatre with 2
Surgery Trays.
/🆑
* Fixes smart pipe & cryo gas reallocation (#82701)
## About The Pull Request
**1. Smart Pipe Problem**
- Fill a pipe with any gas, plasma for e.g.
- Unwrench the pipe to deconstruct
- The pressure sends you flying but notice plasma is nowhere to be seen
from the now destroyed pipe
**2. Cryo pipe connector problem**
The gas gets reallocated when the object is deleted. We only want this
when its deconstructed not deleted to prevent any side effects
This PR fixes them
## Changelog
🆑
fix: smart pipes release their gases into the air when unwrenched
fix: cryo pipe connector component has no side effects of gas
reallocation when deleted
/🆑
* Fix Primal Instincts (#82741)
## About The Pull Request
#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something
## Changelog
🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑
* Fix handcuffing (#82760)
## About The Pull Request
Changed this to an early return but then didn't invert the condition
## Changelog
🆑 Melbert
fix: You can handcuff people with 2 arms and you can no longer handcuff
people with 0 arms
/🆑
* Gets rid of UNIT_TESTS compiler warning (#82695)
## About The Pull Request
Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```
You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24
This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.
I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes dropdowns better (#82697)
## About The Pull Request
Kind of a pain to work with, confusing people with its prop names (many
such cases!)
After recently discovering deathmatch it's very obvious to me how broken
it is, so I made it less so
(now comes with a complete ui upgrade!)
It now scrolls with the selection and to the selection on open, which
felt like major QoL
<details>
<summary>pics/vids</summary>
In motion

Deathmatch got some UI facelifts


Fixes #75741

</details>
## Why It's Good For The Game
Better UX
Bug fixes
Potential exploit patched (ui validation for ai voice changer)
Fixes #81506
## Changelog
🆑
fix: Dropdowns received some much-needed QoL, like having the scrollbar
follow your selection.
fix: AI voice changer now shows its current voice selection.
fix: Deathmatch screen has been touched up.
fix: Prefs menu has their dropdowns simplified, hopefully fixing issues
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fixes the NT SWAT helmet sprite (#82743)
* Mass Item Creation (#82455)
## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.
## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).
* Adds Retain volume flag on the ants reaction (#82718)
Fixes #82575
We'd expect feeding ants to always result in more ants I imagine.
* Borg movement now has sounds (#82704)
## About The Pull Request
adds sound effects to cyborgs when they move
Demo:
https://imgur.com/a/7Mu98pQ
Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑
* Use cell defined constants for various stuff (#82594)
## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.
## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑
* Plumbing machinery power & processing tweaks (#82702)
## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched
- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency
- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time
## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑
* Carps migrating through the station no longer idle so they don't get stuck after spawning until someone walks by. (#82744)
## About The Pull Request
Carps migrating through the station no longer idle so they don't get
stuck after spawning until someone walks by.
## Why It's Good For The Game
Bugfix for Carp Migrations.
## Changelog
🆑
fix: Carps migrating through the station no longer idle so they don't
get stuck after spawning until someone walks by.
/🆑
* Alt click no longer conflicts with mech suit [no gbp] (#82758)
## About The Pull Request
Get in the gundam shinji!!!
Context: Mech users hold ALT to disable strafe, which would trigger the
lootpanel to come up while committing war crimes (annoying!)
This prevents the panel from appearing and fixes the previous behavior,
meaning you can alt click your own mech to disable strafing.

It also makes toggling strafe a balloon alert with sound. Parties for
all occupants!!
## Why It's Good For The Game
Fixes #82753
## Changelog
🆑
fix: Mecha pilots are no longer bothered by incessant loot panels while
holding ALT for strafe disable.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds a Wizard-themed map to the deathmatch (#81640)
## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.
Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.
The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑
* Makes viewers() defines (#82767)
* Fixes Pseudo circuit delay & some missed cell define usages (#82771)
## About The Pull Request
- Fixes #82688
If the circuit cost is<= 1% of `STANDARD_CELL_CHARGE` then the delay is
5 seconds, if the circuit cost is >= 50% of `STANDARD_CELL_CHARGE` then
delay is 1 minute. All other delay values are interpolated in between
these 2.
- Pseudo circuits don't use power when used on cooldown
- Makes `INSPECTOR_ENERGY_USAGE_*` defines values use standard cell
values
## Changelog
🆑
fix: pseudo circuit adapter computes recharge delay durations correctly
& won't use power when on cooldown
code: uses standard cell defines for N-spect scanner
/🆑
* Lava/Plasma River tiles now immerse you in them (#82736)
## About The Pull Request
This adds the "immerse" element to lava tiles.

It's a tad hard to see because you're super on-fire, but it still looks
nice.
## Why It's Good For The Game
Eye candy, pretty...
## Changelog
🆑 Rhials
qol: Lava and plasma rivers now immerse you in them.
/🆑
* Adds `ALLOW_RESTING` to a bunch of items (#82761)
## About The Pull Request
Allows you to alt-click a bunch of items while resting.
Fixes #82788
## Why It's Good For The Game
Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet
Others are just sensible changes.
## Changelog
🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑
* Fixes sight range on lootpanel [no gbp] (#82765)
## About The Pull Request
When asked to make lootpanel visible at range they did not just mean
_any range_
AI alt click was a little weird (still is) but now it works
(TM BUG)
Fixes #82768
* Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)
[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)
All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity


Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.
The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.
By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.
Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.
Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Fixes dropdown displaytext not working for numeric values (#82778)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/82697 broke the prefs menu
downstream; we have a couple of dropdown choices that are numeric but
that make use of `display_names` to map those choices to appropriate
strings.
The code was assuming that `value` would always be a string when calling
`capitalizeFirst(value)`. Basically it should be doing
`display_names[value]` when `display_names` are present.
## Why It's Good For The Game
Fixes an oversight/bug.
## Changelog
🆑
fix: dropdowns that use display_names as an alias for numeric values
will no longer cause tgui bluescreens
/🆑
* [NO GBP] HPLC can purify inverted chems (#82727)
## About The Pull Request
- Fixes #82725
Inverted chems are now coloured green and classified as clean (like
before my general maintenance PR) which means they can be purified
again.
Only chems that are too impure to use & have an inverted chem value are
coloured red in the UI and not when they are just of the inverted type
## Changelog
🆑
fix: HPLC can purify inverted chems and are now coloured green(clean) in
the UI
/🆑
* Lathes compute their local storage size correctly (#82770)
## About The Pull Request
Basically we have to add the material container before we call parent
Initialize(which calls `RefreshParts()`), else the container doesn't get
initialized early and we skip over computing storage sizes
## Changelog
🆑
fix: off station & round start lathes with local storage don't have
infinite storage size.
/🆑
* Arcmining QoL: GPS component to scanned vents and vent(pin)pointer (#82724)
## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


</details>
## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑
* Fix oven tray runtime (#82782)
## About The Pull Request
Fixes a lil typo from the interaction refactors that broke the ability
to load oven trays from containers
## Why It's Good For The Game
squamsh bug
## Changelog
🆑
fix: loading oven trays from serving trays and other containers works
again
/🆑
* Fix flaky test detection (#82790)
- Add missing job pagination.
- Fix multiple jobs being able to fail if they aren't in
`CONSIDERED_JOBS`
* Add utf8 support for state laws button (#82789)
## About The Pull Request
Adds UTF-8 support for state laws HTML page. Now it supports more than
just English
## Why It's Good For The Game
Support for other symbols, such as cyrillic

* Update highest available sound channel (#82780)
Current channels are:
```
```
So, the highest available now is 1013
Updating the thing which everyone forgot for 7 years. Not that many
special channels were added either way
* Revert "Borg movement now has sounds" (#82795)
Reverts tgstation/tgstation#82704
The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.
* Use defines for "General Research" where it's not used (#82785)
## About The Pull Request
There is a define for it, so why not use it?
## Why It's Good For The Game
Defines good
* [READY] the unfuckening of clothing rendering (#79784)
refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item
one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/
fuck this 2003 bullshit
theres like several bugs here i fixed but i forgot them all and they are
small
* Allows vv investigate /appearance + better checking image (#82670)
* Fixes Alien Numerical Identifier Transfer System (#82762)
## About The Pull Request
Fixes #82756
I'm not sure what the root cause of the issue is or why it broke so
recently (this has been a thing since #49150) but I went and cleaned up
the code and ensured that we always reset the `name` to the `initial()`
value we have for it if we determine that we need to transfer over the
`numba` from the old xenomorph. This is done by a new proc which is a
lot less convoluted from the old system (always respecting var-edited
names and stuff like that) that should make it flow a lot better and
make it more hardy against double-addition of the `numba` to the name.
## Why It's Good For The Game
Having two numbers in your name is weird, should only have one.
[x] I tested this PR
## Changelog
🆑
fix: Evolved aliens should no longer have two numbers in their name.
/🆑
* [NO GBP] Fixes runtime in advanced camera console (#82699)
## About The Pull Request
We only unset machine if we have a user who has logged in
## Changelog
🆑
fix: Fixes runtime in advanced camera console when power is turned off
/🆑
* Refactors how basic ais do their success/failures (#82643)
* Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)
as the only meaningful reward
Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.
Reaching Legendary rewards you with the Golden Gloves.
I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635
But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.
- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).
- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.
- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).
- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!
So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.
(against boxers)
Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.
Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.
Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)
@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.
Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.
Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.
The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.
🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑
* Cargo ui refactor -> TS (#82745)
Refactors cargo ui, fixing some visual bugs, just making it look better
in general
Should be no gameplay effect other than it looking better
<details>
<summary>pics</summary>




Fixes #81442

Made a type grabber for backend data in case you want to make your own
typescript uis
`logger.log(getShallowTypes(data))`

Otherwise cargo's data is unreadable
</details>
Any UI over 500 lines should get broken up to reduce cognitive load
~~Any ui in javascript shouldn't exist~~
Cargo UI is better
Typescript
🆑
fix: Cargo's supply console has been upgraded visually.
/🆑
---------
Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Makes lavaland stone tiles prevent immersion (#82807)
## About The Pull Request
Adds the same trait that lavaproof rods have to the stone tiles, so
things can continue being visually outside of the lava
## Why It's Good For The Game
this shit looks goofy

## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑
* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)
Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits
- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
- If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.
🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑
* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)
## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑
* Fix all types of damage to the head causing brain damage (#82763)
## About The Pull Request
5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.
## Changelog
🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑
* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)
## About The Pull Request
If we say something is a Modal it should actually be a Modal
## Why It's Good For The Game
You can now use this system in other windows if you want.
Fixed the misnomer.
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)
## About The Pull Request
Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.
Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.
The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.
## Why It's Good For The Game
The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.
Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.
## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑
* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"
This reverts commit
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570) ## About The Pull Request I completely screwed up and told the original PR author of #82415 ( |
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20c0599ce6 |
Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066) Adds 5 new ear options from Orbstation, originally PRed in lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S. Big:  Coeurl (FFXIV Miqo'te style):  Fold:  Lynx:  Round:  Also makes it so the code guarantees that custom ears on a felinid actually count as felinid ears and not human ones, as the code wasn't checking properly when preferences were applied. There's probably a cleaner, more permanent way to do this and a refactor is needed somewhere down the line (man that sprite accessories file is getting long huh) but I'll leave that to a more competent coder. More customization options are good also Cobby said I could  🆑 add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites by Or-Fi-S) /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> * Standardizes object deconstruction throughout the codebase. (#82280) When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do |
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42f6f57dc0 |
[MIRROR] Replaces even more deciseconds with SECONDS (#27205)
Replaces even more deciseconds with SECONDS Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> |
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c72d1dcf48 |
[MIRROR] Replaces a number of deciseconds into SECONDS (#27188)
* Replaces a number of deciseconds into SECONDS * blep --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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bca65962e5 |
[MIRROR] You can now move and talk through statues and mannequins (#26414)
You can now move and talk through statues and mannequins (#81188) ## About The Pull Request I recently played a game where I rotated my skeleton model while rotating my own character at the same time and it being in sync gave me the realization on how cool it would be if the Coroner was able to simply control the skeleton body. I find skeleton displays very funny and I want to see more funny things happen with them, so I thought this would be a good place to start, with the benefits that it also works on mannequins and statues too so they aren't left out. Basically, while it is unanchored, if you have a statue/mannequin grabbed, it will change its direction as you do, and speak the same words you do. Your own messages can only be heard if the person is directly next to you, revealing that it was you talking through it all along. I was originally gonna add this to the simple rotation component but moved off when I decided to add talking through it, I left in the code improvements I made to the component though since it is one of the oldest components and hasn't been touched in a while. Video demonstration (before I added the person also talking, just ignore that missing) https://github.com/tgstation/tgstation/assets/53777086/27242fc3-9649-418d-95cb-b31619319e97 While fixing the Toilet bong's rotation stuff I noticed a lot of it wasn't up to proper code standards so I went over it and fixed issues I had with it. It now doesn't give text saying you found something nasty to species that still likes mice (like flypeople), and fixed its update appearance to match the codebase standard set by the introduction of ``update_appearance`` many years ago. ## Why It's Good For The Game It's a funny small idea I had and got inspired to add, it's a niche mechanic that I think fits the aesthetic I am going for with Coroner and also give a funny interaction with the human-like inanimate objects. ## Changelog 🆑 fix: Species that can eat mice don't get disgusted from seeing one in the toilet bong. add: Grabbing an unwrenched statue/mannequin/skeleton model will now move its direction as you move yours, and you can talk through it. /🆑 Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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41ea46d5f2 |
[MIRROR] Scopes NODECONSTRUCT_1 from flags_1 to obj_flags [MDB IGNORE] (#25496)
* Scopes `NODECONSTRUCT_1` from `flags_1` to `obj_flags` * Update bitfields.dm * Modular * Update rack.dm --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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3d074e7ede |
[MIRROR] Standing on structures such as crates, tables and bed will now look like it. [MDB IGNORE] (#25324)
* Standing on structures such as crates, tables and bed will now look like it. * Update deployable.dm * Makes this modular --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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7b4237c692 |
[MIRROR] Implements usage of the REVERSE_DIR macro throughout the code. [MDB IGNORE] (#22743)
* Implements usage of the REVERSE_DIR macro throughout the code. (#77122) ## About The Pull Request Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro. ## Why It's Good For The Game Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir, 180)` call, being a simple set of binary operations. To sum it up, micro optimization. ## Changelog N/A * Implements usage of the REVERSE_DIR macro throughout the code. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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2f552919c1 |
[MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two * Merge conflict resolution * Modular path hell * hmm * Update 2022-10.yml * Another modular thing --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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6dfe17306c |
[MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals * update modular --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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b44715db5d |
[MIRROR] ex_act() will work on basic mobs again (lol) + Unit Test [MDB IGNORE] (#20919)
* `ex_act()` will work on basic mobs again (lol) + Unit Test * COnflict --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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5f9f60713b |
[MIRROR] Starlight Polish (Space is blue!) [MDB IGNORE] (#19059)
* Starlight Polish (Space is blue!) (#72886) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds support to underlays to realize_overlays Ensures decals properly handle plane offsets Fixes space lighting double applying if it's changeturf'd into. this will be important later Makes solar vis_contents block emissives as expected Moves transit tube overlays to update_overlays, adds emissive blockers to them #### Adds render steps An expansion on render_target based emissive blockers. They allow us to hijack an object's appearance and draw it somewhere else, or even modify it, THEN draw it somewhere else. They chain quite nicely Fixes shuttles deleting z holder objects #### Makes space emissive, makes walls and floors block emissives The core idea here goes like this: We make space glow, and give its overlays some color This way, the tile and space parallax remain fullbright, along with anything that doesn't block emissives, but anything that does block emissives will instead get shaded the color of starlight This requires a bit of extra work, see later This is done automatically with render relays, which now support specifiying layer and color (Need to make an editor for these one of these days) The emissive blocking floor stuff requires making a second render plate to prevent double scaling Also adds some new layering defines for lighting, and ensures all turf lights have a layer. We'll get to this soon #### Makes things in space blue We color them the same as starlight, by taking advantage of space being emissive This means that things in space that block emissive will block it correctly and be colored blue by the light overlay, but space itself will remain fullbright This does require redefining what always_lit means, but nothing but cordons use that so it's fineee #### Makes glass above space glow, and some other stuff Glass tiles that sit above space will now shine light with matching color to the glasses color. This includes mat tiles. Glass tiles (not mat because they have no alpha) also only partially block emissives. Adds a new proc that uses render steps to acomplish this, essentially we're cutting out bits below X alpha and drawing what remains as an emissive. #### Modifies partial space showing to support glow Essentially, alongside displaying space as an underlay, we also display a light overlay colored like starlight. That starlight overlay gets masked to only be visible in bits that do not contain any alpha. We also mask the turf lighting to not go into bits that have no alpha, to ensure we get the effect we want. This is done with that lighting layer thing I mentioned earlier. #### Makes appearance realization's list output ordered I want it output in order of overlay, sub overlay suboverlay, next overlay Need to use insert for that ## Why It's Good For The Game Pretty! Also having space be emissive is a very very good way to test for fucked emissive blockers (If it's broken why are we even drawing the overlay) I know for a fact mob blockers on lizards and socks are kinda yorked, I think there's more <details> <summary> Old </summary>    </details> <details> <summary> New </summary>    </details> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Space now makes things in it starlight faintly blue fix: Glass floors that display space now properly let space shine through them, rather then hiding it in the dark add: Glass floors above space now glow faintly depending on their glass type /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> * update modular * Update _decal.dm * Update _decal.dm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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5c6c91144c |
[MIRROR] Changes the missing food icon test to cover ALL /obj's [MDB IGNORE] (#18139)
* Changes the missing food icon test to cover ALL /obj's * Update implant.dm * Hopefully fixes all the failing integration tests! * Fixes more missing icons * Even more icon fixes * Hopefully that was all of them * Okay now SURELY that's all of them * I'm tired of this shit man * Hopefully that's all, for real this time! Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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f7c26bbf25 |
515 Compat (#17465)
* ONLY SKYRAT CHANGES * ACTUALLY SKYRAT CHANGES * yolo, revert later * Update alternate_byond_versions.txt Co-authored-by: AnturK <AnturK@users.noreply.github.com> |
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706b18965b |
[MIRROR] Fixes transit tube pod qdel loop [MDB IGNORE] (#16779)
* Fixes transit tube pod qdel loop (#70338) * Fixes transit tube pod qdel loop Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> |
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02d97ef416 |
[MIRROR] Change hydroponics tray and chem dispenser AltClick behavior to be used by RMB [MDB IGNORE] (#11700)
* Change hydroponics tray and chem dispenser AltClick behavior to be used by RMB (#64939) * Change hydroponics tray and chem dispenser AltClick behavior to be used by RMB Co-authored-by: Tim <timothymtorres@gmail.com> |
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d682fbfbc8 |
[MIRROR] Rotation component refactor and improvements [MDB IGNORE] (#11304)
* Rotation component refactor and improvements * Update code/modules/power/singularity/emitter.dm * e Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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0acc853c91 |
[MIRROR] Adds a movement looping system, replaces inbuild procs and spacedrift with it [MDB IGNORE] (#10749)
* Adds a movement looping system, replaces inbuild procs and spacedrift with it (#62567) * Adds a subsystem to handle automated directional movement, replaces all instances of walk_towards with it. Makes meteors and immovable rods not drift in space, and makes immovable rods more destructive. Note, I've opted not to use byond's method of moving towards something, which is effectively Move(src, get_step(src, get_dir(src, target))) as it's cringe and doesn't make a smooth line. I've replaced it with a autoupdating rise over run setup, read the code for more details * woop forgot the subsystem * Documentation, contributing.md entry, and some cleanup * Makes the moveloop datum more oop friendly, sets us up for a lot of conversions * Converts the curseblob and walk_away() to the subsystem * Changes the default for override from FALSE to TRUE * converts walk() over, still need to add a replacement proc for it, but we didn't actually have anything that used the raw proc * converts the rest of walk_to() over, nearing the end now * cleans up some errors * Fully documents everything, fills in some missing movement types, uses the power of oop to make things cleaner, and typepaths longer * Finishes the contributing.md stuff * Done * Fefaults -> Defaults, can you tell I wrote this at 1AM? * resolves bubblegum issues * Roh's suggestions Co-authored-by: Rohesie <rohesie@ gmail.com> * Cleanup * Hey lemon, did you know that Destroy() lives on datums? ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh * Converts over the discrepencies created in my absense * HAHA FUCK YOU I PAY MY DUES * Whoops lost some stuff in the merge * Converts the system from seconds to deciseconds to make dealing with the api more sane * Some stuff I missed * Makes movement an inheritable subsystem type, splits the moveloop file into two, one for the subsystem, and one for the datums * Makes a subsystem that handles directing movers out to other subsystems. It's a bit bad right now, but it's a good first step. I think I'll move the move loop datum to a lazy var on mobs instead of an assoc list, don't like lists. Also makes the movement procs global, I'll move em to the /movement subsystem at some point or something like that * Converts the existing uses of the procs over to the new format * Adds support for subsystem precedence, so a type of A can override type B. General cleanup, still kinda in debug mode but it's getting better * I'll admit I'm not too familiar with this, but I think it will work * Adds starting logic so movement types "pausing" makes any sense Redoes how waiting is handled to make it based on world.time directly. I don't remember why. I think it's better this way. Adds a drifting movement type, moves space drift over to it. Needs severe work before it's ready, too much info stored and modified on the moving object, see comment Starts work on making drifting smooth * Moves almost all space drifting vars over to signals on the movement datum Properly implements glide size stuff for both the subsystem and the loops. Space drift will be smoother now. It's not perfect, but it'll work just fine for now Adds a way to override a client'd mob's glide size mid move, uses it to make entering a spacedrift look right Adds a way to delay a client move outside of just move_delay, meant to be used for long periods, and setup such that it doesn't make inputs persist Adds flags to movement loops, alongside MOVELOOP_OVERRIDE_CLIENT_CONTROL, which blocks client movements while the loop is firing, and for it's visual delay after This means you can't exit a space drift until you hit the actual wall. This feels a lot better Some general logic stuff, move() will return true/false if it succeeded or failed Adds a stop_loop() proc that's called when a move loop is no longer active Suck my nuts * Moves precedence to the loop instead of the subsystem * Moves drifting into a component, this lets me explictly block input after the move loop ends, so people can't move the moment they functionally move onto a new tile This is a bit underdeveloped currently, but that's a problem for another day Cleans up some uses of move procs, fixes runtimes in metoer and curseblob code Adds signals for stopping/starting a move loop, sending one for destroy is redundant. Moves existing event signals from the movable being acted on to the loop itself, makes more sense this way Makes the move handler return the created loop up the chain so we can register to it Fixes a logic error in loop contesting code that lead to loops never actually being removed from subsystems because they didn't know they should be. Properly changes lifetime from a time to stop, to functionally an amount of moves to complete before stopping Adds some new signals for pre/post loop process. This is to better tie into components. I decided I didn't like the idea of tying all functionality to the loops themselves The loop decides functionally how to move, components or just tied in signals can decide when/when not to move and can modify properties of the loop Making a new loop for things like atmos drift, something I'm interested in tackling in the future, seemed silly * Moves movement procs directly to the subsystem for better namespacing or whatever * Moves movement packets onto /atom/movable, no longer need the debugging I've decided to not just put their contents fully onto atom movable, since it makes debugging on live much harder, can't sdql for them anymore. Fixes a runtime in meteor code, properly this time Fixes a logic error in stop_looping Makes move manager NO_INIT, because well, it doesn't init * Commits human sin, makes Recover() work properly for movement subsystems * Fixes immovable rod orbits not always working, they were returning too early in moved and fucking up the var we use to track move count, and thus not sending a signal properly * Reworks the curseblob to use signals more, and to not use override * Missed this in the movement ss commit * Removes override, makes having a higher or equal precedence take its place * Updates documentation * Cleans up some unused defines * Nukes the unused flags option * Whoops forgot to qdel check * Removes an unused var I had for client move prevention before I started using a component * Let's do this properly * Modernizes meteor code to better match how explosions actually work currently * Some more cleanup * Cleans up effect code a little bit Nukes the effect system's sleep loop, we use movement loops instead As a part of that, instead of 1 timer per effect spawned, we react to loop failure and make it 1 timer per effect system This should reduce the amoumt of slowdown we see after mass lighting break It's not everything, we're still making a timer per spark effect, but it cuts things down significantly * Updates explosions to not sleep * Adds support for modifying a loops delay post process, makes extinguisher code suck less then it does currently, nukes some more sleeps and timer loops * Converts water tank resin over to move loops rather then sleeps, minor behavior change mind, the cooldown starts on fire rather then on land, but I think that makes more sense anyway * compile and runtime fix * Fixes some runtimes, cleans up some code, ensures feature parity when it comes to logging * Prevents resin foam from space drifting * Adds support for flags back into the system, I need it for reasons * Updates move_towards to fix some bugs and resolve some inconsistent behavior, implements a flag that makes a loop's first move start instantly * Fixes extinguishers not actually transfering any reagents * Converts sprays to the new system. This does actually minorly change behavior, in that I've changed the order of spray actions from step -> sleep -> wash to step -> wash -> sleep, but I'm not terribly torn up about it because frankly I think it feels better * Converts grav catapults over to the new system * Converts trays over to moveloops * Converts robot streaking to move loops, the other two coming soon * Compile you won't. Also fixes a behavior issue with oil streaks * Does directional step_to properly, cleans up the other two streaking types * Converts step_trigger over, not that it's actually used anywhere. Changes how stoping a move works, you need to explicitly qdel, other the step is just considered to be ignored. This will make life easier later * Adds a jps movement loop. It's a bit bloaty, id is stupid, but it'll work just fine * Makes the system support passing in a datum that's just used as extra context for the move. The hope is this makes signalizing things less of an absolute headache * Begins the conversion of ai movement datums to movement loops * These two are reasonably simple, only weird thing I'm doing is A: Not allowing target hotswapping, which I hope none is doing, and B: passing the controller into the move loop as extra context so things work properly * JPS is a bit more complex, partially because the old implementation was a bit weird. 2 major things. 1: I'm dropping what I think was a redundant behavior minimum distance check from the premove bit of logic, since I'm pretty sure it didn't do anything. 2, instead of just stoping the step in an error state like being pulled, we count it against our max move total * Audit * Moves most forced movement to the framework, adds some components to make things nicer * Implements a flag that makes the loop always operate, regardless of precedence and without impacting any other loops * Moves movement subsystems into the right folder * Hey potato what if you had two procs that did the same thing and one called the other? Wow it's useless * Merges slipping and force movement * Converys conveyors over to the system. It's a bit fragile, but I think it's totally worth it to save the sleep loop * Precedence -> Priority, cleans up some logic errors, makes priority highest to lowest instead of lowest to highest, straight cleans some code up * Makes poly and bubbles ignore spacedrift, now that precedence actually functions properly. I'm likely missing cases of this, will deal with it later * Depression, thy name is linter * Fixes linter, and hopefully fixes the runtimes in ci too * Wew * Sets sprays and extinguishers back to legacy, since people do actually seem to have noticed * Spelling errors my beloved Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> * More detail, moves return descriptions * Converts transit tubes to the system? * Adds the glide size modifier. Not honestly sure that this should be default, considering how crummy it makes things look for normal walking, but it's useful as hell here * Adds a force move in dir template, actual support for fast initial steps (wtf old me) and a helper proc for setting delay * Cleans up displosal code a bit, I thought about adding it to the system but it would functionally be just 'disposal loops'. Maybe I'll make a template subtype? not sure how I want to handle stuff like this * Cleans up mob movement a bit * Let's use the controller's visual delay * Makes the resin thrower nicer, cries * Cleans up some comments, replaces an implicit world.icon_size with an explicit one, fixes up a typecheck * typecache instead of double istype. Can't do much about the !atom/movable, list would be too big I feel * hhh * bro wtf * Documents the why of SS_TICKER * Puts SSmovement on SS_TICKER. Lets us support tick steps * Cleans up the charge action. Makes it use moveloops * Fixes CI? kinda worried that this just got dropped * Converts disposal pipes to move loops. They stutter a bit more then usual as of now, hoping that's a me thing, if it's not I'ma look at uping the priority of the base subsystem * Moves the move subsystems off background, puts some on ssticker * Prevents some things that shouldn't move in space from moving in space * Documents the general form and usage of the system * Virgin one vs chad once Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> * Removes unneeded check * Moves appropriate movement subsystems into SS_BACKGROUND. Removes redundant SS_KEEP_TIMINGs I do want the behavior of SS_TICKER, which at this point is tick based waits, and ignoring overtime when calculating next fire. Since honestly, these subsystems should ignore overtime in regards to next fire, the cost of moving A may be nothing compared to the cost of moving B. * Makes the MODULUS macro use floor. I knew our coders would never let me down, glad this exists, thanks ninja Fixes teleporting caused by shitty round() behavior, adds a "you hit your target" case to homing loops * Converts blood splatters to move loops, that'll do it Co-authored-by: Rohesie <rohesie@ gmail.com> Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> * Adds a movement looping system, replaces inbuild procs and spacedrift with it Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Rohesie <rohesie@ gmail.com> Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> |
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7c10f539bd |
[MIRROR] Makes share() canonical. Saves cpu time, makes the simulation proper [MDB IGNORE] (#10618)
* Makes `share()` canonical. Saves cpu time, makes the simulation proper (#63785) * Makes `share()` canonical. Saves cpu time, makes the simulation proper Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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a88f96256b |
[MIRROR] Stops transit tube dispensers from transporting anchored objects such as immovable rods [MDB IGNORE] (#9940)
* Stops transit tube dispensers from transporting anchored objects such as immovable rods (#63108) Stops transit tube dispensers from transporting anchored objects such as immovable rods * Stops transit tube dispensers from transporting anchored objects such as immovable rods Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com> |
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93675c6c6f |
[MIRROR] Changes a bunch of New()s to Initialize()s (#8408)
* Changes a bunch of New()s to Initialize()s (#61626) * Changes a bunch of New()s to Initialize()s Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com> |
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c23bd1cb8c |
[MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does * E Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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99333fdfcc |
[MIRROR] Replace a number of New() overrides with Initialize() (#6945)
* Replace a number of New() overrides with Initialize() (#60223) * Replace a number of New() overrides with Initialize() Co-authored-by: coiax <yellowbounder@gmail.com> |
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95ba2bbaab |
[MIRROR] Make transit tube dispenser stations buildable (#6606)
* Make transit tube dispenser stations buildable (#59852) Dispenser stations had some sprite issues due to using wrong icon states and having wrong orientation for flipped versions. This PR fixes the issues and adds them to the RPD. I can remove them from RPD construction if you don't want them to be constructible - this was the main motivation for implementing the changes in a downstream. * Make transit tube dispenser stations buildable Co-authored-by: KubeRoot <kubinator4321@gmail.com> |
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873144d8ef |
Adds a setter for density (#59529) (#6437)
Adds set_density() Fixes one instance of a duplicate density assignment on an object. Comments two hacky usages of density which will have to forgo using the setter for now. Lets us append code to the event of density changing. Pretty sure this is leading up to some multitile object thing -Lemon Co-authored-by: Rohesie <rohesie@gmail.com> |
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7d1d0e1fad |
[MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs * AA * a * AAAAAAAAAAAAAAAAAAAAAA * Update species.dm Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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9ffdf58259 |
[MIRROR] Some explosions code cleanup (#4276)
* Some explosions code cleanup (#57493) Clears out two deprecated explosions systems (explosion ids and explosion levels) Refactors a bunch of contents_explosions procs to be maybe slightly faster. Cleans up a bunch of ex_act code. Slightly cleaner code A few less unused vars on /atom and /turf * Some explosions code cleanup Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com> |
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18eca27569 |
[MIRROR] update_appearance (#3508)
* update_appearance * a * a Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com> |
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43febe3145 |
[MIRROR] Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#3433)
* Converts many proc overrides to properly use list/modifiers, lots of other smaller things * Update human_defense.dm Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com> |
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923112633e |
[MIRROR] Gets Rid of Both Sleeps In Transit Tubes, Replaces Them With Timers (#3412)
* Gets Rid of Both Sleeps In Transit Tubes, Replaces Them With Timers (#56913) * Gets Rid of Both Sleeps In Transit Tubes, Replaces Them With Timers Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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b332b46b65 |
[MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines * a Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com> |
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e890b1282b |
[MIRROR] Replaces intents with combat mode (#3063)
* Replaces intents with combat mode * updates * a * Update living_defense.dm * https://github.com/tgstation/tgstation/pull/56638/files * gunsafety! Co-authored-by: Qustinnus <Floydje123@hotmail.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com> |
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38ac7c5e4d |
[MIRROR] refactors climbing into an element (#2865)
* refactors climbing into an element (#55978) Co-authored-by: Fikou <piotrbryla@ onet.pl> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com> * refactors climbing into an element * Update trash_pile.dm Co-authored-by: Qustinnus <Floydje123@hotmail.com> Co-authored-by: Fikou <piotrbryla@ onet.pl> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com> |
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f79e91462c |
[MIRROR] LINDA Reforged (#2573)
* LINDA Reforged * Update airlock.dm * Update biohazard_blob_controller.dm Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Azarak <azarak10@gmail.com> |
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afce3e2a94 |
[MIRROR] pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#2097)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924) Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big. If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self. Pass flags: Pass flags handling now uses an atom variable named pass_flags_self. If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default. This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why. LETPASSTHROW is now on pass_flags_self Projectiles: Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future). I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP. Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful. scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it. scan_moved_turf() (WIP) will be used for handling moving onto a turf. permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around. A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things. Movement types UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping. Why It's Good For The Game Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general. Fixes penetrating projectiles like sniper penetrators This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.) * pass_flags handling refactor + rewrites a part of projectiles for the n-th time Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> |
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88859bbeaf |
[MIRROR] Pods eject things without a client on arrival (#720)
* Pods eject things without a client on arrival (#53386) * pod * unconscious check * Pods eject things without a client on arrival Co-authored-by: Rohesie <rohesie@gmail.com> |
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ec09510459 |
Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns Edit: Most left out ones are in mecha which should be done in mecha refactor already Oh my look how clean it is Co-authored-by: TiviPlus <TiviPlus> Co-authored-by: Couls <coul422@gmail.com> Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com> Co-authored-by: Couls <coul422@gmail.com> |
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0a2d016002 |
[MIRROR] Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#550)
* Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#52515) Automatic glide size adjustment based on move delay. Essentially a port of https://github.com/yogstation13/Yogstation/pull/8132 but that was mostly my code with some fixes. Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable. https://file.house/0B3u.mp4 Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering. * Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut Co-authored-by: Rob Bailey <actioninja@gmail.com> |
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f733bc21a8 |
[MIRROR] Mobility refactor and code cleanup - lacking appendages edition (#509)
* mobility refactor (#52929) * Mobility refactor and code cleanup - lacking appendages edition Co-authored-by: Rohesie <rohesie@gmail.com> |
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d3f6e8d49f |
[MIRROR] Explosions SS runtime fix + code cleanup (#461)
* Explosions SS runtime fix + code cleanup (#52894) * runtime fix * turf references are immortal * Explosions SS runtime fix + code cleanup Co-authored-by: Rohesie <rohesie@gmail.com> |
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035aebc2a2 |
[MIRROR] Diagonal macro thingu (#407)
* Diagonal macro thingu (#52927) * Diagonal macro thingu Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com> |
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2f7e5b762a |
[MIRROR] refactors resist act to be on atom level (#384)
* refactors resist act to be on atom level (#53016) * refactors resist act to be on atom level Co-authored-by: Qustinnus <Floydje123@hotmail.com> |
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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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88d1d36aef |
Removes some var/const that should be defines (#51461)
* Removes some var/const that should be defines * change requests * change requests |
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a3aa69701a |
[READY] Basically, Instant Explosions 2: The Search For More Money: Eternal: A Tail Of Two Kitties: 33 1/3 (#50594)
About The Pull Request Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though. Explosions have been refactored to do the actual exploding in a subsystem. Credit to goon. Here's some videos! Why It's Good For The Game Basically instant max-caps now. We can now give more of a tick over to the sending of map updates Changelog cl Goonstation Coders, Beestation, Extools devs refactor: Explosions have been heavily optimized. /cl |
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d18dbc8226 |
Remove spawn in favour of timers (#50562)
* Remove spawn in favour of timers * aaaaaa * Qdels Co-Authored-By: Rohesie <rohesie@gmail.com> Co-authored-by: Rohesie <rohesie@gmail.com> |
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3d08c2d3e7 | Merge branch 'bye-bye!' of https://github.com/tralezab/tgstation into bye-bye! |