Commit Graph

11 Commits

Author SHA1 Message Date
SkyratBot
7ffa436d0a [MIRROR] memories are no longer added if the target isn't aware of them. (#8299)
* memories are no longer added if the target isn't aware of them. (#61375)

Fixing an oversight with the memories system. Memories shouldn't be added to people who aren't possibly aware of them.

* memories are no longer added if the target isn't aware of them.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-09-20 23:21:27 +01:00
SkyratBot
e510e35167 [MIRROR] [READY] Adds memory system, and engraving walls with chisels (#8066)
* [READY] Adds memory system, and engraving walls with chisels

* EEE

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:36:51 +01:00
SkyratBot
cbad73c7d3 [MIRROR] Fixes cigarettes making you so lame that they spill the spaghetti from your pockets (and also keep falling off) (#6018)
* Fixes cigarettes making you so lame that they spill the spaghetti from your pockets (and also keep falling off) (#59352)

Wack

Fixes #59342
Changelog

🆑
fix: Smoking no longer spills spaghetti from your pockets
fix: Lit cigarettes no longer keep falling off
spellcheck: Removed extra "the" from item knockdown messages
/🆑

* Fixes cigarettes making you so lame that they spill the spaghetti from your pockets (and also keep falling off)

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
2021-05-30 00:52:09 +01:00
SkyratBot
4e319d0523 [MIRROR] Web edit fixing pocket spaghetti. (#1764)
* Web edit fixing pocket spaghetti. (#55033)

* Web edit fixing pocket spaghetti.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-22 08:29:32 +00:00
SkyratBot
e65a48e91f [MIRROR] Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#430)
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)

Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl

* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-19 20:17:28 -04:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Emmett Gaines
5481515dff Removes the non bitflag slot defines (#47742)
Removes the non bitflag slot defines
2019-11-17 17:52:11 -08:00
oranges
0267bce949 Turns out a bunch of components do not properly transfer because of (#42691)
one of three things.

    1. They don't use RegisterWithParent or UnregisterFromParent to unregister
       and register signals

    2. They use callbacks which refer to a source object, which is usually deleted
       on transfer, or lost in some manner, or simply makes no sense at all to be
       transferred

    3. the component was never designed to be transferred at all

TransferComponents gave no shits about any of this and just blindly transferred
all components, if they were actually capable of it or not.

I only noticed this because it was causing chairs to break as they would not register signals
and verbs correctly for rotation after being picked up and then placed down, and a player
reported that issue via ahelp.

Luckily we caught it before the rot got anywhere, only chairs and the shuttle subystem
tend to use this proc (Shuttle uses it on turfs), can you imagine if everything was using
this LMAO

Which is good because it's more dangerous than a loaded gun

I have added a can_transfer var, that is true when a component is valid to
actually transfer, which means the dev has actually thought about what happens when
you take the parent object away and swap it for another and all the crazy that is entailed
by this

I have done my best to audit what components are actually
transferable, but things are basically a hot mess (Thanks @Cyberboss )

The following components required edits:
Forensics:
did not register/deregister the clean_act signal properly, did not checkblood on new parent

Rotation:
did not use RegisterWithParent or UnregisterFromParent, turned out
to not be transferable anyway due to having callbacks that can be
passed in to the parent with unknown sources that we can't feasibly
reuse (i.e if you're transferred from a chair to a bed, your old rotation
call backs are no longer valid). Turns out the use case it was for (just chairs)
didn't need it anyway, so I just made it non valid for transfer.

Wet Floor:
Honestly this one is just a hot mess, it should be a subtype of the slippery
component with the extra wet turf handling.

As it is it basically manages a slippery component on top of it's own extra
functionality, so that's a major code smell.

I added registration/unregistration of the signals, and made it's pretransfer
remove the slippery component and the posttransfer add it back (via update_flags)

Components that seem transferable without issues
mirage_border
orbiter
decal
spill
storage (I hope to earth)
2019-03-05 20:27:29 +01:00
tralezab
52a3400de4 Merge remote-tracking branch 'upstream/master' into patch-12 2018-12-09 15:17:16 -08:00
Time-Green
29ecfa47bf [READY] Goon Genetics (#41258)
GENETICS

    The random hexadecimal rng game has been replaced with gene sequencing from goon.

    Adds mutation activators and mutators

    You can now store mutations

    Everyone now has their own set of unique mutations

    Limited mutations per person to 8 (including one always being monkey)

    Adds race specific mutations (See fire breathing for lizads)

    You can inspect discovered mutations, undiscovered mutations use an alias to recognize them by

    Adds a sequence analyzer. Can be used to scan someones genes sequence. Useful for determing what mutations they can safely have and or collecting data for very difficult sequences

    Adds mutation combining. It's currently only RADIOACTIVE + STRONG = HULK (So yes you will now need 2 mutations for to get hulk)

    Adds several other mutations. Telepathy, firebreath, glowy, radioactive and strength

cl Time-Green
add: Goon genetics!
add: More mutations! Fire breath for lizards! Radioactive! Telepathy! Glowy! Strength, though its cosmetic and should be combined with radioactivity instead! Fiery sweat!
add: Adds void magnet mutation by @tralezab !
/cl
2018-12-09 23:26:04 +13:00
Emmett Gaines
a6971e2673 You can put spaghetti in your pocket (#41517)
* You can put spaghetti in your pocket

* Improved drop text
2018-11-16 13:25:59 +01:00