* refactor: Movement cross/uncross implementation.
* wrong var name
* fix unit tests dropping PDAs into nowhere
* Add documentation.
* remove unused constants
* say which procs are off limits
* fix simpleanimal z change runtime
* helps not to leave merge conflicts
* kill me
* fix typecast
* fix projectile/table collision
* treadmills don't cause MC to crash anymore
* connect_loc is appropriate here
* fix windoors and teleporters
* fix bonfires and clarify docs
* fix proximity sensors
Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers
* lint
* fix: polarized access helper false positives
* Revert "fix: polarized access helper false positives"
This reverts commit 9814f98cf6.
* hopefully the right change for mindflayer steam
* Changes following cameras
* fix glass table collision
* appears to fix doorspam
* fix ore bags not picking up ore
* fix signatures of /Exited
* remove debug log
* remove duplicate signal registrar
* fix emptying bags into locations
* I don't trust these nested Move calls
* use connect_loc for upgraded resonator fields
* use moveToNullspace
* fix spiderweb crossing
* fix pass checking for windows from a tile off
* fix bluespace closet/transparency issues
* fix mechs not interacting with doors and probably other things
* fix debug
* fix telepete
* add some docs
* stop trying to shoehorn prox monitor into cards
* I should make sure things build
* kill override signal warning
* undef signal
* not many prox monitors survive going off like this
* small fixes to storage
* make moving wormholes respect signals
* use correct signals for pulse demon
* fix pulse heart too
* fix smoke signals
* may have fucked singulo projectile swerve
* fix singulo projectile arcing
* remove duplicate define
* just look at it
* hopefully last cleanups of incorrect signal usage
* fix squeaking
* may god have mercy on my soul
* Apply suggestions from code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* lewc review
* Apply suggestions from code review
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* burza review
* fix bad args for grenade assemblies
* Update code/__DEFINES/is_helpers.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
---------
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
* Machines are now moved to the new power net when a new area is created where they are
* Moves the machine reregistration to /turf/proc/change_area(area/old_area, area/new_area)
Ports Goon Lighting from /vg/station.
Summary -
This adds smooth edges to all lighting in order to increase the
aesthetic appeal of the lighting system.
It works by using a matrix to change the appearance of the lighting
overlay sprite, which has been changed to be a base for the matrix to
modify.
Ported from /vg/station with the help of @PJB3005. This lighting
system is a hybrid between Mloc's lighting rewrite and Tobba's
Goonlights.
Notable changes:
- Darksight now matters on mobs. The lighting overlays are not
alpha=255 when they are completely dark, meaning you can still see the
floor- assuming you can view the turf at all, because it retains the
luminousity setting.
- This means Tajaran have 100% night vision again as they are
intended to. Humans can see in a 3x3 square centered around
themselves.
- No, I'm not changing this, if it's even possible. This is how
BYOND's lighting is meant to work. If you have any complaints about
game balance, please feel free to make a pull request to change
see_in_dark values, which will be seperately evaluated.
- The lighting controller now runs at world.tick_lag, to emulate the
realtime function of StonedMC. So far with my testing, this hasn't
caused any noticable performance decreases- the lighting system is
obviously more expensive than our previous iteration, however, it's not
the next ZAS ;)
Technical Details:
- /atom/movable/lighting_overlay/proc/get_clamped_lum has been removed,
succeeded by /turf/proc/get_lumcount. They behave identically.
- Turf lighting is actually controlled by four "corner" datums, which
feed information into the overlay.
- The way opacity is factored into the system has changed. Anything
that doesn't use set_opacity is not going to work to block light.
- /area/lighting_use_dynamic has been renamed to
/area/dynamic_lighting, for consistency with /turf/dynamic_lighting.
- Lighting is no longer seperately initialized for away missions. It is
handled in ChangeTurf() as it should be.
Known & Unfixable issues:
- There is a 5-10 second delay from starting the round to the lights
turning on. Attribute it to "the powernet being spun up" if you would
like to- but it's actually just how long it takes the lighting system
to update every single turf on the map.
- When you walk with a light on you, the light will actually jump ahead
of you before you visually get to the tile. This is because of the
movement gliding on mobs, realtime lighting actually goes faster than
the glide takes to complete, so it appears that your lights are moving
faster than you.
Thank you krausy~
Animated Goonlights
This adds an animate() call to the update_overlays() proc. This makes it
so that any light changes will smoothly transition between the changes
instead of instantly changing their appearance.
Also fixes a few issues pointed out on Github.
Change lighting animation (turns out the old one totally breaks if you toggle a light quickly, whoopsies)
Kill LIGHTING_INSTANT_UPDATES
isturf