Commit Graph

25 Commits

Author SHA1 Message Date
kane-f
84bf965ae8 Multi-z 3: With a vengeance (#30178)
* 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>
2021-08-27 08:14:13 -05:00
DeityLink
15fceb17f4 Adds a bunch of hand emotes (#29724)
* peace

* emotes

* sqdqd

* hand requierments
2021-06-09 11:22:38 +01:00
ShiftyRail
894f52143a Clientless simple mobs no longer spams observers (#28694)
* Clientless simple mobs no longer spams observers

* wrong var name but it's basically the same code
2021-01-28 08:01:04 -03:00
ShiftyRail
6fff3435c6 Visible emotes are no longer displayed in runechat if the player is invisible (#28070) 2020-10-23 02:15:28 +02:00
Damian
0f0ace36f8 Don't show mob name in runechat emote 2020-08-01 12:28:19 +02:00
Damian
64cd1b59e5 Prevent visible emotes from showing twice 2020-08-01 12:24:20 +02:00
ShiftyRail
34284be56e Emotes made by players are now visible on runechat (#27233)
* Emotes made by players are now visible on runechat

* View
2020-07-27 20:58:26 +02:00
Buchse
23723f03a9 Insectoid Screams: the chittering (#26070)
* the start of scream code for unique insectoid screams

* fixes insectoid screams to be unique
2020-03-30 21:09:34 +02:00
MadmanMartian
032c89aac2 Emotes now check if there is actually somebody to hear it in earshot (#21074)
* Emotes now check if there is actually somebody to hear it in earshot

If the person making the emote doesn't have a mind or ckey, it checks in proximity of the user, to see if anyone can hear or see the emote.

* world dot view
2018-12-26 08:13:32 -03:00
Neri
06f352eda8 Skree2 (#20949)
* Skreeee

Fixed

* Boop

* Oh fucking finally.

Skree is now ready.

* else spacing
2018-12-10 15:38:50 -03:00
ShiftyRail
0ce4970932 Fixes double emotes (#20631) 2018-11-09 11:53:11 -02:00
ShiftyRail
9dcd38e35a Fixes Posibrain emotes. (#20520) 2018-10-31 21:59:48 +01:00
ShiftyRail
cb5a4cf1f4 Fixes ickock (#20295)
* Fixes ickock

* Removes redundant check
2018-10-18 20:53:59 -03:00
ShiftyRail
567400512f Yet again another emote fix (#20277) 2018-10-18 13:39:17 +01:00
Pathid
fbcf366d92 Brought back audible coughing (#19410) 2018-08-21 13:52:30 -03:00
ShiftyRail
d8dd49f189 Emotes roundup (#19390)
* I'm not retarded, I swear to God

* Runtimes

* "Me"

* I sleep
2018-08-18 18:15:31 +01:00
ShiftyRail
bad7e1ca90 Mimes stay mimes after cloning (#19013) 2018-08-01 12:38:20 -03:00
ShiftyRail
c4d1b2ce07 Fixes screaming (#19008)
* Fixes screaming

* Forgot
2018-07-28 16:01:14 -03:00
flagzzzz
657c88ef75 Emote Restriction Tweaks (#18963)
* Emote restriction tweaks

* Take 2

* Code cleanup

* Whoops

* I have an IQ of 20

* Updated emotes throughout code

* I thought I committed you
2018-07-26 06:23:12 -03:00
ShiftyRail
168369e78d Yet another emote fix PR wew (#18937)
* pAI emotes

* Nobody saw that

* Forgot the brains
2018-07-22 15:58:32 -03:00
Intigracy
d5e867d6bf - re-adds flap emote (#18923)
- aflap wording fix for mommis
 - skeleton vox can flap/aflap too
  - added macro for skelevox
- makes mommis actually use message_mommi instead of message_robot in emotes
2018-07-22 01:07:28 -03:00
ShiftyRail
ba194dead9 Me was not logged (#18924)
* Me was not logged

* User => Turf

* Handles nullspace
2018-07-22 03:17:39 +01:00
ShiftyRail
bfbc31a2d4 More emotes fixes (#18876)
* More emotes fixes

* Argh.
2018-07-18 17:02:57 -03:00
ShiftyRail
242f4079d9 Fixes a bunch of plain wrong stuff with emotes (#18858) 2018-07-18 01:10:46 +02:00
ShiftyRail
de7e9438a4 Refactors emotes to use datums. (#18738)
* Refactors emotes to use datums.

* Suggested changes

* Requested changes.

* Fucking fetishists

* *fart

* Useless bikeshed
2018-07-17 10:17:16 -03:00