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d8a032cb56a06e91089d65d7b4bd4fc7d4d2c32b
174 Commits
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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339616ae78 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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a4328ae1f9 |
Audits tgui_input_text() for length issues (#86741)
Fixes #86784
## About The Pull Request
Although some of the issues found were a direct result from #86692
(
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69176298ed |
Spelling Fixes (#86056)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game Improves readability and user experience. ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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5e9ce5ab99 |
New Battle Arcade (#81810)
## About The Pull Request Remakes Battle Arcade from just about the ground up, with exceptions taken for emagged stuff since I didn't really want to touch its behavior. The Battle Arcade now has stages that players can go through, unlocking a stage by beating 2 enemies and the boss of the previous one, but this must all be done in a row. You can choose to take a break between each battle and there's a good chance you'll sleep just fine but there's also a chance it can go wrong either through an ambush or robbery. The Inn lets you restore everything for 15 gold and you can buy a sword and armor, each level you unlock is a new sword and armor pair you can buy that's better than the last, it's 30 gold each but scales up as you progress through levels. They are really worth getting so it's best to try to not lose your money early in. The battle system is nearly the same as how it was before but I removed the poor combo system that plagued the old arcade as one big knowledge lock, now it's more just turn based. The game is built on permadeath so dying means you restart from the beginning, but if you are going to lose you can try to escape instead which costs you half of your gold. Getting to higher levels increases the difficulty of enemies but also increases the gaming exp rewards which could make this a better way to get exp if you can get good at it. Gaming EXP is used to increase chances of counterattacking but doesn't give any extra health to the player. I also removed the exploit of being able to screwdriver arcade cabinets because people would do that if they thought they were on the verge of losing to bypass the effects of loss. I instead replaced it with a new interaction that the Curator's display case key can be used to reset arcade cabinets (there's several keys on the chain so it made sense to me), which I added solely because I thought Curators would be the type of person to have run an actual arcade. This is some gameplay https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede As a misc sidenote, I also split up the arcade file just like how Orion Trail was before, just for neat code organization. The Inn keeper is straight up just a photo of my localhost dude, he's not a player reference or anything it's not my actual character. I also have no idea how well balanced this is cause I suck at it lol. ## Why It's Good For The Game Battle Arcade is one of 3 last machines in my hackmd here to turn into TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view I've always thought the current version of battle arcade is quite lame and lacks any progression, like Orion Trail I thought that since I was moving this to TGUI, it would also be a perfect opportunity to revamp it and try to improve on where it failed before, especially since the alternative (NTOS Arcade) is also lame as hell and is even lamer than HTML battle arcade (spam mana, then spam health, then just spam attack, rinse and repeat). This will hopefully be more entertaining and give players sense that they are getting through a series of tasks rather than doing one same one again and again. ## Changelog 🆑 JohnFulpWillard, Zeek the Rat add: Battle Arcade has been completely overhauled in a new progression system, this time using TGUI. add: The Curator's keys can now reset arcade cabinets. balance: You now need to be literate to play arcade games, except for Mediborg's Amputation Adventure. fix: You can no longer screwdriver emagged arcade consoles. Accept your fate. fix: Silicons can no longer play Mediborg's Amputation Adventure. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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1443ef79d3 |
Replaces a number of deciseconds into SECONDS (#82436)
## About The Pull Request Using these search regexes: Number ending in 0: `do_after\((\w+), (\d+)0,` Replace: `do_after($1, $2 SECONDS,` Single digit number: `do_after\((\w+), [1-9],` replace: `do_after($1, 0.$2 SECONDS,` Double: `do_after\((\w+), (\d)([1-9]),` Replace: `do_after($1, $2.$3 SECONDS,` ## Why It's Good For The Game Code readability |
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6dc40ca522 |
Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do |
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1e76fd70b4 |
Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑 |
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5ce9d5806d |
Scopes NODECONSTRUCT_1 from flags_1 to obj_flags (#80104)
This flag only worked on the `/obj/structure` and `/obj/machinery` level, so let's rescope it from `flags_1` and put it where it belongs - `obj_flags`. Bitflag operators should be scoped to their subtype specific bitfield, not really useful to have this take up a spot on the `/atom` level if absolutely nothing other than `/obj`s use it. |
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2efc1e6b8b |
QOL improvements to display case chassis (#77785)
## About The Pull Request Display case chassis now has Examine Hints Screentips Balloon alerts Also moves wrench deconstruction to wrench_act, removes single-letter vars, cuts down on copy paste, and makes the electronics drop when deconstructed. ## Why It's Good For The Game I am actually bored and looking for things to do. Someone asked how to build a display case, I didn't even know myself so I looked up in code how to, and saw features I didn't even know existed. Thought I might as well make it all visible to players so they can take full use of them. ## Changelog 🆑 qol: Display case chassis now uses balloon alerts, screentips, examine hints, etc. Basically, the construction steps are more visible to players. /🆑 |
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1be27a4ffe |
Dunking handle_atom_del() in the trash bin. (#77339)
Whatever you do, if it warrants the use of something like `handle_atom_del`, chances are `Exited` can do it better, as most of these cases involve movables that shouldn't be moved out of their loc (`Destroy` forcefully moves movables to nullspace) without calling specific procs, and for the remaining few, `handle_atom_del` doesn't even cover the eventuality of a movable being deleted outside the source atom, so it's quite garbage. Beside, I feel confident in saying `handle_atom_del()` is older than the DCS, an echo on the workarounds done at the time. |
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ccf547c142 |
Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts (#76669)
## About The Pull Request New malf AI upgrade Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely emag things it can see and can access. 1. Very useful for psychological warfare (Emagging APCs to throw the crew off their trail) 2. Logically makes sense - why, of all things, can the AI not emag anything when it's fundumentally integrated with the station's electronics? 3. Generally speaking can only access things that make sense for it to access - it cannot emag ethereals, sadly In order for this to work, emag_act now returns a boolean, designating if the emag had any effect. While I was in there, I also added args to every single emag_act I could find and added far more feedback/converted a lot of things to balloon alerts to allow the AI to see if its emag had any effect. ## Why It's Good For The Game It just makes sense that the AI, the most electronically-sensitive entity in the game, would be able to emag things. Plus, more options given to malf that aren't strictly MURDER KILL MURDER are always a plus, especially if they allow for fancier plays. ## Changelog 🆑 add: New malf ability: Remote safety overrides. Allows the AI to remotely emag things it has access to. code: emag_act() now returns a boolean designating it's success in emagging code: All instances of emag_act() now have the proper arguments qol: Most usecases of emagging now have some kind of feedback, and existing feedback has been sanity checked and converted to balloon alerts. /🆑 |
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fb10121022 |
Icons folder cleaning wave two (#76788)
## About The Pull Request Further continous organizing and cleaning the Icons folder. There are still some minior nitpicks left to do, but I reached my daily sanity expenses limit again, and the faster these get in the less issues for both me and others later. Also cleans some mess I caused by my blindness last PR. ## Why It's Good For The Game Saner spriters = better sprites |
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a373b4cb08 |
Icon folder cleaning wave one (#76703)
## About The Pull Request Due to a mental breakdown caused by unfathomable abomination that is icons folder, I swore to myself to one day clean it. Today is kind of that day. Been at it for around 6, you gotta understand I need a rest. I tracked most changes in descriptions of commits if you are looking for details. ## Why It's Good For The Game Saner spriters make better sprites. And also, just helps keep track of things. ## Changelog 🆑 image: added sprites for different variants of scrolls. image: modified couple posters with ghost pixels. /🆑 --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> |
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c0e46fabf7 |
Standardize Welder Fuel Usage (#76021)
Remove welder fuel usage from all actions except attacking and leaving it on most welder tasks require a minimum of 1u of fuel, some longer tasks require a minimum of 2 or 3u welders now drain 1u every 5 seconds they're active ## About The Pull Request Prior to this PR welder fuel usage was random, a lot of tasks didn't use any welder fuel and welders were basically near infinite so long as you didn't use them for combat, it took 26 seconds of activity to drain 1u of fuel, that means an emergency welder alone could run for 5 minutes straight before needing a refuel After this PR all welders will drain 1u every 5 seconds instead of every 26 seconds, but welding objects won't require extra fuel anymore, making the fuel usage much more consistent. resolves #55018 ## Why It's Good For The Game Actually makes fuel tanks useful and relevant without making it obnoxious to do repetitive quick tasks like turn rods into plates, there's actually a reason to upgrade off the emergency welder now since it lasts 50 seconds rather than 5 minutes ## Changelog 🆑 qol: Welders now have a more consistent fuel usage /🆑 |
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821123b598 |
Makes a whole bunch of wooden objects flammable (#74827)
## About The Pull Request This whole PR started because I realized that baseball bats are not actually flammable which I found weird, then I looked at a whole bunch of other stuff that really should be flammable but also isn't. ## Why It's Good For The Game Makes wooden objects behave slightly more consistently? Honestly, most of these seem like oversights to me. ## Changelog 🆑 balance: The following structures are now flammable: Picture frame, fermenting barrel, drying rack, sandals, painting frames, paintings, spirit board, notice board, dresser, displaycase chassis, wooden barricade balance: The following items are now flammable: Baseball bat, rolling pin, mortar, coffee condiments display, sandals, wooden hatchet, gohei, popsicle stick, rifle stock /🆑 |
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a1ada2c9ef |
Refactor, improve, and rename canUseTopic to be can_perform_action (#73434)
This builds on what #69790 did and improved the code even further. Notable things: - `Topic()` is a deprecated proc in our codebase (replaced with Javascript tgui) so it makes sense to rename `canUseTopic` to `can_perform_action` which is more straightforward in what it does. - Positional and named arguments have been converted into a easier to use `action_bitflag` - The bitflags adds some new checks you can use like: `NEED_GRAVITY | NEED_LITERACY | NEED_LIGHT` when you want to perform an action. - Redundant, duplicate, or dead code has been removed. - Fixes several runtimes where `canUseTopic` was being called without a proper target (IV drips, gibber, food processor) - Better documentation for the proc and bitflags with examples |
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c3a1f21c1a |
Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind (#72267)
## About The Pull Request - Nearsighted is now a grouped status effect. - Blindness is now a grouped status effect. - Eye handling of blindness has improved. - When eyes are removed, they now cause you to become blind, rather than handling it in `update_tint`. - Being ahealed no longer blinds you for one tick, meaning that black overlay on aheal is gone. - Temporary Blindness is now a status effect. - Both Nearsightedness and Blindness have been exorcised from mob vars and life chains. This means that we've finally cut 2 procs from life, `handle_status_effect` and `handle_traits`, and moved both to event based processing. Wooo optimizations. - Swapped pacifism status effect to use apply and set helpers. - Removed an unused admin toggle that disabled welding helmet tint but also tint from every clothing item and also blindness from losing your eyes. - Clothes now generally all blind their mob more consistently. - Oculine, eye surgery, and sensory restoration are now no longer the only way to fix blindness from eye damage. If your eyes are healed through any other means, it will also heal your blindness. - Some things that made you blind, such as ling blind sting, no longer just flat made you blind from eye damage forever. They now cause eye damage directly, which in turn makes you blind from eye damage, as expected. - Pacifists can't eyestab anymore. Eyestabs now have a limit on the amount of blur applied. - Refactored some `is_x_covered` procs to accept flags rather than have a lot of arguments for some silly reason. - Unit tests for blindness. ## Why It's Good For The Game Blindness was exceptionally poorly handled prior, primarily due to the fact that it was tied to the mob instead of separated out On top of that the system put a LOT of faith in proper handling of blindness on the coder's end which was misplaced evidently. Many places didn't update or handle blindness correctly, or just let people perma-blind. Deferring it to a status effect improves this a lot ## Changelog 🆑 Melbert refactor: Refactored blindness and nearsightedness. Important to note is that all mobs are naturally blind until their eyes are actually created. refactor: Refactored "is covered" procs fix: Less sources of blindness now cause permanent blindness. Includes the "Blind" Spell and "Blind Sting" from changelings. admin: Ahealing someone no longer flashes the blind overlay for 1 tick. admin: I removed an unused (sort of) inaccessible admin verb that allowed you to toggle the tint from all welding helmets (and clothing) (and lack of eyes) in existence, let me know if you want similar back balance: Changeling "Blind Sting" now causes eye damage (enough to blind) rather than arbitrarily forcing blindness. balance: Visionloss virus symptom now causes eye damage (enough to blind) rather than arbitrarily forcing blindness. balance: Oculine has been reworked slightly. Prior, Oculine arbitrarily healed blindness and nearsightedness from eye damage reagrdless of how damaged the eyes were, and applied blur on success. Now, Oculine just heals eye damage, and blindness / nearsightedness is restored in the process. There is now a probability every tick that eye blur is applied based on how pure the oculine is while healing very damaged eyes. balance: Pacifists can no longer eyestab. balance: Any clothing item that covers your eyes contributes to getting the bonus while sleeping, and to removing temporary blindness faster /🆑 |
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6a0c884410 |
[no gbp] removes all duplicate armor datums (#72354)
## About The Pull Request closes #72348 Title ## Why It's Good For The Game My bad ## Changelog Heres the script I used this time if you want to ```cs var baseDir = Environment.CurrentDirectory; var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList(); var known = new Dictionary<string, List<KeyValuePair<string, int>>>(); foreach (var file in allFiles) { var fileLines = File.ReadAllLines(file); for (var i = 0; i < fileLines.Length; i++) { var line = fileLines[i]; if (line.StartsWith("/datum/armor/")) { var armorName = line.Replace("/datum/armor/", "").Trim(); if (!known.ContainsKey(armorName)) known[armorName] = new List<KeyValuePair<string, int>>(); var knownList = known[armorName]; knownList.Add(new KeyValuePair<string, int>(file, i)); } } } Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums."); var duplicates = new Dictionary<string, List<int>>(); foreach (var (_, entries) in known) { var actuals = entries.Skip(1).ToList(); foreach (var actual in actuals) { if (!duplicates.ContainsKey(actual.Key)) duplicates[actual.Key] = new List<int>(); duplicates[actual.Key].Add(actual.Value); } } Console.WriteLine($"There are {duplicates.Count} files to update."); foreach (var (file, idxes) in duplicates) { var fileContents = File.ReadAllLines(file).ToList(); foreach (var idx in idxes.OrderByDescending(i => i)) { string line; do { line = fileContents[idx]; fileContents.RemoveAt(idx); } while (!String.IsNullOrWhiteSpace(line)); } File.WriteAllLines(file, fileContents); } ``` |
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72add64520 |
Refactors armor into dedicated subtypes (#71986)
## About The Pull Request See title. ## Why It's Good For The Game Code is cleaner, and more readable/intuitive Technically closes https://github.com/tgstation/dev-cycles-initiative/issues/8 ## Changelog 🆑 refactor: armor, from the ground up basically /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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84f69359a0 |
More horrible 515 proc compatibility. (#71333)
So i left over some basic `/whatever/proc/format` uses in the original PR this fixes it. Notable exceptions to the rule: - Paths in add_verb/remove_verb, we need full path instead of a name there to access verb metadata so we can't use proc ref macros there. - regex.Replace, found out that it does not accept call by name. Instead i added new REGEX_REPLACE_HANDLER so we can at least try to mark these. There's still leftover global procs that do not use GLOBAL_PROC_REF but they functionally equivalent so that's for later. I don't see any reasonable way to grep for this. But if you got any ideas please share. |
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bf582cb833 |
Trophy case update (#71015)
## About The Pull Request I have been chipping away/procrastinating at this since May, but after several years, I have finally updated how Trophy Cases work. So, what this PR does is the following: - Standardized everything in persistence.dm to use snake case, and added basic autodocs - Automatically moves trophies from data/npc_saves/TrophyItems.json to data/trophy_items.json. Removed legacy .sav conversion by request, it has been a long time. - Trophy cases are opened and loaded the same way you would open a regular ID locked display case (used curator access, relevant access autodoc has been updated) - Instead of cheap plastic replicas that turn to dust anyways, trophy cases use holograms, which can be dispelled by hand - Trophy data gets saved if an item stays in the trophy case when the shuttle arrives to centcom, and the item has a description set. This is in line with paintings, which has to still hang on the wall at round end. - You can edit the description of new trophies by using the librarian's key to unlock History Mode - When you click on a closed trophy case, it will open a tgui, and will not display the case description. It will still do for open cases. Vendatrays have been updated to do the same. - The UI's icon uses icon2base64(getFlatIcon(showpiece, no_anim=TRUE)). Vendatrays have been updated similarly, so items with directions and animations are displayed properly. The base64 strings are updated in update_static_data. - Fixes vendatrays from displaying some characters in strange ways, such as displaying /improper. - Renames some one letter, or nonindicate argument and var names in trophy case code - Adds a trophy management admin panel, where admins can finally delete all the curator ID cards swallowed over the years. Or, they can replace the paths with funny new paths. - If an entry has an incorrect, no longer existing path, it will be marked red in the management panel - Adds MAX_PLAQUE_LEN define, which 144 characters - Removes start_showpieces from trophy cases, as it was completely unused. The start_showpiece_type var is still around. - Moves trophy_message var to trophy cases. Only a dice collector display case used them in the Snowdin map. What this PR does not do - Sadly, it still only saves the base image of an item, and no layers or altered image states. This has to come in the future. <details> <summary>Click here to see various states of the trophy tgUI</summary>  Locked history mode, existing item.  Unlocked history mode, but holographic trophy is present.  Locked history mode, no item.  Unlocked history mode, no item.  Unlocked history mode, item placed, default text. (Note: this picture is out of date. The typo has been fixed, and "record a message" is now "record a description" for consistency)  Unlocked history mode, item placed, new text. </details> <details> <summary>Click here to see the admin panel</summary>  </details> ## Why It's Good For The Game Less curator ID's stuck in the Trophy Cases, and the existing ones can be cleaned up. A more immersive Trophy Case user experience, in general. ## Changelog 🆑 refactor: refactored trophy cases, to be more user friendly admin: created a trophy managment admin panel /🆑 |
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04ca99d7e9 |
NT Pay app. Money send on distance, transaction log! (#70108)
* base * reasons * GetToken proc, with a many remarks * Add a way to change reason in transfer_money proc. Add a reasons. * Reason to use the app. Commission. Standard application. * Apply suggestions from code review - Tralezab Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> * Tralezab & jlsnow301 advices. New format(everywhere) * Nanotrasen * Refactor TGUI(not me:( ). Fix useless capitalize * Update code/modules/economy/account.dm * Trans transforms in transaction * coMmission. little autodoc mistalke. Translation != Transaction * oops * Merge Conflict * ... * back feats * mistakes bye! * ну да Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> |
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91f02f2a6b |
canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE (#69790)
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE The most idiotic thing I've seen is canUseTopic's defines, they literally just define TRUE, you can use it however you want, it doesn't matter, it just means TRUE. You can mix and match the args and it will set that arg to true, despite the name. It's so idiotic I decided to remove it, so now I can reclaim a little bit of my sanity. |
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cd1b891d79 |
Modular Tablets: Converting PDAs to the NtOS System (#65755)
Converts PDA functions and applications over to modular tablets and devices, namely the messaging function. HREF data code is quite honestly clunky and difficult to work with, as I've definitely experienced whilst working on this. By moving from this system over the easier to read (and frankly, easier to add to) TGUI system, you get cleaner looking and more user friendly UIs and a greater degree of standardization amongst other UIs. Co-authored-by: Seth Scherer <supernovaa41@gmx.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> |
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684eab3d31 |
Converts SFX keys into DEFINES (#65146)
About The Pull Request Simply converts all instances of soundkeys that use get_sfx from strings into defines. E.g. "sparks" is now SFX_SPARKS Why It's Good For The Game It makes life a lot easier when you're looking for a sound effect. You just type SFX_ and you get suggestions in VSC. Plus, it looks better. image Changelog Not player facing. |
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30253cf6a8 | Tgui input refresh (#64331) | ||
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9c6fdb567d |
TGUI list conversions + bug fixes (#63354)
About The Pull Request
Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
Did any surrounding text/number inputs as well
Added null choice support so users can press cancel.
Added some misc TGUI input fixes
Fixed custom vendors while I was there
I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game
Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog
cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
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d17a60fb53 |
TGUI input box conversions 2 (#63395)
More text inputs converted to tgui, TGUI text and number input now more sanely handles ENTER key being pressed, you can now press anywhere in the window to enter the input. TGUI text input now considers placeholder text for the default valid state. IE, if there is default text you can press enter immediately without having to rewrite it just to recheck validity. Fixes: useSharedState => useLocalState. not only was sharedstate not needed but it opened up the ui to vulnerabilities |
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0f3c4e51f7 |
Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else. Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter. Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away! |
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b95c0366a4 |
_HELPERS/unsorted.dm has been sorted (#61882)
bring code up to latest standards, move many procs to named files inside _HELPERS no idea where to put some of these procs, help is appreciated made more files to contain some unique code, deleted unsorted.dm, we can rest now |
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6c01cc2c01 |
every case of initialize that should have mapload, does (#61623)
## About The Pull Request stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload  ## Regex used: procs without args, not even regex `/Initialize()` procs with args `\/Initialize\((?!mapload)((.)*\w)?` cleanup of things i didn't want to mapload: `\/datum\/(.)*\/Initialize\(mapload` |
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d9ee5e7297 | moves obj_integrity and associated procs to the atom level (#61183) | ||
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79dc58fe2a |
Redoes how alarms are handled, moves their behavior to datums (#60060)
* Adds in a set of datums to support sending, listening and storing alerts In contrast to the old system, we now store a list of send alerts on the listener, rather then the area itself. This makes clearing "our" alerts on destroy not a massive headache. In addition, we now use a direct ref to the area's cameras list and signals to prevent camera hard deletes. This, combined with the aformentioned ability to clear, virtually eliminates hard deletes sourced from alerts caused by strange senarios like the alert source moving its tile. * Converts areas to the system, of note is the fact that areas no longer store a bool that determins if an alert for power or atmos has been sent, that's instead handled by the alert sender datum. This means the sources list on alert listeners actually means something additionally, in order to prevent dumbassery with fire alarms since they're area based, fire alerts are sent by an alert handler on the area itself |
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0ec599786a |
Adds a setter for density (#59529)
Adds set_density() Fixes one instance of a duplicate density assignment on an object. Comments two hacky usages of density which will have to forgo using the setter for now. Lets us append code to the event of density changing. Pretty sure this is leading up to some multitile object thing -Lemon |
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375a20e49b |
Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such) |
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f90e8cf7a3 |
Fixes a bunch of harddels that are sourced from player action (#59371)
Sourced from #59118 and a cursed project I'll pr later, This pr contains a lot of harddel fixes for stuff that pops up after a player interacts with something. I'm not gonna list them all here because there's something like 60 130, check the commit log if you're curious Oh and I moved ref tracking screaming to a separate define, and made some optimizations to the thing in general. I think that's it, this pr is a bit of a frankenstine |
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7989178394 |
Makes canister leaking and blowing up use a component and element respectively (#59075)
I want to use this behavior on some other things so into a component and element it goes. Gas leaking is handled by a component so it can process whereas the object breaking and causing an explosion is handled by an element. Some minor changes were made so canisters were more consistent in leaking. |
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79556c3e61 |
Allows you to repair trophy cases (the ones found in the library) (#58588)
Apparently you haven't been able to repair these for the last four years. Fixes #27926 (Trophy cases being perma broken) All other display cases can be repaired, why shouldnt this one be able to. |
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09ab61ae05 |
Four New Sects, small rethemes to first 3 (#57820)
Co-authored-by: Fikou <piotrbryla@onet.pl> Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> |
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e4079c87b8 |
update_appearance (#55468)
Creates update_name and update_desc Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together Less non-icon handling code in update_icon and friends Signal hooks for things that want to change names and descriptions 99%+ of the changes in this are just from switching everything over to update_appearance from update_icon |
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5c22a0cfc1 |
Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too. |
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707fc287b4 |
Replaces intents with combat mode (#56601)
About The Pull Request
This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:
Disarm and Grab intents have been removed.
Harm/Help is now combat mode, toggled by F or 4 by default
The context/verb/popup menu now only works when you do shift+right-click
Right click is now disarm, both in and out of combat mode.
Grabbing is now on ctrl-click.
If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)
Minor interaction changes:
Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game
Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.
In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.
The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog
cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
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a5576c0101 |
Vend-A-Trays can be moved onto tables (#56503)
Vend a trays are mapped onto kitchen tables and bar counters. They can't be moved back onto the table with deconstructing the table. This gives them the table passflag, allowing them to be just moved back onto the tabletop. |
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0ec12f8ae8 |
Vend-a-trays can sell anything! (#56018)
Vend-a-trays can now accept any item, not just food and drinks. |