* Openturf icon fixes and improvements
* more things
* Remove some pointless/bad layering/planing
* yeah well I didn't need this anyways
* Refactor Z mimickry to be at /turf
* more refactoring
* Cleanup, use turf/flags instead of z_mimic_flags
* Fix turf/Entered()
* misc optimizations
* fixes
* Major icon smoothing optimizations
* Speed up boot some more
* Fix AO
* Remove some redundant code
* Tie Z-lights to Z-mimic instead of openturfs
* Fix an opacity issue with no_mutate turfs
* Fix some issues with Z-mimic AO not properly clearing
* Fix some OT->OT changetuf bugs
* Add helpers for changing Z-mimic operational state on turfs
* Fix some merge issues, change how F_CUT smoothhint works a bit.
* indentation
* SSopenturf -> SSzcopy
This PR replaces recursive explosions with a new spreading engine: iterative explosions.
Should behave similarly, but also be more reliable, potentially faster.
Iterative explosions also support simple-explosion-esque directional explosion sounds/shake, and will now traverse Z-levels if the explosion is strong enough.
Also changes playsound() to transmit sounds across Z-levels. Uses BYOND's 3rd coordinate on /sound to make sound sound above/below the player if they're using headphones. Removed for now, can't get Z-falloff working right.
Fixes#2199.
Adds ability to get server updates to Discord using webhook API, instead of complicated bot API. Simple config options make it a breeze to add / remove linked channels.
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.
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().
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.
Adds a verb that allows admins to replace people using the ghost trap. It is in the secrets menu. If the person they are replacing has a special role (IE. merc) it will only asks ghosts who have that pref enabled. Otherwise, it asks anyone.
(Rebased and reopened#3347)
Attempted to fix pipe and door rendering
Fixed Table, carpet rendering
Ported full map-capture tool from bay, with python script to merge captured images.
Adds sounds for opening lockers, going down ladders, turning on your internals, removing and placing extinguishers in the cabinet, sounds for bone breaking and sound to the bsa.
changes:
Ported some timer fixes from /tg/ (timerid overflow fix, invalid deltimer logging)
Removed pointless air alarm elections.
Cleaned up some area code and moved area var definitions into areas.dm.
The nuke now only destroys Zs connected to the Z it detonates on. (Fixes#2552)
The nuke no longer destroys CC.
Nukes now dust mobs.
Cascades now dust all mobs on all non-admin levels.
Fixed a bug where SSexplosives would not honor the is_rec var.
Improved the efficiency of /proc/random_station_area().
Bluespace Bugs can now teleport out again.
Bluespace Technicians can now turn off their x-ray vision without needing to remove their glasses.
Human-types no longer make footstep sounds when lying down, unconscious, or dead.
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:
Storage objects can now defer shrinkwrapping of contents until the next stackframe if things are being put in them without using fill() (such as autodrobes & BSTs)
SSair init properly yells at the admins when it's done.
changes:
Replaces a lot of in-world loops with more specific lists.
Recipes are now copied in SSmachinery/Recover()
Fixed bad sorting on all_areas list.
Added skeleton Destroy() to SMESes as they did not have one and are failing to GC.
Seems to shorten SSatoms init a bit, maybe from removal of in-world in MULEs?
Fixes#2803Fixes#2553Fixes#2597 (Couldn't find a cleaner way to make this work, unfortunately. Not all procs-as-verbs can be used as procs.)
Fixes#2498Fixes#2912
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.
changes:
Converted some list procs to macros (why the fuck was islist() a proc?!)
Removed some old sorting procs and replaced their few remaining calls with sortTim() calls.
Implements mixed secret as a gamemode. It's another snowflake mode which taps into more snowflake functions. :ree:
Went over all references to "secret" and swapped them for a macro where applicable. SSticker.hide_mode now holds a reference to which type of secret was picked. "random" gamemode will now pick from both secret lists for added randomness!
Implementation of https://forums.aurorastation.org/viewtopic.php?f=18&t=8253
Features:
Removal of BOREALIS (python module) as it's not used.
Removes ToR ban feature in lieu of IPIntel.
New BOREALIS config to alert staff if server starts as hidden.
Adminhelps now inform admins on discord if dibsed (when they were sent to discord anyways).
Adds hub visibility to the server access control panel.
Adds mirror ban spotting via ban panel. It now redirects to the linked ban if one is found.
CCIAA now get alerted as to how many of them are online and active when receiving faxes and emergency messages via Discord.
Removed unused C/C++ libraries. The socket_talk module is a generic UDP shipper, of which Arrow implemented a better version. lib nudge is not even compiled for use. lib_nudge module is uncompiled and no longer used, as we use cURL for the bot.
Removed depracted APIs and config settings related to the previous point.
Whitelisted jobs now appear properly in the job selection window as [WHITELISTED].
Job ban reasons can now be viewed from player preferences window.
Await admin approval for final CCIAA requests and implement. RIP CCIAA.
Fix age bans for jobs and antags (dynamic ones, ofc).
Implement https://forums.aurorastation.org/viewtopic.php?f=18&t=8283
Implements a configurable sun for a sunlight effect using the lighting engine.
Abuses Z-lights to illuminate Zs in a semi-realistic way.
Kinda slow at setting state, but state changes shouldn't lag & are rare.
Also adds the ability to create lights that ignore visibility when calculating range, causing them to shine through objects/walls.
The system used to be of complexity O(n^2). Essentially two for loops running per every argument. Which ended up being surprisingly slow (there were instances where I saw the argument parser as using quite a lot of CPU time).
This replaces it with a more linear algorithm. It's somewhere near O(n) where n is the length of the unparsed query. Which is more stable and faaaster. This comes with two changes, however:
Parameters inside the query now have to be delimited from both sides with : (colons). The alternative to this would be to use something like $n or just assume that space marks the end of a marker. Only the former is workable, the latter would break a few queries already.
Arguments in the argument array no longer have to be prefixed by : (colons). So, while in the query you would write :thing:, you'd initialize the array of args as: list("thing" = somevar). It could be made to work without it, but eh, I think this is fine.
Argument validation is slightly weaker. What I mean by this is that with the old system, unused keys would result in an error. This is no longer a thing. Missing keys will still result in an error, however.
One more improvement: double delimiting removes an edge case where if key A partially covers key B, depending on the order, key A would mangle key B.
Updated and tested all queries that I could find. So this should be good.
Intent: implement all of the features from #2442 while also unfucking the multiz movement files to be more readable and not recurse.
To that end, this PR does the following:
All multiz travel is now arbitrated by SSfalling. This will eliminate the need for recursion without relying on timers. Timers would be a bit scary.
The call chain for multiz movement now looks like this (in terms of overwritable procs):
can_fall() (Can lead into fall_impact() & fall_collateral() if returns FALSE)
fall_through() IF current block is open space ELSE fall_impact() & fall_collateral()
Removed almost every istype(src, A) check in the movement.dm file by exercising proper parenting and call chains.
Documented and standardized the contents of multiz/movement.dm. Because this is an API we're going to be relying on very heavily, I'd like to get this right before we move on.
A lot of minor tweaks, like swapping usr over to the applicable mob, and so on.
What it says on the tin.
IPIntel and BYOND account age relating panic bunker settings from TG. Also implements methods for potentially tagging VM users. Ontop of all of this, creates a spiffy UI for admins with R_SERVER to adjust the settings of the entire suite at runtime.
Current jobban system:
Jobbans stored as plain text and require a for loop to go through and search for specific ones.
Fiddly as shit, because, again, stored as plain text and not quickly break-up-able.
butts
No temporary jobbans on the old file system.
No centralized API to handle jobbanning. Jobbans have to be ran through separate procs in case of the MySQL system being used.
New jobban system:
Associated lists to store bans. This allows key based accessing and validation of a ban. Much faster than for-looping twice to compare text.
Associated lists saved to the ban file. Pretty good stuff that this works.
Temporary jobbans for file system. Bans which are expired are removed right as they're checked.
Binding of the MySQL procs with the old jobban API. More centralized design. (Less, "Oh god, I forgot to save this to the DB!")
Instant effect on unbans. As opposed to waiting 1 round for it to take effect.
Removal of dormant code.