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Upd #93

Merged
merged 499 commits into from
Jun 5, 2024
Merged

Upd #93

merged 499 commits into from
Jun 5, 2024

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Huz2e
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@Huz2e Huz2e commented Jun 5, 2024

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comfyorange and others added 30 commits May 26, 2024 11:58
## About The Pull Request

In my effort to make the /icons/ folder cleaner and more intuitive
instead of having to rely on recalling names of stuff and looking them
up in code to find them for poor sods such as myself, plus in spurt of
complusion to organize stuff, here goes. I've tracked all changes in
commit descriptions. A lot still to be done, but I know these waves go
over dozens of files making things slow, so went lighter on it.
Destroyed useless impostor files taking up space and cleaned a stray
pixel on my way.

## Why It's Good For The Game

Cleaner /icons/ file means saner spriters, less time spent. Stray pixels
and impostor files (ones which are copies of actually used ones
elsewhere) are not good.

## Changelog

:cl:
image: Cleaned a single stray pixel in a single frame of a bite
telegraphing accidentaly found while re-organizing the files.
/:cl:
## About The Pull Request

Gives the bone and ash drake armors a fresh coat of paint
Full credit  for sprites goes to INFRARED_BARON

## Why It's Good For The Game

Old sprite bad new sprite good

![image](https://github.com/tgstation/tgstation/assets/61243846/a637c617-2621-4926-8b22-fd36db1f46b6)

## Changelog

:cl: by INFRARED_BARON
image: Changes the sprites of bone and ash drake armor (suit + helmet
mob/objs)
/:cl:
…n#83486)

## About The Pull Request

This pr tgstation#82933 reverted the
material floor tile sprte to prior version. This restores the new
version

## Why It's Good For The Game

Three reversions in a month woo

Please check diff bots carefully before merging okay thank you.

## Changelog
:cl:
fix: Material floor tiles once again have their improved sprite.
/:cl:
## About The Pull Request

Completely removes sentient disease from the game

## Why It's Good For The Game

Sentient disease is a unique antag and seems fun on paper, but really
doesn't work that well.

Sentient disease is a pretty binary antagonist: you either get cured and
watch helplessly as you lose all your hosts, or you infect everyone and
wipe out the entire station. Its everything bad about conversion antags,
but there's not even any fighting.

I also don't think any amount of balancing can fix sentient disease. If
we make it harder to cure, the disease gets an easier station wipe, but
if we make it less lethal, it loses all ability to stop cure generation.
The core gameplay pitches the entire crew against one disease, and it's
merely a timer before either it gets cured or wipes out everyone

This is my latest sentient disease round, where I wiped out the entire
station. I only even greentexted because there was one guy on the escape
shuttle in crit that barely made it because they had the sense to take
spaceilline.


![image](https://github.com/tgstation/tgstation/assets/7501474/260b3b28-96a1-4a19-8532-ecb94a41c68b)

The removal of the virologist lets us balance viruses to be fairer
challenges to the player, but as long as sentient disease exists we'll
always have to balance viruses somewhat in favor of the enjoyment of the
disease blowing your head and making you spontaneously combust.

## Changelog
:cl:
del: Removes sentient disease from the game
/:cl:

Hopefully, once we get virology truly sorted out, we can readd sentient
disease, but this would require our diseases to have endgoals that
aren't focused around killing every person, being widespread while also
not being instantly curable. A reworked sentient disease would have to
be so different, it's better to leave it out, fix virology and then
consider if we can truly add a new sentient disease and have it be fun
and fair
## About The Pull Request
Removes miasma generating random viruses (in two locations for some
reason)
Also removes diseases being generated by gibs, which is responsible for
a lot of disease spam

## Why It's Good For The Game
New diseases are spread through events and virology (and some other
minor sources). Miasma and gibs are a source of random viruses that
dilutes player response to diseases. It's frankly exhausting curing the
disease outbreak, just to see 10 others pop-up. Hopefully we can reduce
the madness a bit and place more focus on individual diseases

## Changelog
:cl:
del: Miasma and gibs no longer generates random diseases
/:cl:

Something like lung rot could be cool though, but out of scope for the
current PR
…Life` (tgstation#83421)

## About The Pull Request

Dumps `handle_random_events` in the bin, giving us one less proc in
`Life`, that's a free proc call optimization baby.

Replaces its only implementation with a status effect conditionally
applied when gaining / losing tox dam.

## Changelog

:cl: Melbert
refactor: Refactored the way high toxins cause you to vomit.
/:cl:
## About The Pull Request
instead of

![image](https://github.com/tgstation/tgstation/assets/23585223/fa013f8d-d402-4714-8f85-986273643f86)
will look more like this

![image](https://github.com/MrMelbert/tgstation/assets/23585223/8fe754c8-5242-4e8d-be6f-90897c8eae5d)
also i would like to make it not protrude from the middle of your hud it
looks ugly but idk where to put it @Mothblocks

## Why It's Good For The Game
anti aliasing smells

## Changelog
:cl:
image: makes food hud burger icon have a sharp outline
/:cl:
…things nicer on clients too (tgstation#83395)

## About The Pull Request

Right now parallax is like a quarter of SSinput, which is BAD. It's so
high mostly because of the animates we need to do, but also due to the
cost of setting screen_loc.


![image](https://github.com/tgstation/tgstation/assets/58055496/8e4ec4b7-2101-4dca-91b8-4db9e79de7c4)

This sucks. The default step is to reduce the poll rate of the effect,
but I don't want to do that because it SUCKS. Sooooo how can we
optimize.

Well, if we stop thinking in terms of screen_loc, which is a string
(tree shit) and also unanimatable, and start working in pixel offsets,
this'd be a way cheaper.

We can make that happen by sticking all our parallax layers on one rock
screen object. Then they have relative positions and can be pixel offset
(I have stolen this concept wholesale from Ter)

This works unreasonably well, roughly a 65% cost reduction. S good shit.


![image](https://github.com/tgstation/tgstation/assets/58055496/1e6c4455-a13b-44c3-bf59-71ef26cac9fd)

While I'm here...

[uses KEEP_TOGETHER to reduce clientside load, makes the flying
animation
better.](tgstation@5261039)

We were individually rendering all like fucking 24 480x480 overlays on
all 5 parallax layers, which means we had to apply our transform to EACH
ONE. This has GOTTA suck shit for clients, so let's... not? Should help.

The existing flying animation makes me depressed. it has some very
visible stutter, and jumps around a lot.

We can deal with the starting stutter by avoiding starting a new
animation on the layer until the old one is finished. This is what was
SUPPOSED to be happening, but because we fired one timer for all the
layers, they'd desync and jump in ugly ways.

This means we need to use one timer per layer, which does induce more
cost then I'd like. IDK how I feel about this to be honest.

I try and reduce ending weirdness by unscaling time at the end, so
different aspects don't slow down at different rates.

Speed on the parallax animation was weird, it'd spike up, then dip down
in flight.
This was because the percieved rate of change from the quad easing was
closer to 2x the existing.
I've handled this by halving the animation time in the loop

Oh also there's no sense calling the update animation proc if we are
coming to a stop, and thus have no follow up animation.


## Changelog

:cl: LemonInTheDark
refactor: I have reworked how parallax and its animations (space travel)
work. Please report any bugs lads!
/:cl:

---------

Co-authored-by: san7890 <[email protected]>
…#83410)

## About The Pull Request

Fixes tgstation#83072 by preventing the ability from targeting anchored atoms.
Also fixes the logic to only check for obstacles interposed between us
and the target, not ones sharing the tile.

## Why It's Good For The Game

This is how the ability was already supposed to work

## Changelog

:cl:
fix: Venus Man Traps cannot use vines to drag around machines or objects
that are bolted, welded, rooted to, or otherwise are part of the ground
fix: Standing on a table will not prevent you from being grappled by a
Venus Man Trap
/:cl:
## About The Pull Request
This PR makes the computer console's print feature work on a signal
instead of wasting paper every string update, changes the flashlight
color change to do the same, fixes the on/off signal not turning the
console on, and fixes the signal for the console turning off not
functioning.

## Why It's Good For The Game
Besides the bug fixes, this makes the console components more consistent
with every other circuit component. The refactor is to prevent worrying
about nulls for colors or errors because of early returns.

## Changelog
:cl:
fix: computers with no lights can now turn on using the on/off signal
fix: RGB lights on PDA circuits now use a signal
fix: the is_off signal now works on consoles
fix: printing text on a console component now uses a signal
refactor: each input signal in console circuits now have their own proc
/:cl:
…ion#83417)

## About The Pull Request

closes : tgstation#83375


## Why It's Good For The Game

Deleting Heretic rust you are standing on now properly deletes the
status effect.

## Changelog

:cl:

fix: Rust debuffs now gets properly removed if you derust a tile you are
standing on.
/:cl:
## About The Pull Request
Fixes the actual underlying issue that makes images pile up when the
cooldown is lower than the fade time.
Also, adjusts the fade time to compensate for the new 1 second cooldown,
because otherwise you literally don't get an echolocation effect. Things
just never vanish.
Fixes tgstation#83385
## Why It's Good For The Game
well-
current behavior:


https://github.com/tgstation/tgstation/assets/25628932/98efda07-5396-4f8c-8460-69231bbfc32e
## Changelog
:cl: Fluffles
fix: echolocation is less laggy. and works.
/:cl:
tgstation#83466)

## About The Pull Request

What it says on the tin, this adds logging to nested_logging for
autolathes, protolathes, and the mech fabricator.

Also quickly renames a variable name within the mech fabricator because
this thing hasn't been updated in awhile and it was egregious to me.

## Why It's Good For The Game

I wanted to throw together a quick superset chart of what items are
printed most often and how often, and was shocked to learn that it
wasn't logged in this way.

It was recorded somewhat within the silo log, but this is MUCH easier to
use all thing considered, so it's an easy fix.

## Changelog

No front facing changes.
## About The Pull Request

Converts wendigo's abilities into mob abilities, behavior should be
almost identical to how it was before. Also gave megafauna the same
night vision as normal lavaland mobs since controlling them and being
unable to see was difficult while testing. Wendigo's scream and slam
were made into global procs so they could be used across these
abilities, but if there's a better way to do that I'm open to it.

## Why It's Good For The Game

More refactoring to make way for converting these all to basic
megafauna.

## Changelog

:cl:
refactor: Wendigos abilities have been changed into actions that can be
added to any mob.
/:cl:
vendingmachine24 and others added 28 commits June 4, 2024 07:56
## About The Pull Request
Capitalizes and adds a period to the inspection text of the cat house.
## Why It's Good For The Game
Grammar is good. I like grammar.
## Changelog
:cl:
spellcheck: Changed grammar in cat_house.dm
/:cl:
…keop uplink (tgstation#83644)

## About The Pull Request
Title
## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/152340324/b5631b3e-1b72-430d-93de-d75e3e9d5d7c)
## Changelog
:cl: PapaMichael
spellcheck: Nukie uplinks no longer claim to have nonexistent "Tesla
Energy Relays"
/:cl:
tgstation#83641)

## About The Pull Request

What it says on the tin. If you're not wielding the crusher, rather than
forcefully dropping everything in your hands, you simply just don't
attack.

## Why It's Good For The Game

This was added when the crusher was able to be held in one-hand, before
we got the two-handed component. However, for some inexplicable reason
there was a noob trap added into that feature that has existed for
almost five years. Maybe skoglol had their reasons for putting it in
there at the time, but I don't believe this is anything other than
unnecessarily punishing in the modern state of the code. A return works
just fine.

The PR that added it for anyone curious
tgstation#45110

## Changelog
:cl:
qol: Failing to hit someone with a proto-kinetic crusher one-handedly no
longer force drops everything in your hands.
/:cl:
## About The Pull Request

Introduced in tgstation#83296 (9c58d7d)

Args for `generate_status_text()`: `line_y, message, x_offset,
text_color, header_text_color, line_pair`

The positional args we were feeding it via
`/obj/machinery/status_display/proc/update_message()`: `line_y, message,
text_color, header_text_color, x_offset, line_pair`

This PR just moves `x_offset` to the proper position so we aren't
plugging the wrong numbers into the positional arguments.
## Why It's Good For The Game

Was likely broken, now it is fixed. In my test case, I found that it
would break really weirdly and badly without this fix and worked fine
with this fix. Probably due to the keys actually working. Anyways this
was almost definitely the correct behavior seeing as x_offset is always
the third argument everywhere so
## Changelog

:cl:
fix: Status displays should now no longer sporadically randomly break
when in the custom message mode
/:cl:
- [x] tgstation#82282
- [x] map in aux base how the hell did i forget it
- [x] fill out maints
- [x] properly test the goddamn thing
- [x] fix major cameranets
- [ ] fix any issues
- [x] write a proper pr body

## About The Pull Request

adds this map to the map rotation

bottom level (24.5.2024)
![StrongDMM-2024-05-24 06 59
36](https://github.com/tgstation/tgstation/assets/70376633/6ca7cbef-88cb-4225-9814-8e521447a7f2)


upper level (24.5.2024)

![image](https://github.com/tgstation/tgstation/assets/70376633/8de5e61d-73a8-453d-8b87-025e5ab0b26a)





## general map details and department stuff
- the station is more focused on the bottom level, so falling in doesnt
roundremove you
- this is an asteroid station, so assistants can larp as dorfs and mine
towards the sweet loot
- there is plenty multiz usage
- service is the center of the station

**Service** - Is the center of the station. Arrivals docks directly in
the middle of the station next to Upper Service, so bar might get more
traffic. Not much different than normal Service, but janitors closet is
also present here, he sleeps on the floor. We do not talk about the
janitor. Above Bar is Library and Hydroponics with an overlook to look
at bar. The Theater has a big curtain and a podium directly in the bar.

29.3.2024

![ezgif-1-4549df2db8](https://github.com/tgstation/tgstation/assets/70376633/eb0d7b41-3bd9-444d-b74a-ec99ac6be649)


**Civilian** - Also in the center of the station, next to bar. There
isnt much to talk about dorms, its pretty normal.

**Cargo** - Absence of chutes that go to departments, reminder that mail
sorting is a thing. Cargo bay is a big open area with a boutique/shop
facing primary hall that starts closed, and Cargo has its own crate
elevator. Theres upper Cargo where mining, bitrunning and a secure
warehouse is located (There may be a murder scene). The quartermasters
office spans two z-levels and is relatively compact. Not much else
different from regular cargo. ~~Oh also the QM starts with an empty
PML-9 and a mostly functional rocket~~

29.3.2024

![ezgif-1-4d6bfe6c07](https://github.com/tgstation/tgstation/assets/70376633/cdac216c-2587-41d8-8ffd-5064378347eb)


**Medical** - Large centralized medbay, also two z-levels. There is a
public waiting room with triage and a reception. There is also an inner
elevator for the crippled. There are two medbay-access patient rooms
that are unrestricted from the inside, and two operating rooms. Medbay
has its own rad shelter. The virologist does not get their own
satellite, but is still relatively secure.

29.3.2024
https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif)

**Command** - AI Sat transit tube access is here. HoP has an open stall
facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic
bridge, Captain does not get his own office but gets a really
comfortable quarters with his own emergency mass ejection for abandoning
ship. The council meeting room is present above bridge, with ERT Ferry
dock docking inside adjacent to the council room.

**Security** - Mostly bottom z level security. Very compact brig cells,
and a meeting room that everyone that is related to security may spawn
in if youre lucky. Warden has a weapon handout point facing the inner
security hall and the equipment room. Reeducation chamber has a shocked
grille treadmill. HoS and Warden Room and armory are on the upper
z-level, and warden has a VERY good overlook over permabrig. Armory is
seperated into nonlethal to mostly nonlethal and lethal.

29.3.2024

![ezgif-1-d833de73fc](https://github.com/tgstation/tgstation/assets/70376633/860d4d7e-c250-4ad2-a2d6-4ae126defab5)


**Science** - Also pretty centralized, breakroom with a smoking corner,
two z levels and a big overlook. RD office overlooks toxins and bomb
site. Genetics and RD Office is on the upper floor, with a science
exclusive monkey exhibit. Xenobio is thick due to proximity to bomb
site, otherwise normal.

29.3.2024

![ezgif-1-4f8814ece9-1](https://github.com/tgstation/tgstation/assets/70376633/73afd9da-f37b-402b-aead-84f81c13cf7b)


**AI Sat** - Okay at this point assume any department is multiz. The
antechamber is an elevator and the turrets are on said elevator. The
elevator may be sent to the top level by engineers, where the AI core
is. Telecomms is on the bottom level, and AI core is above it. Contains
a borg entertainment room, and also the upload. The elevator being
raised is necessary to properly enter AI Room.

**Engineering** - Contains a less stale but still average and less than
optimal SM setup. Prone to catastrophic disaster. The SM Room is two
levels and very open, and CE has a trapdoor directly into the shard.
Turbine is above atmospherics, so is the crystallizer. The HFR and main
atmos and distribution room are on the bottom level. Piped by **Kendra
Hunter**. Contains a built in electrolyzer corner so atmos mains stop
gutting the aesthetics to place down some dumb machine.

## Why It's Good For The Game

another interesting map into the roster, different from the other multiz
maps in the form that you dont get stuck in hell by falling down a hole

todo write better section

## Changelog
:cl:
add: wawastation, the station map
/:cl:

---------

Co-authored-by: Jeremiah <[email protected]>
## About The Pull Request

Puts a disposal unit in the remapped service hall on Icebox

## Why It's Good For The Game

You need disposals particularly in rooms with protolathes

## Changelog

:cl: LT3
qol: Icebox's service hall has a disposal unit again
/:cl:
## About The Pull Request
Title. PR tgstation#83187 revamped Metastation's cargo bay. Unfortunately, three
of the APCs in the area were disconnected from the powernet: the vault,
the cargo lobby, and cargo maintenance. This fixes that.
Update: The cargo lobby and maintenance issues were fixed by tgstation#83666, but
not the vault.
## Why It's Good For The Game
Having areas disconnected from the powernet roundstart is bad
## Changelog
:cl:
fix: Metastation's vault is now connected to the power grid
/:cl:
…gstation#83699)

## About The Pull Request

Spacecoin market telegraph was changed so it will not be just sniper
scope button icon

![image](https://github.com/tgstation/tgstation/assets/99420088/806ba78e-8f7b-4caa-8398-a3e22561d6ea)

## Why It's Good For The Game

Sniper scope icon as telegraph for spacecoin looks shitty, this pr fixes
that
## Changelog
:cl:
code: crab17 telegraph now uses animated spinning telegraph circle
instead of sniper scope button
/:cl:
…d cave biome needs! (tgstation#83138)

## About The Pull Request
Implements biomes into the Cave Generator, using some adapted code from
the biomes feature of the Jungle Generator. It's there as a tool for
whomever would want to implement it on /tg/, I simply don't have the
sprites, mobs and motivation to add biomes to anything at this current
point in time, even though I'm fully open to helping anyone that would
be interested in doing so.

Here's how it works:
You supply a 2D list of biomes based on the two arbitrary criteria
'heat' and 'humidity', you can treat these as simply two independent
variables that would affect your biome distribution. There's three
levels of each, `LOW`, `MEDIUM` and `HIGH`, take a look at
`possible_biomes` for a good example of it. Here's what it looks like by
default (yes, that's the default on the jungle generator as well, except
here we use 3x3 instead of 4x4):

![image](https://github.com/tgstation/tgstation/assets/58045821/2c53b46b-f4f9-497f-9647-efc2cc118805)


On the `/datum/biome`, you have three important stats, split into two
each: flora, features and fauna. They are evaluated in this order, so if
a flora spawns, no feature nor fauna will spawn. If a feature spawns, no
fauna will spawn, and if fauna spawns, then that's cool. Each of these
stats have a corresponding `density` (i.e. `flora_density`), which is
simply the probability for that thing to be spawned if it's eligible,
and a `types` list (i.e. `flora_types`), which is a weighted list that
then gets expanded at runtime in order to make the `pick()` operation
faster.

The areas you want to have the biomes in also need to have their
`area_flags` set up to include `FLORA_ALLOWED` for both flora and
features, and `MOB_SPAWN_ALLOWED` for fauna to spawn.

The fauna currently does just about every check that is done in
`cave_generator`'s `populate_terrain()`, except for handling megafauna
differently, or taking megafauna into account. If that's desired, it can
be added easily, I simply chose not to add it because it felt like
wasted processor time over something that would probably not be
pertinent in the majority of cases.

I've run a few tests, and keeping in mind that I've got a high-specs
computer, generating the caves with biomes takes about 1 second for an
entire z-level covered in biomes. For comparison, I compile the repo in
about 36 seconds. ~~It may increase the amount of time spent
initializing the atoms subsystem, however, I'll need to compare that,
I'd really appreciate some help optimizing that if anyone knows how
to.~~ It didn't seem to have an effect, I just had seen things a bit
weird. I optimized things by moving rust-g calls outside of the for
loop, and we gained about 0.3-0.4 seconds, which is pretty nice.

## Why It's Good For The Game
Biomes are cool, and since we use mainly cave generators for z-level
generation, I decided to add biomes to that, so that the biome code
added by floyd lives on.

Here's an example of ice box with jungle caves, just as a proof of
concept, to prove that it works:

![image](https://github.com/tgstation/tgstation/assets/58045821/33b348db-513b-4a2e-b11f-907e80b65177)

## Changelog

:cl: GoldenAlpharex
add: Added Biomes capabilities to the Cave Generator, to allow for
procedurally-placed biomes to be introduced in cave generation. This
feature is not currently used on any map, but the tools are all there
for anyone with the motivation to add biomes to any cave-generating
area, like Lavaland and Ice Box.
code: Biomes can now affect features (which are usually structures), on
top of flora and fauna.
/:cl:
## About The Pull Request

Disgust vomit knocks you down rather than stunning you.

Mitogen Metabolism Factor knocks you down rather than stunning you.

## Why It's Good For The Game

> Disgust vomit knocks you down rather than stunning you.

With the recent update to rust causing disgust on tiles, you end up
vomiting, getting stunned, accruing even more disgust on the tile,
vomiting again. An endless cycle of misery. Vomits should suck, but I
don't think they should stunlock.

> Mitogen Metabolism Factor knocks you down rather than stunning you.

Similarly, Mitogen Metabolism Factor makes you vomit when overdosed.
This is normally fine, but fermichem always finds a way to ruin things -
it can be made via inverse Probital and is a guaranteed chain-stunner
for far too little effort.

Easy, cheap, hard-to-escape stunlocks are bad.
## About The Pull Request

Turns out people don't like DOOM or the armor packaged within, so here's
trying to resprite the berserker, adamsuit and wendigo armor on their
own, maybe the DOOM armor could be a armorless costume in the costume
vendor later on.

## Why It's Good For The Game
Better, newer icons, now excluding the unpopular DOOM armor.

![image](https://github.com/tgstation/tgstation/assets/61243846/6790f974-5127-4994-9904-ba21a74d74ce)

## Changelog

:cl:
image: New icons for berserker, godslayer and adamantine armor. Removes
the old icons.
/:cl:
## About The Pull Request
These 2 sounds are obnoxiously loud and players have been complaining
about it for a while now.

Old:


https://github.com/tgstation/tgstation/assets/96586172/aa9cd23a-d8a9-4c8e-a7cf-4a075c1e6f8b

New:



https://github.com/tgstation/tgstation/assets/96586172/501caa95-1721-4a16-af92-fa0529febb8c

Keep in mind that is is much louder in game, on video it is quieter
because of the recording software.
## Why It's Good For The Game
Stepping on a mob shouldn't explode your ears outwards like in a
cartoon.
## Changelog
:cl: grungussuss
sound: frog sounds will no longer explode your ears
/:cl:

Co-authored-by: Jacquerel <[email protected]>
@Huz2e Huz2e merged commit a31a3b9 into master Jun 5, 2024
1 of 2 checks passed
@Huz2e Huz2e deleted the upd branch June 5, 2024 07:19
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