## About The Pull Request
Added a notice box to the component menu in the integrated circuit
interface explaining how to link an integrated circuit to a component
printer to allow for integrated circuit programming away from the
component printer.

Last sentence in the above image has been removed. Integrated circuits
will now update their static data once linked so closing and re-opening
the UI is unnecessary.
## Why It's Good For The Game
It wasn't clear anywhere in game that you could link integrated circuits
to component printers. I've run into players being completely unaware of
this feature, so this should help to make it more clear that players
don't need to print out components manually from the component printer
and slap them into an integrated circuit each time.
## Changelog
🆑
qol: Added a message to the component menu in the integrated circuit
interface that explains how to link an integrated circuit to a component
printer.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Resprites stock parts to bring them up to date, changes manipulators to
servo motors as I couldn't make manipulators work well at this scale.

(Power cells sold separately)
## Why It's Good For The Game
The old stock parts are dated, in some cased quite ugly, and in the case
of manipulators a ball of assorted pixels. Incidentally removed a couple
of single letter var names.
## Changelog
🆑
image: Stock parts have been resprited.
code: Manipulators have been renamed to servo motors, all related types
have been repathed to match.
/🆑
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.
This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:
`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.
Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.
Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.
For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.
Except for foam darts.
I did round up foam darts.
Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~
Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
## About The Pull Request
0426f7ddba/code/game/objects/items/stacks/stack.dm (L449)
Ok, but can we not?
This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.
All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.
This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.
<details><summary>Details</summary>
---
### What I've done:
-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.
-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.
-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.
-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`
-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.
---
### What the new flags do:
`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_
`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_
`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_
These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.
---
### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.
`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).
`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.
---
### In summary:
Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.
</details>
## Why It's Good For The Game
This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.
It had to be done. Those window checks were a mess.
## Changelog
🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
## About The Pull Request
I underestimated SEND_GLOBAL_SIGNAL and assumed it worked differently to
SEND_SIGNAL, as in I thought it would not be sending the source as the
first arg.
Because it does, it meant that the list of data was actually just ntnet
sending circuit. This fixes it and makes the args work properly.
I've shamelessly stolen the circuit in the screenshot of the issue to
test it in-game

## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/74327
## Changelog
🆑
fix: NtNet receive/send circuits should work now.
/🆑
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.
## About The Pull Request
Hey there,
This took a while to do, but here's the gist:
Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.
Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.
Scenarios this PR corrects:
* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*
(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game
If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).
Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.
I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.
(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
## About The Pull Request
Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is
Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A
## Why It's Good For The Game
## Changelog
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.
Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.
- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.
## Why It's Good For The Game
Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.
## Changelog
🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
These changes fix how machines are pried open with crowbars. Currently,
most machines can be pried open, but many of them have no method for
being closed again. This means they can be pried once, and then never
again (as their internal logic has them stuck in an "open" state).
Additionally, the densities of these machines is also inconsistent, as
density is tied to the procs for opening/closing machines (open =
non-dense, closed = dense). Thus, these new changes allow desired
densities to be passed to `open_machine()` and `close_machine()`, as
well as `default_pry_open()`, meaning that atypical machine densities
can be maintained (e.g. machines that should remain dense when open, or
non-dense when closed).
I've also added a `close_after_pry` boolean parameter to the
`default_pry_open()` proc, which determines whether to immediately close
a machine after opening it. This is useful for machines that don't
really have a use case for remaining open, often lacking a sprite to
represent this state as well.
* Note: Opening and immediately closing machines with this boolean will
still drop their contents onto the floor, but will now immediately
"close" in their logic, allowing for further prying attempts in the
future.
It's worth noting that this implements default density values for these
procs, which match the existing behavior for machines, so as to
(hopefully) not disrupt existing or expected machine behavior.
Two caveats to these changes currently exist:
1. On machines that immediately close after prying, the prying action
can now be spammed to the chat with repeated clicking. I'm uncertain if
this needs some sort of spam protection or if it's fine as is.
2. I've only been able to manually test this code. I'd love to write
unit tests for it, as it affects a lot of different machines, but don't
know where to begin with DM Unit Testing (or which files would be good
examples to reference in the code base).
* Note: I did manually test each and every machine that calls
`default_pry_open()` and they all seem to be working correctly. (Except
for `obj/machinery/plumbing/sender`, but that doesn't seem to need
prying, as it has no contents to drop, only reagents.)
As always, let me know if any improvements/changes should be made.
This closes#26833.
## Why It's Good For The Game
These changes allow crowbar prying to correctly occur multiple times on
any machine, which is intended behavior. It prevents player confusion
that could occur when a machine couldn't be pried open a second time
during a shift, even though it had previously been pried before, forcing
players to question themselves. (Are they missing something? Did they
perform the action a different way last time? Is the machine actually
still powered on instead of off? Etc.)
These changes also maintain the correct density for machines after
prying, preventing scenarios where a machine might behave differently
once it had been pried open. (An example of this was being able to walk
through a smartfridge after prying it open.) Additionally, players are
no longer required to know/use workarounds (such as machine disassembly)
to retrieve a powered-off machine's contents.
Overall, these changes improve consistency around machines, creating
more scenarios where they behave as players would expect.
## Changelog
🆑
fix: machines can now be pried open more than once.
fix: machines now have the correct density when pried open.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
This PR adds a new unit test for all organs, a new unit test for lungs,
and includes improvements for the existing breath and organ_set_bonus
tests. Using the tests, I was able to root out bugs in the organs. This
PR includes an advanced refactor of several developer-facing functions.
This PR certainly represents a "quality pass" for organs which will make
them easier to develop from now on.
### Synopsis of changes:
1. Fixed many fundamental bugs in organ code, especially in
`Insert()`/`Remove()` and their overrides.
2. Added two new procs to `/obj/item/organ` named `on_insert` and
`on_remove`, each being called after `Insert()`/`Remove()`.
3. Added `organ_effects` lazylist to `/obj/item/organ`. Converted
`organ_traits` to lazylist. 2x less empty lists per organ.
4. Adding `SHOULD_CALL_PARENT(TRUE)` to `Insert()`/`Remove()` was very
beneficial to stability and overall code health.
5. Created unit test `organ_sanity` for all usable organs in the game.
Tests insertion and removal.
6. Created unit test `lungs_sanity` for
`/obj/item/organ/internal/lungs`.
7. Improved `breath_sanity` unit tests with additional tests and
conditions.
8. Improved `organ_set_bonus_sanity` unit tests with better
documentation and maintainable code.
---
### Granular bug/fix list:
- A lot of organs are overriding `Insert()` to apply unique
side-effects, but aren't checking the return value of the parent proc
which causes the activation of side-effects even if the insertion
technically fails. I noticed the use-case of applying "unique
side-effects" is repeated across a lot of organs in the game, and by
overriding `Insert()` the potential for bugs is very high; I solved this
problem with inversion-of-control by adding two new procs to
`/obj/item/organ` named `on_insert` and `on_remove`, each being called
after `Insert()` and `Remove()` succeed.
- Many organs, such as abductor "glands", cursed heart, demon heart,
alien hive-node, alien plasma-vessel, etc, were not returning their
parent's `Insert()` proc return value at all, and as a result those
organs `Insert()`s were always returning `null`. I have been mopping
those bugs up in my last few PRs, and now the unit test reveals it all.
Functions such as those in surgery expect a truthy value to be returned
from `Insert()` to represent insertion success, and otherwise it
force-moves the organ out of the mob.
- Fixed abductor "glands" which had a hard-del bug due to their
`Remove()` not calling the parent proc.
- Fixed cybernetic arm implants which had a hard-del bug due to
`Remove()` not resetting their `hand` variable to `null`.
- Fixed lungs gas exchange implementation, which was allowing exhaled
gases to feedback into the inhaled gases, which caused Humans to inhale
much more gas than intended and not exhale expected gases.
### Overview of the `organ_sanity` unit test:
- The new `organ_sanity` unit test gathers all "usable" organs in the
game and tests to see if their `Insert()` and `Remove()` functions
behave as we expect them to.
- Some organs, such as the Nightmare Brain, cause the mob's species to
change which subsequently swaps out all of their organs; the unit test
accounts for these organs via the typecache `species_changing_organs`.
- Some organs are not usable in-game and can't be unit tested, so the
unit test accounts for them via the typecache `test_organ_blacklist`.
### Overview of the `lungs_sanity` unit test:
- This unit test focuses on `/obj/item/organ/internal/lungs` including
Plasmaman and Ashwalker lungs. The test focuses on testing the lungs'
`check_breath()` proc.
- The tests are composed of calling `check_breath` with different gas
mixes to test breathing and suffocation.
- Includes gas exchange test for inhaled/exhaled gases, such as O2 to
CO2.
### Improvements to the `breath_sanity` unit tests:
- Added additional tests for suffocation with empty internals, pure
Nitrogen internals, and a gas-less turf.
- Includes slightly more reliable tests for internals tanks.
## Why It's Good For The Game
**Organs and Lungs were mostly untested. Too many refactors have been
submitted without the addition of unit tests to prove the code works at
all.** Time to stop. _Time to get some help_. Due to how bad the code
health is in organs, any time we've tried to work with them some sort of
bug caused them to blow up in our faces. I am trying to fix some of that
by establishing some standard testing for organs. These tests have
revealed and allowed me to fix lot of basic developer errors/oversights,
as well as a few severe bugs.

## Changelog
🆑 A.C.M.O.
fix: Fixed lungs gas exchange implementation, so you always inhale and
exhale the correct gases.
fix: Fixed a large quantity of hard-deletes which were being caused by
organs and cybernetic organs.
fix: Fixed many organs which were applying side-effects regardless of
whether or not the insertion failed.
code: Added unit tests for Organs.
code: Added unit tests for Lungs.
code: Improved unit tests for breathing.
code: Improved unit tests for DNA Infuser organs.
/🆑
## About The Pull Request
Admins can currently save circuits and spawn components in whilst
adminned in integrated circuits that are not considered admin only. This
has been changed so that they can only access these functions when in
admin AI mode or when the integrated circuit is admin only.
Closes#71173
## Why It's Good For The Game
Playmins shouldn't have access to admin functions when playing the game
normally.
## Changelog
🆑
fix: Fixed playmins having access to admin functions within normal
integrated circuits.
/🆑
## About The Pull Request
- Juggernaut and Rust Walker projectiles were subtyped off of magic,
which is `nodamage`.
- The juggernaut actually had a copy+paste error with their type
`on_hit` which caused none of their special effects on hit ("relative
patching catches this")
- Then I realized projectiles have this var `nodamage` which is, for all
intents and purposes, just `damage > 0`. it's not checked for pacifism,
it's just that. This is dumb. So very dumb, so I removed it.
- There are, however, a few situations which used it in a unique way,
such as the blast wave cannon. This is why I replaced it with a proc,
`is_hostile_projectile`, for certain situations to actually find out if
the projectile is damaging. Projectiles can override this on a per type
basis by default, damaging projectiles = hostile.
- This has a chance to break some things, but I ... kinda doubt it will.
Fixes#73756
## Why It's Good For The Game
Projectiles that act as they should, less dumb vars
## Changelog
🆑 Melbert
fix: Fixes Juggernaut / Rust Walker projectiles doing zero damage
fix: Fixes Juggernaut projectiles not doing bonus damage to nearby
structures
code: Removed projectile nodamage var, replaces it with just checking
for damage
/🆑
## About The Pull Request
Once pulled, these changes will adjust how the associative list data
type is shown like on circuits and the description of the index table
component.


## Why It's Good For The Game
Given the entry difficulty level of the circuits system, some players
may find themselves overwhelmed and frustrated seeing that their index
table component's output is not connecting to the index list component's
input, despite there being an index associative list component they may
not be aware of. These changes should hopefully lead players to learn
more about associative lists and how different they are from normal
lists. Just adding "assoc." to the descriptor should lead players to
search the term in the component printer and find the index associative
table.
## Changelog
🆑
qol: Made associative lists more apparent in circuits.
/🆑
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
## About The Pull Request
Damn that's a long title.
Admin Verbs can be used in the verb bar with hyphens instead of spaces
again.
## Why It's Good For The Game
Admin muscle memory
## Changelog
## About The Pull Request
>_"I don't remember buying tickets to Mutants on Ice."_
>-Duke Nukem
This PR is (hopefully the final) part of a series of my continuing
refactors of the DNA Infuser. This PR represents a "quality pass" which
should also iron-out the rest of the most impactful bugs.
Granular list of changes:
- This PR adds unit tests for the DNA Infuser organs and
`/datum/status_effect/organ_set_bonus` as recommended by @AnturK
- I noticed that the base `/datum/infuser_entry` was being used in the
machine for the Fly and "rejected" infusions, whereas usually we would
expect it to be a base type used only as a development template. I
corrected this issue and created `/datum/infuser_entry/fly` to be used
for that use-case instead.
- Added `/mob/proc/can_mutate()` and `/mob/living/carbon/can_mutate()`
to replace a few copied lines across several files. The proc is normally
used in the context of mutating a Human via their DNA.
- I fixed a ton of typos in organ-related code, specifically where
"receiver" was typo'd as "reciever". There are far more of those typos,
but I limited the scope of my changes to organs.
- I noticed a bug in `/datum/species/proc/regenerate_organs` wherein a
race condition caused an organ to remove itself before it's done
inserting itself. This happens because the Fly organ set bonus runs
`regenerate_organs` which calls `Remove` on the organ while `Insert` is
still in the call-stack. I added `INVOKE_ASYNC` as a workaround, and
also changed the order the signals are emitted to prevent future bugs.
This bug primarily only impacted the flyperson species transformation,
which was part of the DNA Infuser's flyperson infusion organ set bonus.
- In my last refactor PR #72745 I also introduced a bug in
`/obj/machinery/dna_infuser/proc/infuse_organ` wherein I forgot to add
the usage of `new` when attempting to implant new organs, and this PR
fixes the erroneous code.
- Fxed a bug which causes the organ set bonus to activate when mixing
organs from different sources, which is caused by a developer oversight
wherein all `/datum/status_effect/organ_set_bonus` had identical IDs.
- Added a cleaner `replacetext`-based way of handling pronouns in
`/datum/element/noticable_organ/proc/on_receiver_examine`, using custom
macros `%PRONOUN_S` and `%PRONOUN_ES` as advised by @MrMelbert
- This PR also fixes#72767
## Why It's Good For The Game
With the changes in this PR the machine will finally work as we expect
it to. By adding unit tests we will also be able to ensure that it works
as expected from now on. I feel confident saying that the completeness,
algorithmic correctness, and code health of the DNA Infuser is much
better than it was before.
## Changelog
🆑 A.C.M.O.
fix: Fully fixed the DNA Infuser, which will now infuse organs as
expected.
fix: Fixed flyperson species transformation and organ set bonus, which
was throwing a runtime.
fix: Fixed many typos in organ-related source code.
/🆑
---------
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
An attempt at the
[Initiative](https://github.com/tgstation/dev-cycles-initiative/issues/29)
all types/subtypes of `obj/item/stack` no longer exist inside any
machine. Only during deconstruction is the stack created from the
circuit boards requested components.
Also moved the component printer & module duplicator circuitboards into
`machine_circuitboards.dm` so they all are in one place
I was unable to do this for circuitboards because that still needs to
exist so we can use `apply_default_parts()` on the machine. I tried to
do the whole datum circuitboard approach just like with stock parts but
i'm unsure about it so maybe next time
## Changelog
🆑
refactor: stack components no longer exist inside a machine's
component_parts
refactor: move component printer & module duplicator circuitboards into
machine_circuitboards.dm
/🆑
## About The Pull Request
Currently all machines, if the config to not have a techweb link is on,
will set their node to science even if they were meant to be connected
to another (like through subtypes). This fixes that by checking to
ensure they don't have a techweb connected already before giving them a
new one.
Also as a minor fix, RD consoles will now properly add themselves to the
list of accessing RD consoles if they aren't linking to the default.
This list currently does nothing but I can see good uses of it in the
future.
## Why It's Good For The Game
Fixes an error that was found on a downstream, it's a worthwhile fix
that thankfully was caught this early.
## Changelog
Nothing player-facing.
## About The Pull Request
Adds the 2 new components I made in my prior PR to the basic circuit
research
also fix an issue with associative pick list
## Why It's Good For The Game
Being able to print them would be usefull
Reason I didn't notice was properly since I ran on debug station and it
never crossed my mind that they where research thingy
## Changelog
🆑
fix: You can print the new list pick and associative list pick
components
fix: Associative list pick works as intended now
/🆑
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing
Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
So i accidently reverted all my commits in #72511 when resolving a merge
conflict So ummm yeah fuck my bad anyway
## About The Pull Request
Finishes what was started in #71693 and completes the
[initiative](https://github.com/tgstation/dev-cycles-initiative/issues/1)
Except for `obj/item/stock_parts/cell` and its subtypes. All machines
now use `datum/stock_part` for its requested components & component
parts
Not sure if i caught every machine & stuff in the game so merge with
caution
## Changelog
🆑
code: datum stock part for every obj stock part
refactor: all machines & dependent experiments to use datum stock parts
/🆑
Necessary for #72292 to work effectively, and probably not very useful
out of that context. Split out of its own PR because this is long and
boring.
I want to make sure that we're catching actual mistakes there, and not
just experiencing side effects of how shitty the attack chain is.
Hey there,
Now that every instance of `req_access` and `req_one_access` is a list
of strings, there is absolutely no reason for
req_access_txt/req_access_one_txt to exist. In fact, any instance where
they were still used in the codebase was very convoluted and was very
broken! Don't worry, I fixed it all out, and life is good.
I also dmdoc the surviving access variables, because those were missing.
I went on the side of caution and made a more verbose documentation with
an example just to have people really grasp this (it took me a while to
actually get it)
I believe that we changed _everything_ over to the
req_access/req_one_access system earlier this year in VV, but the
problem is that _new mappers don't understand the difference between the
two systems_. In fact, the "txt" system is completely redundant since
all it does is transition stuff to the "base" system. So, let's just
completely cull the one that's all but deprecated and ensure this
confusion no longer arises. The whole purpose of "txt" seemed to be to
convert the access, but it's all pointless now that we can just read the
list directly.
I'm also 99% certain that the "access check" on vending machines broke
(and didn't seem to have correct logic in the first place? I
legitimately couldn't find a case where it could fail in testing, so I
changed that up), and that's fixed up now. Let me know if I was clueless
there. I know it's short-circuiting now as opposed to "all must be
true", but it just didn't work.
Adds lints for `balloon_alert(span_xxx(...))` (which is always wrong),
and balloon alert where the first letter is a capital (which is usually
wrong). Fixes everything that failed them. As a reminder, abbreviations
like "AI" and "GPS" shouldn't be capitalized in a balloon alert.
In cases where this is intentional for flavor (there was one case), you
can `UNLINT` like so:
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
Simply adds an admin only subtype of the integrated circuit because I
spawn a lot and this'll save me 30 or so seconds each time I do.
## Why It's Good For The Game
When creating a new admin circuit from scratch being able to skip VVing
it to change the admin_only var would save a bit of time.
## Changelog
🆑
admin: Integrated Circuits now have an admin only subtype, functionally
the same as VVed regular circuits.
/🆑
## About The Pull Request
Updated crafting menu, adding a lot of new functions and recipes that
were not in the crafting menu before.
<img alt="cult"
src="https://user-images.githubusercontent.com/3625094/206009533-aec3a1dd-cbe5-45eb-8515-1b75fabb65c5.PNG">
<img alt="nH77dLyyGx"
src="https://user-images.githubusercontent.com/3625094/206009786-b6706f70-0599-40bf-b051-8f499de43abd.png">

https://user-images.githubusercontent.com/3625094/206009841-738e4a03-0660-45b7-8d83-15eeb6501967.mp4
## Why It's Good For The Game
It is easier to use, and it has a lot of recipes that were spread
throughout the game, some of which weren't even on the wiki.
Crafting and cooking now count about 1200 recipes in total, including
conditionally available ones.
## Changelog
🆑
qol: Rewrote the crafting/cooking menu UI
qol: Split crafting and cooking menus in two different menus
qol: Crafting is no longer blocking the entire UI, only the "Make"
buttons are disabled
qol: Added stack crafting recipes to the crafting menu
qol: Added cooking recipes that were absent in the crafting menu before
(tool recipes, machine recipes, reactions)
qol: Added option to search recipes by title
qol: Added option to filter recipes by required materials/ingredients
qol: Added food types to the cooking menu, highlighting diet of your
species (liked, disliked foods)
qol: Added total nutrition value of the result to the cooking menu
qol: Added option to filter cooking recipes by the food type of the
resulting food
qol: Added "Can make" category that lists all currently craftable
recipes throughout all categories
refactor: changed categories and reshuffled some items in them
code: Reagents now have default container to get an icon from the
reagent datum
code: Objects now have `desc_controls` var for OOC information about
mouse controls that are visible on examine, but not in the description
fix: Fixed alignment on many food icons
fix: Fixed missing icon for beef stroganoff
/🆑
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
## About The Pull Request
Adds the ability to use ranges between 0 and 5 for View Sensor circuits.
Currently these nodes are locked to 5 tiles and it is rather difficult
to limit the area this circuit effects either for speed reasons or
otherwise. This PR makes it a simple variable that remains capped at 5,
admins can raise the cap by modifying a variable.
## Why It's Good For The Game
I mostly use circuits as an admin, I can't for the life of me figure out
how to make a shorter range AOE circuit although I imagine its possible
by comparing x and y coordinates of things in the list and yourself this
is far to finicky. Players can also utilize this to, for example check
all objects on the tile the view sensor is on, "possible" at the moment
but way to finicky compared to a 5 tiles.
## Changelog
🆑
qol: You can now reduce the range of View Sensor circuits.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
**About the pull request**
Module Duplicator & Component Printer now provide more local storage and
cheaper production costs when upgraded with better matter bins &
manipulators respectively. Previously this wasn't the case
**Why its good for the game**
Better parts mean lower costs and more storage. Thats always a good
thing
**Change Log**
🆑
add: Module Duplicator & Component Printer now get extra storage &
reduced costs from more efficient parts
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
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## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
Fixes#69798Fixes#71621
When using hypnosis on a victim, the language should be accounted for
and whether the victim can properly hear it. Before the hearing code
would magically translate any message, this is no longer the case.
This also fixes the language barrier involving hearing for:
- Mind echo trauma
- Phobia trauma
- Hypnotic trigger trauma
- Split Personality brainwashing trauma
- Codeword hearing
- Hypnotize status effect
- Impure Inacusiate reagent
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
Better consistency, improved readability, and less bugs in the future.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: Fix hypnosis, mind echo trauma, phobia trauma, hypnotic trigger
trauma, split personality brainwashing trauma, codeword hearing, and
impure inacusiate reagent all bypassing language and hearing checks. If
you try to give commands to a victim in a language they don't
understand, they will no longer magically understand the words.
fix: Fix sign language having accent modifications
refactor: Refactored saycode to be more robust, readable, and have more
unit tests.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
- The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.
- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.
## Why It's Good For The Game
- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication.
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


## Changelog
🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected.
/🆑
## About The Pull Request
Soft revert of #71224 , Fixes#71222
Fixes an exploit involving attachment of multiple igniters to one
assembly.
- Multiple igniters or condensers can no longer be attached to the same
assembly holder
- Assembly holders have a limit of 12 assemblies maximum
- I'm not sure if this is too low or limited, I picked it arbitrarily.
Please inform me if it could be upped a smidge.
- This lag exploit was born because of limitless assembly holders, which
is a little silly even with the exploit aside. All that uncapped holders
can bring are exploits or bugs, which I feel confident limited can
prevent. What use is there even for having so many?
- Cleans up / refactors some aspects of assemblies and assembly holders.
- Assemblies had a weird wire type flag that was only ever used by
signallers, but also used wrong by signallers. I did some scanning of
the code and realized that ... a lot of this was just straight up
unused, and not even assigned anywhere.
- Now, there is a flag assembly flag var, which everything is read off
of. Tested it and still seemed to all work fine.
## Why It's Good For The Game
Lag exploits are bad.
## Changelog
🆑 Melbert
fix: Fixed an exploit involving igniters attached to themselves.
Assembly holders are now limited to 12 assemblies maximum, and you
cannot attach multiple igniters to the same assembly.
refactor: Refactored some assembly jank, namely in how they pulse and
are pulsed.
/🆑
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.
- Makes QDELETED use isnull(x) instead of !x, giving about 0.2 to 0.25s
of speed.
- Make disposal constructs only update icon state rather than go through
expensive overlay code. Unfortunately did not have much effect, but is
something they should've been doing nonetheless.
- Makes RegisterSignal only take signals directly as opposed to
allocating a fresh list of signals. Very few consumers actually used
this and it costs about 0.4s. Also I think this is just a bad API anyway
and that separate procs are important
`\bRegisterSignal\((.*)list\(` replaced with `RegisterSignals($1list(`
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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request process. -->
## About The Pull Request
This PR adds a reagent injector component that's exclusive to BCIs.
(Requested to be integrated into BCIs by Mothblocks.)
When outside of a circuit, the component itself stores the reagents.
However, if it's inside of a BCI, the storage is moved to the BCI. The
storage can contain up to 15u of reagents and acts like an open
container. (However, it won't spill even if you throw it, it just acts
like an open container code-wise, don't worry about it.)
You can only have one reagent injector in a circuit. Trying to insert
multiple will give you an error message.
The entire dose is administered at once. (Requirement set by
Mothblocks.)
Please don't try to dispute any of the specific limitations in the
comments as they're out of my control. They're reasonable anyways.
Reagent Injector Input/Output:
Inject (Input Signal) - Administers all reagents currently stored inside
of the BCI into the user.
Injected (Output Signal) - Triggered when reagents are injected. Not
triggered if the reagent storage is empty.
New BCI Input:
Show Charge Meter (Number) - Toggles showing the charge meter action.
(Adds some capacity for stealth.)
Install Detector Outputs: (Added following a comment about having to use
weird workarounds for proper loops.)
Current State (Number) - Outputs 1 if the BCI is implanted and 0 if it's
not.
Installed (Signal) - Triggered when the BCI is implanted into it's user.
Removed (Signal) - Triggered when the BCI is removed from it's user.
This PR also adds BCI manipulation chambers to all currently present
circuit labs. (Solution proposed by Mothblocks.)
Yes I had to do some other mapping changes to allow for this. No I don't
have any mapping experience, why do you ask?
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
One small step for BCIs, one giant leap for circuit kind. (First
"proper" circuit to human interaction in the entire game!)
This allows for some funky stuff and also makes it less of a pain in the
ass to use BCIs. What's not to love?
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
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all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Added a reagent injector component and BCI manipulators to all
circuit labs. (+ install detector component)
/🆑
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
This is an expanding of
https://github.com/tgstation/tgstation/pull/69708
Adds a config to not connect machines to a techweb at the start of a
round
Adds the ability to multitool a server to get its techweb in its buffer,
which can then be used on machines to sync them.
Adds support for some machines to not cry when they don't have a techweb
linked to it, in case they actually don't.
If the config to not have machines connected to the science server is
enabled, research servers will make their own techwebs instead. This is
barebones though and would need more work if this option is used.
For misc stuff:
- I replaced checking ``GLOB.machines`` for research servers, to instead
check ``SSresearch.servers``, where we can use ``as anything``.
- Removed unused vars on the RD server control
- I renamed the operating computer's .dm file to remove the capitalized
letter from it. It's now operating_computer instead of Operations.
## Why It's Good For The Game
This is adding support for 2 different cases that can be used in the
future:
1. Off-station roles, we can make roles like Oldstation have their own
techweb so they don't ruin science's efforts, or use their advanced
research to get things we don't want, or even possibly have some
blacklist webs for ghost roles (like teleporters) so that way we don't
need to have this dance where we have to give them a very specific
amount of materials for them to do things while not being able to get a
teleporter and leaving. I heard discussions that people wanted this a
while back, and one of the main things preventing this from happening is
the lack of support. Hopefully this is encouragement to make it a
reality, because I think it would be a really cool expansion of ghost
roles and a good way to prevent them from messing with the round in
progress.
2. Downstreams who want to do different things with Science. Personally
I made this PR with voidcrew(shiptest) in mind and think this would make
their lives easier. I didn't expand too much on this because I'm leaving
up mostly to the downstreams to figure out what they want to do with
these systems.
## Changelog
This generally isn't really player facing, since most of the changes
would only come into effect if the config is enabled??
🆑
fix: Research servers now only show servers connected to their techweb.
/🆑
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* [s] Dead people can no longer communicate with the living
Thought listener, through chicanery, could let you still pass through valid strings (and not fail) if you were a mob/dead/observer occupying your mob/living body. god dammit. check to make sure the fucker is dead.
Fixes a bug where MMIs would be sent into the nullspace room when in an MMI component inside of a BCI that is inserted into a BCI manipulation chamber.
Stores the BCI in the chamber's contents, instead of nullspace, allowing the MMI to talk, the BCI to still act as it would normally and overall just solves the issue and maybe some others alongside it.
Fixes#70349
Code improvements are much appreciated as some things may be rather hacky.
Adds more options to the currently very limited modsuit adapter shell. Right now you can only select a module and activate (not deploy) the suit.
This has some major problems as you literally can't even deploy the suit to activate it so that's rendered useless and selecting a module is like... kind of a weird input anyways but I won't judge so I left it in. Please comment down below if you'd like for me to add an "Activate Selected Module" input and "On Module Activated" output as those are certainly possible to do. I was just a little torn on how balanced that would be.
Changes:
"Module to Select" input is now an option. You can still use a string input, but simply inserting it into the suit and activating it, then accessing the circuit that way will give you a list of all modules that the modsuit has.
Modsuit quick deploy (RMB) no longer tries to deploy the rest of the pieces when used while the suit is only partially deployed. It will now instead retract the extended pieces. This makes the "Toggle Deployment" input less prone to errors. (Why was it like this in the first place? Having to manually retract the already extended pieces sucks ass.)
Added Inputs:
"Toggle Deployment" is a new signal input that does exactly what it says it does. It simply tries to extend or retract all pieces of the modsuit depending on it's current state.
Added Outputs:
"Activated" is a new number output that outputs 1 if the suit is activated and 0 if it's not.
"Deployed" is a new number output that outputs 1 if all parts of the suit are extended and 0 if they aren't.
"Deployed Parts" is a new string list output that outputs a list of the names of all currently deployed parts.
"On Deploy" is a new signal output that outputs a signal whenever all parts of the suit are deployed or retracted, regardless of the method used.
"Finished Toggling" is a new signal output that outputs a signal whenever the suit has finished activating or deactivating, regardless of the method used.
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
* Fix xeno hivemind talk causing hissing sound
* Fix dullahan speech arg
Add message_range and saymode to say arguments
Add new say args to other say procs
Add new say args to other say procs
* Revert "Fix dullahan speech arg"
This reverts commit abff2bec1a03c1270b2896faa547c465e046ad78.
* Fix speech_args to be list
* Refactor hulk speech signal handler
* Revert "Revert "Fix dullahan speech arg""
This reverts commit 58997930096ef6b7fa8a1c79395595e61db954c6.
* Change filterproof to be null like other say procs
* Remove unused COMSIG_MOB_SAY defines
* Readd defines for COMSIGH_MOB_SAY
I recategorized EVERY /datum/design/ IN THE GAME to be more UX friendly and I HATE MYSELF FOR IT
I refactored techfab UI to WORK ANYWHERE for ANY MACHINE THAT USES /datum/design as a SET OF MODULAR COMPONENTS
I moved a lot of DESIGNS EXCLUSIVE TO THE AUTOLATHE to also work IN PROTOLATHES
I made MATERIAL ICONS animate between ICON STATES for STACKS
I PUT ICONS IN ALL OF YOUR FABRICATORS
I SOMEHOW DID ALL OF THIS WITHOUT LOSING ANY PERFORMANCE
ALSO SUPPORTS COMPONENT PRINTERS AND MODULE DUPLICATORS
Other garbage:
Fixed numerous spelling and consistency issues in designs
Removed Machine Design (<x>) and Computer Design (<x>) from all relevant designs
All designs are now in title case
Numerous designs that were formerly autolathe exclusives can now also be printed at a protolathe (but not all); this is mostly just service equipment like drinking glasses and plates and silverware
Circuits components can no longer be printed at a circuit imprinter (fixes
Integrated circuit components printed in the component printer/module printer cost twice as much than from an un upgraded circuit printer #67758)
Designs that are not sensible for a department to have are no longer accessible to that department (read: medbay printing turbine parts)
Why It's Good For The Game
Improved UX for techfabs, but also for mechfabs and autolathes, and oh look it's pretty!
also I spent like eight hours doing nothing but categorizing /datum/designs and I'll cry if some version of this doesn't get merged eventually
Changelog
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refactor: mechfabs, autolathes, component printers, and module duplicators now use techfab tgui components
refactor: every single design is now categorized and subcategorized
refactor: mechfabs and autolathes are now in typescript
qol: techfabs now have icons for what you're about to print
qol: techfab material icons are now animated
qol: techfab material icons now fade when no materials are available
qol: techfab searching no longer lags like hell
qol: techfab searching now searches all recipes instead of just the current category
qol: techfabs now have subcategorization (stock part users rejoice)
qol: techfabs now announce when new recipes are available
qol: numerous other techfab ui tweaks
balance: some designs that were formerly autolathe exclusive can now be printed at some departmental techfabs
About The Pull Request
I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)
This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.
I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea
OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?
It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.
We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.
Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).
That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube
Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.
As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.
Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups
BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.
This was quite messy, so I've refactored it (and maps too) to be a bit more modular.
Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.
Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.
Much better then the hardcoded pattern we used to use. So much duplicated code man.
Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.
image
In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.
It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.
In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.
It also comes with an info dump about the ui, and plane masters/relays in general.
Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes
Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.
This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.
Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday
I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.
The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes
We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.
Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.
Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>
Fixes#65800Fixes#68461
Changelog
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refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
Airlock shells made from airlock electronic and door assemblies would not trigger the 'Airlock Access Event' circuit component because the registered signals did not include the signals called by regular airlocks. This fixes that.
Changes components\atom\reagentscanner to use table list from Assoc list.
Added purity output to components\atom\reagentscanner.
At time of making this its impossible to iterate through the output of reagentscanner via loops or numerical index and to determine the amount or the reagent scanned you needed to know its associated value which is less than idea.
Queried this issue on coderbus meeting 3 then asked Watermelon and he agreed that a change would be good.
Added a "purity" to the table outputs to make shells of this component "desirable" to chemistry who need to use Ph_meter to check exact purity. If this not allowed I’m willing to make an \atom\reagentscanner\adv variant that will comparable to Ph_meter.
I intend to give the same treatment to materialscanner.