changes:
Thrown objects will now fire Entered() on the turf they land on. As a result, they will now fall if they land on an openturf.
Openturfs now queue an icon update if something falls down.
/obj/item/weapon/ore_radar converted to use SSfast_process instead of a spawn loop.
Converted hand-held tanks' New() to Initialize().
Note: This PR allows grenades to be thrown down openturfs.
changes:
Reduced Asteroid setup time by ~4 seconds on average.
Fixed a bug where jump-to-turf may have not worked on mine turfs.
Possible minor startup time improvements for SSair and Xenoarch.
* 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:
Fixes PDA manifest.
Fixed some bad turfs on the outpost.
Very slightly sped up lighting initialization.
Fixed mine turfs bordering on space turfs having a bad edge.
Possibly sped up asteroid gen slightly.
In this PR:
Destroy() fixes backported from PR #1783.
JaniPDA fixes & improvements.
Chickens no longer consume their own eggs.
Language adding in setup is now 100% more sane.
Chemical dispensers now actually check that the user is still alive before renaming.
Ghosts are now marked as non-simulated atoms.
Non-simulated atoms no longer trigger proximity listeners.
Vendors no longer accept synthetic tools as stocking options.
Fixes#812.
Fixes#1877, Fixes#1929.
Fixes#1930.
Fixes#1152, Fixes#1917.
Fixes#1902.
Fixes#1165.
changes:
Flashlights now default to LIGHT_WIDE directional lighting.
Glowsticks, Lamps, Flares, and Slime Cores use LIGHT_OMNI.
Maglights use LIGHT_NARROW.
Heavy-duty flashlights use LIGHT_SEMI.
EVA suits default to LIGHT_WIDE.
Lanterns use LIGHT_OMNI, as well as now having a more appropriate light color.
Floodlights use LIGHT_WIDE, as well as having a more appropriate light color.
Synthetics default to LIGHT_WIDE. (including drones)
Added some predefined light_wedge values to the lighting defines file.
Fixed some bad angles that screwed up north/south lights in some cases.
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.
* Check if the console is set before processing the stacking machine.
If the console is not set, the stacking machine deletes itself (as does the console if it cant find the stacking machine in the specified direction)
Signed-off-by: Werner <werner@myhomenet.at>
* Change default direction
Signed-off-by: Werner <werner@myhomenet.at>
* Correctly maps in the processing machine console
Signed-off-by: Werner <werner@myhomenet.at>
Was supposed to contain a fix for Vaurca surgery, but I decided to greenlight this ASAP once I detected a critical bug with how blobs worked.
Fixes#1509Fixes#1470Fixes#1506Fixes#1501Fixes#1484Fixes#1466
Also replaces a lot of Vaurca checks with isvaurca() so that Shells don't start doing weird shit.
-fix all the issues related to the leather things, as in they been just metal sheets, by adding leather materials and some things you can build with them.
-add a carp and corgi costume
-add some new accessories, like a new holster, the atlas armband that everyone wanted and some new medals
-add more things to the custom loadout, like the tracksuit things
-turns the waistcoat and suspender into accessories too
-fix the captain's medal at spawn being utter fucking broken
-add xeno sprites for the hazard suit
-add some more things to the cargo warehouse, like hides and winter coats
-replace force gloves sprites with cake's version
-add more jumpsuits that you can roll up sleeves
-stun from tabling someone is random now instead of a fixed ammount
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.
rscadd: "Added three new energy-based weapons, one designed purely for pest-control."
rscadd: "Added a new rare handpistol, based off of a proposed competitor to the NT Mk58."
rscadd: "Added a new pet for the Head of Security - the PTR-7 Tranquilizer Rifle."
rscadd: "Syndicate manhack delivery grenades are now available via the traitor uplink."
rscadd: "Manhacks will no longer attack anyone belonging to the 'syndicate' faction, including Heist pirates."
tweak: "Tweaked loadout customisation whitelists, generally making them more restrictive by role."
bugfix: "It is no longer possible to be older or younger than your species ought to be."
In this new gun patch:
-rewritting bolt action rifles, so they are less shotgun like, also new sounds for them!
-adding a spin cylinder verb for the revolver
-jamming mechanics for guns, only the ghetto .45 pistol will use them atm
-minor changes to renegades, removing big shotgun that won't make it really stealthy, and heisters, by adding more guns.
This pull adds bolt actions rifles, they are like pump shotguns, with the capacity for 5 7.62mm bullets.
Also adds a 7.62mm clip in the hacked autolathe. Raiders have a chance to spawn with one.
- This is the second part of my PR that added phoron windows to protect the SM core from fires
- Borosilicate windows are heat resistant versions of regular glass windows. This PR renames them (from phoron windows/phoron glass/etc.) and adjusts the fire resistances
- They are no longer completely fireproof. Instead, all window types have fire resistance variables - maximal safe temperature and amount of damage taken if temperature exceeds this limit.
- Regular: 100C, Regular Reinforced: 750C, Borosilicate: 2000C, Borosilicate Reinforced: 4000C.
- Adds alloying recipe to make borosilicate glass. 2 sand + 1 platinum alloy.