Commit Graph

411 Commits

Author SHA1 Message Date
SkyratBot
d682fbfbc8 [MIRROR] Rotation component refactor and improvements [MDB IGNORE] (#11304)
* Rotation component refactor and improvements

* Update code/modules/power/singularity/emitter.dm

* e

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-02-08 01:38:20 +00:00
Tom
b3f03c7c14 https://github.com/tgstation/tgstation/pull/64417 (#11309) 2022-02-06 21:21:34 +01:00
SkyratBot
0b23da416c [MIRROR] fixes printing unresearched mech stuff and design disks [MDB IGNORE] (#11287)
* fixes printing unresearched mech stuff and design disks (#64649)

me when no safety checks

* fixes printing unresearched mech stuff and design disks

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-02-05 17:32:25 +00:00
SkyratBot
2b12a76b0b [MIRROR] output direction change for mech fabs [MDB IGNORE] (#11131)
* output direction change for mech fabs (#64311)

* output direction change for mech fabs

* balloon alert

* output direction change for mech fabs

Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2022-01-29 23:09:31 -05:00
GoldenAlpharex
1f02364165 [BOUNTY] For Christmas, a new Cyborg model! Cargo Cyborgs! (#10232)
* It begins.

* I should've made more commits

* Adding a new animation!

* This was a good day

* Adding the last missing items

Aka, the hydraulic clamps and the rapid mail delivery device

* It works and I couldn't be happier

At long last...

* I lied, but now it works

* Final little tweak to an icon

* Removes some unused icon_states

* Okay now everything's actually fixed and finished, minus balance changes.

* Whoops

* Fixed the shapeshifter borg and uses the RIGHT WIDEBORG SPRITES HOW DID I MISS THAT???

* Reverting the non-modular clipboard change because I actually did it upstream

* Revert "Reverting the non-modular clipboard change because I actually did it upstream"

This reverts commit bb475498d6a67410792a57e1d91ef5d2d25067dd.

* The clamps can place things on tables + adding chameleon stamp to emag modules

* Conveyors too, actually!

* I'm dumb

* Fixes to wideborgs

* Fixing the animations (thanks TG)

* No free secborgs :)

* Fixes animations and open cover sprites!

* Updates to the zoomba and MissM sprites and bounty cubes are now small, so they fit in both clamps (not even wrapped!)

* Yes I can code

* Fixes the zoomba sprites and transparency for hardlight paper planes!

* More fixes to the Zoomba icon, and to the hardlight paper planes (now it's actually transparent)

* Adds the flash because I forgor
2022-01-26 12:59:25 -05:00
SkyratBot
0acc853c91 [MIRROR] Adds a movement looping system, replaces inbuild procs and spacedrift with it [MDB IGNORE] (#10749)
* Adds a movement looping system, replaces inbuild procs and spacedrift with it (#62567)

* Adds a subsystem to handle automated directional movement, replaces all instances of walk_towards with it. Makes meteors and immovable rods not drift in space, and makes immovable rods more destructive. Note, I've opted not to use byond's method of moving towards something, which is effectively Move(src, get_step(src, get_dir(src, target))) as it's cringe and doesn't make a smooth line. I've replaced it with a autoupdating rise over run setup, read the code for more details

* woop forgot the subsystem

* Documentation, contributing.md entry, and some cleanup

* Makes the moveloop datum more oop friendly, sets us up for a lot of conversions

* Converts the curseblob and walk_away() to the subsystem

* Changes the default for override from FALSE to TRUE

* converts walk() over, still need to add a replacement proc for it, but we didn't actually have anything that used the raw proc

* converts the rest of walk_to() over, nearing the end now

* cleans up some errors

* Fully documents everything, fills in some missing movement types, uses the power of oop to make things cleaner, and typepaths longer

* Finishes the contributing.md stuff

* Done

* Fefaults -> Defaults, can you tell I wrote this at 1AM?

* resolves bubblegum issues

* Roh's suggestions

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

* Cleanup

* Hey lemon, did you know that Destroy() lives on datums? ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

* Converts over the discrepencies created in my absense

* HAHA FUCK YOU I PAY MY DUES

* Whoops lost some stuff in the merge

* Converts the system from seconds to deciseconds to make dealing with the api more sane

* Some stuff I missed

* Makes movement an inheritable subsystem type, splits the moveloop file into two, one for the subsystem, and one for the datums

* Makes a subsystem that handles directing movers out to other subsystems. It's a bit bad right now, but it's a
good first step. I think I'll move the move loop datum to a lazy var on mobs instead of an assoc list, don't
like lists.

Also makes the movement procs global, I'll move em to the /movement subsystem at some point or something like
that

* Converts the existing uses of the procs over to the new format

* Adds support for subsystem precedence, so a type of A can override type B.
General cleanup, still kinda in debug mode but it's getting better

* I'll admit I'm not too familiar with this, but I think it will work

* Adds starting logic so movement types "pausing" makes any sense
Redoes how waiting is handled to make it based on world.time directly. I don't remember why. I think it's better
this way.

Adds a drifting movement type, moves space drift over to it.
Needs severe work before it's ready, too much info stored and modified on the moving object, see comment
Starts work on making drifting smooth

* Moves almost all space drifting vars over to signals on the movement datum
Properly implements glide size stuff for both the subsystem and the loops. Space drift will be smoother now.
It's not perfect, but it'll work just fine for now

Adds a way to override a client'd mob's glide size mid move, uses it to make entering a spacedrift look right
Adds a way to delay a client move outside of just move_delay, meant to be used for long periods, and setup such
that it doesn't make inputs persist

Adds flags to movement loops, alongside MOVELOOP_OVERRIDE_CLIENT_CONTROL, which blocks client movements while
the loop is firing, and for it's visual delay after

This means you can't exit a space drift until you hit the actual wall. This feels a lot better

Some general logic stuff, move() will return true/false if it succeeded or failed
Adds a stop_loop() proc that's called when a move loop is no longer active

Suck my nuts

* Moves precedence to the loop instead of the subsystem

* Moves drifting into a component, this lets me explictly block input after the move loop ends, so people can't
move the moment they functionally move onto a new tile
This is a bit underdeveloped currently, but that's a problem for another day

Cleans up some uses of move procs, fixes runtimes in metoer and curseblob code
Adds signals for stopping/starting a move loop, sending one for destroy is redundant.
Moves existing event signals from the movable being acted on to the loop itself, makes more sense this way
Makes the move handler return the created loop up the chain so we can register to it
Fixes a logic error in loop contesting code that lead to loops never actually being removed from subsystems
because they didn't know they should be.
Properly changes lifetime from a time to stop, to functionally an amount of moves to complete before stopping
Adds some new signals for pre/post loop process. This is to better tie into components.

I decided I didn't like the idea of tying all functionality to the loops themselves
The loop decides functionally how to move, components or just tied in signals can decide when/when not to move
and can modify properties of the loop

Making a new loop for things like atmos drift, something I'm interested in tackling in the future, seemed silly

* Moves movement procs directly to the subsystem for better namespacing or whatever

* Moves movement packets onto /atom/movable, no longer need the debugging
I've decided to not just put their contents fully onto atom movable, since it makes debugging on live much
harder, can't sdql for them anymore.

Fixes a runtime in meteor code, properly this time
Fixes a logic error in stop_looping
Makes move manager NO_INIT, because well, it doesn't init

* Commits human sin, makes Recover() work properly for movement subsystems

* Fixes immovable rod orbits not always working, they were returning too early in moved and fucking up the var we use to track move count, and thus not sending a signal properly

* Reworks the curseblob to use signals more, and to not use override

* Missed this in the movement ss commit

* Removes override, makes having a higher or equal precedence take its place

* Updates documentation

* Cleans up some unused defines

* Nukes the unused flags option

* Whoops forgot to qdel check

* Removes an unused var I had for client move prevention before I started using a component

* Let's do this properly

* Modernizes meteor code to better match how explosions actually work currently

* Some more cleanup

* Cleans up effect code a little bit
Nukes the effect system's sleep loop, we use movement loops instead
As a part of that, instead of 1 timer per effect spawned, we react to loop failure and make it 1 timer per
effect system
This should reduce the amoumt of slowdown we see after mass lighting break

It's not everything, we're still making a timer per spark effect, but it cuts things down significantly

* Updates explosions to not sleep

* Adds support for modifying a loops delay post process, makes extinguisher code suck less then it does currently, nukes some more sleeps and timer loops

* Converts water tank resin over to move loops rather then sleeps, minor behavior change mind, the cooldown starts on fire rather then on land, but I think that makes more sense anyway

* compile and runtime fix

* Fixes some runtimes, cleans up some code, ensures feature parity when it comes to logging

* Prevents resin foam from space drifting

* Adds support for flags back into the system, I need it for reasons

* Updates move_towards to fix some bugs and resolve some inconsistent behavior, implements a flag that makes a loop's first move start instantly

* Fixes extinguishers not actually transfering any reagents

* Converts sprays to the new system. This does actually minorly change behavior, in that I've changed the order of spray actions from step -> sleep -> wash to step -> wash -> sleep, but I'm not terribly torn up about it because frankly I think it feels better

* Converts grav catapults over to the new system

* Converts trays over to moveloops

* Converts robot streaking to move loops, the other two coming soon

* Compile you won't. Also fixes a behavior issue with oil streaks

* Does directional step_to properly, cleans up the other two streaking types

* Converts step_trigger over, not that it's actually used anywhere. Changes how stoping a move works, you need to explicitly qdel, other the step is just considered to be ignored. This will make life easier later

* Adds a jps movement loop. It's a bit bloaty, id is stupid, but it'll work just fine

* Makes the system support passing in a datum that's just used as extra context for the move. The hope is this makes signalizing things less of an absolute headache

* Begins the conversion of ai movement datums to movement loops

* These two are reasonably simple, only weird thing I'm doing is A: Not allowing target hotswapping, which I hope none is doing, and B: passing the controller into the move loop as extra context so things work properly

* JPS is a bit more complex, partially because the old implementation was a bit weird. 2 major things. 1: I'm dropping what I think was a redundant behavior minimum distance check from the premove bit of logic, since I'm pretty sure it didn't do anything. 2, instead of just stoping the step in an error state like being pulled, we count it against our max move total

* Audit

* Moves most forced movement to the framework, adds some components to make things nicer

* Implements a flag that makes the loop always operate, regardless of precedence and without impacting any other loops

* Moves movement subsystems into the right folder

* Hey potato what if you had two procs that did the same thing and one called the other? Wow it's useless

* Merges slipping and force movement

* Converys conveyors over to the system. It's a bit fragile, but I think it's totally worth it to save the sleep loop

* Precedence -> Priority, cleans up some logic errors, makes priority highest to lowest instead of lowest to highest, straight cleans some code up

* Makes poly and bubbles ignore spacedrift, now that precedence actually functions properly. I'm likely missing cases of this, will deal with it later

* Depression, thy name is linter

* Fixes linter, and hopefully fixes the runtimes in ci too

* Wew

* Sets sprays and extinguishers back to legacy, since people do actually seem to have noticed

* Spelling errors my beloved

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* More detail, moves return descriptions

* Converts transit tubes to the system?

* Adds the glide size modifier. Not honestly sure that this should be default, considering how crummy it makes things look for normal walking, but it's useful as hell here

* Adds a force move in dir template, actual support for fast initial steps (wtf old me) and a helper proc for setting delay

* Cleans up displosal code a bit, I thought about adding it to the system but it would functionally be just 'disposal loops'. Maybe I'll make a template subtype? not sure how I want to handle stuff like this

* Cleans up mob movement a bit

* Let's use the controller's visual delay

* Makes the resin thrower nicer, cries

* Cleans up some comments, replaces an implicit world.icon_size with an explicit one, fixes up a typecheck

* typecache instead of double istype. Can't do much about the !atom/movable, list would be too big I feel

* hhh

* bro wtf

* Documents the why of SS_TICKER

* Puts SSmovement on SS_TICKER. Lets us support tick steps

* Cleans up the charge action. Makes it use moveloops

* Fixes CI? kinda worried that this just got dropped

* Converts disposal pipes to move loops. They stutter a bit more then usual as of now, hoping that's a me thing, if it's not I'ma look at uping the priority of the base subsystem

* Moves the move subsystems off background, puts some on ssticker

* Prevents some things that shouldn't move in space from moving in space

* Documents the general form and usage of the system

* Virgin one vs chad once

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Removes unneeded check

* Moves appropriate movement subsystems into SS_BACKGROUND. Removes redundant SS_KEEP_TIMINGs

I do want the behavior of SS_TICKER, which at this point is tick based waits, and ignoring overtime when
calculating next fire.
Since honestly, these subsystems should ignore overtime in regards to next fire, the cost of moving A may be
nothing compared to the cost of moving B.

* Makes the MODULUS macro use floor. I knew our coders would never let me down, glad this exists, thanks ninja
Fixes teleporting caused by shitty round() behavior, adds a "you hit your target" case to homing loops

* Converts blood splatters to move loops, that'll do it

Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Adds a movement looping system, replaces inbuild procs and spacedrift with it

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
2022-01-18 00:54:06 +00:00
SkyratBot
5910fd9649 [MIRROR] MOD update: Modular Cores [MDB IGNORE] (#10710)
* MOD update: Modular Cores

* Fixing all dem conflicts

* Okay now it's going to compile too

* Fixing some Trigger() (they triggered me)

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-01-16 15:25:41 -05:00
SkyratBot
65b8082678 [MIRROR] Harddel Fix Pack #42 + Better Live Reftracking Support [MDB IGNORE] (#10639)
* Harddel Fix Pack #42 + Better Live Reftracking Support

* awooga

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-12 21:57:49 +00:00
nikothedude
e454b55092 [SEMI-MODULAR] Lets mechs use CI, also adds a seperate emote_flick proc to allow emote_flick to be used on objects. (#9922)
* WE DID IT BOYS WOOOO

* agony

* only pushing this to put it onlinme

* needs updating

* that was a terrible idea

* code cleanup time

* comments

* boop

* savanna compatability

* broken, dont merge

* its not broken!

* (why did i not do t his initially)

* FULL FUNCTIONALITY

* nothing to see here, officer

* i have no fucking idea of what im doing?

* i am so confused

* i really fucking hope i didnt just do a weird thing

* moves to vehicle/sealed

* code improvement

* documentation,,,,,,,,,

* wdwdwdwd

* oopsie woopsie

* DOCUMENTATION.

* h

* d

* goddamn it

* you know you look at your code and you realize "wow im a dumbass" every single time

* FUCK
2022-01-09 15:50:51 -05:00
SkyratBot
57fa588670 [MIRROR] Buffs the Clarke Mech [MDB IGNORE] (#10545)
* Buffs the Clarke Mech (#63809)

* buffs the clarke mech

* better cooldown

* FUCK

* weed smoke

* Buffs the Clarke Mech

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-01-09 15:46:12 -05:00
SkyratBot
092e534e75 [MIRROR] TGUI list conversions + bug fixes [MDB IGNORE] (#10355)
* TGUI list conversions + bug fixes

* Fixing conflicts

* Maintaining a few modular files while we're at it...

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-01-03 22:53:58 +00:00
SkyratBot
3fc37edf5c [MIRROR] Tidies up some grammar in the Exosuit Fabricator [MDB IGNORE] (#10366)
* Tidies up some grammar in the Exosuit Fabricator (#63702)

* Tidies up some grammar in the Exosuit Fabricator

Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
2021-12-31 20:09:16 -05:00
SkyratBot
0e16b3b43e [MIRROR] modsuit patch one [MDB IGNORE] (#10314)
* modsuit patch one (#63638)

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* modsuit patch one

* Feex

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-12-28 06:30:17 +00:00
SkyratBot
b0b7d00aea [MIRROR] Optimizes the output_part_info() proc in Mech Fabricators. [MDB IGNORE] (#10298)
* Optimizes the `output_part_info()` proc in Mech Fabricators.

* Merge branch 'master' into upstream-merge-63379

* Update mech_fabricator.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <9026500+Gandalf2k15@users.noreply.github.com>
2021-12-27 15:58:00 +00:00
SkyratBot
58f82b5161 [MIRROR] [Ready] MODsuits [MDB IGNORE] (#10244)
* [Ready] MODsuits

* we dont need to add these people as codeowners, goodness gracious

* have to remove this because upstream

* part 1 of these fixes

* EEEE

* Update peacekeeper_clothing.dm

* E

* E

* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"

* E

* Update expeditionary_trooper.dm

* more removal

* nice

* modsuti modstui modusuti

* fixes

* E

* ITS MODsuit not HARDSUIT

* more hardsuit references

* MODSUIT NOT HARSUITEDSA

* Maps

* More ,map

* oop

* e

* oo aa

* 0

* ting tang

* Update modsuit_tailsprites.dm

* hi fikou

* bs tech update

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-25 13:32:49 +00:00
SkyratBot
32bc1eea41 [MIRROR] More standard tgui input conversions [MDB IGNORE] (#10238)
* More standard tgui input conversions

* More standard tgui input conversions

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-24 21:33:32 +00:00
SkyratBot
647b408d01 [MIRROR] Fixes typos in span, other html elements [MDB IGNORE] (#10222)
* Fixes typos in span, other html elements (#63510)

Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro

* Fixes typos in span, other html elements

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2021-12-23 17:18:43 +00:00
SkyratBot
119356e97f [MIRROR] Fixes Massive Radio Overtime, Implements a Spatial Grid System for Faster Searching Over Areas [MDB IGNORE] (#10107)
* Fixes Massive Radio Overtime, Implements a Spatial Grid System for Faster Searching Over Areas

* no spamming pings for upstream :(

* E

* E

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-12-23 03:06:56 +00:00
SkyratBot
c0706f4a41 [MIRROR] Field of View and Blindness improvements [bounty + upstream push] [MDB IGNORE] (#10060)
* Field of View and Blindness improvements [bounty + upstream push]

* Update death.dm

* almost done

* Update fov_handler.dm

* Face mouse when in combat mode, fix

* Fixes the category for the fov admin verb. #63401

* Fixes objects with bad planes and FoV bugs #63412

* pain

* there we go

* face pref

Co-authored-by: Azarak <azarak10@gmail.com>
2021-12-22 14:56:01 +00:00
SkyratBot
a0849774b3 [MIRROR] Fixes basic mobs not counting as animals for DNA vault (+adds new helper) [MDB IGNORE] (#10136)
* Fixes basic mobs not counting as animals for DNA vault (+adds new helper) (#63467)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Fixes basic mobs not counting as animals for DNA vault (+adds new helper)

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-12-19 22:17:06 +00:00
SkyratBot
6f770df56c [MIRROR] Nerf Irish Car Bomb clown car effect to throwing out all the mobs, without a big explosion [MDB IGNORE] (#9821)
* Nerf Irish Car Bomb clown car effect (#63141)

About The Pull Request

Frankly this is what I had in my head for the original PR but didn't spend too much time on it
Why It's Good For The Game

Currently gibs everyone inside the clown car, which sucks considering this is always non-antagonists doing it, also not what I expected it to be when I merged it
Changelog

cl
balance: The Irish Car Bomb + clown car interaction has been nerfed from a big gibbing explosion to throwing out all the mobs (with the usual chance of spilling out slipping foam)
/cl

* Nerf Irish Car Bomb clown car effect to throwing out all the mobs, without a big explosion

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-12-01 21:47:54 -05:00
SkyratBot
7f04b98e75 [MIRROR] the boat in a bottle is now resistant to both lavaland lava and icebox/snowdin plasma rivers [MDB IGNORE] (#9812)
* the boat in a bottle is now resistant to both lavaland lava and icebox/snowdin plasma rivers (#62951)

About The Pull Request

Title.
Why It's Good For The Game

It can be found on both lavaland and icebox but due to an oversight it only works on lava.
This will fix #51505. <--- Whoneedsspace misread the issue and thought it was only about normal boats.
Changelog

cl
fix: The ship-in-a-bottle is now resistant to icebox/snowdin plasma rivers.
/cl

* the boat in a bottle is now resistant to both lavaland lava and icebox/snowdin plasma rivers

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-12-01 22:19:53 +00:00
SkyratBot
433bbe8283 [MIRROR] Irish car bomb clown car interaction [MDB IGNORE] (#9564)
* Irish car bomb clown car interaction (#62889)

* Irish car bomb clown car interaction

Co-authored-by: Fhaxaris <Chrisamcculler@gmail.com>
2021-11-19 20:37:33 +00:00
SkyratBot
dc27ba2900 [MIRROR] removes internal functions from janicart code [MDB IGNORE] (#9338)
* removes internal functions from janicart (#62649)

* removes internal functions from janicart code

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2021-11-09 08:26:38 -05:00
SkyratBot
95b502809a [MIRROR] Use Passive Vents for waste output in Space [MDB IGNORE] (#9044)
* Use Passive Vents for waste output in Space (#62239)

* Use Passive Vents for waste output in Space

* I hate this

* ugh

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-11-07 11:14:16 -05:00
SkyratBot
b7b6bd501f [MIRROR] removes double spaces AFTER symbols [MDB IGNORE] (#9226)
* removes double spaces AFTER symbols

* Fixing conflicts

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-05 18:15:12 -04:00
SkyratBot
e90627be0e [MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed

* Fixing conflicts

* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)

* Removing more lingering rad armor (woo)

* Damnit powerarmors

* Bye bye rad collectors!

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-02 10:36:46 -04:00
SkyratBot
b06188b0c1 [MIRROR] Fixes names when securing ivanov board [MDB IGNORE] (#9188)
* fixes names for securing ivanov board (#62487)

* Fixes names when securing ivanov board

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
2021-11-02 08:06:26 -04:00
SkyratBot
3bd9f664bf [MIRROR] Fixes a very small mistake with the clickon signal procs cleanup. [MDB IGNORE] (#8946)
* Fixes a very small mistake with the clickon signal procs cleanup.

* Update clowncar.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-23 00:23:14 +01:00
SkyratBot
457644fd27 [MIRROR] clickon signal procs cleanup (fixes inability to examine things in certain situations). [MDB IGNORE] (#8928)
* clickon signal procs cleanup (fixes inability to examine things in certain situations).

* Mirror!

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-10-22 23:18:33 +13:00
SkyratBot
7d14e46daa [MIRROR] You can now enter da vim once again [MDB IGNORE] (#8938)
* You can now enter da vim (#62211)

Small fix, it checks if you're either not a simple animal or not a simple mob, if you're not one of either, you can't enter.

* You can now enter da vim once again

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-10-20 16:51:52 +01:00
Gandalf
2813af99fd E (#8900) 2021-10-18 05:06:53 +01:00
SkyratBot
fa519bdde3 [MIRROR] cleanup _HELPERS/_lists.dm and all the necessary files [MDB IGNORE] (#8783)
* cleanup _HELPERS/_lists.dm and all the necessary files

* Epbic

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 21:07:35 +01:00
SkyratBot
95ab2d2efb [MIRROR] Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. [MDB IGNORE] (#8714)
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. (#61943)

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

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-10-09 09:11:52 -04:00
SkyratBot
f193b48051 [MIRROR] fixes penetrator rounds phasing through vehicles [MDB IGNORE] (#8657)
* fixes penetrator rounds phasing through vehicles (#61907)

When I gave vehicles the PASSMACHINE flag in #61793 I forgot that penetrator rounds existed leading to them completely ignoring mechs. This time I created a new flag for vehicles, added it to water particle effects, and excluded it from the penetrator rounds.

Additionally this flag has been added to the heretic's phasing ability.

* fixes penetrator rounds phasing through vehicles

Co-authored-by: Invalid <51190031+InvalidArgument3@users.noreply.github.com>
2021-10-07 13:26:48 +01:00
SkyratBot
09c2297ad1 [MIRROR] Secret Gateways: Config loaded Away Missions + Anti-observing Z level traits [MDB IGNORE] (#8437)
* Secret Gateways: Config loaded Away Missions + Anti-observing Z level traits

* 0

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-04 00:11:28 +01:00
SkyratBot
53d9b39e31 [MIRROR] Exosuit directional lights and sound effects (originally done by someone else who has negative gbp) [MDB IGNORE] (#8558)
* Exosuit directional lights and sound effects (#61812)

* directional light, range increase, sound effects

* sounds trigger when switching equip with UI

Co-authored-by: InvalidArgument3 <51190031+InvalidArgument3@ users.noreply.github.com>

* Exosuit directional lights and sound effects (originally done by someone else who has negative gbp)

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: InvalidArgument3 <51190031+InvalidArgument3@ users.noreply.github.com>
2021-10-02 21:13:11 +01:00
SkyratBot
e262a7df69 [MIRROR] fixes inextinguishable vehicles [MDB IGNORE] (#8520)
* fixes inextinguishable vehicles (#61793)

* fixes inextinguishable vehicles

Co-authored-by: InvalidArgument3 <51190031+InvalidArgument3@users.noreply.github.com>
2021-10-01 15:55:50 +01:00
SkyratBot
54cfe320c6 [MIRROR] Fixes exosuit module toggling [MDB IGNORE] (#8519)
* Fixes exosuit module toggling (#61774)

* Fixes exosuit module toggling

Co-authored-by: InvalidArgument3 <51190031+InvalidArgument3@users.noreply.github.com>
2021-10-01 15:55:38 +01:00
SkyratBot
7f6ee030b3 [MIRROR] fixes infinitely burning durand shields [MDB IGNORE] (#8518)
* fixes infinitely burning durand shields (#61775)

* fixes infinitely burning durand shields

Co-authored-by: InvalidArgument3 <51190031+InvalidArgument3@users.noreply.github.com>
2021-10-01 15:55:29 +01:00
jjpark-kb
21e2ae78b2 power armor (#8340)
* start

* power armor

* engies and meds, rejoice

* let there be light

* more upgrades

* better temp reg thing

* some suggestions

* grammar I guess
2021-09-28 04:16:11 +01:00
SkyratBot
c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00
SkyratBot
e8d78089fc [MIRROR] [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby. (#8339)
* [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby.

* E

* Missed merge

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 18:16:17 +01:00
SkyratBot
1e0f6f0e12 [MIRROR] Removes Tactical Resting (#8303)
* Removes Tactical Resting (#61552)

About The Pull Request

If you are on combat mode, your bullets will hit people lying down or stunned, otherwise they pass through.
Why It's Good For The Game

The original PR that added it was labeled a fix (#55495) only mentioning it in the changelog once, when it was a balance change, as resting to avoid bullets was intentionally removed after we added crawling and a rest button, for being fucking stupid.
The thing that original pr "fixed" was mobs being bullet sponges, which you can now prevent by switching off combat mode, so it is no longer needed.
Avoiding people shooting at you while also having guns of your own you are perfectly able to shoot is stupid.
It makes mobs like beepsky super annoying, where unless youre in a large area the robot chasing you with one of the only hardstuns left in the game will be really hard to hit.
Changelog

cl
balance: If you are on Combat Mode, your bullets no longer pass through prone people
/cl

* Removes Tactical Resting

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2021-09-21 01:40:36 +01:00
SkyratBot
39ecb0a174 [MIRROR] Radically improves explosion logging. (#8255)
* Radically improves explosion logging.

* Update eldritch_effects.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-19 22:25:20 +01:00
SkyratBot
2c4c9b2d20 [MIRROR] basic critters can now hop in da vim (#8274)
* basic critters can now hop in da vim (#61518)

* basic critters can now hop in da vim

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-09-19 15:52:09 +01:00
SkyratBot
dfc2b1b5ec [MIRROR] Slight refractor to borg reboot boards, allows them to be reusable (#8183)
* Slight refractor to borg reboot boards, allows them to be reusable (#61232)

Refractors the cyborg reboot module to be an independent item rather than a subtype of cyborg upgrades. The new item is no longer consumed during use.

Rebooting now makes a different sound when rebooting an AI shell or ghostless borg, rather than no sound at all.

A recent PR fixed a longstanding apparent bug that allowed reboot boards to be resused. A bug it may have been, but the reboot board being a single-use item is kinda terrible, and doesn't make a lot of sense that the board is somehow destroyed when used. Mothblocks, who merged the bugfix PR, has given me permission to PR this change.

Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>

* Slight refractor to borg reboot boards, allows them to be reusable

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
2021-09-15 03:33:26 +01:00
SkyratBot
04302a770a [MIRROR] moves obj_integrity and associated procs to the atom level (#8016)
* moves obj_integrity and associated procs to the atom level

* Feex good

* Whoops forgot the maps

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-10 16:47:01 +01:00
SkyratBot
5feca8a1be [MIRROR] Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS. (#7966)
* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS. (#61166)

* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS.

* build warning and codermonky's advice.

* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS.

* skyrat fixes

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-09-06 08:30:35 -04:00
SkyratBot
d82e5ef33b [MIRROR] Fix broken mech delay (#7957)
* Fix broken mech delay (#61163)

This seems to have been supposed to be a delay for god knows what reason
I assume it was supposed to slow you down or something but its not needed or useful and currently breaks changes your speed

* Fix broken mech delay

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2021-09-03 19:15:42 -04:00