* Actual icon
* Puddle reformatting
* Basis of smoothcode
* Moving puddle code into a turf reagent system, reformat and overhaul
* Make this act on splashing, for now
* More work on standardising behaviour
* More standardisation, should ideally make spread work nicer
* Some tweaks
* Fixes
* Makes it work in practice, code slimmed down
* More standardising
* Redone calculations
* Fixes infinite reagents
* Puddle scaling with volume
* Presets for mapping
* Actual stuff
* Better way
* Get actual turf
* Blacklisting some of these
* Evaporation rate
* Removing old splash verb, adding reagents to a turf should do this by default now
* Makes these invisible
* Makes this not cleanable, for now
* Standardising this into reagent stuff
* Fixes
* Space clears reagents
* Basic viscosity system
* Adds some rudimentary values
* Space cleaner thng
* Beginning rework of this, removing unused fuel type
* Fuel puddle rework
* Fuel puddle rework
* Find and replace mishap
* Removing from .dme
* Removing unused variable
* Rewriting the preset init ones
* Redoing mapped puddles
* Makes sure these are gone
* Type fix
* New plane and layer
* Makes slip work
* Fix
* Fix
* Puddles can now react to crossing over it
* Proper bracketing
* Puddle values
* Current puddle reference to save on locating
* Nicer smoothing
* Tweaking values
* Water color tweak
* Greatly simplifies wet floor puddles
* Simplified line
* No reason for invisible puddles anymore
* Makes wet/dry vaccuum work with this
* Mop
* Reformatting how reagents are held
* Allows space cleaner to clean some kinds of puddles
* Fixing
* Moving this to simulated level
* Fixes puddles not being made anymore
* Standardised alpha
* Removing this for now
* Fixing chem dupe issue for when this matters
* Server config for behaviour
Co-authored-by: kanef <kanef9x@protonmail.com>
* Voting System
The current voting system is very confusing and difficult to use or modify, so I updated it.
I also have added another voting method, described in #31803. Do not be alarmed, weighted voting is still used, but other methods will be available.
* Everything appears to work
Weighted and majority definitely work
* Update voting.dm
* admin can change from votable or nonvotable
* Revert "admin can change from votable or nonvotable"
This reverts commit 6d0c547958.
* done
* Update voting.js
* done done
* a
* Update voting.dm
* can change voting method
* Update voting.dm
* Update persistence_misc.dm
* a
* Voting Methods
I'll try again now that I separated the changes. Hear me out: I'm just adding new methods, they are not used unless an admin uses them, or a PR is made to change the default. The default remains the same as before. Adding two voting methods: persistent (works only for maps) and random (meme). Considering adding another methods too upon request.
* not working
* done
* Update voting.dm
* Update voting.dm
* Update voting.dm
* Update voting.dm
* Update voting.dm
* Update voting.dm
* Update voting.dm
* Update voting.dm
* eyup
* Update voting.dm
* Update voting.dm
* Update persistence_misc.dm
* Update voting.dm
* Update voting.dm
* Update persistence_misc.dm
* done
* done
* Update voting.dm
* Update voting.dm
* Update voting.dm
* Update voting.dm
* Voting System
The current voting system is very confusing and difficult to use or modify, so I updated it.
I also have added another voting method, described in #31803. Do not be alarmed, weighted voting is still used, but other methods will be available.
* Everything appears to work
Weighted and majority definitely work
* Update voting.dm
* admin can change from votable or nonvotable
* Revert "admin can change from votable or nonvotable"
This reverts commit 6d0c547958.
* done
* Update voting.js
* done done
* a
* Update voting.dm
* can change voting method
* Update voting.dm
* Update persistence_misc.dm
* a
* Update admin.dm
* sorry
* minor optimization
* Update voting.dm
* Voting System
The current voting system is very confusing and difficult to use or modify, so I updated it.
I also have added another voting method, described in #31803. Do not be alarmed, weighted voting is still used, but other methods will be available.
* Everything appears to work
Weighted and majority definitely work
* Update voting.dm
* admin can change from votable or nonvotable
* Revert "admin can change from votable or nonvotable"
This reverts commit 6d0c547958.
* done
* Update voting.js
* done done
* a
* Update voting.dm
* can change voting method
* Update voting.dm
* Update persistence_misc.dm
* a
* Update admin.dm
* Base of grues.
* Few more updates to grues
* Bit more work on grues.
* Bit more work on grues, namely getting them to evolve and reproduce properly.
* A few additions to gures and also to simple mobs to allow for delayed airlock forcing.
Egg hatching and upgraded stats with every sentient being eaten.
* Few additions to grues including a grue language and gruevision to see in the dark.
* Several changes to grues, including adding their antag roles (still need to be tested/debugged).
* Finalized the base of grues including a nicer-looking grue vision.
Some stuff remains to be tested and debugged.
* Removed obsolete file.
* Updated vgstation.dme with grue additions
* Update vgstation13.dme
* Update grue.dm
* modify .dme
* typo
* remove unneeded variable
* Added gore globs from those eaten by grues that can be cloned or brain extracted. Also fixed some bugs preventing slime puddles from being put in a cloner. Had to generalize a bunch of code in various places to do this (eg. moving certain procs and variable definitions from /mob/living/carbon/ to just /mob/living/)
* Removed gore globs after being eaten by a grue; a head remains by default so it's not needed.
Also debugged slime puddle cloning.
* -grue egglaying is set to a config option
-few modifications to grue antag objectives
* Added changelog and some UI tweaks.
* Update misc_structures.dm
* Update misc_structures.dm
* Juvenile grues can force open doors as well. Also added some more descriptive text upon moulting. Fixed airlock code bug.
* Update grue.dm
* Delete nulllight.ogg
* Fixed up grue sound effects. Renamed humanoid grue to umbra.
* more grue/umbra split stuff
* Update Hinaichigo.yml
* Adult grues can force airlocks open instantly.
* Changed role greet messages from 'danger' to 'warning'.
Explitized empty lists in grue gamemode variables.
* Update grue_egg.dm
* Few fixes to grues.
* Used defines for lifestage checks.
Reverted organ changes and removed an unneeded(?) check from cloner code.
* Migrated grue abilities into spells framework.
Made umbras (humanoids formerly called grues) in the same faction as grues.
* .
* Grue spell icons
* .
* Custom blood and meat colors for mobs.
Grue meat contains a certain substance.
* Removed gore globs.
* .
* Meat coloring + related food unit test fixes.
* Update icons.dm
* Bugfix with custom meat colors.
* .
* Grue abilities panel+sprites.
* .
* Fixed up grue role/objectives.
* .
* Sprite tweak.
* .
* New sfx for moulting and burning in light.
* .
* fixed icon conflict
* .
* icon conflict fix
* More descriptive variable names. A few tweaks to stats.
* Sends transaction info to PDAs with banking app
* Typo
* More fixes
* More fixes
* Better approach
* Associates these vars properly
* Cargo stuff
* ATMs
* Fix
* PDAs
* Nicer this way actually
* Some misc stuff
* Near last of these
* And last one
* Confirmed working in game, now for a slight optimisation
* Fixing runtime
* Some comments
* Removing unused code
Co-authored-by: kanef <kanef9x@protonmail.com>
* Changes z-level defines to map datum vars
* Compile?
* Maybe now
* Map compile
* Updating these
* Adding this back again
* Nicer
Co-authored-by: kanef <kanef9x@protonmail.com>
* First attempt at making rotated map element loading working
* Fixes
* Fixes
* Oversight
* Fixes offsets properly, ugly but works
* Makes some vaults have ability to override it
* Now properly sets these loaded in the exact position, if not a bit hacky
* And now, the moment of truth, the actual rotation in loading itself, plus a server config
* And a fix for this maybe
* Overwriting of movable atoms support
* Maybe like this?
* Ah, the grid parsing was going counterclockwise by mistake, that's why it was doing that
* Makes this show up in jump formatting
* Rotated dungeons below
* Initialising again after rotation is probably better
* Fixing turfs ie. shuttle not rotating properly
* Stops a runtime
Co-authored-by: kanef <kanef9x@protonmail.com>
* Base of rework of this
* This too
* Proper format
* Working examples
* More unused content cuts
* Final compile fix
* Changed it in the wrong place
* Adding these checks back in
* New distance function to fit new system
* Better like this
* Saner way to do it
* Save calling all that on same zlevel
* More sanity
* Make this a server config too, for rendering
* Oh and here too
Co-authored-by: kanef <kanef9x@protonmail.com>
* Revert "Revert "Revert "Lights out tonight (trouble in the Heartland) (#30526)" (#30527)" (#30529)"
This reverts commit 5ae655387f.
* fixes urgent problems
* fixes the problem with zooming out
* gliding
* on the beach
* suffer not the lag
* fixes mesons and fire
* Revert "spark machine (#30524)"
This reverts commit 7fc876a34d.
* Revert "This is why we can't have nice things (#30520)"
This reverts commit 6f7fbe95c1.
* Revert "Europa Lights 2021 - version 3 - wall shadows working edition (#30497)"
This reverts commit c03b442604.
* step1: compiles
* readds shadow atoms
* attempt at making spess dark
* planes fuckery
* forceMove fixes
* mouse opacity fixes
* moving to the europa light jargon
* rational brightness ranges
* re-adds moody lights
* sunglasses : compile check
* readds vampire vision
* No stacking of overlays, pt. 1/2
* makes wall shadows NOT ass
* toggle darkness
* compile
* sacrifice my firstborn to the linter gods
* test one
* uh
* europa lights mapping
* fireaxe cabinets
* Doing surgery on maps: deff
* removed herobrine
* map surgery: metaclub
* map surgery: synergy
* maps surgery, low fat bagel
* makes this compile
* more edge cases (haha)
* forgot these features
* blur: on
* wizzie den dark
* fixes the thunderdome
* fix map
* Fixing bad syntax
* Maybe this will work
* Travis wanted me to remove this
* Unticking attempt
* Unticking attempt 2
* Removing all useless broken zshadow stuff
* Maybe now?
* Oh weird
* Adding up/down pipe sprites
* Adding darkness overlay, attempt #1
* Second attempt, now works
* Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness
* Fix, plus keeps this floor in place
* Really bad fix that stops space looking weird
* Now everything should work normally, except lighting overlays
* Updates the map
* Consistency
* Adds new fall damage sound
* Typo
* Jetpack fun
* Better
* Less bad brackets and parantheses pain
* OHhh
* These fly too, brooms next whenever I figure those out
* Finishing pipe icons
* Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake
* Bringing back zshadow, but with no icon
* Oh it's this issue again
* Final fix, better attempt at image relay
* Now for it looking nice, vis_contents are bad here too
* Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it
* Map change
* Changing it back, test server stays on box anyways
* Removing non-working solution
* Removes broken lighting overlays
* Finally fixes up floor generation above walls
* Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz
* More, almost done
* Finalised
* Cube option
* Logic fix
* Syntax
* Attempting to make item fall on arc
* Compile
* Now this is no longer needed
* BRACE FOR ENABLING MULTI-Z ZAS
* Attempt at fixing glass floor tiles
* Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink
* Missing var
* Removing unused var and fixes consistency
* Fixing logic and syntax etc, still needs testing before uncomment
* Uncommenting, some fixes too
* Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING
* Client proc to test this
* Adds to list
* Typo not drawing red on main layer
* Here too
* Adding debug logs for clarity
* Better
* Even better
* Experimental multi-Z EMP support, cylindrical effect for now
* Better distance falloff
* Sound/visual support on other layers?
* Z cap for EMP sound
* Booms too
* Adds back accidentally deleted file
* Muuuch more sane check
* Attempt at connecting heard speech between multi Z
* Cleaner
* Missing bracket
* Removing zshadow mobs entirely again, no need for them whatsoever
* Multi-z visible messages
* Emotes
* Fix?
* Wew
* K
* Much nicer function
* I forget about this define
* Ohhhh
* Comma fix
* Aaa
* This might fix
* Removing visible message one for now
* Trying this solution
* Typo
* RIP location, hope this won't break anything
* Actually location gets to come back, fix is here
* I give up, the tests are clearly what's borken
* Let's see what this does with those nullspaces test items (yes really)
* Indent fix, plus nice comments
* MULTI-Z SOUND???
* Woops
* Jetpack and etc trails over open space now!
* No macros, this is why we can't have nice things
* Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK
* Gotta make leapers not fall somehow
* Bad oversight
* Fully allows going down stairs with weird border objects
* Flying now works properly for humans on open space
* Now, fall instantly on stop
* Oversight
* Oh this function
* New helper functions
* Oversight again
* Replacing lines with abs(), multi z singulo pull attempt
* Quick supermatter fix
* Don't cut overlays
* Move down here
* Typo
* Now actually works, implementation could be better though
* Additional helper function for z distances because BYOND hates comparing z
* Reimplementing for sound
* abs() to keep positive for max comparisons in line distances
* Keeping gas overlays outside of multi-z viewing to stop some glitches
* That didn't work
* Testing removal from float planes for stuff that never needed to be on it
* Fixes gas overlays showing up all wrong in multi Z ZAS
* Gutting this controller, no longer needed period, system works fine without it
* Now glass floors look mostly perfect on open spaces
* Var name change for fun stuff later
* Knew I'd miss one
* Gravity based fall delay?
* Settle with using sleep() for now, what could go wrong?
* Lagged the game horribly, so everything
* Here all along, huh
* Just remove it for now, it kinda works but not ideally at all
* Thank you TK code for giving me a nice and working way to do this
* Comments, oversights
* No wait it was right the first time
* Now for the damage multiplier
* Knockdown too
* Nicer format
* This should still be min, plus now have a debug log and shifted around logic
* Now for mech stuff
* Clamping knockdown
* Definition fix
* Dusting this off, hopeful fix to things not falling
* Probably don't need this, I forget
* Hahaha nope, this did nothing
* Finally, a way to make fall() call in mid air after a delay without horrible lag
* Tunes pipe layering if on same zlevel, getting there
* Now fully tuned
* Adding bones for pipe item support
* Test
* z_up pipe item icon state
* z_up and z_down pipe item icon state
* Adding these to pipe dispensers
* Typo
* RCDs too
* Moved here
* Moved back
* Makes space work nicer
* Oh and here
* Fall updates
* Don't need this
* Oversights everywhere
* Fixes
* More
* More, and new stuff
* Even more
* Dampening these a bit
* So many, so moved to new file
* Forgot this
* Refactor
* Forgot to actually use
* Indentation issues
* Works better like this
* Refactors into nicer proc
* One oversight
* Stair frames, to construct into stairs
* Stack recipe for em
* Cutting useless stuff
* Fixes
* Last fixes
* Stops uncrossing at non existant aboves
* Better logic
* Better logic
* Fix
* Fixes nullspace checking runtime
* Removes redundant check on stairs
* Replaces CanPass with Cross, functionality is same and definition is duplicate of it
* Missed one
* Darkening and falling tweaks
* Better call for gravity
* Oversight
* Stops falling in space, zero-g open space movement fixes etc
* Consistency
* Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to
* Var name fix
* Much nicer system with no recursive function or last_fall variable use
* Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity
* Makes z distances pay attention to multi z support
* Maybe this is better
* Left this in
* Adding visible and hidden variants for mapping
* Counts glass floors as open space for the purpose of open space checks
* Bracket fix
* Makes it a macro for easy viewing
* Space looks much better like this honestly
* Makes schematics actually show up on RPD in multi-z
* Making these tied to WORLD_ICON_SIZE
* Changes for someone to test
* Now the fix actually works
* Removes forceMove(), nicer solution
* Giving stairs all their dirs
* Fixing stair position problem and other things
* Stair deconstruction
* Removing redundant enter() check to move()
* Some updates as requested
* .dme and map/file fixes
* .dme and map/file fixes
* Updating can_falls
* Ladder climb fix
* Some port notes updates
* Docs itself
* Removing unused edge_type var
* Removing landmark object, converts it code side
* Removing unsimmed walls doing it, not necessary
* Updated descs
* Fixing observer non-standards in file
* More file cleanup
* Jetpacks allow z-travelling
* Now they really do
* Robots too
* Updating docs
* Code cleanup
* Catch one
* Indent fix
* Not sure what that even is
* Catching these
* Applying some old fixes
* Removing unused file
* Moving nodes back to original places, or an attempt to
* Here too
* Removing unused file
* Moving these back too
* Some fixes for now
* Some more
* Even more, almost done
* Better pipe icons
* More icons
* Disposal pipe construction
* Mixup
* List optimisation, new fixes
Co-authored-by: Damian <damian@autistici.org>
Co-authored-by: kanef <kanef9x@protonmail.com>
* Basis of this job
* The hideout
* More stuff
* Walling
* Start landmarks and APC
* .dme check
* Generation code
* Adding to init
* Tweak for later
* This is needed to compile
* Moving this here to see what it does
* Oh I got the filename wrong
* Saving it like this, maybe now it'll work
* Maybe this will help
* Oh right. Testing for box anyways
* And everywhere else too
* Shack tweaks
* Reformatting this
* Oh it's like this
* Starting tweaks
* And more
* Midround stuff
* Locking it from observers, ideally
* Removing more unused things
* More species
* Typo
* Config stuff
* Safe tweak
* Gives own ID type
* Tajaran outfit
* Redoing shack generation
Co-authored-by: kanef <kanef9x@protonmail.com>