Commit Graph

3991 Commits

Author SHA1 Message Date
Celotajs
fb2d71495b Convert jumpsuits, jumpskirts and sneakers to GAGS (#58514) 2021-04-25 17:01:36 -04:00
Mothblocks
7e4de07506 Remove all gamemodes except Dynamic (#58470)
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.

* Remove gamemode references from age checks

* Monkey

* Remove heretics

* Remove BBs

* Refactor uplinks and remove clown ops

* Remove nuke ops

* Removes and refactors cult

* Remove extended

* Remove and move out meteors

* Removes wizard

* Remove sandbox

* Remove changelings

* Remove traitors

* Remove revs

* Remove gangs

* Remove changing mode and voting for new gamemodes

* get_candidates signature fix

* Summon ERT and NERD in their own panel

* Remove some old unneeded age_check stuff

* Fix old signatures of get_uplink_items

* Use Extended like config for dynamic.json

* Fix discounted gear
2021-04-25 01:55:10 -07:00
Seth Scherer
9bceb56c1d Fixes full unrestrained interaction while buckled to a xeno nest. (#58617) 2021-04-23 16:56:49 -07:00
LemonInTheDark
39016d2895 Fixes a bunch of invalid icon states. There's more, but my brain isn't fried enough for that. (#58608)
gibup1 and gibdown1 don't exist
items_and_weapons.dmi doesn't have an icon state called his_grace_ascended, in fact nothing does
items_cyborg.dmi doesn't have an icon state called laser, it  does however have an icon state called
laser_cyborg
no porta_turret has an icon state with the _unpowered suffix, in fact I'm convinced none of them ever have
2021-04-23 02:47:24 -07:00
dragomagol
4b531c9d3e Changes reinforced window deconstruction to right click (#58523) 2021-04-22 22:22:30 -07:00
Seth Scherer
79556c3e61 Allows you to repair trophy cases (the ones found in the library) (#58588)
Apparently you haven't been able to repair these for the last four years.
Fixes #27926 (Trophy cases being perma broken)

All other display cases can be repaired, why shouldnt this one be able to.
2021-04-22 21:30:01 -07:00
GuillaumePrata
7e3418ad22 Tank holders can be anchored and have better examine descriptions. (#58348)
* Tank holders can be anchored

* Better description

* One word

* Requested change
2021-04-22 20:22:46 +02:00
ArcaneDefence
234edc571e Prevents jank directional window opacity bugs (#58577) 2021-04-21 20:10:54 -07:00
ArcaneDefence
d79bad7629 Allows rotating statues (#58462) 2021-04-17 00:06:32 -07:00
Mothblocks
1e848e5738 Move eyestabbing to an element, rather than as part of core combat code (#58358)
Moves eyestabbing off from an item flag that is checked on every item attack to an element.

Kills /obj/item/proc/eyestab, and makes the new element the sole owner.
2021-04-17 00:53:33 +01:00
Ghilker
72badd3105 Insulating gloves gives chunky fingers trait (#58407) 2021-04-15 11:05:42 -07:00
tralezab
7d58d8de6c REOPEN: REVERT: Changes faster fireman carrying from a trait on gloves to a skillchip (#58268)
Co-authored-by: SuperNovaa41 <supernovaa41@protonmail.com>
2021-04-15 00:15:45 -07:00
AnturK
3de3256f25 Fixes initialization getting stuck on paintings. (#58399) 2021-04-14 14:32:57 -07:00
Ryll Ryll
cd378c4860 breaking a mirror is bad for your health (#58381) 2021-04-14 12:09:24 -07:00
Ghilker
f54783fd91 Firelocks can't close if an holofan is placed on their turf (#58332) 2021-04-13 06:36:05 -07:00
Greniza
23c9d1860b Adds a muzzle-breathmask (#58330) 2021-04-12 17:26:25 -07:00
tralezab
09ab61ae05 Four New Sects, small rethemes to first 3 (#57820)
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-04-11 22:57:43 +03:00
Emmett Gaines
1c81adac8d Allows the connect_loc element to have a listener different from the tracked object (#58276) 2021-04-10 18:19:57 -07:00
Mothblocks
0d24cdea3c Remove Uncross() and CheckExit(), add connect_loc element to cover the cases we used it for (#58188)
* Remove Uncross(), add create_loc element

* Update on ChangeTurf

* Explicit return

* Hold onto elements and remove TEST_FOCUS

* Remove UNIT_TESTS compile flag

* Follow my own advice.

* Comment about Uncross + CRASH

* Remove /atom/Exit ..()

* Apply suggestions from code review

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>

* Use keyed locs

* Re-add Bump()

* Superfluous check

* Correct change turf signal, remove old continue check

* Fix compile failure

* Fix tests

* Don't create element for fulltile windows

* Correctly unregister old location

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2021-04-08 15:52:00 -04:00
ATH1909
1b68ca0a34 Placing a fireman carried person onto a table no longer harms them (#58147)
Previously, clicking on a table with a fireman carried person while not in combat mode would start a do_after(), then harmfully smash the person you fireman carrying into the table. This harmful smash has been replaced by your character merely placing the fireman carried person onto the table, like what happens when you click on a table while not in combat mode while you have someone in a grab. You can still click on a table with a fireman carried person while in combat mode to perform a limb smash, if you wish.
2021-04-05 12:54:56 -04:00
Mothblocks
0b016ef2ce RCD now rebuilds existing constructs faster and with less resources (#58029)
* RCD now rebuilds faster

* Reconstructing now costs less

* Fix _

* Remove unused flag, use helper proc

* Add sound

* Remove previously useless, now inaccurate comment

* Add MIN_COMPILER_VERSION warning
2021-04-04 16:29:29 +02:00
tralezab
9339319023 Persistence now cleans up json entries (fixes a lot of runtimes involved) (#58084)
* super duper persistence cleaning

* compiles now, much better written
2021-04-03 00:47:05 -04:00
Kylerace
24efbd6525 changes most uses of SSvis_overlays.add_vis_overlay() inside of update_overlays() to true overlays (#57985) 2021-03-31 13:54:07 -07:00
Rob Bailey
292b217911 Layer overhaul (#57915)
## About The Pull Request
Changes up some layer and plane defines for no particular reason lol

## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._
2021-03-29 09:51:44 -04:00
Thalpy
0500771072 [Ready] Fermichem part 2.3 Adds a new reagent: Eigenstasium (#56918)
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-26 19:56:04 -07:00
Emmanuel S
8ec2f82738 Minor tramstation and train-rail-fluff fixes (#57639)
Fixes an incorrectly-shifted sprite for floor tram rails and adds some missing tram-rail fluff objects
Also does some minor renaming (railing -> rail)



cl
fix: Nanotrasen railroad engineers have done some minor repairs to their in-station tram rails.
/cl
2021-03-26 10:14:35 +13:00
Time-Green
635079aa98 Adds a plumbing layer manifold (#57494)
Adds a multilayer plumbing manifold, I also murdered the multilayer duct

You can now alt-click the plumbing RCD to change the layer it prints. I made a whole thing where right clicking changed the settings and you could use that to change machinery aswell. I even did that with the plunger, it was absolutely beautiful. Anyway that drained the life out of me because apparently there's no attack_obj_secondary and afterattack_secondary ALSO called attack_obj (left click). I just hate whoever made it with intensity

Plumbing now uses three layers. They should be easier to navigate. I tried to make layer connecting the same as cross-color connecting, but that would take more of my soul then there is to take
2021-03-24 13:57:00 -04:00
Ghom
ee59c16637 Ice cream revamp: Ice cream is a component and cones can hold multiple servings of ice cream now. (#57415)
* Ice cream rework WIP

* I'm done!

* i'll deal with my verbose engrish at a later date. I'm dead tired.

* linter aaaaaa

* Take a bite!

* FINALLY, A COMPONENT!

* ghost macro.

* Review, typos, beheading of a lame comsig.

* Typo. Now I'm self-obliged to test it again.

* It works.
2021-03-23 07:53:46 +01:00
MrMelbert
3be92b1a74 Fixes items in toilet cisterns being deleted / null'd on deconstruction (#57864)
* banished

* drop loc
2021-03-22 02:13:09 -07:00
MMMiracles
75d3c3e601 tram hotfix hopefully maybe (#57646)
The cause of the blender was the fact the UI wouldn't update properly if left open and you walked away, meaning you could tell the tram to go to a destination it was already at and brrrrrrrrrr.

TGUI really isn't my strong suite and forcing it closed guarantees the info on the UI is updated so no blender.
2021-03-20 16:07:50 -07:00
TemporalOroboros
fb488fdfff Some explosions code cleanup (#57493)
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
2021-03-20 16:03:59 -07:00
LemonInTheDark
2fad574a4e More harddel fixes + Tram sanity check (#57828)
* Fixes a harddel caused by the FUCKING MACHINE VAR WHAT THE FU-

* Fixes a tram related harddel, the proc that removed things from the riders list worked on stuff passed in by Uncrossed, but failed with the qdeleting signal. I've made a wrapper proc to better support these things, added signal handlers, and removed an if check that hid nulls (If it's breaking I need to know)
2021-03-20 05:46:04 -07:00
LemonInTheDark
7f444f510e Fixes a ton of harddels (#57736)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2021-03-17 05:51:53 -07:00
MMMiracles
5f3e12178e Tramstation: choo choo MORE MAP COMIN' THROUH (#56509)
* cool map bro!

* security

* perma

* secfull

* secman

* medstart

* engine2

* atmos start

* barrrr

* bar2

* bar3

* civil

* lower

* barrrr

* barrrrrr

* start

* cargo

* sci

* j

* servicedecal

* civildecal2

* service decal2

* service decal 3

* service decal 4

* pip

* decal4

* decal8

* arse!

* arrivals

* arrivals 2

* ai

* aifix

* vault+techstorage

* medbay

* bridge 1

* sec 3

* sectest

* squish squish

* securitywork

* secmore

* config setup

* tram

* cargo work

* escape

* disposalfuck

* i hate pipes

* disposalsfull

* SEC

* grav

* bads

* researchwip

* caw

* hguhwhuh??

* apc+air_alarm

* engie

* sm

* stttt

* aisat

* areas

* camera wip

* camera 2

* secam

* shuttle shit or something idk

* aaaa

* path nodes + waypoint navs

* almost there

* pull

* unnecessary file

* standardize

* tram choo choo!!!

* tgm

* testmerge feedback fixes

* map work

* test

* test2

* i hate

* THERE

* trams without pulling upstream like an idiot (#3)

TRAM

* fast tram fast TRAM

* fuck turfs

* tram collisions, tram cooldowns (#4)

lol

* ass

* tram but real

* forgot the ,

* code improvements, fixes, and tram call buttons (#5)

* unnecessary check gone, nulls now scrubbed (#6)

* fancy tram

* feedback changes

* AT fix

* feedback changes

* incin+engine atmos wooo!

* missing grav gen cable

* more feedback changes + diagonal shuttle wall

* bottom floor explodes into airless asteroid instead of space now

* even more feedback changes

* area change

* update to iron sheets

* ore smelter wrong dirs

* path changes agagagagaga

* no more fabs

* atmos fixes + more general fixes

* Creates SStramprocess and Makes Movement Use That Instead of Timers (#7)

* makes SStramprocess a child of SSprocess and makes tram obj use it

* gets rid of continue_movement() in favor of SStramprocess

* remove fake tram

* tgm baby

* maintenance update + chode tram

* hopefully makes the tram choke the server out less (#9)

tries to put brakes on the tram

* bad id console

* more maint stuff

* Big bundle of fixes and additions for trams (#10)

* BANG TING OW

* fixes docs, makes everyone always take damage, fixes bump text and span

* control prevention... maybe?

* combat mode no longer triggers trams

* tram conflicts + tram console

* medical changes + tram lift console

* bot pathing in tunnels

* tram whiteship + bad area string fix

* -station fixes
-tram monorail
-tram monorail grinding + achievement

* trail these noots

* rail

* yee

* diner bots + xeno changes

* Tram TGUI FINALLY (#11)

* bflehgfwblilbrga

* Update TramControl.js

* --fix, --lint

* more ui

* brokendimmer now doesn't try to load content, static data updates, MORE sanity.

* finishing off tram sprites

* cleaning up dmis

* Portal Improv

* re-removes icons

* relay moved, map fix

* fixed? (#12)

* rd machines

* relay moved, upload moved to sci, service lathe access, typo

* maint stuff

* tgm

* medical overhaul, more maint junk

* comments out achievements for testing

* space hole + spare

* actual tram blender fix according to known blender method

* tgm

* trail these

* removes depreciated tram content + accidental changes during pulling

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-03-11 18:43:57 +01:00
TiviPlus
f0cf7ea5ac Replace some turf in range() with RANGETURFS and fix(?) bspace trauma (#57566) 2021-03-11 02:26:21 -08:00
Ghilker
3ca7061123 plastic flap air wall fix (#57455)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-07 15:22:31 -08:00
Paxilmaniac
0925b1075e Adds Directional Presets To Several Common Wall Mounts For Mapping (#57463) 2021-03-06 17:28:49 -08:00
Kylerace
01f899c946 At first i thought that i was being forced to add a feature 🤮 but then i realized i was being encouraged to refactor 😄. Electrified chair is now a component instead of a failure (#57117) 2021-03-03 05:05:52 -08:00
Time-Green
f62034edf6 Rework plumbing reaction chamber, purity support (#57071)
Currently does four things:

The reaction chamber now supports purity! It has a yellow (acid) and green (basic) input for buffers, aswell as a setting to automatically dispense either an acidic or alkalic buffer when above/below a certain pH! Now you can make a 100% pure meth factory! The buffer connects are on an alternate layer.

Probably going to be less loved, but I removed the reaction chambers ability to pick reagents from the net. Instead, it will pull untill a set volume is reached. Then it'll start reacting. While this means that players will have to be more creative and use a wider array of machinery.

Also new machine! Buffers! They fill the hole that reagent chambers left. They can be set with a threshold volume and will only start putting out chems when ALL of their neighbouring buffers also are also above this threshold. You might have a lot of one chem and have to wait for a more specialized chem to be produced, and with the cleverness of reaction chambers gone, bufferers can do just that: wait.

I also removed all but two layers. I want to make it obvious what layer the buffer connects are on. Also layers are basically unusable and I'm gonna give them a rework very soon. I'll put the things back in then when they actually have something to contribute
2021-03-02 16:22:16 +02:00
Ryll Ryll
66daec9eb8 *smacks table* Hot Damn! (#57269) 2021-02-28 22:22:33 -08:00
Timberpoes
890615856e Fully implements the ID Card design document (#56910)
Co-authored-by: Rohesie <rohesie@gmail.com>
2021-02-28 19:26:45 -08:00
ArcaneDefence
105edf1ea7 Adds missed worn icon states for plungers (#57216) 2021-02-27 14:19:25 -08:00
Qustinnus
dc78e93543 Adds tourist robots that order food and drinks from the bar and cafeteria (#57010)
* Adds Tourism Economy

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-25 19:39:02 +01:00
Ghom
69711bde15 Beauty is now an element. Fixing an issue with enter/exit area comsigs. (#57147)
Co-authored-by: Ghommie <425422238+Ghommie@users.noreply.github.com>
2021-02-24 21:17:03 -08:00
Qustinnus
931a32ffb3 Experi-Sci: Techweb nodes may now require you to perform "scientific" experiments (#54093)
Co-authored-by: Brett Williams <bobbahbrown@gmail.com>
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-23 13:30:24 -08:00
Fikou
a86bae62fc fixes pirate captain spawning with the wrong outfit (#57106) 2021-02-22 20:59:57 -08:00
Ryll Ryll
9d45916ee8 Implements JPS (Jump Point Search) Pathfinding (#56780)
So a month or so ago I wanted to make it so dogs in my dog AI PR could path through doors if they had access, and was told I'd need to improve our pathfinding efficiency if I wanted to use full pathfinding for them. Thus, enter JPS, a pathfinding algorithm that allows for massive timesavings in systems with uniform cost grids like ours. This code is still fairly rough and needs polishing, but it's fully functional and already shows massive savings over traditional A*! I plan for this to replace A* as our default pathing method, but I'll leave the A* code in place in case someone ever needs it for whatever reason, like if a specific case needs variable cost pathing.

Note that this allows for diagonal pathing instead of the cardinal pathing our A* uses right now, and the current version of the code costs the same to move diagonally as it does to move laterally, which may change later. There's also a lot of dummy/test code in right now in general, but you should still be able to test it out for yourself by spawning a bot like a medibot and using your PDA to summon it.
Preliminary Profile Results

A preliminary profile is available here. Using one medibot by itself on Metastation, I generated a list of 500 random blob spawn points around the station, gave the medibot all access, then let each algorithm tackle the list. The old A* algorithm took a total of 86 seconds to complete the list and processed 978065 nodes, while JPS took a total of 46 seconds and processed only 100062 nodes, for a 47% decrease in total time and an almost 90% decrease in nodes processed!
Why It's Good For The Game

Significantly cheaper pathing, which will very much come in handy for the AI datums I'm looking to dig into, what's not to like?
2021-02-22 15:14:33 +13:00
Cimika/Lessie/KathyRyals
5c45a259e0 Buffed atmos holofans. Added to CE locker. (#57074)
Atmos holofans can now make six holos instead of three. Swapped the (useless) engineering holo with the atmos holo in the CE locker.
2021-02-21 13:55:23 -05:00
MrMelbert
466a54383d Updates the lifebringer flavor text to be less ambivalent about their goals (#57059) 2021-02-21 04:23:55 -08:00
Arkatos1
0e5c7041e2 Auxiliary Base construction fixes (#56969)
* Base construction fixes
2021-02-20 22:39:17 +01:00