Commit Graph

2344 Commits

Author SHA1 Message Date
SkyratBot
05378f6034 [MIRROR] SM Zap: Fix forked target selection [MDB IGNORE] (#8869)
* SM Zap: Fix forked target selection (#62143)

Supermatter forked lightning can now hit targets previously used by a sibling.

The default setup - and anything using two grounding rods - was still entirely safe, as "pass by ref begone" code did allow target reuse in ancestors. Any split could only exclude one grounding rod, and if one branch split again, neither branch's targets would be passed back to the target list of the first split.

The same issue was not present in `proc/tesla_zap`. Probably still shouldn't have two of these, though.

* SM Zap: Fix forked target selection

Co-authored-by: esainane <esainane+github@gmail.com>
2021-10-16 20:37:49 -04:00
SkyratBot
230a34588f [MIRROR] modules/atmospherics major cleanup [MDB IGNORE] (#8818)
* modules/atmospherics major cleanup

* E

* E

* 0

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-14 22:44:30 +01:00
SkyratBot
feb3aa2489 [MIRROR] Bullets only directly damage the SM so much [MDB IGNORE] (#8809)
* Bullets only directly damage the SM so much (#62079)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Bullets only directly damage the SM so much

Co-authored-by: Maurukas <66576896+Maurukas@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-10-14 15:07:51 +01:00
Pinta
6bb61699a9 [MOSTLY MODULAR][REFACTOR] Refactors Mediguns into a subtype of Cell-Loaded guns. (#8724)
* The start

* More work

* firing modes

* Now displays ammo type when swapping and examining

* code refactoring

* replaces a bunch of code

* custom medicell text

* Update emitter.dm

* removes some testing stuff that isn't needed anymore

* repaths medicells

* This bothered me

* now uses conversion kit framework from https://github.com/Skyrat-SS13/Skyrat-tg/pull/8506/files instead of crafting
2021-10-13 20:20:57 +01:00
SkyratBot
6cdded2bad [MIRROR] no more regal rat runtimes, and, cheeeeeeeeeeeese can now be eaten by it [MDB IGNORE] (#8793)
* no more regal rat runtimes, and, cheeeeeeeeeeeese can now be eaten by it (#62032)

* no more regal rat runtimes, and, cheeeeeeeeeeeese can now be eaten by it

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
2021-10-13 19:09:58 +01:00
SkyratBot
e95434e3ca [MIRROR] re-adds the yellow slimecore as an EMP-proof cell [MDB IGNORE] (#8785)
* re-adds the yellow slimecore as an EMP-proof cell (#62013)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* re-adds the yellow slimecore as an EMP-proof cell

Co-authored-by: Invalid <51190031+InvalidArgument3@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-10-13 19:09:51 +01:00
SkyratBot
211ab982c7 [MIRROR] lower sound level of coils, add a cooldown to avoid overlapping sounds [MDB IGNORE] (#8777)
* lower sound level of coils, add a cooldown to avoid overlapping sounds (#62002)

Add a calculation to the coil sound and extrarange so that they are not deafening
Thanks to the discord user @ hawk#1896 for the sound calculations

Less deafening sounds and better feedback to the players (louder zaps mean higher power output)

* lower sound level of coils, add a cooldown to avoid overlapping sounds

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2021-10-13 19:08:40 +01:00
SkyratBot
58c7729d88 [MIRROR] Rad collectors gone, tesla coils to generate power [MDB IGNORE] (#8697)
* Rad collectors gone, tesla coils to generate power (#61917)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Rad collectors gone, tesla coils to generate power

* replaces rad collectors

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
2021-10-10 17:13:06 +01:00
SkyratBot
1f0529edf6 [MIRROR] SM: Prevent unmovable SM variants from moving, round 2 [MDB IGNORE] (#8739)
* SM: Prevent unmovable SM variants from moving (#62000)

Previously, a hostile statue could move it by bumping into it. It would
still be dusted, but this left open the possibility of supposedly
immobile engines moving, albeit slowly and expensively.

* SM: Prevent unmovable SM variants from moving, round 2

Co-authored-by: esainane <esainane+github@gmail.com>
2021-10-10 15:39:00 +01:00
SkyratBot
16fcccbb3c [MIRROR] APC: Remove a useless null check [MDB IGNORE] (#8706)
* APC: Remove a useless null check (#61965)

You literally return if !home 4 lines above aaaaaaaaaaaaaaaaaaaaaaaaaaaa

* APC: Remove a useless null check

Co-authored-by: esainane <esainane+github@gmail.com>
2021-10-09 09:16:51 -04:00
SkyratBot
3c4865d797 [MIRROR] SM: Prevent unmovable SM variants from moving [MDB IGNORE] (#8708)
* SM: Prevent unmovable SM variants from moving (#61970)

Previously, a hostile statue could move it by bumping into it. It would still be dusted, but this left open the possibility of supposedly immobile engines moving, albeit slowly and expensively.

Hostile Statues have a move_force of 9000, but continued to be able to bump the SM until move_force was varedited to 1999 or below. This means (at least) immovable rods and all megafauna could all bump an "immobile" SM one tile per life.

* SM: Prevent unmovable SM variants from moving

Co-authored-by: esainane <esainane+github@gmail.com>
2021-10-09 09:15:57 -04:00
SkyratBot
95ab2d2efb [MIRROR] Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. [MDB IGNORE] (#8714)
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. (#61943)

* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-10-09 09:11:52 -04:00
SkyratBot
cc93b11d23 [MIRROR] _HELPERS/unsorted.dm has been sorted [MDB IGNORE] (#8627)
* _HELPERS/unsorted.dm has been sorted

* Feexing conflicts

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-06 22:07:01 +01:00
SkyratBot
d85ff7bcfc [MIRROR] Fix cable restraint not rendering in crafting menu [MDB IGNORE] (#8583)
* Fix cable restraint not rendering in crafting menu (#61842)

Fixed the cable restraints not showing up in the radial crafting menu. This was caused by the cable restraint (cuff) icon being moved to the restraint.dmi file - I didn't see this old reference elsewhere in the code. (first TG commit, please let me know if I am missing anything.

* Fix cable restraint not rendering in crafting menu

Co-authored-by: Peter <30943236+PeterMorrison1@users.noreply.github.com>
2021-10-03 23:00:42 +01:00
SkyratBot
1231c6fa58 [MIRROR] Add local APC cache to /area [MDB IGNORE] (#8550)
* Add local APC cache to /area (#61655)

About The Pull Request

for(var/obj/machinery/power/apc/APC in GLOB.apcs_list) in get_apc makes chuck norris shed a tear
Why It's Good For The Game

tears are bad
Changelog

cl
code: /area now retains a local reference to the APC in the area, if any
/cl

* Add local APC cache to /area

Co-authored-by: esainane <esainane+github@gmail.com>
2021-10-02 02:34:42 +01:00
SkyratBot
6a3a1aed83 Rendering refactor P1: Plane unification and render relaying (pictures and video included) (#8479)
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2021-10-01 00:08:39 +01:00
SkyratBot
e68e985ddc [MIRROR] Fix being shocked while laying cables having a 50% chance to give you two cables instead of one. [MDB IGNORE] (#8483)
* Fix being shocked while laying cables having a 50% chance to give you two cables instead of one. (#61754)

Title

deconstruct already gives cable

* Fix being shocked while laying cables having a 50% chance to give you two cables instead of one.

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
2021-09-29 11:55:11 -04:00
SkyratBot
c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00
SkyratBot
e8d78089fc [MIRROR] [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby. (#8339)
* [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby.

* E

* Missed merge

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 18:16:17 +01:00
SkyratBot
7ffa436d0a [MIRROR] memories are no longer added if the target isn't aware of them. (#8299)
* memories are no longer added if the target isn't aware of them. (#61375)

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

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

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-09-20 23:21:27 +01:00
SkyratBot
0a2eca44a9 [MIRROR] The pinpointer once again tracks shunted AIs (#8215)
* The pinpointer once again tracks shunted AIs (#61454)

* The pinpointer once again tracks shunted AIs

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-09-17 21:02:34 +01:00
SkyratBot
baf91da388 [MIRROR] Fixes (somehow) killing nar-sie in the last second not properly clearing the hostile environment (#8159)
* Fixes (somehow) killing nar-sie in the last second not properly clearing the hostile environment (#61116)

Someone forgot to add GLOB.cult_narsie so I think what would happen is, despite narsie being dead, the shuttle wouldn't leave.

Was a non issue because the round ends if nar nar is last minute killed. There is not enough time for the shuttle to even leave.

That said, unimportant failures are still failures, so let's get going

* Fixes (somehow) killing nar-sie in the last second not properly clearing the hostile environment

Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
2021-09-15 03:29:19 +01:00
SkyratBot
e510e35167 [MIRROR] [READY] Adds memory system, and engraving walls with chisels (#8066)
* [READY] Adds memory system, and engraving walls with chisels

* EEE

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:36:51 +01:00
Gandalf
8eb1a428f3 Revert "Revert "[MIRROR] Refactor area and turf lighting"" (#8063)
* Revert "Revert "[MIRROR] Refactor area and turf lighting (#7775)" (#7902)"

This reverts commit 64c4c52d12.

* This should probably fix it

* I love linters

Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-09-10 19:01:18 -04:00
Jérémie Hakier
5cedaa840f The ultimate sin 2021-09-10 17:42:34 -04:00
SkyratBot
04302a770a [MIRROR] moves obj_integrity and associated procs to the atom level (#8016)
* moves obj_integrity and associated procs to the atom level

* Feex good

* Whoops forgot the maps

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-10 16:47:01 +01:00
jjpark-kb
652d7a7fbb less destructive rodstopper (#8085) 2021-09-10 15:47:53 +01:00
Gandalf
64c4c52d12 Revert "[MIRROR] Refactor area and turf lighting (#7775)" (#7902)
This reverts commit 1219e433be.
2021-09-08 18:48:29 +01:00
SkyratBot
a2aaacdead [MIRROR] large refactor of machine/power code to cut down on processing time and wasted lists (#7920)
* large refactor of machine/power code to cut down on processing time and wasted lists (#60317)

original pr here: #59789 (Closed because he didn't think it was good enough)
came back to this because i realized that

    all machines were area sensitive, meaning they had a list with at least a reference to themselves (assuming they arent in the contents of another movable which most arent) for the purposes of handling power differences when their area changes
    pipes are machines
    there are ~14k machines and ~6k pipes
    i made this problem worse with a recent pr by making it a nested list

so i needed to track what machines needed power, and this pr had work already done that could be used for that purpose. now machines that have use_power == NO_POWER_USE do not have this extra memory overhead for no reason

currently every machine that uses power draws that amount from its area from a dynamic channel via auto_use_power() which is called every SSmachines fire(), then in apc/process() the area's dynamic power draw is reset and the power is used. with static power its not calculated then reset every loop, its just taken from the grid. so now machines handle updating their static power usage from their current area (this doesnt touch power machines that require a wire connection). in order to allow this, use_power, idle_power_usage, and active_power_usage have setters to track state correctly and update the static power usage on the machines current area and handle area sensitivity.

also goes through a lot of heavy abusers of SSmachine processing time and tries to make it faster. makes airalarm/process() into a signal handler for COMSIG_TURF_EXPOSE since air alarms only need to process for changes.
Why It's Good For The Game

SSmachines isnt the heaviest hitter in terms of total cpu and certainly not in terms of overtime, but its not a lightweight. it frequently takes > 50ms to complete a run and seems to be in the top 5 or so of subsystem costs looking at some round profilers

also gets rid of a few thousand lists since every pipe no longer has two useless lists each (and any other machines that dont use power)

Love ya kyler

Co-authored-by: Rohesie <rohesie@ gmail.com>

* large refactor of machine/power code to cut down on processing time and wasted lists

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
2021-09-02 03:11:59 +01:00
SkyratBot
eae7233c5b [MIRROR] small refactor to can_interact() so that borg range is fully respected (#7891)
* small refactor to can_interact() so that borg range is fully respected (#60693)

Its a relatively small refactor that changes the previous machinery "can_interact()" proc that literally did a full override despite half of their checks already existing in not one, but TWO parent procs, so i removed the redundant checks, added callbacks to its parents and then added the cyborg range check on the can_interact_with() itself. in doing so i also moved the interaction range var from silicons only, to mobs as a whole and defaulted it to a single tile, silicons override it to 7 (so pAIs and borgs like before) but then set AI and AI.eye to "null", because i have a check in can_interact that if there is no range set, then the range is effectively unlimited. and i even added code for when AI is carded and their wireless transmission is disabled it sets their range to "0" aka, it has no range to do anything even if it could

this was really complicated for me so despite my extensive testing it probably would be a bad thing if any of you want to test my code yourself to ensure there isnt a bug with this (theres no runtimes ive come across)

note: i did a lot of searching and going through machinery to ensure i caught all the little snowflake overrides and added can_interact() checks to them, but i may have missed one or two things, especially maybe a altclick or ctrlclick somewhere, however i believe i caught most of them

one nice side effect of this refactor is that you can actually set another mobs range to something other than 1 tile and they can interact at range, rather than only silicons getting this ability, an admin could VV a human to have a 3 tile arm reach as a meme if they want

* small refactor to can_interact() so that borg range is fully respected

Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
2021-08-31 20:26:36 +01:00
SkyratBot
1219e433be [MIRROR] Refactor area and turf lighting (#7775)
* Refactor area and turf lighting

* AAAAAAAA

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-08-29 00:43:40 +01:00
SkyratBot
8820e84ded [MIRROR] fixed field generators (#7807)
* Update field_generator.dm (#60918)

* fixed field generators

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-08-27 10:34:17 -04:00
SkyratBot
a2388b9961 Fixes solar stacking (#60799) (#7667)
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2021-08-20 18:53:55 +01:00
SkyratBot
75a4f842aa unused proc begone (#60843) (#7666)
Co-authored-by: Colovorat <lolqwert569@gmail.com>

Co-authored-by: Colovorat <35225170+Colovorat@users.noreply.github.com>
Co-authored-by: Colovorat <lolqwert569@gmail.com>
2021-08-20 18:53:46 +01:00
SkyratBot
169c42a262 [MIRROR] Refactors connect_loc_behalf into a component (#7613)
* Refactors connect_loc_behalf into a component (#60678)

See title. Also refactors caltrops into a component because they use connect_loc_behalf which requires them to hold the state.

This also fixes COMPONENT_DUPE_SELECTIVE from just outright not working.

connect_loc_behalf doesn't make sense as an element because it tries to hold states. There is also no way to maintain current behaviour and not have the states that it needs.
Due to the fact that it tries to hold states, it means the code itself is a lot more buggy because it's a lot harder to successfully manage these states without runtimes or bugs. 

On metastation, there is only 2519 connect_loc_behalf components at roundstart. MrStonedOne has told me that datums take up this much space:
image

If we do the (oversimplified) math, there are only ever 5 variables that'll likely be changed on most connect_loc_behalf components at runtime:
connections,
tracked,
signal_atom,
parent,
signal_procs

This means that on metastation at roundstart, we take up this amount: (24 + 16 * 5) * 2519 = 261.97600 kilobytes
This is not really significant and the benefits of moving this to a component greatly outweighs the memory cost.

(Basically the memory cost is outweighed by the maint cost of tracking down issues with the thing. It's too buggy to be viable longterm basically)

* Update glass.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-08-17 20:29:11 +01:00
SkyratBot
b0c01e40af [MIRROR] Del The World: Unit testing for hard deletes (#7589)
* Del The World: Unit testing for hard deletes (#59612)

Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>

* Del The World: Unit testing for hard deletes

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
2021-08-17 18:58:57 +01:00
SkyratBot
d4e11d2080 [MIRROR] Redoes how alarms are handled, moves their behavior to datums (#7547)
* Redoes how alarms are handled, moves their behavior to datums

* a

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-08-15 23:38:01 +01:00
SkyratBot
a08408b8b8 [MIRROR] power/singularity folder small cleanup and update (#7513)
* power/singularity folder small cleanup and update (#60783)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* power/singularity folder small cleanup and update

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-08-12 00:57:39 +01:00
SkyratBot
71067d86c9 [MIRROR] Fixes rad collectors ignoring access requirements for locking. (#7353)
* Fixes rad collector ignoring access requirements for locking. (#60656)

* Fixes rad collectors ignoring access requirements for locking.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-08-03 20:06:45 +01:00
Pinta
76f5fd2e1b [NONMODUAR] Fixes mediguns fitting inside turrets and emitters (#7244)
* Guns no longer fit inside of Turrets

* Guns no longer fit inside of Emitters

* linters
2021-08-01 14:20:50 +01:00
SkyratBot
0e021eceea [MIRROR] Fix APC power usage (#7161)
* Fix APC power usage

* Update apc.dm

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-07-28 22:04:32 +01:00
SkyratBot
f8f51cbd86 [MIRROR] Kills _globalvars/misc.dm (#7152)
* Kills _globalvars/misc.dm

* aaa

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-07-28 22:03:21 +01:00
SkyratBot
e341153ed0 [MIRROR] Hulks and larvas will now dust when punching the supermatter (#7036)
* Hulks and larvas will now dust when punching the supermatter (#60307)

* Hulks and larvas will now dust when punching the supermatter

Co-authored-by: TheSmallBlue <ilanmori@hotmail.com>
2021-07-20 14:47:03 +02:00
Gandalf
5e337e0798 AA 2021-07-12 23:09:30 +01:00
SkyratBot
0842c757f9 [MIRROR] makes a bunch of lists that use typecacheof() static. doesnt find out why its overtiming at all but what the hell it helps (#6885)
* makes a bunch of lists that use typecacheof() static. doesnt find out why its overtiming at all but what the hell it helps (#60147)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* makes a bunch of lists that use typecacheof() static. doesnt find out why its overtiming at all but what the hell it helps

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-07-12 22:50:42 +01:00
SkyratBot
1d04e79f6a [MIRROR] Makes Emitter locks silicon compatible (#6812)
* Makes Emitter locks silicon compatible (#60070)

* Makes Emitter locks silicon compatible

Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
2021-07-10 14:08:28 +01:00
SkyratBot
2a42a55760 [MIRROR] makes some instances of x^y into x**y because thats what exponents are in dm (#6790)
* makes some instances of x^y into x**y because thats what exponents are in dm (#60050)

caught by monster at yogstation13/Yogstation#11703
probably not intended, 2^15 = 13 in dm so dont call this proc more than 13 times sequentially i guess

I have a suspicion that it doesn't matter assuming it gets caught by tick_usage being different but just in case

also fixes two other instances in code shown to me by mso

* makes some instances of x^y into x**y because thats what exponents are in dm

* Update lighting.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2021-07-08 03:41:11 +02:00
jjpark-kb
70926c87ba light replacer fix (#6695) 2021-07-03 22:33:59 +01:00
SkyratBot
de2b2ebbbc [MIRROR] Fix turbine free power exploit (#6689)
* Fix turbine exploit (#59934)

* Fix turbine free power exploit

Co-authored-by: Urumasi <Urumasi@email.cz>
2021-07-03 22:25:35 +01:00
SkyratBot
ad835a6c72 [MIRROR] Fix incorporeal movers procing containment field effects (#6683)
* Fix incorporeal movers procing containment field effects (#59919)

* Fix incorporeal movers procing containment field effects

Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
2021-07-03 22:24:43 +01:00