- Wire datums arrive! These are wire datums which allows you to easily add wires in a maintainable manner. All wires by default will be allowed to have a signallers attached to it. I have converted cyborg wires, airlock wires, camera wires and mulebot wires to the new system.
- Cameras will no longer have random wires for each camera. The power wire will toggle the power of the camera when pulsed.
- Robots have a new wire! The lockdown wire will toggle the lockdown status of robots. You can now fix cyborgs that have been locked down and had the robotics computer destroyed. Should be interesting now that you can remotely pulse all datum wires.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5663 316c924e-a436-60f5-8080-3fe189b3f50e
-pAIs are no longer deaf to sounds and they see emotes.
The pAI mob now follows the card just like the AI eye tracking someone or a ghost using the verb follow.
I do not close the issue because intellicards are not fixed yet.
-Added a "On/Off" for some things on the pAI interface
-Fixed some really obscure runtimes about a human using the pAI card interface when the pAI is dead.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5661 316c924e-a436-60f5-8080-3fe189b3f50e
Removed a redundant return from obj/machine/proc/RefreshParts()
Removed my assert()s from cameras now that we have carn's fix in.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5660 316c924e-a436-60f5-8080-3fe189b3f50e
- Increased the allowed w_class things in secure briefcases. Equalized the amount of stuff you can put in a briefcase with the backpack.
- The staff of animation will turn animations onto their side, if they were created by a different user.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5658 316c924e-a436-60f5-8080-3fe189b3f50e
-New clones start disfigured, but will turn normal during the cloning process.
-Excessive radiation can make you bald now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5657 316c924e-a436-60f5-8080-3fe189b3f50e
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12096
> UpdateAffectingLights() is a bit less silly. It now uses oview() to find lights which could be shining on it. It only searches a maximum of LIGHTING_MAX_LUMINOSITY_STATIC-1 away from itself, as this is all it needs to do (reducing the number of atoms it searches/lights it updates).
> UpdateAffectingLights() is called more sensibly, generally it will only be called when opacity actually changes on a lit turf (or something in a lit turf), as opposed to before where it would be called simply if something was opaque.
> Fixes a typo in cheap_hypotenuse(), it will now work correctly.
> Added circular lighting (using cheap_hypotenuse, a cheap linear approximation of pythagoras theorem). Old square lighting is toggable by commenting out #define LIGHTING_CIRCULAR
> Wall-fixed lighting will break when Move()ed. This means their lighting will not be updating whilst the singulo is on a rampage (which would cause lots of lighting updates). This should help reduce lighting updates a fair bit in such circumstances. Also the lord of darkness actually creates darkness! omg
>Halved the theoretical number of calls to UpdateAffectingLights() by turfs being deleted/created (aka replaced), by moving relevant code from New/Del into ChangeTurf(). Tidied ChangeTurf up a little.
>SpaceVines now update opacity correctly (this somewhat worries me though)
>Reduced the range of dynamic lighting effects for most objects. Fixed the bug where mob luminosity could try to go negative when dropping many held active flashlights.
>Space area no longer uses dynamic lighting. (at request)
>Fewer shades of darkness (reduced from 7 to 6) - means fewer shift_to_subarea calls and makes lower luminosity lights appear brighter
>Turfs can be luminous, removed the warnings. capped luminosity effects of turfs to a radius of 1.
>PDAS ARE NO LONGER SUNS!
>ChangeTurf() no longer replaces turfs with turfs of the same type. This means that singulos will no longer replace space with space with space over and over and over every tick
>there is a cpu-usage cap thingy on the lighting process(). It's currently set to (a ridiculously high) 98. This simply stops the process attempting to do any more work when the server is already dying. If you're feeling brave you could probably reduce further.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5650 316c924e-a436-60f5-8080-3fe189b3f50e
Swapped the monkey cubes/plasma in xenobio so the plasma is next to the grinder.
Halved the recharge rate on the chem dispensers (as there are now two). If this makes it a pain to use let me know and I'll find a middle ground.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5639 316c924e-a436-60f5-8080-3fe189b3f50e
Added a bullet act to resin doors/nerfed their health.
Removed larva/drone from the possible xeno transformations with staff of change so using it doesn't always derail into a xeno round/the wizard getting facehugged.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5638 316c924e-a436-60f5-8080-3fe189b3f50e
Anyway the bluespace slime finally brings back the old metroid teleport for its extract effect.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5630 316c924e-a436-60f5-8080-3fe189b3f50e
Added a new gold slime reaction which spawns a single hostile mob (which wont attack). This is for whoever was requesting the ability to make zoos/fill pens.
Added a new silver slime reaction I'd been meaning to add.
Changed chemistry to have two chem dispensers each with half as much charge as the old one
http://i.imgur.com/1BpQUN3.png
Added a SECRET to the map.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5626 316c924e-a436-60f5-8080-3fe189b3f50e
-Makes grass a normal grown object, tiles are made via attackby. Removes the specialized code needed to handle harvesting floortiles.
-Adjusts seed sprites in the .dmi to be consistent, and adds code to randomize their position on the map.
-Adds biotech level 1 to wood tiles to match grass tiles.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5622 316c924e-a436-60f5-8080-3fe189b3f50e
- Time to tidy up my old projects: Moved a few of my old, unfinished projects to unused: liquid simulation, brewing, heavy cables and logic gates/cables.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5621 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 1219. Cloning Scanner Popping Out Prematurely
Fixes issue 1182. Using wrapping paper on a bodybag
Fixes issue 1238. Reading while blind (fixes paper, photographs, and books)
Fixes issue 1253. Braindead message when converting non braindead people (rev)
Fixes issue 1188. Head revs converting unconscious people
Added is_blind(A) as a helper proc for blindness. It returns 1 if A is a fully blinded carbon mob.
Updated the loot spawner to use a list instead of a text string.
Updated gun reloading to use text styles.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5619 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 1172. Janicarts disappear in foam
Foam is now TURF_LAYER + 0.1
Fixes issue 1248. Wirecuterrs disappearing (with gift wrap)
Gift wrap is now applied on top of an already wrapped package, to make it pretty.
Standardised sortingmachinery.dm.
Commented out some areas from the the_station_areas list which are no longer present on the station.
Added the energetic flux (revamped blackhole event) and mass hallucination event. Both are pretty mild.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5611 316c924e-a436-60f5-8080-3fe189b3f50e
- Moved explosion capping to explosion code, overridable by setting a proc parameter, which defaults to off, obviously.
- Reduced r-walls' explosion resistance from 25 to 15. They can now be destroyed by strong bombs.
- Added liquid processing to the sun part of the MC
- Added additional calls to atmos processing to the MC. You can enable this by (manually, with the debug controller verb) enabling the fast_atmos_1 .. 3 variables in the configuration datum. The intent of this is to enable it in a few rounds to see if it is possible to make atmos calls more common.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5607 316c924e-a436-60f5-8080-3fe189b3f50e
Medical PDAs should now have a green stripe
Fixed a misplaced /area/ issue in the Warden's office
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5602 316c924e-a436-60f5-8080-3fe189b3f50e
- Made the singularity not move stuff while contained, should help and make it easier to work with; such as fixing the field generator.
- Added logging for gold slime extracts.
- Removed unneeded deletion of signals in telecomms code.
- Added a debug verb which will record pointers of signals that weren't garbage collected.
- Removed the need to create a mob to compare it in telecomms code.
- The spider infestation is more likely going to spawn nurses.
- Runtime fix with spells.
- Reverse list actually does something now. Bots never needed it so I removed it. (Thanks carn)
- Added an ON_BORDER flag for border firedoors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5601 316c924e-a436-60f5-8080-3fe189b3f50e
runtime error: Cannot read null.name
proc name: New (/obj/effect/golemrune/New)
The reaction that creates the rune was creating the rune in nullspace, it tried to use the loc in it's constructor, then it set the loc afterwards. Now it runs the constructor and such, THEN runs 'announce_to_ghosts()' after it is assigned a loc.
I've also changed src.loc.name to get_area(src) so instead of "A golem rune was created in area Floor " it says "A golem rune was created in Chemistry."
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5597 316c924e-a436-60f5-8080-3fe189b3f50e
var/network = string is now var/list/network = list().
I've also added a "network_multi" var which is a string. This is specifically for placing cameras on a map that you want to put on multiple networks. Apparently DM's map maker doesn't support lists, so just type them all in as a string and camera/initialize() will take care of the rest.
Input the networks with commas seperating them, for example: "SS13,RD,Secret,Prison,Ect"
I fixed a few issues while editing the cameras on the map as well.
Both maps:
- Re-added the telescreen in the misc research room that got removed at some point. (Thanks to Ikarrus for pointing this out)
- Any room that had 2 cameras (one for each network) were merged into one camera with the new network lists.
- - Permabrig-hallway (SS13, Prison)
- - Every room in R&D (including robotics) (SS13, RD)
- - The bomb testing range (RD, Toxins)
tgstation.2.1.1.dmm:
- Added a missing wire in engineering-sec (Thanks to SuperSayu for pointing this out)
- Fixed some mis-orientated firelocks. (Thanks to Intigracy for pointing this out)
- - The mining door between cargo and mining
- - The door between the hallway and the engineering lobby
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5596 316c924e-a436-60f5-8080-3fe189b3f50e
They also added extra checks to
-Everytime a mob attacked (checking for super strength and electric hands)
-Every time a mob was attacked (checking for dermal armour)
-Every time a human was shot (checking for reflex)
-Every time a human breathed (checking for rebreather)
-Every tick of human life (checking for regen)
-Every hud update (checking for radar)
Not to mention just cluttered mob code in general. I know there won't be any noticeable performance increase from this but seeing as they were never going to be finished (I asked Doohl beforehand) and mob code is messy enough as is, I think only good can come of removing the code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5587 316c924e-a436-60f5-8080-3fe189b3f50e
- Added killswitches to all Enter() and Entered() procs to try to determine if movement is the source of all the constant lag we're having. Toggle the killswitch with the 'disable all movement' verb, available in debug verbs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5571 316c924e-a436-60f5-8080-3fe189b3f50e
How is this an improvement? Before we looped through every possible reaction to see if a reaction would occure with our list of reagents. Now we already make a list of reagents which can have a reactions, cutting down on searching every single time. This will decrease the loop expensive iterations from 100s to only a handful.
How does it work? We format our chemical_reactions_list like this:
chemical_reactions_list[reagent_id] = list()
And then we fill that list of possible reactions. Thanks to Exadv1, to cut down on redundancy we only need to have a reaction in a single list at a single time, because our handle_reaction() loop will handle that.
Here is a paste of the structure of the list on runtime. http://privatepaste.com/327bb61628
(has: = an entry in the list that it is nested in)
- Fixed mecha weapons shooting over people lying down.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5569 316c924e-a436-60f5-8080-3fe189b3f50e