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78 Commits
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4d7b9be4a2 |
Fix a variety of grammar errors (#94707)
* Fix uncapitalized sentences, lack of "the", and singular/plural mixup when inserting items into lathes * Conform some job descriptions to the pattern used by the majority: bitrunner, chemist, coroner, janitor, RD, shaft miner * Remove extra colon from "Open Special Role Information" action buttons * Uncapitalize "no alerts" / "systems nominal" messages in atmos and station alert consoles * Fix incorrect feedback when wrenching down a freezer/heater with its panel open * Fix "Thank you for restocking the station!" appearing in the wrong place in the cargo export summary * Fix "pizza boxs" on cargo manifests * Fix mid-sentence capital "The" when: * Examining walls with mounted items * Inserting parts into machine frames * Fix "Pete's the udder" * Fix double-"the" and stringified datum typepath when scooping reagents * Fix missing spaces in door remote descriptions * Fix uncapitalized "Nanotrasen" in emergency respone drone ghost role poll * Fix double-space in canister opening admin log * Fix missing "the" when casting bear-form spell * Fix "auxiliry" in NebulaStation airlocks * Add `check_grep.sh` rules against "maintainance", "maintainence", and "maintenence" * Fix "maintainance" in NebulaStation airlocks, TCG cards, and in examines of netpod, byteforge, quantum server * Fix "maintainence" in examines of autolathe, flatpacker, cryo cell, ore silo, floodlight, power storage unit, turbine, chromatography machine, ChemMaster, all-in-one grinder, smoke machine, R&D machines, vending machines * Fix "maintenence" in Sulaco ruin terminal * Add missing periods to: * "That's X." examine block header * steal objective explanation text * atmospheric shield generator examine * autolathe examine * telescreen examine * accidentally stepping on a mousetrap * netpod examine * byteforge examine * hat/mask visor toggling * bizza box stack examine * ChemMaster 3000 examine * floodlight examine * power storage unit examine * ChemMaster interact messages * disposal bin animal eject message * techfab examine * vending machine examine * flatpacker examine * Fix name capitalization/propriety of: * big manipulator * DeForest first aid station * Christmas tree * Thunderdome plaque * commission plaque * chalkboard coffee menu * experimental destructive scanner * scanner array * prison cube * RaptorDex * atmospheric shield generator * high-performance liquid chromatography machine * all-in-one grinder * keycard authentication device * Fix plurality of: * fake stairs * HUDs * restaurant and bar seating * Fix misc grammar/typos in: * recharging station description * worm description * surgery tray description * access failure message of restaurant portal * mysterious pillar description * Pennywise painting description * floodlight examine * power storage unit examine * flatpacker examine * Remove extra newline from "Debug Z-Levels" verb |
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39a196824a |
Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request Depends on #94064 for the unit test but offers a better method for finding an atom to mount on - Finding a mount now takes into consideration the objects pixel x & y offsets meaning diagonal mounting is now supported. Gives great flexibility for mappers - If you don't want to use pixel offsets but default back to using the objects direction that behaviour is still preserved. Useful if your object uses directional icon states(lights & cameras for now) AND don't use offsets - If no direction could be specified then as the last resort it defaults back to the objects local turf for mounting ## Changelog 🆑 fix: all mounted objects on tables, fences, windows & walls should fall of correctly when the atom it is placed on is destroyed fix: security telescreen now falls off when their mounted wall is destroyed fix: defib wall mount falls off when their mounted wall is destroyed fix: floor lights are mounted to the ground/catwalk/tram floor they are sitting on meaning destroying it will destroy the light fix: wall mounted plaques now fall off when their mounted wall is destroyed /🆑 |
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81427cd5cf |
Unit tests, refactor & realignment for map loaded wall mounts (#93662)
## About The Pull Request This 1st has to be PR'd so the integration tests can point out all wallmounts that could not find a support structure to mount on. I then will do many map edits to align them onto the closest atom Yes we no longer use wall mount but atom mounted component. All objects that are mounted on windows/tables & fences now also fall off when destroyed It'll probably be a WHILE before I can fix all wall mounts. Long day. Expect me to misalign many stuff to fix failing CI so make sure to provide suggestions when possible Improved wallmount code overall - Fixes #93793 ## Changelog 🆑 fix: fixes all incorrectly maploded wall mounts that aren't actually hanging on any support structure fix: objects mounted on tables, windows & fences also fall off now when destoryed qol: lights can be mounted on windows qol: cameras can be mounted on windows qol: buttons can be mounted on tables refactor: improved how wall mounts interact with objects as a whole report bugs on github /🆑 |
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9740c687de |
General maintenance for wall mounts (#93534)
## About The Pull Request - Fixes #93392 - Replaces all custom callbacks with call to `deconstruct()`. The callbacks weren't necessary as it did the same thing as `deconstruct()` but in an round about way - Removed duplicate `Initialize()` procs and the params `building` & `ndir` from all wall mounts. Makes everything cleaner ## Changelog 🆑 fix: wall mounts placed by player now falls off when the wall they are mounted on is destroyed code: cleaned up wall mount code /🆑 |
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0675ddf6cb |
Doubles time between mail shipments and blocks mail on red / delta alert (the amount of mail is not changing don't worry) (#91869)
## About The Pull Request 1. Mail is now shipped every 2 SSeconomy ticks, rather than every SSeconomy ticks. The amount of mail per round will not change. 2. Mail is not shipped during Red or Delta alert. Mail will still continue to pile up for if the station returns to blue alert. ## Why It's Good For The Game 1. The time between cargo shipments is like five minutes. This means you get mail practically every cargo shipment, if only a few pieces. I think it's a bit spammy, so doubling time between shipments means you actually get substantial shipments of mail and you don't have to pay attention to mail constantly. 2. In the event of an emergency and the cargo shuttle has to fly back and forth for emergency supplies (like guns for a blob), being blocked because of mail is annoying. It's also reasonable from an in character perspective that they would hold your mail until the emergency is resolved. ## Changelog 🆑 Melbert qol: Mail is now shipped every 10 minutes rather than every 5 minutes. The amount of mail remains unchanged (so you get 1 crate with 6 mail instead of 2 crates with 3 mail each). qol: Mail is no longer shipped while the station is on red alert - mail held will be sent if the station returns to blue alert. /🆑 |
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fe7363e5ee |
PDA Alert Level Readout (#89173)
## About The Pull Request Adds an alert level notice on the main PDA screen. The notice starts out as simple colored text when the user is not in any danger or concern. If the user is in danger, it becomes black text on a colored background. If the user is called to fix the problem relevant to alert (ie. security to deal with red alert active threats) the notice becomes blinking text on a colored background. <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game The existing way to check current alert levels (look at a fire alarm) doesn't really make much sense for new players. Also, this way is more accessible because a player will usually always be able to intuit where their PDA is on their person, while the fire alarm location will always be dependant on what station is being played. ## Proof Of Testing <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> <details> <summary>Screenshots/Videos</summary>  </details> ## Changelog 🆑 qol: Added a widget to the main menu of the modular computer screen, which will tell the user what the current alert level is and if they are needed to fix the problem. /🆑 <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: Ivory <distributivgesetz93@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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8233d67bbd |
Separates tabletop/wallmounted ID authorisation panels (#85124)
## About The Pull Request We have an ID authorisation panel machine used for things like red alert, where you need to swipe a card in two different places to validate it. _Normally_ this is mounted on a wall in an office, but sometimes it is on a table. We use the same machine code and sprite for both, This _mostly_ works but is going to become problematic after the Wallening. Resultingly, I've added a sprite and typepath for a desktop version.  Wow! (We need desktop buttons too now that I look at this, I hope the wallening branch already has that!) This sprite is secretly the wall-mounted version from the Wallening (made by Imaginos), but flipped upside down so it looks like it is on a table not a wall. Delightfully devious (and proposed by "Kok0nut" on discord). Also as a result of doing this, I've made wallmounted ID card auth devices _actually_ attach to the wall in terms of "If the wall goes, they go too". This may or may not be a good idea given that as far as I can tell they aren't constructible (and probably shouldn't be given that then you'd just activate both with one ID card all the time) but seems broadly sensible to me? ## Why It's Good For The Game Wallmounted devices should generally deconstruct when associated walls are destroyed. Tablemounted devices are going to need different visuals to the wall-mounted versions. ## Changelog 🆑 Jacquerel, Kok0nut, Imaginos image: Wall-mounted and Table-mounted ID card authorisation machines now use different sprites fix: Wall-mounted ID card authorisation devices will now be destroyed if their wall is destroyed /🆑 |
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5f2c598427 |
refactor: move status_display_bottom_text and fire_alarm_light_color to security level prototypes (#84830)
## About The Pull Request Move security level related data from switch-cases to security level prototypes. ## Why It's Good For The Game Nothing player facing. Cleaner code for coders ## Changelog 🆑 refactor: move `status_display_bottom_text` and `fire_alarm_light_color` to security level prototypes /🆑 |
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9723b4b317 |
Replaces even more deciseconds with SECONDS (#82438)
## About The Pull Request
Using these search regexes:
Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`
Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`
Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`
## Why It's Good For The Game
Code readability
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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aace5f46f4 |
You can do more things while floored (#81641)
## About The Pull Request While on the floor, you can: - Use the UIs of Atmos machinery (except thermomachine and bluespace gas vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins - Close extinguisher cabinets with Right-Click - Click and drag yourself onto a photocopier to climb onto it. I also changed all instances of ``ui_status`` to have all the args it's being passed, I was messing with it a bit but it's gonna be for a later PR. ## Why It's Good For The Game It's an extra layer of harmless realism, also nice QoL for people who do not have functional legs and do not have a wheelchair. ## Changelog 🆑 qol: You can use atmos machines, holopads, crayons, spray cans, and disposal bins while floored. fix: You can close extinguisher cabinets while floored. fix: You can climb onto a photocopier from the floor. /🆑 |
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8703eac50d |
split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941)
## About The Pull Request Situation: areas have a list of all turfs in their area. Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs that has to be traversed for every turf we need to remove from it. This can take multiple byond ticks just to preform this action for a single space rune Solution: split the list by zlevel, and only search the right zlevel list when removing turfs from areas. replaces `area.get_contained_turfs()` with a few new procs: * `get_highest_zlevel()` - returns the highest zlevel the area contains turfs in. useful for use with `get_turfs_by_zlevel` * `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in a given zlevel. Useful for code that only cares about a specific zlevel or changes behavior based on zlevel like lighting init. * `get_turfs_from_all_zlevels()` - the replacement for `get_contained_turfs()`, renamed as such so anybody copying/cargo culting code gets a hint that a zlevel specific version might exist. Still used in for loops that type checked so byond would do that all at once * `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists but only for non-empty zlevels. very useful for for loops. The area contents unit test has been rewritten to ensure any improper data triggers failures or runtimes by not having it use the helpers above (some of which ensure a list is always returned) and access the lists directly. |
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30bac3a301 |
Adds Custom Announcement Dividers (#79071)
This ports a whole bunch of various PRs and commits from https://github.com/effigy-se/effigy-se , with heavy refactoring to keep it fresh for /tg/'s code standards. ## About The Pull Request The whole slew of announcement touchups lately (as in #78995 ( |
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6d59d8eb91 |
Hands management element (#78887)
## About The Pull Request Places "setting up being able to use hands" into an element so it can be easily applied to non-carbon mobs. ## Why It's Good For The Game This is one of the last roadblocks for basic mob implementation and people were intimidated by it but it turns out this shit is easy, 90% of this code is already just on `living` and I put a little bit more there. The element _really_ only handles stuff like dropping items on death, picking things up rather than biting them, and adding examine text. This also removes some copy/pasted code between `simple_animal` and `carbon` and unifies some behaviours which were implemented for some dextrous simple animals but not others. Changes to give Ian a single hand representing his mouth will come at a later date. ## Changelog 🆑 qol: You can now see what drones and gorillas are holding by examining them. admin: It's now easier to give handless mobs hands by applying the "dextrous" element. balance: Spiders and Bears can now climb railings (you know if... they'd rather do that than destroy them). /🆑 |
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29cb4b5f35 |
Emergency shuttle is aware of security level (#78271)
## About The Pull Request The emergency shuttle maintains its security level coefficient and does the calculation instead of outside procs that aren't aware of what alert it was when the shuttle was first called. If the shuttle auto-call timer should be capped at the current security level timer, that can be done in a different PR. ## Why It's Good For The Game Fixes https://github.com/tgstation/tgstation/issues/78159 ## Changelog 🆑 LT3 fix: Emergency shuttle should correctly scale timer up/down when changing security levels /🆑 |
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a49b804ab3 |
Better alert/announcment sounds and Status displays (#78047)
## About The Pull Request **Simplified version of #72179** ### SOUNDS Changes next sound files: - airraid.ogg - bloblarm.ogg - alert.ogg Adds next sound files: - notice3.ogg - announce_syndi.ogg Now `announce.ogg` plays when a Captain joins round, and `announce_dig.ogg` for Requests Console announcements. The `announce_syndi.ogg` plays when an announcement is made through an emagged communications console. It also plays when the evacuation shuttle is fully hijacked or Cultists fully corrupt the evacuation shuttle. You can listen to them all here: https://github.com/tgstation/tgstation/assets/42353186/10c5e597-6db7-464a-b693-f5a2672dc3d0 _All of the sound files are either made by me from existing sounds in the game or taken from freesound.org and properly credited._ ### STATUS DISPLAYS Status displays are fully replaced with the addition of a few new ones. <details> <summary>Status display monitor</summary>   </details> <details> <summary>Misc displays</summary>    </details> <details> <summary>Alert displays</summary>     </details> Now the communications console Status Display menu replaced the "Red Alert" display option with the "Current Alert" which showcases the current alert display. Also, the Status Display menu has an additional "Radiation" display option. ## Why It's Good For The Game I believe this Pull Request is a good game for a couple of reasons: 1. It better conveys the gravity of emergency situations, such as Code Red, by utilizing a more intimidating and recognizable sound. This gives more weight to these situations, making them feel more urgent and important in the game. Players always tend to not notice that it's in action. 2. The replacement of the old and outdated Status Display sprites with newer, more eye-catching ones is a great improvement. This helps to emphasize the importance of emergency situations even further by making them more noticeable. Status Displays was one of the last wall-mounts using ancient sprites. 3. The Captain's arrival using another sound effect from other announcements gives more status to the Captain as the ultimate head of the station. 4. Heads announcement using `announce_dig.ogg` makes the sound itself more used outside of SM cascade, and also makes Head announcements more noticeable. 5. Emagged console using `announce_syndi.ogg` making Traitor announcements more noticeable. Also, it is played after evac shuttle is fully hijacked or corrupted by Cultists giving a more ominous effect ## Changelog 🆑 sound: Adds/modifies next sound files: airraid.ogg, bloblarm.ogg, alert.ogg, notice3.ogg, announce_syndi.ogg sound: Code Red, Delta, and other extreme emergencies now possess more unique alarm sound effect sound: Captain's arrival now is announced by Captain's announcement sound, but not for Acting Captain's sound: Making Captain announcement through emagged console; hijacking or fully corrupting evacuation shuttle now plays more ominous sound sound: Making announcements through Requests Console now plays a more noticeable sound image: Status Displays sprites have been fully changed. Now they include displays for every Security Level qol: The "Red Alert" button in the Communications console status display menu has been replaced with a "Current Alert" button showing the current station Security Level display on Status Displays qol: Communications console status display menu got a new "Radiation" button which shows radiation symbol on Status Displays /🆑 |
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ed0999e4ea |
Adds error on qdeling callback, fixes errors this causes (#77850)
## About The Pull Request You shouldn't ever qdel a callback. If you don't want to own it free your ref (remove it from a list/set it to null). When all refs are cleared it'll get cleaned up by byond itself |
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fb10121022 |
Icons folder cleaning wave two (#76788)
## About The Pull Request Further continous organizing and cleaning the Icons folder. There are still some minior nitpicks left to do, but I reached my daily sanity expenses limit again, and the faster these get in the less issues for both me and others later. Also cleans some mess I caused by my blindness last PR. ## Why It's Good For The Game Saner spriters = better sprites |
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70ed01ed72 |
Adds the Janitor access keyring (#73768)
## About The Pull Request HackMD for this can be found here: https://hackmd.io/VEbjO1kaQJarao4KqGfzgw?view Basically, this gives the first Janitor an access key that they can use to enter departments. This requires a Head of Staff to approve it through the keycard authenticator, and only holds one department at a time, and will clear itself out after 10 minutes. This gives departmental AA, including the head of staff's office, adding a tradeoff. The Janitor is alerted when access is given to their key (as their keyring will say such) and everyone can see janitors trying to open a door when they use it (with a cool sound, too). You can't bump open airlocks with it, I limited it to directly using it on the door, because I thought it made it feel more realistic to a keyring. I had an earlier version of this that gave the key it's own access, which allowed bumping open, but it also allowed things like locking RD consoles, and I dunno how strong I want this key to be. I also wanted to limit how easy this is to greytide/steal, currently only the first Janitor spawns with the key. I thought it would be too easy to exploit otherwise, or essentially stolen roundstart if there were no Janitors. Maybe this can also fit as a Traitor objective after melon's new objective PR is done? ### Minor detail While adding icons, I realized inhands don't actually set its icon state to the default if it's null, so I removed that LYING comment. ## Why It's Good For The Game   Alternatively, https://youtu.be/dlkSbQ-IkRM?t=182 (timestamp) ## Changelog 🆑 JohnFulpWillard, sprites by BalkyGoat add: The Janitor Access key: Janitors can now be given departmental AA (one at a time) using the Keycard authentication device in Command offices. Use it if you need cleaning! fix: HoP's trim is no longer set to edit Supply access. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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60e85fa947 |
Polishes some side sources of light and color (#73936)
## About The Pull Request [Circuit Floor Polish](https://github.com/tgstation/tgstation/commit/6b0ee9813271f693ceb44ad42277c36ef2e71268) 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](https://github.com/tgstation/tgstation/commit/8506b13b9c97bf740c3e97db04450555387dd126) 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](https://github.com/tgstation/tgstation/pull/73936/commits/835bae28e9eb9946be53c9f5dac0a0a39f15ef21) 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   New   </details> <details> <summary> Desk Lights </summary> Old   New   </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 /🆑 |
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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5b4ba051a0 |
Builds logic that manages turfs contained inside an area (#70966)
## About The Pull Request Area contents isn't a real list, instead it involves filtering everything in world This is slow, and something we should have better support for. So instead, lets manage a list of turfs inside our area. This is simple, since we already move turfs by area contents anyway This should speed up the uses I've found, and opens us up to using this pattern more often, which should make dev work easier. By nature this is a tad fragile, so I've added a unit test to double check my work Rather then instantly removing turfs from the contained_turfs list, we enter them into a list of turfs to pull out, later. Then we just use a getter for contained_turfs rather then a var read This means we don't need to generate a lot of usage off removing turf by turf from space, and can instead do it only when we need to I've added a subsystem to manage this process as well, to ensure we don't get any out of memory errors. It goes entry by entry, ensuring we get no overtime. This allows me to keep things like space clean, while keeping high amounts of usage on a sepearate subsystem when convienient As a part of this goal of keeping space's churn as low as possible, I've setup code to ensure we do not add turfs to areas during a z level increment adjacent mapload. this saves a LOT of time, but is a tad messy I've expanded where we use contained_turfs, including into some cases that filter for objects in areas. need to see if this is sane or not. Builds sortedAreas on demand, caching until we mark the cache as violated It's faster, and it also has the same behavior I'm not posting speed changes cause frankly they're gonna be a bit scattered and I'm scared to. @Mothblocks if you'd like I can look into it. I think it'll pay for itself just off `reg_in_areas_in_z` (I looked into it. it's really hard to tell, sometimes it's a bit slower (0.7), sometimes it's 2 seconds (0.5 if you use the old master figure) faster. life is pain.) ## Why It's Good For The Game Less stupid, more flexible, more speed Co-authored-by: san7890 <the@san7890.com> |
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23bfdec8f4 |
Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) (#69115)
About The Pull Request I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.) This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering. I'll do my best to keep this compact, but there's only so much I can do. Sorry brother. Core idea OK: first thing. vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc. This is bad. But how to do better? It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly. We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed. But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect. Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on). That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly. Everything else is just gravy. About the Plane Cube Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane. We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live. As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well. Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you. About Plane Master Groups BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc) Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc. So we need to maintain a mirror of each plane for every map we have open. This was quite messy, so I've refactored it (and maps too) to be a bit more modular. Rather then storing a list of plane masters, we store a list of plane master group datums. Each datum is in charge of the plane masters for its particular map, both creating them, and managing them. Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to. Much better then the hardcoded pattern we used to use. So much duplicated code man. Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers. image In addition, I've added a debug ui for plane masters. It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays. It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live. In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc. It also comes with an info dump about the ui, and plane masters/relays in general. Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible. See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md. "Landing" planes Ok so I've explained the backend, but how do we actually land planes properly? Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use. This is just a lot of gruntwork, but it's occasionally more complex. Sometimes we need to cache a list of z layer -> effect, and then use that. Also a LOT of updating on z move. So much z move shit. Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags. This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday I also need to update mob overlays on move. I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order. The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet. It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point. Behavior changes We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it. So instead we display the other side as a ui element. It's worse, but not that bad. Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior. The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane. I don't really care, but it should be fixable, I think, given elbow grease. Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think. Why It's Good For The Game <visual candy> Fixes #65800 Fixes #68461 Changelog cl refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb /cl |
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b09f3868f8 |
individual LOG_GAME (#68683)
About The Pull Request
replaces a ton of log_game with user.log_message so the log is added to individual and global logs.
adds a few logs for individual LOG_VICTIM, LOG_ATTACK etc logging.
adds logging for bluespace launchpad's tele coords being changed.
took the word "has" out of log_combat, as it's extra and just lengthens the log.
Why It's Good For The Admins
It's extremely laggy to open game.txt so an alternative is individual game logs
Changelog
cl
admin: A lot of game logs will now also be in individual game logs, for convenience in log diving.
admin: Added logging for bluespace launchpad x and y offset changes, which go to individual game logs.
admin: Attack logs will now be slightly shorter, one useless word was removed.
/cl
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627de6f1cf |
Fixes security level alerts playing the incorrect sounds (#68620)
* Fixes security level sounds not playing. - The sound var was never set, turns out it used the default announcement sounds for alert or no alert. * Documentation tweak * Thank you san Co-authored-by: san7890 <the@san7890.com> Co-authored-by: san7890 <the@san7890.com> |
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110edaa153 | Security Level Datums (#67949) | ||
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b4fb8f3ed1 |
[MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726)
Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas. I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*). I'm also writing an update paths file as I go along. |
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ffd1ae5fc0 |
Rebalanced Power consumption, increase for machines (#66059)
Machinery power consumption rebalance. |
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4a84334b8f |
Makes air alarm and keycard authenticator emissive (#64982)
* emissive air alarm * Makes keycard authentication emissive * tweak keycard blink sprite |
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14deaa41ed |
Remove code/__DEFINES/misc.dm (#63879)
This removes code/__DEFINES/misc.dm and moves all the defines to either: another existing define file new define file local .dm file if the define was only used in one file I also deleted defines that were not being used and added documentation to all of the ones that were moved out of misc.dm Why was this needed? People were basically using the misc.dm file as a dumpster to toss all their defines into that was creating one giant mess. The defines have been organized into their proper groups and files now. |
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86311ef259 |
Stops drones from using keycard authenticators (#63135)
See title. Drones were able to use these due to their internal id card having captain access |
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b6f761468e |
[MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601)
About The Pull Request
Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.
This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.
Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.
Some implications of this setup were:
You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.
Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:
endless-stack-of-intercoms
Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!
Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used
Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.
Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.
tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game
fml
Changelog
cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl
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6c01cc2c01 |
every case of initialize that should have mapload, does (#61623)
## About The Pull Request stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload  ## Regex used: procs without args, not even regex `/Initialize()` procs with args `\/Initialize\((?!mapload)((.)*\w)?` cleanup of things i didn't want to mapload: `\/datum\/(.)*\/Initialize\(mapload` |
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375a20e49b |
Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such) |
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c86aff9a82 | The Wallening Approacheth: Adds directional variants to most wall mounts (#58809) | ||
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c19b7c0787 |
Security Level subsystem (#58248)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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e4079c87b8 |
update_appearance (#55468)
Creates update_name and update_desc Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together Less non-icon handling code in update_icon and friends Signal hooks for things that want to change names and descriptions 99%+ of the changes in this are just from switching everything over to update_appearance from update_icon |
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1f23cc281d |
Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal. |
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b40e58f342 |
Admin controlled shuttles improvements (#53237)
This PR improves options for admin controlled shuttles - all shuttle controls can be admin-locked, and players must request authorization so the shuttle can move or for controls to unlock. Before this PR, authorization request always redirected admin staff to control the CentCom ferry, even if request came from a shuttle elsewhere, which was a little odd. Authorization request will now properly prompt the staff to control that specific shuttle, and now they also have quick option to unlock/lock the shuttle. Could come handy in events to restrict player movement. Last change, escape pods no longer start as admin controlled, as they cannot be launched without atleast code red anyway. They instead properly state they are just locked. |
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ca366c3ea1 |
Bools and returns super-pr (#53221)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns Edit: Most left out ones are in mecha which should be done in mecha refactor already Oh my look how clean it is Co-authored-by: TiviPlus <TiviPlus> Co-authored-by: Couls <coul422@gmail.com> |
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3343863325 | tgui: Shuttle Console (#53168) | ||
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0cf00a2645 |
tgui 4.0 (#52085)
* tgui 4.0 hyper squash * Upgrade dependencies |
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62676e72a8 |
Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> |
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5e1f57de77 |
Speeds up area power usage handling, and apc process(). Cleans up related code (#51002)
About The Pull Request /area/proc/usage() attempts to give list-like access to a bunch of vars. Why not make it a list instead and avoid all the proc calls? Might be room for followup here, to do something to powered(), use_power() etc. Some legacy machinery was ignoring the default machinery use_power pulling from the machine's power channel by default Total power usage was unused, APCs ignored it in favor of calculating it themselves :) I also renamed the defines because they were in the danger zone of being very common words. Changelog cl Naksu code: optimized area power usage calculations. /cl |
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b5dfd8880d | id to component name | ||
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19655de8c7 | Makes sixth sense only able to hear regular deadchat | ||
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8e6276d450 |
Adds UI dimension vars to machinery (#45959)
* Adds dimension var to machinery. * cleaner * newlines * Cleanup |