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Update from upstream dev, August 10 2024 #65

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a6c7982
Fix Lar Maria ship docking
out-of-phaze Sep 12, 2023
3e0aa7f
Add experimental manual ship landing rotation
out-of-phaze Sep 12, 2023
1240489
Add UI buttons for manual landing shuttle rotation
out-of-phaze Oct 17, 2023
7fbc750
WIP commit for docking ports
out-of-phaze Apr 14, 2024
552e19c
Add support for centers of rotation
out-of-phaze Apr 15, 2024
daa8d9c
Update lost supply base for ship rotation
out-of-phaze May 24, 2024
877ad84
Fix sinks causing offset unit test fails
out-of-phaze May 24, 2024
363fb78
Fix being unable to deselect docking port
out-of-phaze May 24, 2024
ce32c24
Fix lattice icons on shuttle rotation
out-of-phaze Jul 2, 2024
bd2314c
Fix window icons on shuttle rotation
out-of-phaze Jul 2, 2024
124be55
Make 'none' port name lowercase
out-of-phaze Jul 2, 2024
d3848c6
Add comments to confusing airlock program door logic
out-of-phaze Jul 2, 2024
1c815a3
Add fallback pixel_x/pixel_y rotation for objects
out-of-phaze Jul 2, 2024
0a8a8cf
Fix shuttle reorientation calculations
out-of-phaze Jul 2, 2024
a6fd3a6
Add support for per-rotation-center docking ports
out-of-phaze Jul 2, 2024
c9511f6
Fix orientation of mapped-in shuttle docking landmarks
out-of-phaze Jul 2, 2024
6fae5d6
Fix setting docking port to none
out-of-phaze Jul 2, 2024
6616599
Modify local_dock mapped variables using map hash
out-of-phaze Jul 2, 2024
ac4dc5e
Merge pull request #4381 from MistakeNot4892/fix/dev
out-of-phaze Aug 20, 2024
2a48376
Merge pull request #4374 from MistakeNot4892/fix/dryingracks
out-of-phaze Aug 20, 2024
587dca2
Merge pull request #4377 from MistakeNot4892/fix/stable
out-of-phaze Aug 20, 2024
fbe8ca8
Fix drakes not being able to heal organs
out-of-phaze Aug 20, 2024
dd2dee2
Fix mob AI not updating posture on wake/sleep
out-of-phaze Aug 20, 2024
e98ff6b
Fix mob AI standing up while wandering is paused
out-of-phaze Aug 20, 2024
01f9885
Fix standing simplemobs with rest icons always resting
out-of-phaze Aug 20, 2024
e623f4a
Make opossum AI use stop_wander instead of do_wander
out-of-phaze Aug 20, 2024
9d0d658
Remove redundant check in mob/living/set_posture()
out-of-phaze Aug 20, 2024
59bca41
Fix opossums not sleeping properly
out-of-phaze Aug 20, 2024
4e58020
Fix opossums immediately standing up after playing dead
out-of-phaze Aug 20, 2024
8c6b3d9
Drop embedded objects on butchery completion
out-of-phaze Aug 20, 2024
6e49c4f
Add mechanics info to signpost
out-of-phaze Aug 20, 2024
82ac9ed
Adjust butchery hook offsets for opossums
out-of-phaze Aug 20, 2024
0c8f83f
Fix simple animals speaking as 'Unknown'
out-of-phaze Aug 20, 2024
f786c3b
Remove unused alt_name var from say code
out-of-phaze Aug 20, 2024
b576c88
Automatic changelog generation [ci skip]
NebulaSS13Bot Aug 21, 2024
d0e6369
Fixes missing arguments to grilled/dried growns.
MistakeNot4892 Aug 18, 2024
74e5719
Fix dried offal requiring a second cleaning to slice
out-of-phaze Aug 20, 2024
9f29647
Lower thread's matter multiplier
out-of-phaze Aug 20, 2024
08543ba
Fix not being able to wash your hands without gloves on
out-of-phaze Aug 21, 2024
5a5c80a
Improve darkmode link and subtle colors
out-of-phaze Aug 21, 2024
ca02554
Merge pull request #4357 from MistakeNot4892/rework/foxes
out-of-phaze Aug 21, 2024
2e53fd0
Merge pull request #4382 from MistakeNot4892/tweak/fantasy
out-of-phaze Aug 21, 2024
337dde4
Make unsimulated turfs skip Initialize entirely
out-of-phaze Jul 10, 2024
a72d45a
Optimize unsim turf ChangeTurf
out-of-phaze Jul 10, 2024
001aa21
Merge pull request #4372 from MistakeNot4892/feature/tailhide
out-of-phaze Aug 21, 2024
2ddbd04
Optimize qdel by removing unused arguments
out-of-phaze Jul 10, 2024
3c51f26
Micro-optimize datum Destroy
out-of-phaze Jul 10, 2024
8e4406a
Optimize SSambience queueing
out-of-phaze Jul 10, 2024
a7ee708
Optimize unsimulated atoms by skipping visualnet checks
out-of-phaze Jul 10, 2024
237bf2e
Optimize ChangeTurf update_turf_alpha_mask loop
out-of-phaze Jul 10, 2024
1d8a512
Add SHOULD_NOT_SLEEP to Destroy()
out-of-phaze Jul 10, 2024
0880b7c
Fix lighting being inconsistent after post-roundstart map load
out-of-phaze Jul 9, 2024
9a2f434
Add a fast-path for standard airmix initial_gas
out-of-phaze Jul 10, 2024
a0b6b28
Optimize alpha mask Destroy by explicitly unregistering events
out-of-phaze Jul 10, 2024
d4638bb
Fix recursive move events never unregistering
out-of-phaze Jul 10, 2024
a4b1345
Add origin_tech to atom info repository
out-of-phaze Jul 10, 2024
eb8d7eb
Fix polytool/pizzabox events not explicitly unregistering on Destroy
out-of-phaze Jul 10, 2024
989c1ee
Prevent SSvis_contents from waking prematurely during map loading
out-of-phaze Jul 10, 2024
e1610cb
Port InitAtom optimizations from tgstation
out-of-phaze Jul 10, 2024
6b0ceae
Fix sleep in update_alpha_mask
out-of-phaze Jul 10, 2024
24c44c2
Fix incorrect fluid overlay access in set_physical_height
out-of-phaze Jul 10, 2024
c66663d
Fix duplicate contents deletion in /atom/movable/Destroy
out-of-phaze Jul 10, 2024
fdb168a
Optimize ChangeArea slightly
out-of-phaze Jul 10, 2024
de34ce3
Cache turf trench/height icons
out-of-phaze Jul 10, 2024
fd0c405
Convert block(locate(),locate()) to the new block(x,y,z, x,y,z) format
out-of-phaze Jul 10, 2024
35f1c69
Add as_anything to RANGE_TURFS loops
out-of-phaze Jul 11, 2024
a7e3e7d
Update check-paths.sh to use git grep
out-of-phaze Jul 11, 2024
ee663c9
Clear hanging reference in sticky note pads
out-of-phaze Jul 11, 2024
2137da6
Optimize holomap generation by only generating inside level bounds
out-of-phaze Jul 11, 2024
b7df019
Apply suggestions from code review
out-of-phaze Jul 12, 2024
ada3f62
Bump /atom/New count to 10
out-of-phaze Aug 21, 2024
054bebf
Add water and nutrient level warnings to soil plots
out-of-phaze Aug 21, 2024
4d5f2df
Add an animal husbandry skill
out-of-phaze Aug 16, 2024
8b68b54
Add skill-check for judging a chicken's age
out-of-phaze Aug 21, 2024
d97667b
Add egg candling
out-of-phaze Aug 21, 2024
1d29a2e
Add a skill check to cow milking
out-of-phaze Aug 21, 2024
11aea9d
Add a skill check to goat milking
out-of-phaze Aug 21, 2024
60b5d12
Add animal husbandry skill overrides for Shaded Hills
out-of-phaze Aug 21, 2024
6bef0aa
Make passive mobs try to escape when scooped
out-of-phaze Aug 21, 2024
f4a2b0f
Make chicken eggs more fertile but slower-growing and less frequent
out-of-phaze Aug 21, 2024
5134bf7
Add minimum animal husbandry skill levels to farmer and forester
out-of-phaze Aug 21, 2024
de2242e
Automatic changelog generation [ci skip]
NebulaSS13Bot Aug 22, 2024
6a7e7f8
Merge pull request #4335 from out-of-phaze/feature/port-dpc
MistakeNot4892 Aug 22, 2024
e9e4b6c
Merge pull request #4385 from out-of-phaze/fix/shady-fixes-08-20-2024
MistakeNot4892 Aug 23, 2024
aa98e98
Merge pull request #4388 from out-of-phaze/feature/botany-appraise
MistakeNot4892 Aug 23, 2024
157a496
Merge pull request #4391 from out-of-phaze/feature/animal-husbandry
MistakeNot4892 Aug 23, 2024
1c0cfeb
Automatic changelog generation for PR #4388 [ci skip]
NebulaSS13Bot Aug 23, 2024
2b39d5a
Automatic changelog generation for PR #4391 [ci skip]
NebulaSS13Bot Aug 23, 2024
babb476
Merge pull request #4386 from out-of-phaze/feature/optimize-unsim
MistakeNot4892 Aug 23, 2024
fd3dde3
Merge pull request #4186 from out-of-phaze/feature/spacefarers-optimize
MistakeNot4892 Aug 23, 2024
7a5fc97
Lowers base move delay on simple animals across the board to compensa…
MistakeNot4892 Aug 16, 2024
32e87b5
Merge pull request #4366 from MistakeNot4892/fix/animalspeeds
out-of-phaze Aug 23, 2024
e908873
Make species not hidden from the codex by default
out-of-phaze Aug 23, 2024
791fbd3
Make drakes explicitly not hidden from the codex
out-of-phaze Aug 23, 2024
c078923
Fix incorrect arguments to add/remove language
out-of-phaze Aug 23, 2024
28ea10a
Fix wyrdlings being shown as inactive while veered for over 10 minutes
out-of-phaze Aug 23, 2024
c803520
Fix dousing fires with less than 10u of water having no effect
out-of-phaze Aug 23, 2024
9d23453
Make dousing fires more effective
out-of-phaze Aug 23, 2024
09b466d
Merge branch 'stable' of github.com:NebulaSS13/Nebula into stagingupdate
MistakeNot4892 Aug 23, 2024
e07b2c9
Merge pull request #4397 from MistakeNot4892/stagingupdate
MistakeNot4892 Aug 23, 2024
2ae1e11
Merge branch 'staging' of github.com:NebulaSS13/Nebula into devupdate
MistakeNot4892 Aug 23, 2024
bcec516
Merge pull request #4399 from MistakeNot4892/devupdate
MistakeNot4892 Aug 23, 2024
dbf2ea7
Skintone defaults to the middle of the range.
MistakeNot4892 Aug 23, 2024
2bb33eb
Repathing spellbooks to be /obj/item/book/spell.
MistakeNot4892 Aug 23, 2024
82c9980
Adding deer resting icons.
MistakeNot4892 Aug 23, 2024
4edf35b
Adding sitting sleeping and lying states for foxes.
MistakeNot4892 Aug 23, 2024
e7dfe58
Automatic changelog generation [ci skip]
NebulaSS13Bot Aug 24, 2024
1354296
Fix incorrect reagent transfer apportionment
noelle-lavenza Aug 24, 2024
2af51f1
Improve reagent remainder handling
noelle-lavenza Aug 24, 2024
235442e
Merge pull request #4393 from out-of-phaze/fix/drake-codex
MistakeNot4892 Aug 24, 2024
f15c7e6
Merge pull request #4394 from out-of-phaze/fix/language-params
MistakeNot4892 Aug 24, 2024
21a32ff
Merge pull request #4395 from out-of-phaze/fix/fire-douse
MistakeNot4892 Aug 24, 2024
3a54732
Adding an alembic base and retort.
MistakeNot4892 Aug 13, 2024
5efb9c8
Add throwpass to barrels
noelle-lavenza Aug 16, 2024
8fbbc17
Make refreshing VV not clear the search filter
noelle-lavenza Aug 16, 2024
71822d8
Adjust ethanol boiling, chilling, and heating points
noelle-lavenza Aug 16, 2024
c72bea9
Fix infinite recursion in alchemy heater take_vaporized_reagent
noelle-lavenza Aug 16, 2024
6170ba8
Split ProcessAtomTemperature up for granular subtype overrides
noelle-lavenza Aug 16, 2024
c26c204
Implement draught multiplier for fire temperature
noelle-lavenza Aug 16, 2024
5eae734
Fix fire sources prematurely ending temperature processing
noelle-lavenza Aug 16, 2024
3db7add
Add a 10% draught level for fire sources
noelle-lavenza Aug 16, 2024
b83aa47
Adjust fire fuel consumption based on draught multiplier
noelle-lavenza Aug 16, 2024
772a015
Fix heater temperature issues
noelle-lavenza Aug 17, 2024
01b014b
Fixing erroneous proc use.
MistakeNot4892 Aug 17, 2024
da6a87f
Points dme back to tradeship.dm.
MistakeNot4892 Aug 17, 2024
bf43ef4
Removing outdated comment.
MistakeNot4892 Aug 24, 2024
634b504
Moving some boiling logic onto cooking pot.
MistakeNot4892 Aug 24, 2024
8ca9168
Expose primary_solid and primary_liquid vars
noelle-lavenza Aug 24, 2024
221e8a2
Make refreshing VV not clear the search filter
noelle-lavenza Aug 16, 2024
c82bc60
Merge pull request #4402 from MistakeNot4892/rework/foxes
out-of-phaze Aug 24, 2024
ac26445
Merge pull request #4401 from MistakeNot4892/rework/spellbooks
out-of-phaze Aug 24, 2024
474431f
Merge pull request #4400 from MistakeNot4892/fix/skintone
out-of-phaze Aug 24, 2024
f9b00ba
Automatic changelog generation for PR #4401 [ci skip]
NebulaSS13Bot Aug 24, 2024
f0d15e1
Paperwork and stamp refactor.
MistakeNot4892 Aug 23, 2024
2dc0eb0
Adding migration.
MistakeNot4892 Aug 23, 2024
172700c
Requested changes for stamp PR.
MistakeNot4892 Aug 24, 2024
8ecd286
Added scroll recipe.
MistakeNot4892 Aug 24, 2024
458d87b
Adds stamp tool quality.
MistakeNot4892 Aug 25, 2024
0983203
Automatic changelog generation [ci skip]
NebulaSS13Bot Aug 25, 2024
61bf1c2
Merge pull request #4404 from noelle-lavenza/fix/liquid-transfer
MistakeNot4892 Aug 25, 2024
270f9cd
Merge pull request #4406 from noelle-lavenza/feature/vv-refresh
MistakeNot4892 Aug 25, 2024
950b2ee
Automatic changelog generation for PR #4406 [ci skip]
NebulaSS13Bot Aug 25, 2024
3662400
Adding a sieve for filtering liquids and solids.
MistakeNot4892 Aug 23, 2024
f247d8c
Reworking canes, brooms, sticks and staves.
MistakeNot4892 Aug 23, 2024
5bc3e66
Automatic changelog generation [ci skip]
NebulaSS13Bot Aug 26, 2024
1cc2cfe
Merge pull request #4396 from MistakeNot4892/rework/paper
out-of-phaze Aug 26, 2024
f10a621
Adding mouth gripper to passive animals.
MistakeNot4892 Aug 24, 2024
a3243ae
Merge pull request #4403 from MistakeNot4892/feature/filter
out-of-phaze Aug 27, 2024
c4bab6a
Merge pull request #4398 from MistakeNot4892/rework/staves
out-of-phaze Aug 27, 2024
70599b8
Automatic changelog generation for PR #4398 [ci skip]
NebulaSS13Bot Aug 27, 2024
4c38582
Add postfixes after /@SUBTYPES in map migrations
out-of-phaze Aug 27, 2024
9e974b3
Add missing map migrations for older PRs
out-of-phaze Aug 27, 2024
bba35d4
Expand legacy map migrations file
out-of-phaze Aug 27, 2024
567054e
Expand legacy migrations file further
out-of-phaze Aug 27, 2024
4ba235c
Add legacy migration for shuttle floors
out-of-phaze Aug 27, 2024
b1011b8
Add missing cosmetics PR migration file
out-of-phaze Aug 27, 2024
1398c90
Automatic changelog generation [ci skip]
NebulaSS13Bot Aug 28, 2024
4fdf635
Port fences from Lighthouse
out-of-phaze Aug 25, 2024
9c188f3
Port heavy-duty cables from Lighthouse
out-of-phaze Aug 25, 2024
9de169a
Port high-capacity water tanks from Polaris
out-of-phaze Aug 25, 2024
132b0df
Allow fax machines to have an initial network tag
out-of-phaze Aug 27, 2024
7bd4655
Add extra candle pack types
out-of-phaze Aug 27, 2024
1b786ad
Tidying up AIize() args.
MistakeNot4892 Aug 25, 2024
0ebbfe5
Merge pull request #4408 from out-of-phaze/codequality/migration-catchup
MistakeNot4892 Aug 29, 2024
ff3090a
Merge pull request #3348 from out-of-phaze/feature/shuttle-rotation
MistakeNot4892 Aug 29, 2024
87e294a
Merge pull request #4414 from NebulaSS13/stable
MistakeNot4892 Aug 29, 2024
1aec463
Merge pull request #4416 from NebulaSS13/staging
MistakeNot4892 Aug 29, 2024
826ee7b
Disambiguates /chems messages about being full or empty.
MistakeNot4892 Aug 29, 2024
693a7f0
Reworking how item force is calculated and applied.
MistakeNot4892 Jul 20, 2024
bfd9f17
Updating guncode to handle twohanding on /item.
MistakeNot4892 Jul 20, 2024
19532cd
Updating improvised spears to use bladed weapon system.
MistakeNot4892 Jul 20, 2024
a058e7f
Updating axes to new bladed type.
MistakeNot4892 Jul 20, 2024
4ac0be0
Tweaking gun twohanding to cooperate with new system.
MistakeNot4892 Jul 20, 2024
69d2728
Added wielded states for broadswords.
MistakeNot4892 Jul 21, 2024
b1e571f
Added wielded icons for longswords.
MistakeNot4892 Jul 21, 2024
3faaaae
Tweaking sword icons.
MistakeNot4892 Jul 21, 2024
ea61817
Reworking weapon force calculation.
MistakeNot4892 Jul 21, 2024
e81b3f7
Rebalancing base force values and checking against new force calc.
MistakeNot4892 Jul 21, 2024
4e470a2
Added twohanded weapon migration.
MistakeNot4892 Jul 21, 2024
b08ec69
Tweaking arrow damage.
MistakeNot4892 Jul 22, 2024
48547f3
update_name() handles mapped names and grown names.
MistakeNot4892 Aug 11, 2024
e90253b
Post-rebase update to twohanding PR.
MistakeNot4892 Aug 12, 2024
dbaf165
Merge pull request #4233 from MistakeNot4892/rework/twohanded
out-of-phaze Aug 29, 2024
c499ca1
Merge pull request #4417 from MistakeNot4892/tweak/empties
out-of-phaze Aug 30, 2024
7b1596a
Merge pull request #4338 from MistakeNot4892/feature/alchemy
out-of-phaze Aug 30, 2024
50fd2dc
Automatic changelog generation for PR #4338 [ci skip]
NebulaSS13Bot Aug 30, 2024
6924f4a
Updating the backup script to use a git repo in data/.
MistakeNot4892 Aug 29, 2024
4fff528
Max alternate languages in chargen are now a config.
MistakeNot4892 Aug 28, 2024
f44f788
Culture tags are now a decl system. culture > background, selectable …
MistakeNot4892 Aug 28, 2024
1ce58e2
Add chemistry shack submap to Shaded Hills
out-of-phaze Aug 20, 2024
a17f09e
Fix bear den submap on Shaded Hills
out-of-phaze Aug 20, 2024
b8217ef
Automatic changelog generation [ci skip]
NebulaSS13Bot Aug 31, 2024
531a5bb
Add filter stand to chemistry shack
out-of-phaze Aug 31, 2024
5a9b971
Fixes food examine runtime.
MistakeNot4892 Sep 2, 2024
d1d01ef
Adding armour and clothing using PlayerDeer's icons.
MistakeNot4892 Sep 3, 2024
703e8ff
Updating doe icons to use PlayerDeer's new standing icon.
MistakeNot4892 Sep 3, 2024
b555950
Suits will pass color and material to their hood.
MistakeNot4892 Sep 3, 2024
c825d9f
Allow setting markings colour for clothing in loadout
liz-lavenza Sep 3, 2024
caa66b4
Add skirt markings state to tunics
liz-lavenza Sep 3, 2024
948a3b5
Improve map editor colours and preview icons
liz-lavenza Sep 3, 2024
5f4e4a3
Add hanging banner variants and banner map editor preview icons
liz-lavenza Sep 3, 2024
845815b
Add a crafted subtype of cloak that takes material colour
liz-lavenza Sep 3, 2024
7269477
Add additional material subtype props
liz-lavenza Sep 3, 2024
a20686a
Fix icon colours in view-variables menu
liz-lavenza Sep 3, 2024
652dcf7
Merge pull request #4421 from MistakeNot4892/fix/foodexamine
out-of-phaze Sep 3, 2024
9a33b93
Fix missing the and a text macros
liz-lavenza Sep 3, 2024
0105718
Fix incorrect usage of its and it's
liz-lavenza Sep 3, 2024
9cff84d
Bump BYOND version in CI to fix compilation errors
liz-lavenza Sep 3, 2024
689845d
Merge pull request #4383 from out-of-phaze/map/chemistry-shack
MistakeNot4892 Sep 4, 2024
71bdf97
Automatic changelog generation for PR #4383 [ci skip]
NebulaSS13Bot Sep 4, 2024
58ae4b3
Adding pillars and pedestals.
MistakeNot4892 Sep 4, 2024
1f58796
Adding a wall fountain for mapping in dungeons.
MistakeNot4892 Sep 4, 2024
85862fe
You can now drink from and wash your hands with any open atom.
MistakeNot4892 Sep 4, 2024
d94fcda
Adding horses and saddles.
MistakeNot4892 Sep 4, 2024
5fc5dec
Merge pull request #4429 from liz-lavenza/grammar-fixes
MistakeNot4892 Sep 5, 2024
b207ebd
Merge pull request #4427 from liz-lavenza/map-preview-colours
MistakeNot4892 Sep 5, 2024
e10d55f
Merge pull request #4426 from liz-lavenza/markings-skirt
MistakeNot4892 Sep 5, 2024
08d3492
Automatic changelog generation [ci skip]
NebulaSS13Bot Sep 5, 2024
4310cc1
Merge pull request #4428 from liz-lavenza/vv-icon-colour
MistakeNot4892 Sep 5, 2024
d792550
Reworking how condiments are handled.
MistakeNot4892 Sep 2, 2024
8fcaae3
Moving MRE icons out of food.dmi.
MistakeNot4892 Sep 2, 2024
b47350a
Removing comments on condiment file.
MistakeNot4892 Sep 6, 2024
6688857
Swapping general empty message in for drinking from atoms.
MistakeNot4892 Sep 6, 2024
3c69aa8
Requested changes for fountain PR.
MistakeNot4892 Sep 6, 2024
b9a4188
Respriting rabbits and adding wolves.
MistakeNot4892 Sep 3, 2024
04f0bc9
Generalizing the system wyrdling animals use for icon updates.
MistakeNot4892 Sep 3, 2024
f3087d7
Tweaking icons/colors for rabbit and wolf PR.
MistakeNot4892 Sep 3, 2024
614e063
Adding gargoyle statues.
MistakeNot4892 Sep 4, 2024
22ad9a6
Tweaks radial label positioning.
MistakeNot4892 Sep 4, 2024
bc69138
Merge pull request #4430 from MistakeNot4892/feature/pillars
out-of-phaze Sep 6, 2024
d4bb305
Merge pull request #4434 from MistakeNot4892/feature/honse
out-of-phaze Sep 6, 2024
201f40c
Merge pull request #4424 from MistakeNot4892/tweak/deer
out-of-phaze Sep 6, 2024
7188ba9
Merge pull request #4423 from MistakeNot4892/feature/clothes
out-of-phaze Sep 6, 2024
805e3bf
Merge pull request #4420 from MistakeNot4892/rewrite/condiments
out-of-phaze Sep 6, 2024
71b8c38
Automatic changelog generation for PR #4420 [ci skip]
NebulaSS13Bot Sep 6, 2024
b6133b5
Automatic changelog generation [ci skip]
NebulaSS13Bot Sep 7, 2024
b2f64df
Reworked cheese and dairy into a new subtype that takes data from a m…
MistakeNot4892 Sep 2, 2024
0547ab2
Added butter and margarine.
MistakeNot4892 Sep 3, 2024
0bf0216
Adding a butter churn.
MistakeNot4892 Sep 4, 2024
ebee024
Merge branch 'stable' of github.com:NebulaSS13/Nebula into stagingupdate
MistakeNot4892 Sep 7, 2024
6cc4531
Merge pull request #4438 from MistakeNot4892/stagingupdate
MistakeNot4892 Sep 7, 2024
6e21c7b
Merge branch 'staging' of github.com:NebulaSS13/Nebula into devupdate
MistakeNot4892 Sep 7, 2024
20da5b1
Merge pull request #4431 from MistakeNot4892/tweak/fountain
out-of-phaze Sep 7, 2024
18dc0de
Merge pull request #4425 from MistakeNot4892/tweak/rabbits
out-of-phaze Sep 7, 2024
a0e43ec
Automatic changelog generation for PR #4431 [ci skip]
NebulaSS13Bot Sep 7, 2024
ebf0956
Automatic changelog generation for PR #4425 [ci skip]
NebulaSS13Bot Sep 7, 2024
3dc01dc
Merge pull request #4419 from MistakeNot4892/port/kitchen
out-of-phaze Sep 7, 2024
8bce6e5
Merge pull request #4439 from MistakeNot4892/devupdate
MistakeNot4892 Sep 7, 2024
1c4b073
Merge branch 'dev' of https://github.com/NebulaSS13/Nebula into light…
out-of-phaze Sep 7, 2024
22c65c5
Fix upstream ear accessory icons
out-of-phaze Sep 7, 2024
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2 changes: 1 addition & 1 deletion .github/workflows/test.yml
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ on:

env:
BYOND_MAJOR: "515"
BYOND_MINOR: "1633"
BYOND_MINOR: "1643"
SPACEMAN_DMM_VERSION: suite-1.8

jobs:
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2 changes: 1 addition & 1 deletion code/__datastructures/priority_queue.dm
Original file line number Diff line number Diff line change
Expand Up @@ -54,7 +54,7 @@
/datum/priority_queue/proc/Length()
. = L.len

/// Resorts the `item` to it's correct position in the queue.
/// Resorts the `item` to its correct position in the queue.
/// * For example: The queue is sorted based on weight and atom A changes weight after being added
/datum/priority_queue/proc/ReSort(item)
var/i = Seek(item)
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9 changes: 9 additions & 0 deletions code/__defines/MC.dm
Original file line number Diff line number Diff line change
Expand Up @@ -96,6 +96,15 @@ if(Datum.is_processing) {\
#define TIMER_NO_HASH_WAIT BITFLAG(4) // For unique timers: don't distinguish timers by wait.
#define TIMER_LOOP BITFLAG(5) // Repeat the timer until it's deleted or the parent is destroyed.

// TIMER_OVERRIDE is impossible to support because we don't track that for DPC queued calls, and adding a third list for that would be a lot of overhead for no real benefit
// TIMER_STOPPABLE can't work because it uses timer IDs instead of hashes, and DPC queued calls don't have IDs.
// TIMER_LOOP doesn't work because it needs to be a timer that can re-insert in the list, and a zero-wait looping timer should really be a ticker subsystem instead.
// Update these defines if any of those change.
/// These are the flags forbidden when putting zero-wait timers on SSdpc instead of SStimer.
#define DPC_FORBID_FLAGS TIMER_UNIQUE | TIMER_OVERRIDE | TIMER_STOPPABLE | TIMER_LOOP
/// These are the flags forbidden when putting zero-wait TIMER_UNIQUE timers on SSdpc instead of SStimer.
#define UDPC_FORBID_FLAGS TIMER_OVERRIDE | TIMER_STOPPABLE | TIMER_LOOP

#define TIMER_ID_NULL -1

/**
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2 changes: 2 additions & 0 deletions code/__defines/ZAS.dm
Original file line number Diff line number Diff line change
Expand Up @@ -110,3 +110,5 @@ var/global/list/gzn_check = list(NORTH, SOUTH, EAST, WEST)
}

#endif

#define GAS_STANDARD_AIRMIX "STANDARD_AIRMIX"
1 change: 1 addition & 0 deletions code/__defines/_planes+layers.dm
Original file line number Diff line number Diff line change
Expand Up @@ -124,6 +124,7 @@ What is the naming convention for planes or layers?
#define FULL_WINDOW_LAYER 3.05
#define ABOVE_WINDOW_LAYER 3.06
//LYING MOB AND HUMAN
#define UNDER_MOB_LAYER 3.065
#define LYING_MOB_LAYER 3.07
#define LYING_HUMAN_LAYER 3.08
#define BASE_ABOVE_OBJ_LAYER 3.09
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11 changes: 11 additions & 0 deletions code/__defines/ambience.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,11 @@
#define AMBIENCE_QUEUE_TURF(T) \
if(!T.ambience_queued) { \
T.ambience_queued = TRUE; \
SSambience.queued += T; \
}

#define AMBIENCE_DEQUEUE_TURF(T) \
if(T.ambience_queued) { \
T.ambience_queued = FALSE; \
SSambience.queued -= T; \
}
7 changes: 7 additions & 0 deletions code/__defines/backgrounds.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,7 @@
#define BACKGROUND_FLAG_NAMING BITFLAG(0)
#define BACKGROUND_FLAG_CITIZENSHIP BITFLAG(1)
#define BACKGROUND_FLAG_IDEOLOGY BITFLAG(2)
#define BACKGROUND_FLAG_RELIGION BITFLAG(3)
#define BACKGROUND_FLAG_LOCATION BITFLAG(4)
#define BACKGROUND_FLAG_RESIDENCE BITFLAG(5)
#define BACKGROUND_FLAG_HOMEWORLD BITFLAG(6)
4 changes: 2 additions & 2 deletions code/__defines/bodytype.dm
Original file line number Diff line number Diff line change
Expand Up @@ -10,9 +10,9 @@

// Bodytype appearance flags
#define HAS_SKIN_TONE_NORMAL BITFLAG(0) // Skin tone selectable in chargen for baseline humans (0-220)
#define HAS_SKIN_COLOR BITFLAG(1) // Skin colour selectable in chargen. (RGB)
#define HAS_SKIN_COLOR BITFLAG(1) // Skin color selectable in chargen. (RGB)
#define HAS_UNDERWEAR BITFLAG(3) // Underwear is drawn onto the mob icon.
#define HAS_EYE_COLOR BITFLAG(4) // Eye colour selectable in chargen. (RGB)
#define HAS_EYE_COLOR BITFLAG(4) // Eye color selectable in chargen. (RGB)
#define RADIATION_GLOWS BITFLAG(6) // Radiation causes this character to glow.
#define HAS_SKIN_TONE_GRAV BITFLAG(7) // Skin tone selectable in chargen for grav-adapted humans (0-100)
#define HAS_SKIN_TONE_SPCR BITFLAG(8) // Skin tone selectable in chargen for spacer humans (0-165)
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6 changes: 6 additions & 0 deletions code/__defines/chemistry.dm
Original file line number Diff line number Diff line change
Expand Up @@ -55,6 +55,10 @@

#define REAGENTS_FREE_SPACE(R) (R?.maximum_volume - R?.total_volume)
#define REAGENT_VOLUME(REAGENT_HOLDER, REAGENT_TYPE) (REAGENT_HOLDER?.reagent_volumes && REAGENT_HOLDER.reagent_volumes[REAGENT_TYPE])

#define LIQUID_VOLUME(REAGENT_HOLDER, REAGENT_TYPE) (REAGENT_HOLDER?.liquid_volumes && REAGENT_HOLDER.liquid_volumes[REAGENT_TYPE])
#define SOLID_VOLUME(REAGENT_HOLDER, REAGENT_TYPE) (REAGENT_HOLDER?.solid_volumes && REAGENT_HOLDER.solid_volumes[REAGENT_TYPE])

#define REAGENT_DATA(REAGENT_HOLDER, REAGENT_TYPE) (REAGENT_HOLDER?.reagent_data && REAGENT_HOLDER.reagent_data[REAGENT_TYPE])

#define MAT_SOLVENT_NONE 0
Expand All @@ -74,3 +78,5 @@
#define DEFAULT_GAS_OXIDIZER /decl/material/gas/oxygen

#define CHEM_REACTION_FLAG_OVERFLOW_CONTAINER BITFLAG(0)

#define MAX_SCRAP_MATTER (SHEET_MATERIAL_AMOUNT * 5) // Maximum amount of matter in chemical scraps
8 changes: 4 additions & 4 deletions code/__defines/colors.dm
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
#define HEX_RED(COLOUR) hex2num(copytext(COLOUR,2,4))
#define HEX_GREEN(COLOUR) hex2num(copytext(COLOUR,4,6))
#define HEX_BLUE(COLOUR) hex2num(copytext(COLOUR,6,8))
#define HEX_ALPHA(COLOUR) hex2num(copytext(COLOUR,8,10))
#define HEX_RED(COLOR) hex2num(copytext(COLOR,2,4))
#define HEX_GREEN(COLOR) hex2num(copytext(COLOR,4,6))
#define HEX_BLUE(COLOR) hex2num(copytext(COLOR,6,8))
#define HEX_ALPHA(COLOR) hex2num(copytext(COLOR,8,10))

// BYOND lower-cases color values, and thus we do so as well to ensure atom.color == COLOR_X will work correctly
#define COLOR_BLACK "#000000"
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11 changes: 0 additions & 11 deletions code/__defines/culture.dm

This file was deleted.

3 changes: 2 additions & 1 deletion code/__defines/flags.dm
Original file line number Diff line number Diff line change
Expand Up @@ -67,6 +67,7 @@ The latter will result in a linter warning and will not work correctly.
#define OBJ_FLAG_HOLLOW BITFLAG(5) // Modifies initial matter values to be lower than w_class normally sets.
#define OBJ_FLAG_SUPPORT_MOB BITFLAG(6) // Object can be used to prop up a mob with stance damage (broken legs)
#define OBJ_FLAG_INSULATED_HANDLE BITFLAG(7) // Object skips burn checks when held by unprotected hands.
#define OBJ_FLAG_NO_STORAGE BITFLAG(8) // Object cannot be placed into storage.

// Item-level flags (/obj/item/item_flags)
#define ITEM_FLAG_NO_BLUDGEON BITFLAG(0) // When an item has this it produces no "X has been hit by Y with Z" message with the default handler.
Expand All @@ -84,7 +85,7 @@ The latter will result in a linter warning and will not work correctly.
#define ITEM_FLAG_CAN_HIDE_IN_SHOES BITFLAG(12) // Items that can be hidden in shoes that permit it
#define ITEM_FLAG_PADDED BITFLAG(13) // When set on gloves, will act like pulling punches in unarmed combat.
#define ITEM_FLAG_CAN_TAPE BITFLAG(14) // Whether the item can be be taped onto something using tape
#define ITEM_FLAG_IS_WEAPON BITFLAG(15) // Item is considered a weapon. Currently only used for force-based worth calculation.
#define ITEM_FLAG_IS_WEAPON BITFLAG(15) // Item is considered a weapon. Currently only used for force-based worth calculation.

// Flags for pass_flags (/atom/var/pass_flags)
#define PASS_FLAG_TABLE BITFLAG(0)
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1 change: 1 addition & 0 deletions code/__defines/fluids.dm
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
#define FLUID_QDEL_POINT 1 // Depth a fluid begins self-deleting
#define FLUID_MINIMUM_TRANSFER 5 // Minimum amount that a flowing fluid will transfer from one turf to another.
#define FLUID_PUDDLE 25 // Minimum total depth that a fluid needs before it will start spreading.
#define FLUID_SLURRY 50 // Mimimum depth before fluids will move solids as reagents.
#define FLUID_SHALLOW 200 // Depth shallow icon is used
#define FLUID_OVER_MOB_HEAD 300 // Depth icon layers over mobs.
#define FLUID_DEEP 800 // Depth deep icon is used
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1 change: 0 additions & 1 deletion code/__defines/inventory_sizes.dm
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,6 @@
#define ITEM_SIZE_LARGE 4
#define ITEM_SIZE_HUGE 5
#define ITEM_SIZE_GARGANTUAN 6
#define ITEM_SIZE_NO_CONTAINER 10 // Use this to forbid item from being placed in a container.
#define ITEM_SIZE_STRUCTURE 20

#define ITEM_SIZE_MIN ITEM_SIZE_TINY
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40 changes: 21 additions & 19 deletions code/__defines/items_clothing.dm
Original file line number Diff line number Diff line change
Expand Up @@ -2,23 +2,25 @@

#define CANDLE_LUM 3 // For how bright candles are.

#define ACCESSORY_SLOT_UTILITY "Utility"
#define ACCESSORY_SLOT_HOLSTER "Holster"
#define ACCESSORY_SLOT_ARMBAND "Armband"
#define ACCESSORY_SLOT_RANK "Rank"
#define ACCESSORY_SLOT_DEPT "Department"
#define ACCESSORY_SLOT_DECOR "Decor"
#define ACCESSORY_SLOT_NECK "Neck"
#define ACCESSORY_SLOT_MEDAL "Medal"
#define ACCESSORY_SLOT_INSIGNIA "Insignia"
#define ACCESSORY_SLOT_ARMOR_C "Chest armor"
#define ACCESSORY_SLOT_ARMOR_A "Arm armor"
#define ACCESSORY_SLOT_ARMOR_L "Leg armor"
#define ACCESSORY_SLOT_ARMOR_S "Armor storage"
#define ACCESSORY_SLOT_ARMOR_M "Misc armor"
#define ACCESSORY_SLOT_HELM_C "Helmet cover"
#define ACCESSORY_SLOT_OVER "Over"
#define ACCESSORY_SLOT_SENSORS "Suit Sensors"
#define ACCESSORY_SLOT_UTILITY "Utility"
#define ACCESSORY_SLOT_HOLSTER "Holster"
#define ACCESSORY_SLOT_ARMBAND "Armband"
#define ACCESSORY_SLOT_RANK "Rank"
#define ACCESSORY_SLOT_DEPT "Department"
#define ACCESSORY_SLOT_DECOR "Decor"
#define ACCESSORY_SLOT_NECK "Neck"
#define ACCESSORY_SLOT_MEDAL "Medal"
#define ACCESSORY_SLOT_INSIGNIA "Insignia"
#define ACCESSORY_SLOT_ARMOR_C "Chest armor"
#define ACCESSORY_SLOT_ARMOR_A "Arm armor"
#define ACCESSORY_SLOT_ARMOR_L "Leg armor"
#define ACCESSORY_SLOT_ARMOR_S "Armor storage"
#define ACCESSORY_SLOT_ARMOR_M "Misc armor"
#define ACCESSORY_SLOT_HELM_C "Helmet cover"
#define ACCESSORY_SLOT_OVER "Over"
#define ACCESSORY_SLOT_SENSORS "Suit Sensors"
#define ACCESSORY_SLOT_GREAVES "Greaves"
#define ACCESSORY_SLOT_GAUNTLETS "Gauntlets"

// Accessory will be shown as part of the name of the item when examined.
#define ACCESSORY_VISIBILITY_ENSEMBLE 0
Expand Down Expand Up @@ -173,7 +175,7 @@
#define FIRE_MAX_FIRESUIT_STACKS 20 // If the number of stacks goes above this firesuits won't protect you anymore. If not, you can walk around while on fire like a badass.

#define THROWFORCE_GIBS 3 // Throw speed for gibbed or dismembered organs.
#define THROWFORCE_SPEED_DIVISOR 12 // The throwing speed value at which the throwforce multiplier is exactly 1.
#define THROWFORCE_SPEED_DIVISOR 12 // The throwing speed value at which the thrown force multiplier is exactly 1.
#define THROWNOBJ_KNOCKBACK_SPEED 15 // The minumum speed of a w_class 2 thrown object that will cause living mobs it hits to be knocked back. Heavier objects can cause knockback at lower speeds.
#define THROWNOBJ_KNOCKBACK_DIVISOR 2 // Affects how much speed the mob is knocked back with.

Expand All @@ -184,7 +186,7 @@
#define VITALS_SENSOR_TRACKING 3

// Hair Flags
#define VERY_SHORT BITFLAG(0)
#define HAIR_VERY_SHORT BITFLAG(0)
#define HAIR_TIEABLE BITFLAG(1)
#define HAIR_BALD BITFLAG(2)
#define HAIR_LOSS_VULNERABLE BITFLAG(3)
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18 changes: 10 additions & 8 deletions code/__defines/materials.dm
Original file line number Diff line number Diff line change
Expand Up @@ -29,10 +29,12 @@
#define MAT_VALUE_VERY_HEAVY 80 // uranium tier

//Construction difficulty
#define MAT_VALUE_EASY_DIY 0
#define MAT_VALUE_NORMAL_DIY 1
#define MAT_VALUE_HARD_DIY 2
#define MAT_VALUE_VERY_HARD_DIY 3
#define MAT_VALUE_TRIVIAL_DIY 0 // Does not have any difficulty component at all
#define MAT_VALUE_EASY_DIY 1 // SKILL_NONE (Unskilled)
#define MAT_VALUE_NORMAL_DIY 2 // SKILL_BASIC (Basic)
#define MAT_VALUE_HARD_DIY 3 // SKILL_ADEPT (Trained)
#define MAT_VALUE_VERY_HARD_DIY 4 // SKILL_EXPERT (Experienced)
#define MAT_VALUE_EXTREME_DIY 5 // SKILL_PROF (Master)

//Arbitrary hardness thresholds
#define MAT_VALUE_MALLEABLE 0
Expand Down Expand Up @@ -64,10 +66,10 @@
#define ORE_EXOTIC "exotic matter"

//Phase of matter placeholders
#define MAT_PHASE_SOLID "solid"
#define MAT_PHASE_LIQUID "liquid"
#define MAT_PHASE_GAS "gas"
#define MAT_PHASE_PLASMA "plasma"
#define MAT_PHASE_SOLID BITFLAG(0)
#define MAT_PHASE_LIQUID BITFLAG(1)
#define MAT_PHASE_GAS BITFLAG(2)
#define MAT_PHASE_PLASMA BITFLAG(3)

// Fission interactions.
// For these, associated value is ideal neutron energy for reaction.
Expand Down
15 changes: 9 additions & 6 deletions code/__defines/maths.dm
Original file line number Diff line number Diff line change
@@ -1,15 +1,15 @@
// Macro functions.
#define RAND_F(LOW, HIGH) (rand() * (HIGH - LOW) + LOW)
#define CEILING(x) (-round(-(x)))

// Float-aware floor and ceiling since round() will round upwards when given a second arg.
#define NONUNIT_FLOOR(x, y) (round( (x) / (y)) * (y))
#define NONUNIT_CEILING(x, y) (-round(-(x) / (y)) * (y))
#define NONUNIT_FLOOR(x, y) (floor((x) / (y)) * (y))
#define NONUNIT_CEILING(x, y) (ceil((x) / (y)) * (y))

// Special two-step rounding for reagents, to avoid floating point errors.
#define CHEMS_QUANTIZE(x) NONUNIT_FLOOR(round(x, MINIMUM_CHEMICAL_VOLUME * 0.1), MINIMUM_CHEMICAL_VOLUME)

#define MULT_BY_RANDOM_COEF(VAR,LO,HI) VAR = round((VAR * rand(LO * 100, HI * 100))/100, 0.1)

#define ROUND(x) (((x) >= 0) ? round((x)) : -round(-(x)))
#define FLOOR(x) (round(x))
#define EULER 2.7182818285

#define MODULUS_FLOAT(X, Y) ( (X) - (Y) * round((X) / (Y)) )
Expand All @@ -19,4 +19,7 @@
#define SIMPLIFY_DEGREES(degrees) (MODULUS_FLOAT((degrees), 360))

#define IS_POWER_OF_TWO(VAL) ((VAL & (VAL-1)) == 0)
#define ROUND_UP_TO_POWER_OF_TWO(VAL) (2 ** CEILING(log(2,VAL)))
#define ROUND_UP_TO_POWER_OF_TWO(VAL) (2 ** ceil(log(2,VAL)))

// turn(0, angle) returns a random dir. This macro will instead do nothing if dir is already 0.
#define SAFE_TURN(DIR, ANGLE) (DIR && turn(DIR, ANGLE))
8 changes: 5 additions & 3 deletions code/__defines/misc.dm
Original file line number Diff line number Diff line change
Expand Up @@ -261,8 +261,6 @@
/// Returns the hex value of a number given a value assumed to be a base-ten value, padded to a supplied minimum length.
#define num2hex_padded(num, len) num2text(num, len, 16)

#define Z_ALL_TURFS(Z) block(locate(1, 1, Z), locate(world.maxx, world.maxy, Z))

//NOTE: INTENT_HOTKEY_* defines are not actual intents!
//they are here to support hotkeys
#define INTENT_HOTKEY_LEFT "left"
Expand Down Expand Up @@ -376,4 +374,8 @@
#define TYPE_VERB_REF(TYPE, X) (nameof(##TYPE.verb/##X))

/// Call by name proc reference, checks if the proc is an existing global proc
#define GLOBAL_PROC_REF(X) (/proc/##X)
#define GLOBAL_PROC_REF(X) (/proc/##X)

#define RADIAL_LABELS_NONE 0
#define RADIAL_LABELS_OFFSET 1
#define RADIAL_LABELS_CENTERED 2
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