## About The Pull Request
A lot of White ships in the game had minor issues like the camera eye
being way offset in the shuttle navigation console or the ship just
flying backwards through space. I also caught a few active turfs on
shuttle engine plating.
<details>
<summary>Full changes</summary>
- Fixed camera offset issues on: whiteship_birdshot.dmm,
whiteship_donut.dmm, whiteship_personalshuttle.dmm, whiteship_pubby.dmm,
whiteship_obelisk.dmm, whiteship_tram.dmm, whiteship_kilo.dmm,
whiteship_cere.dmm
- Fixed whiteship_pubby.dmm, whiteship_kilo.dmm flying in the wrong
direction
- Removed use of /turf/closed/wall/mineral/titanium/overspace on
whiteship_birdshot.dmm: These aren't used on any other whiteship so I
assume it was used incorrectly here.
- Fixed spelling of "aggressive" in shuttle manipulator for Birdshot's
Whiteship.
- Replaced platings that were active turfs with their airless variants
on: whiteship_obelisk.dmm, whiteship_personalshuttle.dmm,
whiteship_kilo.dmm
- Added an autodoc comment to x_offset and y_offset for shuttles.
- Fixed whiteship_birdshot.dmm not being able to spawn.
</details>
## Why It's Good For The Game
makes the shuttle navigation console easier to use if you can actually
see the ship, also ships drifting sideways through hyperspace is funny
but (probably) unintended.
## Changelog
🆑
fix: Fixed the camera offset for the navigation console on a handful of
Whiteships.
fix: Fixed the Pubby Whiteship drifting sideways through hyperspace when
in flight.
fix: Fixed the Kilo Whiteship flying backwards through hyperspace when
in flight.
fix: The Birdshot Whiteship should actually be able to spawn now.
spellcheck: fixed spelling of "aggressive" in the shuttle manipulator
description for the Birdshot Whiteship.
/🆑
## About The Pull Request
Situation: areas have a list of all turfs in their area.
Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune
Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.
replaces `area.get_contained_turfs()` with a few new procs:
* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.
The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.
## About The Pull Request

Tin. Just more uncovering of some of these image harddels.
`blueprint_data` is a list of images.
I also went through the code and looked for any more instances of images
being qdeleted that I could find.
## Why It's Good For The Game
Hard dels begone
## Changelog
🆑
fix: fixes an /image harddel in station blueprints
code: cleaned up some more /image qdels
/🆑
## About The Pull Request
Goes through and changes some `in area` / `in a` loops to use
`get_contained_turfs` to cut down on `in_world` loops. Saves some free
lag.
## Changelog
🆑 Melbert
fix: Some things which affect everything in an area are less laggy, the
"all lights are broken" station trait especially
/🆑
## About The Pull Request
Removes all of the duplicate global lists for specific machine types
where the only thing they do is store all machines of that type.
Adds machine tracking to SSmachines in the form of a list for all
machines, and then an associative list for machines by their type.
Previously we have machines in multiple global lists, such as airlocks
being in GLOB.doors, GLOB.airlocks, GLOB.machines.
This makes that not a thing, and also means that iterating through
GLOB.machines looking for a specific type is no longer as expensive.
## About The Pull Request
Relies on #72886 for some render relay expansion I use for light_mask
stuff.
Hello bestie! Night vision pissed me off, so I've come to burn this
place to the ground.
Two sections to discuss here. First we'll talk about see_in_dark and why
I hate it, second we'll discuss the lighting plane and how we brighten
it, plus introducing color to the party.
### `see_in_dark` and why it kinda sucks
https://www.byond.com/docs/ref/#/mob/var/see_in_dark
See in dark lets us control how far away from us a turf can be before we
hide it/its contents if it's dark (not got luminosity set)
We currently set it semi inconsistently to provide nightvision to mobs.
The trouble is stuff that produces light != stuff that sets luminosity.
The worst case of this can be seen by walking out of escape on icebox,
where you'll see this

Snow draws above the lighting plane, so the snow will intermittently
draw, depending on see_in_dark and the luminosity from tracking lights.
This would in theory be solvable by modifying the area, but the same
problem applies across many things in the codebase.
As things currently stand, to be emissive you NEED to have a light on
your tile. People are bad at this, and honestly it's a bit much to
expect of them. An emissive overlay on a canister shouldn't need an
element or something and a list on turfs to manage it.
This gets worse when you factor in the patterns I'm using to avoid
drawing lights above nothing, which leads to lights that should show,
but are misoffset because their parent pixel offsets.
It's silly. We do it so we can have things like mesons without just
handing out night vision, but even there the effect of just hiding
objects and mobs looks baddddddd when moving. It's always bothered me.
I'll complain about mesons more later, but really just like, they're too
bright as it is.
I'm proposing here that rather then manually hiding stuff based off
distance from the player, we can instead show/hide using just the
lighting plane. This means things like mesons are gonna get dimmer, but
that's fine because they suck.
It does have some side effects, things like view() on mobs won't hide
stuff in darkness, but that's fine because none actually thinks about
view like that, I think.
Oh and I added a case to prevent examining stuff that's in darkness, and
not right next to you when you don't have enough nightvision, to match
the old behavior `see_in_dark` gave us.
Now I'd like to go on a mild tangent about color, please bare with me
### Color and why `lighting_alpha` REALLY sucks
You ever walk around with mesons on when there's a fire going, or an
ethereal or firelocks down.
You notice how there isn't really much color to our lights? Doesn't that
suck?
It's because the way we go about brighting lighting is by making
everything on the lighting plane transparent.
This is fine for brightening things, but it ends up looking kinda crummy
in the end and leads to really washed out colors that should be bright.
Playing engineer or miner gets fucking depressing.
The central idea of this pr, that everything else falls out of, is
instead of making the plane more transparent, we can use color matrixes
to make things AT LEAST x bright.
https://www.byond.com/docs/ref/#/{notes}/color-matrix
Brief recap for color matrixes, fully expanded they're a set of 20
different values in a list
Units generally scale 0-1 as multipliers, though since it's
multiplication in order to make an rgb(1,1,1) pixel fullbright you would
need to use 255s.
A "unit matrix" for color looks like this:
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0, 0, 0, 0
)
```
The first four rows are how much each r, g, b and a impact r, g, b and
well a.
So a first row of `(1, 0, 0, 0)` means 1 unit of r results in 1 unit of
r. and 0 units of green, blue and alpha, and so on.
A first row of `(0, 1, 0, 0)` would make 1 red component into 1 green
component, and leave red, blue and alpha alone, shifting any red of
whatever it's applied to a green.
Using these we can essentially color transform our world. It's a fun
tool. But there's more.
That last row there doesn't take a variable input like the others.
Instead, it ADDS some fraction of 255 to red, green, blue and alpha.
So a fifth row of `(1, 0, 0, 0)` would make every pixel as red as it
could possibly be.
This is what we're going to exploit here. You see all these values
accept negative multipliers, so we can lower colors down instead of
raising them up!
The key idea is using color matrix filters
https://www.byond.com/docs/ref/#/{notes}/filters/color to chain these
operations together.
Pulling alllll the way back, we want to brighten darkness without
affecting brighter colors.
Lower rgb values are darker, higher ones are brighter. This relationship
isn't really linear because of suffering reasons, but it's good enough
for this.
Let's try chaining some matrixes on the lighting plane, which is bright
where fullbright, and dark where dark.
Take a list like this
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
-0.2, -0.2, -0.2, 0
)
```
That would darken the lighting a bit, but negative values will get
rounded to 0
A subsequent raising by the same amount
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0.2, 0.2, 0.2, 0
)
```
Will essentially threshold our brightness at that value.
This ensures we aren't washing out colors when we make things brighter,
while leaving higher values unaffected since they basically just had a
constant subtracted and then readded.
### But wait, there's more
You may have noticed, we gain access to individual color components
here.
This means not only can we darken and lighten by thresholds, we can
COLOR those thresholds.
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0.1, 0.2, 0.1, 0
)
```
Something like the above, if applied with its inverse, would tint the
darkness green.
The delta between the different scalars will determine how vivid the
color is, and the actual value will impact the brightness.
Something that's always bothered me about nightvision is it's just
greyscale for the most part, there isn't any color to it.
There was an old idea of coloring the game plane to match their lenses,
but if you've ever played with the colorblind quirk you know that gets
headachey really fast.
So instead of that, lets color just the darkness that these glasses
produce.
It provides some reminder that you're wearing them, instead of just
being something you forget about while playing, and provides a reason to
use flashlights and such since they can give you a clearer, less tinted
view of things while retaining the ability to look around things.
I've so far applied this pattern to JUST headwear for humans (also those
mining wisps)
I'm planning on furthering it to mobs that use nightvision, but I wanted
to get this up cause I don't wanna pr it the day before the freeze.
Mesons are green, sec night vision is red, thermals orange, etc.
I think the effect this gives is really really nice.
I've tuned most things to work for the station, though mesons works for
lavaland for obvious reasons.
I've tuned things significantly darker then we have them set currently,
since I really hate flat lighting and this system suffers when
interacting with it.
My goal with these is to give you a rough idea of what's around you,
without a good eye for detail.
That's the difference between say, mesons, and night vision. One helps
you see outlines, the other gives you detail and prevents missing
someone in the darkness.
It's hard to balance this precisely because of different colored
backgrounds (looking at you icebox)
More can be done on this front in future but I'm quite happy with things
as of now
### **EDIT**
I have since expanded to all uses of nightvision, coloring most all of
them.
Along the way I turned some toggleable nightvision into just one level.
Fullbright sucks, and I'd rather just have one "good" value.
I've kept it for a few cases, mostly eyes you rip out of mobs.
Impacted mobs are nightmares, aliens, zombies, revenants, states and
sort of stands.
I've done a pass on all mobs and items that impact nightvision and added
what I thought was the right level of color to them. This includes stuff
like blobs and shuttle control consoles
As with glasses much of this was around reducing vision, though I kept
it stronger here, since many of these mobs rely on it for engaging with
the game
<details>
<summary>
Technical Changes
</summary>
#### Adds filter proc (the ones that act like templates) support to
filter transitions.
Found this when testing this pr, seemed silly.
#### Makes our emissive mask mask all light instead
This avoids dumbass overlay lighting lighting up wallmounts.
We switch modes if some turfflags are set, to accomplish the same thing
with more overhead, and support showing things through the darkness.
Also fixes a bug where you'd only get one fullscreen object per mob, so
opening and closing a submap would take it away
Also also fixes the lighting backdrop not actually spanning the screen.
It doesn't actually do anything anymore because of the fullscreen light
we have, but just in case that's unsued.
Needs cleanup in future.
#### Moves openspace to its own plane that doesn't draw, maxing its
color with a sprite
This is to support the above
We relay this plane to lighting mask so openspace can like, have
lighting
#### Changes our definition of nightvision to the light cutoff of night
vision goggles and such
Side affect of removing see_in_dark. This logic is a bit weak atm, needs
some work.
#### Removes the nightvision spell
It's a dupe of the nightvision action button, and newly redundant since
I've removed all uses of it
#### Cleans up existing plane master critical defines, ensures
trasnparent won't render
These sucked
Also transparent stuff should never render, if it does you'll get white
blobs which suck
</details>
## Why It's Good For The Game
Videos! (Github doesn't like using a summary here I'm sorry)
<details>
Demonstration of ghost lighting, and color
https://user-images.githubusercontent.com/58055496/215693983-99e00f9e-7214-4cf4-a76a-6e669a8a1103.mp4
Engi-glass mesons and walking in maint (Potentially overtuned, yellow is
hard)
https://user-images.githubusercontent.com/58055496/215695978-26e7dc45-28aa-4285-ae95-62ea3d79860f.mp4
Diagnostic nightvision goggles and see_in_dark not hiding emissives
https://user-images.githubusercontent.com/58055496/215692233-115b4094-1099-4393-9e94-db2088d834f3.mp4
Sec nightvision (I just think it looks neat)
https://user-images.githubusercontent.com/58055496/215692269-bc08335e-0223-49c3-9faf-d2d7b22fe2d2.mp4
Medical nightvision goggles and other colors
https://user-images.githubusercontent.com/58055496/215692286-0ba3de6a-b1d5-4aed-a6eb-c32794ea45da.mp4
Miner mesons and mobs hiding in lavaland (This is basically the darkest
possible environment)
https://user-images.githubusercontent.com/58055496/215696327-26958b69-0e1c-4412-9298-4e9e68b3df68.mp4
Thermal goggles and coloring displayed mobs
https://user-images.githubusercontent.com/58055496/215692710-d2b101f3-7922-498c-918c-9b528d181430.mp4
</details>
I think it's pretty, and see_in_dark sucks butt.
## Changelog
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🆑
add: The darkness that glasses and hud goggles that impact your
nightvision (think mesons, nightvision goggles, etc) lighten is now
tinted to match the glasses. S pretty IMO, and hopefully it helps with
forgetting you're wearing X.
balance: Nightvision is darker. I think bright looks bad, and things
like mesons do way too much
balance: Mesons (and mobs in general) no longer have a static distance
you can see stuff in the dark. If a tile is lit, you can now see it.
fix: Nightvision no longer dims colored lights, instead simply
thresholding off bits of darkness that are dimmer then some level.
/🆑
## About The Pull Request
[Adds support for pulling z offset context from an atom's
plane](9f215c5316)
This is needed to fix paper bins, since the object we plane set there
isn't actually on a z level.
Useful elsewhere too!
[Fixes compiler errors that came from asserting that plane spokesmen had
a plane
var](b830002443)
[Ensures lighting backdrops ALWAYS exist for each lighting
plane.](0e931169f7)
They can't float becuase we can see more then one plane at once yaknow?
[Fixes parallax going to shit if a mob moved zs without having a
client](244b2b25ba)
Issue lies with how is_outside_bounds just blocked any plane readding
It's possible for a client to not be connected during z moves, so we
need to account for them rejoining in show_to, instead of just blocking
any of our edge cases.
Fixing this involved having parallax override blocks for show_plane and
anything with the right critical flags ensuring mobs have JUST the right
PMs and relays.
It's duped logic but I'm unsure of how else to handle it and frankly
this stuff is just kinda depressing.
Might refactor later
[show_to can be called twice successfully with no hide_from
call.](092581a5c0)
Ensures no runtimes off the registers from this
## Why It's Good For The Game
Fixes#72543
Fixes lighting looking batshit on multiz. None reported this I cry into
the night.
## Changelog
🆑
fix: Fixes parallax showing up ABOVE the game if you moved z levels
while disconnected
/🆑
---------
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
This does nothing currently, but will allow me to test for layering
issues on LIVE, rather then in just wallening.
Oh also I'm packaging in a fix to one of my macros that I wrote wrong,
as a joke
[removes SEE_BLACKNESS usage, because we actually cannot use it
effectively](c9a19dd7cc)
[c9a19dd](c9a19dd7cc)
Sidemap removes the ability to control it on a plane, so it basically
just means there's an uncontrollable black slate even if you have other
toggles set.
This just like, removes that, since it's silly
[fixes weird layering on solars and ai portraits. Pixel y was casuing
things to render below who
shouldn't](3885b9d9ed)
[3885b9d](3885b9d9ed)
[Fixes flicker
issues](2defc0ad20)
[2defc0a](2defc0ad20)
Offsetting the vis_contents'd objects down physically, and then up
visually resolves the confliciting that was going on between the text
and its display.
This resolves the existing reported flickering issues
[fixes plated food not appearing in
world](28a34c64f8)
[28a34c6](28a34c64f8)
pixel_y'd vis_contents strikes again. It's a tad hacky but we'll just
use pixel_z for this
[Adds wall and upper wall plane
masters](89fe2b4eb4)
[89fe2b4](89fe2b4eb4)
We use these + the floor and space planes to build a mask of all the
visible turfs.
Then we take that, stick it in a plane master, and mask the emissive
plane with it.
This solves the lighting fulldark screen object getting cut by emissives
Shifts some planes around to match this new layering. Also ensures we
only shift fullscreen objects if they don't object to it.
[compresses plane master
controllers](bd64cc196a)
[bd64cc1](bd64cc196a)
we don't use them for much rn, but we might in future so I'm keeping it
as a convienince thing
🆑
refactor: The logic of how we well, render things has changed. Make an
issue report if anything looks funky, particularly layers. PLEASE USE
YOUR EYES
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
- The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.
- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.
## Why It's Good For The Game
- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication.
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


## Changelog
🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected.
/🆑
So i left over some basic `/whatever/proc/format` uses in the original
PR this fixes it.
Notable exceptions to the rule:
- Paths in add_verb/remove_verb, we need full path instead of a name
there to access verb metadata so we can't use proc ref macros there.
- regex.Replace, found out that it does not accept call by name. Instead
i added new REGEX_REPLACE_HANDLER so we can at least try to mark these.
There's still leftover global procs that do not use GLOBAL_PROC_REF but
they functionally equivalent so that's for later.
I don't see any reasonable way to grep for this. But if you got any
ideas please share.
About The Pull Request
I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)
This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.
I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea
OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?
It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.
We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.
Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).
That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube
Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.
As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.
Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups
BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.
This was quite messy, so I've refactored it (and maps too) to be a bit more modular.
Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.
Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.
Much better then the hardcoded pattern we used to use. So much duplicated code man.
Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.
image
In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.
It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.
In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.
It also comes with an info dump about the ui, and plane masters/relays in general.
Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes
Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.
This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.
Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday
I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.
The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes
We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.
Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.
Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>
Fixes#65800Fixes#68461
Changelog
cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
* A lot of shuttle code improvements
* Makes use of ``as anything`` in many places
* Adds mapload to connect_to_shuttle()
* Renames many vars, including shuttle 'id' var to 'shuttle_id' and engine 'state' to 'engine_state'.
* Engines now weakref their attached ship, and disconnect when unwrenched from it.
* Removes check for force when deleting a mobile docking port, being deleted should still clear your stuff, regardless of being forced.
Because of all the above, I was able to remove a few pointless checks scattered around, like engine's alter_engine_power()
* better comment for port_id
* Fixes Cargo, Arrivals, and Pirate ships.
* Merge branch 'master' into shuttlecode-oh-no
* last few
* fixes the CI
* fixes
* Fixes infinite engines
* Revert "Merge branch 'master' into shuttlecode-oh-no"
This reverts commit 94eba37de9fe3f4a01dc40bb064771b764f379e3.
* trammies
* whiteship tram
* Makes use of ?. instead
apparently this is what weakrefs use, so 🤷
* i hate supernovaa41
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* removes lateinit that I never implemented
* adds _ref to weakref var name
* small change to weld time define
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
About The Pull Request
Simply converts all instances of soundkeys that use get_sfx from strings into defines.
E.g. "sparks" is now SFX_SPARKS
Why It's Good For The Game
It makes life a lot easier when you're looking for a sound effect. You just type SFX_ and you get suggestions in VSC. Plus, it looks better.
image
Changelog
Not player facing.
* Fixes navigation computers giving too many port jumping actions
I'm adding a vestigial proc here, remove_jumpable_port
I prefer this over not fully implementing the behavior, hopefully it'll be of use to someone
About The Pull Request
Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
Did any surrounding text/number inputs as well
Added null choice support so users can press cancel.
Added some misc TGUI input fixes
Fixed custom vendors while I was there
I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game
Fixes#63629Fixes#63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog
cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
makes it add only one vis_contents to all turfs for static (adding and removing when ai moves in/out of chunk gone)
original pr: #58522
basically the same but ai's moving in/out of the chunk doesnt affect vis_contents anymore because that was really racking up tidi for some reason.
Why It's Good For The Game
less maptick because theres only 1 vis_contents added instead of 2 and general optimizations to cameranet code
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.
* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
Shuttle docking nav computers can pick locations across z-levels. This is most likely an oversight, as shuttles should only be able to dock using this console on their own z-level.
Currently doesn't do anything bad as Icebox is the only map that supports this sort of multi-Z camera movement and has a distinct lack of pilotable shuttles, but patching this before it becomes an issue.
Fix lavaland podding
Make lavaland pod destinations hidden
Removed unused variables from connect_to_shuttle() proc
Shuttle consoles remove old custom port id from possible destinations when connects to new shuttle
Custom ports keeps clear from unwanted numbers.
Now shuttle machinery property connects to additional loaded shuttles.
Add some docking_port register logging and safety.
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* add replace button to shuttle panel
load button now only load new shuttle
* shuttle teplate loads as shuttle
* new shuttle console connects to shuttle
* new navigation computer connect to shurrle
* docking_port id now unique
add count to id if id already in work
* many docks from one base tenplate
* up
* fix unregister
* up
* up
* up
* block multiple shuttle loading
* return preview button
* up id generation
Return on place shuttle rotating.
No more shuttle crashing on rotating. and one tile shifting.
Shuttles no more able move stationary docking ports.
Reverts #53133
Shuttle hulk fix.
fixes#47764fixes#45853
Add destroying of custom dock on shuttle_docker Destroy.
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
* Datumizes all uses of change_view
* Cleanup and helper procs
* tweaks values to match the format, hint hint, (value - 0.5) works just fine
* And there's the rest
* woop, braindamage
* and one more
* fuck you menu file
* woops
* we should apply that
* fixes tooltip drift, thank you goon coders
* you can shake but you can't zoom
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
* Adds sorting to most input() lists.
* Sorted some global lists, added more input sorting
* Should now use correct sort everywhere.
* compiles
* Last fixes.
* Nanotrasen fires the Wave Motion Gun at the Clock Cult
* Fixes a random changelog appearing from the reebe void.
* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.
* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.
* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron
* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
About The Pull Request
Shuttles no more ruin areas on fly off from moved custom
dock.
If you dock to custom dock, then move custom dock, after fly off shuttle turfs lost its areas, it replaced by space. It ok in space, but bad on lavaland.
Why It's Good For The Game
Gravityless and airless areas on lavalend is bad.
Changelog
cl
fix: Shuttles no more ruin areas on fly off from moved custom
dock.
/cl
About The Pull Request
This PR add "Bluespace Navigation Gigabeacon" that shuttles can use as a target for the jump computer.
You can customize locked status by multitool or name of beacons by multitool with unscrewed beacon.
If you, or emp, lock beacon you are still able see it in choice list like a "Locked" destination, but unable to jump to it.
Why It's Good For The Game
Now any spacemen can construct their own Space station on any Z lvl (that not reserved, centcom, away mission) and dock (by custom dock) his ship to it.
Now we actially have some shuttles that have ability to place custom dock.
That one is whiteship, but only if its not UFO, 4 ships in caravan ambush(for 2 need sindycate access), +1 for nuclear ops(sindycate access), but dont forgot that Admins can spawn "navigation computer" to any shuttle.).
Lavaland safari likers now can land anywhere where they can fit a ship, on lava, basalt, and plating turfs, also asteroid.
I drop some bombs to clear spot and land to lavaland.
http://recordit.co/qN10qfuift
Here i create dry dock near station and dock ship into it.
http://recordit.co/R4kXqN8rnt
all walls and other floors are forbidden to prevent you landing on the station
possibly more random gibberish?)
maybe change plating to reinforced (engine) floor.
Navigation computer now use trait blacklist to filter out z levels to where it can't place custom dock.
This make easy to add new z lvls where it can place dock.