Commit Graph

90 Commits

Author SHA1 Message Date
Bjorn Neergaard d7966ced09 Use a rust DLL for logging (#36858)
By moving our logging to a DLL we see a drop in CPU/real time of 2-3 orders of magnitude. This is due to BYOND opening and closing file handles on every write, causing incredible amounts of unneeded overhead. The logging library also handles timestamps for us, further increasing performance gains.

This library will also allow for further offloading in the future, such as completely replacing file2text() and friends.

A pre-compiled DLL is bundled, but Linux users will have to compile manually. Directions can be found at the rust-g repo.

Log output is enhanced with millisecond time stamps:

[2018-04-01 15:56:23.522] blah blah blah

This includes runtimes as well, which benefit from the same timestamp improvements and no longer have hacky splitting code to add their own timestamps.

Log shutdown is handled in a dedicated proc called as late as possible, as rust-g integration expands this will be factored out into a generic native code shutdown proc.
2018-04-11 10:01:31 +12:00
KorPhaeron 2653c5e80f Fixes beeper message 2018-04-01 08:16:56 -05:00
kevinz000 f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
ShizCalev 0de3dae689 Lets silicons disable morguetray alarms at range (#35855) 2018-02-23 14:27:28 +02:00
nicbn 53537c9f6a Update morgue.dm (#35883) 2018-02-22 20:40:17 -05:00
QualityVan c91cdd7380 Adds five second cooldown to morgue tray beeps (#35818) 2018-02-21 23:47:59 -05:00
Buggy123 fb564b6981 Makes the morgue beep disable step clearer
cl
tweak: Nanotrasen has begun a campaign to inform their employees that you can alt-click to disable morgue tray beeping.
/cl

If its annoying you literally just alt-click to disable it. There's basically no situation where you would be able to hear it without being able to turn it off, except maybe the one morgue tray in the brig if you don't have access to the windoor (but just fucking ask sec to disable it).
2018-02-22 09:26:03 +13:00
ShizCalev 0195f03435 [s]Fixes writing bugs/exploits (#35552)
* literacy crisis

* cleanup
2018-02-16 11:09:16 +13:00
ShizCalev bfde5ac057 [s] Fixes altclick exploits (#35456)
* Fixes altclick exploits

* Removed free spam, fixes monkey altclicks

* replaced named args with proper defines

* More cleanup and fixes

* Better yet

* Another exploit fix

* pet carrier fix
2018-02-11 16:06:12 +13:00
Buggy123 b2c456df73 Morgues now beep if the mob is clonable. (#34622) 2018-02-04 02:57:57 -06:00
Jittai df1a99ed8d [READY] Fixes de-initialization of cleanables-ash (#35191)
* Fixes de-initialization of cleanables-ash

* boop

* :x

* better execution

* prevent pile-up

* special ash

* comment cleanup

* cleanup 2
2018-02-04 02:12:22 -06:00
ExcessiveUseOfCobblestone 791f364a62 Update morgue.dm (#35227) 2018-02-02 13:44:18 -05:00
vuonojenmustaturska 24f1cb134a Merge pull request #35072 from ChuckTheSheep/Morgue-and-Crematorium-Directional-Sprites-+-fixes
Morgue and Crematorium Directional Sprites + Number of related fixes (Retrying #35068)
2018-01-29 18:23:29 +02:00
ChuckTheJittai 254729a144 Retrying #35068 2018-01-28 15:02:03 -05:00
ShizCalev 25149f988c Deprecates landmark, spawns off bodies and trays 2018-01-26 12:59:00 -05:00
vuonojenmustaturska a162837faf Replaces a bunch of loc assignments with forcemoves and moves to nullspace (#33465)
* big batch of loc assignments

* Update emergency.dm

* Update spiders.dm

* Update parrot.dm

* Update ripley.dm

* Update firealarm.dm

* seems to work

* this maybe works?

* brainmemes, again

* stuff

* fix brainmob, camera runtimes
2017-12-13 20:56:39 +01:00
vuonojenmustaturska 3f582454a8 Minor speedups to movement: First Blood Part 2 (#32702) 2017-11-14 18:59:45 -02:00
ShizCalev 74f5a8c904 DisplayTimeText mk2 (#30969)
* Adds new helper, DisplayTimeText

* Removed unused define

Thought it would've been nice to have for the future, but I guess it's
fine to go without it.

* CBB

* Revamp

* Early returns

* More cleanup

* Proc cleanup

* Makes fraction only show if seconds is < 1

* Last cleanup

* Revert

* Corrected incorrect round time.

Dunno how nobody ever caught that it was incorrect on live servers, gg.
2017-09-24 19:58:58 -04:00
kingofkosmos d4d898f837 Regularizes resisting out of containers (#30412)
* Regularizes resisting out of containers or relaymoving and getting a notification of it.

* Tweaks.

* Transit tube resist while not cuffed added.
2017-09-09 00:57:51 +10:00
Jordan Brown af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
shizcalev 22764665c9 CentCom Standardization 2017-08-07 19:04:27 -04:00
shizcalev 8ebf6b6a43 cleaned up paper 2017-07-26 05:35:05 -04:00
AnturK d3bcb4cbf9 Removes old height parameter from CanPass proc (#29218) 2017-07-13 08:57:25 -03:00
ShizCalev 59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
Joan Lung 1feb0021a1 Removes now-unnecessary obj_integrity definitions 2017-07-08 14:02:50 -04:00
nicbn 77a2d3f5cd Replaces "istype"s with is_helpers macros (#28676) 2017-06-22 15:03:19 -03:00
Lzimann 3e34eb9e3f Changes all sounds to be lower case, plus standardizes their references 2017-06-11 00:38:45 -03:00
QualityVan 02bb8d0dc4 Adds creamatoriums (#28158) 2017-06-07 22:44:38 -03:00
QualityVan 4a1bc314c3 Fixes being unable to cremate one thing 2017-06-06 18:46:52 -04:00
Cyberboss b9c54f517f Minor refactors (#26305)
obj/on_log changed to atom/on_log. Boolean parameter in
No admin irc message now checked in client/Del instead of mob/Logout
Removed an empty New()
1 -> TRUE
removed a potential crash in mob/Login
2017-04-23 09:52:47 +12:00
Davidj361 b25fa51341 Fixes #26083, bodies in body bags get cremated now (#26117)
* Fixes #26083, bodies in body bags get cremated now

* Changed usr to user because angry neckbeards

* Reverted my changes

* Uses GetAllContents()
2017-04-12 21:07:08 -06:00
Cyberboss 9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
Lzimann 5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Lzimann e58ee1724f Refactors logging into a single var for all mobs and adds a wrapper for proper logging. 2017-03-04 13:32:35 -03:00
Cyberboss b86e224571 Makes qdeleted and qdestroying macros (#23666)
* Makes qdeleted and qdestroying macros

* Makes QDELETED and QDESTROYING uppercase

* Swap qdel checks istype's for != null's

* Fix it

* How was this missed?
2017-02-06 00:59:27 +13:00
Xhuis ed11869a79 Gives cyborgs the ability to open morgue trays (#21747)
* Gives cyborgs the ability to open morgue trays

* Small balance changes
2016-11-27 23:07:40 +13:00
RandomMarine 40b666f6cb adds morgue instructions 2016-11-17 01:47:27 -08:00
phil235 51d1319ed1 Make transit tube code less shit. 2016-11-02 22:55:36 +01:00
Shadowlight213 18709e5ad7 Revert "Makes drag/drop that dont have any use call click" 2016-10-16 12:41:42 -07:00
Razharas 7753b04a6c Makes drag/drop that dont have any use call click (#20774)
Makes drag/drop that dont have any particular defined behaviour be treated as just click on the dragged object
2016-10-13 12:55:05 +13:00
Joan Lung a88eb76aec Remove an unused proc #20825 2016-10-10 11:47:14 +13:00
phil235 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Remie Richards 00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
KorPhaeron 8ebeee7341 Morgue Fix 2016-07-22 13:12:22 -05:00
unknown 6491bcd5f1 Fixed hand labelers being unable to label storage items.
Fixed being unable to resist out of wrapped lockers.
Fixed being unable to resist out of lockers inside morgues.
Fixed mechs being able to spam doors they do not have access to.
2016-07-01 20:32:32 -04:00
Joan Lung 2cfb2d8eed Layers are now defines (#17949)
* Layers are now defines

* this looks better

* GAS_phil_LAYER

* no message

* remove the three unneeded defines

* no message
2016-05-27 22:16:21 +02:00
phil235 0caa59b21a First commit of this big PR
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
2016-04-24 20:26:24 +02:00
phil235 e3bbcb0f7f Fixes revive() not properly removing the blind overlay. (fixes staff of healing)
Fixes revive() working on brainless carbons, making them die right away. It now only heals the body but doesn't actually make the mob alive again.
Fixes dead mob put into closet and then revived not seeing the closet vision overlay.
Fixes brain mob's emp_damage never decreasing when stat == DEAD.
Fixes posibrain's brainmob starting dead.
Fixes ai fixing not clearing the blind overlay properly.
Fireball projectile no longer explodes on the firer when there's a body on their tile. The fireball's range() code now only checks the two tiles on its front left and front right for mobs to hit.
Remove some update_vision_overlays() (now unused) that I forgot to remove.
Using a staff oh healing on a corpse with a damaged brain organ will revive the mob and heal the brain organ.
2016-02-14 15:26:46 +01:00
phil235 aed7794f50 Made changes to adjust with neersighted's fullscreen overlays pr.
Fixed Xray users getting vision impairment overlays when inside a container.
Fixes mob inside mecha getting the mech sight flags despite not being the pilot.
"get_vision_impairments" is renamed to "get_remote_view_fullscreens".
Fixes AI blindness.
2016-02-06 20:35:15 +01:00
phil235 8b11d87b1d Merge branch 'master' of https://github.com/tgstation/-tg-station into VisionUpdateRefactor
Conflicts:
	code/ATMOSPHERICS/components/unary_devices/cryo.dm
	code/_onclick/hud/alert.dm
	code/_onclick/hud/hud.dm
	code/datums/mutations.dm
	code/datums/wires/robot.dm
	code/game/atoms.dm
	code/game/gamemodes/blob/overmind.dm
	code/game/machinery/alarm.dm
	code/game/machinery/machinery.dm
	code/game/machinery/suit_storage_unit.dm
	code/game/objects/items/weapons/tanks/tanks.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/morgue.dm
	code/modules/admin/verbs/adminjump.dm
	code/modules/atmospherics/machinery/atmosmachinery.dm
	code/modules/mob/inventory.dm
	code/modules/mob/living/carbon/alien/humanoid/death.dm
	code/modules/mob/living/carbon/alien/larva/death.dm
	code/modules/mob/living/carbon/brain/death.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/human/death.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/living/carbon/human/species_types.dm
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/monkey/death.dm
	code/modules/mob/living/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/ai/death.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/pai/death.dm
	code/modules/mob/living/silicon/pai/pai.dm
	code/modules/mob/living/silicon/robot/death.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	code/modules/mob/login.dm
	code/modules/mob/mob.dm
	code/modules/projectiles/gun.dm
	code/modules/reagents/chemistry/reagents/blob_reagents.dm
	tgstation.dme
2016-02-04 14:34:45 +01:00