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## About The Pull Request
title, gc gets a new queue that lasts 1s for objects that got cleanly
deleted (https://github.com/tgstation/tgstation/pull/62969), adds the
findref ci test
## 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.

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

Fire alarm is Tethered. (Post-fix):

## 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>
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.
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## About The Pull Request
<!-- 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
Makes behaviour more to what its intended to be
<!-- 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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probably isn't good for the game in the first place. -->
## Changelog
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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
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🆑
fix: fixed how door tinting works (it was a mess)
/🆑
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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## 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>
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## About The Pull Request
Largely a port of code from Daedalus Dock and icons from Bay/Nebula.
Lots of things need to be touched with this.
## Why It's Good For The Game
It just looks better, imho.
## 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. -->
🆑
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: silicons <no@you.cat>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
## About The Pull Request
Rebuilds hammerhead patrol barge with 6 spots for fighters (only 2
filled with barons at round start)
New tunnel for moving fighters from the construction bay to the
Hammerhead, and vice versa.
Fixes all Elevators on the rift. You can now fall down them again.
Fixes offset lights, does not fix light duplication as the elevator
picks up each floor's lights and moves them.
Various small fixes, typos, ect to clean up code that I saw while
working.
## Why It's Good For The Game
Hammerhead with more carrying capacity aka more opportunities for
robotics.
Fighters can now be constructed in the fighter bay (intended location)
and flown/wheeled over to the Hammerhead via landing gear. (Yes, even
space-only fighters can safely be transported with their "stabilization
mode" toggled off, which turns on their landing gear.)
Hammerhead needed a touchup on some oversights, and a bit more wiggle
room for upgrades. It's functionally the same as the previous iteration,
but with more max speed (but with noticeably worse fuel efficiency)
Elevators need some love in terms of bugfixing. I did the mapping
portion of it, now someone else can get glass to function without
runtiming, and fix the lights spawning on every floor without the
elevator present.
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## About The Pull Request
Z-Mimic is nice.
Currently just SSao atm, why SSao? Filter-based ao doesn't really work
with Z-Mimic
O7 Lighting cause I got tired of trying to make ours work with this. But
hey, we got directional lights now so that's cool.
🆑 @Zandario & @Lohikar
add: SSzmimic
add: O7 Lighting
add: SSao
del: SSopenspace
tweak: Lights now can shine in angles between 0 and 180
/🆑
Co-authored-by: Lohikar <lohikar@protonmail.com>
* start
* i hate people who pack shit into one file
* sigh
* regex
* inventory rework
* stubs
* regex
* this is insanity
* oh no
* backend moment
* a
* changes
* wild
* regexing
* changes
* put in hands
* more errorS
* attackby
* more helpers
* replacements
* wild
* fixes
* pain
* fxies
* fixes
* unneeded
* ape
* ape
* wild
* wild
* more
* wild
* there
* fixes
* fixes
* l
* wild
* more
* moer
* fixes
* enough for todayd
* regexing
* long time coming
* shaking and crying
* end me
* fixes
* fixes
* e
* fxies
* rig refactor moment
* fixes
* fixes
* fixes
* fixes
* out with the shitcode
* thanks git
* partial rig rewrite here we go
* more
* fixes
* WWWW
* ok
* wild
* bitfield defines
* nobludgeon
* pain
* pain
* fixes
* more
* wild
* wild
* fixes
* pain
* move behaviorsr
* fixes
* next up, finishing core procs
* y
* .
* time to finish this
* time to finish this
* propagate accessories
* hate this accursed engine
* hate this accursed engine
* pain
* more
* cancer
* epic
* genuinely hate
* wild
* that
* why
* circuitry is my bane
* y
* how
* sort
* logging
* logging
* im dying
* fixes
* next
* f
* more
* epic style
* fixes
* on meta
* fix
* wild
* uh
* quirky
* fixes
* agh
* pain
* fixes
* fix
* sigh
* a
* epic1
* fixes
* ugh
* epic
* fixes
* uhh.
* is this even a fix
* fix
* fixes
* fixes
* we love optimization
* wear over system
* correct
* worn over stuff
* just augments
* coggy
* implant magnetic catch
* implant magnetic catch
* fixe
* a
* g
* t
* fix
* fix
* wack!
* fix
* a
* semantics
* fix
* that
* fixes
* handle denesting
* w
* fixes
* e
* bugs
* fixes
* fixes
* unit tests
* absolutely wild
* fixes
* fix
* fix
* fixes
* on god this is bad
* fixes
* fixes
* fix
* fix
* wacky!
* fix
* wack
* manual
* fixes
* closets
* OOPS
* wack
* pain
* pain
* flags
* regex
* fixes
* wakc
* changes
* more
* augh
* more
* replaces
* more
* that
* acc
* acc
* fix
* fix
* fix
* oh woops that was important
* wack
* epic
Co-authored-by: fake_vm_user <fake_vm_user>
Co-authored-by: VM_USER <VM_USER>
* dme and dmb
* Heeeere we gooo
* fasease
* Continued.
* AAAAAAAAAAAAAAAAAAAAAAAA
* Brain going numb
* agh
* The suffering will be worth it... right?
* Going blank...
* Am I done?
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Fixes
* Should be everything I care about right now.
* start
* stuff
* stuff
* rm
* gotta be fucking kidding me i hate byond
* a
* a
* sigh i just remmebered why i didn't do that
* a
* a
* stub
* Shadowcast
* Shadowcast
* Shadowcast
* uh oh
* uh oh
* Wild
* Wild
* Wild
* automata stuff
* stuff
* let's go
* that
* that
* fixes
* fix
* fxies
* fixes
* that works
* diagonals
* diagonals
* diagonals
* diagonals
* diagonals
* diagonals
* diagonals
* diagonals
* diagonals
* diagonals
* diagonals
* wild
* wild
* i hate lummox
* ihate you byond
* wow.
* refactor that
* why
* fix
* mistakes
* thank you bhijn
* wild
* i'm an idiot
* adjust
* adjust
* that
* blacklist that too
* what if we
* Fix
* fin
Co-authored-by: fake_vm_user <fake_vm_user>
* ill do this in the coffee shop later
* has to go
* add stuff
* changes
* this is going to explode
* this is going to explode x2
* more
* *scream
* move
* w
* oh god oh fuck now for main proc
* progress
* wack
* next segment..
* update
* shuttles are next
* AAA
* sigh
* this is going to be ugly
* ugh
* epic!
* pain
* hope this works
* patch
* patch
* patch
* patch
* patch
* epic!
* wack
* oh god..
* oh god..
* wack
Co-authored-by: fake_vm_user <fake_vm_user>
* files
* obj
* mass ports
* ah
* wack
* that
* todo refactor ui intieract calls jfc
* all
* test case
* compile
* compile
* auxtools time
* wack
* debugger hook
* I LOVE YOU SPACEMANIAC THE DEBUGGER JUST SAVED MY LIFE
* move phoronlock define
* t
* force rename
* nuke unneeded things
* don't do that
* tgui sync?
* changes
* unit testing module
* backend
* tools update
* aaah
* go and stay go
* path replace
* move everything
* toss out more stuff
* remove
* fine those can stay
* dependencies.sh
* ruin datum move + rename
* level assets why did you guys put the turfs in my atmosphers folder grr
* more moving
* basemap, force stuff
* fix that desync meme
* move more stuff
* move those too
* repath
* get rid of useless initializers
* hacky patchy
* reservations
* alright
* tgui
* changelog example
* checksum
* md5
* errors
* more
* turf empty
* stop
* fix
* bad kwarg
* let's get those in again
* alright
* rid of that
* huh
* newlines
* newlines
* folder
* mood
* woops
* readme
* might as well trim now
* let's go
* fuck it tether isn't being used anyways lol
* ok
* empty files go
* tether is demoted
* sorry but this goes too
* okay
* make that work too
* ok
* wow.
* whew
* Fix
* fixes
* ok
* sigh
* fix
* fix
* aah.
* rust_g logging
* update rust g file
* fix
* funny
* Fix
* map issues
* fix
* initialize hints
* solves some problems
* those too
* ok
* pills
* let's do that.
* hit that too
* runtime
* add that too
* alright
* fix
* fix
* fix
* Fix
* add
* fix
* wildwest, what have they done to you...
* do that too'
git push
* fixes
* fixes
* fixes
* pack this tightly
* let's not have empty files
* sigh
* fix
* FUCK OFF
* fix icon
* rip old mapmerge
* zz
* woo yeah woo yeah
* logging
* fix
* better logs
* GRRRRRR
* last commit??
* awful