Commit Graph

67 Commits

Author SHA1 Message Date
xxalpha 83a4491756 Space icon state function is a define. 2016-01-30 19:44:20 +00:00
xxalpha d59e0c7866 Diagonal smoothing first commit 2016-01-27 02:04:17 +00:00
oranges 134a76cc8f Line ending apocalypse 2015-12-17 14:12:37 +13:00
KorPhaeron aeb29a28d0 Shuttle tweaks 2015-12-15 14:33:30 -06:00
MrStonedOne ee4d24130e Bumps starlight down one notch 2015-10-30 21:30:21 -07:00
MrStonedOne 03ff22fbbc Adds the ability to set a light source's high end
Makes starlight use new system to have far spreading low levels of light rather then near spreading high levels of light.
2015-10-29 22:31:08 -07:00
Tkdrg c2093e3709 Improves starlight performance
Still laggy, but now quite a bit better.
Fixes #8154
2015-10-25 01:55:04 -03:00
Razharas e28ecdfe45 Implements round-randomized space map
Implements round-randomized space map
Kills the cube
Adds config file for maps, so you can add more with just some non-code
edit
2015-09-07 21:33:11 +03:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Firecage f79e0fc1aa Updates more paths, for example obj/stuff to /obj/stuff 2015-05-31 17:48:33 +02:00
MrStonedOne bd6d51a0b5 Massive MC and subsystem rewrite
MC:
	No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel
	Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic
	Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem)
	MC can now be told to init a zlevel

All Subsystems:
	Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it
	All subsystems now properlly handle being given a zlevel in their init proc

Subsystem changes:
	Air:
		Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost
		Air now fires 4 times faster when it can do so without lagging things up
		Pipenet has been merged into air
		Atmos machinery now processes with process_atmos(), ticked by air, not machinery.
		Hotspots (the fire object) are now object pooled
	Pipenet:
		Deleted, added to air
	Machinery:
		Moved all atmos calcualtions in all objects's process() to process_atmos().
	Lighting:
		Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost
	Ticker:
		Fixed ticker not updating the lobby panel when game start delayed
		Fixed the game start timer updating rapidly from queued fires when game start delay is removed
	Garbage/qdel:
		qdel will now limit its process time to 2ds a fire.
		qdel can now be given hints as a return to Destroy() as to what should be done with the object.
		the options are:
			queue: (default) this is the normal behavior.
			letmelive: old default to non-null/zero. does nothing with the object
			iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking
			harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time.
			harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel
		All objects have been updated to the new system, harddel and iwillgc was not added to any new objects.
		Fixed some objects not GCing because they didn't properlly clear references in Destory()
		Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
2015-04-29 02:00:25 -07:00
kingofkosmos 1d14471d00 Ellipses to waiting messages. Warning-spanclasses to failing messages with an exclamation mark. 2015-04-24 20:50:50 +03:00
xxalpha 13e291a4e9 Merge remote-tracking branch 'upstream/master' into catwalkmachines
Conflicts:
	code/game/turfs/turf.dm
	code/modules/power/power.dm
2015-03-06 19:19:09 +00:00
Razharas 05ef27a495 Merge pull request #7972 from paprka/moreruntimes
Fixes another runtime with starlight
2015-02-25 06:31:33 +03:00
paprka 2d1642dd22 fixes another runtime with starlight 2015-02-24 16:48:06 -08:00
Remie Richards b1ff6b7220 Merge branch 'master' of https://github.com/tgstation/-tg-station into AttackbyParams
Conflicts:
	code/game/turfs/simulated/floor/light_floor.dm
2015-02-24 22:16:53 +00:00
paprka 68d649b6e1 removes unnecessary crap 2015-02-22 21:07:57 -08:00
paprka eee61482db removes giant loop 2015-02-22 20:07:38 -08:00
paprka 69915d0b1a actually fixes starlight with configs 2015-02-22 16:58:00 -08:00
paprka 3891d325c1 improves starlight check 2015-02-22 16:14:21 -08:00
xxalpha 15dacd50b1 Replaces cancable var with two new procs.
Clean up.
2015-02-21 20:15:03 +00:00
paprka 59d3e8be1e actually fixes luminosity this time guys! 2015-02-20 03:37:16 -08:00
paprka 3b3a008e09 further fixes luminosity 2015-02-20 03:35:33 -08:00
paprka 7f0373640a fixes lighting checks 2015-02-20 03:26:56 -08:00
paprka e6bccac85b spesslight 2015-02-19 21:05:59 -08:00
Remie Richards 5fc7af7fbf attackby() now has an argument containing the parameters of the click that called it. Items placed on tables now center their icon where the user clicked. this is NOT true for racks, since racks look organised in their sprite.
Items reset their pixel_x and pixel_y values on pickup.
2015-02-19 13:02:43 +00:00
paprka 69a09417b0 starlight v1 2015-02-18 02:04:52 -08:00
paprka ac85775b02 catwalk fixes 2015-01-28 19:30:21 -08:00
carnie f3f562a5a5 Adds a place for ferry to dock on Ministation. (slightly modifies an airlock)
Fixes unreported compile issue for Ministation to do with setting up map transitions
Removes /obj{name="floor"} which somehow appeared on the map.
Resolves issues with ministation which were previously resolved for tgstation
2015-01-19 15:27:29 +00:00
carnie e285bd0b3c Map Update 2015-01-04 01:45:02 +00:00
carnie a029a49392 SubSystem rewrite
Misc:

+Fixes unreported issue with initializing lighting on a specific zlevel

+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.

+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)

+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.

+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.

+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.

+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.

-Removed 'quadratic lighting', can add this back at some point. Sorry.

+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.

+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.

-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.

+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)

+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.

-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.

_OK, NOW THE ACTUAL INTERESTING STUFF_

Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker

Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.

Many system-specific global variables have been refactored into

All tickers which previously used world.timeofday now use world.time

some subsystems can iterate before round start. this resolves the issue with votes not working pregame
2014-12-31 13:25:41 +00:00
paprka 0e4903bd83 Merge branch 'master' of https://github.com/tgstation/-tg-station into walkthecat
Conflicts:
	_maps/map_files/TgStation/tgstation.2.1.3.dmm
2014-12-26 18:35:12 -08:00
paprka 3ca6d769a1 adds catwalks 2014-12-26 17:38:55 -08:00
paprka a6acdeb3c2 initial commit 2014-12-25 13:07:06 -08:00
tkdrg a21fe59234 Floor refactor: Fixes a bug where adding a floor tile to lattice created a covered tile. Fixes burnt_states runtime. 2014-10-31 20:09:50 -03:00
tkdrg 0bb462e857 Fixes botcall conflicts, removes even more cruft and unused code 2014-10-30 20:36:30 -03:00
MrPerson 2c8adffac3 Merge branch 'master' of https://github.com/tgstation/-tg-station into space_movement_jam
Conflicts:
	code/modules/mob/living/living.dm
2014-10-25 23:25:27 -07:00
MrPerson ef6204656f Space movement rewrite to allow everything to drift
Removes a version of atom/movable/Move() that was in mob_movement.dm.
New proc called newtonian_move() that's called as a result of things like shooting a gun or spraying a fire extinguisher and as part of atom/movable/Move().
It pushes src if it's not under gravity and gives the object a chance to stop itself.
As a result, inertial_drift() is kill.
Moved Process_Spacemove() out to atom/movable. It does the same thing, it's called whenever a drift is attempted and stops the drift if it returns 1. Default check is to look for nearby lattices to make dragging shit around the station less annoying. Mobs still call it in Client/Move()
The mob version of Process_Spacemove() will shove non-anchored nearby objects out of the way if you try to move like that. For example if you're free-floating in space next to a closet and try to move right, the closet will drift off to the left.
Mechs call their occupant's version of Process_Spacemove() so mining with a mech isn't retarded. The pussy wagon does the same thing and thus no longer works like a jetpack. Will it be making a comeback?!?! (no)
Any move will attempt to keep dragging your pulled object, not just ones initiated by the client. Should make space wind a little less annoying. Was needed to make drifting not break your drags.
Mechs drift correctly without any special snowflake crap.
Spaceslipping is gone because fuck that shit
Space movement is now slow instead of fast. Having a jetpack helps go faster but even that's slower than current. Hopefully means nuke ops can see each other as they move to the station instead of losing sight of each other instantly. Having your hands full makes spacemovement even slower.
You can drift in office chairs and drag mobs in beds or the bed itself. Currently drifting diagonally while in an office chair is bugged and I need help to solve it. It winds up in cardinal movement instead of a diagonal one.
Changes up the jetpacking effects system to cause fewer errant ion trails but it's still awful code. In hindsight I shouldn't have bothered but here we go.
2014-10-25 23:19:46 -07:00
Hornygranny e5e6ded884 singularity is now OOP 2014-10-20 16:36:00 -07:00
Menshin b76b3fa298 * The Space Cube is now generated at world start, before away missions are loaded
This means away missions don't have space transitions
* The setup_map_transition proc is protected from excessive tiles proceeding (the proc is set to the background if too much tiles are processed)
* Added a comment explaining the Space Cube, by Incoming
* Fixes #4903 : "mobs don't maintain momentum on z-level transition"
* Serendipitiously fixes #2614
2014-10-04 21:16:23 +02:00
Menshin be88cf80c1 Fixes the spacecube server start runtime (index out of bound for array) by making the z_level list an associative list. 2014-09-30 01:15:55 +02:00
Incoming 72e5d79171 Whoops, made a dumb mistake 2014-09-25 16:30:51 -04:00
Incoming 49fe512bab Adds z.7 (dead space 2) to boxstation because no one seemed particularly offended by the idea. This closes the cube properly there and prevents a few weird edge cases where closed loops of Z.6 to Z.6 transitions could happen.
Meta/Mini should add empty z.7 at some point after this pull is committed, I would have done so myself but it didn't play nice with mapmerge so I decided against it.
2014-09-25 15:05:06 -04:00
Incoming f317c0b09d Predictably Random Z-levels and the SPACECUBE
The layout of the accessible z levels in relation to each other are now lain out in a massive preshuffled SPACECUBE. Every Z-level is no more than two screens from every other Z-level, and can be moved through in a predictable order* with a little ingenuity

*Except z.6

See pull for the full details
2014-09-23 16:10:13 -04:00
Aranclanos d15b9efe71 Removes some commented out code and some debug messages leftlovers from my previous commit. 2014-09-15 10:03:14 -03:00
Aranclanos 53f48fa599 Cleaned up the turf Entered() procs:
-Removed check for infrared beams. (it checked each time that anything moved)
-Removed 'movement_disabled' check, the verb is also completely removed.

For space Entered() turfs:
-Removed check for meteor
Now meteors and immovable rods will use the same proc to determinate their start and finish, while moving they'll check in which z level they are, deleting themselves if they leave it.
-Removed spawn() to move objects being pulled between z levels
Replaced the step() from mob pulling movement code and replaced them with Move()

For asteroid Entered turfs:
-Removed check for mining cyborgs, now it will be next to the janitor borg check to clean the floor.

Mecha code got a small clean, removing the Entered() calls from there.
2014-09-15 03:26:58 -03:00
Firecage 9ea09fe63c Spanclasses for files in the Linda, mecha, Turfs folders 2014-08-23 10:48:10 +02:00
Kelenius a8b7588c12 Merge branch 'master' of https://github.com/tgstation/-tg-station into Temp
Conflicts:
	code/game/objects/items/weapons/grenades/ghettobomb.dm
	code/game/objects/structures/door_assembly.dm
2014-06-19 02:27:10 +04:00
Kelenius 3908160998 One big update for stacks. 2014-06-10 20:36:08 +04:00
ikarrus fba49381b2 Giacom's Feedback 2014-06-06 22:25:51 -06:00