I suspect the issue is with null entries in the records list.
This just nukes them all before processing with sorting. I looked over all of the list accesses, and they didn't appear to be index controlled, so this shouldn't break anything.
-added a check to see if the mob is a wizard or apprentice
-replaced the faction check with the new check
-fixed wizard apprentices, also giving them a book with three spells uses
-you can now cast cure major wounds on yourself
-reduces the brain damage caused by swap
Fixes#2047
Lazy fix for #2331 .
Unsure if there's a better way to go about it, as setting simulated to TRUE for AI eyes might result in loss of functionality we've had thus far (eye not moving with shuttles, for example).
Aims to improve open turf traversal and interaction by doing two things:
If a mob is wearing magboots and has enabled magboots, they are now unable to walk onto an open turf. This includes open space turfs. It makes magboots useful again for miners, on the asteroid!
If a mob is wearing a jetpack with jetpack stabilization enabled (and the jetpack active), they can walk onto the open turf but will not fall down. They can now also, simply by having the jetpack active, move upwards. Keeping stabilization off in this stage will allow them to pop-up and down if they want, leading to hilarity.
Touches mob/proc/Check_Shoegrip() and makes it more useful + more used.
changes:
Openturfs no longer copy the below turf's name.
Openturfs' desc now lists the name of the below turf instead of copying the below turf's desc.
SSmob now detects sleeping Life() procs.
-fix some grammar issues
-gives the rat king night vision
-buffs the health. 1 mouse = + 5 hp while the rat king has twice as the health of any regular mouse by himself.
Piston extending after it getting stuck
Being able to see through the piston and the crusher base
Piston Blockers left behind when the crusher is stopped via the abort button
Instead of just turning the wizard into a skeleton with the resurrection proc, the lichdom spell will now create a phylactery, bound to the wizard. When the lich dies, he can use a skill to return to the phylactery, where he will come back after to life some time. If the phylactery is destroyed, the lich will be unable to return to life. Trying to use dark resurrection without a phylactery will result in the lich's body being dusted.
Also, adds a new sprite for the wizard book.
This PR converts ZAS' c_airblock procs into a single macro for performance reasons, as well as allows CanPass to be bypassed for atoms that do not require special air blocking behavior.
Appears to have a significant effect on performance, needs more detailed testing.
Some objects are likely missing canpass flags, I only set the obvious ones. Please comment if you find one I missed.
Might fix#2152.
changes:
Converted some objects that were using the processing_objects list + a processing var to the START/STOP_PROCESSING macros and SSprocessing.
Converted a spawn to a timer.
Fixes#2294.
Should fix weirdness with mob GC such as ghosts jumping to their deleted bodies, observers failing to GC, and mobs with minds not GCing in general.
changes:
Mob cleanup relating to the mob has been moved to the mind.
On deletion a mob will now null out the current and original fields in the mind, if they pointed to it.
This PR edits the lighting engine's turf selection algorithm to also include turfs below openturf tiles, allowing for cross-Z lighting.
changes:
Lights now will now shine down Z-levels when they light up an open turf.
Commented-out openturf starlight pending making it not pummel SSlighting.
Openspace overlays are now only queued if they are not already in the queue.
Lighting overlays will now also update their associated openturf overlay on update if they have one.
Removed an old unused message from the asteroid generation subsystem.
-banners, vending machines, plants and chairs can't be moved or dismantled in the spawn area
-added access to some airlocks and buttons where it was missing
-fixed messed up windows near the lift in the main station level
-added some webbings around the ert and merc areas
Port of tgstation/tgstation#27196.
This PR makes the MC track how much a subsystem goes over its allotted tick limit and reduce how much of a tick it is allocated in later fires, as well as delaying later fires if the overrun is high enough.
Subsystems with SS_KEEP_TIMING will not be delayed due to overruns, but they will still get a reduced tick allocation.
Should lead to less tick-drift due to SSgarbage hard-deletions.
-turn some custom items into regular ones, their original owners will keep their more snowflake version, at tishina's request due to this new policy: https://forums.aurorastation.org/viewtopic.php?f=25&t=8087
-fix the mercenary's voidsuit and the radsuit having exposed hands in their mob sprites
-fix the iaa rig having no sprite when deployed
-adds flannel shirts/jackets that strudel was asking me for months
-adds a medical webbing and drop pouches versions of the webbings
-brings back the IAC armband from old code
-adds pink lipstick
When the update goes into master, I will make another pr fixing the custom item paths and etc.
Port of tgstation/tgstation#26975.
Changes the lighting engine to apply lighting changes in one step using stored lum value differences instead of two steps (remove_lum, add_lum).
Seems to show a speedup in lighting updates as well as a reduction in server memory usage due to aggressive freeing of unneeded lists.
Lighting overlays also default to fullbright instead of fulldark so movable area transitions look less strange.
changes:
Shells Frames' species no longer show up on examine. They can still be detected via. other means such as checking pulse, health scanners, or them being damaged.
IPC Tags are now located in the head instead of the groin.
Note: This does not affect tags showing up on examine. They must be manually removed from the shell to completely disguise their examine text.
Changes the main access lift into two seperate lifts. Should vastly decrease congestion.
Changes the AutoLocker into an AutoDrobe, a floor mounted pad that does what the autolocker did instantly. Should solve round-start confusion.
Fixes a handful of bugs.
Off-topicedly, pretty much doubles Vaurca starting phoron, adds more phoron to K'ois and K'ois byproducts while removing more K'ois from raw K'ois. Adds a moderately expensive K'ois bar to the snack vendors for until I can figure out how to code phoron suppositories.
May it be via rad storm or other bullshit, this will make sure that species with the NO_SCAN will suffer no dna mutations from storms and etc, no more ipcs with hulk or blind blocks ON.
This should fix manhacks attacking traitors, heisters and mercenaries, and yes this was tested.
Also fix ipcs being able to repair themselves with cable coil.
changes:
Tables now use queue_icon_update() to trigger icon updates.
SSicon_update has been promoted to SS_TICKER to reduce delay in icon updates.
SSicon_update now only has one queue.
This should prevent excessive table icon updates & mitigate table-lag from nar'sie.
changes:
Merged the voting controller into the voting subsystem.
Changed the voting UI to use /datum/browser.
Converted /datum/browser to use HTML5 & attempt to use edge if available. All users of the browser datum have been confirmed functional with Edge.
Changed the ChemMaster to use SSassets for resource download.
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:
Syndie hardsuit/voidsuit helmet lights now emit green light, the same color as the lights on the helmet's sprite.
Welding tools now use SSprocessing instead of the obsolete processing_objects list.
Converted some spawns to timers.
Fixes#2201.
Fixes#2162.
Fixes several map bugs.
Adds a TComms Relay to the Main Level. Location may not be optimal,
check.
Modifies the configuration file of the lifts to change the
announcements lifts give when arriving to each floor for it to mention
the main areas located in that floor/department.
changes:
Airlocks no longer tick (exceptions: firedoors, uranium airlocks)
Airlock commands run before round-start are queued to run at round-start.
Airlock commands that failed to run are scheduled to try again in 2 seconds with timers.
Callbacks can now be registered with SSticker to run at round-start in a non-blocking way.
Added a new subsystem (SSpower) for handling power-related functions. Currently doesn't do a whole lot, but this will likely eventually change.
RCON functionality has been moved from SSmachinery to SSpower.
The global cable list has been moved into SSpower.
Powernet sensors no longer process purely to keep themselves in the global machines list, instead they are added to a list in SSpower.
Power terminals no longer pointlessly tick.
Removed some variables from SSticker that weren't used by anything.
Holographic overlays such as those used by consoles are now cached.
Xenoarcheology setup is now tick-checked.
ZAS now uses post-fire timing.
The req_access and req_one_access lists are no longer initialized by default on all /obj types.
Openturfs will only emit starlight if they are bordering a non-openturf dynamically lit turf.
Powernets are now stored in SSpower instead of being a global.
The global mouse list is now stored in SSmob instead of being a global.
Fixed some weirdness in APCs' Destroy() caused by a merge.
SSwireless now pre-bakes to reduce round-start processing.
SSwireless no longer uses processing queues.
-adds the janitor rig to the ert room, giving them janitor belts and better light replacers
-adds /obj/machinery/acting/changer to the wizard, heist and merc, that allows them to set their character apparence, name and etc, in case they need it for their gimmick, and because admins are not around all the time to help
-fix the cakes slices in central command
-adds an ultra ac to the gygax ert room
-adds a larger random cargo maker to the heist warehouse
-adds air alarms to the maint in the 4 z level