Commit Graph

18 Commits

Author SHA1 Message Date
Qustinnus 6424b6136e Turns transparency for turfs into an element, and gives it to datum materials. (#54250) 2020-11-03 15:05:54 -08:00
Timberpoes 9ad38ff0ce Fixes mapstart and random arcade machines (#53958)
Randomly generated arcade machines were getting random boards and initing properly, but they weren't re-built as the appropriate subtype.

This oversight has been remedied. A new subtype has been created for random arcade machines which exists purely to pick a random circuit then create a machine from that circuit's build path before returning that it should be qdel'd.

This new subtype has been appropriately regex find-and-replaced into all maps.
* Objectify
2020-09-27 13:59:07 -03:00
nicbn 88257cd02f Fixed the multi z pipe adapter (#53829)
So yeah the multi-z pipe adapter was showing the big gmod error.

This fixes it and adds multiple directions and layers for the adapter.

Also RPD now can produce said manifold.

Also this reworks the painting mechanism so that it uses a variable+proc instead of checking for subtypes .
2020-09-25 14:30:58 -07:00
Dennok 69db5d2900 [READY] for Z debug. Industrial lift (not shuttle edition) (#52397) 2020-08-20 03:23:35 -03:00
nemvar b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
Qustinnus 2c9a9d90ac Adds glass floors (That work with multi-z) (#50831) 2020-05-06 05:03:10 -07:00
ShizCalev c36caebc86 cleans up some stacked cables 2020-04-19 16:57:53 -04:00
Dennok 08984765c8 [READY] Multi z and layer power rework (#49773)
* Multi z and layer power rework

* remove some

unfinished code

* some whitespaces

Co-Authored-By: Rohesie <rohesie@gmail.com>

* better bit

Co-Authored-By: Rohesie <rohesie@gmail.com>

* better bit

Co-Authored-By: Rohesie <rohesie@gmail.com>

* up EoL

* glob rad list

* up

* more glob radial lists

* up

* up

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-01 17:10:25 -03:00
nightred 15452cac44 [READY] Two Handed Component (#49422)
About The Pull Request

For an item to be two handed just add this handy component.

All existing two handed items have been converted to use this component.
Why It's Good For The Game

It has components and signals, and now you can make items two handed so simply.

/obj/item/shockpaddles/ComponentInitialize()
	. = ..()
	AddComponent(/datum/component/two_handed)
2020-03-04 11:26:01 +13:00
MMMiracles ee70efac67 Makes railings good (#49171)
About The Pull Request

Makes rails functional in that they can be vaulted from either side, moved, and repaired. Still doesn't add a way to make them.
Why It's Good For The Game

make multiz great

Waiting/working on a few things for the map so I'm just atomizing the few things I'm sitting on so other map makers can take advantage of in the meantime.
2020-02-17 21:41:52 +13:00
81Denton 632094e557 Adds directional stair subtypes, fixes missing icon states (#48400) 2019-12-27 10:35:07 -05:00
81Denton 195d3291eb Multi Z test map improvements (#47557)
* Multi Z test map improvements

* h
2019-11-04 11:45:25 -05:00
81Denton e576466d6d Multi-Z debug map update (#47500)
* Fixes jaws of life path/areas

* Multi-Z debug map update

* Update
2019-11-03 01:09:25 -08:00
Rob Bailey 65e9888fa6 [READY] Smart Cables (#44265)
Cables now autoconnect on cardinal directions. All cable placement has been completely stripped out and replaced with simple single cable per tile logic.
Low effort demo: https://www.youtube.com/watch?v=fXp8s6ORWbA
Yes I am aware that cutting it is not dropping wire, that version was bugged.
Cables no longer need a knot specifically placed to link to power objects. The sprite is automatically changed to represent this.
The only exception to this logic is that on smes units, due to the terminal being next to the output, they will not link there.
On a technical powernet side, this is the same as old cables once actually placed. They still use the existing powernet system, just the placement and connection works differently.

Old cables have been turned into "pipe cleaners" for wire art purposes. they work just like the old ones, just missing all the powernet functionality, and also you can put them on top of the floor.
Why It's Good For The Game

How obnoxious cables were to both map and work with in game has been something that has annoyed me for a really long time now.
This is both easier for new players to learn, and easier for experienced players to work with.
Along with making in game much more intuitive and easier, it makes mapping much easier as well. Mad lad wjohn was able to rip out all the mapping conversion in one day because of how much faster it is to work with.

cl actioninja and wjohn
add: Cables have been completely reworked. Simple per tile connection logic, automatically connects to things above it. Think minecraft redstone.
add: Old cables have been kept as pipe cleaner. They are non-functional in terms of power, but otherwise have the same connection logic. Also can go on top of tiles.
remove: mech cable layer has been removed because it was terrible shitcode nobody used
tweak: (sort of balance) cable stack sized has been reduced to 15.
/cl
2019-06-22 10:24:37 +12:00
Tad Hardesty 1569642728 Fix incorrect APC pixel offsets in maps (#43539)
* Add additional functionality and logging to update paths script

* Fix incorrect APC pixel offsets
2019-04-11 10:47:30 +02:00
WJohn c3ad5fbd24 Fix shuttle rotation of decal corners (#42261)
Had to touch a lot of maps because their directions were wrong in the icons
file, so when I changed those every map that had these needed updating. I've
added a script called cornersfix to mapmerge2/map_scripts for downstream
servers.
2019-01-09 12:55:15 -08:00
81Denton 8d09255b9c Multi Z test map fixes (#41967)
* Multi Z testmap fixes
wefgbezrtbnhjrtzn

* ree dvars
2018-12-18 18:40:57 -05:00
kevinz000 10d846022a [READY]MultiZ stuff - tile atmos, movement backend, falling backend, etc etc - Electric boogaloo (#40428)
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/

    Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)

//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.

MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
2018-12-11 22:09:59 +13:00