* Removes unused clockwork cult icons (#64006)
and also moves them over to the sprite repo
there were still some used, so the fluff pieces got added to obj/fluff.dmi, and also there was one sprite for the wall girder, the toy wrist watch and the null rod, so those got moved into their respective files.
moved the clothing to their respective files aswell.
Why It's Good For The Game
almost all of these sprites are completely unused, aswell as the gamemode being removed from the code anyways, so they can rest in sprite purgatory
* Removes unused clockwork cult icons
* Fixes one of the floor that had no texture
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* In Soviet Nanotransen, Tram consume you! (#63643)
* stops the tram from consuming the SM
* In Soviet Nanotransen, Tram consume you!
Co-authored-by: DragonTrance <dylan661993@gmail.com>
* Adds medical department medals (updated sprites) (#64076)
* initial sprites and code work
* Update accessories.dmi
* changed color to blue and made worn sprites smaller, testing
* updated sprites, made them much smaller and color scheme is fixed
* Adds medical department medals (updated sprites)
Co-authored-by: RaidenKoizuma <80659327+RaidenKoizuma@users.noreply.github.com>
* Makes `share()` canonical. Saves cpu time, makes the simulation proper (#63785)
* Makes `share()` canonical. Saves cpu time, makes the simulation proper
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Gives a bunch of table sized and/or shaped things (#63964)
You can't reach over/around/through a whole bunch of objects that look small enough/low enough to imply that you can. This grants people the ability to do so.
Hydroponics trays look roughly table sized and shaped and you can't reach past them, which is irritating. Now you can, which is not.
Ditto for crates, the cooking grill, and the chaplain's altar.
Plumbing input/output/dev/null machines and chemical heaters take up maybe 1/4 of the turf and block attempts to reach past them. Being able to is less irritating.
* Gives a bunch of table sized and/or shaped things `LETPASSTHROW`
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Clicking an open locker on combat mode will no longer deposit your item (#63951)
* fix
* fix
* FIX
* Clicking an open locker on combat mode will no longer deposit your item
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Closets/crates no longer dump their contents on qdel'ing (#63841)
* Closets/crates no longer dump their contents on qdel'ing
* Trying to fix the CI problem
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* chatmessage.dm offset adjustment (#63848)
changes the pixel_y and pixel_x of a 'message' to maptext_width and maptext_height instead of bound_width and bound_height.
* Sets runechat's offset vars to nicer ones
Co-authored-by: ghost sheep <donniescatch@gmail.com>
* Fixes aiming at things through cameras not aiming at the thing you aimed at. (#63654)
You can click on things through cameras. This is one of the major appeals of BRPEDs. If you try to shoot at things while using a camera console to aim you will shoot at the angle between the camera you are looking through and the thing you are aiming at. This makes you aim at the thing you are aiming at from the perspective of yourself instead of the camera you are using.
While it would be funny to watch a sniper gun down their own team aiming through a camera bug and shooting in the opposite direction they think they I'd prefer if it actually worked.
* Fixes aiming at things through cameras not aiming at the thing you aimed at.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* 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>
* Mops no longer wet the turf when you refill them from the mop bucket (#63549)
* Mops no longer wet the turf when you refill them from the mop bucket
Co-authored-by: oranges <email@oranges.net.nz>
* Field of View and Blindness improvements [bounty + upstream push]
* Update death.dm
* almost done
* Update fov_handler.dm
* Face mouse when in combat mode, fix
* Fixes the category for the fov admin verb. #63401
* Fixes objects with bad planes and FoV bugs #63412
* pain
* there we go
* face pref
Co-authored-by: Azarak <azarak10@gmail.com>
* You can now resist out of nested containers (also fixes the GBJ associated with it) (#63449)
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* You can now resist out of nested containers (also fixes the GBJ associated with it)
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* Prevents shoving people into the locker dimension (Fixes other shove things too) (#63372)
Made this like half a month ago. Fixes#63095Fixes#63096, all of it
People seem to be upset by being force moved into an open locker, can't imagine why. Let's start with this
I'll be back for the rest soon (I HAVE RETURNED)
* Prevents shoving people into the locker dimension (Fixes other shove things too)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Stops aux base turrets from hard-deleting (and 1 other fix) (#63424)
Fixes#62643
Fixes aux-base turrets from hard-deleting by handling their deleting on the aux base itself.
Converts the turrets list to a proper lazylist and cleans up some surrounding code involving the turrets list.
Also fixes a copy+paste error with tiny fans being placed.
* Stops aux base turrets from hard-deleting (and 1 other fix)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes up multiz atmos connection, cleans some things up in general (#63270)
About The Pull Request
ALLLRIGHT so
Multiz atmos was letting gas flow down into things that should be well, not flowable into
Like say doors, or windows.
This is weird.
Let's get into some context on why yeah?
First, how do things work currently?
atoms have a can_atmos_pass var defined on them. This points to a define that describes how they interact with
flow.
ATMOS_PASS_NO means well, if we're asked, block any attempts at flow. This is what walls use.
ATMOS_PASS_YES means the inverse
ATMOS_PASS_DENSITY means check our current density
ATMOS_PASS_PROC means call can_atmos_pass, we need some more details about this attempt
These are effectively optimizations.
That var, can_atmos_pass is accessed by CANATMOSPASS() the macro
It's used for 3 things.
1: Can this turf share at all?
2: Can this turf share with another turf
3: Does this atom block a share to another turf
All of this logic is bundled together to weed out the weak.
Anyway, so when we added multiz atmos, we effectively made a second version of this system, but for vertical
checks.
Issue here, we don't actually need to.
The only time we care if a check is vertical or not is if we're talking to another turf, it's not like you'll
have an object that only wants to block vertical atmos.
And even if you did, that's what ATMOS_PASS_PROC is for.
As it stands we need to either ignore any object behavior, or just duplicate can_atmos_pass but again.
Silly.
So I've merged the two, and added an arg to mark if this is a verical attempt.
This'll fix things that really should block up/down but don't, like windows and doors and such.
Past that, I've cleaned can_atmos_pass up a bit so it's easier for people to understand in future.
Oh and I removed the second CANATMOSPASS from immediate_calculate_adjacent_turfs.
It isn't a huge optimization, and it's just not functional.
It ties into zAirOut and zAirIn, both of which expect to be called with a valid direction.
So if say, you open a door that's currently blocking space from leaking in from above, you end up with the door
just not asking the space above if it wants to share, since the door can't zAirOut with itself.
Let's just wipe it out.
This makes the other code much cleaner too, heals the soul.
Anyway yadeyada old as ass bug, peace is restored to the kingdom, none noticed this somehow you'd think people
would notice window plasma, etc etc.
Why It's Good For The Game
MUH SIMULATION
Also fuck window gas
Changelog
cl
fix: Fixed gas flowing into windows from above, I am.... so tired
fix: Fixes gas sometimes not moving up from below after a structure change, see above
/cl
* Fixes up multiz atmos connection, cleans some things up in general
* Update large_doors.dm
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* 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
* TGUI input box conversions 2
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Fixed rough iron false wall alert text and rough iron wall deconstruction amount. (#63389)
* Fixed rough iron false wall alert text and rough iron wall deconstruction amount.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* Stops transit tube dispensers from transporting anchored objects such as immovable rods (#63108)
Stops transit tube dispensers from transporting anchored objects such as immovable rods
* Stops transit tube dispensers from transporting anchored objects such as immovable rods
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Adjusts the greyscale sprites of the benches (#63261)
* Adjusts the greyscale sprites of the benches
* More of a wooden color for the benches
* Adjusts the greyscale sprites of the benches
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>