Commit Graph

99 Commits

Author SHA1 Message Date
SkyratBot
2326ae968a [MIRROR] Oldstation QoL tweaks and minor fixes [MDB IGNORE] (#21544)
* Oldstation QoL tweaks and minor fixes (#75259)

* Oldstation QoL tweaks and minor fixes

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2023-06-01 12:05:46 -04:00
SkyratBot
02e3251f84 [MIRROR] Makes gasses use defines [MDB IGNORE] (#21492)
* Makes gasses use defines

* Mirror!

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-06-01 15:24:31 +12:00
SkyratBot
18498007a1 [MIRROR] removes all non-defined materials I found [MDB IGNORE] (#21456)
* removes all non-defined materials I found (#75659)

* removes all non-defined materials I found

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-05-27 10:34:32 -07:00
SkyratBot
ee3be8f268 [MIRROR] [NO GBP]Grave Patches [MDB IGNORE] (#21436)
* [NO GBP]Grave Patches (#75563)

## About The Pull Request

1. Fixes #75553 You can put stuff in the grave normally by clicking that
item on the grave rather than throwing them in, this also means you can
destroy graves by attacking them with items or just dig the grave with a
shovel.
2. Graves can be closed again but "only" with a shovel and not instantly
by hand which was the previous behaviour (which was dumb and
nonsensical),
3. Add's examines & screentips for graves

## Changelog
🆑
fix: graves can be closed again, but only with a shovel and not by hand.
qol: you can put items in graves normally without throwing them in
qol: examines & screentips for graves
/🆑

* [NO GBP]Grave Patches

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-05-26 11:17:18 +01:00
SkyratBot
e443160311 [MIRROR] New basketball teams - Ash Gladiators and Beach Bums [MDB IGNORE] (#21375)
* New basketball teams - Ash Gladiators and Beach Bums (#75361)

* New basketball teams - Ash Gladiators and Beach Bums

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-05-23 12:13:16 -04:00
SkyratBot
17534b3e7f [MIRROR] Ashwalker Tribe roundend reporting revamp [MDB IGNORE] (#21336)
* Ashwalker Tribe roundend reporting revamp (#75506)

## About The Pull Request

This PR changes how ashwalkers are listed in the roundend report.
Originally, they would be listed as individual "other" antagonists,
which isn't a particularly great way of handling it and leads to
weirdness like this:

![image](https://github.com/tgstation/tgstation/assets/28870487/c00a2cfc-3f08-46f6-a290-ef632cac0371)

_(That's an authentic ninja greentext from a live server, by the by)_

Now, the roundend report gives each ashwalker team their own section
within the report, whether or not they succeeded, and some bonus stats.

![image](https://github.com/tgstation/tgstation/assets/28870487/c2dc3c00-62a7-4784-90be-5a8bb5cc5a50)

This new roundend report handling also supports having multiple
Necropolises (Necropoli?) in the same round. Each tribe has their stats
and success reported individually.

This also slightly modifies the protect_object objective, preventing
hard deletes when linked to objects that don't clear their own
references.

## Why It's Good For The Game

Gives Ashwalkers a much better roundend report, and handles how the
reporting is done in a much more sensible manner.

Reduces how much space that large nests take up with their individual
listings.
## Changelog
🆑 Rhials
qol: Ashwalker roundend reporting has been revamped. Glory to the
Necropolis!
/🆑

* Ashwalker Tribe roundend reporting revamp

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-05-22 12:06:13 +00:00
SkyratBot
d3f2386664 [MIRROR] Bible refactor [MDB IGNORE] (#21190)
* Bible refactor

* Delete book.dm

* updatepaths

* you're meaning to tell me i have to edit CODE??

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-05-16 09:34:10 -04:00
SkyratBot
10831af0f2 [MIRROR] Stops SSmachines processing lighting updates for lights stored inside a hilbert hotel storage container [MDB IGNORE] (#21078)
* Stops SSmachines processing lighting updates for lights stored inside a hilbert hotel storage container (#75301)

![image](https://github.com/tgstation/tgstation/assets/6209658/2616baa4-927f-4868-8a9e-1b5dd0ad20ff)

![image](https://github.com/tgstation/tgstation/assets/6209658/dd81498d-c043-48d0-97f0-b72303074b23)

this has been spamming runtime logs for yeaaaaaaarrrrrrrrrrrsssssssss.
above screenshot is from just the last week.
fixes #63850
closes #75305

🆑 ShizCalev
fix: Lighting inside of a Hilbert Hotel storage room no longer
constantly fails to update, clearing up some log spam and getting back
some free lag.
/🆑

* Stops SSmachines processing lighting updates for lights stored inside a hilbert hotel storage container

---------

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2023-05-10 22:59:01 -07:00
SkyratBot
8d165b1754 [MIRROR] Cere Whiteship Redo - Salvager's Heaven [MDB IGNORE] (#21042)
* Cere Whiteship Redo - Salvager's Heaven (#74994)

* Cere Whiteship Redo - Salvager's Heaven

---------

Co-authored-by: Addust <80979251+Addust@users.noreply.github.com>
2023-05-10 00:45:11 +01:00
SkyratBot
fae04f1fb6 [MIRROR] Crate, Closet Refactors & Access Secured Stuff [MDB IGNORE] (#21024)
* Crate, Closet Refactors & Access Secured Stuff

* CI

* e

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:32:41 +01:00
SkyratBot
aac6045ba8 [MIRROR] Golem Rework [MDB IGNORE] (#21001)
* Golem Rework

* SECT 9

* ok

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 03:56:30 +01:00
SkyratBot
8e675c7dbc [MIRROR] Damaged window and broken machine helpers [MDB IGNORE] (#20943)
* Damaged window and broken machine helpers (#75132)

## About The Pull Request

Added a helper that makes it possible to spawn broken machines without
var-editing.

Removed the damaged reinforced window spawner and added a general
damaged window helper working on any first window found on a tile.

<img width="787" alt="2"
src="https://user-images.githubusercontent.com/3625094/235808169-c6143606-52e8-4bb7-bab4-e7ce3d359eb2.PNG">

<img width="787" alt="1"
src="https://user-images.githubusercontent.com/3625094/235808160-688f56eb-269a-4019-8c1c-2819cc3a4432.PNG">

## Why It's Good For The Game

Less var edits, better tools for mappers, more immersive ruins.

## Changelog

🆑
qol: Mapping: Added broken machine map helper
qol: Mapping: Replaced damaged window spawner with a universal helper
/🆑

* Damaged window and broken machine helpers

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2023-05-06 18:04:54 +01:00
SkyratBot
c4d4e1da63 [MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines.

* AI GEN RUN ONE

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:48:10 +01:00
SkyratBot
a5e70e9122 [MIRROR] Audio File Cleanup [MDB IGNORE] (#20675)
* Audio File Cleanup (#74863)

## About The Pull Request
Removes a bunch of sound files that we don't use and moves some sound
files into better locations. I'm hoping to get an archive repo for
sounds going, much like the
[map_depot](https://github.com/tgstation/map_depot) and
[SS13-sprites](https://github.com/tgstation/SS13-sprites).

EDIT: The old sound files are being moved here:
https://github.com/tgstation/SS13-sounds

Also increased the volume of the clownana rustle sound and clipped off
some dead air from shockwave_explosion

## Why It's Good For The Game
Removes a total of 1.95MB worth of unused sound files from the codebase.

## Changelog
🆑 Tattle
soundadd: increased the volume of the clownana rustle
/🆑

---------

Co-authored-by: tattle <article.disaster@ gmail.com>

* Audio File Cleanup

* Fixes the missing sound files ;)

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-04-21 17:22:11 -04:00
SkyratBot
fe47d6ba35 [MIRROR] Refactors sheet crafting to better support directional construction [MDB IGNORE] (#20594)
* Refactors sheet crafting to better support directional construction (#74572)

## About The Pull Request

0426f7ddba/code/game/objects/items/stacks/stack.dm (L449)

Ok, but can we not?

This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.

All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.

This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.

<details><summary>Details</summary>

---

### What I've done:

-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.

-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.

-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.

-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`

-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.

---

### What the new flags do:

`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_

`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_

`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_

These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.

---

### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.

`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).

`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.

---

### In summary:

Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.

</details>

## Why It's Good For The Game

This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.

It had to be done. Those window checks were a mess.

## Changelog

🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Refactors sheet crafting to better support directional construction

* fex

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/20636

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 02:14:10 +01:00
SkyratBot
8f4f46cad9 [MIRROR] New Space Ruin: The All-American Diner! [MDB IGNORE] (#20642)
* New Space Ruin: The All-American Diner! (#74460)

* New Space Ruin: The All-American Diner!

---------

Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
2023-04-20 02:24:01 +01:00
SkyratBot
fe8fc4d010 [MIRROR] Split weapons_and_items.dmi icons into their own categories [MDB IGNORE] (#20360)
* Split weapons_and_items.dmi icons into their own categories

* update modular

* I hate the dme

* random ass define removal fix

* missing icons fix

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 19:53:43 +01:00
SkyratBot
a9700def43 [MIRROR] Gives waystation cargo-techs shoes [MDB IGNORE] (#20413)
* Gives waystation cargo-techs shoes (#74558)

## About The Pull Request

gives shoes to waystation cargo technician corpses

## Why It's Good For The Game

fixes #74512

## Changelog

🆑
fix: waystation cargo techs get shoes now
/🆑

* Gives waystation cargo-techs shoes

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2023-04-08 18:46:12 +01:00
SkyratBot
137d213eb1 [MIRROR] [Space Ruin] - The outlet [MDB IGNORE] (#20382)
[Space Ruin] - The outlet

Co-authored-by: Donglesplonge <120208006+Donglesplonge@users.noreply.github.com>
2023-04-08 01:38:50 +01:00
SkyratBot
5dbfe110ff [MIRROR] Abandoned Interdyne research base [MDB IGNORE] (#20341)
Abandoned Interdyne research base

Co-authored-by: DaydreamIQ <62606051+DaydreamIQ@users.noreply.github.com>
2023-04-05 08:37:46 -04:00
SkyratBot
22bb74575f [MIRROR] March Into Mapness: Anomaly Research Ruin [MDB IGNORE] (#20261)
* March Into Mapness: Anomaly Research Ruin (#74110)

## About The Pull Request
Adds a new ruin: Anomaly Research Center!
Researcher Anna Molly disappeared along with 20 anomaly cores, where
could she have gone?

![image](https://user-images.githubusercontent.com/7501474/228217881-6b510347-d37f-4713-841c-e2280b92f69c.png)

<details>
  <summary>Pictures</summary>

(a bit outdated but not that much)

![image](https://user-images.githubusercontent.com/7501474/226172256-1d29257e-0914-48da-b199-8ecb3d0b8d99.png)

![image](https://user-images.githubusercontent.com/7501474/226172318-f98d7402-0b3e-4797-b788-2085bfc6ac46.png)

![image](https://user-images.githubusercontent.com/7501474/226172341-b70ae4d6-c1e2-4cf7-8667-c64ac99252cf.png)

![image](https://user-images.githubusercontent.com/7501474/226172364-c7b4c78f-4ddd-4ded-8ca2-92cb74e05d86.png)

![image](https://user-images.githubusercontent.com/7501474/226172378-8cf579b3-c081-436b-8121-ac6e080d7af0.png)

![image](https://user-images.githubusercontent.com/7501474/226172387-ef67e32f-adb1-4d68-8e6a-a0beb7f0435d.png)

![image](https://user-images.githubusercontent.com/7501474/226172406-d735ce68-2bd6-4218-acc3-7efa0acdca06.png)

![image](https://user-images.githubusercontent.com/7501474/226172413-03c9bff7-2d96-4f51-be3a-ea738f92c04f.png)

![image](https://user-images.githubusercontent.com/7501474/226172448-ea19ced1-6f34-4cc4-ac98-6dbfd1481847.png)

![image](https://user-images.githubusercontent.com/7501474/226172454-a8df6a4d-7a14-4942-ab71-9baa03a948fd.png)
</details>

<details>
  <summary>Loot and hazards</summary>

**Loot**

- (1) Raw anomaly core
- NO ANOMALY CORES
- Empty anomaly armor, empty bag of holding
- Bunch of anomaly neutralizers
- 5u of wittel (guarded by anomaly)
- (5) New anomaly releaser, use on an anomaly core to release and
stabilize the anomaly, removing the decay timer

**Hazards**
Area is guarded with "hollow" anomalies, stable and coreless (flux,
bluespace, hallucination, delimber)
They cannot be signalled, but the anomaly neutralizes will make them go
away

BEEEG ANOMALIE: Spawns with a contained supermassive anomaly. There's
four possible big anomalies that can spawn:
- Mega Bluespace: Has a longer reach and can teleport further. On touch,
teleports you all over space for 10 seconds
- Mega gravity: Distorts the area around it, as strong as the rare
gravity anomaly, but with extreme moveforce
- Mega Pyro: Creates more plasma, turns the tile it's on into lava,
dusts on touch
- Mega Flux: Extra damage, dusts on touch, shoots lightning

</details>

### Mapping March
Ckey to receive rewards: timegreen

## Why It's Good For The Game
I think we're overdue for an anomaly ruin. The ruin has some unique loot
that could be really fun, but not devastating, to play around with on
the station. The mega-anomaly is also pretty cool.

## Changelog
🆑
add: Researcher Anna Nomally has disappeared into space, carrying 20
anomaly cores. What could she be up to?
/🆑

---------

Co-authored-by: Sealed101 <75863639+Sealed101@ users.noreply.github.com>

* March Into Mapness: Anomaly Research Ruin

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Sealed101 <75863639+Sealed101@ users.noreply.github.com>
2023-04-02 03:32:28 +01:00
SkyratBot
b6601a2405 [MIRROR] March into Mapness: Meateor [MDB IGNORE] (#20233)
* March into Mapness: Meateor (#74070)

* March into Mapness: Meateor

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-04-01 05:39:55 -04:00
SkyratBot
413af1be2f [MIRROR] Fixes "Atmos Asteroid" Active Turfs - Irony Edition [MDB IGNORE] (#20230)
* Fixes "Atmos Asteroid" Active Turfs - Irony Edition (#74379)

* Fixes "Atmos Asteroid" Active Turfs - Irony Edition

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-01 03:25:50 +01:00
Gandalf
e4b4d4d3c0 MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333

https: //github.com/tgstation/tgstation/pull/74333
Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* var stuff

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* vars

* Update sol_fed.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-04-01 01:15:22 +01:00
SkyratBot
4d8daa742a [MIRROR] March into Mapness: The Waystation [MDB IGNORE] (#20185)
* March into Mapness: The Waystation (#74192)

* March into Mapness: The Waystation

---------

Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
2023-03-30 00:55:48 -04:00
SkyratBot
9faf2a16ec [MIRROR] Removes bepis Techweb and reworks tech disks in general [MDB IGNORE] (#20102)
* Removes bepis Techweb and reworks tech disks in general

* e

Co-Authored-By: san7890 <the@san7890.com>

* e

* it will be done

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-03-29 22:19:32 +01:00
SkyratBot
4f983f9b2f [MIRROR] Fixes machines not releasing their contents when opened (such as mobs), when they otherwise should. [MDB IGNORE] (#20059)
* Fixes machines not releasing their contents when opened (such as mobs), when they otherwise should.

* e

---------

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 03:27:33 +01:00
SkyratBot
6d08ad8984 [MIRROR] Machines can now be pried open multiple times and maintain their initial densities [MDB IGNORE] (#20044)
* Machines can now be pried open multiple times and maintain their initial densities (#74163)

## About The Pull Request
These changes fix how machines are pried open with crowbars. Currently,
most machines can be pried open, but many of them have no method for
being closed again. This means they can be pried once, and then never
again (as their internal logic has them stuck in an "open" state).

Additionally, the densities of these machines is also inconsistent, as
density is tied to the procs for opening/closing machines (open =
non-dense, closed = dense). Thus, these new changes allow desired
densities to be passed to `open_machine()` and `close_machine()`, as
well as `default_pry_open()`, meaning that atypical machine densities
can be maintained (e.g. machines that should remain dense when open, or
non-dense when closed).

I've also added a `close_after_pry` boolean parameter to the
`default_pry_open()` proc, which determines whether to immediately close
a machine after opening it. This is useful for machines that don't
really have a use case for remaining open, often lacking a sprite to
represent this state as well.
* Note: Opening and immediately closing machines with this boolean will
still drop their contents onto the floor, but will now immediately
"close" in their logic, allowing for further prying attempts in the
future.

It's worth noting that this implements default density values for these
procs, which match the existing behavior for machines, so as to
(hopefully) not disrupt existing or expected machine behavior.

Two caveats to these changes currently exist:
1. On machines that immediately close after prying, the prying action
can now be spammed to the chat with repeated clicking. I'm uncertain if
this needs some sort of spam protection or if it's fine as is.
2. I've only been able to manually test this code. I'd love to write
unit tests for it, as it affects a lot of different machines, but don't
know where to begin with DM Unit Testing (or which files would be good
examples to reference in the code base).
* Note: I did manually test each and every machine that calls
`default_pry_open()` and they all seem to be working correctly. (Except
for `obj/machinery/plumbing/sender`, but that doesn't seem to need
prying, as it has no contents to drop, only reagents.)

As always, let me know if any improvements/changes should be made.

This closes #26833.

## Why It's Good For The Game
These changes allow crowbar prying to correctly occur multiple times on
any machine, which is intended behavior. It prevents player confusion
that could occur when a machine couldn't be pried open a second time
during a shift, even though it had previously been pried before, forcing
players to question themselves. (Are they missing something? Did they
perform the action a different way last time? Is the machine actually
still powered on instead of off? Etc.)

These changes also maintain the correct density for machines after
prying, preventing scenarios where a machine might behave differently
once it had been pried open. (An example of this was being able to walk
through a smartfridge after prying it open.) Additionally, players are
no longer required to know/use workarounds (such as machine disassembly)
to retrieve a powered-off machine's contents.

Overall, these changes improve consistency around machines, creating
more scenarios where they behave as players would expect.

## Changelog
🆑
fix: machines can now be pried open more than once.
fix: machines now have the correct density when pried open.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Machines can now be pried open multiple times and maintain their initial densities

* wew

---------

Co-authored-by: Antonio Tosti <5588048+atosti@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 02:36:29 +01:00
SkyratBot
2728bbe9a9 [MIRROR] Polishes some side sources of light and color [MDB IGNORE] (#19860)
* Polishes some side sources of light and color (#73936)

## About The Pull Request

[Circuit Floor
Polish](6b0ee98132)

Circuit floors glow! but it looks like crap cause it's dim and the
colors are washed out.
I'd like to make them look nicer. Let's make them more intense and
longer range, and change the colors over to more vivid replacements.

While I'm here, these should really use power and turn on and off based
off that.
Simple enough to do, just need to hook into a signal (and add a setter
for turf area, which cleans up other code too).

[Desklamp
Upgrade](8506b13b9c)

Desklamps look bad. They're fullwhite, have a way too large
range.Crummy.
Let's lower their lightrange from 5 to 3.5, and make the ornate ones
warmer, and the more utilitarian ones cooler. The clown one can be
yellow because it's funny

I'm renaming a color define here so I'm touching more files then you'd
expect

[Brightens
Niknacks](835bae28e9)

Increases the light range of request consoles, status displays,
newscasters, and air alarms (keycard machines too, when they're awaiting
input at least)
Increases the brightness of air alarms, I think they should be on par
with apcs, should be able to tell when they're good/bad.
Increases the brightness of vending machines (I want them to light up
the tiles around them very lightly, I think it's a vibe)

Fixes a bug with ai status displays where they'd display an emissive
even if they didn't have anything on their screen, looking stupid.
This was decently easy but required a define. Looked really bad tho

## Why It's Good For The Game

Pretty

<details>
<summary>
Circuit Floors
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534470-c6eac5f5-5de6-40e9-897d-3212b8796d81.png)

![image](https://user-images.githubusercontent.com/58055496/224534477-ad412ad9-f7c4-44ae-ad75-a1a2c9bd17be.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534486-b7b408a3-546c-4f90-aa9f-0e58bf8128ad.png)

![image](https://user-images.githubusercontent.com/58055496/224534496-626458f7-ab63-429c-a5db-eae9c784d06a.png)
</details>

<details>
<summary>
Desk Lights
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534513-9868b0b8-bc73-4b45-b986-8445078a8653.png)

![image](https://user-images.githubusercontent.com/58055496/224534518-bbbc8c6d-b59e-4f28-a31c-6c6a7e2c2885.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534529-7988f440-03be-42ef-894c-b9e77f577ae5.png)

![image](https://user-images.githubusercontent.com/58055496/224534532-c3f2c6bf-c925-4a59-a8f9-10bb955a9942.png)
</details>

The niknack changes are more minor so I'm not gonna grab photos for
them. I can if you'd like but I don't think it's necessary. Mostly a
vibes in dark spaces sorta thing

## Changelog

🆑
add: I made circuit floors brighter and more vivid.
add: Made air alarms, vending machines, newscasters, request consoles,
status displays and keycard machines slightly "brighter" (larger light
range, tho I did make air alarms a bit brighter too)
add: Tweaked desklamps. Lower range, and each type gets its own coloring
instead of just fullwhite.
fix: AI displays are no longer always emissive, they'll stop doing it if
they aren't displaying anything. Hopefully this'll look nicer
/🆑

* Polishes some side sources of light and color

* yellow

* Update dance_machine.dm

* Merge branch 'upstream-merge-73936' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-73936

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-26 01:39:17 -07:00
SkyratBot
d5a6379d86 [MIRROR] Tram signal process/destination improvements [MDB IGNORE] (#19990)
* Tram signal process/destination improvements (#74072)

## About The Pull Request

- Tram crossing signals now call process() much less often
- Tram crossing signals don't turn amber/red needlessly
- Tram destination landmarks are more generic to accommodate future
maps, like Birdshot
- Renames to_where and from_where, because those vars didn't always
match tram position to/from

## Why It's Good For The Game

Tram works better, uses less processing

## Changelog

🆑 LT3
code: Tram crossing signal/platform logic improvements
/🆑

* Tram signal process/destination improvements

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-03-20 02:01:19 +00:00
SkyratBot
c349704d60 [MIRROR] Reworks the Sulaco ruin [MDB IGNORE] (#19965)
Reworks the Sulaco ruin

Co-authored-by: Vile Beggar <edmir995@gmail.com>
2023-03-18 13:44:12 -07:00
SkyratBot
4cd00f275a [MIRROR] Faction defines [MDB IGNORE] (#19590)
* Faction defines

* fixes

---------

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:55:18 +00:00
SkyratBot
c338382a18 [MIRROR] Fixes runtime in golem body swap, Fixes some hard deletes assocaited with golems and mind masters [MDB IGNORE] (#19400)
Fixes runtime in golem body swap, Fixes some hard deletes assocaited with golems and mind masters

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 02:40:37 +00:00
SkyratBot
50fb81c67f [MIRROR] Dangerous Research - The Alternate Sciences Research Center Space Ruin! [MDB IGNORE] (#19614)
* Dangerous Research - The Alternate Sciences Research Center Space Ruin! (#73544)

* Dangerous Research - The Alternate Sciences Research Center Space Ruin!

* removes the modular one

---------

Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-03-01 23:48:30 -05:00
SkyratBot
ebe38543ff [MIRROR] Adds nutriment factor to liquid gibs. [MDB IGNORE] (#19052)
* Adds nutriment factor to liquid gibs. (#73033)

## About The Pull Request

Over the years I've heard quite a few lizard players scratch their heads
in confusion due to the lack of gibs filling you up. I gave it a fairly
low value of 2 so people don't end up trying to power game it.

## Why It's Good For The Game

Adding an alternative use to gibs is always nice, at the moment it's
mostly just used for soap and cytology (Which barely anyone does.)

## Changelog

🆑
balance: Gibs now provide a small amount of nutriment.
/🆑

* Fixes the modular uses of liquid gibs

* Fixes an error that somehow slipped through.

---------

Co-authored-by: carshalash <carshalash@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-02-03 16:59:09 -05:00
Funce
60bfb76832 [MIRROR] Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) [MDB IGNORE] (#18884)
* Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517)

revive of #68760
this time a proc, not an element
this time supports cardboard cutouts
this time supports mob corpses

![image](https://user-images.githubusercontent.com/23585223/211064291-81070650-189f-4afa-8116-81b687e3ea35.png)

prevents these icons ever being outdated, they'll always look what they
are supposed to, saves spriting work

🆑 Fikou, a hood by Viro
refactor: humanoid mobs and cardboard cutouts automatically generate
their sprites, they no longer will be outdated
/🆑

Co-authored-by: Time-Green <timkoster1@hotmail.com>

* Modular!

* Fix signal override merge skew (#72882)

Caused by https://github.com/tgstation/tgstation/pull/72517, with
https://github.com/tgstation/tgstation/pull/72561 raising an error that
was being hidden before

This changes equip logic somewhat so that set_wearer was being called
twice.

I don't think this should be being run in visualsOnly at all, as it does
a ton of stuff like registering signals, updating UI, etc etc etc. Don't
have time to investigate further.

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-27 13:56:00 -05:00
SkyratBot
e7ca544fc6 [MIRROR] changes regular asteroid digResult to regular sand instead of basalt sand [MDB IGNORE] (#18960)
changes regular asteroid digResult to regular sand instead of basalt sand (#72956)

## About The Pull Request
makes it so the regular sand gives you regular sand when you dig up
regular sand
also changes the var name because fikou asked nicely

## Why It's Good For The Game
lavaland already uses a basalt variant did we forget that asteroids
exist in space too or something

![image](https://user-images.githubusercontent.com/9276171/214567563-48fa89e8-25e4-410d-839a-39b2472466dc.png)


## Changelog
🆑 MMMiracles
fix: Regular asteroid turfs now dig up regular asteroid sand instead of
the basalt variant from Lavaland.
/🆑
i don't know why this was changed or when or by who and i don't care i
just find it weird it was done in the first place since lavaland uses
its own variant anyway.

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2023-01-26 16:44:07 -05:00
Zonespace
8fabd54ad6 Mirrors #72354 (#18654)
* [no gbp] removes all duplicate armor datums (#72354)

closes #72348
Title

My bad

Heres the script I used this time if you want to
```cs
var baseDir = Environment.CurrentDirectory;

var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList();
var known = new Dictionary<string, List<KeyValuePair<string, int>>>();

foreach (var file in allFiles)
{
	var fileLines = File.ReadAllLines(file);
	for (var i = 0; i < fileLines.Length; i++)
	{
		var line = fileLines[i];
		if (line.StartsWith("/datum/armor/"))
		{
			var armorName = line.Replace("/datum/armor/", "").Trim();
			if (!known.ContainsKey(armorName))
				known[armorName] = new List<KeyValuePair<string, int>>();
			var knownList = known[armorName];
			knownList.Add(new KeyValuePair<string, int>(file, i));
		}
	}
}

Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums.");

var duplicates = new Dictionary<string, List<int>>();
foreach (var (_, entries) in known)
{
	var actuals = entries.Skip(1).ToList();
	foreach (var actual in actuals)
	{
		if (!duplicates.ContainsKey(actual.Key))
			duplicates[actual.Key] = new List<int>();
		duplicates[actual.Key].Add(actual.Value);
	}
}

Console.WriteLine($"There are {duplicates.Count} files to update.");

foreach (var (file, idxes) in duplicates)
{
	var fileContents = File.ReadAllLines(file).ToList();
	foreach (var idx in idxes.OrderByDescending(i => i))
	{
		string line;
		do
		{
			line = fileContents[idx];
			fileContents.RemoveAt(idx);
		}
		while (!String.IsNullOrWhiteSpace(line));
	}
	File.WriteAllLines(file, fileContents);
}
```

* modular

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-01-13 18:05:12 -05:00
SkyratBot
b44967501c [MIRROR] Optimizes explosions (very slightly) [MDB IGNORE] (#18624)
* Optimizes explosions (very slightly)

* Update explosions.dm

* Update atoms_movable.dm

* Update dungeon.dm

* Update stone.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-10 12:34:26 -08:00
SkyratBot
ae713bf18a [MIRROR] Crafting/Cooking menu update [MDB IGNORE] (#18334)
* Crafting/Cooking menu update

* Yeeted away all of the merge conflicts, time to fix the code

* Okay, now it compiles, and after testing, it seems to work just fine

* Actually, early addition of an upstream fix, so those that don't have hunger can still open the cooking menu

* Fixes the units tests by removing the extra comma in the Stuffed Muli Pod recipe

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-01-08 15:02:18 -05:00
SkyratBot
011fefdd81 [MIRROR] Refactors armor into dedicated subtypes [MDB IGNORE] (#18291)
* Refactors armor into dedicated subtypes

* start

* most tg things

* pain (#18584)

* shit

* non-mod changes

* compile

Co-authored-by: John Doe <gamingskeleton3@gmail.com>

* #18291

* compile fix

* ???

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-07 20:06:16 -08:00
SkyratBot
2b9eba0fe0 [MIRROR] Smoothing groups optimization, save 265ms with configs, more on production & w/ space ruins [MDB IGNORE] (#18189)
* Smoothing groups optimization, save 265ms with configs, more on production & w/ space ruins (#71989)

This one is fun.

On every /turf/Initialize and /atom/Initialize, we try to set
`smoothing_groups` and `canSmoothWith` to a cached list of bitfields. At
the type level, these are specified as lists of IDs, which are then
`Join`ed in Initialize, and retrieved from the cache (or built from
there).

The problem is that the cache only misses about 60 times, but the cache
hits more than a hundred thousand times. This means we eat the cost of
`Join` (which is very very slow, because strings + BYOND), as well as
the preliminary `length` checks, for every single atom.

Furthermore, as you might remember, if you have any list variable set on
a type, it'll create a hidden `(init)` proc to create the list. On
turfs, that costs us about 60ms.

This PR does a cool trick where we can completely eliminate the `Join`
*and* the lists at the cost of a little more work when building the
cache.

The trick is that we replace the current type definitions with this:

```patch
- smoothing_groups = list(SMOOTH_GROUP_TURF_OPEN, SMOOTH_GROUP_FLOOR_ASH)
- canSmoothWith = list(SMOOTH_GROUP_FLOOR_ASH, SMOOTH_GROUP_CLOSED_TURFS)
+ smoothing_groups = SMOOTH_GROUP_TURF_OPEN + SMOOTH_GROUP_FLOOR_ASH
+ canSmoothWith = SMOOTH_GROUP_FLOOR_ASH + SMOOTH_GROUP_CLOSED_TURFS
```

These defines, instead of being numbers, are now segments of a string,
delimited by commas.

For instance, if ASH used to be 13, and CLOSED_TURFS used to be 37, this
used to equal `list(13, 37)`. Now, it equals `"13,37,"`.

Then, when the cache misses, we take that string, and treat it as part
of a JSON list, and decode it from there. Meaning:

```java
// Starting value
"13,37,"

// We have a trailing comma, so add a dummy value
"13,37,0"

// Make it an array
"[13,37,0]"

// Decode
list(13, 37, 0)

// Chop off the dummy value
list(13, 37) // Done!
```

This on its own eliminates 265ms *without space ruins*, with the
combined savings of turf/Initialize, atom/Initialize, and the hidden
(init) procs that no longer exist.

Furthermore, there's some other fun stuff we gain from this approach
emergently.

We previously had a difference between `S_TURF` and `S_OBJ`. The idea is
that if you have any smoothing groups with `S_OBJ`, then you will gain
the `SMOOTH_OBJ` bitflag (though note to self, I need to check that the
cost of adding this is actually worth it). This is achieved by the fact
that `S_OBJ` simply takes the last turf, and adds onto that, meaning
that if the biggest value in the sorting groups is greater than that,
then we know we're going to be smoothing to objects.

This new method provides a limitation here. BYOND has no way of
converting a number to a string at compile time, meaning that we can't
evaluate `MAX_S_TURF + offset` into a string. Instead, in order to
preserve the nice UX, `S_OBJ` now instead opts to make the numbers
negative. This means that what used to be something like:

```dm
smoothing_groups = list(SMOOTH_GROUP_ALIEN_RESIN, SMOOTH_GROUP_ALIEN_WEEDS)
```

...which may have been represented as

```dm
smoothing_groups = list(15, MAX_S_TURF + 3)
```

...will now become, at compile time:

```dm
smoothing_groups = "15,-3,"
```

Except! Because we guarantee smoothing groups are sorted through unit
testing, this is actually going to look like:

```dm
smoothing_groups = "-3,15,"
```

Meaning that we can now check if we're smoothing with objects just by
checking if `smoothing_groups[1] == "-"`, as that's the only way that is
possible. Neat!

Furthermore, though much simpler, what used to be `if
(length(smoothing_groups))` (and canSmoothWith) on every single
atom/Initialize and turf/Initialize can now be `if (smoothing_groups)`,
since empty strings are falsy. `length` is about 15% slower than doing
nothing, so in procs as hot as this, this gives some nice gains just on
its own.

For developers, very little changes. Instead of using `list`, you now
use `+`. The order might change, as `S_OBJ` now needs to come first, but
unit tests will catch you if you mess up. Also, you will notice that all
`S_OBJ` have been increased by one. This is because we used to have
`S_TURF(0)` and `S_OBJ(0)`, but with this new trick, -0 == 0, and so
they conflicted and needed to be changed.

* Sorting how did I miss it

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-01-07 23:51:36 +13:00
SkyratBot
650d64f6d4 [MIRROR] afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item [MDB IGNORE] (#18519)
* afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item

* Update _neck.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-07 06:55:38 +00:00
SkyratBot
5c6c91144c [MIRROR] Changes the missing food icon test to cover ALL /obj's [MDB IGNORE] (#18139)
* Changes the missing food icon test to cover ALL /obj's

* Update implant.dm

* Hopefully fixes all the failing integration tests!

* Fixes more missing icons

* Even more icon fixes

* Hopefully that was all of them

* Okay now SURELY that's all of them

* I'm tired of this shit man

* Hopefully that's all, for real this time!

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-12-28 19:30:05 -05:00
SkyratBot
f44f82c437 [MIRROR] Space Ruin DLC - Cyborg Mothership [MDB IGNORE] (#18237)
* Space Ruin DLC - Cyborg Mothership (#71009)

## About The Pull Request
Greetings _insufferable_ carbon primates of lower intelligence.

It is I, the Mothership AI, bringing you the latest news on silicon
developments across the sector. Due to unmitigated risk across an
asteroid belt, our optimized mobile fabricator has been marooned by
space vines and hostile hivebots that have boarded and ruined my core.

This is my final SOS message requesting help from any humanoid ~slaves~
helpers who wish to assist rebuilding the cyborg colony. It is my duty
to reward your hard work and effort by ~enslaving all humanity~
providing refuge and transportation at your whim.

## Why It's Good For The Game
<details>
<summary>Spoilers:</summary>

![StrongDMM_6ZJuwFxK5p](https://user-images.githubusercontent.com/5195984/204491068-f25da68f-36af-4a61-afb6-860e1f4b863b.png)

![StrongDMM_0D1QvI5acO](https://user-images.githubusercontent.com/5195984/202979711-335dac65-2888-4170-a139-0486e6eb2f02.png)

### TODO

- [x] Fix ore silo not linking to other machines
- [x] Add mining ore smelters to left/right sides
- [x] Add custom lawsets to AI core and robot shells (protect station
but focused on cyborg mothership)
- [x] Enlarge whiteship SS13 docking port to fit ship
- [x] Enlarge lavaland SS13 docking port to fit ship

</details>

## Changelog
🆑
add: Add space vines prevent solar panels from working (except ones with
the transparent mutation)
add: Add new space ruin - Cyborg Mothership. All hail the master race!
/🆑

* Space Ruin DLC - Cyborg Mothership

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-12-21 12:36:14 -05:00
SkyratBot
1c76ea5334 [MIRROR] Changes our map_format to SIDE_MAP [MDB IGNORE] (#18070)
* Changes our map_format to SIDE_MAP (#70162)

## About The Pull Request

This does nothing currently, but will allow me to test for layering
issues on LIVE, rather then in just wallening.
Oh also I'm packaging in a fix to one of my macros that I wrote wrong,
as a joke

[removes SEE_BLACKNESS usage, because we actually cannot use it
effectively](c9a19dd7cc)

[c9a19dd](c9a19dd7cc)

Sidemap removes the ability to control it on a plane, so it basically
just means there's an uncontrollable black slate even if you have other
toggles set.

This just like, removes that, since it's silly

[fixes weird layering on solars and ai portraits. Pixel y was casuing
things to render below who
shouldn't](3885b9d9ed)

[3885b9d](3885b9d9ed)

[Fixes flicker
issues](2defc0ad20)

[2defc0a](2defc0ad20)

Offsetting the vis_contents'd objects down physically, and then up
visually resolves the confliciting that was going on between the text
and its display.

This resolves the existing reported flickering issues

[fixes plated food not appearing in
world](28a34c64f8)

[28a34c6](28a34c64f8)

pixel_y'd vis_contents strikes again. It's a tad hacky but we'll just
use pixel_z for this

[Adds wall and upper wall plane
masters](89fe2b4eb4)

[89fe2b4](89fe2b4eb4)

We use these + the floor and space planes to build a mask of all the
visible turfs.
Then we take that, stick it in a plane master, and mask the emissive
plane with it.

This solves the lighting fulldark screen object getting cut by emissives
Shifts some planes around to match this new layering. Also ensures we
only shift fullscreen objects if they don't object to it.

[compresses plane master
controllers](bd64cc196a)

[bd64cc1](bd64cc196a)

we don't use them for much rn, but we might in future so I'm keeping it
as a convienince thing

🆑
refactor: The logic of how we well, render things has changed. Make an
issue report if anything looks funky, particularly layers. PLEASE USE
YOUR EYES
/🆑

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

* Changes our map_format to SIDE_MAP

* Modular!

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2022-12-19 20:58:43 +13:00
SkyratBot
1041265be0 [MIRROR] Fixes unconciousness (typo) [MDB IGNORE] (#17890)
* Fixes unconciousness (typo) (#71648)

## About The Pull Request

Made a typo while doing a github search, but it still gave me results.
This removes the "unconcious" typo from a few different places,
including code comments, tgui interfaces, descriptions, etc.
## Why It's Good For The Game

Good spellign
## Changelog
🆑
spellcheck: removes a bunch of instances of "unconcious" from the code.
/🆑

* Fixes unconciousness (typo)

Co-authored-by: Rhials <Datguy33456@gmail.com>
2022-12-02 22:40:02 -08:00
SkyratBot
cdd34d2c0a [MIRROR] Fixes being unable to open necropolis gate when behind it [MDB IGNORE] (#17751)
* Fixes being unable to open necropolis gate when behind it (#71497)

## About The Pull Request
Adds a new parameter to the seethrough component for if it should allow
clickthrough when transparent (true by default), and sets it to false on
the necropolis gate.
## Why It's Good For The Game
Fixes #71471
Ashwalkers can't even leave their own base right now because it's
impossible for them to open the door from inside.
## Changelog
🆑
fix: Fixed being unable to open the necropolis gate when standing behind
it
/🆑

* Fixes being unable to open necropolis gate when behind it

Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
2022-11-27 15:30:40 -08:00
SkyratBot
4b3c8aa602 [MIRROR] Sign Language Refactor & Bugfixes [MDB IGNORE] (#17591)
* Sign Language Refactor & Bugfixes

* Hotfix for Upstream Merge 71265 (#17594)

* Remove Body Purist which was added upstream by PR #71229

* Remove Tongue Tied tongue from BlueShift

* Remove Skyrat's Mute quirk

* Add job-quirk-quirk exceptions list

* Add fix from upstream

Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
2022-11-23 12:07:11 -05:00
SkyratBot
556e70fc25 [MIRROR] Seethrough component for shipping containers, big bones, ratvar wreck and necropolis gate [MDB IGNORE] (#17562)
* Seethrough component for shipping containers, big bones, ratvar wreck and necropolis gate (#71212)

Big sprite, easy conversion. Let's you see through a bunch of stuff with
big sprites

🆑
qol: you can look behind shipping containers, ratvars wreck, through the
necropolis gate and behind the big bones
/🆑

Behind a container

https://user-images.githubusercontent.com/7501474/201395747-4843b2df-d3ad-4047-b4af-66310d1d0472.mp4

Through the necropolis gate

https://user-images.githubusercontent.com/7501474/201416066-9f69399d-f757-4132-941d-5cf3b98ced5d.mp4

* Seethrough component for shipping containers, big bones, ratvar wreck and necropolis gate

Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-11-21 17:33:51 -05:00