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src="https://github.com/user-attachments/assets/e0db50af-35db-43c7-b78e-6c1ea5ac569c"
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you take a tiny little two year LOA and this happens
this PR hits some large lag culprits:
- UpdateOverlays() getting spammed by human/update_icon. This was 0.85%
of server CPU time during the event. Doesn't sound like a whole lot but
it's insane. 99% of it was caused by sloppy duplicate calls of
update_icon in set_dir (as well as update icon itself!). Refactored to
stop that
- Makes Follow menu update manually, which cuts down on the 2.8 million
REF() calls it made during the event. This was ~1% of CPU time including
ui_data as well.
- Gets rid of a bunch of random runtimes and some lighting-related
harddels.
- NanoUIs now clean themselves up when their owner qdels rather than
forcing the owner to do REF(src) and close all matching UIs. saves us
~0.1% server cpu time! wowza!
Most of these are self explanatory. Servants should be able to see in
the dark. They should not speak TCB. The user should get feedback if a
skill fails. The icon state shouldn't be set to resting if the simple
mob AI will take back over (which it does), though I'm not a huge fan of
the way I solved that one - should it be a more generic var like
`should_not_sleep` on simple mobs? Then it would need a typecast as
well.
The first big change here is removing `environment_smash` from the
`attack_generic` proc. As far as I can tell, this variable is almost
entirely deprecated. I only saw one check relying on it, in
`/obj/structure/closet/statue/attack_generic(var/mob/user, damage,
attacktext, environment_smash)`, but when I tried to spawn one it was
invisible, so I assume that is also something that is mostly deprecated.
As such, I removed the variable from the function call, lining its
arguments back up with what the function is expecting. Maybe I should've
done named arguments here, but given that there's only that one function
that expects it, I just removed it.
The second big change is giving the Greimorian Queen reach on its melee
attacks. I was mostly trying to fix the case where the queen can't
attack a mob to its north, due to the mob being covered by the queen's
icon. Attacking two tiles away looks fine when the queen is facing
north, but facing south it looks not great. Directly East and West are
usually okay, though it depends exactly which tile is being attacked.
I did also duplicate a function, which I'm not a fan of. Perhaps
`attack_can_reach` should be made more generic. Let me know the best
place to do that, if so.
I'm not completely sold on adding the reach in its current form: Aside
from the top center 3 and the two furthest east and west, it reaches way
too far without good visual feedback that it can/is doing so, especially
the bottom ones and corners.
https://github.com/user-attachments/assets/a2b95cee-fe2d-4bc6-bf43-2e5b6e2e8f86
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
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Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Part one of our nefarious plans to destroy lag forever, and also
accomplish some cool shit.
This replaces our renderer system with plane masters, this will also be
used to turn skyboxes into backdrops and thus totally remove skybox
updating lag. Additionally, this will let us manipulate entire planes
very easily to do all sorts of zany shit. All credit goes to the
original coders, this is some seriously cool stuff.
Also fixes some bizarre smoothing behaviour, reduces updateoverlays
calls since now not every single structure in the game tries smoothing
with nothing.
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src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82"
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<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd"
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Co-authored-by: Matt Atlas <liermattia@gmail.com>
As title: grants STs a small selection of admin/mod/fun verbs without
needing them to have an admin_rank configured on the back end.
I've been extra permissive here on the assumption that Those That Be
will veto anything they don't like. The granted verbs:
/client/proc/toggle_view_range,
/client/proc/jumptozlevel,
/client/proc/jumptoshuttle,
/client/proc/jumptoship,
/client/proc/jumptosector,
/client/proc/Getmob,
/client/proc/Jump,
/client/proc/jumptomob,
/client/proc/jumptoturf,
/client/proc/check_ai_laws,
/client/proc/manage_silicon_laws,
/client/proc/odyssey_panel,
/client/proc/damage_menu,
/client/proc/change_human_appearance_admin,
/client/proc/change_security_level,
/client/proc/cmd_dev_bst,
/datum/admins/proc/create_admin_fax,
/client/proc/check_fax_history,
/client/proc/clear_toxins,
/datum/admins/proc/call_supply_drop,
/datum/admins/proc/call_drop_pod,
/client/proc/event_manager_panel,
/client/proc/toggle_random_events
This PR is full of _gross code_ but it _does_ work.
1. Look up now follows your mob (no more auto-removal when you move,
only when you go below a solid tile). Maybe add a hotkey?
2. Made the codebase work with the latest version of spacemandmm lint.
3. Advanced kits don't work on robotic limbs.
4. Density shifting should now always use set_density. Ported
TRAIT_UNDENSE from CM to better control the density of living mobs.
Fixes weird shifting behaviour with wall leaning -- what was happening
is that mob density was getting reset to TRUE because the mob wasn't
lying down.
5. TGUI say light prefs actually save.
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Co-authored-by: Matt Atlas <liermattia@gmail.com>
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.
- bugfix: "Fixed PDAs not being automatically updated by the Force
Change Name admin action."
- bugfix: "Announcements from non-Horizon ships drifting into hazards no
longer spawn observer chat. You will only get the announcements if you
are on the same z-level. The Horizon will still send its announcements
globally."
- bugfix: "Offships no longer send newscaster announcements."
- bugfix: "Fixed ling stings not working. Again."
- bugfix: "The robotics core console no longer reverts into a normal R&D
console when disassembled and reassembled."
- bugfix: "The robotics core console now has its own circuit that can be
made through R&D."
- bugfix: "Fixed the message that simple mobs print when they step on a
trap."
- bugfix: "Fixed the foam sword sprite."
- bugfix: "Fixed damaged wall overlays."
- bugfix: "Fixed the INDRA field getting messed up by pointing at it."
- bugfix: "Apple pies now count for the pie bounty."
- bugfix: "Changeling chameleon claws no longer spawn in the warehouse."
- bugfix: "Admin click-drag to possess has been fixed."
- bugfix: "Added a minimum damage threshold to delimb, in order to stops
ridiculously small damage from taking off limbs. The threshold is the
organ's max damage divided by 3."
- bugfix: "The Pull psionic ability no longer pulls anchored objects."
Fixes#17739Fixes#17369Fixes#19535Fixes#19166Fixes#20184Fixes#20165Fixes#20164Fixes#20117Fixes#19961Fixes#20231Fixes#20277Fixes#20346
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Co-authored-by: Matt Atlas <liermattia@gmail.com>
What it says on the can; now we can better compensate for processing
spikes by queueing and accounting for verb times (assuming we actually
use this framework to invoke the bulk of them). I have added its use to
some of them, more can be ported as time goes on, eventually everything
but the most trivial ones should go through this.
No player facing changes. Hopefully.
Praise be the omnissiah.
Added various events to the dcs system in regards to click handling.
Refactored various mouse related procs.
Fixed MUI mask.
Fixed AI jump on double click.
Fixed some runtimes with the click handler system.
Updated the click handler system.
Fixed fireman carry.
Refactored mousedrag procs, added signals, some safeguards, did some
cleanups around, renamed them to make a little more sense. Mostly put in
line with TG's code.
Fast clicking and releasing with a drag, depending on the grace period
and how fast it is done, can be counted as clicks, to aid in combat
scenarios where you spamclick.
https://forums.aurorastation.org/topic/20198-mission-briefing-auroras-gamemode-revolution
To-do:
- [x] Finish storyteller verbs.
- [x] Storyteller landmarks.
- [x] Proper storyteller spawning. Right now the gamemode system is
happy with just picking one storyteller and no actors.
- [x] Antagonist whitelists code.
- [x] Adding the Storyteller whitelist.
- [x] Mission map loading code.
- [x] Map in a bunch of missions.
- [ ] Storyteller adminhelps.
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Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: DreamySkrell <>