Commit Graph

254 Commits

Author SHA1 Message Date
SkyratBot
3e0cbe3850 [MIRROR] Makes warehouses have lights turned off from roundstart. Also adds mapping helper for turning off lightswitch. [MDB IGNORE] (#21487)
* Makes warehouses have lights turned off from roundstart. Also adds mapping helper for turning off lightswitch. (#75666)

## About The Pull Request
Warehouse is roundstart closed with shutters and doesn't meant to spawn
in, as far as i know. Logic is simple: why do you have turned on lights
in a room that is barely used.

Basically every warehouse with a lightswitch now has lights turned off.
Northstar has all the lights broken in it, so i don't know if i should
add one to it.

I added a lightswitch on Birdshot so it looks like this:

![image](https://github.com/tgstation/tgstation/assets/93882977/8fc8dc44-517e-4491-8d97-98ef411d18e5)
And a lightswitch to Tram's warehouse:

![image](https://github.com/tgstation/tgstation/assets/93882977/c3f43629-ea8a-4f62-830c-498b0ed55121)
Also added some lights on Metastation so it looks like this:

![image](https://github.com/tgstation/tgstation/assets/93882977/754d1970-0888-4564-b99c-42d93c237357)

![image](https://github.com/tgstation/tgstation/assets/93882977/3f18d30f-2d7f-4f3b-9845-9da61d1f6e77)

I made lights to turn off with mapping helper. Suggestions accepted.

I also forgot to make a fridge free accessed on the Beach, so i'm
changing it with this pr.
## Why It's Good For The Game
Less electricity spending for no4raisin.
## Changelog
🆑
add: [Birdshot], [Tram] Added a lightswitch to warehouse.
add: [Birdshot], [Deltastation], [Metastation], [Tram] and [Icebox]
warehouses now have lights off roundstart.
fix: [Metastation] Warehouse now has lights. Finally.
/🆑

* Makes warehouses have lights turned off from roundstart. Also adds mapping helper for turning off lightswitch.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-05-30 09:01:38 -04:00
SkyratBot
b553846893 [MIRROR] [NO GBP] Runtimes in mapping helpers [MDB IGNORE] (#21288)
* [NO GBP] Runtimes in mapping helpers (#75473)

## About The Pull Request

There were some attempts to get an area of an object that is confirmed
to be null in the condition, which resulted in runtimes when the helper
couldn't find an object.

Also ensures that the window spawner places window before the helper
tries to find it.

And updates damaged window integrity roll thresholds to guarantee
cracks.

## Why It's Good For The Game

No runtimes

## Changelog

🆑
fix: fixed possible issues with apc, airalarm and damaged
machinery/windows helpers
/🆑

* [NO GBP] Runtimes in mapping helpers

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2023-05-20 22:31:39 +01:00
SkyratBot
d26bcb56f9 [MIRROR] Connect air alarm to air sensor [MDB IGNORE] (#21235)
* Connect air alarm to air sensor (#75187)

## About The Pull Request

To control vents and scrubbers in ordinance, burn and engine chambers,
mappers extend the area outside of the walls towards a tile where they
place the air alarm.

With this PR, they can now assign `chamber_id` to an air alarm and
connect to the chamber with an air sensor. There is a new map helper for
this.

Also, this connection can be done manually. You need to click on a
sensor with a multi-tool, then unlock certain air alarm, and click with
a multi-tool on it. This action will link sensor to an air alarm,
reporting gas mixture from the sensor tile and giving control over the
vents and scrubbers of the sensor's area.

### TLDR

Before:
<img width="718" alt="ordnance_before"
src="https://user-images.githubusercontent.com/3625094/236577769-5d79871f-2dce-43be-a20a-e6669bfbc1c6.PNG">

After:
<img width="638" alt="ordnance_after"
src="https://user-images.githubusercontent.com/3625094/236577786-3c7e9c9f-1501-4747-bbe1-292fc4947b0d.PNG">

This is how the area is setup on meta station right now vs if it was
setup with a link

![image](https://user-images.githubusercontent.com/3625094/236578327-531cfb6f-e0ac-4c03-927f-f5b05b9c74ab.png)

This is also true for the supermatter chamber - you can make the air
alarm display the gas mix in the actual chamber and avoid using mapping
area hack there too.
<img width="954" alt="supermatter_after"
src="https://user-images.githubusercontent.com/3625094/236578528-4650b426-6bf0-4634-a5b0-cad7a50d5b01.PNG">

## Why It's Good For The Game

The area hack is no longer needed and you can place air alarm to control
certain remote area wherever you want when you design a map. Even 3 air
alarms next to each other controlling 3 different burn chambers.

The air alarm will also report the gas mix on the actual tile of a
sensor, instead of the gas mix before the air alarm, which is usually a
normal habitable environment.

Also, now you can build such chambers manually because there are no
precise area editing tools available in-game to repeat the area hack.

## Changelog

🆑
add: Air alarms can be connected to an area remotely via air sensor with
multi-tool and corresponding access
qol: Mapping: Added air alarm helper to link air alarm with certain
chamber_id on map load
/🆑

* Connect air alarm to air sensor

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-05-20 21:18:27 +00:00
SkyratBot
937e12116d [MIRROR] Requests console helpers [MDB IGNORE] (#21231)
* Requests console helpers (#75224)

## About The Pull Request

This PR adds mapping helpers for requests consoles. Two of them set up
if the console can receive ore updates, and if it can make
announcements, flipping their relevant variables to TRUE. The other
three adds the consoles to their relevant department console lists
during late initialize. This allowed me to remove three variables
directly from the consoles themselves.

![image](https://user-images.githubusercontent.com/2676196/236959062-11db7db5-3e7d-452a-a6c6-153901354b20.png)
New sprites by CoiledLamb!

~~This PR also anchors mapping helpers, to prevent effects like the
roundstart crate initialization from moving them.~~ This was fixed by a
different PR.

## Why It's Good For The Game

Less var edits, easier to see a console's type at a glance.

## Changelog

🆑 Profakos, sprites by CoiledLamb
qol: Most request console varedits have been moved to mapping helpers.
/🆑

* Requests console helpers

* updatepaths

---------

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-05-16 10:24:29 -04:00
SkyratBot
97a69b1e2f [MIRROR] Anchors mapping helpers so they don't get put inside crates [MDB IGNORE] (#21117)
* Anchors mapping helpers so they don't get put inside crates (#75387)

## About The Pull Request

Persistent Birdshot CI failure was caused by broken floor helper sharing
a tile with a random loot spawner, which would sometimes spawn a
maintenance crate which deletes itself, but only after the crate eats
the mapping helper. This causes the mapping helper to delete before it
has initialised.

There's no reason for a mapper to assume this would cause a problem so
the fix isn't to edit the map, instead I just anchored all mapping
helpers so that closets won't try to contain them.

## Why It's Good For The Game

I'm really tired of birdshot failing CI
This probably fixes some other really niche bug nobody has noticed

## Changelog

Not player facing

* Anchors mapping helpers so they don't get put inside crates

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-05-14 16:01:13 -07:00
SkyratBot
88e4c08a98 [MIRROR] New Medical job: The Coroner [MDB IGNORE] (#20963)
* New Medical job: The Coroner

* Fixes coroner (code-side) (#21005)

* Fixes coroner

* Update jobs.dm

* trailing newline

* wew

* VR Replacements

* w

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-08 03:44:11 +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
cd185300a4 [MIRROR] Air alarm helpers [MDB IGNORE] (#20865)
Air alarm helpers

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:30:57 +01:00
SkyratBot
3311ff6300 [MIRROR] March into Mapness - Moon Base 19 [MDB IGNORE] (#20753)
* March into Mapness - Moon Base 19 (#74067)

* March into Mapness - Moon Base 19

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2023-04-25 01:34:17 +01:00
SkyratBot
9a20271ee5 [MIRROR] Adds helpers for apc. [MDB IGNORE] (#20589)
* Adds helpers for apc. (#74651)

## About The Pull Request
I asked someone in discord if it was worth it, they said it was, from
what i remember at least.

## Why It's Good For The Game
More comfort with apc's for mappers.

---------

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

* Adds helpers for apc.

* wew

* wew

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 03:35:53 +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
79bb4facfc [MIRROR] Removes networks from the game [MDB IGNORE] (#20083)
* Removes networks from the game (#74142)

## About The Pull Request

This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.

Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.

- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.

## Why It's Good For The Game

Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.

## Changelog

🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* Removes networks from the game

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
2023-03-27 03:28:18 +01:00
SkyratBot
f0975730ab [MIRROR] Add a mapping helper for welding airlocks [MDB IGNORE] (#20063)
* Add a mapping helper for welding airlocks (#74206)

## About The Pull Request
What it says on the tin. Warning: copy-pasted mapper sprites.

## Why It's Good For The Game

Fewer varedits, better maintainability, more obvious in the map editor
what's been applied to a given airlock.

## Changelog

No player facing changes.

* Add a mapping helper for welding airlocks

---------

Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 03:27:44 +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
0d2ba72250 [MIRROR] Replaces internal_organs with organs [MDB IGNORE] (#19871)
* Replaces internal_organs with organs

* Makes all of the necessary internal_organs -> organs in our files to compile

And it seems to work too!

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-03-24 13:27:48 -04:00
SkyratBot
f9ce50bb89 [MIRROR] Fixes not being dumped in space after jumping off the shuttle [MDB IGNORE] (#19402)
* Fixes not being dumped in space after jumping off the shuttle

* Update transit.dm

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 02:40:47 +00:00
SkyratBot
db33d75a5e [MIRROR] Space/Changeturf fixes and optimizations [MDB IGNORE] (#19201)
Space/Changeturf fixes and optimizations

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-02-28 15:23:35 -05:00
SkyratBot
f0b7813d48 [MIRROR] Don't create abandoned airlocks with walls underneath them. [MDB IGNORE] (#19568)
* Don't create abandoned airlocks with walls underneath them. (#73656)

## About The Pull Request
Fixes #71504

#70237 attempted to remove this and did in some cases, however the case
where the abandoned airlock is able to find an adjacent wall turf to
copy the type of still fails to delete the airlock.
This fixes that.

Also in my testing, the times where it _failed_ to find a nearby wall
turf to copy and spawned a default wall would leave the mapping helper
visible in the round. Oops!

## Why It's Good For The Game

Mapping helpers should always delete themselves when finished.
The airlocks with walls under them are funny once and annoying the rest
of the time. As of that older PR, this continuing to happen is regarded
as a bug.
Also apparently it might be required anyway for Wallening.

## Changelog

🆑
fix: Maintenance tunnels should no longer sometimes contain airlocks
with walls underneath them.
/🆑

* Don't create abandoned airlocks with walls underneath them.

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-02-26 19:29:32 -08:00
SkyratBot
db625af910 [MIRROR] Optimize cardboard cutouts saving 1.5s+ on init times [MDB IGNORE] (#19435)
* Optimize cardboard cutouts saving 1.5s+ on init times (#73404)

New regression in init times. Closes
https://github.com/tgstation/dev-cycles-initiative/issues/32. CC @ Fikou

- Instead of creating a human and icon for *every* cardboard cutout when
initialized, only creates the one we're actually using. When you're
about to use a crayon, creates all of them.
- Instead of using getFlatIcon, uses appearances directly.

* Optimize cardboard cutouts saving 1.5s+ on init times

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-02-19 22:52:00 +00:00
SkyratBot
e40348c01a [MIRROR] [NO GBP] Reinforced plating mapping helper actually function correctly. [MDB IGNORE] (#19405)
* [NO GBP] Reinforced plating mapping helper actually function correctly. (#73464)

## About The Pull Request

Reinforced plating mapping helpers worked for only a feew specific
use-case which ended up being the only usecases I tested, I've modified
the code so it should work as expected in all usecases. In short this
fixes reinforced plating appearing in places where there is not actually
plating for it to replace, and stacking multiple layers of plating where
there should not be multiple layers.
## Why It's Good For The Game

Fixes a bug I introduced myself.
## Changelog
🆑
fix: Reinforced Plating baseturf helpers work and should now be bug free
enough to be used in maps.
/🆑

* [NO GBP] Reinforced plating mapping helper actually function correctly.

---------

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2023-02-17 18:01:19 -08:00
SkyratBot
17b58cee48 [MIRROR] Fixes some runtime spam from lazyloading/map templates [MDB IGNORE] (#19089)
* Fixes some runtime spam from lazyloading/map templates

* Update map_template.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2023-02-16 22:47:13 -05:00
SkyratBot
79d926ebaf [MIRROR] Add all ruins to unit testing for CI [MDB IGNORE] (#19345)
* Add all ruins to unit testing for CI (#73179)

* Add all ruins to unit testing for CI

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-02-15 12:59:49 -08:00
SkyratBot
5f9f60713b [MIRROR] Starlight Polish (Space is blue!) [MDB IGNORE] (#19059)
* Starlight Polish (Space is blue!) (#72886)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Adds support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them

#### Adds render steps

An expansion on render_target based emissive blockers. 
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely

Fixes shuttles deleting z holder objects

#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color

This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight

This requires a bit of extra work, see later

This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)

The emissive blocking floor stuff requires making a second render plate
to prevent double scaling

Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon

#### Makes things in space blue

We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright

This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee


#### Makes glass above space glow, and some other stuff

Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.

Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.

#### Modifies partial space showing to support glow

Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.

We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.

#### Makes appearance realization's list output ordered

I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that

## Why It's Good For The Game

Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more

<details>
<summary>
Old
</summary>


![image](https://user-images.githubusercontent.com/58055496/213916157-d4b38aa7-3ab6-42a4-989f-7bfba2dc2cba.png)

![image](https://user-images.githubusercontent.com/58055496/213916077-637fa288-bbee-477d-aded-730d9683477e.png)

![image](https://user-images.githubusercontent.com/58055496/213916088-0657a8a2-5627-48e2-8c4b-870c90ef2072.png)

</details>


<details>
<summary>
New
</summary>


![image](https://user-images.githubusercontent.com/58055496/213916107-2af74e64-1817-4a44-b528-180a9160cb9e.png)

![image](https://user-images.githubusercontent.com/58055496/213916115-5fa36fcc-b988-4ccf-850e-21c26ed463d0.png)

![image](https://user-images.githubusercontent.com/58055496/213916120-6833187d-b12e-42a7-ac4b-63c56deb71e5.png)

</details>

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

* update modular

* Update _decal.dm

* Update _decal.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-02-12 00:42:28 -08:00
SkyratBot
0586d4c294 [MIRROR] [NO GBP] Lazy Template Cordoning | Double Runtime Fix [MDB IGNORE] (#19042)
[NO GBP] Lazy Template Cordoning | Double Runtime Fix (#72709)

## About The Pull Request

Adds automatic cordoning to block reservations.
Also fixes an issue where ChangeTurf would cause SSicon_smoothing to
throw runtimes by calling QUEUE_SMOOTH regardless of initialization
completion

## Why It's Good For The Game

## Changelog

---------

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-02-02 16:11:52 +00:00
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
Zonespace
972c350665 Mirror #71906 (#18666)
[READY] DRAMATIC SHUTTLES!! You can now fly around the shuttle (#71906)

You can move around shuttles during transport now! Instead of them
teleporting you instantly into deepspace, you can move around somewhat
depending on your space-mobility and grip-strength.

![image](https://user-images.githubusercontent.com/7501474/206866132-3fae024c-a8a2-4f4a-b4b8-37c96a254498.png)

**Please watch the demonstration aswell, it should answer most
questions:**
https://www.youtube.com/watch?v=Os77qDOVSXE

Interactions:
- Being within armsreach of a wall or solid object means you 'cling',
where the shuttle pull is very weak and you can basically run around the
shutt;e (but dont fuck up or you're gone)
- Being in range of nothing gives you a very heavy pull, you can barely
resist if you have a decent jetpack
- Objects are instantly power-yeeted
- Being pulled or riding something excempts you from hyperspace pull
- Touching a space tile while being on hyperspace dumps you in
deepspace, you either go back to the shuttle or enjoy deepspace
- On shuttle hyperspace tiles are a lot less dangerous, and will instead
launch and freeze you instead of teleporting you into deepspace
- In-case it wasn't obvious, you can rest outside the shuttle as long as
something is blocking your path. I think it's funny but I might nerf it

🆑
add: You can now fly around the shuttle during transit! Woohoo! You can
either cling to the side or grab a jetpack and try and keep up with the
shuttle! Carps can move around freely in hyperspace
qol: Increased shuttle hyperspace size from 8 tiles to 16
/🆑

- [x] Find a way to detect when a shuttle arrives and do something with
the shit left in hyperspace

Things I will do in another PR:
- Engines spit fire and hurt (almost finished but I want to keep this
small)
- Random shuttle events. You might run into dust meteors or migrating
carps OR A CHANGELING INFILTRATOR
- Hyperspace turfs on the shuttle pull you under the shuttle

It's so much more immersive than being instantly teleported into
deepspace. It gives you a chance to recover if you get spaced or for
daredevils to look cool

It's also just very cool idk

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-01-13 18:22:26 -05:00
Tastyfish
c44843b738 [MANUAL MIRROR] Abstract away stuff that acts on baseturfs directly into their own procs, and kills some dead code related to baseturfs + tests (#72117) (#18655)
Abstract away stuff that acts on baseturfs directly into their own procs, and kills some dead code related to baseturfs + tests (#72117)

Adds some new procs relating to baseturfs that replaces some code that
reads and sets them directly. Moves them to their own file. **To
reviewers: Any proc in baseturfs.dm that is snake_case is mine, anything
else is just moved**.

Adds tests for the existing procs of baseturfs.

I'm going to be doing some optimizations to baseturfs that change the
actual representation of baseturfs, and so I'm prepping these to be
implementation agnostic.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-01-12 12:18:28 -08:00
SkyratBot
002ab78d9b [MIRROR] useless update_appearance reduction, emissive_blocker micro optimization (saves a second of init) [MDB IGNORE] (#18243)
* useless update_appearance reduction, emissive_blocker micro optimization (saves a second of init)

* merge conflict

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-07 18:45:54 -05:00
SkyratBot
d5601f9ace [MIRROR] Ensures area contents respects world.maxx/y expanding [MDB IGNORE] (#18554) 2023-01-06 18:53:23 -08:00
SkyratBot
00e22c3158 [MIRROR] Lazy Template Loading - Nukie/Wiz [MDB IGNORE] (#18254)
* Lazy Template Loading - Nukie/Wiz

* fixes + mirror 66540

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-12-31 10:18:59 -08:00
SkyratBot
55a8331ef3 [MIRROR] Prevent atmos runtimes during shuttle move [MDB IGNORE] (#18341)
* Prevent atmos runtimes during shuttle move (#72058)

During shuttle move we iterate over border turfs to clear their excited
state and active groups, but we never actually cleared it from the
opposite direction so the turfs bordering the border would still try to
process with the border turfs and would then runtime.

* Prevent atmos runtimes during shuttle move

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2022-12-25 17:38:16 -08:00
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
4959a80de7 [MIRROR] Reinforced plating for all your Multi-Z mapping needs [MDB IGNORE] (#17831)
* Reinforced plating for all your Multi-Z mapping needs (#71576)

## About The Pull Request

This PR adds reinforced plating and a corresponding baseturf_helper,
plating that cannot be deconstructed with the RCD and requires a few
steps to degrade to regular plating.

The plating is designed to serve the same purpose as R-Walls but for
verticality. It shares its heat resistance with reinforced floor and
hull, and in texting it can endure a single C4 blast but not X4 assuming
the floor placed on it is already removed.

It is currently is unused on the existing maps due to it being poor
practice to place secure locations that would justify reinforced floors
on the lower Z levels, however I have spoken to people working on maps
actively at the moment and they have express interest in being able to
use these floors.

The plating can be constructed by using 2 sheets of plasteel on standard
plating and is disassembled using wrench > welding tool > crowbar. The
first stage of deconstruction causes the bolts holding the
reinforcements in place to fall to the Z level below playing a sound and
leaving a cleanable decal, adding a audio-visual alert that someone is
about to come through your ceiling.

UPDATE: I've added a ceiling variant of the baseturf editor, this can be
placed on a lower Z level where it will modify the baseturfs of the Z
level above within the original area. This will make it significantly
easier to ensure that you only cover tiles you want reinforced when
protecting lower Z levels.

If anyone has any recommendations for sounds please tell me and I might
swap them out but I think the two I've chosen work well. Additionally if
anyone is able to make a better sprite for the screws or plates then
that'd be a great help but I think the current ones work well enough.
## Why It's Good For The Game

Currently Multi-Z maps have a very tight restriction on where secure
areas can be put, only allowing for them to be placed on the top Z
level, under more secure Z levels or in exterior satellites and coated
with hulls. This is due to standard plating and/or reinforced floors are
very easy to get through without warning if you bring the right tools.
This PR effectively adds R-Walls but for floors allowing mappers to
properly protect lower Z levels from vertical infiltration methods. This
also adds a visual and audible indictor to the deconstruction of
reinforced floor tiles to bring them more in line with the visuals of
deconstructing a wall.
## Changelog
🆑
add: You can now reinforce plating to protect your department from the
troublemakers upstairs. Station builders might find these useful to put
the stations most secure locations on the lower floors.
imageadd: added sprites for reinforced plating
code: RCD proofing has been variablized and can now be applied to any
floor type instead of just reinforced floors.
/🆑

* Reinforced plating for all your Multi-Z mapping needs

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2022-12-01 01:02:13 +00:00
SkyratBot
257feb1be7 [MIRROR] More horrible 515 proc compatibility. [MDB IGNORE] (#17671)
* More horrible 515 proc compatibility.

* Feex

* Hopefully we're done now

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-11-27 14:46:36 -08:00
SkyratBot
932d25cdeb [MIRROR] Mail sorting helper, and disposals fixes [MDB IGNORE] (#17683)
* Mail sorting helper, and disposals fixes (#70861)

## About The Pull Request

![image](https://user-images.githubusercontent.com/2676196/198695007-53db1b70-845f-46a9-b98a-e146bb53951b.png)

This PR adds a mail sorting map helper, which during Late Initialization
will apply a sorting location index to the mail sorting disposals pipe
under them. I have replaced the varedits with all mail sorters with the
appropriate map helpers. I have thoroughly tested this, making sure
packages arrived to every location, where possible.

I have also fixed a few issues with the disposals network:

**Tramstation**

- One of the random maintenance segments had a place with no disposal
pipes. This has been fixed
- A sorter was looking for chapel and library packages, but it actually
meant to look for engineering packages
- There was no dormitory mail sorter, I have added one

**Metastation**

- There was no dormitory mail sorter, I have added one

**Icebox**

- There is no experimentor lab in icebox, but there is an
"experimentation" lab, which is good enough, so I have added it as a
location

**Deltastation**

- There was no dormitory mail sorter, I have added one
- Virology was not connected to the disposals network. However, on every
other map, it has a one way connection. I have hooked it up just like
that, so virology mail will arrive safely, and virology trash will go
into space as usual.

**Kilostation**

- Genetics packages were rerouted to the psychologist office

Unsolved issue on kilostation: there is no experimentor on this station,
and there is no space for a disposals in the circuits lab, so sadly, if
you send a package to this destination, it will come back to the mail
sorting office.

**Future improvements**

The TAGGERLOCATIONS list, which is used to retrieve the labels of the
various tags, is frankly unorganizable, and hard to expand. I have
delayed fixing this for a future PR.

I kinda wish to remove the sortType variable, as it is no longer
necessary to have it around with these helpers, but sadly, this would
ruin downstream maps, so I have no plans for this at the moment.

## Why It's Good For The Game

While mapping, having to constantly compare a comment in flavor_misc.dm
to figure out what to varedit a disposal mail sorter to is rather
annoying. These map helpers, similar to the access helpers, will help
with this issue.

Its also good if mail actually arrives.

## Changelog

🆑
qol: added a mail sorting map helper, to allow mappers to create
disposal networks faster
fix: fixes several non working disposal mail targets that never received
their packages
/🆑

* Mail sorting helper, and disposals fixes

* vr fixes

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-11-25 21:11:20 -05:00
SkyratBot
a5ae9af7f7 [MIRROR] Optimizes maploading again, saving 0.4 seconds on a bare init. Supports loading dmm again [MDB IGNORE] (#17566)
* Optimizes maploading again, saving 0.4 seconds on a bare init. Supports loading dmm again (#71074)

## About The Pull Request

When I optimized maploading in (#69632
d34fa4c642) I made some assumptions based
on the TGM format, so how newlines worked and such.

This would break attempts to load maps in the dmm format, so maps edited
in dreammaker and not commited yet.

I've fixed this by adding a map format detection system This has allowed
me to further optimize tgm by taking advantage of a list of assumptions.
I printed them out in a comment near the top of the file.

This showed the most in build_cache, which went from 0.7 seconds to 0.4
on my machine.
The optimizations here involve using regex to pull out var edits,
parsing models line by line rather then all at once, which allows for
much cheaper parsing, and avoiding a safety trim()

I did also save like 0.05 seconds in load, because I could pull a bunch
of operations out to once per map, because of prior knowledge of where
the max/min x and y's would be.

## Why It's Good For The Game

Speed. Also ensures mappers don't get fucked over.

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

* Optimizes maploading again, saving 0.4 seconds on a bare init. Supports loading dmm again

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-11-18 13:16:12 -05:00
SkyratBot
24eb8217c0 [MIRROR] Builds logic that manages turfs contained inside an area [MDB IGNORE] (#17379)
* Builds logic that manages turfs contained inside an area

* Mirror Conflict

* Modular!

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-16 14:42:22 -05:00
SkyratBot
a64129ab27 [MIRROR] [MDB Ignore] Corrects Automatic Shuttle Boundary Generation [MDB IGNORE] (#17489)
* [MDB Ignore] Corrects Automatic Shuttle Boundary Generation (#71220)

When you load a map template, it does many things before considering
itself finalized.
One of these steps is to iterate over all the loaded items and
initialize/process them.
Unfortunately because a shuttle setups the bounds after
initTemplateBounds is called, the mobile docking port ends up being
initialized before the bounds are actually setup correctly.
The solution to this is to explicitly ignore the mobile docking port,
and have it initialize immediately after calculating the bounds.

* [MDB Ignore] Corrects Automatic Shuttle Boundary Generation

* arrivals shuttle

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-16 14:28:54 -05:00
Zonespace
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot
4741dc4ac9 [MIRROR] Fix halloweens races [MDB IGNORE] (#17270)
* Fix halloweens races

* update modular

* Apply suggestions from code review

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-10-31 18:00:11 +00:00
SkyratBot
375fea374a [MIRROR] Optimizes qdel related things (slight init time savings) [MDB IGNORE] (#17240)
* Optimizes qdel related things (slight init time savings)

* lang holder

* cleanup custom spawners slightly

* ref update

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-30 23:15:38 -04:00
SkyratBot
b218c8c6f3 [MIRROR] Underground mining site ruin no longer has a ceiling [MDB IGNORE] (#17131)
* Underground mining site ruin no longer has a ceiling (#70710)

* mining_site_below no longer has a ceiling

* Better code docs

* Underground mining site ruin no longer has a ceiling

Co-authored-by: VexingRaven <msgerbs@users.noreply.github.com>
2022-10-24 19:06:05 -04:00
SkyratBot
629dd42b25 [MIRROR] [MDB IGNORE] Makes only station areas, station areas. [MDB IGNORE] (#16989)
* [MDB IGNORE] Makes only station areas, station areas.

* should fix it

* area fixes for AM templates

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2022-10-19 16:45:37 -04:00
SkyratBot
3795ed1a6b [MIRROR] [MDB Ignore]Hats DMI split [MDB IGNORE] (#16693)
* [MDB Ignore]Hats DMI split

* e

* STAFE

* e

* e

Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-10-09 23:00:42 +01:00
SkyratBot
279173dff5 [MIRROR] Fixes abandoned airlock helper behaviour [MDB IGNORE] (#16632)
* Fixes abandoned airlock helper behaviour (#70237)

remove the door instead of making a wall under it

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

* Fixes abandoned airlock helper behaviour

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
2022-10-04 10:46:56 -04:00
SkyratBot
5103c1ea7c [MIRROR] Fixes multi-Z ruins (Ice Moon Mining Site) not spawning [MDB IGNORE] (#16557)
Fixes multi-Z ruins (Ice Moon Mining Site) not spawning

Co-authored-by: VexingRaven <msgerbs@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-10-03 00:44:55 -04:00
SkyratBot
9bf006d189 [MIRROR] Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) [MDB IGNORE] (#16472)
* Multiz Rework: Human Suffering Edition (Contains PLANE CUBE)

* skyrat changes

* bodyparts merge

* unres door floorlight fix

* Future upstream fix for blindness

* upcoming upstream airlock fix

* fix button emissive

* Fix FOV markings?

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-02 23:30:09 -04:00
SkyratBot
842be04245 [MIRROR] Ensures areas are allowed to be non unique [MDB IGNORE] (#16453)
* Ensures areas are allowed to be non unique

* merge

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-28 15:39:15 -04:00
SkyratBot
110fd07f34 [MIRROR] Micros the lighting subsystem (Saves a second of init) [MDB IGNORE] (#16461)
* Micros the lighting subsystem (Saves a second of init)

* Update stat_tracking.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-09-28 12:19:43 -07:00