changes:
Removed the privacy poll as it is unused.
Observing no longer creates a new mannequin, instead fetching one from SSmobs.
Observer ghosts now have a description again.
Converted new_player.dm to absolute pathing.
Fixed a bad init on holomaps.
Removed a sleep from light fixture Initialize().
Added a queue length stat to the MC panel for Icon Smoothing.
Halved time taken to create lighting overlay objects.
Species & body marking lists are now sorted alphabetically.
Commented out calls to lighting profiler to remove overhead of string interpolation in some procs.
Blood dries instantly if present during mapload instead of setting a timer.
Removes a bunch of default lists from /obj, /obj/item, and /obj/structure, replacing them with either lazylists or adding behavior to the null value.
Null armor is now considered identical to having armor with 0 armor in each category, null attack_verb results in the text "attacked" being used.
Converts the ion trail effect to use SSeffects instead of a spawn-loop for processing, as well as makes it also manifest on openturfs instead of just space.
It's harder to mess with the shuttle and after failing to return so many times it boots people off. It also connects the airlocks to distro and gives it a backup canister.
CHANGES:
Spiders will no longer create massive stacks of cocoons under dead comrades. Fixes#2448
Limbs infested with spider eggs will now take longer to burst. When they do burst, the limb is gibbed.
Infested limbs will give out more warning now past a certain stage.
Modified the spider event. The moderate severity one will now no longer spawn nurses, so they can't multiply.
Added a major severity spider event. It spawns more spiders than the moderate severity one along with nurses.
changes:
Blood overlays are now cached and do not involve world iteration.
Moved every global icon cache I could find into a new SS for organization & easier debugging. SS does not fire or init.
* 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
changes:
Removed shim for old spark system.
Converted all calls to old spark system with calls to new one.
Processor-based effects are no longer pooled, as it had minimal performance impact and was breaking things.
Tweaked some visible_messages for rogue drones.
PB effects' handling of location is now done at the /datum/effect_system level.
Adds a new process-based effects system with the goal of reducing insane lag from sparks.
Currently only supports sparks, but should be easily extendable to other types of effects.
Also fixes a bug with airlocks where the light from bolts wasn't updating.
Refactors bears slightly to reduce duplicated code & pointless spark object creation and destruction.
Lighting profiler will now log /turf locations & names correctly.
Doors will no longer trigger way more visibility checks than they need to.
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.
Ports totally;
https://github.com/Baystation12/Baystation12/pull/12389/files
Baystation12#14599
Ports partially;
Baystation12#14216 (only blob-related functions)
All the failure messages have been replaced with failure events in industrial drills, that range from probably lethal to certainly lethal and in one case just moderately annoying.
changes:
bugfix: "Fixed formatting of forms when held up to a security camera."
spellcheck: "Fixed grammar error in IA and CE's headsets."
Fixes#1196.
Fixes#1358.
Fixes#1376.
Fixes#1347.
Replaces some BYOND text macros with spans.
Issues:
M'sai's preview image does not work (missing image).
-fixed some mapping issues with the central command level, such as wrong windows, missing playing cards and messed up health scanners
-added a module computer for the cccia at central command
-added frag grenades to the traitor uplink
-fixes #1328
-fixed some missings computer sprites and the fucked up account terminal
Adds decomposing animations for mice when dusted. They'll leave behind a little mouse skeleton
Mice and lizards will decompose to a skeleton 30 mins after death, or if dusted
Also some fixes to various small issues and runtime errors related to held mobs and supermatters.
Several minor mapping changes, basically accounting to stringing up christmas lights and wreaths. Some chairs and tables were removed to make way for glorious Christmas Tree. May their sacrifices be well remembered.
Basically, missing safety checks. Apparently blood_dna is conditionally defined and filled out. This should stop some surprisingly common runtime errors from life() that we've been seeing.
Bypassed review.
New PR to fix merge issues
Porting an event from tg. Scrubbers get clogged and eject some chemical smoke with potentially fun effeects
I looked through chemsmoke code while doing this, and found it wanting, so i improved it. Added a duration input, adjusted all uses of chemsmoke in the code. Generally gave them all higher durations, chemsmoke grenades were a disappointing poot
Adds a new mundane event, false alarm.
It picks a random moderate or severe event and fakes its announcement without actually running the event.
Three minutes later, CC sends another announcement apologising for the false alarm
Also added an event var allowing events to exclude themselves from being picked for faking
tweak: "Adjusted event many weights. Made meteors and vendor breakdowns less common, ion storms more common."
tweak: "Slightly reduced overall frequency of random events."
rscadd: "Reworked the infestation event!! Can now spawn in a wider variety of locations, and spawn a wider variety of creatures."
rscadd: "Spiders spawned by the infestation event will now grow up, but much slower."
rscadd: "Reduced length of meteor storm a little. Total meteors not changed."
No clue why holder_damage() is even a thing: all it does is call ex_act on the holder **before** the explosion is set off. The explosion code itself manages that quite neatly, by calling ex_act on the holder's container, and then cascading from there.
This also solves the runtime error with chemical explosion grenades!
Corrects a number of places where New() did not call ..(), and implements similar changes to attempt to ensure New()/initialize() complete running before qdel() runs.
Cuts down on the number of created items during server start.