obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
Defile affects a 7x7 area, damaging windows, tiring humans, and corrupting tiles.
Malfunction affects a 9x9 area, emagging bots, disabling cyborgs, and emping or emagging machines.
Defile and Overload Lights now briefly stun you so you can't just trigger and run instantly.
Fixed a bunch of Harvest bugs.
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.
New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.
ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
Field generators, that are active, will now shock you; they did before but it was because of the containment field near it.
Changed the type path of the field generator and containment field:
/obj/machinery/field_generator -> /obj/machinery/field/generator
/obj/machinery/containment_field -> /obj/machinery/field/containment
Changed the map to have the new type paths.
The containment field will now shock you when it is created.
The containment field layer is a little above objects, so objects going through are under the field icon.
Cleaned up a bit of the code.
Emitters will now need to be wired.
Emitter type has changed to /obj/machinery/power/emitter
Fixed cables not correctly disconnecting power machinery from the powernet after being removed.
-Fixed a typo with smashing tables/racks.
-Fixed maps having incorrect types.
-Fixed singularity EMPing when at stage 1.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5423 316c924e-a436-60f5-8080-3fe189b3f50e
-Made chemistry a bit less reinforced.
-Moved more engineering equipment to access_engine_equip.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5413 316c924e-a436-60f5-8080-3fe189b3f50e
machine.process() now uses a return value to remove itself from the processing machines list. This is more efficient and will help reduce costs especially at round start where some 5000+ machines were removed from the list using first-find. Now there is no searching involved. Instead of machines.Remove(src) just do .=PROCESS_KILL that will return the flag to the proc which called it (the MC) and trigger its removal from the list. If you're deleting something don't even bother removing it from the machines list, there is no need to.
Simplified the last_processed stuff for the MC. It's now a single variable rather than 3. It is simply a typepath rather than a reference to an object (this is so it works even if said object is deleted)
MC stats in admin status_panels now show the length of the processing lists (indicated by #). I've just realised I forgot to mention what the abbreviations are:
The less obvious ones are: Dis=diseases; Net=pipes; Pnet=powernets; Mch=Machines; Tick=the game-mode ticker.
Beach-water now uses an overlay image rather than a separate object.
Fixed a typo in the shuttle console.
Hydroponics trays no longer use first-find within their process() for checking the plant is in the tray (why is that even there anyway? talk about lazy)
Removed some junk/placeholder procs like organ/proc/process() return
Removed newscasters from the processing machines lists.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4603 316c924e-a436-60f5-8080-3fe189b3f50e
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
I added a check to meteor and space dust Bump() directly because changing ex_act() on the machines themselves would make the machines immune to bombs and C4.
Hopefully fixes issue 716.
light/process() was added back in causing lights to use power as they were meant to. Recently lights have been made brighter causing more power to be drained. As a result the engineering APC would not last very long. The station using a lot of power is a good thing since the singularity produces an incredible amount of power, so to keep this higher power demand but still give engineers a fighting chance to set up the singularity, I've bumped up the engineering APC's starting battery power.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4401 316c924e-a436-60f5-8080-3fe189b3f50e
The Field generators are now offset from each-other to allow the engine to be restarted should containment fail.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4380 316c924e-a436-60f5-8080-3fe189b3f50e
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e