Commit Graph

18 Commits

Author SHA1 Message Date
Chubbygummibear
0fda5cfc6a Icon smoothing, and Rendering overhaul, and Camera fix, and mapmerge.py fix, and Multi-z, and THE PLANE CUBE (#21221)
* why no work

angy

* weird errors

shit sucks

* fixved it

I can spell good

* fix?

POSSIBLY

* nope

wasnt this

* no more immutable

thhanks koffee

* ok

ok

* removes all the pref stuff

""removes""

* remove this

idiot

* this goes bye

 bye

* these go too

genius

* bye

bye

* better night vision

* tries to fix camera

maybe

* ok fuck it we ball

we ball

* ok lets go back

go back go back go back

* WORK

DAMNIT

* ha

fuc kyou

* this

maybe

* this doesnt work :(

* maybe fix

maybe

* fucks everything

why do i do this

* test update

test

* Revert "tries to fix camera"

This reverts commit 2d14fbae66.

* reverts everything I just did

peko pain

* bye

bitch

* oh yeah add this

I guess

* Fucks up the camera net + chunk

why

* test maybe revert

* Revert "test maybe revert"

This reverts commit 98c5ef1b93.

* Revert "Fucks up the camera net + chunk"

This reverts commit 0e421ebf5f.

* this isnt going well

uh oh

* Attempts to rework out security camera

and probably more

* Revert "this isnt going well"

This reverts commit 1d8ceac867.

* Revert "Revert "this isnt going well""

This reverts commit e26fb61415.

* ok

ok

* Revert "ok"

This reverts commit 7e7a7f8372.

* Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"

This reverts commit 01094731c1, reversing
changes made to c0cf69ebf1.

* this doesn't need to be redefined

I guess

* no we need this

totally

* a familiar pain

* 515 is L

* yeah

yeah

* ok god

fine

* bye bye basemap :(

doesnt work on runtime station

* Fixes AI statis not working

god im good

* remove this

oh god

* Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit""

This reverts commit b3fb3ba0db.

* proves to god I exist

and im pissed

* yog exclusive feature (tm)

plane master

* bring this back from previous push

* updates vendor emissives

as well as firealarms

* Updates barsign

and fucks everything up

* Fixes barsigns breaks all lights and updates barsigns to be machines and not structures

We will address this in a later patch

* not sure who changed that

oh well

* yeah

this got moved

* this needs updating

yeah

* turns off the carbon monoxide alarm

duh

* FIXES IT YES

thank you biome

* turns this off too

yeah

* Can't compile yet but ports a ton of shit

* L

* the game opens ig

* extra shit

* fixes

* signals and smooth queue

* look ma im going horribly out of scope

* fixes chasms

* this fixed nothing

* ???

* more barsigns

for later

* forgive me cowboy. also fuck diagonals

* oops

we need this apparently

* fuck it we ball

* Update _lists.dm

* Update icon_smoothing.dm

* it now works kinda

* Update atom_initializing_EXPENSIVE.dm

* lighting don't work

* we have light

* sort turfs better

* big fucking reorganize

* like everything except templates

* boy i sure hope nothing bad happens to these bar templates

* we're back

* no runtimes baby

* no errors

* shuttles are almost fixed i think

* Revert "shuttles are almost fixed i think"

This reverts commit 046058827c.

* Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"

This reverts commit 863e1b776d, reversing
changes made to 884623e600.

* Revert "no errors"

This reverts commit 884623e600.

* too far back i think

* midround smoothing runtimes fixed i think

* comment cleanup

* should fix the component runtimes

* Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing""

This reverts commit a8ff8d63aa.

* NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO

* please stay fixed icemeta

* organizing render dms

* woops this too in the reorganizing

* cryo fixed

* nah, i'd win

* parallax isn't my problem

* pls don't break icemeta

* runtime station gets a cam console

* well it compiles

* maybe fix the map

* woops

* man i hate maps

* was that it?

* PLEASE

* missing focus tests

* maybe that was it

* maybe

* let's take the batteries out of the carbon monoxide detector

* fuck osha

* i hate vending machines

* that's not a computer

* slot machine fix

* PLEASE

* that wasn't supposed to be there

* fuck it i can't fix everything at once

* BLUESPACE LOCKER?

* literally why

* hhh

* does this fix chasms?

* that should fix bad index

* please?

* turf_flags for reservations

* haha oops

* yolo (kill me)

* fix wood walls and other walls

* fix stairs

* that might have fixed shittles

* baseturfs are good now i think

* should fix plasma windows

* decals fixed

* please fix changelog

* shuttle lighting still fucky

* lighting is stinky slow and doesn't finish updating by the time the server starts guh

* lighting seemingly works

* slipping works

* shuttle sounds, slips, and windoors fixed

* why am i here

* fuck the changelog

* of course someone touched smoothing as i'm almost done

* we good?

* updating ai_eye and rename

* z updates and more ai cam updates

* ice fixed

* weather and ice fix

* clockies can see and other clean up catches

* windows fixed

* cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor

* movable lighting works on multi-z

* gps fix

* item stacking from drag works

* falsewall fix

* job panel fixed

* AI HANDLED

* woops that comment should be gone

* i hate ai i hate ai

* brass glass visible again

* vents on top of tiles now

* sigdrobe sprite back

* centcomm portals work

* portals and see openspace mapping icons fixed

* icemeta my behated

* kill

* is that it

* lighting cutoff is old hat

* angery overlay

* not super necessary

* also extra but whatever

* ticker but thicker

* job fix i hope

* this isn't needed anymore

* latejoin fix?

* laserpointer, pipecrawl, and some consoles fixed

* i hate fixing bugs as they're made

* we're not ready for that

* redef cleanup

* gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed

* goofy ah gun code

* this was a good idea and necessary

* should fix caltrop component

* does this please the linter

* linter please accept this async function

* THERE

* take the batteries out

* make it stop

* cowbot stopped me from letting ghosts dab

* recycler loc fix

* fix border firedoors not blocking movement

* should fix screen fade out and fade in on round start and end

* darker command tile trim and fixed bronze wall sprites

* fuck you linter

* railings actually stop you from leaving

* probably fixes gibtonite overlay when struck

* armaments dispenser and clockwork catwalk

* turbine fix probably

* pointing at inhand items should be fixed

* fix overwatch app

* should hopefully fix cable rotation on shuttle move

* flashlights have better directionality logic

* hopefully fixes shuttle atmos on move

* grilles fixed

* hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving

* ice meta mining area finally not freezing

* fix lightbulb icons not updating

* lava mask and lighting dots

* we actually have this

* fuck glowshrooms GC

* fix light fixture interactions and icon updates

* hopefully catches all the updates

* lava lighting good to go

* seclite was missing inhands

* smoothing in replays

* light updates accurate in replays

* biome's multi-z requests

---------

Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com>
Co-authored-by: Molti <gamingjoelouis@gmail.com>
Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
2024-02-18 13:16:55 -06:00
Rune Knight
dd8a51ff55 Engineering/Miner Cyborg NV Meson Upgrade (#20115)
* laws, module, etc

* cmag functionality

* playsound whoopies

* judges my flavortext creative skills

* stun time

* should revert all of this stuff

* night vision

* upgrade and module service

* design and techweb

* I HATE WEBEDITS
2023-09-09 17:02:29 -05:00
TheGamerdk
48d6a8daa6 Ports "Ports updates to the cameranet" (#13564)
* Ports updates to the cameranet (#6314)

Co-authored-by: ike709 <ike709@github.com>

* magic replace

* no kick

Co-authored-by: ike709 <ike709@users.noreply.github.com>
Co-authored-by: ike709 <ike709@github.com>
2022-04-09 05:06:16 -04:00
alexkar598
fe934644ac Actually commits the line ending changes 2019-08-12 07:47:43 -04:00
Cruix
73f4d04975 AI detection multitools can show camera static and AI eyes (#38255)
The old color-change functionality of the multitool remains unchanged. The hud is toggled with an action button, because multitools already have an attack_self() that does something. When toggled on, you get the hud as long as the multitool is in any slot on your body.

The only way I could find to reliably show exactly where an AI is looking was to place an image on every turf they are looking at. Because AI eyes move around a lot and I do not want them placing images all over the place when they do not have to, if there is nobody in the world currently using an ai detection multitool, they will not update the images until someone is.

Only AI eyes and multicamera zones currently appear. Advanced camera consoles do not appear on the hud, and no longer trigger the proximity color change. Also fixed multitools not appearing in-hands if their icon state changed.
2018-07-08 06:20:11 +01:00
Nich
2000046e93 Refactors bitflag macro values into bitshifts (#37234)
* Refactors bitflag values into bitshifts

* minor formatting edits

* Unbitshifts a macro set that skipped 3 for whatever reason
2018-04-21 13:44:09 +02:00
vuonojenmustaturska
440e888c1f Clean up all sorts of crap, mostly defines (#36105)
* cleanbot

* rejuv

* more crap

* more crap

* still compiles

* clean

* is_crap
2018-03-05 02:07:27 +11:00
Kyle Spier-Swenson
11d504e93a Removes hacky see in darkness invisibility bullshit, uses planes. (#25931)
* Removes hacky see in darkness invisibility bullshit, uses planes.

Also removed the use of invisibility for ghosts of others, instead using override images.

Per client lighting visibility now has 4 levels, all on, all off, and two midways, this allows for things to be able to see in the dark while still being able to see what is dark and what has light, ghosts and aliens and other shit can cycle between all 4, other things were given one of the 3 values depending.

* Remove qdel global var search.

* Cleans up code, makes changing lighting/NV level easier.
2017-04-11 21:01:24 +12:00
Joan Lung
0fbde400e5 Fixes glasses toggling 2017-01-30 11:31:00 -05:00
Kyle Spier-Swenson
bb9c1cb98e Revert "Fixes AIs being able to see cult runes" 2017-01-03 12:28:56 -08:00
Cyberboss
ed461afed5 Fixes AIs being able to see cult runes (#22577)
* Remove this shit so fast

* Runes are now stored in a global list

* Readd this shit to properly work

* Refactor rune invisification into a proc

* Fixes #17426

* Use the blood decals

* Less garbage + removal

* COMPILE BEFORE PUSH YOU SPERGLORD

* Refactor into a datum

* Added to crayon runes

* Refactor AI's vision to a slightly lower level

* Actually make the shit invisible to ais

* Nevermind, fixed it

* Fixes it being on the wrong layer
2017-01-04 08:09:34 +13:00
phil235
750eaa4a57 invisibility = 100 and 101 now use defines. 2016-04-29 01:00:05 +02:00
KorPhaeron
53fac5b31d Ruins mining 2016-03-29 03:09:59 -05:00
phil235
81ce777ec2 - you now only see turfs when inside gas pipes.
- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
2016-02-04 00:33:16 +01:00
tkdrg
3bb478f12f Includes antag HUDs in the datum hud overhaul
Makes hud_list associative, and introduces the /atom list hud_possible,
which lists all the possible hud images a certain atom can provide.

Replaces all the awful procs in the gamemodes with their new
/datum/atom_hud versions, which are much shorter, simpler and faster.
2014-11-20 15:43:51 -03:00
tkdrg
fae2ffc3ee Datum-based huds! Lays down the framework not only for data huds but also for antag huds. 2014-11-17 19:38:29 -03:00
Mloc-Hibernia
8af8a43d6f Initial pass to convert LF to CRLF
Signed-off-by: Mloc-Hibernia <colmohici@gmail.com>
2014-03-24 08:53:40 +00:00
supersayu
711654c15e Moved #defines
Moves the constants from defines and compile_options files into the __DEFINES directory.  The compile options in the latter file that are actually tweakable remain in their existing file in the code directory.
Constants from DEFINES.dm, globals.dm, names.dm, and global_lists.dm have been moved into the _globalvars subdirectory.
stylesheet.dm has been moved into the interface directory since that's a better place for it.

This move contains no code changes for stock TG.  It is purely an organizational move meant to clean up hard to read code.
Some global constants that appear to be unused have been put into unused.dm, but not unticked.  This list is by no means exhaustive.

Branches should be aware that they need to move any additional defines and global constants manually.
2013-10-23 16:11:45 -04:00