Commit Graph

127 Commits

Author SHA1 Message Date
SkyratBot
3b623b8b67 [MIRROR] [READY]Directional lighting component + light system (#1474)
* Directional lighting component + light system (#54520)

Adds in a new type for the lighting system, the directional one. It piggybacks on the overlay lighting to create a directional effect + adds a nice visual cone mask to make the effect feel really directional.
Also: made the static light system respect the light_on variable.

It feels really nice to shine AT things you're looking at with flashlights and the such, it makes maintenance scouring much more immersive too.
Adds more paranoia as you dont see light behind yourself when you've got a flashlight. Plus makes ambushes more fun

* [READY]Directional lighting component + light system

Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-26 09:13:47 +01:00
SkyratBot
9d75b2b6ee [MIRROR] improve performance of vis_overlays by handling dir by using vis_flags (#955)
* improve performance of vis_overlays by handling dir by using vis_flags (#53816)

vis dir changes are now handled by vis_flags

* improve performance of vis_overlays by handling dir by using vis_flags

Co-authored-by: Couls <coul422@gmail.com>
2020-09-24 20:25:55 +02:00
SkyratBot
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>
2020-08-30 05:12:59 +02:00
SkyratBot
0b65cc596b [MIRROR] Overlay lighting component (#469)
* Overlay lighting component (#52413)

Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑

* Overlay lighting component

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-23 20:17:12 +02:00
SkyratBot
4394b6f971 [MIRROR] Adds an atmos debugging tool and excited group visualizer (#185)
* Adds an atmos debugging tool and excited group visualizer (#52395)

* Adds an atmos debugging tool and excited group visualizer

* rebuild moment

* yarn install -> yarn run build

* Sigh

* Fixed UI, did not test, needs a rebuild.

* Proper flexing

* Adds varied colors, improved ui courtusy of stylemistake:

* Fixes a runtime, updates tgui

* added superconductors, cleaned up some shitcode, removed a clashing color

* Woop

* Speed

* rebuild

* Adds a tick count

* begone auto-update

* color defines

* rebuild moment

* color improvements, fixes updating

* adds another preprocesser define to handle showing max shares in the ui

* test of application system?

* patches up some display issues, allows for smooth flowing from one group to another

* overlay-ified

* client testing

* dmi moment

* plane master

* it fucking works

* size change

* passthrough

* rebuild moment

* adresses review concerns, toggles active turf vis on when testing

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Adds an atmos debugging tool and excited group visualizer

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-08-03 16:37:24 +02:00
actioninja
637d251e26 icon fixes 2020-03-03 19:50:25 -08:00
Emmett Gaines
ca23b93bc3 Standardized vis_contents overlay system + better computer glow (#39973) 2018-08-30 03:22:32 +03:00
Jordan Brown
6a603b733d Ports more things to Initialize (#38653) 2018-06-22 16:56:09 -07:00
Tad Hardesty
0bac7887b1 Fix being able to pull mirage borders, others 2018-06-14 21:39:32 -07:00
ShizCalev
59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
Joan Lung
648e83f481 Adds framework for cult constructs having the ability to make runes (#27266) 2017-05-16 20:13:35 -03:00
TrustyGun
ac51badffd Petting is better (#27215) 2017-05-14 09:36:19 -03:00
Joan Lung
f17dd48f94 Merge pull request #26631 from Robustin/CultMasterAttempt2
2017 Cult Overhaul P1:  Cult Master and Datum Cult
2017-05-06 12:55:50 -04:00
Joan Lung
2729d025a3 Adds an effect to Mending Mantra to show who is chanting it 2017-05-03 19:10:36 -04:00
Robustin
4103871708 Merge branch 'master' of https://github.com/tgstation/tgstation into CMA4
# Conflicts:
#	code/datums/antagonists/datum_cult.dm
#	code/game/gamemodes/cult/cult.dm
#	code/modules/mob/living/simple_animal/constructs.dm
#	icons/mob/actions.dmi
2017-04-30 16:36:36 -04:00
Robustin
3ffaead7cf Cult Master 2017-04-26 20:14:42 -04:00
oranges
d95e859e5d Merge pull request #26386 from ChangelingRain/initialnew
New() goes in the trash, we've gotta Initialize()
2017-04-27 10:15:10 +12:00
Joan Lung
6a31978b5e Drake swooping is smoother and more dangerous (#26543)
* Drake swooping is smoother and more dangerous

* tweaky tweak.

* don't behave like it

* slow it down

* swoop at it
2017-04-25 23:28:14 -05:00
Joan Lung
db9d86a39e New() goes in the trash, we've gotta Initialize() 2017-04-19 18:22:26 -04:00
Robustin
123a45ea9b Merge branch 'master' into future5 2017-04-07 10:16:06 -04:00
Cyberboss
9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
Robustin
5fb208957a Merge branch 'master' of https://github.com/tgstation/tgstation into AHHHHHHHHHHHHH 2017-03-26 12:15:15 -04:00
XDTM
7dfe07c027 Cloth Golems (#25249)
* Adds cloth golems
2017-03-20 17:02:18 -03:00
Robustin
57788ac560 RIP all interesting icons and music because we dont have balls 2017-03-19 12:39:20 -04:00
Robustin
e7142ba428 Construction Nuke and Dance Machine 2017-03-18 16:14:08 -04:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Joan Lung
ea99851a07 Clockcult stuff has colored lighting (#24678)
* Clockcult stuff has colored lighting

* fixsigils
2017-03-08 12:03:12 -06:00
PJB3005
3c8b98a3aa 9/11 2017-02-08 15:07:58 +01:00
PJB3005
8ce6ae2b87 Merge remote-tracking branch 'upstream/master' into rebase-to-vg 2017-02-08 14:30:23 +01:00
Joan Lung
9c579f61b3 Tweaks brass window icons (#23670)
* Tweaks brass window icons

* one tweak
2017-02-04 11:35:30 -06:00
Leo
dae4a9dce3 Changes the laser projectile icon. Adds a new one when it hits a wall. (#23524)
* Changes the laser projectile icon. Adds a new one when it hits a wall.

* Changes the duration to 10
2017-02-01 15:46:43 +01:00
Joan Lung
dede4a897d Nerfs Volt Void (#23444)
* Nerfs Volt Void

* 4

* Cyborgs no are no longer immune
2017-01-31 09:24:42 +13:00
Cyberboss
f7c9749ca0 Fixes some bad addtimer calls. Adds INVOKE_ASYNC. Replaces addtimer(..., 0) (#23424)
* Fixes some bad addtimers

* Adds INVOKE

* Warning for addtimer

* Working syntax

* Another bad call

* Fixes the addtimer warning

* Add suppress_zero_warning to addtimer

Useful for addtimer that uses vars

* Add INVOKE_AGAIN for when the var is already defined

* Replace addtimer(...,0) with INVOKE((...))

* Much more sensible syntax

* Less overhead, less copypaste

* Rename INVOKE_ASYNC

* Use a macro

* Allman style

* Wait, why make it a datum in the first place?

* Revert the rename

* Rename again, keep line endings

* typo

* More typos

* Untouches Addtimer

* Update callbacks.dm

* Update timer.dm

* Revert allman style

* Revert "Revert allman style"

This reverts commit 47361da15bd04eca138be5f13acdc9dd5ba89331.

* Trying to match that whitespace diff

* Why is this missing?

* I'm not fucking dealing with this!
2017-01-31 09:20:54 +13:00
Joan Lung
9796779ea1 Volt Void is now a more useful scripture (#22897)
* Fixes targetted clockcult scripture not logging

* easy

* volt void

* big damage

* i knew
untimely

* i was
untimely

* i am
untimely

* hmm

* brief delay

* inaccurate
2017-01-23 08:06:57 +04:00
Kyle Spier-Swenson
12570805bd Closes the Pool. (#23150)
* Delete pool.dm

* Removes usage of PoolOrNew

* Wrap up
2017-01-22 16:00:23 -05:00
PJB3005
7356e80484 hey that should be everything except making it compile. 2017-01-17 22:08:27 +01:00
Joan Lung
062b5c4013 clockwork catwalks 2017-01-15 14:53:01 -05:00
Joan Lung
b0f3a27261 Changes a few things into temporary visual effects 2017-01-06 16:45:36 -05:00
Joan Lung
2c39711ab5 New Hierophant sprites (#22404)
* New Hierophant sprites

* actual boss sprites: MAYBE

* byond does not actually catch this error

* anomaly

* I'm a sucker for stupid-ass puns
2016-12-26 19:30:37 -05:00
Joan Lung
7129681cd7 You can now actually see what an ocular warden is attacking (#22005) 2016-12-08 11:53:22 -05:00
Joan Lung
0fc959d694 Improves Geis binding resist (#21846)
* Improves Geis binding resist

* rrrrgh

* FINE LIMIT IT OKAY
2016-12-02 12:56:31 +01:00
Joan Lung
7c25b959de Refactors robot modules (#21572)
* Refactors robot modules

* no message

* ok

* mini why

* this is what you wanted, right?

* try to remember

* I can't code

* a good coder

* whirring

* bleh

* less sounds

* math is for nerds

* now it will
2016-11-18 23:12:32 +01:00
Joan Lung
045c6e643b Renames Guvax to Geis (#21445)
* Renames Guvax to Geis

* right
2016-11-10 15:18:15 -06:00
Joan Lung
3ecdd5b13c You can now quickbind most Scripture to action buttons (#21379)
* You can now quickbind most Scripture to action buttons

* fixes

* short descs

* slow updating may be bad

* that'd be very bad

* no flickering

* center

* short&sweet

* fixes
2016-11-08 11:33:08 +13:00
Joan Lung
990942481f You can now proselytize false walls + glow fixes 2016-11-04 11:53:48 -04:00
Joan Lung
397911eccc Tinkerer's Daemons are now a structure 2016-10-20 17:27:58 -04:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
phil235
2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
Joan Lung
8f4d2cf7a6 Merge pull request #20531 from Ergovisavi/crystal_tweaks_twerks
Tweaks for Readability/Usability/Buffs for the anomalous crystal
2016-09-16 21:47:12 -04:00
Ergovisavi
ad575ce0bc Tweaks and usability for the anomalous crystal, as well as buffs for a few 2016-09-15 21:08:00 -07:00