holoparasite types have improved code
admins can now give someone a holoparasite through a new menu in vv
dropdown
alt click holopara abilities were moved to right click (support's beacon
wasn't, but support's heal mode was)
holoparas have less hardcoded stuff so admins can edit them easier
holoparasites now get their light color from their guardian color
holoparasites no longer have the hostile faction, things will attack
them
holoparasites now have a damage overlay, so you can see how much your
summoner is damaged
holoparasite health updating is now event based rather than running on
life, so you'll see health changes everytime they happen, rather than
every 2 seconds
holoparasites fly properly again (they cant spacewalk, but count as
flying for stuff like chasms)
holoparasite creation now uses a radial menu with tooltips for each
subtype. it also shows ghosts which type you picked
holoparasites can no longer be fugu'd
adds support for ownerless holoparasites
fixes mildly related bugs along the way
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Fixes directional light overlay leaking the lighting mask and not updating direction correctly (#70578)
Fixes light direction/overlays when changing holder of light overlay
* Fixes directional light overlay leaking the lighting mask and not updating direction correctly
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Fixes lighting overlays from an item sometimes showing up on inventory slots / backpack slots instead of from the mob holding them. (#70250)
Fixes lighting overlays sometimes showing in inventory slots / backpack slots instead of the mob holding them
* Fixes lighting overlays from an item sometimes showing up on inventory slots / backpack slots instead of from the mob holding them.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.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>
* fix flashing white spheres when attacking items with light sources and light spheres on inventory/action buttons (#60756)
* fix white sphere bug
* fix overlay lighting creating lights in inventory and action button
* fix flashing white spheres when attacking items with light sources and light spheres on inventory/action buttons
Co-authored-by: Couls <coul422@gmail.com>
* Changes overlay lighting vis contents objs -> underlays (#60239)
Previously what it would do is create up to three objects; a cone, a lighting image and a holder
Then whenever the lighting image was placed into the holders vis contents and the holder would be teleported several times when the parent would to turn or move, and the cone would be spun when the parent spun
Instead of doing that it now just translates a single overlay every time that something is updated
* Mirror!
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Fixes lights on people (#58000)
- Fixes light eaters not putting out lights on people.
* Fixes the light eater not eating lights people are holding.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Refactors the Light Eater and gives it some flavortext. Some minor behavior changes included. (#55551)
Converts the effects of the nightmares light eater into a component and a couple elements
Adds some flavor text to the light eater
Makes the effects of the nightmare's light eater dispel if the armblade is destroyed
Probably a net increase in code quality
More flavortext
The nightmare's light eater effect can be dispelled if you are willing to sacrifice the armblade
* Refactors the Light Eater and gives it some flavortext. Some minor behavior changes included.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Fixes foods crafted from glowing ingredients having incorrect light_overlay (#54768)
Fixes#54699
Grown foods used in crafting recipes are moved into the contents of the item they are used to craft.
Any grown food with a lighting component was never properly attached to their parent as part of crafting and thus the grown food itself would glow from the containing item instead of the containing item's loc or turf, including when in the user's hand or backpack as per the above issue report.
This PR creates a new signal sent to atoms that are used as part of crafting recipes.
It then makes lightning components register this signal with their parents. If their parents are "consumed" (ie moved into the newly crafted item's contents) during crafting, the signal handler proc re-registers the signal with the newly crafted item and sets the newly crafted item as the attached parent for that lighting overlay component. This now means that crafting using objects with lighting components is now fully supported including when you craft with objects that were crafted with objects with lightning components
* Fixes foods crafted from glowing ingredients having incorrect light_overlay
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes gunlight runtime related to overlay lighting (#54614)
Also fixes lights not updating once the holder changes.
* Fixes gunlight runtime related to overlay lighting
Co-authored-by: Azarak <azarak10@gmail.com>
* Directional lighting component + light system (#54520)
Adds in a new type for the lighting system, the directional one. It piggybacks on the overlay lighting to create a directional effect + adds a nice visual cone mask to make the effect feel really directional.
Also: made the static light system respect the light_on variable.
It feels really nice to shine AT things you're looking at with flashlights and the such, it makes maintenance scouring much more immersive too.
Adds more paranoia as you dont see light behind yourself when you've got a flashlight. Plus makes ambushes more fun
* [READY]Directional lighting component + light system
Co-authored-by: Azarak <azarak10@gmail.com>
* Overlay lighting component (#52413)
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.
It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:
This is a BYOND limitation, very well worth it IMO.
🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
* Overlay lighting component
Co-authored-by: Rohesie <rohesie@gmail.com>