As reported here #6909 there were a few Requests Consoles that didn't have correct Department names.
This pull request fixes that, sets proper Department Types for a few Request Consoles and also makes the Requests Consoles' names more consistent in general by adding the 's' to 'Requests' everywhere.
Fixes#6909
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().
It is weird to have cameras in each single bathroom on the station, especially since it lets people peak into shower if door is open. This can also add edge to the antags.
changes:
Openturfs now properly handle recursive icon copy.
Openturfs can now have icons, for translucent or bordered turfs. This works with the smoothing engine (or anything really)
Added openturf debug verb that lists ordering of the openturf.
Openturfs can now mark themselves as solid, for things like windows or ice.
BSTs can now toggle falling for themselves.
Fixes#3488.
Removes a whole bunch of in world loops.
Reworks SSmachinery to hold two lists: all_machines and processing_machines. all_machines contains all machines 5ever. All of them. Literally. Forever. And ever. processing_machines only contains machines that process with the SSmachinery controller.
I checked most types at runtime on the live server to see whether they're in processing_machines or in all_machines, and did debug to ensure that most machinery ends up and stays in all_machines.
Includes a basic UT to make sure all mapped in machinery types remain within the all_machines list post-init.
changes:
Added a isopenturf() macro, equivalent to istype(thing, /turf/simulated/open).
Converted most/all instances of istype(/turf/simulated/open) to isopenturf().
Made update_above()' aware of queue status & inlined a proc-call.
* 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 is similar to #1722, but it uses a bit of math to allow explicit setting of the angle of light.
Pretty much complete, although no lights have been updated to use directional lighting.
Features:
Facing a wall with a directional light results in darkness - light is not emitted on own tile.
This is it. The big one.
Risk: Very large. This modifies or rewrites several important systems.
Some things still need balancing, but that's probably better done if/when this hits dev.
changes:
New smooth lighting system.
Machinery split into three processes: machinery, powernet, pipenet Removed due to breakage. Refactored into multi-step process.
Mob process rewritten.
NanoUI process rewritten.
Objects process rewritten.
Tweaked color output of station lights.
Slime core lights now emit colored light.
Fixed light update frequency issue with fire alarms, hydroponics trays, and airlocks.
Increased light emission from bolted airlocks.
Miscellaneous performance improvements.
New datum pool implementation.
New lighting usage profiler.
Lighting system now tracks UV light, which is not visible to players.
Space now has a parallax effect.
Disabled Spin View verbs due to incompatibility with the new lighting system.
Disabled hallucination view spin due to incompatibility with the new lighting system.
Lighting system now initializes in the lobby before the round starts to reduce BoR deadtime.
Added UV light tracking to lighting engine; dionae now gain energy exclusively from UV light.
Added colored lighting to a few consoles that used default (white) light.
The Dev Flag and status is back in game! As of right now, you will have
to play around with the values in regards to the defines in setup.dm
(specifically with CCIAA), but everything works fine, besides maybe Devs
having some verbs they shouldn't for some reason..
But besides that, it's peachy.
- Landmark on supermatter core now waits until all other landmarks are done setting up.
- Setup-supermatter proc is now defined on /datum/admins/ rather than on /client/
- Coolant canisters now have double amount of standard canister's worth of gas, as intended, instead of triple.
New turf proc: assume_gas(). Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
more.
Zones now process all fire data and existance in one go, fire objects
only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
structured for the new gas_mixtures.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Before: Supermatter would raise the temperature without taking into account how many moles it grabbed in it's "breath" meaning it was better that you had a lower pressure inside your engine chamber so the engine would spit back out it's "breath" and it couldn't heat up the engine room as much.
Now: Supermatter will take into account the heat_capacity of the breath it takes and will heat up it up accordingly and proportional to how much energy it has.
Gone are the days you could run the supermatter engine without adding coolant.
Also: Added a debugverb that setups the engine for you, the verb is based off of baystations map and areas and shouldn't require too much change to bring it in line for other servers.
Applys a client side only layer of colors over the various zones to show if they are connected or not.
Green is your current zone
Blue is adjacent zones that are connected.
yellow is zones that are connected but not adjacent to your current zone.
Red is for zones that aren't connected at all.
Sped up air equalization between zones
Fixed an issue where space tiles were not removed from the zone.
Made ZAS debug functions accessible when the mapping verbs are toggled on.
- 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
- Added a verb that breaks all airgroups into individually processing tiles and a verb that forces a group-rejoin attempt on all airgroups. Once the verb to break all air groups is used, they will not attempt to recreate until the recreate verb is used. In other words, this is for debugging, not goofing around. Verbs available in debug verbs.
- Some atmos code standardization
- Decreased the pressure resistance of most items by a factor of 10, meaning pressure will finally actually move items around!
I also attempted to speed up air movement, but it caused runtimes and everything moved in checkered patterns and I got scared so I didn't include it in this commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5554 316c924e-a436-60f5-8080-3fe189b3f50e
= Giant Spiders =
- Nurses spin webs which impede progress, bundle items and mobs up in cocoons, lay eggs to create spiderlings
- Nurses are slow and weak, but their bite has a chance to paralyse the victim
- Spiderlings skitter about and eventually grow into giant spiders.
- Spiderlings will ventcrawl, so they can spread over the station pretty fast.
- Hunters are fast, have decent health and the most effective poison
- Guards are medium speed but the health and direct damage
- The poison of hunters and guards can cause hallucinations if they bite you
= Farm animals =
- Cows can be milked or butchered for a large supply of meat. Sadists can also tip them over (with intent_help).
- Goats can also be milked, but have a nasty temperament.
- Chicks grow up to be chickens, who lay eggs and continue the cycle. But where did it start? (they're very noisy).
- All three are orderable via QM.
My changes:
- Added a spider infestation event.
- Optimized code with spiders and simple_animals.
- Made a /hostile/retaliate type which will only fight back when hurt. Based on Cael's code.
- Added some farm animals on the map.
- Changed events, added a setup() proc which can let you setup variables or the event. Made the event only kill itself when it has called, announce(), start() and end().
- Brainrot will only need alkysine as a cure.
- Communication blackout will always be silent.
- Changed some admin buttons to use the new event system.
- Added a forceEvent proc which you can use when you enable debug verbs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5525 316c924e-a436-60f5-8080-3fe189b3f50e
- Added two new verbs to 'debug verbs'. The first outputs everything in the jobban records list to standard output, the 2nd applies a filter and only prints the things that contain the word.
- Fixed an old jobban bug which only checked if someone's ckey ends with the bannee's ckey to jobban them from the job. So perrorage getting banned would result in errorage having the ban in effect too.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5338 316c924e-a436-60f5-8080-3fe189b3f50e
This should remove the half second delay that admins experience whenever they right click. The delay goes up as server load increases. I couldn't test this on an empty server tho, obviously.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5299 316c924e-a436-60f5-8080-3fe189b3f50e
- Moved 'reload admins' into the SERVER permission. It already had a check for R_SERVER when it was run, so it being in the debug list was likely a typo. There should probably be an ADVANCEDADMIN permission type or something, that contains the admin-related tools that you don't want all admins to have access to. A 'game masters only' list of verbs, so to speak.
- Edited admin_ranks.txt and the other dm files accordingly.
- Standardized diagnostics.dm
PS: I really love permission based admin verb assignment. So much easier to work with!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5012 316c924e-a436-60f5-8080-3fe189b3f50e
- Added an areatest verb to debug verbs. This tests areas for whether they have APCs, air alarms, etc.
- Added an 'autoname' subtype of obj/machinery/camera. Cameras of this type auto-assign their c_tag, based on which area they're in, followed by a number. For example "Male Dorm #1", "Male Dorm #2", etc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4806 316c924e-a436-60f5-8080-3fe189b3f50e
-I've added some cameras to rooms that should have cameras but were previously depending on other camera's using their X-Ray vision in order to see into a room.
-AIs have a multitool in their contents that they can use to interact with the telecommunication machines.
-Added "Follow" for observers. Works the same as AI tracking without checking if they can track.
-Added a range to how far Cyborgs can interact with machines. This is to stop Cyborgs from interacting with machines through cameras, which could be used to easily disable the AI.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4531 316c924e-a436-60f5-8080-3fe189b3f50e