164 Commits
Author SHA1 Message Date
Timothy TeakettleandGitHub 0e3eef37c8 several bugfixes (#7577) 2026-05-15 19:31:46 +02:00
siliconsandGitHub ab50522b15 fixes some bugs (#7492) 2026-02-11 18:34:47 +01:00
siliconsandGitHub 6144b87b9a [IDB IGNORE] [MDB IGNORE] orbital support update 1 / 3 (#7361) 2026-01-20 14:46:22 +01:00
siliconsandGitHub c93dd0afe6 virtual level helpers for mapping subsystem (#7488)
used to go in directions when levels are stitched together across
z-levels
2026-01-16 23:57:55 +00:00
Letter NandGitHub 7101ec6bf6 rename multiz helper funcs (#7473)
yeah
2026-01-11 15:31:55 -05:00
4ab234f10c maploader / overmaps update - struct system, overmaps location bindings, misc backend improvements (#6403)
tl;dr level collections that can easily be logically restructured/moved
as necessary

will eventually be used for radio and overmaps location resolution.

this is the last part of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/4841
that has not yet been integrated.
this will be a draft for a while.

---------

Co-authored-by: LetterN <24603524+LetterN@users.noreply.github.com>
2025-11-06 17:49:23 -08:00
LohikarandGitHub 07f4677059 Z-Mimic: Fix recursive lighting copy (#7356)
changes:
- Glass turfs now actually work properly.
- `hard_reset()` now resets harder.
- ZM now avoids some redundant lighting copies.
- `update_above()` will now force a discovery if the movable is
undiscovered.
- `NO_SHADOW` is more reliable.
2025-10-18 12:42:10 -04:00
SorrowfulwindsandGitHub b7eba313be Fix offmap map errors, change WARNING() to CRASH() for remaining mapping issues. (#7186)
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<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Fixes map errors on Gaia, Triumph, Tether, and Sky Planet.
Changes the warnings for Stairs, Catwalks, and SMES's to call CRASH()
with audit_loc() to match the standard used by paint helpers and window
spawners.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Maps being able to load is good.
Vague warnings are now changed to verbose hard crashes to make it much
easier to fix as a mapper (and ideally prevent these issues from
embedding themselves into the codebase without notice).
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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## Changelog
-Fixes Gaia map errors
-Fixes Tether map errors
-Fixes Sky Planet map errors
-Fixes Triumph map errors
-Changes map Warning()s to CRASH()s
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🆑
fix: fixed gaia, triumph, tether, skyplanet map errors.
code: changed stairs, catwalks, SMES warnings to verbose CRASHs.
/🆑

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2025-05-29 18:32:05 -09:00
siliconsandGitHub aed3013410 bugfix / tweaks (#6959) 2025-01-10 17:34:32 +01:00
siliconsandGitHub 656a8cbc0a atmos touchups: thermodynamics enforcement week (#6790) 2024-10-21 18:13:24 +02:00
LohikarandGitHub 42689bc40e Z-Mimic: Speculative fixes for glass turfs (#6794)
There's still some update ordering issues that seem connected to
lighting, but I'm not sure if this is actually an issue with ZM/O7L
itself or seeker having a moment.
Also fixes some issues with new atom notifications in ZM not working
with recursive mimic properly.
2024-10-19 08:13:25 -07:00
siliconsandGitHub ac3e0a73a9 attack_self refactor (#6754)
Changes proc header
2024-09-16 13:09:37 -06:00
siliconsandGitHub 0c8dd521c2 refactors attack hand proc header (#6720)
needed for #5677 

this is to make that PR slightly easier to review.
2024-09-06 13:36:10 -06:00
siliconsandGitHub 2533caefd9 combat code overhaul + projectiles v8: impact handling (#6579) 2024-09-02 20:34:27 +02:00
siliconsandGitHub 912e379ffb vehicle mechs - preliminary (#6606) 2024-07-22 19:59:56 -04:00
98436ee381 Fix hovering fire alarms, refactor DMM rotation code (#6589)
## About The Pull Request

Previously:

- A lot of unnecessary code to thread and repeatedly add
orientation-related variables to the preloader.
- dmm_parsed previously modified its own args, then used arglist(args)
This is bad energy -- as far as I can tell, this was was relying on the
fact that _load_impl didn't use the modified values.
- Fire alarms were hardcoded to deal with east/west incorrectly

Now:

- These variables now live in the dmm_context.
- _load_impl takes fewer unnecessary args, and all its args are explicit
- A few variables have been removed or had their scope limited.
- Fire alarms aren't hardcoded to do that anymore.

Bugs I didn't fix:

- When a map is rotated EAST or WEST, signs spawn in an overlapping
fashion that's really ugly.

## Why It's Good For The Game

### Correctness

Fire alarms were spawning sideways when rotated EAST or WEST and
probably shouldn't be. I've fixed this behavior now.

### Style

Threading a lot of variables in DM is pretty rough -- DM doesn't
actually warn if you do this wrong. Silicons specifically flagged this
as a rough spot for code quality, which is why I attacked it.

These variables never change during the load process, so threading them
as arguments creates the false implication that they can be different
per map object.

### Performance

My goal wasn't to make performance better, just to make the code more
readable without making it worse. Brief profiling implies it might be
faster, but the difference is marginal and possibly explained by bad
test conditions:

- map loading took 24.0, 24.3, 24.6 seconds before the change
- map loading took 23.0, 23.6, 23.8 seconds after this change

All tests were done with rotated Triumph. (I haven't profiled
non-rotated yet.)

Back of the envelope calculation implies the number of
variable-on-object lookups in the hot loop phase of the map load should
be pretty close to the original number -- maybe a little lower, since
I've turned some into locals.

The one lookup that looks new (where we get the context from the
preloader in preloader_load) was actually one that happened
unconditionally at the end of the procedure in the previous code.

## Images

Sign bug: I didn't fix this or introduce this.


![image](https://github.com/user-attachments/assets/47debb5e-00e4-4bf7-a404-94d315f07607)

Fire alarm bug living its best life. I fixed this:


![image](https://github.com/user-attachments/assets/f1db22d4-921c-4a1d-827f-cb49c76a2cb9)

Fire alarm is Tethered. (Post-fix):


![image](https://github.com/user-attachments/assets/b939842f-8dfc-45c3-bfcb-e6faf3a90ee8)

## Changelog

🆑 Pyrex
refactor: DMM rotation code is a little tidier
fix: fire alarms have a 0% chance of hovering
/🆑

---------

Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>
2024-07-14 18:55:53 -07:00
siliconsandGitHub 83bc9a7ebf Underfloor refactor + Mild codebase cleanup (#6518)
refactors deprecated and old level / hide system to a more orchestrated
and slightly more efficient one
2024-06-20 17:09:48 -06:00
siliconsandGitHub 6037dd194c shuttles/storytellers - maploader injections and context (#6464)
i decided to atomize my prs a little

- map obfuscation module upgraded
- obfuscation now happens via mangling id, inspired by nebula. atoms loaded with the same mangling id will generate the same obfuscated ids from a given and matching input id
- /datum/map_injection added; it's a composition-based system for modifying maps during spawn
- /datum/map_injection/starting_gear; inspired by barotrauma, pretty much just injects starting gear as necessary with a given configuration. multiple of these can be stacked in a given maploading.
- /obj/map_helper/gear_marker; markers for where starting_gear should populate things.
2024-06-04 20:47:18 +02:00
LohikarandGitHub dae5ddf499 Z-Mimic Season Pass 1 (#6371)
This is largely just synchronizing ZM with the latest upstream version,
though I also renamed SSzmimic to make updates like this easier.

Changes:
- It is no longer possible to outrun Z-Mimic, except now without the
cost of doubling ZM init time.
- `ZMM_LOOKBESIDE` is now supported to handle wide mobs as well as long
mobs. Use `ZMM_WIDE_LOAD` for both wide and long, such as scaled up
atoms.
- It is now possible for a turf to override its Z-Mimic appearance.
- `MZ_TERMINATOR` can now be specified to cause a turf to act as the
bottom of a ZM stack.
- `MZ_NO_SHADOW` can be specified to opt out of Z-M's darkening effect,
though lighting copy and AO are still active.
- Some bugs in layering caused by atoms moving up or down z-levels have
been fixed.
- Z-Mimic now has a basic performance profiler.
- ZM appearance fixup no longer breaks underlays.
2024-04-12 20:08:10 -07:00
39bc14bb4a reworks game preferences (characters v2 staging) (#6310)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-04-08 12:44:30 +02:00
383308a1d1 storage rewrite (#6284)
Co-authored-by: silicons <no@you.cat>
2024-02-17 10:08:35 +01:00
e2dae42dc4 runtime maploading 2/3: multiz update (#6145)
3/3 is world structs and the fun that comes with that

this pr has:

- transitions
- new multiz system
- lookup optimizations
- misc updates

---------

Co-authored-by: silicons <no@you.cat>
2023-11-26 18:55:55 -08:00
ea471fabfa fixes gpses breaking on flight (#6135)
Move() already calls it, so we were double calling

Co-authored-by: silicons <no@you.cat>
2023-11-13 13:25:38 -08:00
f00535983e [MDB IGNORE] [IDB IGNORE] atom damage (#5235)
## About The Pull Request

adds generic system for atom health / integrity / damage

everything that isn't flagged with not-bludgeonable can, well, now be
bludgeoned.

## Why It's Good For The Game

more interactive game world through the means of making people able to
break Everything.

## Changelog

🆑
add: atom damage - (almost) everything is now breakable.
refactor: new /atom level materials system
refactor: a lot of the combat system / click code
refactor: melee attack styles
/🆑

---------

Co-authored-by: silicons <no@you.cat>
2023-11-11 17:33:57 -07:00
abad04c75d sculpting update + major stack crafting improvements (#5950)
Co-authored-by: silicons <no@you.cat>
2023-09-22 22:15:31 +02:00
2b8c889578 reworks pathfinding (#5907)
- adds astar with visualizer
- adds jps with visualizer
- transitions everything to subsystem calls
- subsystem now limits the number of calls that can go on at once for
performance reasons

"uh oh, silicons is fucking with integral game code while half asleep
again"

---------

Co-authored-by: silicons <no@you.cat>
2023-08-30 19:28:20 -07:00
7986ef5daf map rotation (#5835)
Co-authored-by: silicons <no@you.cat>
2023-08-09 20:14:13 +02:00
93de2c0872 Revert "Revert "fixes noncompliance with 514 procpaths"" (#5781)
Co-authored-by: silicons <no@you.cat>
2023-07-27 20:49:36 +02:00
LordMEandGitHub 9b128134df Revert "fixes noncompliance with 514 procpaths" (#5780)
Reverts Citadel-Station-13/Citadel-Station-13-RP#5779
2023-07-24 21:50:50 +01:00
58f4094413 fixes noncompliance with 514 procpaths (#5779)
turns out the old way of doing procpaths is illegal now

this should fix some weird potential (?) bugs

---------

Co-authored-by: silicons <no@you.cat>
2023-07-24 21:26:17 +01:00
MazianandGitHub 4966352d14 changes the open simulated turf to be SOMETHING NOT HORRIBLY EYE SEARING (#5735)
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not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

makes turf/simulated/open blue. resets on init.

## Why It's Good For The Game

holy FUCKING SHIT my eyes HATE WHOEVER DECIDED IT SHOULD BE MISSING
TEXTURE PINK.
2023-07-20 10:58:46 -07:00
0dee8a0ace dynamic climbing and object heights (#5692)
Co-authored-by: silicons <no@you.cat>
2023-07-17 22:39:51 +02:00
LohikarandGitHub b764f45bab zm: Fix space parallax (#5710) 2023-07-16 02:19:35 -07:00
2333345890 legacy map ports & maploader adjustments (#5620)
Co-authored-by: silicons <no@you.cat>
2023-06-19 09:44:28 +02:00
siliconsGitHubVM_USER <VM_USER>silicons
fd5e67ff71 runtime maploading: fifth time is the charm (#5524)
Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
2023-06-15 19:21:14 +02:00
62fb1f9e05 reworks rendering, night vision, planes, etc (#5384)
Co-authored-by: silicons <no@you.cat>
2023-06-03 19:58:47 +02:00
FreeStylaLTandGitHub bc37c6cce2 Adds Auril cultures and abilities, tweaks flight and toggle agility (#5459)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
- Adds Auril castes (Praesidus and Incanus)
- They have their own statchanges, but nothing too special
- Makes flight an ability icon for non-custom species. Adds item-based
slowdown to flight (stuff Hardy reduces)
- Adds an Auril 'advanced' flight. It ignores slowdown.
- Adds a species flight mod that speeds up how fast you ascend z-levels.
Aurils get it reduced, Praesidus even more.
- Adds Toggle Agility ability, gives it to everyone that had it
- It works as a timed toggle, similar to Chimera thermal sight.
**- Teshari no longer have innate agility** - not really stuck with the
change, they just had the agility flag turned on by default, while also
having the toggle. I chose to just give them the toggle and turn it off
by default like everyone else with the ability.

![image](https://user-images.githubusercontent.com/11361525/235394933-710507b8-297c-41a8-9975-9bc3aee9dcba.png)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
god I love the icons bro
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

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

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
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2023-05-04 16:02:51 -07:00
304bf65a9b mobility flags (#5202)
Co-authored-by: silicons <no@you.cat>
2023-04-22 19:32:16 +02:00
3d23fa401d Refactors movement (#5298)
Co-authored-by: silicons <no@you.cat>
2023-04-08 17:42:13 +02:00
LohikarandGitHub 67e8e23f0a Z-Mimic (and AO): Minor fixes (#5301) 2023-04-06 17:22:58 -05:00
cce3ceba0d reworks holograms (#4952)
🆑
code: some tg movement stuff
add: holocalls
add: holocalls are rather advanced; enjoy. cross ship communication will
finally be a thing.
add: AI/pAI custom holoforms; enjoy, you can finally fuck around as your
own character
/🆑

---------

Co-authored-by: silicons <no@you.cat>
2023-04-03 14:40:51 -07:00
e0e42b2f21 hotfix for simplemob armor + stairs (#5280)
Co-authored-by: silicons <no@you.cat>
2023-04-03 21:47:57 +02:00
649dc4f9a6 radiation v3 (#5221)
Co-authored-by: silicons <no@you.cat>
2023-03-30 22:27:08 +02:00
018f2746e3 Movement types (#5157)
Co-authored-by: silicons <no@you.cat>
2023-03-12 10:40:39 +01:00
455ec82c4e refactors attack_hand, attackby, attack_self (#5120)
Co-authored-by: silicons <no@you.cat>
2023-03-11 17:15:58 +01:00
siliconsandGitHub de9baf22fa multiz movement now hooks onTransitZ properly (#5113) 2023-03-01 20:38:50 +01:00
LohikarandGitHub b2bbcd8e33 Z-Mimic: Automatic Plane Mangling (#4979) 2023-01-27 23:03:58 +01:00
ec07856293 fixes movement cost (#4974)
Co-authored-by: silicons <no@you.cat>
2023-01-17 19:01:13 -06:00
e59cf1eaa3 SSoverlays tweaks + audit (#4948)
Rips out SSoverlays in favor of the O7 one, which supports priority
overlays. This should fix issues with AO vanishing, as well as being
generally faster.
Also audited all SSoverlay calls, some were strange, invalid, or
pointlessly inefficient.

Co-authored-by: Zandario <zandarioh@gmail.com>
2023-01-11 20:43:16 -08:00
46f745838d optimizing turf/Initialize(), ChangeTurf, and assemble_baseturfs (#4931)
i am in a world of pain

Co-authored-by: silicons <no@you.cat>
2023-01-05 19:13:13 -08:00