* Scatter depot loot to the solar winds.
* make zoo spawners guaranteed
* INFINITY also used for spawn_all_loot, whoops
* move abandoned sec shuttle spawner to locked crate
* Can't use spawn_all_loot and nested lists together
* Reduce pixel offset on mech transport spawn scatter
* set updatepaths script number
* incorporate changes from #27398 and remove old spawners
* some numbers tweaking
* pct -> %
* move briefcase from common to rare for ruins
* lower loot budget from 1800 -> 1700
* Port /tg/ move manager, drift and jetpack components.
* don't add go through newtonian movement if not moved to a turf
* various cleans for blood drifts and mob speed
* fix slow meteors
* why on fuck's earth aren't speedbikes vehicles
* style lint
* also wtf
* okay i'm an idiot
* fix meaty ore speed and blood decal double stepping
* fix not unbuckling pulled object occupants
* don't bother dealing with immovable rods just yet
* exclude bubblegum and vetus from move manager for now
* fix issues related to null weightless blood icons
* reset blood icon state properly
* fuck it, we'll deal with mobs when basic mobs happen
* break infinite loop in decal splat
* Even the Syndicate needs light
* Fixes Claw Game and added more lights
* Let's try this again
* UpdatePath hook deployed - Thanks Warriorstar
* I have zero idea how this happened
* Fixed an issue with APC being in the wrong Area
* Reverts Delta mapchange
* Let's try this again
* Had to manually change the mapfile in the end...
* yeah
* yeah
* lock tf in
* aaaa
* fix
* im going to have a fucking stroke i hate mindflayers
* dynamic is ready
* fucking hell
* yes
* warrior review
* blah blah
* updates based on #27811
* ok fix
* makes the menu usable during secret
* ok RANDOM BULLSHIT GO!
* Dynamic final changes
* fixes some missing budget
* Refactor/deduplicate camera eye code
Camera Eyes previously had duplicated logic across several files. This
change uncooks the spaghetti. Additionally, half-baked support for TG's
multicam feature has been removed, as it was not functional or in use.
* lets ff now
* Camera Eye refactor fixes and finishing touches
This change completes a refactor of AI eyes, which were previously used
by xenobio consoles, syndicate and abductor camera consoles, shuttle
docking computers, holograms, and, of course, the AI. Duplicated logic
has been extracted to an abstract base mob, /mob/camera/eye, from which
new types for each of the above now derive.
Functionality is largely the same, with only a few minor cosmetic
differences (i.e. camera eyes are now appropriately named given their
type and user), as well as a quality-of-life enhancement for holograms,
slowing their movement speed to base run speed to prevent users from
accidentally zooming out of calls.
* Camera eye refactor: Fix AI acceleration toggle
The acceleration toggle was broken in the camera eye refactor, as
previously the boolean was stored on the AI rather than its eye. This
change fixes that.
* Camera eye refactor: Fix syndicate cam visibility
With the camera eye refactor, the syndicate advanced camera consoles
lost the ability to view maintenance tunnels and other areas without
active cameras, seeing static in their place instead (as all other
cameras do). This change reinstates the original behavior.
* Camera eye refactor: Convert spaces to tabs
* Camera eye refactor: Fix CRLF
* Apply suggestions from code review
General minor code quality improvements suggested by GDNgit
Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>
* Apply suggestions from code review
Rename parameter names to avoid src accesses, remove an ambiguous and
unused mob_define and holopad range variable from a previous WIP, change
the for loop in /mob/camera/eye/relaymove to a for-to loop, and change
the chat message warning, sent when an AI Eye is created on an AI that
already has one, to a stack trace
* Adds toggle to AI commands for fast holograms
* Refactor ripped Hologram Eye relaymove
Previously, the relaymove proc for hologram eyes was redundant and
nearly impossible to read. It has been separated out into a few
different named procs, and has had its use of `spawn` removed.
* Remove unnecessary src access
* Fix bug involving shuttle placement outlines
The camera eye refactor that this commit is a part of introduced a bug
that prevented shuttle placement outlines from showing up on first use
of the shuttle console. This change fixes that bug.
* Unrevert some changes from #26306 lost in merge
* Remove erroneous free xray vision on advanced cams
* Autodoc camera acceleration vars
* Remove redundant null var initialization per code review
Co-authored-by: Drsmail <60036448+Drsmail@users.noreply.github.com>
Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com>
* Changed variables to camel_case, autodocs, cleanup
Changed a number of camera eye-related variables to camel_case style,
added appropriate autodoc comments, as per code review. Also removed an
unused cameranet function, modified the call signature of a cameranet
function to be more semantic, and changed a qdel-on-initialize in camera
eyes to return INITIALIZE_HINT_QDEL instead.
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Remove stray qdel(src) per code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com>
---------
Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com>
Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>
Co-authored-by: Drsmail <60036448+Drsmail@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* idk what i am doing
* reverts config.toml
* restores test_tiny
* migrates the handlabeler to new attack_chain
* return signals + datum autodoc
* return defines to handlabeler.dm
* trailing newline
* handlabeler goes backpack if no label now
* moved the labeling stuff out of interact_with_atom
* guard clause
---------
Co-authored-by: Toastical <toastical@toaster.com>
Co-authored-by: Toastical <toast@toaster.com>
* Improved meteor shield sat control and coverage calculation.
* Cheaper shield satellites.
* Register completion as it happens.
* Corrected a horrible, terrible mistake.
* Update code/game/objects/effects/meteors.dm
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
---------
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
* Now light is shown on photography
* Also fixed grass disposition on photos
* Fixes icon ordering
* Simplified atom sorting pipeline for captured atoms
* Applied review suggestions