* Material Tiles now use the correct sound files, preventing Runtimes (#74066)
## About The Pull Request
Material tiles used to reference an incorrect filename for some of their
footstep audio. This resulted in barefoot, claw, and heavy footsteps not
making any noise on them, as well as triggering a Runtime error in the
logs with each step taken. The code for constructing these file names
has been corrected, and now properly paths to the appropriate sounds.
Closes#70145
## Why It's Good For The Game
These changes improve stability by reducing unnecessary Runtimes, and
restore footstep noise to Material tiles for many creatures/scenarios.
## Changelog
🆑
fix: Material tile floors now make noise when walked on by
bare/claw/heavy feet
/🆑
* Material Tiles now use the correct sound files, preventing Runtimes
---------
Co-authored-by: Antonio Tosti <5588048+atosti@users.noreply.github.com>
* De-hardcodes spawnDebris in windows, fixes a bunch of issues with windows. (#73274)
## About The Pull Request
spawnDebris was being overridden by almost every type of window, I've
set up some new vars for it to pull shard and its debris decal from so
spawnDebris only needed to be set up once (+ once more for paper windows
which are unique).
Fixes an issue with reinforced plasma glass windows dropping regular
glass when broken.
Fixes an oversight where tram windows were dropping only 1 rod instead
of 2 and dropping glass sheets instead of shards.
Cleans up tram window code a bunch.
## Why It's Good For The Game
Fixes several issues, cleans up code and cuts down on a lot of repeat
code.
## Changelog
🆑
fix: Reinforced plasma windows will now drop plasma glass instead of
regular glass when broken.
fix: Tram windows drop the correct number of rods and a shard when
broken instead of a sheet.
code: Removed a ton of duplicate vars in tram window code and
re-organize the file slightly.
refactor: spawnDebris has been un-hardcoded and all (but one) override
of it has been removed.
/🆑
* De-hardcodes spawnDebris in windows, fixes a bunch of issues with windows.
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* Starlight Polish (Space is blue!) (#72886)
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## About The Pull Request
Adds support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them
#### Adds render steps
An expansion on render_target based emissive blockers.
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely
Fixes shuttles deleting z holder objects
#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color
This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight
This requires a bit of extra work, see later
This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)
The emissive blocking floor stuff requires making a second render plate
to prevent double scaling
Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon
#### Makes things in space blue
We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright
This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee
#### Makes glass above space glow, and some other stuff
Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.
Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.
#### Modifies partial space showing to support glow
Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.
We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.
#### Makes appearance realization's list output ordered
I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that
## Why It's Good For The Game
Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more
<details>
<summary>
Old
</summary>



</details>
<details>
<summary>
New
</summary>



</details>
## Changelog
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🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑
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---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* update modular
* Update _decal.dm
* Update _decal.dm
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Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Most materials can be used to build most things
* Fixes the merge conflict
* Makes it so our vis_overlay1 is initialized first. It's awful but it works
* Properly fixes the CI issues with the plasma airlocks
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* kills 4 object definitions that are inside of proc arguments (#61152)
thanks to putnam for reporting this in coderbus
/obj/machinery/smartfridge/drying_rack/load(/obj/item/dried_object)
looks pretty harmless right? youd think that this would make a proc argument called dried_object of type /obj/item but no, this defines a new /obj/item class definition called dried_object with zero changes from /obj/item
you can use this to do weird things, like /obj/machinery/smartfridge/drying_rack/load(/obj/item/var/dried_object = 3)
creates a new var on /obj/item called dried_object and is very cursed
gets rid of 4 of these abominations, they dont seem to have caused any bugs except for maybe behavior that relies on typesof(/some/path)
* kills 4 object definitions that are inside of proc arguments
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* fixes hyperspace connect_loc_behalf bug (#60231)
turns out my move_stacks var doesnt work asynchronously since this bug made things with connect_loc_behalf runtime on every movement unless you somehow moved it back to the transit turf and off without it doing the runtime special.
(The sleep and hell the whole bit of code in space/Entered was unneeded, since it just happens normally as a part of move. Life is pain) -Lemon
also does misc code improvements i found while investigating ANOTHER c_l_b bug with stacks i found while testing this one, which i did NOT manage to fix unfortunately
* fixes hyperspace connect_loc_behalf bug
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Beauty is now an element. Fixing an issue with enter/exit area comsigs. (#57147)
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>
* Beauty is now an element. Fixing an issue with enter/exit area comsigs.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>
* Meat statue fixes (#55790)
Fixes few statue bugs with textured materials.
Makes materials use managed filters. This can have side effects on things that already had unmanaged filters on.
* Meat statue fixes
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Beauty component improvements. Two new fantasy component prefixes (#54622)
Title. Changed the component backend code slightly to allow a single component to hold the total score instead of spawning new components. This should fix cases, such as material stacks without the MATERIAL_NO_EFFECTS flag, where multiple set_costum_materials calls can be made and new beauty components spawned.
* Beauty component improvements. Two new fantasy component prefixes
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Turns transparency for turfs into an element, and gives it to datum materials. (#54250)
* Turns transparency for turfs into an element, and gives it to datum materials.
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Adds Alloy Materials (#53623)
Adds and implements alloy materials
Takes several materials that were mostly fluff and converts them into actual usable materials.
Messes with material code a bit to make alloys recycle back into their component materials.
Adds the alloy materials to their in-game stacks.
Materials added:
Plasteel
Plastitanium
Plasmaglass
Titaniumglass
Plastitanium Glass
Alien Alloy
Makes plasteel/plastitanium/plasmaglass and the rest able to have separate properties from their component materials. It doesn't make much sense that the materials used to seal off the supermatter chamber from the rest of the station would be prone to exploding when heated.
Allows for further expansion of materials, possibly including actual functional metallurgy and smelting at some point in the very distant future.
(Lemons note: Adds a regeneration component, used for alien alloy)
* Adds Alloy Materials
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup
* The rest of the owl
* plushvar bad
* Can't follow my own advice.
* Cleanup up all instances of using var/ definitions in proc parameters.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* INVOKE_ASYNC
Replaces a zero-delay timer with INVOKE_ASYNC
* More timers
Switches out some more zero-delay timers for `INVOKE_ASYNC`
* lib_codex_gigas
One last switch
* Renames material "plating" to floor, changes material wall desc to match regular walls
* floor tile
* Custom descs for walls and floor tiles based on material
* material tile throwforce 1 -> 5
* switch order of material flags on material tile
* Removes material flag and check
- Simplifies floor tile desc throwforce check
* Moves the throwforce message to examine()
* Gives more nuance to tile throwforce examine() messages
* Simplifies tile examine throwforce code
- Fixes problem with radioactive item examine of outputting a single period when too far away
- Adds spans to tile throwforce examine and radioactive item examine
* logic 10
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Adds throwforce message to examine return
Co-authored-by: Rohesie <rohesie@gmail.com>
AddComponent/AddElement now support named arguments. This requires passing around an argument list instead of using actual proc args which a bit gross but we can blame byond for forcing this.
InheritComponent uses mirrored init arguments instead of an argument list which means no more accessing it via index to get to the same arguments as in init.
As a small bonus I restructured dcs defines to be a bit more manageable. Mainly just splits them into separate files and gives them their own folder.
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)
this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.
also applies materials to everything, with fixes, which can close#46299
adamantine and mythril are now datum mats (mythril still admin only), adamantine has 1.5 strength buff to whatever is made out of it, mythril adds rpg loot elements to whatever is made out of it
you can now put plastic, adamantine and mythril in the autolathe and coin mint
you can now put titanium in coin mint
switches a bunch of stuff in cargo exports, including mythril and plastic being worth cash money
coin code has been changed to datum mats, the custom sprites have been lost except for antag token