* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes sinks that don't have water reclaimers (#67462)
* Fixes sinks that don't have water reclaimers
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Demotes the Quartermaster from Head to Normal Staffer(because /tg/ is making the QM a head upstream and we want to avoid conflicts)
* whoops
* a
* fug
* fuck
* Adds steam vents to maintenance, adds some flavor to maintenance. (#66915)
* Steam Vent Challenge (Do not meme)
* Fixes icebox, I think
* Changes to how smoke behaves appears to have removed the need for the opacity setting on the vent. Sounds.
* Mapmerge sama please
* Adds signal system, crafting recipe, and some basic crafting organization.
* Potential fix
* Apply suggestions from code review
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* makes changes thanks anturk
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* Adds steam vents to maintenance, adds some flavor to maintenance.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes mid-construction airlocks having paper stuck to them (#67530)
Fixes#67393
* Fixes mid-construction airlocks having paper stuck to them
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* The Great Species Food Rebalance, Part One: Nutriment, Chemical Recipes, Cargo Orders, Baking Times, Oh My! (#67227)
the great rebalance, part one
A comprehensive rebalance of food, including cooking times, nutriment values, crafting recipes, and cargo orders
* The Great Species Food Rebalance, Part One: Nutriment, Chemical Recipes, Cargo Orders, Baking Times, Oh My!
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
* Fixes statue simplemob teleport not working and 3 other spells not appearing (#67105)
* Fixes statue simplemob not being able to teleport, and their 3 spells they're supposed to have.
* Also repaths statues to netherworld mobs, to reduce copy paste code.
* Fixes statue simplemob teleport not working and 3 other spells not appearing
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* reinforced windows no longer runtime when heated up by non welding tools that can weld (#67416)
About The Pull Request
if(tool.tool_behaviour == TOOL_WELDER)
var/obj/item/weldingtool/welder = tool
if(welder.isOn())
cmon bro
Changelog
cl
fix: reinforced windows can be heated up by things that can weld but arent welding tools
/cl
* reinforced windows no longer runtime when heated up by non welding tools that can weld
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes foam spreading through public airlocks and windoors (#67101)
* Fixes foam spreading through public airlocks and windoors
* nova
* Fixes foam spreading through public airlocks and windoors
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* [NO GBP] Fixes Detectives having access to security gear lockers (#67264)
Detectives having access to gear lockers was unintended when originally put in by #66990f3c92c5b6e. Moving gear locker access to ACCESS_BRIG improves consistency in the goal of that PR.
* [NO GBP] Fixes Detectives having access to security gear lockers
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
* [MDB IGNORE] The Grand Airlock Naming Audit (#67235)
I manually audited all 4,710 instances of airlocks across all maps for upper casing
You'll never guess what I found.
UPDATE: We now have a grep to check for mistitled airlocks, and it's in this PR!
* [MDB IGNORE] The Grand Airlock Naming Audit
* TG MAP RESET
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Spinward Smoothies Space Ruin (#67001)
Adds a space ruin called Spinward Smoothies. It's a nature-themed smoothie bar built into an asteroid. Also includes recipes for six smoothies to match the theme.
It's a cute little thing to find in space, enabling space explorers to grab a drink there and relax for a while. More things to explore.
* Spinward Smoothies Space Ruin
* add sugar to pink milk
Co-authored-by: Sylphet <58074918+Sylphet@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes pants altars being spammable (#66911)
The cooldown doesn't start until the pants is finished being made, so while its still making the pants, you can spam the shit out of it
* Fixes pants altars being spammable
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* makes minifridges able to hold more stuff (#66922)
Due to mini-fridges being in the pool for spawning instead of crates/lockers, if there's too many things meant to spawn in said fridge, unit tests will fail because it cannot hold it.
To fix this, I simply added more storage capacity.
* Makes minifridges able to hold more stuff
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes the captain's PDA (#66908)
I screwed it up and didn't make the Captain's PDA a subtype of heads, so captain was spawning with the wrong PDA.
* Fixes the captain's PDA
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more (#66505)
- All tablets who previously had apps in a cartridge now has them built-into their tablet instead. This means it costs space for it.
- Rebalances the sizes of several apps to help them fit on Command tablets (Cargo ordering costed 20!!)
- Removes tablet cartridges, they've been reworked into a regular old portable disk (the same you use for toxins/borgs)
- Removes Signaller (the module required to run the signaller app) from tablets (likely will remove more in the future)
- Refactors the health/chem scanning app to not be as bad
- Dehardcodes detomatix resistance
- Ability to send PDA's to all is now tied to your access rather than a cartridge
- Moves 'eject disk' button to the very top of the UI
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more
* wew
* wew
* ok
* Update nanotrasen_consultant.dm
* Update nanotrasen_consultant.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Adds an ancient altar to maintenance. (#66666)
Adds an ancient cult altar to the depths of maintenance.
It can create products woven by the ancient cultists.
* Adds an ancient altar to maintenance.
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Makes smoke and foam attempt to fill the available space.
* wew
* reset
* Revert "reset"
This reverts commit 75be4f934504793ceb5c9bf2f3774dc24517df5a.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Refactors firestacks into status effects (#66573)
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.
Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.
Also changed some related proc names to be snake_case like everything should be.
This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
* Hud Image Culling By Z Level: Theft edition (#65189)
* makes hud images only apply by z level
* makes some of the atom_hud procs have better names
* fixes warning with the hud_user list and adds better documentation
* better docs for hud_images
* removes TODOs
* docs for hud_list
* adds support for linked z levels so mobs can see lower ones
* fixes merge conflict and shittily makes only shocked airlocks get added
* adds support for setting images in the hud as active and inactive
* gets rid of unatomic spatial grid change
* maybe i should actually try COMPILING my changes
* fixes merge skew and makes it compile again
* fixes huds refusing to remove from users who changed z level
* improves z level and registration logic
* fixes antag huds not appearing
* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me
* Ensures that hiding a basic appearance also hides the atom's active list too
* Fixes antag huds going poof
Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it
This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.
Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.
* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list
* fixes mistake with hud_users list being set non associatively (bad)
* as anything in bot path loops
* Fixes merge skew problems
* Makes bot paths non global
This way they can show themselves to only the bot that "owns" them, ya
feel me?
* Fixes huds not showing up sometimes, cleans up some code
Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:
call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen
*cries*
* Renames add_hud_to_atom to show_to
My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars
* remove_hud_from_mob -> hide_from
* Nitpicks a few comments
* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh
* Moves check down, improves stack trace a bit
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
* small touch-up
* this should do it
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
* Parallax but better: Smooth movement cleanup (#66567)
* Alright, so I'm optimizing parallax code so I can justify making it do a
bit more work
To that end, lets make the checks it does each process event based.
There's two. One is for a difference in view, which is an easy fix since
I added a view setter like a year back now.
The second is something planets do when you change your z level.
This gets more complicated, because we're "owned" by a client.
So the only real pattern we can use to hook into the client's mob's
movement is something like connect_loc_behalf.
So, I've made connect_mob_behalf. Fuck you.
This saves a proc call and some redundant logic
* Fixes random parallax stuttering
Ok so this is kinda a weird one but hear me out.
Parallax has this concept of "direction" that some areas use, mostly
the shuttle transit ones. Set when you move into a new area.
So of course it has a setter. If you pass it a direction that it doesn't
already have, it'll start up the movement animation, and disable normal
parallax for a bit to give it some time to get going.
This var is typically set to 0.
The problem is we were setting /area/space's direction to null in
shuttle movement code, because of a forgotten proc arg.
Null is of course different then 0, so this would trigger a halt in
parallax processing.
This causes a lot of strange stutters in parallax, mostly when you're
moving between nearspace and space. It looks really bad, and I'm a bit
suprised none noticed.
I've fixed it, and added a default arg to the setter to prevent this
class of issue in future. Things look a good bit nicer this way
* Adds animation back to parallax
Ok so like, I know this was removed and "none could tell" and whatever,
and in fairness this animation method is a bit crummy.
What we really want to do is eliminate "halts" and "jumps" in the
parallax moveemnt. So it should be smooth.
As it is on live now, this just isn't what happens, you get jumping
between offsets. Looks frankly, horrible. Especially on the station.
Just what I've done won't be enough however, because what we need to do
is match our parallax scroll speed with our current glide speed. I need
to figure out how to do this well, and I have a feeling it will involve
some system of managing glide sources.
Anyway for now the animation looks really nice for ghosts with default
(high) settings, since they share the same delay.
I've done some refactoring to how old animation code worked pre (4b04f9012d). Two major
changes tho.
First, instead of doing all the animate checks each time we loop over a
layer, we only do the layer dependant ones. This saves a good bit of
time.
Second, we animate movement on absolute layers too. They're staying in
the same position, but they still move on the screen, so we do the same
gental leaning. This has a very nice visual effect.
Oh and I cleaned up some of the code slightly.
* Parallax but better: Smooth movement cleanup
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Improper forced qdel cleanup, some expanded del all verbs (#66595)
* Removes all supurfolus uses of QDEL_HINT_LETMELIVE
This define exists to allow abstract, sturucturally important things to
opt out of being qdeleted.
It does not exist to be a "Immune to everything" get out of jail free
card.
We have systems for this, and it's not appropriate here.
This change is inherently breaking, because things might be improperly
qdeling these things. Those issues will need to be resolved in future,
as they pop up
* Changes all needless uses of COMSIG_PARENT_PREQDELETED
It exists for things that want to block the qdel. If that's not you,
don't use it
* Adds force and hard del verbs, for chip and break glass cases
respectively
The harddel verb comes with two options before it's run, to let you
tailor it to your level of fucked
* Damn you nova
Adds proper parent returns instead of . = ..()
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* Ensures immortality talismans cannot delete their human if something goes fuckey. Thanks ath/oro for pointing this out
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* Improper forced qdel cleanup, some expanded del all verbs
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* Most materials can be used to build most things
* Fixes the merge conflict
* Makes it so our vis_overlay1 is initialized first. It's awful but it works
* Properly fixes the CI issues with the plasma airlocks
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Removes an unneded istype in A* pathfinding (#66450)
* Removes an unneded istype in pathfinding procs
* Removes an unneded istype in A* pathfinding
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>