Commit Graph

23 Commits

Author SHA1 Message Date
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
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Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
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2026-05-16 00:56:00 +02:00
Bloop 655b66bdd0 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>

![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)

![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>

![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt

No more error icons in SDMM and loadout.

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-29 16:14:43 -04:00
SmArtKar 60b1319cac [MDB Ignore] Updates visuals for the loadout menu (#90399)
Improves how the loadout menu looks by switching it to the new
ImageButton component, converting recolorable/reskinnable to use icons
with tooltips, and allowing items within a category to be grouped up
together (only used by pocket items as of now)

<details>

<summary>How it looks:</summary>

![image](https://github.com/user-attachments/assets/3ed434cc-5caf-4cd5-b289-76f1946282cd)

![image](https://github.com/user-attachments/assets/bb33e6a4-75c4-4eb5-8e83-2ed9f6853e64)

</details>

Monocles have been made prescription, and prescription, contains pens,
hair color, and other misc tags have been removed.

<details>

<summary>Additionally, plushies now have better baked-in sprites for
loadouts, with randomized lizard plushie receiving a coat of rainbow
paint in place of the removed tooltip.</summary>

![image](https://github.com/user-attachments/assets/ea3124ae-53aa-4eb5-bb27-bde6140b4222)

</details>

Blue button make it hard to figure out details on certain items, and
tiny grey text is borderline unreadable. Also our pocket items category
is horribly bloated.

🆑
qol: Redesigned the loadout UI
balance: Monocles now work as prescription glasses
image: Loadout plushies no longer use mapper previews for their images
/🆑
2025-04-29 18:03:21 -06:00
Bloop 29e2f867b8 Adds some trailing commas to lists (#90501)
## About The Pull Request

I heard you liked commas.

## Why It's Good For The Game

Trailing commas make everyone happy!

## Changelog

Nothing anyone will notice besides downstreams adding to these lists
2025-04-29 17:52:31 -06:00
Watermelon914 79b00baad2 Refactors subsystems to use dependency-ordering to determine init order. Subsystems can now declare their own dependencies. (#90268)
## About The Pull Request
As the title says.
`init_order` is no more, subsystems ordering now depends on their
declared dependencies.
Subsystems can now declare which other subsystems need to init before
them using a list and the subsystem's typepath
I.e.
```dm
dependencies = list(
    /datum/controller/subsystem/atoms,
    /datum/controller/subsystem/mapping
)
```
The reverse can also be done, if a subsystem must initialize after your
own:
```dm
dependents = list(
    /datum/controller/subsystem/atoms
)
```
Cyclical dependencies are not allowed and will throw an error on
initialization if one is found.
There's also a debug tool to visualize the dependency graph, although
it's a bit basic:

![image](https://github.com/user-attachments/assets/80c854d9-c2a5-4f2f-92db-a031e9a8e257)

Subsystem load ordering can still be controlled using `init_stage`, some
subsystems use this in cases where they must initialize first or last
regardless of dependencies. An error will be thrown if a subsystem has
an `init_stage` before one of their dependencies.

## Why It's Good For The Game
Makes dealing with subsystem dependencies easier, and reduces the chance
of making a dependency error when needing to shift around subsystem
inits.

## Changelog
🆑
refactor: Refactored subsystem initialization
/🆑
2025-04-29 17:11:39 -06:00
SkyratBot a00cad0164 [MIRROR] Clean up subsystem Initialize(), require an explicit result returned, give a formal way to fail (for SSlua) [MDB IGNORE] (#16248)
* Clean up subsystem Initialize(), require an explicit result returned, give a formal way to fail (for SSlua)

* [PR for MIRROR PR] Changes for 16248 (#16277)

* Merge skyrat changes, update SR SS's, and remove lobby_eye

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/autotransfer/code/autotransfer.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* restore lobby_cam for now

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-09-24 17:32:40 -04:00
SkyratBot 7579176eed [MIRROR] Adds lazyloading to the asset subsystems [MDB IGNORE] (#15960)
* Adds lazyloading to the asset subsystems (#69454)

* Adds lazyloading to the asset subsystems

This currently applies only to spritesheets because of how monumentally
expensive they are.
If an asset is requested it will immediately be fully loaded, but
otherwise we slowly load them in with a separate subsystem.

This allows us to not hold up initialize with hair stuff. Saves roughly
33% (16 seconds with LOW_MEMORY_MODE) of initialize on my machine

My target is something closer to the 9 second init that had back in
2019, this is a good first step. Lets see how much more we can do yeah
lads?

Co-authored-by: san7890 <the@ san7890.com>

* Adds lazyloading to the asset subsystems

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2022-09-02 19:49:04 -04:00
SkyratBot eb65da1b45 [MIRROR] Amortize the cost of creating preference assets by caching them per git revision on production, reducing best case init times by ~20 seconds [MDB IGNORE] (#10379)
* Amortize the cost of creating preference assets by caching them per git revision on production, reducing best case init times by ~20 seconds (#63503)

Preference asset creation, which while consistently created in early assets, can be requested at any time before then and often is, currently takes about 15 to 25 seconds to produce. Because of extremely hard to reproduce BYOND icon bugs, most of this is done on the same tick.

Lowering the cost of initialization itself is very tricky. Some of it we can theoretically optimize, such as creating humans for antagonists, others we can't, such as the raw cost of icon blending.

Furthermore, adding new icons later down the line would just increase this initialization time even more.

Instead of optimizing the asset creation, which is an uphill battle, this instead chooses to amortize the cost by caching preference assets created per git revision. This means that preference assets will be created, with their long delay, only once whenever the code changes.

This is done on a config, defaulting to on so that production needs no changes, as the whole point of these being made at runtime at all is that it keeps assets/art styles consistent, and PRs making subtle bugs that break preference generation in some way is not uncommon. On development, your git revision will stay the same until you commit, no matter what code changes you make.

* Amortize the cost of creating preference assets by caching them per git revision on production, reducing best case init times by ~20 seconds

* Fixing another conflict :)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-01-03 21:42:11 +00:00
SkyratBot 5170b9ecda The Failsafe can now recover from an deleted MC (#60846) (#7664)
* The Failsafe can now recover from an deleted MC
Its also more reliable and can handle a situation where its main Loop runtimes and the MC is stuck

* Reset defcon level correctly
Oops left that in from debugging the levels

* Correctly recover SSasset

* Only decrease defcon if MC creation failed
Also add some sort sleep between emergency loops

* Makes the last two emergency actions manual procs
Since they are kinda unstantable its probalby best
if only admins call these manually

Its also more reliable and can handle a situation where its main Loop runtimes and the MC is stuck
You can also now debug Master/New()

While there will most likely never be any situation where the MC is just gone its still good to know that the game can recover from such a situation
For example maybe someone messed up a SDQL query or maybe someone wanted to delete the MC to create a new one hoping the Failsafe would do so for him

Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
2021-08-20 18:53:14 +01:00
SkyratBot e8bfe6eb68 [MIRROR] [Ready] CDN browser assets! (#312)
* [Ready] CDN browser assets! (#52681)

Rewrites the asset_cache system to handle sending assets to a CDN via a webroot.

see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md

Fixed a lot of bugs with assets, removed some dead code.

Changes:
    Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport.
    Added subsystem call for when the config loads or reloads.
    Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5).
    Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets
    Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.).
    The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly.
    Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt
    To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url.
    Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly.

cl
refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue.
admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare).
config: New config file, resources.txt, (must be loaded by an $include statement from the main config)
server: The external_rsc_urls.txt config has been moved to the main config system.
/cl
Porting notes:

Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode.

Requires latest tgui.

The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load.

/tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae

* [Ready] CDN browser assets!

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2020-08-12 11:32:37 +01:00
Tad Hardesty cf6f064e21 Use spritesheets to reduce time spent sending PNG assets by 90+% (#37399)
The total number of assets to be sent has been reduced from 1532 to 76, with time between first asset and last going from about 112s to about 7s (a 93% reduction) by my measure. The following assets have been coalesced:

    705 pipe images (used by RPD) -> 1 spritesheet + css
    595 research design icons (used by R&D console) -> 3 spritesheets + css
    116 OOC emoji + 15 language icons -> 1 spritesheet + css
    27 PDA icons -> 1 spritesheet + css
    11 paperwork stamps -> 1 spritesheet + css
2018-05-10 14:34:57 +12:00
Kyle Spier-Swenson f2cf4c2f5c [ready]Makes bIcon better (#29690)
Goonchat will use the asset cache, you now have to specify who to send the icons too.

Goonchat will now load icons in the background, displaying them once they load. this prevents the message from being delayed while the icons are sent.

Icons that aren't preloaded using the asset cache system will not render on ie8 clients. This is because of a ie8 bug that prevents changes on runtime created images from rendering.
2017-08-14 10:40:50 +12:00
Jack Edge a76d4374c1 Moves init_order to defines, moves SSevents above ticker. 2017-04-22 22:08:31 +01:00
Cyberboss 9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
Cyberboss fb596bcdb3 _DEF 2017-03-22 14:52:21 -04:00
Cyberboss 7e14ec75fc Normalizes subsystem definitions 2017-03-22 11:50:46 -04:00
Cyberboss e86a353f00 Rename SSasset to SSassets 2017-03-22 11:23:15 -04:00
Cyberboss 31ee152489 Repaths subsystem to controller/subsystem (#24624)
* Repaths subsystem to controller/subsystem

* Fix the shit
2017-03-08 22:05:45 +01:00
Cyberboss ab9f1f0448 It's 2017, time to fuck (some) spawns and cleanbots (#22801)
* Spawn -> addtimer

* Remove this unused proc

* Oh boy, there he goes touching MC again

* Remove spawn in flick_overlay

* Remove spawn in pollCandidates

* flash_color: waitfor = 0

* Don't mess with my grepping, comments

* clear_fullscreen: waitfor = 0

* Why the hell was telekinisis not using the define?

* check_for_cleanbot_bug: waitfor = 1

* Failsafe loop launcher

* assets: waitfor = 0

* Ticker nuke cleanup: addtimer

* ticker post setup: addtimer

* ticker cinematic cleanup: addtimer

* Revert "Why the hell was telekinisis not using the define?"

Handled in #22803

This reverts commit 1da293e687f1811ae69001cb02dfa6f15f451354.

* ticker maprotate: addtimer 0

* beam start: addtimer 0

* browser onclose setup: waitfor = 0

* Revert "check_for_cleanbot_bug: waitfor = 1"

This reverts commit 99e50724b3bc6a3682d042b36f97c906c7f7d96d.

* Finally remove check_for_cleanbot_bug

* browser timeout: addtimer

* deafness symptom: addtimer

* Shedding symptom: addtimer

* Animate doesn't sleep

* MSOs stuff

* > Tfw you committed without saving
2017-01-23 21:06:30 +04:00
Kyle Spier-Swenson 235b79fb5a StonedMC, the bastard love child of GoonPS and CarnMC (#17987)
Basically, they key difference between StonedMC and CarnMC is that when multiple ticks want to run at the same byond tick, we divvy up the tick between the subsystems, rather then allow one subsystem to hog it all.

The key difference between StonedMC and GoonPS is that we allow the subsystems to tell us how to divvy up the tick using flags and priority.

The new SS_ flags allows us to select behaviors that used to be piggybacked as side effects of dynamic wait or default but sometimes unneeded behavior.

Dynamic wait is 100% gone, lower priority and SS_BACKGROUND are better more refined ways of doing this when combined with MC_TICK_CHECK

I have by design never looked at the inners of goonPS, so this is all original code but I know it uses two loops because of comments by goon devs on reddit threads, that design didn't make sense before, but when I can tell a SS how much of a byond tick it is allowed to have, knowing how many need to run this tick is helpful I also know a bit more about how it works from piecing together comments in #vgstation.

Detailed list of changes:

Subsystems now have flags, allowing fine grain control over things like rather or not it processes, inits, rather it's wait is how long between runs (post run timing) or how long between starts, and rather or not late fires should cause the next fire to be earlier.

Mc now has two loops One loop handles queuing shit, one loop handles running shit.

MC now splits up tick allotment rather than first come first serve Subsystems can even request a bigger share using higher priorities. (It will even resume subsystems it paused if other subsystems hadn't used as much as it predicted they might need)

Default fps is now 20 This is related enough to the MC and it's a change that's really long since over due

All code oddities are most likely to be necessities to lower overhead on the mc since it runs every tick
2016-06-16 18:01:16 +12:00
Bjorn Neergaard 531e4b947f Subsystem display tweaks 2015-12-05 10:13:59 -06:00
Bjorn Neergaard 703290e4a9 Take feedback into account 2015-12-04 15:53:42 -06:00
Bjorn Neergaard 97ca70cd34 Rework Master Controller, Failsafe, and Subsystem code 2015-12-04 15:40:58 -06:00