Commit Graph

807 Commits

Author SHA1 Message Date
Werner
855562c7c2 Fix #3998 and #3992 (#4000)
Fixes #3998
Fixes #3992
2017-12-23 21:28:22 +02:00
Lohikar
bb5a34eaf8 Misc. Optimizations (#3993)
changes:

Overlays now creates less temporary lists.
Falling no longer queues unsimulated atoms that wouldn't fall anyways (incl. LOs).
Pixel-shifted AO is now cached too.
Changed some references to get_map_cell() to macro equivalents in random maps.
Added smoothing hinting to the icon smoother, allowing for major performance improvements in common cases.
Space initialization no longer involves appearance churn (and is much faster as a result).
2017-12-23 21:27:51 +02:00
Lohikar
d202b68c2e Misc priority & init order tweaks (#3977)
changes:

early misc & seeds now load before atlas.
ZAS now has priority 55 down from 80.
Timer now has priority 45 down from (default) 50.
Lighting now has priority 65 up from 20.
The asteroid gen SS has been renamed to map finalization, and now does other map touch-up tasks like area sort, map datum finalization, and uplink init.
2017-12-17 11:23:25 +02:00
Werner
0398b99148 ID-Console Suspension instead of Termination (#3981)
The ID Console now suspends employees instead of terminating them
https://forums.aurorastation.org/viewtopic.php?f=18&t=9785
2017-12-17 11:21:39 +02:00
Lohikar
cd910c072c Asteroid tweaks (#3951)
changes:

Z-levels below the surface now use 'rocky' ash instead of ash turfs. (Sprites from TG)
Fixed an issue where openturfs would incorrectly inherit their mimiced turf's gender.
Tweaked the names & descriptions of sand (now ash) and rock.
Reduced some pointless locate() calls in icon smoothing code for turf paths.
Replaced the empty space map with runtime Z expansion.
Fixes #2756.
2017-12-10 00:20:35 +02:00
Lohikar
81685214df Cache light fixture overlays (#3948)
changes:

Light fixture overlays are now cached.
BlendRGB is now cached (used by light fixture overlays)
Nightmode now only tints the bulb instead of both the bulb and the fixture itself.
2017-12-10 00:17:09 +02:00
Werner
5b7d63af57 Computer Stuff (#3932)
This started out as just some stuff for cargo.
Then it grew.

Fixed tablets and laptops not working due to some changes in #3826 that caused some old ballast to haunt us.
Changed the beeping sound of the modular computers to respect the ambience sound preference.
Added a application that can be used to pay and verify that a cargo order has been received
Added a delivery pad to cargo and spawns one in the CTs and QMs lockers.

Further tweaks to tablets and device enrollment in general are incoming, but I dont want to bloat this pr any further.
(I dont like how the company/private device system is implemented right now; It should rather be based upon the hard disk than the device itself)

closes #3931
2017-12-09 00:39:28 +02:00
Lohikar
5e33bd0e2c Misc tweaks (#3916)
changes:

/obj/visual_effect has been repathed to /obj/effect/visual.
Openspace movables will no longer use the space plane when on an openturf mimicing a space turf.
Lights now only update on direction change if your direction actually changed.
Fixed some bad set_dir() procs that were either pointless or that didn't return parent.
Mapped-in or maint dirtier-spawned glowing goo no longer self-deletes after 2 minutes.
Fixed an issue that may have caused some openspace movables to not properly handle direction changes.
2017-12-09 00:36:53 +02:00
skull132
d536d9f4aa Merge branch 'fake-master' into development
# Conflicts:
#	code/ATMOSPHERICS/atmospherics.dm
#	code/defines/procs/announce.dm
#	maps/aurora/aurora-3_sublevel.dmm
2017-12-09 00:08:21 +02:00
Lohikar
66723a86b9 Atmos GC lag bandaid (#3935)
Atmospherics devices and images now always hard-delete; this should address issues with crushing lag 5 minutes after explosions at the cost of slowing down explosions a bit.
2017-12-08 23:07:50 +02:00
Lohikar
461ec73b94 Merge branch 'master' into development 2017-11-25 12:57:38 -06:00
Lohikar
1ab9c47841 Speculative fix for timer crashes (#3900)
Hopefully fixes a potential rounding error in SStimer that was leading to crashes.

Would like a testmerge on this.
2017-11-22 09:50:52 +02:00
skull132
7dc02be204 Merge branch 'master' into development
# Conflicts:
#	code/controllers/subsystems/initialization/misc_early.dm
#	config/example/config.txt
#	maps/aurora/aurora-1_centcomm.dmm
#	maps/aurora/aurora-4_mainlevel.dmm
2017-11-11 20:57:28 +02:00
Lohikar
c1e0952a4f Add support for non-genetic markings (#3643)
Adds support for non-genetic markings which are not embedded into DNA.
2017-11-08 21:26:44 -06:00
TheGreatJorge
bf93617278 Fix for disconnected turret controls (#3820)
Fixes #3122

Moved resort_all_areas() from "Late Miscellaneous Init" to "Early Miscellaneous Init", so that list of all areas is filled before turret controls start checking for it.

Hopefully this doesn't break anything else.
2017-11-05 22:47:05 +01:00
Alberyk
370ba0a7b0 We have arrived, and it is now that we perform our charge. (#3782)
In fealty of the Triumvirate, our undying Lords, and by the grace of the Administratum; I declare exterminatus upon Mixed Secret.
I hereby sign the death warrant of an entire gamemode, and consign a million pubbies to tears.
May Imperial justice account in all balance, the Triumvirate protects.
2017-10-30 22:14:42 +02:00
skull132
c0f22a1cdd Merge branch 'master' into development
# Conflicts:
#	maps/aurora/aurora-1_centcomm.dmm
2017-10-29 16:15:53 +02:00
Lohikar
0d50eed14e Better openspace (#3744)
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.
2017-10-29 13:31:04 +02:00
Alberyk
26037b8f5f Another xeno loadout fix attempt (#3730)
This should fix the final issue with species not getting their loadout. Also, allows you to set items restrictions based on sub species.
2017-10-22 02:36:58 +03:00
Lohikar
80e2449b1e Fix constant runtimes on runtime station (#3722) 2017-10-21 10:24:11 -05:00
Lohikar
383dd055e7 Merge branch 'master' into development 2017-10-20 13:30:03 -05:00
Lohikar
61b5203d24 Runtime Map Loading (#3597)
changes:

Maps are no longer compiled in, instead loaded directly from the DMMs at runtime.
Z level defines have been moved from the config to map datums.
Unit tests now use typecaches.
DMMS now actually works.
DMMS has been updated slightly.
DMMS is now capable of loading simple lists of non-text types.
DMMS is now faster when loading many types without mapped in attributes and when loading area instances.
Asteroid generation is now defined on the map datum instead of being hard-coded in SSasteroid.
Holodeck presets are now defined on the map datum.
Atmos machinery now uses Initialize().
2017-10-18 23:07:34 +03:00
Erki
6c47fb889a Revert #3241 (#3670) 2017-10-17 20:39:50 -05:00
Alberyk
bd3120eace Fix merchants spawning without their gear when joining late (#3689)
If a merchant character has cryo as their spawn point and join late, they do not get their gear, this should fix said issue. And also fixes all access ids not getting merchant access.
2017-10-17 21:50:56 +03:00
Alberyk
86f8fbef49 Icecream final fix, more whitelist attempt and missing lights sprites (#3678)
-fixes icecream once for all
-might fix xenos whitelist loadout
-fixes #3675 and #3654
-fixes #3684
-fixes #3686
-fixes #2747
2017-10-16 23:38:55 +03:00
Lohikar
754a219dec Misc tweaks (#3625)
changes:

Fastboot now turns off AO.
Removed some unused code from atmospheric machinery init.
Removed global list of all lighting overlays as it was unused.
Lighting now tracks the total number of light sources in the world.
Lighting now tracks the percentage of lighting updates done via. instant updates.
2017-10-14 19:35:01 +03:00
Lohikar
4773a8a626 MC Performance Tweaks (#3621)
Ports some StonedMC performance tweaks from /tg/, should reduce the amount of fighting between BYOND sleeps and the MC.
2017-10-14 19:31:14 +03:00
Lohikar
dedb657aeb move sunlight to compile-time option (#3636)
Turns out sunlight is a little memory hungry/slow. This disables sunlight via. compile-time define instead of removing it so it can be re-enabled if suitable later.
2017-10-14 19:25:11 +03:00
TheGreatJorge
0aff2d8785 Coloured lighting & related stuff (#3555)
Makes all light tubes & bulbs have colour according to the light they emit. There are 6 preset colours: RGB CMY. Any other color is possible by simply changing the already present brightness_color variable. This PR makes it so it actually changes the color of the item and wall object too.
    Added two new colour defines used only along with preset coloured lights.
    Coloured lights are only obtainable by random maintenace loot, cargo spawn or trader.
    Added box of randomly mixed light colours and box for every preset light colour.
    Removed two sets of redundant defines.
    Converted light item New() to Initialize() (hopefully correctly).
    Made couple tiny tweaks to the lights code.

EDIT, 7. Oct 2017:

    When you hit light machinery or item with paint, it will change it's brightness_color var, instead of the color var.
    Paint buckets can now paint items and people again.
    You can now wash paint off by spraying yourself with fire extinguisher or otherwise covering yourself in water.

EDIT, 8. Oct 2017:

    Removed one apparently unused global list.
    Converted pain bucket New to Initialize and changed it's pathing style.
    Shower can now wash paint too.
    Fixed paint bucket sprites to be bit more dynamic and fixed the in hand sprite. Also added bucket lid.
2017-10-10 18:46:24 +02:00
Alberyk
01990fb1e8 Adds the sarlaccs and some golden slime fixes (#3533)
-adds the sarlaccs from fowl's old mining pr, to be used in an event and for general adminbus/maybe in the mining mob's future pr
-blacklist some mobs from spawning via the golden slime
2017-10-07 13:15:34 +03:00
Ron
26e7341781 Fixes(3557, 3560) (#3563)
Fixes #3557
Fixes #3560
2017-10-07 13:08:00 +03:00
Alberyk
8e53ea0c78 Cult and antag fixes/tweaks (#3524) 2017-10-02 22:34:01 -05:00
Ron
e2b701f794 Adds the framework for secret chemical reactions (#3522)
Adds the framework for defining secret chemical reactions. The actual chemicals for use in the secret reactions will come in a later PR.
2017-10-01 19:59:57 +02:00
Ron
9528498c43 Adds code yellow (#3507)
Adds code yellow as requested by CCIA.
2017-10-01 18:49:35 +02:00
Lohikar
e9f707074a Globals update 2017-09-23 (#3514) 2017-10-01 16:18:32 +03:00
Alberyk
94553405ea Fixes merchant late join (#3510) 2017-09-27 15:34:44 -06:00
Alberyk
196019b387 Re-adds the merchant shuttle (#3500)
This pr will re-add the merchant shuttle and fix a minor issue with the raider's location on the console.
2017-09-25 10:57:37 +03:00
TheGreatJorge
0732abb600 New turret icons & turret code tweaks (#3416)
Adds flooring to the turret with "decorative" conduits.

Adds darkening and brightening animation when turret opens/closes to indicate the turret rising up or down.

Made new construction phase depicting nearly all steps visually (Apart from adding the prox sensor.)

Made sure almost every gun that can be turreted has a relevant sprite. These are based on gun sprites. Changing those might cause turrets to not reflect the gun look.

Some guns share sprites, some were made unturretable.

Added new set of vars on the /gun/energy level, since the /gun level had few essential vars missing and I am not really looking for any other code rewrites regarding this right now. Should not be hard to move them step up, if ever needed.

Turrets that have only one shooting mode have now the changing mode option greyed out.

Also removed leftover references to two energy carbine subtypes and removed one global list.
2017-09-22 23:11:41 +03:00
Lohikar
c13c0f84fb Add get_listeners_by_type (#3483) 2017-09-22 12:45:43 +02:00
Lohikar
fe8d586b31 Ambient Occlusion (#3419)
Adds an implementation of Europa's wall ambient occlusion, extended to operate on openturfs as well.
2017-09-15 09:49:53 -05:00
skull132
86220edeb3 Merge branch 'master' into development 2017-09-14 22:59:07 +03:00
Werner
ff853542b1 Cargo Overhaul (#3221)
Changes cargo to be based on credits instead of items

The following is still ToDo:

 Test SQL Loading + Add flyway migration
 Add changelog
 Restore the PDA Application
2017-09-14 21:32:06 +03:00
Lohikar
0aa1e4c6c8 Fix space vine lag (#3452)
Fixes lag from plants processing forever instead of obeying the subsystem's tick interval. Also fixes a glitch where plants didn't continue to grow if not mature.

Fixes #3451.
2017-09-14 21:11:10 +03:00
Lohikar
e28c29a551 Port Integrated Electronics from Polaris (#3371)
Ports Polaris' integrated electronics system, whichallows for Roboticists & Electricians/Engineers to build custom devices and machines for a variety of purposes.
2017-09-12 21:41:39 -05:00
Lohikar
748846821c Fix Stairs (#3403)
changes:

Stairs now actually work.
Stairs now only move your mob up when you exit the last step.
Walking off the side of a staircase will now cause your mob to faceplant on the ground briefly.
Openturf now handles objects that cover more than one turf properly, such as multi-tile doors.
2017-09-10 22:52:50 +03:00
Lohikar
f4be66f342 Fix openturf starlight (#3401)
changes:

Openturf starlight now actually works.
Openturf starlight is now under its own config option, so it can be toggled separately from starlight.
OT starlight no longer re-applies to a turf that already has it set.
Seems to use a fair bit of memory unfortunately, as well as adding a good 25 seconds or so to boot time.
2017-09-10 22:50:14 +03:00
Lohikar
8f4b4effae Kill processing_objects (#3398) 2017-09-09 15:22:58 -05:00
skull132
16d33365c2 Merge branch 'master' into development
# Conflicts:
#	code/modules/client/preference_setup/loadout/loadout_xeno.dm
#	code/modules/customitems/item_defines.dm
2017-09-09 21:38:02 +03:00
Lohikar
ac2ed66cef Fix some issues with SSplants processing (#3417)
Fixes some issues where plants would not get removed from their processing list properly.
2017-09-09 19:00:05 +03:00
Lohikar
f962f3be1b SSoverlays performance tweaks (#3390)
changes:

SSoverlays only creates the our_overlays and priority_overlays lists separately and when they're actually used. This should remove a lot of unused lists as priority_overlays is relatively unused.
SSoverlays is now FIFO.
SSoverlays now uses large Cut() operations instead of continuously truncating its processing list.
SSoverlays is no longer a processing subsystem.
Performance tweaks to add_overlay()
SSoverlays no longer tries to re-process atoms that have already forcibly compiled their overlays (like human-types).
2017-09-08 20:11:53 +03:00