* 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
* wip refactor old events
* refactored events
* We're not lazy anymore! I mean we're still are. We just don't call ourselves that. Lazy is the new default option. It's also the only option. God, this took so long.
* Fixes emitters not updating beam when being forceMoved
* Grammar
* Comments and more stuff too, for making sense
* On second thought, nah leave this in
Co-authored-by: kanef <kanef9x@protonmail.com>
* 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>
* Avoid creating objects just to delete them
* Avoid deleting turfs' floor_tiles
* defer station alert computer to initialize
* defer turf/New to initialize
* combine the two atom/New implementations to save one proc call
* Fixed maps using stupid types
* Refactors /obj/effect/effect into /obj/effect
* Fixes these
* And these
* And these
* Fixes stuff not being clickable
* Fixes .dme real quick
* Removes now-redundant vars
* This too
Co-authored-by: kanef <kanef9x@protonmail.com>
* Basis of spell
* Spellbook and uplink entry
* Only mimes can read it
* Spell rework
* Indent fix
* Table hotfix
* Checks to prevent players breaking some maps and whatnot
* Reimplementation as requested
* Movables...
* Further reimplementation
* Typo
* Duration handle fix
* Documenting spell
* Duration has to be defined itself
* Description fix
* Allowing turfs to be targeted
* Trying this to include turfs
* Annoying workaround but it'll do
* Removing from bundle
* New recoil
* Fix
* Fix
* Works better in uncross
* Here too
* Oh wow
* Performance tweak
* This is redundant
* Requested fixes
Co-authored-by: kanef <kanef9x@protonmail.com>
* Loading AME jars with conveyors
* And rad collectors
* Fix
* Wrong name
* And now P.A.C.M.A.N.s
* And canisters
* And disposal bins
* And R-UST fuel injectors
* And R-UST fuel assembly ports
* Path fix
* Fix 2
* Typo
* Oh they're here too
* Supermatters too, hopefully fixes bugs
* Makes admin logs nicer
* Maybe like this
* Or this
Co-authored-by: kanef <kanef9x@protonmail.com>
* Sticking fork in open APC now shocks you
* Now with a message to the user of what you just did
* Adds powernet shocking
Co-authored-by: Kane F <kanef9x@protonmail.com>
* combine blackout+rcd, add radio scrambling to blackout
* better implementation
* finally figure out a good way
* remove to world
* remove red
* requested hcanges
* fix typos
* ai shell fixes
* fixfixfix
* sanity checks
* fix deadly mind runtime
* add shell and AI to MM blacklist
* actually add them to the blacklist
* fix names getting reset
* fix delay
* move that
* fucked up the file
* fix runtime
* stay in recharge stations
* status displays wont go blank
* always destroy shell on AI death
* deployment pt 1
* deploying, redeploying, action buttons, gibbin
* locking and unlocking, deletion, action fixes
* grant it there too
* compile, fix runtimes
* runtimes, fixes
* dumb chat spam
* progress
* gib fix
* emaggin blowups, fix bugs
* give the action button to both the ai and the shell
* compile
* i said compile!
* smash em
* uglify
* SMASH
* click to shell
* tummy
* make shells their own chilkd instead of defining them with a var
* handle death, carding, other things
* compile, more undeployments
* fix
* shell of [name]
* fixes, custom title, improvements
* fix errors, show the AI's custom core icon
* define these
* god DAMMIT
* runtimes
* fix robo console, fix showing laws
* malf AIs wont trigger faction_defeated when they pop in a shell
* comment out
* shunt fixes, hack feedback
* typo
* add a proc, hopefully fix soc
* oopsie
* shells wont get the nuke spell
* yeah
* make sure soc works with the AI too
* oops
* green eyes
* white eye glow, some sleeps to prevent button mashing
* add one complete exoskeleton to the maps
* Revert "add one complete exoskeleton to the maps"
This reverts commit 34d32c9319.
* Update job_controller.dm
* make exoskeleton->cyborg shell creation a proc, allow AI control toggle for cyborg shells
* var changed
* exploit
* lower sleep times
* dead shells can be swapped, wont auto-gib on death
* let AI know why the shell their clicking on wont be created
* improve formar
Co-authored-by: jknpj <jknpjr@gmail.com>
* improve format
Co-authored-by: jknpj <jknpjr@gmail.com>
* remove comment
Co-authored-by: jknpj <jknpjr@gmail.com>
* better emaggin
* remove src check from eyes
* maybe fix login src check...?
* revert
* Revert "improve format"
This reverts commit fd99140972.
* format, adjust color
* do this differently, tbc
* better format
* whoops
* handle login without src check, fix runtimes, add more feedback
* turn off eye glow when not deployed, grey shade of eye glow, handle malf executions properly
* fix indentation
* remove src checks
* fix
Co-authored-by: jknpj <jknpjr@gmail.com>
* new screen alarm, show it to ais, fix endless hacking
* dumb mistake
* why are alerts so fucking annoying
* jump to the APC
* new malf spell backround
* haha dont leave it at 999