* 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.
* Add defcons levels to help the crew during blob.
* Feedback and fixes
* Copypasted it in the wrong place
* Travis bump
* devmode off
* oversight
* Update code/_onclick/hud/screen_alarms.dm
Co-authored-by: jknpj <jknpjr@gmail.com>
* review
Co-authored-by: jknpj <jknpjr@gmail.com>
* revert malf hack time back to a flat 60 seconds
I've played through a few malf rounds after this change (including twice as malf) and I don't like it. While I think most people would agree that malfs have a tough time, they should be strengthened in other ways besides reducing the hack time. I think the change makes malf a little *too* easy, the AI doesn't need to plan a strategy anymore or even bother to hide hacked APCs. The hacking time is short enough to the point where the AI can go delta with only a few APCs then just continue hacking its way to victory. This is a grudgecode.
* remove unit test
* basic rays
* vector3 tostring
* hotfix to exclude origin
* altered test method
* vector3 minus
* actually made raycasthits usable
* using raycasthits
* renamed test procs file
* ups
* moved code
* forgot
* moved vector & procs
* reworked 2d-vectors
reworked rays to work with 2d-vectors
optimized raycast algorithm
* reworked raycasting to be costumizable
* reworked beams to use ray - first experiment
* reworked raycasting to enable control of loop over raycast_hit_check
* readability
* reworked beams to use new rays
TODO:
- beam/rebound
- ray/is_point
- test
* vector to angle
* progress - TODO angle calculations
* progress on rebound
* hi damian
* fix oops
* ray hotfixes
TODO:
- use clickpos as ray target if possible
- move rebound logic to ray_hit_check
- graphics
* hotfix & deletions
* added costum hit_type capability
reworked rebound call logic
TODO:
rebound vector calculation
* rebound fix
* angle & mirror fix
* dumb fuck sadasfhgdasd
* start to remove debugging spam
* reflection now fully implemented
* started work on visualization
* damian wants to see
* almost done ™️
* progress report
- turn wont work, need to write render logic to generate beams
* reeeflections
* added drawing code
* - small tweaks
- removed old code
- finished visualization
* added spawn to let different reflections be drawn independent from each other
* removed hitlers
* oh shit oh fuck
* some small fixes
* yeah ok i goofed travis get over it
* made dependant code work
* dumbfire implemented but not tested cause how
* example
* remove bench stuff oops
* rewrote raycast hit code to allow more possible modifications
* added original check
* original_check hotfixes
* actual hotfix...
* mirror fix
* original_check hotfix
* unit tests
* to_bump hotfix
* to_bump hotfix
* misc fixes
* reworked collision physics
* big nono
* finishing collision physics
* fixes for sonix
* tgstation ™️
* removed old unit-test
* unit test fixes
* damian actually reviewed
Co-authored-by: Damian <damian@autistici.org>
* Who the fuck overdoses a goliath with honk serum?
* Fixes two bad food spawners
* More descriptive test name
* I lost track of this runtime.
* whatever
* Fixes runtime in spreading_growth.dm,20: bad index. Null is a valid value here
* Fixes a bad spawner on gingerbread house
* Fixes credits songs
* Fixes a runtime with null telepads
* Oops
* Adds a simple autolathe/ammolathe unit test
* Forgot to commit the file
* Added lazy events
* remember to compile before changing your code
* Converted on_z_transition and on_post_z_transition to lazy events
* add todo
* fix oops
* fix another oops
* and anotha one
* Moved unit tests to the proper place