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82 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
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8c4cf753f5 | Remove data systems in favor of global datums (#82943) | ||
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55d1c715e5 |
Pulls2 (#27514)
* New docking port sprites (#82729)
* Adds text to lootpanel items [no gbp] (#82722)
## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues
I clipped it at 5 because monke


## Why It's Good For The Game
Handy if youre in a rush and won't upgrade byond to fix the issue
## Changelog
🆑
fix: Lootpanel additions: Condensed item names for the quick of draw
/🆑
* Fixes tgui alert buttons (#82714)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Been on my mind for a long time
I did this while relatively inexperienced (how do I center a div etc)
Fixes an issue inherent to our stack implementation where reversing the
direction caused strange spacing issues. This effectively reverses the
extra margins in css so it looks identically spaced whether reversed/not
<details>
<summary>before/after</summary>
Before (normal buttons)

Before (large buttons)

After (normal buttons)

After (large buttons)

Long buttons (normal)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))

</details>
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Looks better, runs smoother, no clipping
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)
## About The Pull Request
Replaces the tools on the tables with 2 surgery trays.

## Why It's Good For The Game
Makes surgery a bit less painful in the surgery theatre, Using tools
from a tray is much nicer than having to open the context menu on the
piles of tools on the tables.
## Changelog
🆑
qol: Replaced the surgical tools in the Primary Surgery Theatre with 2
Surgery Trays.
/🆑
* Fixes smart pipe & cryo gas reallocation (#82701)
## About The Pull Request
**1. Smart Pipe Problem**
- Fill a pipe with any gas, plasma for e.g.
- Unwrench the pipe to deconstruct
- The pressure sends you flying but notice plasma is nowhere to be seen
from the now destroyed pipe
**2. Cryo pipe connector problem**
The gas gets reallocated when the object is deleted. We only want this
when its deconstructed not deleted to prevent any side effects
This PR fixes them
## Changelog
🆑
fix: smart pipes release their gases into the air when unwrenched
fix: cryo pipe connector component has no side effects of gas
reallocation when deleted
/🆑
* Fix Primal Instincts (#82741)
## About The Pull Request
#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something
## Changelog
🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑
* Fix handcuffing (#82760)
## About The Pull Request
Changed this to an early return but then didn't invert the condition
## Changelog
🆑 Melbert
fix: You can handcuff people with 2 arms and you can no longer handcuff
people with 0 arms
/🆑
* Gets rid of UNIT_TESTS compiler warning (#82695)
## About The Pull Request
Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```
You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24
This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.
I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes dropdowns better (#82697)
## About The Pull Request
Kind of a pain to work with, confusing people with its prop names (many
such cases!)
After recently discovering deathmatch it's very obvious to me how broken
it is, so I made it less so
(now comes with a complete ui upgrade!)
It now scrolls with the selection and to the selection on open, which
felt like major QoL
<details>
<summary>pics/vids</summary>
In motion

Deathmatch got some UI facelifts


Fixes #75741

</details>
## Why It's Good For The Game
Better UX
Bug fixes
Potential exploit patched (ui validation for ai voice changer)
Fixes #81506
## Changelog
🆑
fix: Dropdowns received some much-needed QoL, like having the scrollbar
follow your selection.
fix: AI voice changer now shows its current voice selection.
fix: Deathmatch screen has been touched up.
fix: Prefs menu has their dropdowns simplified, hopefully fixing issues
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fixes the NT SWAT helmet sprite (#82743)
* Mass Item Creation (#82455)
## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.
## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).
* Adds Retain volume flag on the ants reaction (#82718)
Fixes #82575
We'd expect feeding ants to always result in more ants I imagine.
* Borg movement now has sounds (#82704)
## About The Pull Request
adds sound effects to cyborgs when they move
Demo:
https://imgur.com/a/7Mu98pQ
Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑
* Use cell defined constants for various stuff (#82594)
## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.
## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑
* Plumbing machinery power & processing tweaks (#82702)
## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched
- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency
- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time
## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑
* Carps migrating through the station no longer idle so they don't get stuck after spawning until someone walks by. (#82744)
## About The Pull Request
Carps migrating through the station no longer idle so they don't get
stuck after spawning until someone walks by.
## Why It's Good For The Game
Bugfix for Carp Migrations.
## Changelog
🆑
fix: Carps migrating through the station no longer idle so they don't
get stuck after spawning until someone walks by.
/🆑
* Alt click no longer conflicts with mech suit [no gbp] (#82758)
## About The Pull Request
Get in the gundam shinji!!!
Context: Mech users hold ALT to disable strafe, which would trigger the
lootpanel to come up while committing war crimes (annoying!)
This prevents the panel from appearing and fixes the previous behavior,
meaning you can alt click your own mech to disable strafing.

It also makes toggling strafe a balloon alert with sound. Parties for
all occupants!!
## Why It's Good For The Game
Fixes #82753
## Changelog
🆑
fix: Mecha pilots are no longer bothered by incessant loot panels while
holding ALT for strafe disable.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds a Wizard-themed map to the deathmatch (#81640)
## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.
Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.
The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑
* Makes viewers() defines (#82767)
* Fixes Pseudo circuit delay & some missed cell define usages (#82771)
## About The Pull Request
- Fixes #82688
If the circuit cost is<= 1% of `STANDARD_CELL_CHARGE` then the delay is
5 seconds, if the circuit cost is >= 50% of `STANDARD_CELL_CHARGE` then
delay is 1 minute. All other delay values are interpolated in between
these 2.
- Pseudo circuits don't use power when used on cooldown
- Makes `INSPECTOR_ENERGY_USAGE_*` defines values use standard cell
values
## Changelog
🆑
fix: pseudo circuit adapter computes recharge delay durations correctly
& won't use power when on cooldown
code: uses standard cell defines for N-spect scanner
/🆑
* Lava/Plasma River tiles now immerse you in them (#82736)
## About The Pull Request
This adds the "immerse" element to lava tiles.

It's a tad hard to see because you're super on-fire, but it still looks
nice.
## Why It's Good For The Game
Eye candy, pretty...
## Changelog
🆑 Rhials
qol: Lava and plasma rivers now immerse you in them.
/🆑
* Adds `ALLOW_RESTING` to a bunch of items (#82761)
## About The Pull Request
Allows you to alt-click a bunch of items while resting.
Fixes #82788
## Why It's Good For The Game
Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet
Others are just sensible changes.
## Changelog
🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑
* Fixes sight range on lootpanel [no gbp] (#82765)
## About The Pull Request
When asked to make lootpanel visible at range they did not just mean
_any range_
AI alt click was a little weird (still is) but now it works
(TM BUG)
Fixes #82768
* Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)
[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)
All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity


Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.
The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.
By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.
Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.
Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Fixes dropdown displaytext not working for numeric values (#82778)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/82697 broke the prefs menu
downstream; we have a couple of dropdown choices that are numeric but
that make use of `display_names` to map those choices to appropriate
strings.
The code was assuming that `value` would always be a string when calling
`capitalizeFirst(value)`. Basically it should be doing
`display_names[value]` when `display_names` are present.
## Why It's Good For The Game
Fixes an oversight/bug.
## Changelog
🆑
fix: dropdowns that use display_names as an alias for numeric values
will no longer cause tgui bluescreens
/🆑
* [NO GBP] HPLC can purify inverted chems (#82727)
## About The Pull Request
- Fixes #82725
Inverted chems are now coloured green and classified as clean (like
before my general maintenance PR) which means they can be purified
again.
Only chems that are too impure to use & have an inverted chem value are
coloured red in the UI and not when they are just of the inverted type
## Changelog
🆑
fix: HPLC can purify inverted chems and are now coloured green(clean) in
the UI
/🆑
* Lathes compute their local storage size correctly (#82770)
## About The Pull Request
Basically we have to add the material container before we call parent
Initialize(which calls `RefreshParts()`), else the container doesn't get
initialized early and we skip over computing storage sizes
## Changelog
🆑
fix: off station & round start lathes with local storage don't have
infinite storage size.
/🆑
* Arcmining QoL: GPS component to scanned vents and vent(pin)pointer (#82724)
## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


</details>
## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑
* Fix oven tray runtime (#82782)
## About The Pull Request
Fixes a lil typo from the interaction refactors that broke the ability
to load oven trays from containers
## Why It's Good For The Game
squamsh bug
## Changelog
🆑
fix: loading oven trays from serving trays and other containers works
again
/🆑
* Fix flaky test detection (#82790)
- Add missing job pagination.
- Fix multiple jobs being able to fail if they aren't in
`CONSIDERED_JOBS`
* Add utf8 support for state laws button (#82789)
## About The Pull Request
Adds UTF-8 support for state laws HTML page. Now it supports more than
just English
## Why It's Good For The Game
Support for other symbols, such as cyrillic

* Update highest available sound channel (#82780)
Current channels are:
```
```
So, the highest available now is 1013
Updating the thing which everyone forgot for 7 years. Not that many
special channels were added either way
* Revert "Borg movement now has sounds" (#82795)
Reverts tgstation/tgstation#82704
The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.
* Use defines for "General Research" where it's not used (#82785)
## About The Pull Request
There is a define for it, so why not use it?
## Why It's Good For The Game
Defines good
* [READY] the unfuckening of clothing rendering (#79784)
refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item
one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/
fuck this 2003 bullshit
theres like several bugs here i fixed but i forgot them all and they are
small
* Allows vv investigate /appearance + better checking image (#82670)
* Fixes Alien Numerical Identifier Transfer System (#82762)
## About The Pull Request
Fixes #82756
I'm not sure what the root cause of the issue is or why it broke so
recently (this has been a thing since #49150) but I went and cleaned up
the code and ensured that we always reset the `name` to the `initial()`
value we have for it if we determine that we need to transfer over the
`numba` from the old xenomorph. This is done by a new proc which is a
lot less convoluted from the old system (always respecting var-edited
names and stuff like that) that should make it flow a lot better and
make it more hardy against double-addition of the `numba` to the name.
## Why It's Good For The Game
Having two numbers in your name is weird, should only have one.
[x] I tested this PR
## Changelog
🆑
fix: Evolved aliens should no longer have two numbers in their name.
/🆑
* [NO GBP] Fixes runtime in advanced camera console (#82699)
## About The Pull Request
We only unset machine if we have a user who has logged in
## Changelog
🆑
fix: Fixes runtime in advanced camera console when power is turned off
/🆑
* Refactors how basic ais do their success/failures (#82643)
* Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)
as the only meaningful reward
Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.
Reaching Legendary rewards you with the Golden Gloves.
I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635
But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.
- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).
- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.
- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).
- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!
So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.
(against boxers)
Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.
Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.
Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)
@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.
Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.
Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.
The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.
🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑
* Cargo ui refactor -> TS (#82745)
Refactors cargo ui, fixing some visual bugs, just making it look better
in general
Should be no gameplay effect other than it looking better
<details>
<summary>pics</summary>




Fixes #81442

Made a type grabber for backend data in case you want to make your own
typescript uis
`logger.log(getShallowTypes(data))`

Otherwise cargo's data is unreadable
</details>
Any UI over 500 lines should get broken up to reduce cognitive load
~~Any ui in javascript shouldn't exist~~
Cargo UI is better
Typescript
🆑
fix: Cargo's supply console has been upgraded visually.
/🆑
---------
Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Makes lavaland stone tiles prevent immersion (#82807)
## About The Pull Request
Adds the same trait that lavaproof rods have to the stone tiles, so
things can continue being visually outside of the lava
## Why It's Good For The Game
this shit looks goofy

## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑
* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)
Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits
- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
- If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.
🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑
* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)
## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑
* Fix all types of damage to the head causing brain damage (#82763)
## About The Pull Request
5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.
## Changelog
🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑
* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)
## About The Pull Request
If we say something is a Modal it should actually be a Modal
## Why It's Good For The Game
You can now use this system in other windows if you want.
Fixed the misnomer.
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)
## About The Pull Request
Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.
Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.
The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.
## Why It's Good For The Game
The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.
Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.
## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑
* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"
This reverts commit
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570) ## About The Pull Request I completely screwed up and told the original PR author of #82415 ( |
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9079534cf1 |
[MIRROR] Use a common list for acceptable silo materials (#26817)
* Use a common list for acceptable silo materials (#81790) ## About The Pull Request This list containing the same material values was copy pasted all over. It's already cached in the subsystem so let's just use that. Renamed ore category into silo category. ## Changelog 🆑 code: Use a common list for acceptable silo materials for some stuff. Renamed ore category into silo category. /🆑 * Use a common list for acceptable silo materials --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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e56e5b5f66 |
[MIRROR] New Processing Unit UI (#26237)
* New Processing Unit UI (#81029) Made a new TGUI for Ore Processing Unit, removed all `updateUsrDialog` calls. * New Processing Unit UI --------- Co-authored-by: Interception&? <137328283+intercepti0n@users.noreply.github.com> |
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33d7bdecc2 |
[MIRROR] Removes material breakdown flags, traits & miscellaneous fixes. [MDB IGNORE] (#25836)
* Removes material breakdown flags, traits & miscellaneous fixes. (#80389) ## About The Pull Request 1. Removes material breakdown flags i.e. all flags with the format `BREAKDOWN_XXX`. These flags do nothing, there are no special checks to transform materials based on these flags, they are passed around just because certain procs require them for syntax purposes only. Apparently there were plans to make these flags do something special from the comment |
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aa3e795e36 |
[MIRROR] Cuts down on unnecessary non-TGUI stuff [MDB IGNORE] (#24896)
* Cuts down on unnecessary non-TGUI stuff (#79590) ## About The Pull Request Removes INTERACT_MACHINE_SET_MACHINE on machines that don't use a non-TGUI UI. Removes set_machine from TGUI things that forgot to remove them previously. Decouples advanced camera consoles from UI procs since it doesn't actually use one. ## Why It's Good For The Game TGUI machines don't need to be using these procs and vars, and this makes it more clear what does and doesn't use a TGUI menu from a glance. I explain it a bit better [here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) if you're interested. ## Changelog No player-facing changes. * Cuts down on unnecessary non-TGUI stuff --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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2bd7b5706c |
[MIRROR] [NO GBP] Fixes active conveyor belts not moving movables spawned on top of them. [MDB IGNORE] (#22703)
* [NO GBP] Fixes active conveyor belts not moving movables spawned on top of them. (#77104) There's one instance of the old signal I've missed from #76376, all because lists treat undefined keys like text strings. * [NO GBP] Fixes active conveyor belts not moving movables spawned on top of them. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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6a5f3c50c4 |
[MIRROR] Material container & related stuff ui refactors & clean-up [MDB IGNORE] (#22667)
* Material container & related stuff ui refactors & clean-up (#76220) ## About The Pull Request **1. Material container clean-up & refactor** - Replaced `total_amount` var with `total_amount()` proc, this var can be easily computed by summing up all material amounts rather than storing it as a var which is tedious to update & keep track of when materials are added/removed - Removed unused procs `transer_amt_to()`, `can_insert_amount_mat()`, and `get_categories()`. These procs are not used anywhere in the codebase so let's remove them & make some space. - Callbacks are replaced with signals, the callbacks don't need to be explicitly garbage collected & having macros & procs marked with `SIGNAL_HANDLER` makes your intentions more readable & explicit. - Fixes #76151 All material adding, removal, checking operations are "Integer" operations, i.e. the final value is rounded & them made 1 if the final value is 0 using the macro `OPTIMIZE_COST`[coudn't come up with a better name]. No more dealing with decimal value materials The problem was after the protolathe was upgraded with better parts all the design costs were multiplied with a decimal `efficiency_coeff` value, this means even though in the UI the cost was displayed as 60 bluespace crystals its actual cost was `60.0001` something in the backend causing this check for materials to fail & print the error message. - Replaced `GetComponent(/datum/component_material_container)` with just a simple ref to the material container when adding the component, so we can save some overhead from calling this proc - Gave all procs a ton of documentation with documentation having documentation - Fixes #76506 RCD and other devices that uses the silo link upgrade now have the correct material usages - Fixes #72096. It wasn't just a problem with ancient protolathe but with all machines that used `datum/component/remote_materials` the problem was remote materials would add an instance of `datum/remote/material_container` if it wanted to use local storage but this component would get added before `datum/component/remote_materials` could be registered i.e. it comes before remote_materials in the component list. So when the machine is destroyed it will first destroy `material_container` & then `remote_materials` therefore destroying the materials before they could get ejected - Silo link is established when parent is registered with remote materials raher than adding an external timer which is faster - Everything that uses a material container will auto eject their sheets when destroyed - Moved this & remote materials into its own folder for better organization **2. Material UI Changes** - Removed the x25 & x50 print buttons from the autolathe, now they just have x5 & x10 buttons like the protolathe, These buttons were of no use since you could just type the exact amount you want to print in the `[Max: <some amount>]` side bar. The code to compute these buttons was just plain right nasty & some of it unused in the UI. - The material eject button in the material bar does not gray out when you can eject exactly one sheet - All material cost are integer values rounded - Fixes #76253 Exosuit Fabricator sends the material container static data to the UI so its material bar is not greyed out when there are sufficient materials to eject - Component printer material bar sends the material container static data to the UI so its material bar is not greyed out when there are sufficient materials to eject - Autolathe Material bars now display number of sheets available - Max printable amount of items are now computed & updated correctly in the UI. They were displaying wrong values & now get updated when items are printed, materials are removed - Silo hold actually works now. When a machine is put on hold it calls this proc |
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46d84e6119 |
[MANUAL MISSED MIRROR] Replaces lava and chasm's "safeties" and ignoring turf slowdown on catwalks with traits and a new element (#22384)
Replaces lava and chasm's "safeties" and ignoring turf slowdown on catwalks with traits and a new element. (#76376) This adds a new element for movables that grants turfs they're in traits, changes lava and the chasm component to check for traits instead, ditto for turf slowdown. It also implements another trait that prevents wet floor from slipping people, as well as some other changes (feel free to opine on them really): - Tables and conveyor belts now stop turf slowdown, much like catwalks, as I imagine people walking on them are not really touching the floor. (I'd include protection against lava too... until they melt, but that'd mean finding a way to have these objects burn in the first place, and lava code is still stupid despite a years old refactor I did) - Tables also stop slippery turfs from slipping (bananas, soaps etc. still apply). I wish there were a way to make some objects slippery by coating them in water vapor or splashing water/lube, but that's outside the scope of this PR. - Fixed an edge case in which a mob standing on a lava turf would be left permanently visually on fire if the lava is changed to another kind of turf. - Removed unused code from stone tiles. I'm going to include these traits in that global list for admin-added traits... tomorrow perhaps. 💤 Replacing some hard-coded mechanics with easier to use traits and an element, which I also need for the submerge element PR. 🆑 refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring turf slowdowns on catwalks with traits. balance: much like catwalks, tables and conveyors also disable turf slowdowns. balance: slippery turfs won't slip you when walking on a table. fix: Fixed an edge case in which a mob standing on a lava turf would be left visually but permanently on fire if the lava is changed to another kind of turf. /🆑 Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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24552f5f95 |
[MIRROR] Refactors for material container, ammo box & recycler [MDB IGNORE] (#21519)
* Refactors for material container, ammo box & recycler * Mirror! * Modular! --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Funce <funce.973@gmail.com> |
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c4d4e1da63 |
[MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. * AI GEN RUN ONE --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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9a594755f3 |
[MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name * updates to our code --------- Co-authored-by: oranges <email@oranges.net.nz> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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27492ff60d |
[MIRROR] Autounlock techwebs are shared between machines that use them. [MDB IGNORE] (#18734)
* Autounlock techwebs are shared between machines that use them. (#72515) ## About The Pull Request Did you know that for every Autolathe, Limbgrower, Biogenerator, ORM, and Smelter that was built, an entire new techweb was made? The average round has 2 ORMs (smelters count) if not more from ORM deconstruction objective, 2 biogenerators, several autolathes and generally 0-1 limbgrower, I think there's more techwebs being created than we need. Creating a whole techweb was a pretty terrible way to optimize this, so I made a global list that stores these techwebs. Created on demand, these autounlocking techwebs now share between the machines that use them. It also generate all hacked nodes which will be visible if the machine is hacked, instead of 'researching' them for each hacked individual machine. The 'specialized' techweb subtype was removed because its sole purpose was to allow autounlocking to be a subtype of it. Now autounlocking is just the direct subtype. I also removed mechfab autounlocking type because it wasn't used, mechfabs use techwebs directly. Autolathes and Limbgrowers now locally store 'imported designs' which are things uploaded from technology disks. Outside of this, the autounlocking techweb subtype now stores 'hacked designs' which unlocks when the machine is emagged. While doing this, I saw ORMs and Biogenerators had disks you can insert into them, but I did not find anything that can actually be uploaded to them (I saw Alien Alloys as a possibility, but there's no such disk to allow uploading this alloy to the machine, and I didn't think an entire system for 1 single alloy was worth keeping around), so I removed this unused feature from both machines. I merged 'Hacked' and 'Emagged' categories because they served the same purpose, 'hacked' being on hacked autolathes and 'emagged' being on hacked (emagged) limbgrowers. Tech disk techwebs (which is created every time a disk is made, however I hope to change this in the future) into it's own subtype, so admins understand where its from when looking in VV panel (because I was confused when I saw them at first). ``autolathe_crafted`` proc was removed because it was entirely unused too. Now it looks like this, which I consider an improvement:  ## Why It's Good For The Game We no longer initialize a brand new techweb for no reason whatsoever. Each techweb made is making entire lists of experiments and research papers, all of which is never to be seen in-game and is completely useless to the player. Cutting down on these techwebs is a good first step to this needless initializing. ## Changelog 🆑 qol: Removed the tech disk part of the ORM's UI as it was entirely unused, now it's a little more compact with less scrolling needed. refactor: Autolathes, Limb growers, Biogenerators, ORMs and Smelters now share techwebs with other machines of their types, rather than all make new techwebs each time. This means they only build their nodes once, including hacked ones. Instead of researching nodes on hacking the machine, they now show hacked ones depending on if it's hacked. /🆑 Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> * Autounlock techwebs are shared between machines that use them. Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> |
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090174da7a |
[MIRROR] Biogen shows default reagent container icons instead of beakers [MDB IGNORE] (#18503)
* Biogen shows default reagent container icons instead of beakers (#72247) ## About The Pull Request With the new crafting menu some reagents now have default container assigned. I applied these to visualize reagents in biogen UI too. <img alt="060ybChTkI" src="https://user-images.githubusercontent.com/3625094/209483256-e4159a05-46ae-47b8-bc42-9d003cf6c303.png"> ## Why It's Good For The Game Better representation of a reagent. ## Changelog 🆑 qol: Biogenerator shows default reagent containers instead of beakers /🆑 * Biogen shows default reagent container icons instead of beakers Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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a70a6a8055 |
[MIRROR] Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED [MDB IGNORE] (#17670)
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED * modular RegisterSignals Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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f7c26bbf25 |
515 Compat (#17465)
* ONLY SKYRAT CHANGES * ACTUALLY SKYRAT CHANGES * yolo, revert later * Update alternate_byond_versions.txt Co-authored-by: AnturK <AnturK@users.noreply.github.com> |
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4eac66d790 |
[MIRROR] Labor camp machines - Fixes & Code improvement [MDB IGNORE] (#15392)
* Labor camp machines - Fixes & Code improvement (#68584) About The Pull Request Visible changes (all the fixes): Labor point checkers now says the prisoner ID's stats rather than being a to_chat, it also displays their info much better. Labor stacker no longer duplicates your points at no cost by attacking the machine with materials, instead it processes it just like it would when sucking materials up. Labor stackers additionally now update their input/outputs when they are rotated through shuttles, as it doesn't work on the current version of Lavaland (there's no issue report up on this yet though, oddly). Adds a check if you actually have a goal before checking if you can send the shuttle up, preventing prisoners who were sent without a point goal (permanently) from being able to go up whenever they wanted by simply clicking on the button before it greyed out. The rest (code improvement): Added more early returns Removed single letter vars Renamed terribly named vars and added comments to some of them. Removed machinedir in favor of checking their view() when syncing machines, as I didn't find checking an entire side of the map next to an object to be very intuitive. Lets Lavaland use labor camp machines again Closes #67764 Just cool general fixes +1 Changelog cl fix: Labor camp Prisoners without a sentence can no longer send themselves back up whenever they wanted by clicking the button fast enough. fix: Prisoners can no longer get infinite labor camp points by clicking the stacking machine with ores. fix: All ore machines now properly change their direction when they dock a shuttle in a separate direction, fixing Lavaland's labor camp stacking machine. qol: Labor camp's point checker now states all the information you need, rather than being a paragraph of text that just appears in chat. /cl * Labor camp machines - Fixes & Code improvement * MAP RESET * Update labour_skyrat.dmm Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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4af0dd0b8f |
[MIRROR] addresses reviews on the tram pr made after merge, fixes diagonal movement bugs [MDB IGNORE] (#14943)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033) * addresses reviews on the tram pr made after merge, fixes diagonal movement bugs * wew Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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f3bc070303 |
[MIRROR] COMSIG_ATOM_CREATED -> COMSIG_ATOM_INITIALIZED_ON [MDB IGNORE] (#12444)
* COMSIG_ATOM_CREATED -> COMSIG_ATOM_INITIALIZED_ON (#65809) Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com> * COMSIG_ATOM_CREATED -> COMSIG_ATOM_INITIALIZED_ON Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com> Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com> |
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645b90d34a |
proximity monitors cleanup (plus connect_range and connect_containers components) (#10192)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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c23bd1cb8c |
[MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does * E Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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56d4291ef6 |
[MIRROR] Reverts Entered() passing dir instead of old loc (#6646)
* Reverts Entered() passing dir instead of old loc (#59910) * Reverts Entered() passing dir instead of old loc Co-authored-by: Rohesie <rohesie@gmail.com> |
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d85a02babd |
[MIRROR] Refactors move procs to support multitle objects (#6423)
* Refactors move procs to support multitle objects * Update _blob.dm Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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94f9a384b0 |
[MIRROR] [READY] Bespoke Datum Mats (#2737)
* [READY] Bespoke Datum Mats * Update sheetifier.dm Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com> Co-authored-by: Azarak <azarak10@gmail.com> |
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8158c64115 |
[MIRROR] minor material_container args/vars refactor and Mk-honk shoes peeve. (#1755)
* minor material_container args/vars refactor and Mk-honk shoes peeve. (#54863) My original intention was just fixing an issue with the Mk-honk banana shoes but, considering I didn't want to add two new variables to a component with already lot of args and lengthy AddComponent() calls in term of text, I had to merge some TRUE/FALSE variable/args into the breakdown_flags bitfield (now named mat_container_flags) in the process. * minor material_container args/vars refactor and Mk-honk shoes peeve. Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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cae0e4cb5c |
[MIRROR] Adds Alloy Materials (#1228)
* Adds Alloy Materials (#53623) Adds and implements alloy materials Takes several materials that were mostly fluff and converts them into actual usable materials. Messes with material code a bit to make alloys recycle back into their component materials. Adds the alloy materials to their in-game stacks. Materials added: Plasteel Plastitanium Plasmaglass Titaniumglass Plastitanium Glass Alien Alloy Makes plasteel/plastitanium/plasmaglass and the rest able to have separate properties from their component materials. It doesn't make much sense that the materials used to seal off the supermatter chamber from the rest of the station would be prone to exploding when heated. Allows for further expansion of materials, possibly including actual functional metallurgy and smelting at some point in the very distant future. (Lemons note: Adds a regeneration component, used for alien alloy) * Adds Alloy Materials Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com> |
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1e705faa19 |
[MIRROR] Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#709)
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981) * Process procs now properly use deltatime when implementing rates, timers and probabilities * Review fixes * Geiger counters cleanup Made hardsuit geiger code more similar to geiger counter code Geiger counters are more responsive now * Moved SS*_DT defines to subsystems.dm * Rebase fix * Redefined the SS*_DT defines to use the subsystem wait vars * Implemented suggested changes by @AnturK * Commented /datum/proc/process about the deltatime stuff * Send delta_time as a process parameter instead of the defines Also DTfied acid_processing * Dtfied new acid component * Process procs now properly utilize deltatime when implementing rates, timers and probabilities Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com> |
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e65a48e91f |
[MIRROR] Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#430)
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761) Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks. Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work. This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping. To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway. Requested by @optimumtact. Changelog cl admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again. /cl * Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com> |
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62676e72a8 |
Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> |
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a8e62d7132 | [s] Fixes ore machine exploits | ||
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1059a64a98 | I before E, except after C. (#51543) | ||
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a6bbf09898 | Fixes ORM scooping bugs. (#50809) | ||
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b391baeb74 |
Republish - Machinery processing refactor (#49307)
* initial small thing * improvements 1. Removes loops for picking up items. its now an item by item basis unless there is an ore box involved 2. Removed pickup_rate and ore_buffer var for the ORM, they aren't needed anymore 3. Fixed conveyors not moving items that get created on top of them (New / Initialize), by sending signals when atoms are created. * renames the registered signal proc name so travis doesn't throw a fit * signal improvement * forgot to update other proc names * ninjanomnom review changes replace NEVER_PROCESS with START_PROCESSING_MANUALLY default_unfasten_wrench override for ORM 50 -> 5 SECONDS I totally didn't mispell anything * makes a new signal: COMSIG_ATOM_CREATED * more review changes * duh * even more review improvements * switch >= to > * reverts conveyors back to using process() for moving stuff * various touch ups, adds documentation * rebase to fix map conflicts with forgottenship.dmm Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com> |
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ab3a127295 | Makes the global materials lookup lazily initialized | ||
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b33d1c49a3 |
[READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work * more * ass * wsedfwedff * asss * test * stuff * fuck * sss a * kms * asdadwedwdfwefwef * start * test * dwwdew * ewefwfef * Redemption machine (#8) * Redemption machine * Removes debug messages * changes * fuckmyshitup * coin mint works with new material shenanigans (#10) * Auto stash before merge of "materials" and "origin/materials" * woops * furnace (#11) * autolathe manufacturing of toolboxes * eggs in a basket * some small changes * matcolors * documentation * more documentation and effects * done * Color man bad (#12) * fixes designs * ass * more fixes * fuck me * firestacks adder * epic fixes * fixes designs * DONE DIDDILY DOO * removes category macro * ch-ch-ch-changes * fixes some stuff * Fixes display of ore values (#9) * Redemption machine * Removes debug messages * Re-adds value display * Replaces the fire stacking component with an element instead (#13) * fixes examine * fixes ligma bugs * double ligma boofus * fix * misses some defines * fixes ORM * Update code/datums/components/material_container.dm Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com> * fixes * Makes glass objects weaker (#14) * Makes glass objects weaker * uses correct proc * fixes shit * honk honk * better * oh shit oh fuck * fixes * fuck ORMs * fixes the biogen * documentation * ass (#15) * component * changes * ass * ass * doc * Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent" * fixes rounding * fixed |
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c3f95024b2 |
Gets rid of the GetComponent macros (#44220)
* Removes the GetComponent macros * Regex replacement for GET_COMPONENT Search: `GET_COMPONENT\( *(.+?) *, *(.+?) *\)` Replace: `var$2/$1 = GetComponent($2)` * Regex replacement for GET_COMPONENT_FROM Search: `GET_COMPONENT_FROM\( *(.+?) *, *(.+?) *, *(.+?) *\)` Replace: `var$2/$1 = $3.GetComponent($2)` |
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4116f7ec79 |
Techwebs Backend Refactor - Removes references from techwebs and uses IDs instead (#40596)
Yeah yeah I know no opening too many WIP PRs but this one's [ready] and I want to make sure any furthur techweb development doesn't keep using the old reference system which will make refactoring it harder, and this makes it easier for coders to do stuff in theory (at least for me), standardizes getting a node/design, and makes stuff actually GC properly. |
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daba3009ba | Eliminate some duplicate typecaches | ||
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6d0179f57b |
Merge pull request #38116 from AutomaticFrenzy/patch/anchored
Refactor machinery to default to being anchored |
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808ab5f9e4 | Makes a bunch of materials containers show contents on examine (#38133) | ||
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2f212e16a3 | Remove redundant anchored=TRUE from machines | ||
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76cb1cf060 |
Fixes Several Machines Materials Insertion (#37432)
* Fixes Several Machines Materials Insertion * attackby disable and show on examine fix |
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f300a5c155 | Interaction/Attack Hand Refactor (#36405) | ||
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0e746319e6 |
Removes input/output plates and their last remaining use (#35800)
* - Removes input/output plates and their last remaining use * - ok fine updates the map too * - loco loco |
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c4fd8715a5 |
Return of ore stacking, various changes to lavaland bombs to facilitate reduced lag (#35291)
* Ore Stacking * honk * honk * component memes * honk2 * fix overlay off-by-1, sheet singular names * Give the ores more descriptive names since sheets also have * whoops debug memes * atom editor memes * fixes * snowdin fix |
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8c4885cf6e |
Revert "Ore Stacking (#33062)"
This reverts commit
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8e1ac5720d | Ore Stacking (#33062) | ||
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395c0ee6a0 | Cleans up some qdel(src)'s in Initialize() | ||
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caa1e1f400 | Massive research refactor; changes research system to techwebs; Decentralized research |