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Further player height fixes and improvements #4229
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Absolucy
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Nov 13, 2024
This was referenced Nov 13, 2024
Out of curiosity, could you attempt to make it so mutation overlays - most noticeably telekinesis, properly work with heights too? |
This was referenced Nov 14, 2024
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probably, I'll have a look |
no idea why CI failed for 8cb8638 but mutation overlays should scale now |
This was referenced Nov 15, 2024
Absolucy
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Nov 16, 2024
* Fix runtime in is_valid_z_level (by replacing it with another runtime to narrow things down) * Skip nulls in `/proc/strip_appearance_underlays` * clarify stack trace * better * okay this is safe to do then * get rid of all uses of `throw EXCEPTION()` * debug try/catch for PARSE_LIGHT_COLOR * revert this so i can tm #4229 * resolves some opendream lints includes port of tgstation/tgstation#84656 and partial port of tgstation/tgstation#84648 * Removes stupid listlike var access code (#84648) [Removes all other listlike var accesses](tgstation/tgstation@4c5996b) Also fucking dumpsters an unused proc that allowed for arbitrary variable modifcation. Bad juju This is undefined behavior and errors in later 515 versions. also it's stupid as hell * some more linting fixes * add more info to PARSE_LIGHT_COLOR debug * fix runtime in `/datum/ai_planning_subtree/stare_at_thing/SelectBehaviors` * Prevents persistence from trying to load more engravings than exists (#86065) ## About The Pull Request During initializing persistent wall engravings, the game picked a number between 15 and 25, and attempted to load that many. However, if there were less engravings than that, the loop went on even after the list it was calling `pick_n_take` on was empty, and multiple times it has logged a runtime claiming that the engraving was in an incorrect format when it tried to parse the returned nulls. This PR ensures that the game will not attempt to load more engravings than the amount that exists in the persistence files, ensuring less incorrect error messages during initialization. ## Why It's Good For The Game Less incorrect lines during initialization on maps that have not received enough engravings. ## Changelog Nothing player facing. * no len, only length * hrrrrnnggh colonel, I’m trying to fix runtimes but I'm *dummy thicc* and the clap from my asscheeks keeps alerting runtime.log * revert this for now * e * werfijfrjweuirweufjnrfweuijneruwifjn * qwedfwerfuijhfwerg8yuwerf8yguh * remove enqueue logging, hopefully reducing lists * clean up particle spewer code quite a bit * Rebuild plane masters after client login if switching between 515 and 516 (#87889) This makes `/datum/player_details` properly track BYOND version and build separately, as opposed to just the full version string. Whenever a client logs in, and their BYOND version is 516, while their previous version was 515, or vice versa, it'll set a newly added client var, `rebuild_plane_masters`, to TRUE. During the `COMSIG_MOB_LOGIN` signal handler of a mob's HUD (`/datum/hud/proc/client_refresh`), it will check to see if `rebuild_plane_masters` is TRUE - if so, it will set the appropriate `relay_loc` of (based on client BYOND version) of its plane master groups, and rebuild their plane masters. Makes testing stuff across 515 and 516 easier, as your screen won't break when switching between the two. 516 is _still_ in private alpha, so no user-facing changes. * Admin deleting a mob now ghostizes it beforehand, preventing a runtime (#87887) * aeiou * fix addtimer runtime with modsuit construction * clean up some false positive runtimes --------- Co-authored-by: LemonInTheDark <[email protected]> Co-authored-by: Profakos <[email protected]>
This was referenced Nov 19, 2024
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This was referenced Nov 23, 2024
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About The Pull Request
Tallest
players' hats being too lowTallest
player displacement filters to reduce artifactswings.dmi
caught by checks added in Three player rendering fixes #4068Taller
player heightOld
New
Why It's Good For The Game
Makes different player heights more consistent and adds slightly more character customisation at zero cost
Changelog
🆑
fix: Fixed usable wings not scaling with player height
fix: Altered how Tallest players render to reduce artifacts
add: Enabled the Taller player height
fix: Enabled mutation overlays scaling with height
/:cl: