* Fixes timers being left around, Makes addtimer() sanic fast.
This adds a new flag, TIMER_STOPPABLE. Most(80%) of the overhead for addtimer() was in adding the timer to the associated lookup list for deltimer() to use. Moving that functionality to a flag so it wouldn't slow down the 70% of things calling timers puts the final nail in the coffin of byond's sleep/spawn().
spawn: 324 seconds across 5,948,372 calls
addtimer: 67 seconds across 5,953,220 calls
The testing setup for profiling was included in this commit, it will be removed in a later commit. @Fox-McCloud
* Remove profiling procs.
* fix runtime
luckly when this happened, we were about to resume anyways.
In another pr, i'll refactor shuttles to use clienttime at certain edge parts to fix the parallax slowdown animation and fix the sync issues with the shuttle launch sound.
* Ports Space Parallax from vg/yogs
* KILL ME
* fuck shit
* fixes
* rgfkbjhkefrhjkfrejhkfds
* Parallax, part 2.
* Gotta get these defines in before remie notices!
* DAMN IT! SHE FOUND ONE!
* fixes orbits
* fix orbits take 2
* Fixes some things with parallax
* Refactors parallax shuttle animations.
* [WIP] Adds multiple upgrades for Medical cyborgs
🆑 coiax
add: Adds upgrades for the medical cyborg!
add: The Hypospray Expanded Synthesiser that adds chemicals to treat
blindness, deafness, brain damage, genetic corruption and drug abuse.
add: The Hypospray High-Strength Synthesiser, containing stronger
versions of drugs to treat brute, burn, oxyloss and toxic damage.
add: The Piercing Hypospray (also applicable to the Standard and
Peacekeeper borgs) that allows a hypospray to pierce thick clothing and
hardsuits.
add: The Defibrillator, giving the medical cyborg an onboard
defibrillator.
/🆑
- [ ] Price the material cost of the boards appropriately
- [ ] Get the defib upgrade working
* Got the defib working
* Adjusted research and costing levels
* Missed a close paren
* fixes ai turf click spam
get_turf_pixel returns null if handed anything that's not a movable. I could istype it before I call that, but this looks cooler and it's about the same result since get_turf_pixel already istypes it.
* Does proper checks.
Clicks on static count as a click on the turf it's covering, and ais are supposed to be allowed to click on static to center their screen on that turf. so have to only count clicks on objects/mobs.
* Replaces the 'no cache' alert with an alert showing what you need for the next tier
* please make a base
please
* this can't be more dynamic, no
* duh, I can do this
* much better
* i'm just kor but with clocks
* Human nightvision
Humans can see in the dark a little bit around themselves.
-Add pictures here-
Forces clients onto 510 and suggests clients upgrade to 511 in the default config. The suggestion is still commented out but forcing clients to 510+ is mandatory.
Ghosts and brains now actually render the default HUD instead of skipping the whole process. Dead mobs will show their fullscreens. All of the existing ones will skip rendering to dead mobs to keep the existing behavior of not rendering the brute/blindness screens.
Fixes#17389
Probably fixes#19248 need to test
* Darker human nightvision it is
* Refactors robot modules
* no message
* ok
* mini why
* this is what you wanted, right?
* try to remember
* I can't code
* a good coder
* whirring
* bleh
* less sounds
* math is for nerds
* now it will
* Added in a neckslot. Moved some tie items over to said neckslot.
* Changng some stuff to fix the new neckslot items.
* no message
* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.
* no message
* Changed the number for this.
* Fixed jaws of life not having a category, thus they only would show up when searched.
* About time someone did this
* also this
* One almost got away
* From '`' to 'B'
* Mercy kill this PR pls
* Help message
* You could've told me how that took forever
* Update help
Fixes human species grabs not checking for adjacency before grabbing
when using the ctrl click hotkey.
Moves the code into the click code and not down in the martial arts code
* Plane master handling + new chemical Rotatium
A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.
Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20
Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.
No pictures right now, I'll get some later. Sorry.
* Pay no attention to the commit behind the curtain
* Updates travis to 1346, the stable version for 510 for linux
* This doesn't actually matter, because you're dead forever once it happens...
* is this entire pr chaff for something else
* you'll do it? nah, fuck that I'll do it