Fixes#3790Fixes#3792Fixes#3788
Also hopefully fixes the tcomms foyer turret control, since it turned out to be in the same area as turrets.
Also swaps two doors in research sublevel anomaly lab.
EDIT:
Shifted burning chamber gas injector in sublevel toxins one pixel down to make it look better.
Also made light bulbs the right colour. Sorry for that.
EDIT 2:
Fixes#3806
by moving a no smoking sign and putting air alarm on it's place.
Fixes#3690
Changed blast door orientation on many blast doors across the station, and one few in CC as well, provided picture is only example. Changed blast doors are in areas: Bridge, Cap office, Research, Security, Engine, CC departures. That should be it, I think.
Fixes#3716Fixes#3708Fixes#3706Fixes#3704Fixes#2937
Also reversed APC sprites on sideways directions.
Fixes#3725Fixes#3723Fixes#3457Fixes#3159Fixes#3140
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.
-removes the need for word research
-allows nullrods to shatter pylons on hit, to disable forcewalls, close gateways, and turn cult swords in less powerful claymores
-allows ghosts to flicks lights if the round is spooky enough
-renames some cult items
-converts ritual.dm and rune.dm into proper pathing and remove some in world from it
-adds a machine that allows people around it to see ghosts, with some side effects
-manifested ghosts don't count for nar'sie summoning anymore
-manifested ghosts do not use the dummy type anymore, they are their own species with a similar behavior
-visible ghosts can now whisper to people and move small objects around
-fixes #3145
changes:
Removed the privacy poll as it is unused.
Observing no longer creates a new mannequin, instead fetching one from SSmobs.
Observer ghosts now have a description again.
Converted new_player.dm to absolute pathing.
Fixed a bad init on holomaps.
Removed a sleep from light fixture Initialize().
Added a queue length stat to the MC panel for Icon Smoothing.
Halved time taken to create lighting overlay objects.
Species & body marking lists are now sorted alphabetically.
Commented out calls to lighting profiler to remove overhead of string interpolation in some procs.
Blood dries instantly if present during mapload instead of setting a timer.
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.
* 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 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.
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.
Tweaks diona values on all lights, and range/power on a couple
Also adds a slightly dimmer sprite for tube light fixtures that they switch to during night mode. To reduce the incongruity from having a bright tube putting out very little light
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.
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.
changes:
rscadd: "Added a button on APCs to set the area lights to a 'night-mode' which is dimmer and saves energy."
rscadd: "Added an automated system to turn 'night-mode' on in hallways between 6pm and 7am in station time."
Remains of player blob axed.
blob_act() axed. Blob now has an arbitary set of things it can attack.
It will flow over everything else. Blob has an awful tendency to destroy
non-craftables.
Will test more tomorrow.
Blob will now attack mechs.
Fixes#8106.
Fixes#10705.
Updates Bump() code.
Intents now use constants.
Simple animals can now use languages without overriding say().
There is now a difference between being able to smash normal and reinforced walls.
Reworks simple_animal/attackby so that constructs don't need to override it simply to add damage resistance.