* adds support for non-1:1 screen ratios for fullscreen overlays
* prevents future copypasta, adds widescreen support to clickcatchers
* oops, makes it actually compile
* HOPEFULLY makes it actually compile, makes projectiles and mouse_angle_from_client support widescreen
* i need shittier shitcode
* !!!HOPEFULLY!!! fixes the screen fuckery
* Fixes compiling errors. Tested locally, it seems like it works
* fixes runtime in mouse_angle_from_client
* Fixes non-1:1 TGUI runtimes for borgs and ghosts
* adds actual defines for fullscreen overlay resolution
* makes varediting view call change_view to make clickcatcher regenerate proper
* testmerge toggle widescreen verb and fixes vving view
* FUCK - fixes test verb to properly use change_view, so clickcatchers regenerate and such
* fixes parallax runtimes - how'd i miss this
* removes debug verb
* Revert "all this wrapping and it's not even christmas (#33035)"
This reverts commit faaf151580.
* Revert "fuck me for forgetting to graph this one"
This reverts commit 45d7acea2f.
* Revert "defines math"
This reverts commit 2817a1737b.
ITT worst coder tries not to break everything and improve the code.
fixes#29211🆑
refactor: Legacy projectiles have been removed. Instead, all projectiles are now PIXEL PROJECTILES!
rscadd: Reflectors can now be at any angle you want. Alt click them to set angle!
/🆑
Also lets just
fixes#18133
because the shortest path from point A to B is a straight line, when projectile ranges are "number of times moved/processed" ofcourse it's going to be shorter if you fire diagonally. It will be a problem as long as range is done like that or if range are in "pixels/tiles" moved without outright using get_dist.
* wee
* screen clock update
* resist and stop pulling
* Whoop, Joan messed up on the selection border so here's some fixed icons for that
* there we go
* Update walls.dm
* Update walls.dm
* Update walls.dm
* Projectile code additions
* Adds !prehit checks and corrects the check for energy cannon spam
* Adds checks for machines and structures to stop double hitting
* JJRcop Requesting Fixes#1
* JJRcop Requested Fixes#2
* Fixes projectiles unable to hit mobs in machines
* Adds in a new proc select_target, and rewrites some bits
Fixes projectiles double hitting when targetting machines with mobs on them, also makes it so weapons with forcedodge can hit targets inside walls.
* AnturK requested fix#1
Tick contention is when the mc, sleep()/spawns(), and byond internal processing fight each other for game tick time. Usually in an unproductive way that wastes cpu cycles and reduces the effective amount of game tick to go around.
Tweaked the anti-tick contention heuristics of the MC a touch.
Fixed an incorrect operator in the mc's anti-tick contention heuristics causing it to apply in times of no lag rather then times of lag.
The mc's anti-tick contention heuristics now plays better with the high pop processing mode.
We no longer reserve the tail end of a tick for the mc to have if the mc doesn't plan to run next tick because of high pop mode or anti-tick contention heuristics.
stoplag() can now be given an initial delay allowing it to act like a smarter sleep (in that it sleeps for longer if the server is overwhelmed.
All short sleeps that only existed for performance reason and had no game play, visual/audio, or balance reasons behind their timing were converted to stoplag().
* Configuration datum refactor
* More WIP
* New easier on the eyes format
* More WIP
* Finished config.txt
* Fucktons more WIP
* The end of conversion draws near...
* Add all this shit
* Done converting entries finally
* Hunting down compile errors
* More WIP
* MORE CONVERSIONS
* More WIP
* More WIP
* Oh shit only 90 errors this time!
* IT COMPILES!!!
* Fixes world start runtimes
* Fixes suppressing in pocked and w_class issues
* Used defines for some things
* Reworded
* Removed the now redundant initial_w_class var
* Early returns
* Null
This reduces confusion arising from the fact byond already has a built
in byond proc also named Bump.
We used an argument called yes to distinguish our Bump from byond's
builtin bump, but then we failed to make sure everyone of our bumps
properly override it, so a bunch of things have been double bumping
This resolves that issue permanently
I've also removed the second argument as it no longer has a purpose
I also cleaned up the recycler bump as it didn't do anything the
parent procs didn't already do
* Adds Necropolis curses for cursed items in Necropolis ruins
* Adds sounds credit @FuryMcFlurry
* stat tweak
* these are painful enough
* a bit stronger
* i kind of wish there was a version of get_ranged_target_turf() that worked off of angle.... but there isn't
* smart coder 2000
* bossed around
* THE PORTAL UPDATE
* portal gun checks
* damn functions
* o_range(s)
* Atmos Portals (#12)
* Rod Form's damage now scales with how much it's upgraded
* buffs chem grenades
* Fix getrev runtime
* Automatic changelog generation for PR #27948 [ci skip]
* Automatic changelog generation for PR #27951 [ci skip]
* Fixes admiral recall (#27861)
* the man with the 2 shotguns that blasted me to the end of the world with dualwielding. nerf (#27978)
* Beam rifles now slowdown while scoped (#27898)
* Update beam_rifle.dm
* Update beam_rifle.dm
* Update beam_rifle.dm
* Fixes a very silly clockwork false wall trick (#27996)
* Fixes#27979 (#28002)
* Automatic changelog generation for PR #28002 [ci skip]
* Fixes#27989 : Riot suits no longer hide jumpsuits (#28003)
* Fixes#27989
* remove tag
* Automatic changelog generation for PR #28003 [ci skip]
* Refactors a cooldown var to not require a spawn or sleep (#28011)
* wat (#28012)
* Remove spawns in favour of stacktrace calls, which don't stop the called (#28013)
proc
* Refactor another spawned cooldown var (#28014)
* Come on, pathetic (#28015)
* Refactor another spawn cooldown (#28016)
* Goodbye spawn (#28017)
* Another spawn timer (#28018)
* Remove a commented out function (#28019)
* Gotta go with the fro2.0 (#28010)
* This doesn't do anything (#28020)
* refactor another spawn cooldown (#28022)
* Refactors another spawn cooldown var (#28023)
* Refactor another spawn (#28024)
* Refactor another spawn var (#28027)
* woops
* woops2
* atmos links!
* unused
* wew
* ffs!
* Forced updates
* update
* Update portals.dm
* adjacent/atmospass checks
* Create portals.dm
* Update portals.dm
* Update other_tools.dm
* stuff
* crossed
* documentation
* reee
* no portal stacking!
* woops
Moves Gang Machineguns to its own file. It's not a goddamn portable turret and it's not even something that uses power!
Gang Machineguns now track the mouse location of the first buckled person (For those who don't code, that means the person using it)
Gang Machineguns will automatically aim and turn towards whatever that person is pointing at..
However, to make it target something specifically instead of a direction, you still have to hold your mouse down while firing.
Gang machineguns will no longer cause the user to shit out bullets if they unbuckle during firing :^)
SOME REFACTORS TO PIXEL PROJECTILES ARE INCLUDED...
Adds flags to atoms to allow them to reflect projectiles based on that projectile's reflection chance!
(can be overridden later for angle-based chances but this is good for now, ja?)
Gives titanium walls an 80% chance to reflect beams and 30% chance to reflect everything else!
Mostly-realistic reflection angles
If the math isn't fucked (I tested and the glitches seem to be from pixel projectile movement, not the math itself), this means we can have pixel projectile reflectors soon 😂😂😂😂😂🆑
rscadd: Nanotrasen's new titanium wall blueprints are smooth enough that it can reflect projectiles!
/🆑https://puu.sh/vYzMA/4f00c2a4a1.gif
o ya if this goes through i'll add pixel projectile support for reflectors when i have time so we can finally dump legacy b00lits.