Commit Graph

187 Commits

Author SHA1 Message Date
Lohikar
6ef9191275 Kill airlocks' process(), SSpower, and misc. performance tweaks (#2175)
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.
2017-05-11 22:19:51 +03:00
Lohikar
92c3eee90a Fix priorities (#2178)
changes:

Fixed subsystems priorities file that somehow got fucked up by git merge.
Tweaked some subsystem priorities so ZAS doesn't starve other subsystems of CPU time.
Promoted SSeffects to a non-background subsystem to reduce effect lag during explosions.
Removed double-processing of cascade rift caused by it adding itself to processing_objects in addition to already being processed in SScalamity.
2017-05-07 14:45:44 +03:00
Lohikar
f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* 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
2017-05-02 14:40:40 -04:00
skull132
77c7e23ebe Port initial Bay12 object listener fix (#2106)
Port of Baystation12/Baystation12#13264

Large PR to put into Master, but the bug is really annoying and since it affect a traitor item, an often used one, I'll take the risk.

Fixes #1956
Fixes explosives implants and lawgiver not working.
2017-04-19 10:15:19 +03:00
Lohikar
f35680ba7a Fix cameras (#2091)
changes:

Cameras now use DVIEW instead of a temporary dummy mob to calculate visibility.
Cameras now render smooth lighting as old-style lights.
Lighting overlays are now a DMI instead of a PNG.
Fixes #1974.
2017-04-14 13:29:09 +03:00
Lohikar
591fe86468 Organ Runtime Fix (#2005)
changes:

Added a QDELETED check to organ processing so they won't continue to process if they were erroneously left in the processing objects list after being deleted.
Fixed a bad robotic organ check on spiders.
2017-03-28 22:07:52 +03:00
Lohikar
2a0353d8f9 Progress bar pref (#1938)
changes:

Players can now toggle progress bars on/off in Preferences.
This just adds another flag to the parallax toggles pref to keep things simple.
2017-03-19 11:39:23 +02:00
Lohikar
63eafb3643 Code Cleanup: Destroy() fixes part 1 + Misc Fixes (#1933)
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.
2017-03-18 23:06:24 +02:00
Lohikar
d3242f13a5 Abstract machinery, intercom listener, and directional hardhat lights (#1918)
changes:

Added an abstract-machinery helper type for interacting with power systems without duplicating power code.
Changed intercoms to use abstract machines to handle power state changes instead of polling with process().
Hardhat lights are now directional (LIGHT_WIDE)
Fixes #1922.
2017-03-18 20:06:45 +02:00
Lohikar
161457b079 Fix nightmode (#1891)
changes:

Fixes nightmode.
2017-03-18 20:02:58 +02:00
Lohikar
cd52c36313 Lighting fixes part 307 (#1896)
changes:

Fixes missing icon for powered off night-mode tubes.
Nerfs borg floodlight back to sanity.
Reduces the light power on red-alert level fire alarms a bit.
2017-03-12 11:51:07 +02:00
Lohikar
e2725ab4cb Computer dark visibility tweaks (#1829)
changes:

Holo-computers' displays now draw above the lighting layer, allowing them to be seen in the dark.
APCs' displays now draw above the lighting layer, allowing them to be seen in the dark.
2017-03-05 22:28:11 +02:00
Lohikar
f8e808f617 /vg/ AME port (#1831)
changes:

Ported /vg/'s anti-matter engine.
Anti-matter engine is now orderable from cargo.
Anti-matter fuel is now orderable from cargo.
Using 1 of each AM crate from Cargo, you can get 240 kW.

Note: We already have this engine in our code, this is just an update to it.
2017-03-05 22:05:57 +02:00
Lohikar
97856e8735 Improved scheduler (#1864)
changes:

Rewrote scheduler to use a sorted linked-list to store scheduled tasks so that only one element needs to be checked if none of the tasks are ready to fire.
Scheduler now checks tasks every 2 ds.
Adding tasks to an empty scheduler or tasks that are triggered after any existing tasks is fast, but adding tasks that trigger between two existing tasks requires iterating through some of the task list.

It's no addtimer(), but it's something.
2017-03-05 02:01:06 +02:00
Lohikar
dceacd805b Directional lighting tweaks (#1833)
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.
2017-02-25 22:12:13 +02:00
Lohikar
65e0f3de97 Simpler lighting process, bug fixes, & modular computer tweaks (#1809)
Fixes #1806
Fixes #1730
Fixes #1747
Partially addresses #1763
Addresses #1283
Fixes #1799
Fixes #1816
Fixes #1813
2017-02-24 20:24:31 +02:00
NanakoAC
6e16ad88ff Nanako's cooking rework (#1743) 2017-02-17 20:08:45 +02:00
Lohikar
a50d0a8390 Machinery performance tweaks (#1744)
changes:

Machines' process() has been separated from auto_use_power().
Lights no longer process() and instead use auto_use_power() for power calculations.
Computers that didn't really need to process() no longer process().
Airlocks now use the scheduler to auto-close instead of process()ing.
Fixed a bug where clicking on an AI Status display to set its status did not work.
2017-02-15 22:07:47 +02:00
Lohikar
bc441ab9d6 Miscellaneous Tweaks (#1720)
changes:

Refactored footstep sounds to use less operations & only calculate for human-types.
Improved the logging detail of the lighting profiler.
Fixed some shuttle corners that weren't correctly working with parallax space.
Converted get_turf() into a compiler macro.
Solars are now dynamically lit.
Silenced warning from lighting overlays pooling themselves when updated on a space tile.
Fixed a bug where securing a girder was instant when it was supposed to have a delay.
2017-02-07 18:46:39 +02:00
Lohikar
f544fe43b1 Processor-driven effects system & Minor Lighting Performance Tweaks (#1697)
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.
2017-02-04 03:34:13 +02:00
Lohikar
2165054918 Minor Lighting Process Improvements (#1682)
This PR reduces the tick rate of the lighting process from 1 ds interval to 10 ds interval, and removes some pointless updates from Destroy().

Also removes some left over defines from update_type and darkness overlays that I forgot to remove earlier.

Fixes #1683.
2017-02-01 19:48:28 +02:00
Lohikar
0cba68911d Lighting Overhaul & General process improvements (#1612)
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.
2017-01-29 01:13:54 +02:00
Werner
9d134d8e15 Computer manager and more (#1406)
The downloader and the file manager no longer come default on any device.
A client enrollment app comes now with every console
The user has to select weather the device is a private or company device and select a software preset if its a work console
Work devices are locked down to a specific set of programs
Private devices get the downloader and the file manager to install programs as usual.
Threw out the backup of the old-old camera monitor.
Made software presets a generic thing that are not dependant on the form factor of a device.
Ported holowarrants from bay
Ported wall mounted consoles from bay
Ported various computer fixes from bay
Vending machines spawn now with the holowarrant "client"
Mapping changes:

CE and HoS dont get a modular computer with command preset (they did not have that before bay merge, so why should they now)
Added a modular computer with command preset to the head of staff briefing room
Replaced the camera monitoring console in the Engine Control room with a modular computer
Replaced the cam monitor in the CE´s office with a wall mounted console
Switched places of the bar sink and console
Replaced the consoles with obj/item consoles
Mapped in the ERT and Merc Console (Merc Shuttle, ERT Area)
Fixed the "border" at the heisters base
Also waiting for CCIA on a design for the warrants.
But that can be changed with a follow up pull
2017-01-20 21:45:53 +02:00
NanakoAC
5a71076761 Gripper, Nymph and Mob size fixes (#1575)
Fixes #1530 
Fixes #1529 
Fixes #1562
2017-01-15 20:56:15 +02:00
Alberyk
edfe3c235a Fix forks being an infinite source of food (#1559)
This should fix forks being broken as fuck and you able to eat from them forever. also, spoons aren't sharp anymore.
Also, this ports the baystation fix to neckgrabs always flooring people, and makes resisting out of grabs when you are weakened a bit more harder.
Fix the lack of delay when attacking a ninja nest
Carp now have a chance of staying after their event ends
2017-01-14 12:36:00 +02:00
Lohikar
0b5fdba52d Miscellaneous Fixes & Tweaks (#1504)
changes:

tweak: "Auto-Hiss should no longer act on sign languages."
tweak: "Auto-Hiss should no longer act on Tajaran languages."
tweak: "Auto-Hiss should no longer act on Unathi languages."
tweak: "Examining an IPC no longer checks their non-existent pulse."
tweak: "You can no longer check the pulse of a species that does not have one."
bugfix: "Examining a human-type mob with robotic limbs no longer shows red examine text for each limb."
bugfix: "Examining a human-type mob now shows hunger level again."
bugfix: "The Ninja's self-destruct should actually kill the Ninja now."
bugfix: "You can no longer use sign language over radios."
Changes not in changelog:

Cleaned up the BST's code a bit.
BSTs now understand/speak the newly added languages
Added #define for languages that did not have them.
BSTs now understand/speak Vaurca Hivenet.
Slightly tweaked names/descriptions of BST items.
Fixed runtime from lawgivers overhearing speech from non-human mobs.
Fixes #1492
Fixes #1500
Fixes #1505
2017-01-12 00:23:33 +02:00
NanakoAC
64df4907df Mousetrap, mouse and spawning fixes (#1497)
Adjusts mousetraps a bit. So they'll be triggered by all mobs instead of only humans, and trigger when walked on. Also nerfs the instastun that comes from stepping on them without shoes, because that's pretty broken against giant monsters like vaurca breeders. applies halloss instead based on mob size. Smaller things get hurt more.

Fixes #1445 
Fixes #1449 
Fixes #1450
2017-01-11 22:40:30 +02:00
Werner
386699bf53 Various Tweaks to modular computers (#1320)
Added different run and download access levels
Added the possibility to check for one access, one in a list, all in a list
Tweaked the access levels required to download software.
Generally speaking, only departmental heads can now download departmental software
Locked down the software of the preset consoles. (No downloading games on them)
Fixed being unable to eject portable storage devices
Locked down work consoles dont accept portable storage devices
Added a software backup crate to secure storage
2016-12-31 13:44:13 +02:00
skull132
14a0c7bf92 Fixes Boogaloo (#1345)
Re-adds IPC APC feeding
Removes more of the horror that is type paths in text strings when they don't have to be there :ree:
Fix a bunch of lore blurbs
SQL saving is fixededed
Mark-up REGEX now requires whitespace or line ending/starts between tokens. It doesn't grab tokens surrounded by non-whitespace characters.
Updated the server greeting to only updated saved hashes if a user actively clicks on a tab.
C4 now forces old system for itself, due to raisins.
Admin verb to toggle between global default explosion type. One round only. Requires R_DEBUG or R_SERVER, is hideable.
2016-12-31 04:32:33 +02:00
NanakoAC
74f29a6c22 Table and Crate interactions (#1353)
Inspired partially by complaints about my changes to crates that made them hard to shoot open. This PR adds two main features which interact:

Crates can now be slid under tables, making them easier to stow away. A crate only fits under a table while closed, and can't be opened while under there.

Crates can now be hoisted up ontop of a table, this takes time depending on the mass of the crate. A crate ontop of a table works as normal, and it will also always block shots, making a table the ideal platform for firing an emitter at one.

A table can have a crate both under and ontop of it, allowing two crates to be stored on one tile, at some cost of convenience and effort. The crates have their pixel offsets modified so that both of them can be seen at once.
2016-12-31 04:18:03 +02:00
NanakoAC
d8a421ae0a Holder Icon fixes and Pai Tweaks (#1344)
Fixes lots of things not having proper icons, especially the monkey subspecies
Makes a lot of holder sprites use contained sprites properly instead of being distributed across many files
Disables picking up LF's new Vkrexi things, because they don't have sprites for it
Searched through all the bay holder icons and made sure the new ones all work, i grabbed a few from the upstream bay repo too. Held sprites for mice and construction drones!
Makes hats work properly on held drones and nymphs
Ports and implements all the new pai held sprites. Reworked pai interactions a little to allow picking them up, as well as petting/kicking/etc.
Moved pai collapsing to alt click, so it wont happen accidentally
2016-12-30 20:37:14 +02:00
LordFowl
bc8871ac2b Shells and Periphery (#1327)
Adds Shells. Adds tags. Adds IPC subspecies. Adds HK-47's. Does not add IPC construction.

Beyond the obvious review of shells, the exact stats of the IPC subspecies need review. They were largely an afterthought, and quickly overshadowed by the shell project.
2016-12-28 02:23:26 +02:00
Lohikar
0c59930261 Reduce server freezes during large explosions (#1326)
Moved explosion calculations into a process that processes a queue of explosions with SCHECKs in areas with significant processing.
Significantly reduces server freezes during large explosions, and almost completely nullifies them for small ones.

Likely subtly changes how explosions behave.
2016-12-28 01:16:30 +02:00
Werner
a0078b9aed Tajara Subspecies (#1300)
Two subspecies for tajara as requested by the lore dev.
2016-12-26 17:13:23 +02:00
Alberyk
871b2dc302 Unathi alt language and more fixes (#1299)
-added an alt unathi language, at jackboot's request
-added an automatic shotgun weapon
-fixed rifles having the wrong delay when not wielded
-fixed non-lore friendly ipc limbs
-fixed #1292
-fix syndicate borgs not having the right assigned mind
2016-12-25 20:51:15 +02:00
Werner
5df9509435 Computer tweaks (#1285)
Pulling in some computer changes from bay.
2016-12-25 14:19:50 +02:00
LordFowl
93143a8e45 Vaurca Update Dec2016 (#1289)
Adds Vaurca subspecies and a whole slew of content related to them. Also, custom organs for them.
2016-12-25 01:11:09 +02:00
Alberyk
b247ba78a4 Adding socks (#1284)
The long waited sock update;

Socks are being added as another underwear like option, with some exclusive ones for females. Only humans (and squish) can have them atm.

Also, I am nearly sure this will work.
2016-12-24 04:28:43 +02:00
LordFowl
51bd200d7c Porting Apollo Infractions Computer (#1033)
Ports Apollo's infraction's system, creating a permanent criminal record for every character. Every minor or medium infraction accrued over the course of a round is added to the character's permanent security record which is available at vanilla records councils. Antagonists are automatically exempt from this process, and players can exercise control over what charges they consider canon or not.

Brigging a person is now dependent on the criminal sentencing computer, which reads a person's ID and applies a brig timer automatically for the charges selected. Personnel without ID's will have to be brigged manually.
2016-12-23 01:00:04 +02:00
NanakoAC
e221a91049 Nutrition fixes and tweaks (#1265)
Fixes nutrition displays not updating.

Adds code support for species-variable levels of max nutrition storage, and nutrition loss. No actual variations are yet implemented, awaiting input from lore team.

Fixes all relevant static isntances of numeric literals with the max_nutrition variable

And a feature tweak: Players will now spawn with randomised nutrition levels when they join
2016-12-22 18:13:00 +02:00
Alberyk
89ae849adc Bay merge fixes (#1225)
What is being fixed:
-messed up sec armor
-skeleton, vox and resomi being player species
-abhumans also had restrictions added until whatever should be done with them was decided or something
-fixing dionae language name
-fixing bluespace suicide and some additions/changes
-fixing random vaurca name gen thing
-fixing missing ipc chest and groin sprites
-added missing resomi hair and some new dank vox hair styles
2016-12-18 10:52:16 +02:00
NanakoAC
a20576ce1d Dview fixes (#19)
Centralises the dview code and defines in one file
Removes the proc version of dview, as it was unused

Fixes three compile errors with offset lighting code
2016-11-21 12:57:34 +02:00
NanakoAC
92d442b9f0 Fixes some issues and reverts some changes to cyborgs (#14)
Removed cyborg RCD upgrade
Fixed tox mod
Fixed four sound pref defines
2016-11-19 18:54:51 +02:00
Werner
ab413348ff Baymerge fixes (#12)
* Fixing compile errors

* Some more fixes

* Some more fixes
2016-11-19 11:56:49 +02:00
Werner
3e92d63ddf Fixing compile errors (#9) 2016-11-18 18:03:27 +02:00
skull132
effb9ececf Processor defines & whitelist fix
Removed the inefficient Bay method of handling ayylmao whitelists.
2016-11-12 14:31:09 +02:00
skull132
f75e1f3cca Indentation clearance + basic compiles
Due to missing includes, primarily.
2016-11-12 01:02:50 +02:00
skull132
e9b688e1f6 Merge branch 'development-2' into development
Christ on a stick. SO MANY ERRORS. REEE.

# Conflicts:
#	baystation12.dme
#	code/_helpers/lists.dm
#	code/_helpers/logging.dm
#	code/_helpers/text.dm
#	code/_onclick/click.dm
#	code/controllers/configuration.dm
#	code/controllers/master_controller.dm
#	code/datums/supplypacks.dm
#	code/game/antagonist/antagonist.dm
#	code/game/antagonist/antagonist_print.dm
#	code/game/antagonist/outsider/commando.dm
#	code/game/antagonist/outsider/ninja.dm
#	code/game/area/areas.dm
#	code/game/gamemodes/cult/cult_items.dm
#	code/game/gamemodes/game_mode.dm
#	code/game/jobs/access.dm
#	code/game/machinery/atmoalter/canister.dm
#	code/game/machinery/autolathe.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/machinery/recharger.dm
#	code/game/machinery/suit_storage_unit.dm
#	code/game/mecha/mech_fabricator.dm
#	code/game/mecha/mecha.dm
#	code/game/objects/effects/spiders.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/PDA/PDA.dm
#	code/game/objects/items/devices/flash.dm
#	code/game/objects/items/devices/lightreplacer.dm
#	code/game/objects/items/devices/paicard.dm
#	code/game/objects/items/devices/scanners.dm
#	code/game/objects/items/devices/suit_cooling.dm
#	code/game/objects/items/devices/uplink.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/game/objects/items/toys.dm
#	code/game/objects/items/weapons/cards_ids.dm
#	code/game/objects/items/weapons/handcuffs.dm
#	code/game/objects/items/weapons/manuals.dm
#	code/game/objects/items/weapons/material/kitchen.dm
#	code/game/objects/items/weapons/material/misc.dm
#	code/game/objects/items/weapons/material/swords.dm
#	code/game/objects/items/weapons/melee/energy.dm
#	code/game/objects/items/weapons/melee/misc.dm
#	code/game/objects/items/weapons/scrolls.dm
#	code/game/objects/items/weapons/storage/belt.dm
#	code/game/objects/items/weapons/stunbaton.dm
#	code/game/objects/items/weapons/tools.dm
#	code/game/objects/objs.dm
#	code/game/objects/structures/crates_lockers/closets.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/janicart.dm
#	code/game/sound.dm
#	code/game/turfs/simulated.dm
#	code/game/verbs/ooc.dm
#	code/global.dm
#	code/modules/admin/verbs/debug.dm
#	code/modules/admin/verbs/modifyvariables.dm
#	code/modules/client/client procs.dm
#	code/modules/client/preferences.dm
#	code/modules/clothing/clothing.dm
#	code/modules/clothing/head/hardhat.dm
#	code/modules/clothing/head/helmet.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/clothing/head/misc_special.dm
#	code/modules/clothing/shoes/jobs.dm
#	code/modules/clothing/spacesuits/alien.dm
#	code/modules/clothing/spacesuits/captain.dm
#	code/modules/clothing/spacesuits/miscellaneous.dm
#	code/modules/clothing/spacesuits/rig/rig_pieces.dm
#	code/modules/clothing/spacesuits/rig/suits/alien.dm
#	code/modules/clothing/spacesuits/spacesuits.dm
#	code/modules/clothing/spacesuits/void/merc.dm
#	code/modules/clothing/spacesuits/void/void.dm
#	code/modules/clothing/suits/armor.dm
#	code/modules/clothing/suits/jobs.dm
#	code/modules/clothing/suits/storage.dm
#	code/modules/clothing/suits/utility.dm
#	code/modules/clothing/suits/wiz_robe.dm
#	code/modules/clothing/under/jobs/security.dm
#	code/modules/economy/Events.dm
#	code/modules/economy/Events_Mundane.dm
#	code/modules/economy/economy_misc.dm
#	code/modules/events/blob.dm
#	code/modules/events/event.dm
#	code/modules/events/event_container.dm
#	code/modules/events/event_manager.dm
#	code/modules/events/money_lotto.dm
#	code/modules/events/prison_break.dm
#	code/modules/events/spacevine.dm
#	code/modules/hydroponics/trays/tray.dm
#	code/modules/mob/dead/observer/observer.dm
#	code/modules/mob/emote.dm
#	code/modules/mob/holder.dm
#	code/modules/mob/language/station.dm
#	code/modules/mob/living/bot/cleanbot.dm
#	code/modules/mob/living/carbon/alien/diona/diona.dm
#	code/modules/mob/living/carbon/alien/diona/diona_attacks.dm
#	code/modules/mob/living/carbon/give.dm
#	code/modules/mob/living/carbon/human/emote.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/inventory.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/living/carbon/human/species/outsider/vox.dm
#	code/modules/mob/living/carbon/human/species/station/golem.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/carbon/human/update_icons.dm
#	code/modules/mob/living/carbon/metroid/metroid.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defense.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/living/silicon/ai/ai.dm
#	code/modules/mob/living/silicon/pai/admin.dm
#	code/modules/mob/living/silicon/pai/pai.dm
#	code/modules/mob/living/silicon/robot/drone/drone.dm
#	code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm
#	code/modules/mob/living/silicon/robot/emote.dm
#	code/modules/mob/living/silicon/robot/robot_items.dm
#	code/modules/mob/living/silicon/robot/robot_modules.dm
#	code/modules/mob/living/silicon/silicon.dm
#	code/modules/mob/living/simple_animal/bees.dm
#	code/modules/mob/living/simple_animal/friendly/cat.dm
#	code/modules/mob/living/simple_animal/friendly/corgi.dm
#	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
#	code/modules/mob/living/simple_animal/friendly/mouse.dm
#	code/modules/mob/living/simple_animal/friendly/spiderbot.dm
#	code/modules/mob/living/simple_animal/hostile/hostile.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/logout.dm
#	code/modules/mob/mob.dm
#	code/modules/mob/mob_grab_specials.dm
#	code/modules/mob/mob_helpers.dm
#	code/modules/mob/new_player/sprite_accessories.dm
#	code/modules/organs/organ.dm
#	code/modules/organs/organ_alien.dm
#	code/modules/organs/organ_external.dm
#	code/modules/paperwork/faxmachine.dm
#	code/modules/projectiles/ammunition/boxes.dm
#	code/modules/projectiles/ammunition/bullets.dm
#	code/modules/projectiles/guns/energy/nuclear.dm
#	code/modules/projectiles/guns/energy/rifle.dm
#	code/modules/projectiles/guns/energy/special.dm
#	code/modules/projectiles/guns/projectile.dm
#	code/modules/projectiles/guns/projectile/automatic.dm
#	code/modules/projectiles/guns/projectile/pistol.dm
#	code/modules/projectiles/guns/projectile/revolver.dm
#	code/modules/projectiles/guns/projectile/shotgun.dm
#	code/modules/projectiles/projectile/bullets.dm
#	code/modules/projectiles/projectile/special.dm
#	code/modules/reagents/reagent_containers.dm
#	code/modules/reagents/reagent_containers/food/drinks.dm
#	code/modules/research/designs.dm
#	code/modules/research/destructive_analyzer.dm
#	code/modules/research/rdconsole.dm
#	code/modules/spells/artifacts.dm
#	code/modules/spells/spellbook.dm
#	code/modules/tables/tables.dm
#	code/world.dm
#	config/example/config.txt
#	icons/mob/items_lefthand.dmi
#	icons/mob/items_righthand.dmi
#	icons/obj/lighting.dmi
2016-10-31 00:01:52 +02:00
skull132
31620ed3a8 More conflict clearance! 2016-10-07 01:13:36 +03:00
skull132
1910f487af Conflict clearance, vol deux. 2016-10-07 00:59:00 +03:00