Commit Graph

220 Commits

Author SHA1 Message Date
SkyratBot
59fc5ae82f [MIRROR] Fixes exploit that allowed players to disable the safety of holodeck consoles without the proper conditions being followed [MDB IGNORE] (#9235)
* Fixes exploit that allowed players to disable the safety of holodeck consoles without the proper conditions being followed (#62563)

About The Pull Request

As the title says. Players were able to disable the safety of the holodeck without the console being emagged, and without being a robot.
Why It's Good For The Game

I think it would be interesting to add some sort of replacement to this, like players with high gamer skill could disable the safety.
Changelog

cl
fix: Fixes an exploit that allowed players to disable holodeck safety without following the proper conditions
/cl

* Fixes exploit that allowed players to disable the safety of holodeck consoles without the proper conditions being followed

Co-authored-by: CocaColaTastesGood <47264839+CocaColaTastesGood@users.noreply.github.com>
2021-11-04 06:47:26 -04:00
SkyratBot
0e1f4ad9e0 [MIRROR] [s] Fixes exploits [MDB IGNORE] (#9218)
* [s] Fixes exploits (#62549)

Removes an unsanitized to chat to world.

* [s] Fixes exploits

Co-authored-by: CocaColaTastesGood <47264839+CocaColaTastesGood@users.noreply.github.com>
2021-11-03 16:58:41 -04:00
SkyratBot
b6ffb1e31b [MIRROR] Refactor /turf/var/intact [MDB IGNORE] (#9114)
* Refactor /turf/var/intact (#62331)

Turfs have a variable, intact, which conflates three meanings:

    Determining whether there's something that can be pried out, such as directly with a crowbar or indirectly with a tile stack and a crowbar off-hand.
    Determining whether underfloor pieces are visible.
    Determining whether underfloor pieces can be interacted with - by players with tools, through interaction with effects like chemical acid, or foam.

When plating is hit with a stack of tiles, /turf/open/floor/attackby checks whether the turf is intact, and if so, ends the attack chain regardless of whether or not the attempt to hotswap a turf (with a crowbar) is successful or not. However, turfs which want the underfloor to be visible - such as catwalks and glass - set the intact variable to FALSE, and so can be repeatedly placed over one another, as if they were the first tile to be placed over the plating.

This refactors /turf/var/intact into two distinct variables:

    /turf/var/overfloor_placed, for whether or not there is something over plating.
    /turf/var/underfloor_visible, for whether or not the various underfloor pieces should be invisible, visible, or both visible and interactable.

All references to /turf/var/intact have been replaced with an equivalent overfloor_placed or underfloor_visible reference, depending on which check is appropriate. underfloor_accessibility can take one of UNDERFLOOR_HIDDEN, UNDERFLOOR_VISIBLE, or UNDERFLOOR_INTERACTABLE. This prevents cases such as acid foam or tools phasing through glass floors to affect the underfloor pieces underneath, and covers all kinds of unusual, not-wiring-visiblity usage such as Holodeck completeness, Revenant interaction, or station integrity checking.

* Refactor /turf/var/intact

* Thank

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-10-30 00:19:21 +13:00
SkyratBot
95ab2d2efb [MIRROR] Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. [MDB IGNORE] (#8714)
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. (#61943)

* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-10-09 09:11:52 -04:00
SkyratBot
cc93b11d23 [MIRROR] _HELPERS/unsorted.dm has been sorted [MDB IGNORE] (#8627)
* _HELPERS/unsorted.dm has been sorted

* Feexing conflicts

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-06 22:07:01 +01:00
SkyratBot
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>
2021-09-24 23:07:53 +01:00
SkyratBot
dd709331c8 [MIRROR] holographic esword doesnt have blockchance (#8276)
* holographic esword doesnt have blockchance  (#61548)

fixes the holosword having inherited block chance from its parent after the transforming weapons refactor.

* holographic esword doesnt have blockchance

Co-authored-by: manofpepsi <71612753+manofpepsi@users.noreply.github.com>
2021-09-19 21:44:07 +01:00
SkyratBot
26f934c258 [MIRROR] Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton) (#8076)
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)

* EEEE

* E

* follow the fucking guidelines

* E

* Update CentCom_skyrat.dmm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:27:01 +01:00
SkyratBot
a2aaacdead [MIRROR] large refactor of machine/power code to cut down on processing time and wasted lists (#7920)
* large refactor of machine/power code to cut down on processing time and wasted lists (#60317)

original pr here: #59789 (Closed because he didn't think it was good enough)
came back to this because i realized that

    all machines were area sensitive, meaning they had a list with at least a reference to themselves (assuming they arent in the contents of another movable which most arent) for the purposes of handling power differences when their area changes
    pipes are machines
    there are ~14k machines and ~6k pipes
    i made this problem worse with a recent pr by making it a nested list

so i needed to track what machines needed power, and this pr had work already done that could be used for that purpose. now machines that have use_power == NO_POWER_USE do not have this extra memory overhead for no reason

currently every machine that uses power draws that amount from its area from a dynamic channel via auto_use_power() which is called every SSmachines fire(), then in apc/process() the area's dynamic power draw is reset and the power is used. with static power its not calculated then reset every loop, its just taken from the grid. so now machines handle updating their static power usage from their current area (this doesnt touch power machines that require a wire connection). in order to allow this, use_power, idle_power_usage, and active_power_usage have setters to track state correctly and update the static power usage on the machines current area and handle area sensitivity.

also goes through a lot of heavy abusers of SSmachine processing time and tries to make it faster. makes airalarm/process() into a signal handler for COMSIG_TURF_EXPOSE since air alarms only need to process for changes.
Why It's Good For The Game

SSmachines isnt the heaviest hitter in terms of total cpu and certainly not in terms of overtime, but its not a lightweight. it frequently takes > 50ms to complete a run and seems to be in the top 5 or so of subsystem costs looking at some round profilers

also gets rid of a few thousand lists since every pipe no longer has two useless lists each (and any other machines that dont use power)

Love ya kyler

Co-authored-by: Rohesie <rohesie@ gmail.com>

* large refactor of machine/power code to cut down on processing time and wasted lists

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
2021-09-02 03:11:59 +01:00
SkyratBot
db07bac29a [MIRROR] fixes hard del with objects created from holodeck spawners (#6865)
* fixes hard del with objects created from holodeck spawners (#60140)

turns out mobs spawned from holodeck spawners dont get registered for qdeletion, now they do. hard dels btfo

hard dels are poo poo and holodeck issues are definitely 100x worse

* fixes hard del with objects created from holodeck spawners

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-07-12 21:47:40 +01:00
SkyratBot
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>
2021-06-16 00:24:49 +01:00
SkyratBot
f8042b6306 [MIRROR] Adds Neon Carpet (#6302)
* Adds Neon Carpet (#59140)

Adds a couple varieties of neon carpet.
Makes decals care about their plane in addition to their layer.

* 0

* A

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-15 18:12:49 +01:00
SkyratBot
6f3b151bb8 [MIRROR] Fixes a bunch of harddels that are sourced from player action (#6252)
* Fixes a bunch of harddels that are sourced from player action

* Mirror!

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-06-11 03:13:33 +01:00
SkyratBot
6554717f89 [MIRROR] fixes bug with holodecks referencing self deleting atoms in spawned (#6019)
* fixes bug with holodecks referencing self deleting atoms in spawned (#59355)

decals were hard deleting whenever you loaded a holodeck program with them because it wasnt taking them out of the spawned list, now it does that. also goes around holodeck code and changes for loops to as anything and puts in better var names.

also since its been a while since i looked at holodeck code, the thing could really use a better rewrite one of these days.

* fixes bug with holodecks referencing self deleting atoms in spawned

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-05-29 08:12:43 +01:00
SkyratBot
456f347dfa [MIRROR] USE SIGNAL_HANDLER REEEEEE (#5921)
* use SIGNAL_HANDLER REEEEEE (#59242)

makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did

* USE SIGNAL_HANDLER REEEEEE

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-05-25 03:42:11 +01:00
SkyratBot
01a2d62e9e [MIRROR] Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#5586)
* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#58882)

* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more)

* AAAAAAAA

* Update spellbook.dm

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-10 15:12:34 +01:00
SkyratBot
7e11ca2f21 [MIRROR] Adds proper logging to Holodeck safeties and programs (#4679)
* Adds proper logging to Holodeck safeties and programs (#58149)

* Adds proper logging to Holodeck safeties and programs

* a more elegant solution

* Adds proper logging to Holodeck safeties and programs

Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
2021-04-06 05:16:33 +01:00
SkyratBot
2d29026473 [MIRROR] Fixes books spawned in the holodeck not disappearing when programs are changed (#4359)
* makes holodeck books a holo_effect so they get added to the spawned list (#57909)

* Fixes books spawned in the holodeck not disappearing when programs are changed

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-03-24 14:57:43 +00:00
SkyratBot
cbc41f5d13 [MIRROR] Fixes bug with atoms (including new players!!!!) not spawned from the holodeck being deleted by it if they happened to be initialized at the same time (#4260)
* Fixes bug with atoms (including new players!!!!) not spawned from the holodeck being deleted by it if they happened to be initialized at the same time (#57510)

About The Pull Request

Fixes #57446
yeah not my best moment, holodeck currently sets SSatoms to add every call to InitAtom() to a list and then give it back to the holodeck console (it actually goes through map_template/holodeck to do it but whatever). However it turns out atom/New() calls InitAtom too, so if an atom is created while SSatoms is still creating the list to give to the holodeck then that atom is added to the list regardless of whether or not its actually from the holodeck template.

Now theres an extra argument to InitAtom that tells it whether its spawned directly from a map template (ie, its part of the input list of uninitialized atoms that InitializeAtoms was given) or otherwise the output list that the holodeck uses is populated by calling GetAllContents on all atom/movables spawned directly from the template.

also renamed some vars in initTemplateBounds because it was hard to reason what it was doing and made it use as anything

also note that loading a map template with returns_created_atoms = TRUE will no longer track atoms that arent in the map file but are spawned directly onto a turf, currently nothing does this with the holodeck (which is the only map template that has this feature)

by the way this bug is my fault
Why It's Good For The Game

incredibly incredibly unlucky new players dont deserve to be deleted just because they didnt spawn in the holodeck
Changelog

🆑
fix: the holodeck is no longer so powerful that it can destroy anything and everything that dares to start existing while it's busy loading programs
/🆑

* Fixes bug with atoms (including new players!!!!) not spawned from the holodeck being deleted by it if they happened to be initialized at the same time

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-03-20 00:09:51 +00:00
SkyratBot
18eca27569 [MIRROR] update_appearance (#3508)
* update_appearance

* a

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-19 16:08:09 +00:00
SkyratBot
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>
2021-02-17 14:18:21 +00:00
SkyratBot
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>
2021-02-15 15:32:02 +00:00
SkyratBot
189d16c643 [MIRROR] All Holobugs Must Die the Same Day Theyre Born or You Are Money Back Part Two (#3380)
* All Holobugs Must Die the Same Day Theyre Born or You Are Money Back Part Two (#56878)

runtime in holodeck/finish_spawn() that dealt with doing shit with the atoms in the spawned list, which in some cases cease to exist. now finish_spawn has a check to see if the entry in the spawned list actually exists.

also fixes another small issue with the holodeck process() continually trying to load the offline program and getting rejected which causes the holodeck to give the "ERROR. Recalibrating projection apparatus." message, which it no longer does if the program is forced.

* All Holobugs Must Die the Same Day Theyre Born or You Are Money Back Part Two

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-02-14 10:24:31 +00:00
SkyratBot
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>
2021-02-05 16:58:16 +01:00
SkyratBot
08ec8bbadc [MIRROR] Turbo fix for holodecks not clearing previous programs under live server lag (#3003)
* Turbo fix for holodecks not clearing previous programs under live server lag (#56566)

Fixes #56561
the holodeck control console now returns if the previous program still has not finished loading in, so it should now be impossible to have two concurrent load_program() processes running at the same time and thus programs should not overlap under lag. tested locally with around 80% time dilation and 0 holodeck cooldown while spamming the fuck out of loading simulations

* Turbo fix for holodecks not clearing previous programs under live server lag

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-02-01 13:24:53 +00:00
SkyratBot
f27cd6029a [MIRROR] Removes Holodeck Access Flags Feature That Shouldnt Have Been in My Previous Refactor (#2989)
* see title (#56536)

* Removes Holodeck Access Flags Feature That Shouldnt Have Been in My Previous Refactor

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-01-31 22:09:15 +00:00
SkyratBot
4dbe8a2659 [MIRROR] Refactors Holodeck to Use Map Templates, Again! Black Magic OOM Crashing No Longer Included (#2957)
* Refactors Holodeck to Use Map Templates, Again! Black Magic OOM Crashing No Longer Included (#55645)

Refactors the holodeck to use map templates instead of copy_contents_to, which every maintainer seems to have complaints about.

Fixes #41485 because the matches become part of the spawned list created by ssatoms
Fixes #54789 because the holodeck area no longer has the NO_TELEPORT flag
Fixes #55676 because the map templates cant be changed midround unlike the program copies in the centcom z level
Fixes #49318 because the holodeck no longer creates new areas like the original did

This pr also changes initTemplateBounds to be a /datum/map_template proc instead of a parsed_map proc. This was mainly so I wouldn't have to duplicate vars between map_template and parsed_map. It's also nice because there's no longer a parsed_map proc inside the map_template file, especially when it didn't need to be a parsed_map proc.

The holodeck sims wont take up space in the centcom z level any more (which allows for more possible programs in the future), and map templates are more heavily tested. This is also a chance to future proof the holodeck against bugs. Holodeck also seems more responsive. This should allow for a second custom holodeck in some future ruin as well, although that of course will not be in play for the near future because of the offstation content ban. Also I documented the fuck out of the holodeck

* Refactors Holodeck to Use Map Templates, Again! Black Magic OOM Crashing No Longer Included

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-01-30 16:40:12 +00:00
SkyratBot
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>
2021-01-08 18:52:35 +01:00
SkyratBot
f3dfe15c10 [READY] Hark! The Medieval Reality Simulation Dome Emergency Shuttle! (+speech mutation, NOTELEPORT fixes and teambuilder improvements) (#2505)
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-01-05 17:17:26 +01:00
SkyratBot
c487c73f39 [MIRROR] Grep for space indentation (#1969)
* Grep for space indentation

* aa

* Update species.dm

* Update species.dm

* Update maps.dm

* Update examine.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-01 12:26:41 +01:00
SkyratBot
28472fa8f3 [MIRROR] Moves screen objects from mob to hud (#1336)
* Moves screen objects from mob to hud (#54400)

This moves screen images from icons/mob to icons/hud
Makes more sense and it is easier to find

* Moves screen objects from mob to hud

* Update radial.dm

Co-authored-by: nicbn <nicolas.nattis@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-16 03:37:54 +02:00
SkyratBot
756b97a0fb [MIRROR] Converts some unique and typelists into stringlists (#1284)
* Converts some unique and typelists into stringlists (#54237)

* Converts some unique and typelists into stringlists

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-13 08:03:58 +02:00
SkyratBot
af10aaa419 [MIRROR] Fixes Holodeck Carpets + the Lounge Carpet Area (#1251)
* Fixes holocarpet smoothing + fixes holodeck lounge carpet area (#54295)

* Fixes Holodeck Carpets + the Lounge Carpet Area

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2020-10-11 23:06:49 +01:00
SkyratBot
b96909fb02 [MIRROR] [READY] Refactor icon smoothing to use 8-bit bitmasking (#1053)
* Merge pull request #53906 from Rohesie/smoothing

[READY] Refactor icon smoothing to use 8-bit bitmasking

* [READY] Refactor icon smoothing to use 8-bit bitmasking

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
2020-09-29 22:55:58 +01:00
SkyratBot
98568e191a [MIRROR] Enforce preserving parent proc return values across ui_act call stacks (#999)
* Enforce preserving parent proc return values across ui_act call stacks (#53964)

All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.

* Enforce preserving parent proc return values across ui_act call stacks

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-26 17:17:59 +02:00
SkyratBot
d09940bcac [MIRROR] Adds rollerskates, wheely can do tricks (#751)
* Adds rollerskates, wheely can do tricks (#53497)

This turns wheelys into a skateboard subtype so they are no longer a copy paste of old skateboard code. They have lower stability compared to skateboards.
I've also made a whole bunch of small adjustments in the process to make skateboard code cleaner and more modular, such as turning the improvised skateboard to its own subtype so that construction steps don't need to be overwritten for all subtypes

Adds two subtypes of wheelys:
-Rollerskates: more stable than wheelys but slow you down when the wheels are retracted
-Skishoes: For skiing! Only work on snow, obviously

I wanted to add some fun alternatives to skateboards with their own drawbacks, and the ski shoes were an opportunity to do something fun for icemoon maps

* Adds rollerskates, wheely can do tricks

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
2020-09-11 23:18:39 +02:00
SkyratBot
1e705faa19 [MIRROR] Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#709)
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)

* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component

* Process procs now properly utilize deltatime when implementing rates, timers and probabilities

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-09-09 08:19:23 +02:00
SkyratBot
4107ec7951 [MIRROR] adds better grass sprites (#665)
* adds better grass sprites (#53421)

adds better grass sprites, ported from eris
converts fairygrass into those sprites too
makes "plating" grass and jungle grass smooth with cool stuff on the edges
adds a sandy dirt tile, removes the old "sand" icon which was just puke colored noise

* adds better grass sprites

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-09-06 06:03:43 +02:00
SkyratBot
c1aea0b5a3 [MIRROR] 9x10 Holodeck and New Holodeck Simulations (#543)
* 9x10 Holodeck and New Holodeck Simulations (#52793)

9x10 Holodeck and New Holodeck Simulations

* 9x10 Holodeck and New Holodeck Simulations

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2020-08-27 09:41:38 -04:00
SkyratBot
63a0ca874c [MIRROR] Refactors machine_stat and is_processing() to process on demand (#515)
* Refactors machine_stat and is_processing() to process on demand (#53150)

* Refactors machine_stat and is_processing() to process on demand

* Fixes master (#53193)

* fixes master, damn it me/mothblocks

* fuck again

* ANOTHER ONE

* Fixes master

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-08-26 01:21:26 +02:00
SkyratBot
db565f37ef The holodeck will no longer spawn invisible tables, and WILL spawn floor decals. (#52924) (#378)
* Fixes holodeck making invisible tables.

* Removes comment.

* Remove extra space.

* Just gets rid of overlays from forbidden vars list.

* Small map fixes for the lounge sim.

Co-authored-by: uomo <51800976+uomo91@users.noreply.github.com>
2020-08-19 03:06:45 +02:00
SkyratBot
49f7becb88 [MIRROR] Personalized combat messages part 2 (#334)
* Personalized combat messages part 2 (#52890)

Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators

* Personalized combat messages part 2

* Update misc.dm

Co-authored-by: kingofkosmos <riki.sundberg@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-08-14 23:29:15 +02:00
SkyratBot
289930f2a1 [MIRROR] Icon smooth refactor (#327)
* Icon smooth refactor (#52864)



    bitflag list construct added: an associative list of bitflags for cheap and quick element comparison between two lists using the same system.

    canSmoothWith list turned into a bitflag list.

    smoothing_groups list added to substitute the type path list.

    smoothing procs turned into atom procs, refactored and optimized a bit.

    smooth directions redefined in order to fit in 8 bits for a future smoothing system

    some variable names changed, foreseeing a second smoothing system

    SMOOTH_OBJ flag added, for things that need to scan turfs for smoothing. The old locate() optimization has the risk of returning false negatives by finding a child and returning null while there might be one of the wanted type as well, as it doesn't match the type exactly.

    SMOOTH_TRUE and SMOOTH_MORE condensed into SMOOTH_CORNERS. The old behavior can be replicated using smoothing groups without loss.

    Does very minor code cleanup.

    Processing-wise didn't find a noticeable difference. The system loses on init a bit by setting the bitflag_lists, and by scanning whole turf contents for object smoothing (increasing accuracy), and gains by making less checks per target to smooth, through the same bitflag_lists.

    Memory-wise there should be a small improvement, given that on the old system we had 63512 canSmoothWith lists (a few typelists, most unique), and on this new system canSmoothWith + smoothing_groups are both bitflag_lists from the same pool, totaling 46 in number.

Could be tested a bit to see if I missed any icons not properly smoothing.

* Icon smooth refactor

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-13 05:23:53 +02:00
SkyratBot
ee324ab3c2 [MIRROR] Cleanup up all instances of using var/ definitions in proc parameters. (#240)
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)

* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.

* Cleanup up all instances of using var/ definitions in proc parameters.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-08-07 18:26:21 +01:00
Rohesie
e7941a25ce Renames smooth var to smoothing_flags (#52427)
* smooth_flags

* SMOOTH_FALSE

* smooth_flags
2020-07-29 04:20:34 -04:00
AnturK
4e1f0c9664 Smoothing cleanup, variables moved, atom movable three Destroy() merged into one (#51878)
* smooth

* derp

* parent call order

* defined

* merge stuff

* tab

* merge conflicts

* call parent first
2020-07-21 19:28:06 +02:00
skoglol
d0df1a875c Some buildmode additions, fixes (#52249)
* Adds outfit buildmode mode

* Adds a delete mode, makes copy compatible with humans

* comment fix

* AIstatus

* Tick the files, dummy

* none of that

* Some more copy restrictions

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-20 18:16:37 -03:00
Ryll-Ryll
1f31064c3e Merge remote-tracking branch 'tgstation/master' into who-named-this-damned-proc 2020-07-16 21:43:14 -04:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
L
84c44bc03c defined 2020-07-16 11:14:46 -03:00