* Fixes emergency pods not working (#69892)
* Fixes emergency pods not working
* ``get_control_console()`` currently doesn't work because it's runtiming instead of properly finding the shuttle computer, which would cause pod's request() to return and call parent, but parent handles sending the pods off, so I fixed it by not calling parent if they didn't have a console, and also fixed it finding its console.
* wtf emagged shuttles can just go?
* replaces || with &&
* Fixes emergency pods not working
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes inconsistencies in engine thrust (#69826)
current_engines and initial_engines were actually their thrust power, which I was unaware of because of undocumented vars.
I renamed the, documented them, and fixed them.
* Fixes inconsistencies in engine thrust
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Adds fax machines to the supply shuttle blacklist (#69766)
Fax machines being present on the supply shuttle creates a risk that there may be ways to send other blacklisted items to CentCom in order to gain access. The neatest and safest solution to this broad realm of potential exploits is to keep the fax machine from being able to get there in the first place.
* Adds fax machines to the supply shuttle blacklist
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
* Removes ComponentInitialize()
* Fixes a leftover merge conflict marker
* Fixes the oversight that came from the upstream merge skew
* Fixes all of the instances where we used ComponentInitialize() when we shouldn't've been
* Fixes CI being broken because of the HEV suits
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* [GBP No Update] Perish, individual logging runtime (#69024)
missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* [GBP No Update] Perish, individual logging runtime
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>
* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again
* Fixed a bunch of info variables in map files
* Alright this is why I wanted this merged yesterday
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs
* wew
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code
* Delete storage.dm
* yippee
* shit
* holy shit i am stupid
* more fixes
* fuck
* woops
* Removes the code for four removed gateways (#68038)
* gets rid of the four axed gateways's code - Wizard Academy, Challenge, Space Battle, and Wild West.
* Removes the code for the four removed gateways
* WWSR removal
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Revert "Add stamped requisition forms now give bonus credits (#66230)" (#66851)
This reverts commit f021767645.
This reverts commit f021767 from:
Add stamped requisition forms now give bonus credits #66230
This bug was encountered when we were testing this PR but I thought it got fixed.
Why It's Good For The Game
Cargo crates will now reappear.
* Revert "Add stamped requisition forms now give bonus credits (#66230)"
Co-authored-by: Tim <timothymtorres@gmail.com>
* Parallax but better: Smooth movement cleanup (#66567)
* Alright, so I'm optimizing parallax code so I can justify making it do a
bit more work
To that end, lets make the checks it does each process event based.
There's two. One is for a difference in view, which is an easy fix since
I added a view setter like a year back now.
The second is something planets do when you change your z level.
This gets more complicated, because we're "owned" by a client.
So the only real pattern we can use to hook into the client's mob's
movement is something like connect_loc_behalf.
So, I've made connect_mob_behalf. Fuck you.
This saves a proc call and some redundant logic
* Fixes random parallax stuttering
Ok so this is kinda a weird one but hear me out.
Parallax has this concept of "direction" that some areas use, mostly
the shuttle transit ones. Set when you move into a new area.
So of course it has a setter. If you pass it a direction that it doesn't
already have, it'll start up the movement animation, and disable normal
parallax for a bit to give it some time to get going.
This var is typically set to 0.
The problem is we were setting /area/space's direction to null in
shuttle movement code, because of a forgotten proc arg.
Null is of course different then 0, so this would trigger a halt in
parallax processing.
This causes a lot of strange stutters in parallax, mostly when you're
moving between nearspace and space. It looks really bad, and I'm a bit
suprised none noticed.
I've fixed it, and added a default arg to the setter to prevent this
class of issue in future. Things look a good bit nicer this way
* Adds animation back to parallax
Ok so like, I know this was removed and "none could tell" and whatever,
and in fairness this animation method is a bit crummy.
What we really want to do is eliminate "halts" and "jumps" in the
parallax moveemnt. So it should be smooth.
As it is on live now, this just isn't what happens, you get jumping
between offsets. Looks frankly, horrible. Especially on the station.
Just what I've done won't be enough however, because what we need to do
is match our parallax scroll speed with our current glide speed. I need
to figure out how to do this well, and I have a feeling it will involve
some system of managing glide sources.
Anyway for now the animation looks really nice for ghosts with default
(high) settings, since they share the same delay.
I've done some refactoring to how old animation code worked pre (4b04f9012d). Two major
changes tho.
First, instead of doing all the animate checks each time we loop over a
layer, we only do the layer dependant ones. This saves a good bit of
time.
Second, we animate movement on absolute layers too. They're staying in
the same position, but they still move on the screen, so we do the same
gental leaning. This has a very nice visual effect.
Oh and I cleaned up some of the code slightly.
* Parallax but better: Smooth movement cleanup
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Renames the `change_area` proc to be more accurate (#65758)
* Renames the `change_area` proc to be more accurate
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Removes a repeated entry of hilberts hotel from the blacklisted_cargo_types list (#65171)
* Removes a repeated entry of hilberts hotel from the blacklisted_cargo_types list
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Should fix shuttles leaving without sections(#64764)
Should(tm)
This was a suggestion by @ Mothblocks and it seemed easy to implement
Fixes#64546 (Icebox evac will sometimes leave without sections)
Fixes#64653 (You might have fixed the kilo whiteship by making it move, but you didn't fix all of it)
Uh people won't just randomly get yeeted into space with half of a shuttle.
Kinda funny for people watching but not if you die of pressure loss or get stuck on the station
Runtime man bad
(Sleeping in here in general is like admitting that we're ok with missing a few atoms, which is what this runtime is. S just missing is better then overtime. Supposedly --Lemon)
* Should fix shuttles leaving without sections
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Adds Shuttle Ceilings on Multi-z Maps (#64493)
* Ports multiz shuttle ceiling function from #63920
* Adds support for /turf/open/space/openspace to actually make the code work
* Remove tgstation.dme
* Implement code review suggestions on documentation
* Change variable names
* Replace missed oldT
* Adds Shuttle Ceilings on Multi-z Maps
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Fixes navigation computers giving too many port jumping actions (#64054)
* Fixes navigation computers giving too many port jumping actions
I'm adding a vestigial proc here, remove_jumpable_port
I prefer this over not fully implementing the behavior, hopefully it'll be of use to someone
* Fixes navigation computers giving too many port jumping actions
* Fixes navigation computers giving too many port jumping actions
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes some mapping errors not using the mapping error log. (#64114)
Should help prevent #64066 from reoccurring.
* Fixes some mapping errors not using the mapping error log.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* 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>