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Smooth movement - "TG coders suck" edition #8132
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Contributor
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you just hate that coder with a passion dont you? |
Contributor
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I think you need a video of this in action. |
Contributor
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This is a pretty big change,I would really like to see a video of it. |
Member
Author
Contributor
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yes |
Contributor
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im gonna steal this once tg's repo is back up, thanks |
yogstation13-bot
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LemonInTheDark
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…of Smooth Movement: Smooth Edition Director's Cut (#52515) Automatic glide size adjustment based on move delay. Essentially a port of yogstation13/Yogstation#8132 but that was mostly my code with some fixes. Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable. https://file.house/0B3u.mp4 Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.
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…of Smooth Movement: Smooth Edition Director's Cut (#52515) Automatic glide size adjustment based on move delay. Essentially a port of yogstation13/Yogstation#8132 but that was mostly my code with some fixes. Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable. https://file.house/0B3u.mp4 Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.
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…e Return of Smooth Movement: Smooth Edition Director's Cut (#550) * Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#52515) Automatic glide size adjustment based on move delay. Essentially a port of yogstation13/Yogstation#8132 but that was mostly my code with some fixes. Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable. https://file.house/0B3u.mp4 Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering. * Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut Co-authored-by: Rob Bailey <actioninja@gmail.com>
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…of Smooth Movement: Smooth Edition Director's Cut (#52515) Automatic glide size adjustment based on move delay. Essentially a port of yogstation13/Yogstation#8132 but that was mostly my code with some fixes. Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable. https://file.house/0B3u.mp4 Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering. Co-authored-by: actioninja <actioninja@gmail.com>
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* Floored trait (#52884)
Refactors mobility, so we respond to more things as events.
One has_legs and has_arms are turned into events we'll be close to be able to eschew update_mobility()
* Crit status refactor (#53117)
* Dying people (and stunned borgies) can gasp and deathgasp again (#53320)
* Adds a succumb alert prompt (#52892)
* Adds a succumb action
* Change from action button to alert to stand out more
* CAN_SUCCUMB macro and early return
* Move updating to set_stat
* Bring back new_stat
* Move to new traits
* Observer check
* mobility refactor (#52929)
* Completely replace Travis and AppVeyor with GitHub Actions (#54668)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Annotate lint output for nice inline viewing (#54735)
* Annotate lint output for nice inline viewing
* Update .github/workflows/test.yml
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Improve naming in new GitHub actions (#54821)
Improve naming in new GitHub actions
* Merge pull request #54805 from Jared-Fogle/pay-up
Fix the "payment required" crap CI is failing on
* adapts to wasp
* Fix Docker Build (#51781)
* Change BYOND version to 513.1526
* Remove BSQL from docker image
* Add a docker publish action
* Add a docker test action
* Cleanup runtime icons
* Cleanup runtime sounds
* Correct docker workflow names
* Add Dockerfile as an appveyor cache dependency
* Fix build issues
* Copy all dlls
* No need for .dlls in docker
* Minor cleanups
* more adaptations
* Don't generate Cls for commits with the skip tag (#1896)
Co-authored-by: Crossedfall <ping@crossedfall.io>
* whoops
* arrrrgh
* e?
* help
* this is hard :(
* unit test update from TG attempt 1
* e
* take 2
* sigh
* oh my lord work already
* I dislike this
* Fix multiple message prefixes being allowed at a time. AKA, you can now start messages with ellipses again. (#52498)
* Fixes quick swapping suits creating illegal suit storage (#53272)
* Performing a head transplant will now properly preserve the appearance. (#53494)
* more
* Test basic attacks along with the attack chain (#54769)
Tests shoving (as well as the knock down and dropping your item), harming (both with and without an item), and the attack chain.
I can think of a few cases in very recent memory that these have been broken (devil removal breaking melee damage, attack chain breaking due to something else).
Also adds `TRAIT_PERFECT_ATTACKER` which makes your punches always hit. This is currently only used for tests, as they are meant to be reliable.
* PLEASE
* Teleporter machinery now auto links with each other, removes screwdriver + wirecutter interaction (#54325)
Teleporter machinery will now automatically link with each other. This makes the screwdriver + wirecutter interaction redundant, so it has been removed.
* we're almost there
* refactors resist act to be on atom level (#53016)
* Fix resisting not starting stop, drop, and roll (#53079)
* oops again
* adds trait injector mapping helper (#53473)
adds trait injector mapping helper and updates the traits_by_type list
thanks to anturk and mso
* Improves buckling do_after code when buckling others from an adjacent position. (#53363)
* Moblity refactor: hands blocked and restrained edition. (#53981)
Splits the restrained() proc into component traits: TRAIT_HANDS_BLOCKED for the general inability to use hands and TRAIT_RESTRAINED for the more specific condition that permits arrests.
Code moved away from the update_mobility() proc so it doesn't have to wait for an update, instead changing based on events. The idea is to eventually kill that proc.
Wrapper proc added for setting the handcuffed value so we can react to the event of it changing.
Kills the RestrainedClickOn() proc. That is now just an UnarmedAttack(), in where the ability to use hands can be checked. Monkeys keep their bite attack and humans their self-examine.
* limb disabled refactor (#53374)
Fixes #53219
Nukes is_disabled()
Turns several variable value changes into events.
bodypart_disabled turned into a boolean value.
BODYPART_DISABLED_WOUND turned into TRAIT_DISABLED_BY_WOUND. Not the cleanest thing out there, but it works.
Cleans some code and reduces number of updates, as only the extremities have a disabled effect.
* Mobility refactor: UI, pull and lying down edition (#54078)
* Mobility refactor: no more update_mobility() (#54183)
This is a pretty big change all around. The gist of it is that it moves the mobility_flags into traits or variables that can track the sources, and to which we can append code to react to the events, be it via signals or via on_event-like procs.
For example, MOBILITY_STAND could mean, depending on context, that the mob is either already standing or that it may be able to stand, and thus is lying down.
There was a lot of snowflakery and redefinitions on top of redefinitions, so this is bound to create bugs I'm willing to fix as I learn them.
The end-goal is for every living mob to use the same mobility system, for the traits to mean the same among them, and for no place to just mass-change settings without a way to trace it, such as with mobility_flags = NONE and mobility_flags = ALL
Fixes AIs being able to strip nearby people. They've lost their hands usage.
* Merge pull request #54126 from Timberpoes/warp-whistle-fix
Fix warp whistle permanently immobilising its user.
* Fixes broken mobility interactions (#54320)
* Fixes being able to escape pulls while in softcrit
* fuck
* Fix emotes not working (#53389)
I was stupid about a last minute change in #53320 trying to save one
check and didn't notice that there was no switch condition for
conscious. To my credit though, that PR DID fix critted emoting and
deathgasps...
* Add test for emotes (#53430)
* look_up tweak and look_down verb (#52139)
* look_down
look_down
persistent look_up and look_down
* look_down
look_down
persistent look_up and look_down
* Now look prefer a hole in front of the astronauts
* up
* up
* up
* up
* Update living.dm
* Update living.dm
* Give a little (#50710)
Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>
* reverts old give verb
* look_up tweak and look_down verb (#52139)
* look_down
look_down
persistent look_up and look_down
* look_down
look_down
persistent look_up and look_down
* Now look prefer a hole in front of the astronauts
* up
* up
* up
* up
* Update living.dm
* Update living.dm
* keybind signal support, ported from TGMC (#52219)
* keybind signal support, ported from TGMC
* Thank you linter
* remove unused and extra defines
* move signal defines up and fix emote keybind runtimes
* Apply suggestions
* Update keybinding.dm
* Missed this one in the upstream merge
* Ignore keybindings without names
* back to the OG
* Update living.dm
* Update living.dm
* got it
* trailing newline
* Update code/datums/keybinding/living.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
* Fixes some keybind setting ambiguity (#53992)
* fixes keybinding error
* let's do this the hard way, I guess
* newly added keybinds no longer need savefile updates (#54050)
Keybinds check if there are any new keybinds when loading preferences now
If there's a conflict it doesn't bind the key to anything
* Rebindable communication(OOC, Say, Me) (#54035)
OOC, Say and Me is now rebindable
* Communication hotfix (#54084)
* Communication hotfix of a hotfix (#54091)
remove an endless recursive loop
* Merge pull request #54101 from Couls/silence-wench
unbinding movement and communication should work now
* Makes LOOC work again
* fuck
* Keybinding Conflicts now wait 5 seconds before being announced (#54152)
* Diagonal macro thingu (#52927)
* Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#52515)
Automatic glide size adjustment based on move delay.
Essentially a port of yogstation13/Yogstation#8132 but that was mostly my code with some fixes.
Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable.
https://file.house/0B3u.mp4
Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.
Co-authored-by: actioninja <actioninja@gmail.com>
* fixes a few things
* Fixes different planes having the same values (#54562)
* Fixes incapacitating sleep test failure, general test touch ups. (#55196)
Fixes the random incapacitating sleep test failure
Tests now provide the option to use a custom turf, by default uses plasteel tiles instead of space
Tests now reserve turf instead of just using a corner in CentCom (which had unaccounted for tiles)
* makes give a verb again
* Fixes staminacrit not paralyzing (#52906)
Co-authored-by: L <rohesie@gmail.com>
* woopsie
* woops
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Crossedfall <ping@crossedfall.io>
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
Co-authored-by: Dennok <Deneles@yandex.ru>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
KubeRoot
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…of Smooth Movement: Smooth Edition Director's Cut (#52515) Automatic glide size adjustment based on move delay. Essentially a port of yogstation13/Yogstation#8132 but that was mostly my code with some fixes. Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable. https://file.house/0B3u.mp4 Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.
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…of Smooth Movement: Smooth Edition Director's Cut (#52515) Automatic glide size adjustment based on move delay. Essentially a port of yogstation13/Yogstation#8132 but that was mostly my code with some fixes. Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable. https://file.house/0B3u.mp4 Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.
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adds smooth movement! TG tried to do this but then they reverted it. Why? Because their code sucked!
in short, the TG coder that originally wrote this was clearly licking chalkboard erasers
Video!
🆑 monster860
add: Movement is now smooth
/:cl: