Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Ports Bloodstains And Footprints from EE #2186

Merged
merged 8 commits into from
Nov 20, 2024

Conversation

Lyndomen
Copy link
Contributor

About the PR

Puddles now get everywhere, and footprints can be cleaned up. Ported from Simple-Station/Einstein-Engines#1190

Why / Balance

Its neat, I want it, and it will make the station more immersive. Also uh, something about janitors weeping.

Technical details

Lotta C#, ported from EE. I moved stuff to EE namespace, good luck us.

Media

image
image
image

Requirements

  • I have tested all added content and changes.
  • I have added media to this PR or it does not require an ingame showcase.

Breaking changes

I mangled the C# a bit to put it in a EE namespace.

Changelog
🆑

  • add: Ported footprints and bloodstains from EE. Sorry Janitors.

@Lyndomen Lyndomen requested review from IamVelcroboy and a team as code owners November 13, 2024 03:40
@github-actions github-actions bot added S: Needs Review Changes: YML Changes any yml files Changes: C# Changes any cs files Changes: Sprite Changes any png or json in an rsi and removed S: Needs Review labels Nov 13, 2024
Copy link
Contributor

github-actions bot commented Nov 13, 2024

RSI Diff Bot; head commit 99293ba merging into dad219a
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/_EE/Effects/footprints.rsi

State Old New Status
dragging-1 Added
dragging-2 Added
dragging-3 Added
dragging-4 Added
dragging-5 Added
dragging-test Added
footprint-left-bare-diona Added
footprint-left-bare-dwarf Added
footprint-left-bare-human Added
footprint-left-bare-lizard Added
footprint-left-bare-slime Added
footprint-left-bare-spider Added
footprint-right-bare-diona Added
footprint-right-bare-dwarf Added
footprint-right-bare-human Added
footprint-right-bare-lizard Added
footprint-right-bare-slime Added
footprint-right-bare-spider Added
footprint-shoes Added
footprint-suit Added

Edit: diff updated after 99293ba

Signed-off-by: Lyndomen <[email protected]>
Signed-off-by: Lyndomen <[email protected]>
Signed-off-by: Lyndomen <[email protected]>
Signed-off-by: Lyndomen <[email protected]>
Content.Shared/EE/Footprint/PuddleFootPrintsComponent.cs Outdated Show resolved Hide resolved
Content.Shared/EE/Footprint/PuddleFootPrintsComponent.cs Outdated Show resolved Hide resolved
Resources/Prototypes/Entities/Effects/puddle.yml Outdated Show resolved Hide resolved
Resources/Prototypes/Entities/Effects/puddle.yml Outdated Show resolved Hide resolved
Resources/Prototypes/Entities/Effects/puddle.yml Outdated Show resolved Hide resolved
Resources/Prototypes/Entities/Mobs/Species/diona.yml Outdated Show resolved Hide resolved
Resources/Prototypes/Entities/Mobs/Species/dwarf.yml Outdated Show resolved Hide resolved
Resources/Prototypes/Entities/Mobs/Species/reptilian.yml Outdated Show resolved Hide resolved
Resources/Prototypes/Entities/Mobs/Species/slime.yml Outdated Show resolved Hide resolved
Resources/Prototypes/Entities/Mobs/Species/vox.yml Outdated Show resolved Hide resolved
@flowerfall-system
Copy link

Yay yay yay let's DO it!!! :D

@dvir001
Copy link
Contributor

dvir001 commented Nov 13, 2024

This might sound like a small issue, but the folders should be _EE not EE
This has a major effect on all forks that use code from EE and already has it as _EE folders, making it harder to cherry-pick in and out.

Copy link
Member

@deltanedas deltanedas left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

i believe this was already used on goob and ended up ddosing the server with endless entity spam, if this is the same code it needs either timed despawn like goob added or fixing cleaning methods and limiting the amount of them per tile

@Lyndomen
Copy link
Contributor Author

yes it is same code, I will import Goob-Station/Goob-Station#847 tmrw

@Lyndomen
Copy link
Contributor Author

image
footprints despawn in 60 secs now, and requested tidying up has happened.

@IamVelcroboy
Copy link
Member

footprints despawn in 60 secs now,

Not that this whole PR isn't cool and I understand the performance concerns but doesn't this sort of defeat the purpose of footprints being a source of forensics evidence and creating work for janitors?

@Lyndomen
Copy link
Contributor Author

footprints despawn in 60 secs now,

Not that this whole PR isn't cool and I understand the performance concerns but doesn't this sort of defeat the purpose of footprints being a source of forensics evidence and creating work for janitors?

Yeah, it kinda does, but its maybe better than nothing? idk, Im down to change the timer if we wanna set it to 5 mins or something. All depends on the performance.

@ThataKat
Copy link
Contributor

I feel like they should persist a lot longer than 60 seconds, for the same reasons already given

@deltanedas
Copy link
Member

the main issue that led to it needing despawning is that you can have a stupid amount of them in a small area and cleaning didnt work, if they were limited and cleanable it would be fine

@MilonPL
Copy link
Member

MilonPL commented Nov 15, 2024

we can revert it if the performance dies :blunt:

@deltanedas
Copy link
Member

it WILL die, on goob the janitors couldnt clean them no matter what and it ruined the tps

@Lyndomen
Copy link
Contributor Author

the main issue that led to it needing despawning is that you can have a stupid amount of them in a small area and cleaning didnt work, if they were limited and cleanable it would be fine

cleaning works fwiw now
385575512-ac540b4d-dd9f-4b69-abab-4cd83a685fc5

@Aidenkrz
Copy link
Contributor

it WILL die, on goob the janitors couldnt clean them no matter what and it ruined the tps

It was client side TPS :trollface: the visualizer should just be modified to only show the 10 top most footprints or whatever per tile
and cleaning should be fixed

@deltanedas deltanedas merged commit fdb2675 into DeltaV-Station:master Nov 20, 2024
15 checks passed
@deltanedas
Copy link
Member

5 tps incident incoming

@MilonPL
Copy link
Member

MilonPL commented Nov 20, 2024

i cant wait

@Lyndomen Lyndomen deleted the blood branch November 20, 2024 20:35
@Emily9031
Copy link
Contributor

It seems this was expected, but last night during a round there was a ton of blood on the evac shuttle, and the new footsteps caused a ton of performance issues from everything being in such a small space. I confirmed with other players that it seemed to be affecting everyone, even people with very good hardware such as myself.

Maybe detectives can be given a device similar to the t-ray scanner that shows footprints nearby that were cleaned or dried up.

TLDR more optimization needs to be done.

@MilonPL
Copy link
Member

MilonPL commented Nov 22, 2024

who could've seen this coming

deltanedas added a commit that referenced this pull request Nov 22, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Changes: C# Changes any cs files Changes: Sprite Changes any png or json in an rsi Changes: YML Changes any yml files S: Needs Review
Projects
None yet
Development

Successfully merging this pull request may close these issues.

9 participants