Commit Graph

2627 Commits

Author SHA1 Message Date
SkyratBot
4855e607c8 [MIRROR] Solar control panel UI tweaks [MDB IGNORE] (#21506)
* Solar control panel UI tweaks (#75670)

![image](https://github.com/tgstation/tgstation/assets/3625094/03af9b5f-e346-483f-80a6-f4c84e7081b5)

## About The Pull Request

Added a chart that shows generated power and potential power.

## Why It's Good For The Game

You can now see how well the panels perform throughout the solar cycle.

## Changelog

🆑
qol: Solar control console now shows power generation history
/🆑

* Solar control panel UI tweaks

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2023-05-29 18:27:50 +01:00
YakumoChen
65018923dc Removes all Modular Singularity Code (#21463)
* removes overridden singulo sprites

* LORD SINGULOTH SLEEPS

* Update tgstation.dme

* Update energy_ball.dm
2023-05-29 18:20:01 +01:00
SkyratBot
27170c4051 [MIRROR] SM now processes only when there is more than 0.01 moles of gas present [MDB IGNORE] (#21443)
* SM now processes only when there is more than 0.01 moles of gas present (#75300)

* SM now processes only when there is more than 0.01 moles of gas present

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-05-26 09:05:52 -07:00
SkyratBot
fa08117ac1 [MIRROR] Massive Spraycan and Crayon Powercreep: smaller graffiti cost less to draw. [MDB IGNORE] (#21410)
* Massive Spraycan and Crayon Powercreep: smaller graffiti cost less to draw. (#75588)

## About The Pull Request
Currently, drawing a small circle on the floor consumes as much charge
as any other drawable but the larger horizontal ones that cost five
times as much, which is a bit dull for non-cyborg players, having to
burn through a ton of spraycans just to cover the floor in several small
dots if ever attempting to do some floor art.

This PR aims to reduce the cost of some of the smaller drawables, like
"shortline", "smallbrush", "pawprints" etc., in virtue of the smaller
area they cover. The balances changes may seem bit of an arbitrary and
not include ones that are a bit on the edge between "small" and not
"small", but I'd rather keep it simple than have other values such like
"semi-small" integrated and snowball this balance PR into a more
finnicky, disputable or not agreeable with version of itself.

This also covers re-coloring and existent graffiti. Currently it always
costs 2 charges to change its color regardless if it costed 1 or 5 to
spray in the first place. With this PR, the costs should match that of
when they were drawn. To boot, It also takes into account the tagger
quirk now.

Code had to be cleaned up and improved a bit for a smoother
implementation of these changes.
A fairly unrelated but small change: Trying to suicide with an empty
spraycan will now fail, because it's empty. It's that simple.

## Why It's Good For The Game
Enables non-cyborg players to engage in jolly floor-vandalizing-art in a
more consistent, slightly more enjoyable way.

## Changelog

🆑
balance: Drawing small graffiti like paw/foot/claw prints, small brush
dots and short lines should cost half as many charges off your spraycan
or crayon.
balance: The cost of recoloring graffiti decals is now consistent with
that of drawing them.
balance: Trying to suicide with an empty spraycan will now fail, because
it's empty. It's just that simple.
/🆑

* Massive Spraycan and Crayon Powercreep: smaller graffiti cost less to draw.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-05-25 17:24:10 -07:00
SkyratBot
0046ca47dc [MIRROR] Apc covers can now be repaired and replaced [MDB IGNORE] (#21424)
* Apc covers can now be repaired and replaced (#75129)

You can now weld an unbroken but damaged Apc cover in order to repair
its integrity.

If an Apc cover is broken you can crowbar it off and replace it with a
new one using an Apc frame (but you'll need to weld its integrity back
up to reinforce the haphazard connections you've made)

I also went ahead and added comments to some of the code because Apc
code is a little daunting.

* Apc covers can now be repaired and replaced

---------

Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com>
2023-05-25 23:09:52 +01:00
coldud13
bb57709cb7 [MANUAL MIRROR] Fixes a small typo in the APC construction balloon alerts (#69591) (#21133)
Fixes a small typo in the APC construction balloon alerts (#69591)

CRITICAL FIX

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-05-15 14:41:26 +01:00
SkyratBot
077e2d4eee [MIRROR] Makes update_icon_updates_onmob more robust [MDB IGNORE] (#21076)
* Makes update_icon_updates_onmob more robust (#75324)

Safeguards against #74965 happening in the future.

Noticed a bunch of these were using ITEM_SLOT_HANDS. This is incorrect,
as the element already automatically updates held items. grep'd it to
catch future instances.

Likewise, a number of objects weren't passing slot_flags to the element,
meaning it wasn't actually updating those things properly when they were
being worn. I've simplified this so now the element will automatically
update all slot_flags, and passing an additional slot to the element
when being added is only needed for additional slots that might need to
be updated. This also means if slot_flags change, the element will now
update correctly as well.

🆑 ShizCalev
code: The update_icon_updates_onmob element will now automatically
update all slots in an item's slot_flags var. This does fix multiple
things that weren't updating properly. Passing a slot to the element is
now only necessary if you want to add additional slots to be updated.
/🆑

* Makes update_icon_updates_onmob more robust

---------

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2023-05-10 22:57:55 -07:00
SkyratBot
5e9d2379bf [MIRROR] Stock Part Resprite [MDB IGNORE] (#21014)
* Stock Part Resprite

* wew

* alright

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:10:18 +01:00
SkyratBot
22c12301a8 [MIRROR] New Smart Fridge sprites [MDB IGNORE] (#21016)
* New Smart Fridge sprites (#75022)

## About The Pull Request

Resprites smart fridges. Inspired by the smart fridge by @ Krysonism.

![dreamseeker_YHGPSCCEs3](https://user-images.githubusercontent.com/3625094/235185629-72b6fd2f-7e9d-4fc9-82ca-a45360c2ce6f.gif)

![dreamseeker_1HJFZwQbjR](https://user-images.githubusercontent.com/3625094/235277300-de4716c2-1435-49f2-9a06-bf4d215bb5ff.gif)

Versions:

![image](https://user-images.githubusercontent.com/3625094/235186007-64f85fd9-5068-4bef-85c6-23d209009037.png)

## Why It's Good For The Game

It looks nice.

## Changelog

🆑 @ Krysonism, @ Imaginos16, @ MTandi, @ san7890
image: updated smart fridge sprites for all variants
fix: smart fridges no longer overlap with walls, but they can be welded
down to a floor and mapspawn welded
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>

* New Smart Fridge sprites

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:00:26 +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
fc1471c818 [MIRROR] Deadchat Announcement Variety Pack 1 [MDB IGNORE] (#20957)
* Deadchat Announcement Variety Pack 1 (#75140)

## About The Pull Request

Adds announce_to_ghosts()/notify_ghosts() calls to a bunch of different
things.

**THIS INCLUDES:**
- Powersink being activated/reaching critical (explosion) heat capacity.
- His Grace being awoken.
- Hot Potatoes being armed.
- Ascension Rituals being completed.
- Eyesnatcher victims.
- Ovens exploding as a result of the Aurora Caelus event.
- Wizard Imposter spawns.
- Rock-Paper-Scissors with death as the result of Helbital consumption.
- BSA impact sites.
- Spontaneous Appendicitis.
- The purchasing of a badass syndie balloon.
- The Supermatter beginning to delaminate.

This was everything that I could think of that would be worth announcing
to deadchat. These were all chosen with consideration to questions like
"how easy would it be to spam deadchat with this?" and "will observers
actually see the interesting thing happen, or just the aftermath?".

Not gonna lie, I've really become an observer main as of recently. Maybe
that's being reflected in my recent PRs. Who's to say? Deadchat
Announcement Variety Pack 2 will probably never come out. Sorry.
## Why It's Good For The Game

Gives deadchat a better indiciation of when/where something **REALLY
FUNNY** is about to happen. Draws attention to certain things that are
likely to gather an audience anyways, but sooner (for your viewing
pleasure). In simple terms, it helps the observers observe things
better.

Some cases, such as the aurora caelus or helbitaljanken, are occurrences
so rare that they deserve the audience.
## Changelog
🆑 Rhials
qol: Observers now recieve an alert when a powersink is activated/about
to explode.
qol: His Grace being awoken now alerts observers, to give you a
headstart on your murderbone ghost ring.
qol: Ascension Rituals being completed will also alert observers, for
basically the same reason.
qol: Arming a hot potato will now alert observers. Catch!
qol: Eyesnatcher victims will now notify observers, and invite them to
laugh at their state of misery and impotence.
qol: Observers will be notified of any acute references to The Simpsons
or other 20th Television America copyright properties.
qol: Wizard Imposter spawns alert observers, much like any other ghost
role event should.
qol: Playing Rock-Paper-Scissors with death will now alert the observers
and invite them to watch. Better not choke!
qol: Observers now get an orbit link for BSA impact sites. Why does it
keep teleporting me to the AI upload??
qol: Spontaneous Appendicitis now alerts deadchat.
qol: The purchasing of a badass syndie balloon now alerts deadchat. You
might not be any more powerful, but at least you have an audience.
qol: When beginning to delaminate, the Supermatter will alert observers
and invite them to watch the fireworks.
/🆑

* Deadchat Announcement Variety Pack 1

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-05-05 15:34:05 -07:00
Shadow-Quill
e1339ebf54 [MANUAL PORT] APC assigns itself the correct name based on its area (#20926)
APC assigns itself the correct name based on its area (#73054)

## About The Pull Request
APC was assigned a name before it was assigned an area causing null
names.

Another bug i noticed was that newly built apcs were also not assigned
names. Thats fixed now too

Fixes #73052

## Changelog
🆑
fix: apc not assigning itself a name based on its area
fix: newly built apc's not getting assigned area names
/🆑

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-05-03 23:47:36 +01:00
SkyratBot
b44715db5d [MIRROR] ex_act() will work on basic mobs again (lol) + Unit Test [MDB IGNORE] (#20919)
* `ex_act()` will work on basic mobs again (lol) + Unit Test

* COnflict

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:51:49 +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
17ad3092e2 [MIRROR] Removes player references [MDB IGNORE] (#20901)
* Removes player references (#75133)

🆑
fix: Removes player references.
/🆑

* Removes player references

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2023-05-03 01:37:21 +01:00
SkyratBot
52300246b4 [MIRROR] Fire/Air alarms properly dismantle when they are destroyed & fixes balloon alert runtimes when cutting terminals [MDB IGNORE] (#20870)
* Fire/Air alarms properly dismantle when they are destroyed & fixes balloon alert runtimes when cutting terminals (#74918)

Firealarms & Airalarms `deconstruct()` procs are wrong, they spew out
electronics & cable regardless of what build stage their on

Fire alarms providing free electronics & cable without even installing
them

https://user-images.githubusercontent.com/110812394/233784785-650fbd64-3c6c-44c8-b377-c3a8244d28ac.mp4

Air alarms providing free electronics & cable without even installing
them

https://user-images.githubusercontent.com/110812394/233784799-cdd38967-8a59-454d-8da4-1360d03ff12c.mp4

Bug exploits now come to an end

Also fixes balloon alerts run timing when cutting terminals connected to
apc's/smes etc. because the atom gets deleted, by the time the balloon
alert gets executed it adds a timer on the deleted object causing
runtimes.

## Changelog
🆑
fix: air alarms correctly spew out cable & electronics depending on
their build stage when their integrity reaches 0 i.e. destroyed
fix: fire alarms correctly spew out cable & electronics depending on
their build stage when their integrity reaches 0 i.e. destroyed
fix: balloon alerts runtiming when cutting terminals
/🆑

---------

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

* Fire/Air alarms properly dismantle when they are destroyed & fixes balloon alert runtimes when cutting terminals

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-05-01 13:29:07 -07:00
SkyratBot
0371ac21af [MIRROR] Flood lights update their color when spray painted [MDB IGNORE] (#20746)
* Flood lights update their color when spray painted (#74926)

## About The Pull Request
Fixes #74921

All colourful & stuff

https://user-images.githubusercontent.com/110812394/233796341-cbdd5be1-7483-4d8d-b4ef-2b5a02bed6fa.mp4

## Changelog
🆑
fix: flood light now shines with their object color
/🆑

---------

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

* Flood lights update their color when spray painted

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-24 19:25:34 -07:00
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
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
Zonespace
738889fdef Integration Cog Nerf (#20611)
* coggers balance

* Update integration_cog.dm
2023-04-17 23:52:48 -07:00
lessthanthree
858e61aa76 [SEMI-MODULAR] APC/Air Alarm lighting and functionality (#20323)
* apc/airalarm

* Apply suggestions from code review

Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>

* brightness tweaks

* Update modular_skyrat/modules/aesthetics/apc/code/apc.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* remove duplicate fire alarm procs

* tweak lighting color, power

---------

Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-04-14 23:49:46 +01:00
SkyratBot
4085ed014c [MIRROR] Expands conversion unit test coverage [MDB IGNORE] (#20516)
* Expands conversion unit test coverage (#74563)

## About The Pull Request

Requires #74562 and #74556 be merged first.

Unit tests cult conversion and throws in a case for rev AOE flashes

## Changelog

Not necessary

---------

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

* Expands conversion unit test coverage

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-04-14 14:37:53 +01:00
SkyratBot
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
SkyratBot
6ee8dbb9c7 [MIRROR] Code clean-up & refactor for all RCD related & like devices. [MDB IGNORE] (#20394)
* Code clean-up & refactor for all RCD related & like devices. (#74527)

## About The Pull Request

1. Debloats the RCD.dm file i.e. renames it to RHD[Rapid handheld device
the base for all rcd like devices] and moves its subtypes into their
respective files
`/obj/item/construction/rcd` moved to RCD.dm
`/obj/item/construction/rld` moved to RLD.dm
`/obj/item/construction/plumbing` moved to RPLD.dm
`/obj/item/construction/rtd` stays in RTD.dm
Other rcd like device i.e. RPD, RFC, RWD, along with the above mentioned
files are now all moved into 1 folder called "rcd"
majority of the `to_chat()` are now replaced with `balloon_alert()` to
reduce spam

2. Adds early returns, optimizes & adds extra resource sanity checks
before and after the `do_after()` proc for the RLD. RLD silo links now
works again.
- RLD now uses an ammo bar just like the RCD for updating only its
overlays & not its entire icon state, it also has a blinking yellow icon
state when low on ammo
- Remove unused empty blinking yellow icon state for plumbing RCD.
nobody designed the ammo bars for them so having`has_ammobar = TRUE`
caused the unit tests to fail

4. Adds extra structure placement & resource sanity checks for RCD, RTD
& Plumbing RCD before & after the `do_after()` proc
  RCD Patches
- removes unused vars window_type & window_glass, these can be infered
from window_type directly
- removes furnish type & cost and let the rcd_vals() proc decide those
for consistency
- copies the rcd stuff from turf/floor to turf/open/misc with some
exceptions, It wasen't updated in a long time
- rcd vals i.e. cost & delay for window types are set for each
directional, full-tile, reinforced types. These all used constant values
& now they are adjusted accordingly

   RTD patches
      - Fixes #74526 RTD can lay floor tiles on all types of plating's
- The cost of deconstructing tiles was not calculated correctly i.e. it
always used the cost of the selected design & not the cost of the actual
floor type we are trying to deconstruct
- The construction & deconstruction time was constant & very fast for
all tile types, now the delay is adjusted based on the cost of the type
of tile in question
- RTD now has a blinking yellow empty icon state just like the RCD when
low on ammo

6. Fixes #73479 RCL now updates its pipe cleaning coil appearance when
changing colours & selecting white colour no longer yields a random coil
colour

7. makes sure `useResource() ` actually succeeds before doing any
action. The return value of this proc was not previously checked for
some devices

## Why It's Good For The Game
1. rcd like devices all moved into 1 folder for better organization
2. splits the original RCD.dm file into more logical & manageable files
for better maintainability
3. removes unused code & adds some extra sanity checks for everything
4. adds missing sprites for RLD & RTD

## Changelog
🆑
code: RCD & all its subtypes and other devices like it[RTD, RLD,
Plumbing RCD, RWD, RFC, RPD] now moved into 1 folder, removes unused
vars
refactor: RCD window type cost & delay are set based on the window type
selected.
refactor: RLD, RCD & plumbing RCD now has extra resource & target
placement sanity checks, optimizes RLD and code readability.
refactor: RTD now sets the correct delay with the cost of the tile type
currently being constructed/deconstructed taken into account
refactor: large majority of to_chat() replaced with balloon alerts
fix: RLD silo link now works again
fix: RTD can place tiles on any subtype of plating
fix: RCL now lays the correct colour of pipe cleaner when its colour is
changed
imageadd: empty blinking yellow icon states for RTD & RLD & an ammo bar
for RLD
/🆑

* Code clean-up & refactor for all RCD related & like devices.

* Update RHD.dm

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:29:46 +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
93a8095c08 [MIRROR] New inhand icons for light tubes, makes latex balloons craftable, and various other fixes/improvements [MDB IGNORE] (#20462)
* New inhand icons for light tubes, makes latex balloons craftable, and various other fixes/improvements

* resolve conflict

* Update VoidRaptor.dmm

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-04-10 18:37:55 -07:00
SkyratBot
6a9036149c [MIRROR] Significantly speed up create & destroy by reducing the amount of time to wait for GC [MDB IGNORE] (#20459)
* Significantly speed up create & destroy by reducing the amount of time to wait for GC (#74604)

The check queue is 5 minutes long because that's the longest a client
can hold onto a reference. Without clients, we can drastically decrease
the time we have to wait. This lowers the time down to 10 seconds
(though everything right now deletes in 5).

This will represent a 5 minute decrease in CI across the board, freeing
up runners.

Makes a few changes to stuff that was being held for more than 10
seconds.
- `VARSET_CALLBACK` now works through weakrefs, to allow for pAIs to
have their holochassis init timers.
- Nar'Sie cleans herself up in GLOB.cult_narsie if she's deleted.
- "Spooky portals" no longer hold onto a reference for 2 minutes.
- `poll_candidates` short circuits to an empty list if there are no
candidates, to avoid several 30 second+ long timers

Originally this was going to be a more clever hack from @ MrStonedOne
about short circuiting if everything deletes before the wait, but we
realized that basically nothing actually holds onto references for that
long without clients, and that nothing really should anyway

* Significantly speed up create & destroy by reducing the amount of time to wait for GC

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-04-09 19:36:44 -07:00
SkyratBot
2090bf4df3 [MIRROR] timestop the SM [MDB IGNORE] (#20352)
* timestop the SM (#74302)

## About The Pull Request

Allows the timestop effects to freeze the Supermatter processing so that
engineers might be able to save it this time
## Why It's Good For The Game

Both wizards and science nerds are able to stop the SM seconds from
meltdown so that engies can figure out what's the right pipe to place to
prevent a destruction of property.
## Changelog
🆑
add: Timestop blocks the SM from processing (can't be healed, doesn't
output gases but can still take damage)
/🆑

* timestop the SM

---------

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2023-04-05 11:32:12 -07:00
lessthanthree
eee463f1ab [SEMI-MODULAR] Lighting Update (#20269)
* lights

* colors go insane if you go over 255

* warmer, less pink

* move file, lower power/delay

* low power lighting

* emergency brightness

* metastation/void raptor
2023-04-04 17:48:05 +01:00
Zonespace
028171e7c1 Integration cogs are now far more devastating to the powernet (#20292)
balance
2023-04-03 05:51:41 +01:00
Zonespace
7fbecfe4ff [FINALLY HERE] Clock Cultist OPFOR bundle (#20257)
* Adds backend clockcult code (#17136)

* probably good to go

* Update stylesheet.dm

* revert speech

* shut the fuck up, CI.

* did the wrong thing lmao

* shuttles are good to go

* tick it

* okay lets see how this goes

* axe the event shuttles for starters

* i saved these dw

* probably good for now

* clean up sigil code

* layer fix

* a

* D'oh

* The melbert change I can do on my laptop

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* elementizes

* Update modular_skyrat/modules/clock_cult/code/hint_element.dm

Co-authored-by: Tastyfish <crazychris32@gmail.com>

* Apply suggestions from code review

Co-authored-by: Tastyfish <crazychris32@gmail.com>

* Update modular_skyrat/modules/clock_cult/code/hint_element.dm

Co-authored-by: Tastyfish <crazychris32@gmail.com>

* all good to me

* base vitality nerf and cleanup

* fuck

* fix diveworm innaccuracy

* Update modular_skyrat/modules/cortical_borer/code/cortical_borer_abilities.dm

* Update modular_skyrat/modules/clock_cult/code/actions/_action.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/clock_cult/code/actions/_action.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* tf3

tf4

* TF4 reviews

* antag datumization and some more bits and bobs

* tgui nits to be picked

* I kind of forgot this shocks the shit out of you

* TODO: test this

* fixes and qol

* post-element cleanup

* whoops

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/clock_cult/code/actions/whirring_convergence.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* golden's changes

* the cleanup

* upstream fix

* 515

* Update gear_base.dm

* Update _sigil.dm

* lint

* cleanup

* untruth begone

* index

* icon skew

* Update antagonist.dm

* Update trap.dm

* good to go

* CI

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* [PROJECT] Integration Cog Scripture (#18687)

coggers

* [PROJECT] Transmission Sigil (#18684)

* yuh

* a

* repath

* Update sigil_transmission.dm

* [PROJECT] Tinkerer's Cache (#18705)

* forgery

* comment

* Update tinkerers_cache.dm

* replica

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* [PROJECT] Interdiction Lens (#18928)

* adds interdiction lens

* nerf + fix

* guh

* Update modular_skyrat/modules/clock_cult/code/structures/interdiction_lens.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/clock_cult/code/structures/interdiction_lens.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/clock_cult/code/structures/interdiction_lens.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* [PROJECT] Ocular warden (#19499)

* adds ocular wardens

* Update modular_skyrat/modules/clock_cult/code/structures/ocular_warden.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/clock_cult/code/structures/ocular_warden.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* tf4 review

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* [PROJECT] Clockcult outfits (#19500)

antag up and outfit

* [PROJECT] Replica Fabricator 2 (#18926)

* updated

* tf4 review

* [PROJECT] Hateful Manacles (#19622)

* might add this idk yet

* guh

* balance

* Update modular_skyrat/modules/clock_cult/code/scriptures/servitude/hateful_manacles.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* [PROJECT] Vitality Sigil (#19625)

* adds the vitality sigil

* balance, fix

* a

* [PROJECT] Clockwork Marauder (#19677)

* woe, omen upon you

* shield

* melbview

* [PROJECT] Outpost of Cogs (#19696)

* adds mini-reebe

* melbert review and some touches

* static

* props n shit

* coggers

* less cancer

* Update modular_skyrat/modules/clock_cult/code/turf.dm

* [PROJECT] Refactors some clock cult code (#19644)

refactors some scripture code

* [PROJECT] Clockwork Armaments (#19663)

* clockwork armaments

* a

* a^2

* [PROJECT] Removes Clock soul (resprites) (#18945)

* adieu 2018 sprites

* finally got around to this

* [PROJECT] Kindle (#19501)

* bullshit stun hand revengance

* whoops

* [PROJECT] Prosperity Prism (#19877)

* adds the prosperity prism

* a

* w2

* w3

* Update tinkerers_cache.dm

* Update _powered.dm

* [PROJECT] Clock balance & fixes (#20096)

* whoooo boy this is a lotta changes

* slab spell

* clarity

* smol bug fixes

* a few bits and bobs

* fixes ci

* a

* CI fixing

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-04-02 15:03:54 +01:00
SkyratBot
3464b6bfb2 [MIRROR] Refactors Regenerate Organs, and a few organ helpers [MDB IGNORE] (#20094)
* Refactors Regenerate Organs, and a few organ helpers

* MERGE CONFLICTS

* GETORGANSLOT > GET_ORGAN_SLOT

* GETORGAN > get_organ_by_type

* lint repairs

* more lint

* Update tgstation.dme

* Update surgery_step.dm

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-01 02:51:06 +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
fd112cfe9c [MIRROR] Adds the Dark Matt-eor when you emag a stupid amount of meteor shields + lots of meteor file sorting + qol + dark matter singularity + dark matt-eor summoning final traitor objective [MDB IGNORE] (#20178)
* Adds the Dark Matt-eor when you emag a stupid amount of meteor shields + lots of meteor file sorting + qol + dark matter singularity + dark matt-eor summoning final traitor objective

* singularity

* Update singularity_s1.dmi

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-29 21:25:00 -07:00
SkyratBot
ee5a40cb2b [MIRROR] Minor Gravity Fixes [MDB IGNORE] (#20127)
* Minor Gravity Fixes (#74285)

## About The Pull Request

Fixes forced gravity not updating a mob (trait was added too early,
before hook signals are registered)
Fixes spawning a mob in space not causing floats (default grav was 0, so
== null was wrong)
Runs shake_everyone() (Our gravity gen reaction hook) AFTER gravity
changes, ensuring mobs hook into it

## Why It's Good For The Game

Closes #74271
Closes #74272 (Caused by being in nograv but not floating)
Closes #74274
## Changelog
🆑
fix: Fixes a bunch of minor gravity bugs, report em if you see more
yeah?
/🆑

* Minor Gravity Fixes

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-03-29 22:27:00 +01:00
SkyratBot
43fde4181e [MIRROR] Saves roughly 20% off living/Life(), makes gravity event based [MDB IGNORE] (#20074)
Saves roughly 20% off living/Life(), makes gravity event based

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 03:28:03 +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
ebb19783dc [MIRROR] Fixes atmos machinery breaking when the area is edited/renamed via station blueprints & Deletes empty areas, ARCD upgrades [MDB IGNORE] (#19904)
* Fixes atmos machinery breaking when the area is edited/renamed via station blueprints & Deletes empty areas, ARCD upgrades

* areas

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-25 23:54:59 -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
48ebaac240 [MIRROR] Lightbulb removal code adjustments and message change [MDB IGNORE] (#20047)
* Lightbulb removal code adjustments and message change (#74166)

## About The Pull Request

This makes two changes to the lightbulb removal process code that I
found while looking at a different issue:

'user' is passed as a carbon, which is then typecasted to 'electrician'
as a carbon (again). electrician/user were used interchangeably, and
were functionally identical, meaning the electrician var was
unnecessary. Now, 'electrician' has been removed and replaced with user.

The 'protection_amount' var is now 'protected' and uses TRUE/FALSE,
since it was only ever a value of 0 or 1 anyways. The order in which it
is determined has been shifted slightly.

This also changes the message you get partway through ripping out a
lightbulb with the lightbulb remover skillchip:

`to_chat(user, span_notice("You feel like you're burning, but you can
push through."))`

`to_chat(user, span_notice("You feel your [the limb being burned]
burning, and the light beginning to budge."))`
## Why It's Good For The Game

Makes the code a bit easier to read.

The "you feel like you're burning" message has ever so slightly bothered
me for too long. I feel like I'm burning? It's a fucking light tube
dude, I'm fine.
## Changelog
🆑
code: Lightbulb removal code is a little bit easier to read
spellcheck: The lightbulb remover skillchip implant (which I know you
guys LOVE to use) has a slightly different message now.
/🆑

* Lightbulb removal code adjustments and message change

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-03-24 08:51:05 -07:00
SkyratBot
7ad441e407 [MIRROR] More stuff to construct & destroy [MDB IGNORE] (#19903)
* More stuff to construct & destroy (#73942)

## About The Pull Request
**1. Suit Storage Units**
- What about them?

1. You can print "suit storage unit" circuit boards from engineering &
science circuit printer's after research to make more suit storage
units, now since they behave like regular constructable machines you can
deconstruct them via screwdriver & crowbar.
   2.  You can upgrade its capacitor to get faster charging speeds

- Why its good for the game?
   1. You can rebuild these in the event they get destroyed
   2. Better tier capacitors = faster charging speeds
3. More storage units = More places to decontaminate your equipment +
Recharge more mod suits made in robotics
4. If you decide to leave the game or your done using a mod suit e.g. a
mining mod suit rather than keeping it to yourself or throwing it away,
just build a suit storage unit and hang it there so other players can
use it i.e., sharing is caring.

**2. Freezer Cabinet**
- What about them?
 1. They are now craftable

![Screenshot
(133)](https://user-images.githubusercontent.com/110812394/224561037-5461be22-e651-4d72-8afc-f797bb7d8a47.png)

  3. You can deconstruct them with a welding tool.

- Why its good for the game?
  1. You can now make more of them if they get stolen/destroyed
  2. More places to store food, dead bodies, whatever

**3. Flood Lights**
- What about them?
They can now be fully deconstructed in the exact opposite sequence you
constructed them.
  - First use screwdriver to open its panel
  - Then use empty hand to remove light
  - Then use screwdriver to unscrew the wiring from frame
  - Use wire cutter to remove wiring completely
  - Finally use wrench to completely deconstruct frame

- Why it's good for the game?
Reclaim used material to build flood light else where . Also much more
clean than what the wiki is suggesting.

![Screenshot
(134)](https://user-images.githubusercontent.com/110812394/224561553-f44a97f3-ac70-49e7-892f-1a05e2323ecb.png)

  ## Changelog
🆑
add: suit storage unit circuit boards to engineering & science
department circuit printers.
add: freezer cabinet as a craftable & destructible item.
qol: flood light can now be deconstructed rather than destroyed/thrown
away.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>

* More stuff to construct & destroy

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-03-16 18:41:12 -04:00
SkyratBot
4912b160a8 [MIRROR] Removes bad nodamage var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage [MDB IGNORE] (#19768)
* Removes bad `nodamage` var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage

* wew

* Update drinks.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-11 04:19:58 +00:00
SkyratBot
93fc6f2a81 [MIRROR] Most actions cannot be used while incapacitated [MDB IGNORE] (#19469)
Most actions cannot be used while incapacitated

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 05:30:59 +00:00
Gandalf
5816c48e9b [MANUAL MIRROR] [MIRROR] Some more RCD Designs & Patches (#72757) (#19752)
Some more RCD Designs & Patches (#72757)

Adds some more stuff you can build with the RCD
1. Under structures you can now build/deconstruct catwalks & construct
Reflector Frames. Destorying a catwalk will cut any cable on it leaving
pieces of it behind
![Screenshot
(92)](https://user-images.githubusercontent.com/110812394/212850493-b7a5d25a-dab5-42e4-bd56-8e7045023984.png)

2. If you have the frames upgrade you can construct APC, Air Alarm &
Fire Alarm frames on walls & Flood light fixtures[fully wired]. It only
creates the wall mount and sticks it on the wall. Wiring, Circuits and
finishing the frame is still your job
![Screenshot
(94)](https://user-images.githubusercontent.com/110812394/214264787-188c7783-473a-4f34-84c1-00ad73520f22.png)

3. If you have the furnishing upgrade you can create racks & beds &
additional bar stool
![Screenshot
(95)](https://user-images.githubusercontent.com/110812394/214264893-96b52fc9-1502-45af-bee3-724cce1935af.png)

**Important Code Refractors**
1. `/turf/closed/wall/proc/try_wallmount()` will return true only after
you have successfully mounted the wallframe or stuck an poster on it &
not simply check if you are trying to mount a valid thing on it
2. `apc_tool_act/rcd_act()` was incorrectly checking passed_mode for the
simple circuit upgrade and not the `the_rcd.upgrade `flag. Thats fixed
now to
3. newly created APC's weren't assigning themselves to their areas
allowing multiple to be created in one area. Thats fixed now
4. Walls, Airlocks & other stuff could be built on tiles having
something dense that would block it. For example a wall could be build
on top of a machine frame!!. Thats also fixed now

More stuff you can build rapidly with the RCD

🆑
add: more designs for the rcd
refactor:` try_wallmount()` to return true only after successful mount
fix: `apc_tool_act/rcd_act()` incorrecly checking for simple circuits
upgrade in the wrong variable
fix: newly created APC's not assigning themselves to their areas.
fix: rcd building structures [walls, airlocks etc] on turf's that
already have structures on them
/🆑

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-03-10 05:19:44 +00:00
SkyratBot
f8f2abb11f [MIRROR] Refactor, improve, and rename canUseTopic to be can_perform_action [MDB IGNORE] (#19391)
* Refactor, improve, and rename canUseTopic to be can_perform_action

* updoot

* https://github.com/tgstation/tgstation/pull/72876

https://github.com/tgstation/tgstation/pull/72876

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:19:25 +00:00
SkyratBot
320cb90555 [MIRROR] Thermomachines no longer self-destruct when built on blocked ports [MDB IGNORE] (#19664)
* Thermomachines no longer self-destruct when built on blocked ports (#73580)

## About The Pull Request

Ever felt the utter pain when you make a new thermomachine, hook it up
perfectly and then screwdriver it only for it to immediately become a
pile of iron and components without warning? This PR fixes that.

Instead of doing what it did previously, it unanchors itself and opens
its panel.

Right, almost forgot to mention, failing to wrench down a thermomachine
no longer bonks it with the wrench.

Due to not being allowed to use visual messages for when the port is
blocked, I've added a mob/user variable to all on_construction() procs.
(This allowed me to use balloon messages instead.)
## Why It's Good For The Game

Saves a lot of unnecessary headaches when working with thermomachines.
## Changelog
🆑
fix: Atmosians have finally convinced the thermomachines to not
self-destruct when built on blocked ports.
fix: Failing to wrench down a thermomachine no longer hits it with the
wrench.
/🆑

* Thermomachines no longer self-destruct when built on blocked ports

---------

Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>
2023-03-04 19:53:44 -08:00
SkyratBot
20c684b7b0 [MIRROR] Adds a unit test to detect double stacked lights [MDB IGNORE] (#19564)
* Adds a unit test to detect double stacked lights

* we really need to get that night vision pr done

* lints fixes

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Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-02-27 00:48:21 -05:00
SkyratBot
a2cb8c5c0c [MIRROR] Completely removes do_mob and do_after_mob [MDB IGNORE] (#19126)
* Completely removes do_mob and do_after_mob

* update modular

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Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-02-19 19:19:50 +00:00
SkyratBot
97d3bfa31a [MIRROR] Fixes solar tracker issues, and multiz emissives [MDB IGNORE] (#19258)
* Fixes solar tracker issues, and multiz emissives

* solar/tracker

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Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-02-12 22:19:53 -08:00
SkyratBot
63280c408d [MIRROR] Recenters gravity gens [MDB IGNORE] (#19304)
* Recenters gravity gens (#73357)

## About The Pull Request

Due to a change in how a gravity generator figured out the turfs it
would be using to create itself, gravity generators were visually
shifted to the right, but the interaction still remained where the main
piece was placed. This just changes `CORNER_BLOCK` to
`CORNER_BLOCK_OFFSET` and offsets the block one tile to the left.

## Why It's Good For The Game

No more wonky gravity generators
Fixes #73083

## Changelog
🆑
fix: Gravity generators have been re-centered.
/🆑

* Recenters gravity gens

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Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com>
2023-02-12 16:43:11 -08:00