The lifeless live again. Or in this case, what never actually lived here.
Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will.
I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to.
Changes:
"Shuttle code has been completely reworked."
"Shuttles can now be modified to have more than one destination."
"Shuttles now have a takeoff sound."
"You can now throw mobs against walls to damage them. A lot."
"You now need a neckgrab to throw mobs."
"BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it."
"Adminghosts can now interact with all shuttles."
Fixes the /client/Move check for zoomed entities to check for pixel displacement, and not just view displacement itself (since the binoculars don't change view size)
Fixes#5689
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
This PR fixes a few bugs with echoes, and adds in loredev requests for the feature. This list may expand, but currently it is:
1: Phoron walls/windows should prevent echoes from locomoting through them (Moon/Paradox)
2: Vaurca should be unable to become echoes and should be unable to host echoes (Bygone)
3: Unathi should be able to absorb echoes to increase their power level (Jackboot)
Projectile hitscan effects moved to /effects/projectiles folder.
Most of projectile firing code and some of impact code refactored, and projectile hitscan effects refactored with ported TGcode (which is mostly TGcode I wrote anyways 😎)
Projectiles can now be fired at any angle, instead of just at the center of turfs!
Projectiles are now [in theory] 100% accurate down to 0.001 of a pixel.
changes:
Fixed#3203.
Tajara or Unathi CEs now get gloves that actually fit them.
OOs now respect direction changes from their mimicked object.
Replaced all references to trange() with RANGE_TURFS().
Replaced all references to is_type_in_oview() with locate() in oview().
Fixed a runtime caused by recursive explosions falling off the edges of the map.
Carp despawn now works properly with the new asteroid turfs.
Carp despawn now uses WEAKREF instead of SOFTREF.
Added tick-checks to the carp migration event.
Vaurca now have the IS_VAURCA reagent_tag.
Cleaned up butanol alien handling a bit.
changes:
Parallax now actually moves properly on Move().
Parallax movement can now be toggled as a preference.
Merged all movable/Move() overrides for performance reasons.
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
This PR ports /tg/'s movement verbs, which allow for smoother movement that's less dependent on server tick rate.
Also ports /tg/'s Stat() limiter, which reduces how often Stat() updates to reduce pointless server load.
* code\game\machinery\cryopod.dm:482:error: orient_right: undefined var
* code\modules\mob\mob_movement.dm:272:error: mob.last_move_intent: undefined var
* code\modules\mob\living\simple_animal\simple_animal.dm:377&402:error: user.changeNext_move: undefined proc
* code\modules\mob\living\silicon\robot\robot_items.dm:31:error: loaded_item.reliability: undefined var
* fixes whatever to do with chameleon.dm
* camera.dm
* didn't get chameloeon the first time round
* uplink.dm
* code\game\objects\items\devices\PDA\PDA.dm:959:error: U.last_target_click: undefined var
* code\modules\clothing\head\misc_special.dm:159:error: icon_head: undefined var
I've implemented compensation for this issue. Whenever world.time overshoots the movedelay, the remainder is subtracted from the next movedelay. This keeps movement speed consistent and actually smooths things out a bit. It doesn't completely solve the problem, but it keeps travel times accurate to within 1 decisecond and prevents it from growing and compounding over long distances.
Fixes the mousebeam for more gibbings and ensures that nowhere is safe.
Fixes the multipliers because fuck.
Makes the night lighting process not runtime if night lighting is disabled. Note to Bed: del()-ing processes is bad, they should be disabled instead.
A number of bugfixes and under-the-hood tweaks. Nothing here needs changelog, and shouldn't really be noticed by players:
Fixes vehicles using stamina or moving faster when in sprint mode.
Fixes getting footstep sounds when driving a vehicle.
Changes cargo trains to use forceMove instead of move, for towing cars behind them. This fixes an issue where the train would become disconnected if the engine moved too fast.
Completely divorces vehicles from using mob speed vars at all, speed is defined on a per-vehicle basis.
Removes knockdown from sprinting exhaustion. Characters will now stop sprinting before they collapse.
- bugfix: "Fixed dizziness effects on alcohol, psilocybin, and cryptobiolin taking a long to start up and sometimes never starting for low doses"
- tweak: "Sip size from alcohol bottles is now the same as for glasses, which is half what it was"
- tweak: "Rebalanced all alcoholic drinks with more believable alcohol values, and adjusted alcohol metabolism. Generally drinks are stronger but metabolise more slowly, pace yourself!"
- rscadd: "Different species now have varying susceptibility to alcohol. Tajarans get drunk slightly faster, skrell are twice as fast as humans, unathi can drink more, and vaurca get drunk very slowly, but alcohol poisons them"
- bugfix: "Dousing people in alcohol and setting them on fire, now only works with spirits and liqeurs stronger than 40% ABV, and the heat of the resulting fire is based on the strength"
Moved human Check_Shoegrip() override to human_movement. Parent is in mob_movement, makes sense to keep them in line imo.
Renamed Process_Spaceslipping to slip_chance because it doesn't do any kind of processing. And I hate naming of these procs.
Refactored human slip_chance override to use parent proc instead of doing same checks all over again.
Removed update_gravity (and its only call in life()) and mob_has_gravity(). First one was called precisely once and did /nothing/. Mob-level proc just returns and it is never overriden anywhere. Second one is just a call for has_gravity, meaningless and used only once in that removed line.
Refactored Check_Dense_Object (god I hate these names) to be less, for lack fo better word, retarded.
Instead of weird var for keeping number of dense objects (that is never used, check only used as binary true/false), it now just returns value when it finds a suitabl object.
Used trange and orange instead of oview to avoid fuckery in non-lit places.