Commit Graph

182 Commits

Author SHA1 Message Date
MrMelbert
750ca9d2ec Two as anything greps (and some other cleanup) (#92974) 2025-09-20 13:44:28 -04:00
Kashargul
0bd054538a follow up fix for #92508 (#92571)
## About The Pull Request
This is a follow up patch for #92508, otherwise than said in coderbus,
calling the cleanup too early can lead to bad assets. We'll now keep
track of the count of assets in generation and only clean up after they
all have passed the generation.
<img width="3067" height="455" alt="grafik"
src="https://github.com/user-attachments/assets/0b65acf3-464f-436c-8a60-84c9472be6cd"
/>
## Why It's Good For The Game
## Changelog
There should be nothing player facing here as the asset job fails
straight up if the cache was cleared too early.
2025-08-15 14:51:58 +02:00
Kashargul
8cd44d26c6 fix asset loading subsystem (#92508)
## About The Pull Request
The entire asset loading had multiple issues.

Firstly, we could hit a tick check after an asset was generated and
didn't remove the index, leading to the asset being generated twice.

Secondly, we had the issue that the icon forge batching uses UNTIL to
wait until generation finishes. This led to the situation that the
entire subsystem fire proc was paused outside of the internal tick check
pause.
## Why It's Good For The Game
Especially on larger sprite sheets or when there're many to be generated
this led to the situation that we looked up a rust job multiple times:
 
`[2025-08-08T18:42:11] Runtime in
code/modules/asset_cache/iconforge/batched_spritesheet.dm,200:
Spritesheet design UNKNOWN ERROR: NO SUCH JOB`

## Changelog
No player facing changes.
2025-08-11 21:15:50 +02:00
itsmeow
23816b8ef2 Bumps rust_g to 4.0.0 / IconForge Improvements (#92333) 2025-07-30 22:51:23 -06:00
Roxy
7ecbcba03d Fix the dozen or so lingering spritesheet errors caused by GAGS map icons (#91469)
## About The Pull Request

It turns out this additional code is not only not needed but actually
breaks the spritesheet because the whole point is icon and icon_state
are set to the generated icon that you use in stuff like spritesheets.
Testing this change made all the errors go away and the proper icons
appear in the crafting menu

## Why It's Good For The Game

Bug fix

## Changelog
🆑
fix: fixed broken GAGS icons in the crafting menu
/🆑
2025-06-06 20:30:33 -04:00
Bloop
4250ecb14c Removes a couple of duplicate gag map_icons + fixes the gags_recolorable component + most lootpanel gags previews (#91341)
## About The Pull Request

Turns out there were a couple of black mask subtypes that I missed as
well as a prisoner uniform subtype.

Also fixes some bugs that are not related to the map icon pr to further
improve the situation with GAGS previews.

## Why It's Good For The Game

Smaller .dmis, working previews

## Changelog

🆑
fix: spraycan can now be used to recolor the gi, glow shoes, striped
dress, H.E.C.K. suit
fix: most GAGS items should now be showing up in the lootpanel again
/🆑
2025-06-01 19:44:15 -07:00
Jeremiah
9db2f6916b Sets prettier to run on the repo (#91379)
## About The Pull Request
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))

I made a few exceptions for bundled and generated files
## Why It's Good For The Game
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## Changelog
2025-05-29 21:23:59 -07:00
Bloop
cb51a652a9 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.


![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>


![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)


![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>


![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt


## Why It's Good For The Game

No more error icons in SDMM and loadout.

## Changelog

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-24 15:21:02 -07:00
itsmeow
cc335e7e9e IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request

Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

### TG MAINTAINER NOTE


![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

### Batched Spritesheets

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

#### Caching

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

### Universal Icons

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

### Other Stuff

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

## Why It's Good For The Game

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.


![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)


![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:


![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

### Comparison for a single spritesheet - chat spritesheet:

**Before**


![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**


![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

## Changelog

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-03 14:58:27 +01:00
Jacquerel
8c6062e948 Traitor Reputation does not scale with population & reintroduces population locked items (#89617)
## About The Pull Request

Closes #89617

Prior to progression traitor some items were only available with a
minimum number of (normally 25) players in the round.
These items were:
- The dual esword
- Noslip shoes
- The ebow
- Holoparasite
- Sleeping Carp
- Contractor Kit
- Maybe a couple of others that I forgot to write down

When we moved to a progression system this concept was merged with
reputation; under 20 players your reputation would advance more slowly
thus making these "dangerous" items less obtainable and also serving as
a sort of scaling factor on rewards (with fewer players the secondary
objectives are easier to complete, so the reward is commesurately
lower).

Now that we have removed secondary objectives this doesn't really make
sense any more, so now reputation simply advances at a rate of one
second per second all the time, but that leaves the old population locks
in question.

So... I just recoded items that are only available when there are enough
players

![image](https://github.com/user-attachments/assets/206577f0-dfdb-4b53-a00f-36e39b2a7f44)

![image](https://github.com/user-attachments/assets/8f840168-9550-4c77-aad0-cb87beb20499)
(This iconography simply vanishes once the pop level is reached).

Note that this is based on "players who have joined" (roundstart +
latejoin), not "players who are online" or "players who are alive".
Once an item becomes available it will never stop being available, but
it only becomes available based on people who are playing and not
watching.

Currently the only items I applied this to (with a value of 20 players)
are:
- Dual esword
- Sleeping Carp
- Spider Extract (the spider antagonist usually requires like 27
players)
- Romerol

It isn't applied to anything else.

## Why It's Good For The Game

Reputation isn't really a tool used to designate how dangerous an item
is any more (if it ever was) and resultingly it doesn't make any sense
to slow its gain based on population.
Some items though we maybe still don't want to show up in a "low pop"
round because they'll create an overall unsatisfying experience, so we
should be able to remove those items from play.

## Changelog

🆑
balance: Traitor reputation now advances at a fixed rate, not dependent
on current server population.
balance: The dual esword, sleeping carp scroll, spider extract, and
romerol vial cannot be purchased if fewer than 20 players have joined
the game.
/🆑
2025-02-22 22:38:40 +00:00
itsmeow
0ab9b55a1f RTD Icon Improvements (#89491)
## About The Pull Request

RTDs try to use tile item icons instead of turf icons for code that was
clearly intended to work with turfs themselves (they support combination
dirs, but none of the items actually have these!)

They also recreate datums with static data *every single time* you
select a new tile in *each individual RTD*. They now make much smarter
use of this data and quit storing stuff inside temporary datums that get
deleted every time you select something else.

FYI this thing is still pretty busted but I don't have time to fix every
problem with it. I'm mainly doing this to get rid of the Turn() procs
and broken, nonexistent dirs being inserted into the spritesheet for
#89478.

## Why It's Good For The Game

Code improvements, better previews of the turfs you're going to get in
the RTD.


![image](https://github.com/user-attachments/assets/3732370b-36ba-4221-8571-e80a20ff21d8)

## Changelog

🆑
tweak: RTDs now show the icon of the actual turf being placed rather
than its tile item.
/🆑
2025-02-17 00:20:56 +01:00
MichiRecRoom
0d3c813c67 [NO GBP] Fix-up a line I missed during refactoring in my icon_exists optimization PR (#89374)
## About The Pull Request
While porting https://github.com/tgstation/tgstation/pull/89357 over to
monkestation, I found that I missed refactoring a couple lines in
`code\modules\asset_cache\assets\vending.dm`. This PR fixes that.

The changed code is all behind `if
(PERFORM_ALL_TESTS(focus_only/invalid_vending_machine_icon_states))`.
This means the changed code will only be executed if unit tests are
enabled *and* `invalid_vending_machine_icon_states` is a test that will
be run.

Despite that, I feel this code may be marginally faster, as the use of
`icon_states()` is now behind `!icon_exists()`.

## Why It's Good For The Game
Gotta go ever so slightly faster.
2025-02-08 15:19:53 -08:00
MichiRecRoom
344d3b6266 Optimizes /proc/icon_exists() (#89357)
## About The Pull Request
This PR reimplements https://github.com/tgstation/tgstation/pull/71538
atop `master`. Quoting the original PR:

> Every `icon_exists()` call will cache the entire file. Past me didn't
realise _why_ file opts were so expensive, but I do now. This is
immeasurably slower on a single call, and _significantly_ faster on
subsequent calls to the same file.

I attempted to handle some of the review comments that were posted
there, by splitting screaming functionality into its own proc.

* `if(icon_state in icon_states(file))` and `if(!(icon_state in
icon_states(file)))` were refactored to use `icon_exists(file,
icon_state)`.
* Where screaming was seemingly wanted (and where there wasn't a more
descriptive error inside the `if` block), I refactored them to use
`icon_exists_or_scream(file, icon_state)`
* The exception to the above was under
`/datum/unit_test/turf_icons/Run()` and
`/datum/unit_test/worn_icons/Run()`, where `icon_states()` was being
passed a mode flag. Given that this is only used in unit tests (where
performance isn't a priority), I opted to leave these be.

Additionally, I revised the documentation comment for
`/proc/icon_exists()`, as I felt it was a bit vague currently.

## Why It's Good For The Game
https://youtu.be/Z9G1Mf6TZRs

## Changelog
No player-facing changes (hopefully).

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2025-02-05 20:00:27 +01:00
John Willard
2e4d70afe5 Updates href uses for 516 (#88699)
## About The Pull Request

Was just scrolling through the Paradise github since they seem to have
more work done for 516 to see if there's anything I can port over, found
this and thought why not.

Ports parts of https://github.com/ParadiseSS13/Paradise/pull/25105
Specifically, updaing all hrefs to use the internal ``byond://``, and
adding it to grep.

## Why It's Good For The Game

More work towards 516.

## Changelog

Nothing player-facing.
2024-12-24 11:42:20 -08:00
Penelope Haze
4437bb5ebf Check icon state existence in spritesheet insert (#86959)
## About The Pull Request
Adds a check for icon state existence in spritesheet insert, run during
unit tests.

## Why It's Good For The Game
Inserting a nonexistent icon state via `Insert()` will corrupt the
spritesheet it's inserted to, resulting in offsets being
incorrect—specifically, it results in the entire icon's contents being
inserted. This happened downstream on Doppler Shift and broke language
icons. I fixed the issue there but figured that there should be a check
upstream for it.

`if (!I || !length(icon_states(I))) // that direction or state doesn't
exist)` This check doesn't catch it, by the way. Since it returns the
entire icon file, `length(icon_states(I))` is >0. You could do
`length(icon_states) != 1`, but then it still wouldn't catch cases where
there's a single-icon-state icon *and* the icon_state is invalid. Boo. A
test like this is the best option.

I tried using the rust-g variant of icon_states and sort-of got it
working, but I figured it'd be too fragile to justify given that it
doesn't accept actual icon instances, only paths.
2024-10-04 02:47:38 +02:00
SmArtKar
d4ac95a0e1 Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.

## Why It's Good For The Game

Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.

## Changelog
Nothing player-facing
2024-09-26 19:36:13 +00:00
klorpa
69176298ed Spelling Fixes (#86056)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-09-10 17:04:59 +02:00
tgstation-ci[bot]
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

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  - [x] #85742 - Reverted in cd99a2aeaa1347b790c9bfdae35e41900e2ada9a
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  - [x] #85293 - Reverted in fc687ca36ef476ab9080f0c62b427ab0af533d68
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- ~~[ ] #85848 - Reverted in f6c46ca2f5cb2d039e4b26731570ca801741cc5d~~
(SKIPPED)
  - [x] #85795 - Reverted in 4684c3325a9135b6bf10eb43026f373993bf605d
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  - [x] #85864 - Reverted in 4b25a209c5019bb65922cd793aff339f20c3d026
- ~~[ ] #85845 - Reverted in a326246e81b7b9242bbf45e7ab3b31caf9ce8147~~
(SKIPPED)
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- ~~[ ] #85843 - Reverted in 41a8acb196af0988372b06ade7131d07d03daab3~~
(NOT BEING INCLUDED)
- ~~[ ] #85840 - Reverted in 4807bacea8418000f84d62ca0fb122846cab4929~~
(NOT BEING INCLUDED)
- ~~[ ] #85837 - Reverted in bc9edfa8666de14ca4e57e466146d753182a3a71~~
(NOT BEING INCLUDED)
  - [x] #85865 - Reverted in 14c958b465af40f0ff28b100047c4c572919ae19
- ~~[ ] #85818 - Reverted in a77256f74e2d330f5f76141eb9c994a8e5e45810~~
(NOT BEING INCLUDED)
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- ~~[ ] #85841 - Reverted in e5831ce3cc87765cb13e6d342417bc1730780392~~
(NOT BEING INCLUDED)
- ~~[ ] #85834 - Reverted in 1be665204da791ec7520d0799c015157fc625953~~
(NOT BEING INCLUDED)
  - [x] #85792 - Reverted in 33b4e48175040f9f76ef83d3154f10c69589b6ad
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- ~~[ ] #85799 - Reverted in 4a7a6d812f2f301c1e749c92f324223f9bde8a39~~
(NOT BEING INCLUDED)
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(SKIPPED)
  - [x] #85406 - Reverted in 702280ff48c8aef44f4da9a85eb33a7bc5faa013
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(NOT BEING INCLUDED)
  - [x] #85754 - Reverted in 5cbdda00c5335db79ea50aedba097de1d06bf91b
  - [x] #85266 - Reverted in abdfec798e5223dfa9d67e1967d7618454dbec28
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(NOT BEING INCLUDED)
- ~~[ ] #85842 - Reverted in 7ddd47e26ef1bc336e92a6675a33ec3191039c16~~
(NOT BEING INCLUDED)
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(SKIPPED)
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- ~~[ ] #85870 - Reverted in d69b998420bfb39693bb59b9b9a20611880fdafa~~
(NOT BEING INCLUDED)
- ~~[ ] #85869 - Reverted in 0063c69f111bb67144f9b379476250ce86c99eee~~
(NOT BEING INCLUDED)
  - [x] #85530 - Reverted in b40c93399411d277b3899e149196f3eb974f841f
- ~~[ ] #85871 - Reverted in 63908bbd0a71d0a2bd0a4691816c17cc9eb5310c~~
(NOT BEING INCLUDED)
- ~~[ ] #85832 - Reverted in b29dab083f091198d65a9b0754536f13a935dc2c~~
(SKIPPED)
- ~~[ ] #85825 - Reverted in d072b294ca3bc526df5128df45653db97ba38fe1~~
(NOT BEING INCLUDED)
  - [x] #85632 - Reverted in 290092c7d826aa5b100a38cd4bacc5330b39a934
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- ~~[ ] #85875 - Reverted in 0a1fcda90e638e66d574c247e93f0669d0c27b0e~~
(NOT BEING INCLUDED)
- ~~[ ] #85861 - Reverted in 6dad5111aa144860371c93a2d78094fe3d39a7e1~~
(NOT BEING INCLUDED)
  - [x] #85264 - Reverted in dc1d2dcc995f33fc5773e037f5171e9516897281
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  - [x] #85880 - Reverted in 02169d2f28611765997fa332dda69c8031436fd1
  - [x] #85176 - Reverted in e3c85aae1cf665c9892bf7280b7b48ea42323198
- ~~[ ] #85887 - Reverted in 56b35f294b303fd30fbd7685011d37b456d584c7~~
(NOT BEING INCLUDED)
  - [x] #85883 - Reverted in 53be06a505ebd8581114bba8590e378d387b6c1a
- ~~[ ] #85882 - Reverted in a8877ff0083ca5753e3d3b1b9c9edc3613fa6570~~
(NOT BEING INCLUDED)
  - [x] #85895 - Reverted in 741235d41b3a19a40434653f1c14fc0999fac9c3
- ~~[ ] #85746 - Reverted in b7aebb6e5788f6c484173f0a5e29f042ea0c8560~~
(NOT BEING INCLUDED)
- ~~[ ] #85889 - Reverted in d677231d8c55efcd2cf427d510d961cd00f186c7~~
(NOT BEING INCLUDED)
- ~~[ ] #85888 - Reverted in 693f79abae54980ee098d602ed79926d51d5094b~~
(NOT BEING INCLUDED)
  - [x] #85898 - Reverted in 4f41fda23e6b9711aef5d00836591c1ac230612e
- ~~[ ] #85821 - Reverted in 738c9a75f65c4a376da36ad208e1fd8fdeac1ff0~~
(NOT BEING INCLUDED)
  - [x] #85694 - Reverted in f7ea4d19cdaa2067c87c43362b514c684b56b1f3
  - [x] #85308 - Reverted in 4a89b62774da5e9ec9ea241c60ec2a99f51f9bed
  - [x] #85904 - Reverted in 999dbe1773cc7488c629bb8d0d21be5454dbef60
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(NOT BEING INCLUDED)
- ~~[ ] #85896 - Reverted in 542fe408728faaef8a16869e13c4661018a8a07c~~
(NOT BEING INCLUDED)
  - [x] #85927 - Reverted in 7dc87df28e79ef3e9f3fad83cc0907d2dc867c47
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(SKIPPED)
  - [x] #85914 - Reverted in 7efcd3a5f7fef33c2a1625386bfead80a6ed5309
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- ~~[ ] #85949 - Reverted in 10a8e0f5c69e3ca1eb6e26f00945bfe226598bc2~~
(NOT BEING INCLUDED)
- ~~[ ] #85338 - Reverted in 847549ab938f77464829b1392a1b6f2b2f4b9e8f~~
(SKIPPED)
- ~~[ ] #85922 - Reverted in 3d9388249b8c322aac5dd4980d4ab4673ca01006~~
(SKIPPED)
  - [x] #85923 - Reverted in 2c6ffa4decf40eb52a92353aeb98aee8cbc7b4a2
- ~~[ ] #85920 - Reverted in 1de5b03981d9fcf9c2e6823bffa515fb939aa541~~
(NOT BEING INCLUDED)
  - [x] #85919 - Reverted in 1773e9baccdc941285f56ccb416f5c7125b031ef
  - [x] #85271 - Reverted in aecf8002cf2807a76b6b295867e50392b4bc4534
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  - [x] #85909 - Reverted in a47c7ec8a77bd02f8b7bb1ce3c621efbe57077c3
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(NOT BEING INCLUDED)
- ~~[ ] #85894 - Reverted in c15e1711656929aeb59f482145ecf029b40d58b8~~
(SKIPPED)
- ~~[ ] #85759 - Reverted in f45d70be0ffb9bf007bfa18a1bd1b5ce23d6dcfc~~
(SKIPPED)
- ~~[ ] #85892 - Reverted in fc08dc1a7160f584c94e368962eb56c18dccc86a~~
(SKIPPED)
- ~~[ ] #85915 - Reverted in 428f475c26f383998a689560a16de86da3f17557~~
(NOT BEING INCLUDED)
  - [x] #85222 - Reverted in 66e7ac2f00735c90acdb69a50c9e485a0f4e1552
  - [x] #85150 - Reverted in 3079387f926e41febb576105ec0b3acec2f7beba
  - [x] #85935 - Reverted in ce6114f644593ead295763362a61d19077f22acf
- ~~[ ] #85936 - Reverted in f601fa796bce7e70645a84fff91391cbb6ed8e37~~
(NOT BEING INCLUDED)
  - [x] #85937 - Reverted in 64242f589df3d9118fd5c09d19574758260c76a1
- ~~[ ] #85940 - Reverted in a979c6c24705a8729efab5eca40840f1c8070f1d~~
(NOT BEING INCLUDED)
- ~~[ ] #85942 - Reverted in 9562c14083212fc962b8687663ba5fac2ebfdd1a~~
(NOT BEING INCLUDED)
  - [x] #85944 - Reverted in adf8e1927e4b9886c9042d6a0eaaef74e4e0e102
  - [x] #85605 - Reverted in 88dbfb4f859f12549e8cf8ed5204ee8d7183d40f
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  - [x] #85952 - Reverted in c62d87ab54d687db64b1551b319195527ca92924
  - [x] #85953 - Reverted in bd0e46245ccb597081b8baa4f81ff85949f672be
- ~~[ ] #85943 - Reverted in 697b6841391354885ef2d314d9185b8eee7a5cb0~~
(NOT BEING INCLUDED)
  - [x] #85946 - Reverted in f4afd4d330b6fc28397f7707bca8773d44cb15ed
  - [x] #85950 - Reverted in 394fffcb836f32f4e1b1fd91a621249e0e5d7d67
  - [x] #85955 - Reverted in 2230a5bc141cd11fc79ccf6b4b653257508a7e65
  - [x] #85319 - Reverted in fdaddd9cd6ed0bdd1cd78ba3c9729035936abcbd
- ~~[ ] #85934 - Reverted in 41bb6122b6d6e3c38c500d5ddf63808836ab090e~~
(NOT BEING INCLUDED)
- ~~[ ] #85255 - Reverted in 3e213b8554b40e53f6429969d6e9dbaa357fb09e~~
(SKIPPED)
- ~~[ ] #85961 - Reverted in 6f3d000b3601dc7f75f7edd221fab3edc3bbbd8c~~
(NOT BEING INCLUDED)
  - [x] #85956 - Reverted in a5bf22a93ca1a149ca839e6c874d088b32c7c25f
  - [x] #85958 - Reverted in c964a46741bd26a600bb75bc6463c629c11c914f
- ~~[ ] #85969 - Reverted in b599cd4bd3ae223210eb0d3b47c3bd814e1cb08c~~
(NOT BEING INCLUDED)
  - [x] #85252 - Reverted in 5a0e2f31a6e1093ab47970056f5bb3af54172e12
  - [x] #85984 - Reverted in b000da82f62bb48b059a881d596f3a2e7d985d21
  - [x] #85137 - Reverted in 1f31b558e41fc66d5da9db30a83d89cbb9949eae
  - [x] #85881 - Reverted in f3913f94c4557c4fc9d5605cd8e875accabebda6
  - [x] #85972 - Reverted in d3afed87a3a8eed7e0016512d2186b6aded0fca9
  - [x] #85998 - Reverted in 3d286b763cf2f7fe11b6f0ccb2456130570726c2
  - [x] #85358 - Reverted in 75f84bda1b3c80d54ae94a567bf96016aaae45b2
- ~~[ ] #85964 - Reverted in be1aeb010afa20c1b6949218d8911ee9e900b3d7~~
(SKIPPED)
  - [x] #85960 - Reverted in 69cbfce1529377ce7cd998ab474add0d61650d7f
  - [x] #85992 - Reverted in 89e4a7bb0b793461338ba1b0a3d332bf78ef140c
  - [x] #85967 - Reverted in d398e418eb340f309be523514ae0befdf1869560
  - [x] #84888 - Reverted in bb98eb09f06a1fdc0bbb733d6a42d711e6d477bc
- ~~[ ] #85983 - Reverted in 81152a9cd347eb7b4073758e2e96490e6e729ca9~~
(NOT BEING INCLUDED)
  - [x] #85976 - Reverted in 93c091347ca8f04763b91fd4c39ccdff848a0d50
- ~~[ ] #85962 - Reverted in de32ea25b534c725e3d55418ef0363145f0ed2b0~~
(NOT BEING INCLUDED)
  - [x] #85977 - Reverted in 393652a1ef065014748ae6977a9f36b32c99dc7c
  - [x] #85959 - Reverted in 52e6e07eb98bcb74a423934b14d5850dbf2c6647
- ~~[ ] #85988 - Reverted in a5853ccde46b5fee2d9eb31755384de15e7a5a87~~
(SKIPPED)
- ~~[ ] #85974 - Reverted in eab20ba04e6b06f862a0fb35cedb6374af7b93c0~~
(SKIPPED)
  - [x] #85939 - Reverted in ca85b05692f55f6b3e4bd0b3f30c63f89531c33f
  - [x] #85878 - Reverted in 3b3d3dbff9148e46b01f3af28f17f66bef4dfd16
  - [x] #85858 - Reverted in 08d6082e62d07117170ff5ffd065daad1278e853
  - [x] #85651 - Reverted in b76ab4a2114dd0eb78336878b2825d9919c210cc
  - [x] #85505 - Reverted in 0958eaa7b6f4d48400bea4e215e11edaa933ba8a
- ~~[ ] #85352 - Reverted in 620cec18618e514bbe4d3eb0a0d0db1528b9d312~~
(SKIPPED)
  - [x] #85279 - Reverted in ba0fd529ef94ba793fe2eee40975533fe8f475e3
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- ~~[ ] #85981 - Reverted in dc74c75011ddfb1b16d644fd2ca5607599532d6f~~
(NOT BEING INCLUDED)
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- ~~[ ] #85703 - Reverted in 339b7edf3c0318f9f02922018d6918211660234f~~
(SKIPPED)
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  - [x] #86070 - Reverted in 6c460bbc22827bdbc566b524b8e6a959cbb61c37

After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
YesterdaysPromise
fec946e9c0 /Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.

## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
2024-08-15 20:22:02 -07:00
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
Andrew
a32c65a263 New Uplink UI (#85455)
## About The Pull Request

Changes the layout of uplinks, mostly on the Market tab.

Made it more compact.

Before:


![image](https://github.com/user-attachments/assets/74449e97-ea68-4ae6-b8b9-661a9b40fdad)

After:


![image](https://github.com/user-attachments/assets/0babcafb-804f-449e-9777-5ec9ec615bbe)

<img width="100%" alt="ARnnJe7Oui"
src="https://github.com/user-attachments/assets/fdc846cd-9df8-4009-af3c-4129c161e1cb">

<img width="100%" alt="qKq0kM7YxV"
src="https://github.com/user-attachments/assets/e377a36f-4420-44cd-bb8f-34e16cfd804f">

## Why It's Good For The Game

Better UX

## Changelog

🆑
qol: new uplink UI
qol: made it possible to buy a custom amount of TC, instead of bundles
with fixed amounts
/🆑
2024-08-01 14:45:01 +00:00
SmArtKar
2c0f5d181a Datumizes pod types (#85033)
## About The Pull Request

Changes supply pods to use datums instead of a massive nested list to
store data and index defines as styles. Complete feature parity.

## Why It's Good For The Game
this is nightmare fuel to work with

![image](https://github.com/user-attachments/assets/851ea009-508b-4958-996e-d46a758b2f62)

and this is a sin against nature and god

![image](https://github.com/user-attachments/assets/6b0cd374-1305-4fe6-9ab6-4912c9cb4461)

![image](https://github.com/user-attachments/assets/88c83f60-af9d-4ea9-af5f-c0810a6d9c66)
ends up as

![image](https://github.com/user-attachments/assets/2cb9e264-895d-49b9-b228-e04ac1353ba1)
which is ???

Using a nested list to store pod data is a very bad idea, it has
horrible formatting, is unreadable without having index defines open in
a second tab and is not extendable. And as you can see above, if someone
added another pod type before 14th everything would break because other
pod type lists **__only have 8 elements__** instead of 10 like the
seethrough one does.

## Changelog
🆑
refactor: Pod code now uses datums instead of being a huge nested list
/🆑
2024-07-21 13:52:21 -07:00
MrMelbert
cdf238778d Makes vending use DMIcon where possible, halving the time it takes to make the vending spritesheet (#85085) 2024-07-21 13:28:19 -07:00
YesterdaysPromise
8eb3b51ad9 /icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request

In my effort to make the /icons/ folder cleaner and more intuitive
instead of having to rely on recalling names of stuff and looking them
up in code to find them for poor sods such as myself, plus in spurt of
complusion to organize stuff, here goes. I've tracked all changes in
commit descriptions. A lot still to be done, but I know these waves go
over dozens of files making things slow, so went lighter on it.
Destroyed useless impostor files taking up space and cleaned a stray
pixel on my way.

## Why It's Good For The Game

Cleaner /icons/ file means saner spriters, less time spent. Stray pixels
and impostor files (ones which are copies of actually used ones
elsewhere) are not good.

## Changelog

🆑
image: Cleaned a single stray pixel in a single frame of a bite
telegraphing accidentaly found while re-organizing the files.
/🆑
2024-05-25 21:08:08 -07:00
Jeremiah
e766f921f6 Code cleanup: Sorting (#83017)
## About The Pull Request
1. Removes code duplication 
2. Fully documents `sortTim()`
3. Makes a define with default sortTim behavior, straight and to the
point for 95% of cases
4. Migrates other sorts into the same file
5. Removes some redundancy where they're reassigning a variable using an
in place sorter

For the record, we only use timSort
## Why It's Good For The Game
More documentation, easier to read, uses `length` over `len`, etc
Should be no gameplay effect at all
2024-05-04 23:33:52 -04:00
Zephyr
cf4cc89902 Revert of a Revert | ListInputModal (#82854)
This reverts commit 9acf5bd821.

MSO determined that because we use `file(...)` instead of a string
instead of an asset being locked to its initial state via a cache object
we are sending it as it is on disk every time. which means that when a
new server deployment updates the tgui it will send this new tgui code
even if the currently running DM code does not support it.
2024-04-26 00:47:28 -07:00
Jeremiah
d554ab7766 RPG Loot: Revisited & READY (#82533)
## About The Pull Request
Revival of #72881

A new alt click window with a tarkov-y loading spinner. Replaces the
object item window in stat panel.

## Videos
<details>
<summary>vids</summary>

toggleable grouping:

![syAA5zf6RK](https://github.com/tgstation/tgstation/assets/42397676/c89b372d-29f6-4ebe-895d-f73bbdc41c19)

now lists the floor as first obj:

![abc](https://github.com/tgstation/tgstation/assets/42397676/cd8dc962-2ac7-41bf-a5d3-b9e926116b06)

in action:

![dreamseeker_IkrPKt2QZt](https://github.com/tgstation/tgstation/assets/42397676/1f990aa0-60f0-47e7-9d93-b63e35d05273)

</details>

## features:
- search by name
- 515 image generator is much faster than alt click menu
- opening a gargantuan amount of items shouldnt freeze your screen
- groups similar items together in stacks by default, toggleable
- shows tile as first item
- <kbd>Shift</kbd> and <kbd>Ctrl</kbd> compatible with LMB
🖱️
- RMB points points at items (sry i could not get MMB working)
- key <kbd>Esc</kbd> to exit the window.


For devs:
- A new image generation tech.
- An error refetch mechanic to the Image component
- It does not "smart track" the items being added to the pile, just
reopen or refresh. This was a design decision.

## Why It's Good For The Game
Honestly I just dislike the stat panel

Fixes #53824

Fixes 

![image](https://github.com/tgstation/tgstation/assets/42397676/0e50faab-7d4d-4bf7-8c5b-4ac28547bfbd)

## Changelog
🆑
add: Added a loot window for alt-clicking tiles.
del: Removed the item browser from the stat panel.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-04-14 17:35:03 -04:00
John Willard
5e9ce5ab99 New Battle Arcade (#81810)
## About The Pull Request

Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.

The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.

The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.

The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.

Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.

Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.

I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.

This is some gameplay

https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede

As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.

## Why It's Good For The Game

Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.

## Changelog

🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-04-08 23:24:27 +00:00
John Willard
0417e090cc Removes camera assembly structures (#81656)
## About The Pull Request

Removes the camera assembly structure middleman between the camera
wallframe and camera machine. All its behavior has been instead moved to
the camera, and I've tried to keep as much of the behavior the same as
before.
This also fixes the issue that camera assemblies had where, upon the
construction being finished, it would move itself into the newly
finished camera machine, therefore taking itself off a wall, therefore
deconstructing itself. This resulted in 2 piece of iron being in each
camera machine (except roundstart ones), and because camera machines
rely on the assembly inside of them for upgrades and such, upgrading
didn't work at all.

I've also made camera nets use defines (not in map) so it's easier to
find a list of them all, and tried to add autodoc comments to nearly
every var in camera code.

## Why It's Good For The Game

Removes copy paste and spaghetti code between structure and machine
camera, thus making it easier to work around with.
Closes https://github.com/tgstation/tgstation/issues/79019

## Changelog

🆑
fix: Cameras built in-round can be upgraded again.
fix: Deconstructing cameras now more consistently return to you the
upgrades inside of the camera.
fix: RD's telescreen can now properly see Ordnance cameras again.
fix: [Deltastation] Library art gallery no longer has an invisible
camera.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-27 15:35:07 +01:00
Bilbo367
466b3df048 Refactor removing unused defines. (#82115)
## About The Pull Request

Refactors a lot of the unused defines.

## Why It's Good For The Game

Refactors a lot of the unused defines.

## Changelog
Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-22 21:29:35 -06:00
John Willard
a4fc21d275 Adds support for different achievement dmis (#81471)
## About The Pull Request

I am back to pushing my code improvements upstream, sorry in advance.
As the title says, this adds support for achievement icons to be in
different dmi files than the default, pretty much the exact same way
that Language icons (for chat assets) do.

## Why It's Good For The Game

It is one of the few things in game (the only other thing i can think of
that does this rn is barsigns) that cannot have their icon changed when
trying to make a subtype, this is very limiting and very annoying,
especially since dmi conflicts are one of the worst types to deal with,
this would make my life a lot easier.

## Changelog

No player-facing changes.
2024-02-15 23:06:07 +01:00
Kyle Spier-Swenson
9ddfd4a289 Moves inter-round caches to cache/. Deletes tmp/ between rounds. Keeps tts from killing servers. (#81433) 2024-02-13 10:09:12 -07:00
Interception&?
928ee9c770 New Telecommunications Monitoring Console UI (#81111)
I've made a new UI for Telecommunications Monitoring Console. New
features include: more useful information, search bar, icons and smaller
window. This PR also includes a new sprite sheet, be warned!

Additionally, I've removed `updateUsrDialog` because it makes no sense
here and UI updates are handled by TGUI.
2024-01-27 03:38:29 +00:00
Mothblocks
e73d6f540b Cache sprite data alongside spritesheets, fixing emotes and a whole lotta other missing images (#80601) 2023-12-27 20:41:39 -08:00
SyncIt21
e4c3c2f7f7 General maintenance for chem heater (#80495)
## About The Pull Request

1. Converted UI to typescript
2. Removed all tutorial code(and the icon files it used) Also removes
the reward that came with it. Both were not a big deal to begin with so
you know no one will miss it, In the name of code clean up and reducing
dmi file sizes it serves us better removing them

    It did not compile in the new UI
![Screenshot
(368)](https://github.com/tgstation/tgstation/assets/110812394/cff143c8-5239-45e0-932d-df6447ab359b)
And the text to display is way too clunky to be readable code wise (no
indentation just big raw blobs of unorganized text)

9983b883f7/code/modules/reagents/chemistry/machinery/chem_heater.dm (L334-L339)
    
And the steps manually set chem temps and volumes without calling the
appropriate procs basically its a mess so best to throw it all away.

3. Fixed the debug chem heater only absorbing 100 units of buffer from
the beaker even though it has a capacity of 2000. This is because it
used a constant of 100 for calculating how much volume to absorb

9983b883f7/code/modules/reagents/chemistry/machinery/chem_heater.dm (L449)
Even though the debug chem heater has a capacity over 1000

9983b883f7/code/modules/reagents/chemistry/machinery/chem_heater.dm (L495-L497)
Now the absorbing mechanism is based on the `maximum_volume` of the
holder and not on a fixed constant
4. Fixed the chem heater showing the wrong overlay when its panel is
opened and then closed while a beaker is inside
It would use the same icon for both open & closed state

9983b883f7/code/modules/reagents/chemistry/machinery/chem_heater.dm (L164)
But it should actually use this state

9983b883f7/code/modules/reagents/chemistry/machinery/chem_heater.dm (L59)
That's fixed now too.
5. Removed unused procs, variables and a whole lot of tracking which
UI's are opened/closed. All this is not necessary because the `SStgui`
subsystem tracks them for you so it was a lot of code bloat. autodocs
vars, procs and the regular stuff
6. Added more examines & tooltips for chem heater

## Changelog
🆑
fix: debug chem heater now withdraws more than 100 units from its
inserted beaker.
fix: chem heater has correct overlay when its panel is closed with a
screwdriver while a beaker is inside.
qol: added more examines and tooltips for the chem heater.
code: converted chem heater UI to typescript. removed unused procs,
vars, ui tracking code. Added auto doc for everything.
refactor: removed chem heater tutorial help button & its related reward,
chem heater code has been optimized as a whole.
/🆑
2023-12-25 11:18:21 -08:00
Mothblocks
723ced5d7b Make spritesheets cacheable by default, killing a lot of overtime in the round start spike (#80522)
## About The Pull Request
Makes all spritesheets cache by default. This wasn't the case originally
because some spritesheets like vending machines relied on in world
state, but none of them do anymore because that's whack.

Also fixes a bug that would cause half completed caches to break other
stuff. This didn't happen in real gameplay, but would've happened if you
tried to change cachable on anything while you already had a tmp folder.

## Changelog
🆑
fix: Cut down a significant amount of time that caused the start of
rounds to lag.
/🆑
2023-12-24 15:46:00 +01:00
Mothblocks
60ce61b29d Track time to queuedInsert in feedback (#80521)
Investigating large lag spikes in round start and noticed a large amount
of overtime (3s worth) to queuedInsert.

It's vending machines and R&D, but let's keep an eye on this.
2023-12-23 22:05:17 -05:00
YesterdaysPromise
71a1fee2f1 Explodes device.dmi (#80025)
## About The Pull Request

I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.


## Why It's Good For The Game

The device.dmi was kind of a mess.

## Changelog

🆑
/🆑
2023-12-09 13:31:50 +01:00
LemonInTheDark
96f19b962a Removes some done todos (and ones that I think are dumb) (#80017)
## About The Pull Request

Most of these are mine that I just forgot about, only one I think anyone
cares about is the one in mobs.dm about making delta time match
subsystem yielding, but I think it's a bad idea so it's gone

Oh also, replaces an old comment of mine with an actual explanation
(it's about the icon cache and shit)
2023-12-01 00:58:13 +01:00
John Willard
26e3ea1e0d Mafia can be played on your PDA (#78576)
## About The Pull Request

Mafia is now friggin playable from the PDA, I also changed other stuff
too

- You can't use abilities on dead people if you're not supposed to (cant
kill the same person over and over)
- Changelings cant kill other Changelings
- Changelings can now only talk to eachother at night, rather than using
:j
- Everyone starts spawned in the center of the map, since people playing
on PDA can't move their characters. This is so everyone can hear PDA
users in person, as I don't want the chat log to be mandatory.

To do this, all messages you are meant to be able to see, is now logged
for you to see in your Mafia panel. This essentially means that people
playing through the PDA get a downgraded version of it, but I don't know
how much larger I want this UI to be.

Playing Mafia through the PDA will not tell you of other players ahead
of time when signing up (as it shows ckeys + pdas), but they can see the
names in-game. Unfortunately this means we'll have to remove your
customization coming with you, to prevent using it to tell who is dead
in round.

Things I am missing
- Program overlays on PDA/Laptop/Computer
- Icon for the app's header while a game is active

I'm not a spriter and can't make either of these

This is the new UI

![image](https://github.com/tgstation/tgstation/assets/53777086/7cf503d9-b2e2-4127-874a-acad6425d649)

I also fixed alert calls for PDAs and stuff

![image](https://github.com/tgstation/tgstation/assets/53777086/e09b2e5e-b9e7-43ae-9273-c168e9c8e642)

and removed the X at the top on computers since they had no battery

![image](https://github.com/tgstation/tgstation/assets/53777086/d3dd8307-805c-4aba-be5e-4c24a0bdcb91)

Looks a little better now hopefully 👍 

## Why It's Good For The Game

- The current Arcade app sucks, and is a solo game. This is much more
entertaining and you can talk to others in it, which is swag as fuck.
- There's a larger potential playerbase for the Minigame making it more
likely to be played.
- Sets groundwork for a better version of
https://github.com/tgstation/tgstation/pull/75879
- Adds more suspense and teamwork in the minigame.

## Changelog

🆑 JohnFulpWillard, sprites by CoiledLamb
add: You can now play Mafia on your PDA.
balance: Mafia changelings can now only talk to eachother during the
night.
fix: Mafia abilities can't be repeatedly used on people.
/🆑
2023-10-21 16:55:35 +02:00
SyncIt21
df508a51b2 More Plumbing Fixes & Pill Press UI Changes (#79059)
## About The Pull Request
1. Fixes #79051
It's a consequence of floating-point math. We round it to 2 decimal
places to display results like 50 but in fact its actual value is
something like 49.999... something. So, we also shift up our
expectations and call it a day.
2. Made a lot of variables defines and lists static to save memory for
plumbing pill press and moved global lists to it's global list folder
3. Copied over chem master patch & pill designs over too plumbing press
and removed the old designs & resized the UI

## Changelog
🆑
fix: plumbing pill press & bottler won't stop when processing 50 unit
bottles
code: made a lot of variables defines and lists static to save memory
for plumbing pill press. Moved global lists to it's rightful
place
code: copied over chem master pill & patch designs over to plumbing pill
press and removed the old designs. resized UI
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-20 07:52:16 +02:00
SyncIt21
66f726dfe3 General code maintenance for rcd devices and their DEFINE file (#78443)
## About The Pull Request
The changes made can be best summarized into points

**1. Cleans up `code/_DEFINES/construction.dm`**

Looking at the top comment of this file 

0fb8b8b218/code/__DEFINES/construction.dm (L1)

One would expect stuff related to materials, rcd, and other construction
related stuff. Well this file is anything but

Why is there stuff related to food & crafting over here then?

0fb8b8b218/code/__DEFINES/construction.dm (L91-L94)

It gets worse why are global lists declared here?

0fb8b8b218/code/__DEFINES/construction.dm (L115)
There is a dedicated folder to store global lists i.e.
`code/_globalvars/lists` for lists like these. These clearly don't
belong here

On top of that a lot of construction related defines has been just
dumped here making it too large for it's purposes. which is why this
file has been scraped and it's
1. crafting related stuff have been moved to its
`code/_DEFINES/crafting.dm`
2. global lists for crafting moved to
`code/_globalvars/lists/crafting.dm`
3. Finally remaining construction related defines split apart into 4
file types under the new `code/_DEFINES/construction` folder
- `code/_DEFINES/construction/actions.dm` -> for wrench act or other
construction related actions
- `code/_DEFINES/construction/material.dm` -> contains your sheet
defines and cable & stack related values. Also merged
`code/_DEFINES/material.dm` with this file so it belongs in one place
- `code/_DEFINES/construction/rcd.dm` -> dedicated file for everything
rcd related
- `code/_DEFINES/construction/structures.dm` -> contains the
construction states for various stuff like walls, girders, floodlight
etc

By splitting this file into multiple meaningful define file names will
help in reducing merge conflicts and will aid in faster navigation so
this is the 1st part of this PR

**2. Debloats the `RCD.dm` file(Part 1)**

This uses the same concepts as above. i.e. moving defines into their
appropriate files for e.g.

0fb8b8b218/code/game/objects/items/rcd/RCD.dm (L170)

1. Global vars belong in the `code/_globalvars` folder so these vars and
their related functions to initialize them are moved into the
`code/_globalvars/rcd.dm` file
2. See this proc

0fb8b8b218/code/game/objects/items/rcd/RCD.dm (L200)
This proc does not belong to the `obj/item/construction/rcd` type it's a
global "helper function" this is an effect proc as it creates rcd
holograms so it has been moved to the `code/game/objects/effects/rcd.dm`
file which is a global effect that can be used by anyone

And with that we have moved these vars & procs into their correct places
& reduced the size of this file . We can go even further

**3. Debloats the `RCD.dm` file(Part 2)**
This deals with the large list which contains all the designs supported
by the RCD

0fb8b8b218/code/game/objects/items/rcd/RCD.dm (L42)

This list contains a lot of local defines. We can scrape some of them
and reduce the overall bulkiness & memory requirements of this list and
so the following defines

```
#define WINDOW_TYPE "window_type"
#define COMPUTER_DIR "computer_dir"
#define WALLFRAME_TYPE "wallframe_type"
#define FURNISH_TYPE "furnish_type"
#define AIRLOCK_TYPE "airlock_type"
#define TITLE "title"
#define ICON "icon"
#define CATEGORY_ICON_STATE  "category_icon_state"
#define CATEGORY_ICON_SUFFIX "category_icon_suffix"
#define TITLE_ICON "ICON=TITLE"
```

Have all been removed making this list a lot more cleaner. Why? because
a lot of these are just semantic sugar, we can infer the value of a lot
of these defines if we just know the type path of the structure the rcd
is trying to build for e.g. take these 2 defines

0fb8b8b218/code/game/objects/items/rcd/RCD.dm (L13-L15)

These defines tell the rcd UI the name and the icon it should display.
Rather than specifying these manually in the design we can infer them
like this

```
var/obj/design = /obj/structure/window  //let's say the rcd is trying to build an window
var/name = initial(design.name)         //we have inferred the name of the design without requiring TITLE define
var/icon = initial(design.icon_state)   //we have inferred the icon of the design without requiring ICON define
```

And so by using similar logic to the remaining defines we can eliminate
a lot of these local defines and reduce the overall size of this list.

The same logic applies to the different modes of construction, the
following defines

0fb8b8b218/code/__DEFINES/construction.dm (L186-L192)
Have all been removed and replaced with a single value `RCD_STRUCTURE`

All these modes follow the same principle when building them
1. First check the turf if the structure exists. If it does early return
2. If not create a new structure there and that's it

So rather than creating a new construction mode every time you want to
add a new design we can use this mode to apply this general approach
every time

The design list has also now been made into a global list rather than a
private static list. The big advantage to this is that the rcd asset
cache can now access this list and load the correct icons from the list
directly. This means you no longer have to manually specify what icons
you want to load which is the case currently.

0fb8b8b218/code/modules/asset_cache/assets/rcd.dm (L8-L9)
This has lead to the UI icons breaking twice now in the past
- #74194
- #77217

Hopefully this should never repeat itself again

**4. Other RCD like device changes**
- Fixed the broken silo link icon when the radial menu of the RLD was
opened
- replaced a lot of vars inside RLD with defines to save memory
- Small changes to `ui_act` across RCD, Plumbing RCD and RTD
- Removed unused vars in RCD and snowflaked code
- Moved a large majority of `ui_data()` to `ui_static_data()` making the
experience much faster

Just some general clean up going on here

**5. The Large majority of other code changes**
These are actually small code changes spread across multiple files.
These effect the `rcd_act()` & the `rcd_vals()` procs across all items.
Basically it
- Removes a large majority of `to_chat()` & `visible_message()` calls.
This was done because we already have enough visual feedback of what's
going on. When we construct a wall we don't need a `to_chat()` to tell
us you have a built a wall, we can clearly see that
- replaces the static string `"mode"` with a predefined constant
`RCD_DESIGN_MODE` to bring some standard to use across all cases

Should reduce chat spam and improve readability of code. 

**6. Airlock & Window names**
The rcd asset cache relies on the design name to be unique. So i filled
in the missing names for some airlocks & windows which are subjective
and open to change but must have some value

**7 Removes Microwave PDA upgrade**
The RCD should not be allowed to build this microwave considering how
quickly it can spawn multiple structures and more importantly as it's a
special multipurpose machine so you should spend some effort in printing
it's parts and acquiring tools to complete it. This upgrade makes
obsolete the need to carry an
- A RPED to install the parts
- A screwdriver to complete the frame
- The circuit board for the microwave 

The most important point to note here is that whenever an RPED/circuit
board is printed at an lathe it charges you "Lathe Tax". The RCD with
this upgrade would essentially bypass the need to "Pay Taxes" at these
lathes as you are just creating a circuit board from thin air. This
causes economy imbalance(10 cr per print) which scales up the more of
these machines you make so to avoid this let's end the problem here

Not to mention people would not find the need to print the circuit board
for a regular microwave now if they have an RCD because they can just
make this microwave type making the need for a regular microwave
completely pointless.

Just build a machine frame with the RCD and complete the microwave from
there

## Changelog
🆑
code: moved global vars, lists and helper procs for construction related
stuff to their appropriate files
code: reduced overall code size & memory of rcd design list and removed
unused defines
refactor: removed a ton of chat alerts for rcd related actions to help
reduce chat spam
refactor: some airlock & window default names have changed
fix: broken icon in radial menu of rld silo link
remove: removes microwave pda upgrade from RCD. It's a special machine
so spend some time in building it rather than shitting them out for free
with the RCD. Use the RCD upgrade to spawn a machine frame instead & go
from there
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-12 19:46:41 +02:00
lessthanthree
c2fb08407a Microwave upgrades: Microwave PDA charging, power cells (#78717)
## About The Pull Request

For the hard-working tradesperson who's in the middle of nowhere and
just wants to warm up their pastry-based savoury item purchased from an
overpriced vending machine, introduces the engineer themed wireless
microwave.

No more going hungry in a pinch, this variant uses changeable power
cells instead of APC power. Can be built normally or printed with a
furnishings-upgraded RCD.

The other upgrade now available: PDA charging. Upgrade the capacitors in
the microwave to add a Charge mode for your portable device!

Also cleans up microwave code a bit and adds much needed context hints
for when it's broken, dirty, etc.
Swaps a few break room microwaves to upgraded variants on mapload, adds
a microwave/donks to Birdshot, donks to Tramstation.

## Why It's Good For The Game

Slap together a semi-portable microwave with your components on hand,
have an engineering picnic in space or wherever else the day takes you.

With increased PDA drain, adding another option to charge your PDA in
common areas is useful. Microwaves are already strategically placed
around the station. Please ensure the model you're using has the
charging feature before operating.


![image](https://github.com/tgstation/tgstation/assets/83487515/22abdbea-57bf-41d8-903c-6af5b6827bed)

![image](https://github.com/tgstation/tgstation/assets/83487515/7b5d0f21-df7c-4b33-8798-7ea57c0e3561)

## Changelog

🆑 LT3
add: Introducing Nanotrasen Wave! A Nanotrasen exclusive, Waveallows
your PDA to be charged wirelessly through microwave frequencies. You can
Wave-charge your device by placing it inside a compatible microwave and
selecting the charge mode.
add: Microwaves can be upgraded to add wireless charging
add: Cell-swappable microwave for the engineer on-the-go
add: Microwave now has a wire to swap charge/cook modes
add: Furnishings RCD upgrade now includes wireless microwave
add: Tramstation and Birdshot engineering break rooms now have microwave
and donk pockets. Some microwaves come pre-equipped with wireless
charging and an upgraded cell.
fix: The microwave in the snowdin ruin is now real, not a fluff prop
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-12 00:43:10 +02:00
Ghom
da42afcbae Reworks the fishing minigame into a game screen object from a TGUI interface (#78052)
Refactors fishing minigame from tgui window to dm screen objects
2023-09-18 11:18:27 +02:00
lessthanthree
635bae421f Multi-tile airlock assemblies/pathing [NO GBP] (#77537)
## About The Pull Request

Small fixes after https://github.com/tgstation/tgstation/pull/76732
- Creates base large subtype for mapping
- Door assembly naming consistent with other airlocks
- Base subtype large airlock no longer spawns in a normal sized airlock
- Renames station2 subtype to public for consistency

## Changelog

🆑 LT3
fix: Base large airlock subtype no longer spawns a normal sized airlock
image: Added mapping icons for large airlocks
code: Repathed all public airlocks to consistent naming
/🆑
2023-08-16 20:21:47 +01:00
Andrew
2d34c7433a New Mech UI and equipment refactor (#77221)
![bWJlVIDO53](https://github.com/tgstation/tgstation/assets/3625094/d75030b5-59e9-43f6-96b4-1b7564caceef)

## About The Pull Request

Made a new UI and refactored some mech code in the process.

Fixes #66048
Fixes #77051
Fixes #65958 ??? if it was broken
Fixes #73051 - see details below
Fixes other undocumented things, see changelog.

## Why It's Good For The Game

The UI was too bulky and Mechs were too complex for no reason. 
Now they follow some general rules shared between other SS13 machinery,
and there is less magic happening under the hood.

## Detailed Changes

### New Mech UI, Air Tank and Radio as separate modules

Previous UI for comparison:

<img alt="9SScrXAOjy"
src="https://github.com/tgstation/tgstation/assets/3625094/904e3d07-e7d7-4d3a-a062-93e0e35b4b66">

Previously mechs came with radio pre-installed and air canisters
magically pre-filled with air even when you build one in fab.
Radio and Air Tanks are now both utility modules that are optional to
install. Gas RCS thrusters still require Air Tank module to operate.

This made the Mechs more barebones when built, giving you only the basic
functionality.

<img alt="5SDMlXTJxv"
src="https://github.com/tgstation/tgstation/assets/3625094/b9364230-49ac-416b-aa70-e851fbf2050e">

To compensate this change, all mechs got two extra utility module slots.

All other modules got new UI. And ore box now shows the list of ores
inside.

<img alt="SRX5FjvsHA"
src="https://github.com/tgstation/tgstation/assets/3625094/cbe2e98d-1cd4-4667-8dae-2f9227b4b265">

### Mounted Radio

Works as a normal radio, but with subspace transmission. Available from
the basic mech research node and can be printed in fab.

### Cabin Sealing

To compensate for the lack of air tank by default, mechs with enclosed
cabin (e.g. all except Ripley) got an ability to toggle cabin exposure
to the outside air. Exiting the mech makes cabin air automatically
exposed.

When you seal the cabin, it traps some of the outside air inside the
cabin and you can breathe with this air to perform a short space trips.
But the oxygen will run out quickly and CO2 will build up.

Sealing the cabin in space will make the cabin filled with vacuum, and
it will stay there until you return to air environment and unseal the
cabin, letting the breathable air to enter. There are temperature and
pressure sensors that turn yellow/red when the corresponding warning
thresholds are reached.

You could also use personal internals in combination with cabin sealing
for long space travels, so Air Tank is completely optional now and
mostly needed when you need RCS thruster.

### RCS thrusters

They are now available earlier in tech tree and consume reasonable
amount of air (5 times more than human jetpacks), and they don't work
without Mounted Air Tank, unless it's an Ion thruster variant.

### Mounted Air Tank

Available from the basic mech research node and can be printed in fab.
Built model comes empty, and syndicate mechs come with one full of
oxygen.

<img alt="GrFDrH5Hwe"
src="https://github.com/tgstation/tgstation/assets/3625094/b677b705-bda0-4c8c-96c7-d32bf7bf9f28">

Can be switched to pressurize or not pressurize the cabin. Releases gas
only when the cabin is sealed shut. Starts releasing automatically, but
can be toggled to not release if you want to use it just as a portable
canister.

Cabin pressure can now be configured in the module UI instead of
Maintenance UI.

Can be attached to a pipe network when the mech is parked above a
connection port.

Comes with a pump that works similarly to the portable pump. It lets you
vent the air tank contents outside, or suck air from the room to fill
the air tank. Intended to provide an ability to fill the air tank
without the need to bother with pipes.

Also has gas sensors that display gas mix data of the tank and the cabin
(when sealed).

### Stock part changes

All mechs now require a servo motor and they reduce mech movement power
consumption instead of scanning module.

Scanning modules are optional for mech operation (still required to
build) and the lack of one disables the following UI elements:

- Display of mech integrity (you can still see the alerts or examine the
mech to get rough idea)
- Display of mech status on internal damage (and you can't repair what
you can't diagnose)

The rating of scanning module doesn't have any effect as of now.

Cargo mech comes without it roundstart.

<img alt="2vDtt99oqb"
src="https://github.com/tgstation/tgstation/assets/3625094/147144ca-824e-4501-acf5-6ee104f309e7">

Capacitors now also reduce light power usage and raise the overclocking
temperature thresholds (see below).

### Maintenance

Maintenance UI removed, and its logic migrated to other places.

Access modification now managed inside the mech, and anyone who can
control the mech, can adjust the access in the same way as they can set
DNA key.

To open the maintenance panel you just need a screwdriver. It is instant
when the mech is empty and it has a 5 second delay when there is an
occupant to avoid in-combat hacking and part removal. It will alert the
occupant that someone is trying to tinker with their mech.


![image](https://github.com/tgstation/tgstation/assets/3625094/1abfca3c-8ba9-44b0-913c-c209564b91fd)

Once the panel is open, you can see the part ratings:


![image](https://github.com/tgstation/tgstation/assets/3625094/404f95bb-9f74-4e5b-a975-5ab6f74bdfa9)

With open panel you can hack the mech wires (roboticists can now see
them):

<img alt="mj205G2qDa"
src="https://github.com/tgstation/tgstation/assets/3625094/44cea0d1-44b4-4b50-b1d3-a97c0056bab3">

There are wires for:
- Enabling/Disabling ID and DNA locks
- Toggling mech lights
- Toggling mech circuits malfunction (battery drain, sparks) 
- Toggling mech equipment malfunction (to repair after EMP or cause
EMP-like effect, disarming mech)
- 3 dud wires that do nothing

The hacker may be shocked if the mech power cell allows.

When the panel is open and the user has access to the mech, they can
remove parts with a crowbar:

<img alt="jR40gyTWtJ"
src="https://github.com/tgstation/tgstation/assets/3625094/b573f5b9-b8ea-412e-b3e0-c872e01e0c23">

Hitting the mech with an ID from outside now toggles the ID Lock on/off
if the ID has sufficient access.

### Power consumption and overclocking

Rebalanced mech power consumption. T4 parts were not working in
Syndicate Mechs, as their effect was not calculated until you manipulate
parts manually. Constructed mechs with t1 parts even had their energy
drain reduced with upgrade to t1.

Now all mechs apply their base step power usage correctly don't ignore
the stock parts.

Servo tier now reduces base power consumption by 0% at t1, 50% at t2,
33% at t3 and 25% at t4
Capacitor tier now reduces base power consumption of mele attacks,
phasing and light by the same amounts.

Gygax leg actuators overload replaced with mech overclocking. Any mech
can be overclocked by hacking wires, but only Gygax has a button for
toggling it from the Cabin.

Now there is an overclock coefficient. 1.5 for Gygax and other mechs, 2
for Dark Gygax.

When overclocked, mechs moves N times faster, but consumes N times more
power.


![image](https://github.com/tgstation/tgstation/assets/3625094/01e285fd-6fd6-4558-8277-2ed3abf474d8)

While overclocked, mech heats up every second, regardless of movement,
and starts receiving internal and integrity damage after a certain
temperature threshold. The chance is 0% at the threshold, and 100% at
thresholds * 2. The roll happens every tick. Capacitor upgrades this
threshold, letting you overclock safely for longer periods.


![image](https://github.com/tgstation/tgstation/assets/3625094/80d90cea-0d20-4054-9369-a47deb6f52f2)

When you stop overclock, the temperature goes back down.

### Other changes and fixes

Concealed weapon bay now doesn't show up when you examine the mech, so
it's actually concealed now.

New radio module can properly change its frequency, as it didn't work
for previous radio.

Launcher type weapons were ignoring cooldowns and power usage, so you
could spam explosive banana peals, while they should have a 2 second
cooldown:
<img alt="q5GjUsHwGr"
src="https://github.com/tgstation/tgstation/assets/3625094/d102725d-e9e1-4588-9d6c-b9e38b7a6535">

Now this is fixed and all launcher type weapons properly use power and
have their cooldowns working.
And now they have the kickback effect working (when it pushes you in the
opposite direction in zero gravity on throw).

Thermoregulator now heats/cools considering heat capacity instead of
adding/reducing flat 10 degrees. So you can heat up cabin air quicker if
the pressure is low.

There were some other sloppy mistakes in mech code, like some functions
returning too early, blocking other functionality unintentionally. Fixed
these and made some other minor changes and improvements.

## Changelog

🆑
refactor: Refactored Mech UI
refactor: Refactored mech radio into a utility module, adding extra slot
to all mechs
refactor: Refactored mech air tank into a utility module with an air
pump, adding extra slot to all mechs
refactor: Refactored mech cabin air - there is now a button to seal or
unseal cabin to make it airtight or exchanging gases with the
environment
refactor: Removed mech maintenance UI Access is set in mech UI, and
parts are ejected with a crowbar
add: Mech now has wires and can be hacked
qol: Roboticists now can see MOD suit and mech wires
add: Mechs now require servo motor stock part and it affects movement
power usage instead of scanning module
add: Scanning module absence doesnt block mech movement and hides some
UI data instead. Big Bess starts without one.
qol: Hitting mech with ID card now toggles ID lock on/off if the card
has required access
fix: Fixed concealed weapon bay not being concealed on mech examine
fix: Fixed mech radio not changing frequency
fix: Fixed mech launcher type weapons ignoring specified cooldown
fix: Fixed mech launcher type weapons not using specified power amount
fix: Fixed mech temperature regulator ignoring gas heat capacity
fix: Fixed mech stopping processing other things while not heating
internal air
fix: Fixed mech being able to leave transit tube in transit
fix: Fixed mech internal damage flags working incorrectly
fix: Fixed Gygax leg overloading being useless
fix: Fixed mechs ignoring their stock parts on creation. Syndicate mechs
now stronger against lasers and consume less energy on move. Upgrading
from tier 1 to tier 2 doesn't make mech consume MORE energy than before
the upgrade.
balance: Rebalanced mech energy drain with part upgrades. Base energy
drain reduced by 50%, 33%, 25% with upgrades and applies to movement
(Servo rating), phasing, punching, light (Capacitor rating).
balance: Hydraulic clamp now can force open airlocks
balance: Made mech RCS pack consume reasonable amount of gas
code: Fixed some other minor bugs and made some minor changes in the
mech code
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-15 18:02:28 +01:00
SyncIt21
0783909122 Fix broken icons in RCD UI (Again) (#77217)
## About The Pull Request

RCD UI has some broken icons
![Screenshot
(281)](https://github.com/tgstation/tgstation/assets/110812394/dba46883-c858-4175-8309-9b50389ee19c)

Its fixed now
![Screenshot
(282)](https://github.com/tgstation/tgstation/assets/110812394/c65ac95a-f9c0-4b54-9cbe-30ae8ae93626)

## Changelog
🆑
fix: broken icons in RCD UI
/🆑
2023-07-31 22:38:18 -07:00
LemonInTheDark
41f20bc3ce [MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request

Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.

Let's start from first principles yeah?

### Why Angled Lights?

Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.


![image](https://user-images.githubusercontent.com/58055496/228785032-63b86120-ea4c-4e52-b4e8-40a4b61e5bbc.png)

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.

Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.

### How Angled Lights?

This is more complex then you'd first think so we'll go step by step


![image](https://user-images.githubusercontent.com/58055496/228786117-d937b408-9bc2-4066-9aee-aae21b047151.png)

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.

This is very useful for angle work, since it makes it almost totally
free.
 
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in

We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.

We do need some extra fenangling to make this all work nicely tho.

We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.

So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.

I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.

### Debug Tool?

In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.

Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

![image](https://user-images.githubusercontent.com/58055496/228776539-4b1d82af-1244-4ed6-8754-7f07e3e47cda.png)
The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.

The second button opens a debug menu for that light

![image](https://user-images.githubusercontent.com/58055496/228777811-ae620588-f08a-4b50-93a0-beea593aea77.png)
There's a lot here, let's go through it.

Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.

This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.

Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.

My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.

### Lemon No Why What

Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.

Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.

(Images as examples)

![image](https://user-images.githubusercontent.com/58055496/228786801-111b6493-c040-4199-ab99-ac1c914d034c.png)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.

This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.


![image](https://user-images.githubusercontent.com/58055496/228786483-b7ad6ecd-874f-4d90-b5ca-6ef78cb70d2b.png)

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance. 

Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels


![image](https://user-images.githubusercontent.com/58055496/228786594-c6d7610c-611e-478b-bcba-173ebf4c4b12.png)

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.

### Misc + Finishing Thoughts

Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.

I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.

### Farish Future

I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.

This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.

## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑

---------

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2023-07-19 04:39:55 +00:00
YesterdaysPromise
fb10121022 Icons folder cleaning wave two (#76788)
## About The Pull Request

Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.

## Why It's Good For The Game

Saner spriters = better sprites
2023-07-14 18:36:41 +00:00
YesterdaysPromise
a373b4cb08 Icon folder cleaning wave one (#76703)
## About The Pull Request

Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.

## Why It's Good For The Game

Saner spriters make better sprites. And also, just helps keep track of
things.

## Changelog

🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑

---------

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
2023-07-11 10:50:10 -07:00