* Revert "May fix the login failure issue on 516 (#37537)"
This reverts commit 6071b0a21e.
* Revert "516 compatibility PR 2: the revenge of Node.js (#37501)"
This reverts commit 875eca8b71.
* haha jesus christ
* oh baby
* finishing touches
* future coder QoL
* visible_stages
* hurp durp
* pottedplants
* polish
* more polish
* oh boy
* clown tray
* the end is never the end is never the end is never the end is never
* alright
* First Day
* you sit right there I'll be back
* More UI work
* cultist slot
* cultist slots finished
* actually finished
* ritualized soulblades and shit
* roles part of the main panel
* fixing tooltips and removing rituals
* eclipse event
* eclipse manager
* more eclipse work
* rebase and dance platforms
* more dancing
* more dance and some particles
* lots of stuff again
* more parallax
* pillars and particles
* dark devotion
* more UI
* progress
* sqdqsdsqdsqd
* almost there
* more polish
* gradius
* Rituals return
* Rituaaaals
* tests and fixes
* first fix
* qsdqsd
* derp
* fix
* more fixes
* drill cult
* more polish
* narsie gib and better desc for add_zero_2
* better arg names
* polish and fixes
* fix pylons
* stuck meatblobs no longer spam runtimes
* better
* thematic
* this is way better
* finishing touches
* we've got one more surprise for you
* (and one last fix)
* (and another one)
* A new dawn (#16)
* Added a toggle-able graphical blur to shadows (#30755)
* Lasers and tasers now give off light (#30613)
* Fixes some shuttle turfs being searing white (#30785)
* Fixes some shuttle turfs being searing white
* second
* parity with BE
* TGUI fixed
* beepers and holomaps
* fixes flickering
* cigs and other stuff too
* fix black squares once and for all!
* turns down postprocess
* Emergency shuttle lights
* conflict
* stoves and fireplaces
* box brig remap
* ... and it's all over now, baby blue.
* fixes lag machine
* box part 1
* better bar
* Fix light constructions
* Revert "better bar"
This reverts commit a851405f3f.
* better moving lights
* box bar mk2
* Bouncing lights
* t
* linter
* less pross mov lights
* Revert "less pross mov lights"
This reverts commit 4ff895e20a.
* smooth + gult
* Bird on the Buffalo
* check
* box
* box 2
* this doesn't work for now
* New reflections
* Rearrange temp
* testing half and half
* Rewrite the entire shadow projection from start for soft shadows.
* New Shadow Stuff
* New iteration
* Special effects fix
* more effects
* fix
* Test tiny back
* Fix holdover
* attempt at render sourcing it.
* Attempt to make lag machines less laggy
* Cheaper on the filtering too
* Solution for colour mixing problems
* mixing
* fix dorms light
* Light walls colours
* Makes wall shadows less jumpy.
* small fixes
* remove smooth_light_objs, they're not used anymore
* Part one of the possible wall shadow fix :/
* fixes wall jumpyness
* remove stuff
* undo the TGUI things
* Maps
* A new dawntest (#15)
* further round of otpimisations and fixes
* more optims
* Some optimsiations + fixes bug
* light fixtures moody lights
* some work on shadows+optimisations
* fix
* Fixes some light leaks; better lights
* fire optimisations begin
* try to fix ghosts/xray
* Optimisation + map fixes
* Box station relighting
* fix sliding shadows out of backbag
* Fixes appearing lights, re-enable life for gues and spooders
* Overdark for mobs
* Fixes byond darkness but it's a bit expensive
* try fix zzz
* Light bleeding through walls part 2
* definitive fix to flare sliding
* definitive fix to flare sliding
* FINALLY fix PDA lights
* Fixes grues dying instantly
* Light bugfixes + XRAY toggle
* Box final touches
* fixes 4 paint
* fixes wrong shadow icons
* fixes vox outpost
* Glasses, documentation, old-ass goonlights
* Box bridge one ways
* review: hub and hell universe
* missed define
* copy & paste error
* remove old world.dm status
* morgue icons?
* fix snaxi not working
* robotics light switch
* Light costs change revert
* More comments on the light range icon choices
* XRAYS sanity
* small optimisation with layers
* Europa Credit
* Bringing Nano Paint into parity with Europa Lights (#17)
* fix morgue
* documentation pass: remove unclear var names, etc
* unneeded now
* bloom fix
* fixes
* last second fixes
---------
Co-authored-by: DeityLink <logistics256@gmail.com>
* Soft Reset
* white define
* alpha define
* high roller starting mats, recyk, and melt temp
* open container check
* removed radium prank, moved to a special interaction with the painting brush
* fixing conflicts in items.dmi (removed coin icons moved to coins.dmi)
* Nicer looking intake entry and outlet ejectin
* now it shows up
* still need to get flick() to work on images
* new method, fixed frame delays
* somehow still not working
* abandoning it since it can't work
---------
Co-authored-by: SECBATON GRIFFON <sage>
* Fixes pipe node layering
* Fixes more plane stuff
* Might as well do this too
* Fixes layering for cages and shelters
Also inflicts necrotic damage to me directly
* Railings
* Cleaner mousedrop?
* Cleaner mousedrop?
* Finally now allows turfs
* SS13 mutiny
* Better place to put it
* Probably helps
* This is better
* One line
* Makes it bidirectional now
* Wire shocking fun
* Wire shocking fun
* Redundant check
* OR
* Updated wire sprite, glass decoration and reinforcement coming soon
* Actual code
* Actual code
* Actual code
* Fixing defines
* Icon broke, fixing
* Typo
* Name fix
* Actual implementation of glass health
* Glass as cover
* More damage
* Sound
* Animal attack nerfs
* Glass relative smoothing
* No need for elses with returns
* dir sanity
* Better smoothing of glass
Co-authored-by: kanef <kanef9x@protonmail.com>
* Hiding tiny items under floortiles
* Using levels so T-ray scanners work with them nicely
* Not when these are present
* T-ray scanners now work properly
* Looot of sanity checks, except some amusing ones
* Airflow sanity fix
* Inheritance rework
* Fix 1
* Fix 2
Co-authored-by: kanef <kanef9x@protonmail.com>
* 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>
* Canvas now start without a frame, can be added with wood. Should help them fit on easels better. Couple fixes and changes here and there too.
* Adds easels, more or less finished. Codersprite needs updating.
* Couple tweaks. Everything else is in future spriters' hands
* Beginning work on these
* Area set
* Including
* Indent fix
* Should fix
* Tweaks
* Go through walls hopefully now
* Properly
* Now they can leave
* Indent
* Actual indent
* More stuff
* Moving this out
* How
* Living checks too so it doesn't get ghosts
* Somehow I forget ..()
* Tweaks, hopefully makes powernet visible
* Some new stuff and tweaks
* Role and objectives, plus moving this to role anyways
* Attempt at the ruleset now
* Moving update here, might help
* Indent
* Proper path
* Better logic
* Sanity
* Fixes?
* Proper logo and formatting
* Making this less of a fixed amount
!
* Typo
* Adding the actual ability to hijack an APC instead of automatically getting it
* Fixing format
* Reordering
* Maybe this?
* Placeholder health bar and etc.
* Beginning work on spells
* Actual file
* Actually spawns the lightning, plus weaker version of overload for the pulse demon to use
* Do it some other time
* No need for machines honestly
* Make these immune to environmental stuff
* Basis of a fun proc with fun ideas
* Bunch of fixes, no longer die in APC
* Fix for this last thing probably
* More sanity
* Move down to machine level for more fun
* Testing it with cameras
* Indentation doing it again
* Vision tweaks, bones of arcade fun
* Adding actual threat
* More arcade support
* Link it up
* Indents again
* Fix
* Actual spell icons
* Sanity
* Indenting AGAIN
* Maybe this
* Another try
* Bracket fix
* Bracket fix
* Maybe it's this
* More fixes and tidies
* Spell info
* Spell master for this
* Adds charge to HUD
* Max charge too
* Typo
* Now actually adds it
* Nicer format
* Stat panel
* Battery sucking in practice
* Typo fix and trailing return removed
* APC cells too
* Weapon possession
* Robot possession
* Robot possession actions
* Makes repossessing easier, TODO: Some method to de-compromise them
* Visible hijack feedback and sanity
* Emagging pulse demon spell
* More checks and clarification
* 2 new ones
* Type fix
* Draining tweaks
* More of them
* Makes spells drain charge on use, and unusable without enough charge
* Bones of spell purchasing, probably mostly finished by now
* More sanity and cleanliness
* Spell menu now works, some upgrades
* More stuff, tweaks
* Power buying now fully works
* Tile checking, nerfs shocking mobs
* Moving this back
* Two new powers
* Fixing icon states
* Compile fix
* Better icons
* Compile
* Basis for upgrades
* Neater menu
* This in here too
* Some functionality tweaks
* Nicer role location
* Reordering
* Icons for power menu
* Ability upgrades, better UI later
* Remove these for now, better system than this some other time
* Readding these, in better form
* Readding their descriptions too
* Max health one too
* Adds feedback on purchase
* Attempting fixing spells not being cast
* Proper icon
* Health UI updating
* Now all spells target properly
* Makes this show up right
* The rest too
* Typo
* Better user feedback
* Getting scoreboard
* Patching these out
* These hotkeys too
* Lot of fixes
* Should let them use doors too
* Gives this an objective
* Fixes the lightning
* Better sound
* Pulse demons can now hijack robot speech
* Old way again
* Making usr into user
* Logic fix
* Cut down lines
* Invert since now true
* Cuts down line length
* Syntax
* Health icon updating
* Proper indent
* This too
* Polishing attack, some nerfs
* Last tweaks
* Maybe now?
* Adds new role objective
* Proper client pref
* Latejoin ruleset too
* Adding admin role panel buttons for ease of use
* Nicer movement procs, and only on z1 cables spawned
* forceMove instead of forceEnter
* Makes these not a magic number
* Fixing runtime on latejoin and actually closes these windows
* Revert "Fixing runtime on latejoin and actually closes these windows"
This reverts commit 640b1a65ae.
* Fixing runtime
* This too
* Better like this
* Cell charger hijacking
* And it rigs the cell too!
* Just in case
* Fixes var type
* The basis of this
* Slows down if not on cable if can leave too
* Actual spell now
* Probably better
* Capitalises
* Period
* Spell icon for this
* Nicer system
* Removing last remnants of old one
* And this
* Disabling this for now, won't compile
* This goes too
* Makes this power actually work
* Converts these to a datum, easier to maintain
* Nicer system
* Usr lets us have this again I guess
* Comments and finishing touches
* Adds some pulse demon wail sounds
* And REMOVES the ones reaper generated in place to base these on
* More obvious death
* Last fix
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
* Fixes glass tile overlays not displaying
* Applying suggested fix
* This too
* Final fix for glass over open spaces, now pipes render under properly, plus proper open overlay color
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>