* Ensures create and destroy never drops anything (#75535)
Just in case we ever elongate initial queue times / stop doing churn,
let's ensure that the "are we done yet" check uses all queues except the
harddel, rather then just the check queue
This also swaps us over to using QDEL time rather then queue time, since
for the check queue these are NOT the same, and they were leading to
false positives here
Required post #62969. Life is pain.
* Ensures create and destroy never drops anything
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* 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>
* Splits mutant_bodyparts.dmi into several subfiles. (#71408)
Splits the `mutant_bodyparts.dmi` file up, as was suggested, but not
implemented, in #69302.
The following new files were created in the `icons\mob\species` folder,
containing the listed sprites:
- `lizard\lizard_misc.dmi`: Snouts, horns, frills, and body markings.
Anything I didn't feel needed an entire file to itself.
- `lizard\lizard_spines.dmi`: Lizard spines, both animated and not.
- `lizard\lizard_tails.dmi`: Lizard tails, both animated and not.
- `human\cat_features.dmi`: Felinid ears and tails.
- `monkey\monkey_tail.dmi`: The monkey tail.
- `mush_cap.dmi`: The lone mushperson cap, so easily forgotten.
Additionally, I moved `wings.dmi` from `mob\clothing` to `mob\species`.
I'm not sure what it was doing there.
`mutant_bodyparts.dmi` was something of a mess, with parts from four
different species thrown together haphazardly. It probably made sense in
earlier days when "mutant humans" were few and far between, but
splitting it up makes it more intuitive to find these sprites, and
brings it in line with other species - namely, moths. It also means that
any future sprites of these types added will not bloat an oversized file
even more.
Moving the wings file to the species folder just makes sense, because
wings are not a type of clothing.
🆑
refactor: Removed mutant_bodyparts.dmi and distributed its sprites in a
more sensible and granular manner.
/🆑
* External Organ Rework: new bodypart_overlay system (#72734)
Bodypart overlays are now drawn by the new /datum/bodypart_overlay
datum.
External organs no longer draw anything and instead add a special
/datum/bodypart_overlay/mutant to the bodypart, which draws everything
Makes it way easier to add custom overlays to limbs, since the whole
system is now modularized and external organs are just one
implementation of it
I haven't moved anything but external organs to this new system, I'll
move eyes, bodymarkings, hair, lipstick etc to this later
New pipeline is as follows:
- External organ added to limb
- External organ adds /datum/bodypart_overlay/mutant to limb to
bodypart_overlays
- Limb updates its icon, looks for all /datum/bodypart_overlay in
bodypart_overlays
- Very cool new overlay on your limb!
closes#71820🆑
refactor: External organs have been near-completely refactored.
admin: Admin-spawned external organs will load with a random icon and
color
fix: fixes angel wings not working for non-humans (it was so fucking
broken)
fix: fixes external organs being invisible if they werent initialized
with a human
/🆑
External organs are cool but are pretty limited in some ways. Making
stuff like synthetic organs is kinda fucked. I tried and it was dogshit.
Now you can just give an icon state and icon and you're good (using
/datum/bodypart_accessory/simple)
Stuff like eyes, cat ears and hair seem like good choices for extorgans,
but don't quite work for it because their icons work a lot differently.
This solves for it completely since any organ (or object or whatever)
can add it's own icon to a bodypart.
Want to add an iron plate to someones head? Go ahead. Want a heart to
stick out of someones chest? No problem.
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Makes the whole thing compile, although it most likely doesn't work
* Whoopsie daisy
* Now it's starting to work
* ok monkey
* Fixes tails some more
* Moth wings should be wings not moth wings
* Podpeople hair, yeah.
* Okay no more handle_mutant_bodyparts()
* Removed an useless variable from is_hidden()
* Fixes some more can_draw_on_bodypart (I'm gonna have to fix it upstream too)
* Removes the second useless argument of is_hidden()
* No, cat tails are no longer allowed to be snowflake
* Removes some useless variables from humans
* Whoops I forgot to commit this one
* How did I miss this one?
* Okay, yeah, tails and some other stuff show up now. Pod people hair too. Just many of them don't. Good enough for today.
* Okay so after a lot of pain and suffering, many mutant_bodyparts are now functional
* Everything works, except for ears, some of the taur layering, and moth markings (which never worked it seems)
* Alright skintones seem to work rather well now(?)
* Okay, my bad, now they do
* Moth markings can't be selected and won't be added anymore (since they're broken and integrated into the regular markings system anyway)
* Spines are no longer just matching the color of the limb they're attached to
* Moves taur organ and bodypart_overlay out of the sprite_accessory file for taurs, and fixes the taur rendering
* Linters moment
* Alright, spines are working and overlaying properly now
They just need to have a FRONT overlay for the /tg/ ones if we want them to display above the lizard tails, we already have that for vox spines thankfully.
* Disables moth_markings for good
* Fixes some rendering bugs
* Makes ears work (almost, rest of the code has MODsuit stuff in it too :( )
* Made the MODsuit overlays work :)
* Fixed horns and spines
* Fixes all of the screenshot tests
* Removes the Body Markings option from Appearances, use Augments+ instead (because that one works and is just better)
* Bye bye handle_mutant_bodyparts(), I won't miss you :)
* Forgot to take this out, whoops
* Fixes the moth antennae being unticked
* Removes some commented code in a modular file
* Fixes part of the create_and_destroy unit test
* Fixes a pretty big issue that caused some sprite_accessories to be removed from the global list because of the alter_form action (deep copies ftw)
* Fixes the runtimes related to pod_hair
* Gives the vox a better look in the prefs menu
* Fixes the appearance of functional wings
* Makes synths able to access their robotic wings
* Podpeople don't cause runtimes during CI anymore
* Fixes the random appearance of locked functional wings
* Fixed cat and lizard tails using the /tg/ sprites (we have slightly modified ones)
* Fixes the coloring on multi-colored sprites
* Fixes the code for the screenshot of the mammal screenshots and preview, so it has a tail
* Fixes the screenshot tests for a few species
* Fixes tails going invisible when wagging
* Fixes a runtime with horns
* Fixes showing/hiding mutant bodyparts not working at all
* (Hopefully) fully fixes all the issues related to extra and extra2-related icon_states.
* Fixes synth stuff and starts working on pod hair again
* I DID IT PODPEOPLE HAVE HAIR AGAIN
* Fixes the podpeople hair showing up on more than just podpeople
* Fixes the IPC screens showing up on species outside of synthetics
* Fixes a runtime in the pod_hair and the synth_screen's apply_to_human
* Updates the screenshots for podpeople and synths
* Fixes an issue with a certain type of organs
* Fixes another runtime, whoops
* Fixes the markings from /tg/'s Body Markings not being available in our markings system
* Re-adds support for taur-variants of certain mutant bodyparts
* Hopefully fixes a few more runtimes
* Adds some debug variable in the code for now, likely to be removed later if really necessary. This will make my life easier.
* Whoops, that needed to be backwards. :clown:
* Fixes the top snouts not rendering at all
* Fixes the issues where bodytypes weren't handled properly, and thus snouts were getting squished
* Fixes the weird placement of the Xeno Head Emissives in the prefs menu
* Removes a no-longer-necessary override of post_set_preference() in the limbs_and_markings middleware
* Reverts an unnecessary SKYRAT EDIT inside of commented out code
* No longer creates a new body every time we change prefs in the prefs menu, we reusing now lads
I know there's commented out code but I'm going to remove that in another commit
* Removed some more dead code.
* Fixes jellyfish ears being all white
* Fixes plasmaman limbs not displaying because I accidentally hardcoded the limb_id for all augments to "robotic"
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Atmospheric machineries now interact with each other directly, rather than going through a radio layer -- saves about 0.4s of init time
* updatescript maps
* Merge conflicts
* Tarkon atmos
* tick file
* that file was supposed to be removed
* tarkon cringe
* tarkon tweaks after testing
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* This kills the deep fried foods holder. Refactors deep frying to just make the thing edible but still functional. (#71551)
## About The Pull Request
Refactors deepfrying, removing the gross Deep Fried Foods Holder Object
and replacing it with the edible component.
Now, deep frying a food will simply make the item edible directly. This
means it's still functional and doesn't become a dead item.
This follows the same method that grilling uses when applying its
effects. Tweaks grilling a bit so they line up better. Also, silver
foods can make grilled items.

I swear this is unrelated to the other 2 fried foods related PRs. I
started this a few weeks ago.
## Why It's Good For The Game
Tangibly better code (doesn't have to copy a million vars! Less
abusable!) at the price of removing a soulful piece of code. Also means
that deep frying an item doesn't irreversibly make it unusable / dead.
This is sad, but... damn the holder object sucks.
Unfortunate side effect is that anything that overrides `attack` to not
send signal will *not* be edible when deepfried. Maybe this encourages
better signal use?
Either that or fried foods can override `pre_attack` to hook directly
into eating. I can do that as well.
## Changelog
🆑 Melbert
refactor: Refactored deep fried foods. Deep fried foods are still
""usable"" as their normal item, but are just edible.
qol: Silver Slime stuff can spawn grilled as well as fried.
/🆑
* This kills the deep fried foods holder. Refactors deep frying to just make the thing edible but still functional.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Completely refactors hallucinations, and also adds a few
* delete 5 old hallucination types that should have been removed
* Fixed old leftover tips conflicts
* Fixes all the leftover conflicts and otherwise broken code
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* CI & Moth Fixing Combo
* Remove this (didn't work anyways)
* fixing a comment (woops)
* Lore friendly commit
* A little more robust?
* Guess we will forgo this.
* More feedback.
* Apply suggestions from code review
Co-authored-by: nevimer <foxmail@protonmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Adds baseturf helpers to create and destroy ignore list (#65910)
This simply adds baseturf helpers to the ignore list of create and destroy to prevent future issues. Currently only breaks downstream. If you add more than 10 baseturf helpers, the CI test will fail.
* Adds baseturf helpers to create and destroy ignore list
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Refactors Lich Phylactery to be a component, makes it actually work (#65366)
* Refactors phylactery to be a component
- Overall improves lich code
- Changed the SOUL_IMBUE signal to return a bitflag
- Minor style improvements (indentation and such)
* Tweak initialize + fixes a bug with being gibbed
* adds a clarification comment
* And fixes a compile error oops
* reorganizing
* clear the revive timer, just in case
* oops this should drop stuff
* missing no soul trait
* type in a variable name
* god damn devil removal
- this check was removed when devil was and i think it's kinda important to prevent stacking lichdom
* rework this a bit
* plurals
* also, wrong source
* updates the description
* Some review + undoes some changes
- Corrects some comments
- Uses defines
- Rewords the lichdom entry and spell desc
- Sets default time per res to 0 secs to avoid changing behaviors
* Refactors Lich Phylactery to be a component, makes it actually work
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Ref tracker TLC, makes unit test harddel errors more descriptive (#62725)
* Ref tracker TLC, makes unit test harddel errors more descriptive
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* Del The World: Unit testing for hard deletes
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>