This PR fixes issues with the chameleon jumpsuit and sneakers. In addition to that, it properly defines setting for GAGS worn and inhand icons instead of having them be in Initialize() for specific item types. Names for the prisoner jumpsuits and wheelys have also been reverted to how they were before the GAGS PR.
* Makes all uses of atmos_senstive pass in mapload as context
* Converts atmos senstive to connect_loc, does some general cleanup to the element, and makes it check the state of the tile the thing is on assuming creation didn't happen as a part of map loading
* Updates connect loc to match the new arg list
Tiny atomic one line change that makes plants stay in the same place when you drop them.
What's the point of being able to hide in a plant if anyone with basic object permanence can see that a plant that used to be offset off the tile is now centered?
Also I was tired of seeing all the plants in the bar turn really ugly and offset the second Pun Pun gets to them with no way of centering them again.
* Makes tanks only process when needed, rather then doing it constantly
* Makes portable atmos machines only process when needed, makes adding and removing atmos machinery cheaper, makes the tank processing logic actually work properly
* Makes pipelines only react() when their mix changes, fixes a ton of misuses of update_parents that were causing about 10ms of load for atmos just from reconcile_air()
* Adds in a new reaction framework alongside the old one for profiling related reasons
* whoops
* Cleanup, removes the react profiling code, I've chosen a direction to go here
* Cleans up some code, adds comments describing how to interact with portable atmos machines/tanks and their
mixes, adds a blurb to Atmospherics.md about the topic as a whole, leaves a line of bread for someone to follow
if I get hit by a bus in 2 days (Knock on wood)
* Removes priority from reactions, moves priority groups to the defines file
* whoops
* Converts air_contents to _air_contents, replaces all the out of file things that used it with return_air()
* Replaces the canister air contents uses, converts it back to air_contents, I decided I didn't like the _
* Fixes
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
The emissives system is the system that both lets computer screens and vendors glow in the dark and lets mobs and items block those glows. The current implementation relies on using filters to let mobs and items mask out the glow in the dark overlays on some structures. This is difficult to extend properly without massively increasing maptick. This PR changes the emissives system to use BYONDs native image layering to mask emissive overlays. This should prove to be a more extensible option.
tldr; There exists a system that lets computer screens glow on the dark and lets mobs and items block the glow. It isn't very extensible and this PR attempts to make it more extensible.
How emissive overlays used to work
Currently emissive overlays and the emissive blockers that mask those overlays are handled using a system of inter-masking planes. The emissive overlays and the emissive blockers are placed on separate, hidden plane masters. These are essentially rendering layers and groups. The emissive blocker plane is then used to mask the emissive overlay plane which effectively allows the emissive blockers to block the emissive overlays from being seen. After is has been masked the emissive overlay plane is used to mask the lighting plane, essentially creating holes in the shadows wherever an unblocked glowing thing exists.
Why this is a potential problem
This system works fine. In fact it works great! The computer screens glow, any person or item that winds up on a computer blocks the glow, and everything just works. However, this system runs into some issues when you try to extend it to work on things other than structures. Namely, the current system only supports emissive overlays on structures and emissive overlays that are completely unblockable by any means. As a result, several interesting uses to the system require extending the system.
As a result, if you want to apply emissive overlays to items (which exist between structures and mobs) or emissive overlays to turfs (which exist below structures) you must extend the emissives system to get the emissive overlays and emissive blockers to properly function. Doing this naively, by adding extra emissive overlay and emissive blocker planes and applying all of the relevant masking filters, is not exactly performant.
Maptick is a major contributor to lag and the higher the maptick the more free lag you, the player, get delivered fresh to your client. Trying the naive method resulted in #55782 (1f1b58bb26), an attempt to add glowing carpet to the game. Since the PR revolved around adding glowing carpet it had to extend the emissives system to allow for emissive turfs and emissive blocking structures. Extending the system was done naively as described above and you can see the results. 1.5 times the maptick across the board. Ouch.
So, we know that extending the system in it's current form is impractical. At least if done naively. Thus we are stuck.
tldr; The emissive system currently uses inter-plane masking to allow for emissive blockers to function. This is difficult to reasonably extend without murdering maptick. See #56496 (1f1b58bb26) for the results of naively extending this system.
How emissive overlays are going to work
Alright, so we know that the current system of using planes to let the emissive blockers mask the emissive overlays is difficult to extend in it's current form. The solution is to change how the system works so that it can be extended in a more efficient manner. What we want is a system that allows one set of images to be out masked by another set of images and for the first set of images to be capable of masking the light plane. Preferably, we would also like the ability to interleave the masking effect between emissives and emissive blockers with almost arbitrary layering.
Conveniently, this layering and masking is something BYOND already does to normal items and objects. If we put the emissive overlays and the emissive blockers on the same plane we can use their layers to interleave them almost arbitrarily like any normal structures and items! All we need is a way to mask away the emissive blockers from the resulting rendered plane and we can mask the lighting plane with the remaining emissive overlays.
Luckily, BYOND has provided a single filter that is capable of this task. The color matrix filter. This filter can be used to apply a color matrix to an image! Provided that the emissive overlays and the emissive blockers are different colors we can use a color matrix filter to effectively mask out the emissive blockers from the plane! The resulting emissive plane can be applied as an alpha mask to the lighting plane as it used to, to the same effect. The best part is, we get layering practically for free!
This is exactly what this PR does. It converts the emissives system from the old plane and masking based blocking to a new layer-based system which uses BYONDs native layer handling to mask the emissive overlays.
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.
* Remove gamemode references from age checks
* Monkey
* Remove heretics
* Remove BBs
* Refactor uplinks and remove clown ops
* Remove nuke ops
* Removes and refactors cult
* Remove extended
* Remove and move out meteors
* Removes wizard
* Remove sandbox
* Remove changelings
* Remove traitors
* Remove revs
* Remove gangs
* Remove changing mode and voting for new gamemodes
* get_candidates signature fix
* Summon ERT and NERD in their own panel
* Remove some old unneeded age_check stuff
* Fix old signatures of get_uplink_items
* Use Extended like config for dynamic.json
* Fix discounted gear
gibup1 and gibdown1 don't exist
items_and_weapons.dmi doesn't have an icon state called his_grace_ascended, in fact nothing does
items_cyborg.dmi doesn't have an icon state called laser, it does however have an icon state called
laser_cyborg
no porta_turret has an icon state with the _unpowered suffix, in fact I'm convinced none of them ever have
Apparently you haven't been able to repair these for the last four years.
Fixes#27926 (Trophy cases being perma broken)
All other display cases can be repaired, why shouldnt this one be able to.
Moves eyestabbing off from an item flag that is checked on every item attack to an element.
Kills /obj/item/proc/eyestab, and makes the new element the sole owner.
Previously, clicking on a table with a fireman carried person while not in combat mode would start a do_after(), then harmfully smash the person you fireman carrying into the table. This harmful smash has been replaced by your character merely placing the fireman carried person onto the table, like what happens when you click on a table while not in combat mode while you have someone in a grab. You can still click on a table with a fireman carried person while in combat mode to perform a limb smash, if you wish.
## About The Pull Request
Changes up some layer and plane defines for no particular reason lol
## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._
Fixes an incorrectly-shifted sprite for floor tram rails and adds some missing tram-rail fluff objects
Also does some minor renaming (railing -> rail)
cl
fix: Nanotrasen railroad engineers have done some minor repairs to their in-station tram rails.
/cl
Adds a multilayer plumbing manifold, I also murdered the multilayer duct
You can now alt-click the plumbing RCD to change the layer it prints. I made a whole thing where right clicking changed the settings and you could use that to change machinery aswell. I even did that with the plunger, it was absolutely beautiful. Anyway that drained the life out of me because apparently there's no attack_obj_secondary and afterattack_secondary ALSO called attack_obj (left click). I just hate whoever made it with intensity
Plumbing now uses three layers. They should be easier to navigate. I tried to make layer connecting the same as cross-color connecting, but that would take more of my soul then there is to take
* Ice cream rework WIP
* I'm done!
* i'll deal with my verbose engrish at a later date. I'm dead tired.
* linter aaaaaa
* Take a bite!
* FINALLY, A COMPONENT!
* ghost macro.
* Review, typos, beheading of a lame comsig.
* Typo. Now I'm self-obliged to test it again.
* It works.
The cause of the blender was the fact the UI wouldn't update properly if left open and you walked away, meaning you could tell the tram to go to a destination it was already at and brrrrrrrrrr.
TGUI really isn't my strong suite and forcing it closed guarantees the info on the UI is updated so no blender.
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
* Fixes a harddel caused by the FUCKING MACHINE VAR WHAT THE FU-
* Fixes a tram related harddel, the proc that removed things from the riders list worked on stuff passed in by Uncrossed, but failed with the qdeleting signal. I've made a wrapper proc to better support these things, added signal handlers, and removed an if check that hid nulls (If it's breaking I need to know)
Currently does four things:
The reaction chamber now supports purity! It has a yellow (acid) and green (basic) input for buffers, aswell as a setting to automatically dispense either an acidic or alkalic buffer when above/below a certain pH! Now you can make a 100% pure meth factory! The buffer connects are on an alternate layer.
Probably going to be less loved, but I removed the reaction chambers ability to pick reagents from the net. Instead, it will pull untill a set volume is reached. Then it'll start reacting. While this means that players will have to be more creative and use a wider array of machinery.
Also new machine! Buffers! They fill the hole that reagent chambers left. They can be set with a threshold volume and will only start putting out chems when ALL of their neighbouring buffers also are also above this threshold. You might have a lot of one chem and have to wait for a more specialized chem to be produced, and with the cleverness of reaction chambers gone, bufferers can do just that: wait.
I also removed all but two layers. I want to make it obvious what layer the buffer connects are on. Also layers are basically unusable and I'm gonna give them a rework very soon. I'll put the things back in then when they actually have something to contribute