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Add Item & Footprints offsets #4762

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merged 7 commits into from
Oct 26, 2023
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@fira fira commented Oct 21, 2023

About the pull request

This:

  • Adds transverse offsets to blood footprints
  • Adds notable pixel offsets to a few items
  • Adds a very slight pixel offset to all items
  • Enables rotation for thrown flashlights
  • Cause objects exiting a surface (rack/table) to regenerate offset instead of being stuck at center
  • Stops random offsets from overwriting mapped offsets

Explain why it's good for the game

The goal is to have map visuals more organic when we have a lot of objects on the ground - targeting in particular items you find readily in dense areas such as Reqs or a FOB.

Consider this for example, the blood footprints are all aligned, in more extreme situations (eg WO) it makes an actual "grid" which i personally find very immersion breaking
image

Adding a slight offset helps counter that:
image

Changelog

🆑
add: Bloody footprints are now slightly offset to break long visual straight lines.
fix: Items do not align back to the center of turfs anymore when picked from a surface (table or rack)
add: Some more items now have offsets on the map display, and they all can be slightly offset.
/:cl:

@github-actions github-actions bot added Feature Feature coder badge Fix Fix one bug, make ten more labels Oct 21, 2023
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code/game/objects/items.dm Outdated Show resolved Hide resolved
@harryob harryob added this pull request to the merge queue Oct 26, 2023
Merged via the queue into cmss13-devs:master with commit e120ab7 Oct 26, 2023
26 checks passed
cm13-github added a commit that referenced this pull request Oct 26, 2023
Ireuldiz referenced this pull request in cmapplelings/cmreboot Oct 27, 2023
* fixes reqs emergency doors (#4763)

# About the pull request

The southern emergency shutters weren't properly aligned and it was
bothering me so i wanted to fix it

# Explain why it's good for the game

map fixes are probably always good :)

# Changelog

:cl: Backsea
fix: Fixed the incorrectly placed shutters at req and that one light
near CIC
/:cl:

* Re-removes bridge coats (#4784)

# About the pull request
Partially reverts cmss13-devs/cmss13#4751


# Explain why it's good for the game
Same reasoning as cmss13-devs/cmss13#1193

I fucked up and shouldn't have let this be readded in the first place.
Sprite maintainers can close this PR if they disagree with the
re-removal.

:cl:
del: Re-removed CO/XO bridge coat
/:cl:

* Automatic changelog for PR #4763 [ci skip]

* Add Item & Footprints offsets (#4762)

# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

This:
* Adds transverse offsets to blood footprints
* Adds notable pixel offsets to a few items
* Adds a very slight pixel offset to all items
* Enables rotation for thrown flashlights
* Cause objects exiting a surface (rack/table) to regenerate offset
instead of being stuck at center
* Stops random offsets from overwriting mapped offsets

# Explain why it's good for the game
The goal is to have map visuals more organic when we have a lot of
objects on the ground - targeting in particular items you find readily
in dense areas such as Reqs or a FOB.

Consider this for example, the blood footprints are all aligned, in more
extreme situations (eg WO) it makes an actual "grid" which i personally
find very immersion breaking

![image](https://github.com/cmss13-devs/cmss13/assets/604624/83883e15-a9a0-4a2d-aa90-41c785e047b9)

Adding a slight offset helps counter that:

![image](https://github.com/cmss13-devs/cmss13/assets/604624/504d1baf-385c-4774-86f3-6331c4ac87ed)

# Changelog
:cl:
add: Bloody footprints are now slightly offset to break long visual
straight lines.
fix: Items do not align back to the center of turfs anymore when picked
from a surface (table or rack)
add: Some more items now have offsets on the map display, and they all
can be slightly offset.
/:cl:

---------

Co-authored-by: harryob <[email protected]>

* Automatic changelog for PR #4762 [ci skip]

* reset CAS direct camera on change to avoid duplicated signal handlers (#4755)

# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

Explicitely resets CAS direct guidance camera before setting a new one,
avoiding log being flooded by double signal registrations

```
runtime error: mob_resist overridden. Use override = TRUE to suppress this warning
proc name: stack trace (/proc/stack_trace)
  source file: code/__HELPERS/unsorted.dm,1893
  usr: Honk (/mob/living/carbon/human)
  src: null
  usr.loc: the floor (206,40,4) (/turf/open/shuttle/dropship)
```

* Automatic changelog for PR #4784 [ci skip]

* Adds ~50 tips (#4772)

# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

Adds 38-or-something more tips, with some information on JTAC and
Settings esp for new players.

# Explain why it's good for the game
Nobody seems to bother doing it and the tips get stale over time.


# Changelog
:cl:
add: Added about 50 new tips.
/:cl:

---------

Co-authored-by: ihatethisengine <[email protected]>
Co-authored-by: forest2001 <[email protected]>
Co-authored-by: Zonespace <[email protected]>

* Automatic changelog for PR #4772 [ci skip]

* Rewrite Xeno Acid processing (#4759)

# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

Rewrites scheduling of xeno acid to hopefully finally be done with
dangling references warnings with acid. Also generally improves the
awful code quality

# Explain why it's good for the game
Like, dude, some of these values were outright inversed.
acid_**strength**=2.5 is noted as "250% speed" when it multiplies the
sleep delays. Can't leave code in that state.

# Testing Photographs and Procedure
Summary testing, timing appear correct overall but I'm not entirely
certain it's perfect due to random delays and obtuse code


# Changelog
:cl:
code: Rewrote Xeno Acid ticking code.
fix: Weather updates won't cause turfs to acid melt more rapidly anymore
/:cl:

* Automatic changelog for PR #4759 [ci skip]

* Fixes custom ERT calling (#4783)

# About the pull request
Removes announce_dispatch_message variable as it was a defunct duplicate
of a different variable.
Adds and fixes the announcement settings for custom ERTs.

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Fixes custom ERT calling broadcasting when it should not.
code: Removes unused vars from ERT procs.
code: Renames the announce var in ERT procs to be more indicative of
what it does.
add: Added a setting on custom ERTs for announcing beacon was received.
/:cl:

* Automatic changelog for PR #4783 [ci skip]

* Vanguard Prae Pierce Refactor + Bugfix (#4641)

# About the pull request

Refactors a bit of `praetorian_powers.dm`

Fixes #4612 

Previously the ability would check for `opacity` alone meaning that it
could be used through doors with windows in and attack people on the
other side. Now checks each turf in turn for any `obj` which has
`density` and `throwpass = 0`

Also changed the visible message as the description for this ability
says the Praetorian is using it's tail but the visible message says
claws.

# Explain why it's good for the game

# Testing Photographs and Procedure


<details>
<summary>Screenshots & Videos</summary>

![dreamseeker_2023-10-11_21-26-49](https://github.com/cmss13-devs/cmss13/assets/25027759/f0d2ae9a-d730-4c86-892f-c1e980e50209)

![dreamseeker_2023-10-11_21-27-31](https://github.com/cmss13-devs/cmss13/assets/25027759/a310dbd3-e9f9-4e07-92b0-872da9254ed4)

</details>


# Changelog
:cl:
refactor: Refactored praetorian pierce ability
fix: Praetorian vanguard can no longer pierce through windowed doors
/:cl:

---------

Co-authored-by: Lee B <[email protected]>

* Automatic changelog for PR #4641 [ci skip]

* Sprites changes for old donator kit (#4702)

# About the pull request

Added sprites for the Juggernaut Donator kit. 

# Explain why it's good for the game

Replaces the old donator set which was using the vanilla syndicate
hardsuit from SS13.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


(https://media.discordapp.net/attachments/1155292420343345182/1158740768677175396/jbTCHQLNCAANgNFAq26gCqW1JQoiUKTlCe6Fw6MLaXkbaVde0BxSxRAQAeyREQFokxREQARQEEypikNABCACiPOu7WoWAWzX9ot68lkQwKIQ02KFgBAQAitBQASwEkPqMYSAEBACXgREAF7EJC8EhIAQWAkCIoCVGFKPIQSEgBDwIiAC8CImeSEgBITAShAQAazEkHoMISAEhIAXARGAFzHJCwEhIARWgoAIYCWG1GMIASEgBLwIiAC8iEleCAgBIbASBP4POBL9vytFWmQAAAAASUVORK5CYII.png?ex=652e7c6f&is=651c076f&hm=12a12a220c0c86891b429785dacdfc940dde3ac22dddd9f346ecf3b05be15459&)

</details>


# Changelog
:cl:
add: Added donator item and sprites
/:cl:

---------

Co-authored-by: Zonespace <[email protected]>

* Automatic changelog for PR #4702 [ci skip]

* Automatic changelog compile [ci skip]

---------

Co-authored-by: Releasethesea <[email protected]>
Co-authored-by: Zonespace <[email protected]>
Co-authored-by: cm13-github <[email protected]>
Co-authored-by: fira <[email protected]>
Co-authored-by: harryob <[email protected]>
Co-authored-by: ihatethisengine <[email protected]>
Co-authored-by: forest2001 <[email protected]>
Co-authored-by: Birdtalon <[email protected]>
Co-authored-by: Lee B <[email protected]>
Co-authored-by: SASoperative <[email protected]>
Co-authored-by: Changelogs <[email protected]>
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