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Merging r3 staging to stable. [IDB IGNORE] [MDB IGNORE] #3417
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Since random planetoid are always runtime generated, made it return true always instead of checking the length of mappaths.
It's easier to override now. And there's a bit less redundancy.
Since loaf requested it, I made exoplanet only generate one z level for now.
Added new step to unit test to test generating all exoplanet templates and planetoid templates.
Since we added a unit test for planet templates, we don't need the planet templates to get loaded for every single tests. Also added log output when testing planet setup and loading a planet template.
Forgot to strip the key values of the template list
Since mapped planets cannot have their level_data registered to their plantoid_data yet during template level load, moved the code that starts planetoid processing over to ssmapping and made it be called via the roundstart hook. Planet processing is basically just daycycle handling, so it doesn't really have any impact on the game currently.
* Renamed /datum/map/proc/build_exoplanets() to build_planets() * Fixed case in logged strings. * Skipped template categories on ss unit test init are now stored in a static list. * Tweaked a comment.
* Repathed signs so their type path matches the base icons and features they share better. * Signs item now holds the original sign structure type instead of creating a look-alike sign when placed. * Separated sign icons into their own icon files to make diffs easier in the future. * Improved how laminated diplomas work, so now they keep their diploma data even after being uninstalled from the wall. * Simplified the process of placing a sign on a wall. So it works like everything else. No more prompt asking for a direction, it places it depending on what wall you're clicking on.
It's a lot easier to keep the fonts used for each types of pen when they're stored as tool properties, so did that. The font types also now are defines.
Since extensions cannot be cloned using the Clone() proc, I've made a work around where extensions have a proc called ``copy_from`` which copies data to an existing extension, solving the problem of extensions always needing to have a holder on creation, which prevent us from using Clone(). * The copy_from proc uses PopulateClone to actually populate the copied data, so this can be easily refactored in the future to use the base Clone system if we want. * Added a copy_extension proc to copy an extension of the given base type over to another atom. Useful for things like labels and scent and etc..
Placing and removing a sign now also carries over labels, forensics evidences, and scent.
* Some maps just took the sign subtype and slapped an icon on it. Changed it so they use the right sign subtype. * Some maps defined new contents for the signs, so defined a subtype for those instead of having that in the map, and causing inconsistencies.
Unit tests would crash when instantiating the abstract base types that diplomas inherit from.
[IDB IGNORE] July 2023 staging
Upstreams fixes from Lighthouse and Shiptesting modpack branch
Fixes to weather system.
Modernize unsim air comparisons and allow Test_ZAS_Connection for nonsim turfs
Nanoblood bags are now a blood bag subtype.
Tweaking nymph name and stat entry.
Crossed()/Uncrossed() consistency pass.
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Opening for 24h to get any comments/objections.