## About The Pull Request
quirk called social anxiety is no longer compatible with mute as mute is
a more severe option of that quirk
## Why It's Good For The Game
free points are bad
## Changelog
🆑
fix: social anxiety is incompatible with mute
/🆑
## About The Pull Request
Generally cleans up code on both components.
Moves burn proc back to /obj level, I'm not sure why I moved it to /atom
level, it was unnecessary.
Acid component generalized so it can be used on any atom that uses
atom_integrity.
Fixes a bug where objects that stopped burning didn't update their burn
overlay properly due to bad removal logic and leftover code.
Standardizes examine messages on burning items by just slapping an
examine signal registration on the component.
Adds fire particles to items thanks to Lemon's PR:
https://github.com/tgstation/tgstation/pull/74524
## Why It's Good For The Game
Particles look cool


Bugfixes are good
Code improvements are good
## Changelog
🆑
add: Burning items now get (small) smoke particles. Sick.
fix: Burning objects now clear their burning overlay properly.
qol: Examining burning objects will always tell you that they are
burning.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Reworks burning objects to be a component (#74688)
## About The Pull Request
Title.
## Why It's Good For The Game
Simply put, allows for atoms which are not /obj but use atom_integrity
to burn up too, which is nice and good.
But also, it allows for neat behavior like burning particle effects
(only structures use that right now to spawn smoke)

## Changelog
🆑
add: Burning structures spawn smoke particles. Sick.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Reworks burning objects to be a component
* modular
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.
## About The Pull Request
Hey there,
This took a while to do, but here's the gist:
Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.
Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.
Scenarios this PR corrects:
* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*
(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game
If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).
Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.
I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.
(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
* Removes networks from the game (#74142)
## About The Pull Request
This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.
Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.
- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.
## Why It's Good For The Game
Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.
## Changelog
🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Removes networks from the game
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
## About The Pull Request
This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.
Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.
- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.
## Why It's Good For The Game
Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.
## Changelog
🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* Removes more NTNet from Tablets and removes a ton of dead code (#74085)
## About The Pull Request
Removes NtNet softwaredownload/communication because they did nothing,
so this also removes the feature to shut them off from Wirecarp
I removed tablets from being added to networks, Tablets already generate
logs for actions they do, which is already enough for the effects it has
in-game (just being visible to Wirecarp), once NtNet is deleted from
everything else then we can move it to ModPCs and limit logging to only
ModPC actions.
Fixes shutting off ntnet relays from Wirecarp, now you can properly shut
off Ntnet, and the warning that it kicks you out of the program is now
true.
Gives the Holodeck it's own network root define and fixes Syndicate
network showing up on Wirecarp
Wirecarp's PDA logs now shows the source of an action
## Why It's Good For The Game
Moves ModPCs further from NTNet so we can move towards deleting it
entirely
Makes Wirecarp more responsible and trustworthy
Removes useless stuff that never gets used, simplifying a overthought
overcomplicated system.
## Changelog
🆑
balance: Wirecarp now properly shuts off NtNet remotely.
balance: Wirecarp now shows the source of a PDA that does an action.
fix: Wirecarp can no longer be used to see if Nukies exist through their
networks.
del: Removes Software downloading and communication Ntnet networks, as
they were pretty worthless.
/🆑
* Removes more NTNet from Tablets and removes a ton of dead code
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
Removes NtNet softwaredownload/communication because they did nothing,
so this also removes the feature to shut them off from Wirecarp
I removed tablets from being added to networks, Tablets already generate
logs for actions they do, which is already enough for the effects it has
in-game (just being visible to Wirecarp), once NtNet is deleted from
everything else then we can move it to ModPCs and limit logging to only
ModPC actions.
Fixes shutting off ntnet relays from Wirecarp, now you can properly shut
off Ntnet, and the warning that it kicks you out of the program is now
true.
Gives the Holodeck it's own network root define and fixes Syndicate
network showing up on Wirecarp
Wirecarp's PDA logs now shows the source of an action
## Why It's Good For The Game
Moves ModPCs further from NTNet so we can move towards deleting it
entirely
Makes Wirecarp more responsible and trustworthy
Removes useless stuff that never gets used, simplifying a overthought
overcomplicated system.
## Changelog
🆑
balance: Wirecarp now properly shuts off NtNet remotely.
balance: Wirecarp now shows the source of a PDA that does an action.
fix: Wirecarp can no longer be used to see if Nukies exist through their
networks.
del: Removes Software downloading and communication Ntnet networks, as
they were pretty worthless.
/🆑
## About The Pull Request
Current blacklist makes it so you cannot be both frail and paraplegic,
but it's intended to exclude quad amputees from taking those.
## Why It's Good For The Game
Who says a paraplegic can't also have weak bones?
## Changelog
🆑
fix: frail and paraplegia quirks can once again be taken together.
/🆑
* Station traits won't roll twice (#73174)
## About The Pull Request
Station traits can't roll twice in the same round.
They currently have blacklist for traits that can't roll together, this
makes them not roll with themselves too.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/61873
Station traits are not made with rolling twice in the same round in
mind, and is just a waste of trait points, or will just be annoying
(like in the issue report's case)
## Changelog
🆑
fix: There will no longer have 2 of the same station trait roll twice in
the same round.
/🆑
* Station traits won't roll twice
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
Station traits can't roll twice in the same round.
They currently have blacklist for traits that can't roll together, this
makes them not roll with themselves too.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/61873
Station traits are not made with rolling twice in the same round in
mind, and is just a waste of trait points, or will just be annoying
(like in the issue report's case)
## Changelog
🆑
fix: There will no longer have 2 of the same station trait roll twice in
the same round.
/🆑
Makes station traits less common (#56726)
The chance for station traits overall has been reduced, while the
weight of some traits have been changed.
# Conflicts:
# code/datums/station_traits/neutral_traits.dm
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing
Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Quirks are passed an incoming client when applied, allowing quirks to read preferences in `add` and `add_unique`. Renders visual quirks on the preference menu dummy.
* fixes quirk order to match upstream
* Modular quirk updates
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Pride pin quirk + pins can be infinitely reskinned (v2) (#72143)
## About The Pull Request
Neutral pride pin quirk added. Pride pins can be infinitely reskinned
now. Changes "sexuality" to "pride" in description of pin.
## Why It's Good For The Game
Pride pins are cute and having to buy them every round is a chore. Pride
pins are purely cosmetic and have no reason to be locked into only being
reskinned once.
## Changelog
🆑
add: Pride pin quirk! Start the shift off with a pride pin in-hand.
qol: Pride pins can be infinitely reskinned now.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Pride pin quirk + pins can be infinitely reskinned (v2)
Co-authored-by: iwishforducks <65363339+iwishforducks@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
## About The Pull Request
Closes#72141
Roundstart humans weren't in control of their mob by the time
`AssignQuirks` was called.
The call chain for roundstart goes `create_characters` ->
`equip_characters` -> `AssignQuirks` -> `transfer_characters`.
For latejoin, `create_character` -> `transfer_character` ->
`AssignQuirks`.
I could simply move around the call chain, but that feels much more
fragile and more liable to cause other issues to me. So instead, I
simply allowed add quirk to be passed a client, so that a client's
quirks can be applied to a mob they are not currently inhabiting.
In doing this, it became possible to show visual quirks on the prefs
dummy, like nearsighted glasses and heterochromia. So I put in a little
work to accomplish that as well.

Along side, some refactoring and documentation for quirk datums.
## Why It's Good For The Game
People get what they expect on roundstart.
## Changelog
🆑 Melbert
qol: The preview dummy in the preferences menu now shows some visual
quirks, like Heterochromia or nearsighted.
fix: Fixed some quirks which read a preference roundstart not applying
the preference.
refactor: Refactored some bits of quirk datums and the quirk application
process.
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
Neutral pride pin quirk added. Pride pins can be infinitely reskinned
now. Changes "sexuality" to "pride" in description of pin.
## Why It's Good For The Game
Pride pins are cute and having to buy them every round is a chore. Pride
pins are purely cosmetic and have no reason to be locked into only being
reskinned once.
## Changelog
🆑
add: Pride pin quirk! Start the shift off with a pride pin in-hand.
qol: Pride pins can be infinitely reskinned now.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Adds a modular computer subsystem to shift modPCs away from radios (#71732)
## About The Pull Request
Adds the modular computer subsystem which is meant to replace mod PC's
reliance on networks and radios, specifically the network subsystem, the
ntnet interface, and /datum/ntnet. This PR removes station_root ntnets
entirely, but I tried to keep it small.
This PR also removes a ton of unused vars and defines, such as NTNet
channels that were unused (peer2peer and systemcontrol), atmos networks
(as they were removed a while ago) and NTNet var on relays (its stated
purpose is so admins can see it through varedits, but that's useless now
that it's a subsystem)
I also removed ``setting_disabled`` as a thing the RD can do, it turned
off ALL ntnet systems. However, this was when there were 4 different
ones, now that there's only 2 I thought it was redundant and he could
just click 2 buttons to close them.
## Why It's Good For The Game
``/datum/ntnet``, ``/datum/component/ntnet_interface``, and
``/datum/controller/subsystem/networks`` are all old-code messes that
depend on eachother and is hard for people to understand what exactly it
adds to the game. 90% of its features is allowing the Wirecarp app to
see all the ruins that spawned in-game, which I don't think is something
that we even WANT (why does the RD need to know that oldstation spawned?
Why should they know this anyway??)
This hopefully starts to simplify networks/ntnet to make it easier to
remove in the future, because surely there are better alternatives than
**this**
## Changelog
🆑
refactor: Modular computers NTnet and applications run on its own
subsystem, please report any new bugs you may find.
/🆑
* Adds a modular computer subsystem to shift modPCs away from radios
* Fixed contractor uplink
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
## About The Pull Request
Adds the modular computer subsystem which is meant to replace mod PC's
reliance on networks and radios, specifically the network subsystem, the
ntnet interface, and /datum/ntnet. This PR removes station_root ntnets
entirely, but I tried to keep it small.
This PR also removes a ton of unused vars and defines, such as NTNet
channels that were unused (peer2peer and systemcontrol), atmos networks
(as they were removed a while ago) and NTNet var on relays (its stated
purpose is so admins can see it through varedits, but that's useless now
that it's a subsystem)
I also removed ``setting_disabled`` as a thing the RD can do, it turned
off ALL ntnet systems. However, this was when there were 4 different
ones, now that there's only 2 I thought it was redundant and he could
just click 2 buttons to close them.
## Why It's Good For The Game
``/datum/ntnet``, ``/datum/component/ntnet_interface``, and
``/datum/controller/subsystem/networks`` are all old-code messes that
depend on eachother and is hard for people to understand what exactly it
adds to the game. 90% of its features is allowing the Wirecarp app to
see all the ruins that spawned in-game, which I don't think is something
that we even WANT (why does the RD need to know that oldstation spawned?
Why should they know this anyway??)
This hopefully starts to simplify networks/ntnet to make it easier to
remove in the future, because surely there are better alternatives than
**this**
## Changelog
🆑
refactor: Modular computers NTnet and applications run on its own
subsystem, please report any new bugs you may find.
/🆑
* New Station Trait: Cybernetic Revolution + Body Purist Quirk
* Mirror!
* A hidden lint!
* Properly fixes this, and ensures that it has no impact on the game should it ever be bussed in for whatever reason
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
## About The Pull Request
Adds a new station trait, the Cybernetic Revolution
It causes every crewmember to spawn with a cybernetic implant/organ (it
depends on their job).
For example. the bartender has an upgraded cybernetic liver, security
officers have extendable flashes, prisoners have flash shielded eyes.
For AIs, they get the surveillance upgrade.
The trait also lowers research costs for the cybernetic designs, triples
the price of EMP kits and EMP flashlights, doubles price of EMP bombs,
and allows traitors to buy autosurgeons, so they can implant themselves
with whatever they ripped out of the crew.
If you do not wish to partake, you can also take the Body Purist quirk,
which prevents you from getting a cybernetic, but everytime you have a
mechanical limb/organ from some other source, you will take a severe
mood penalty.
## Why It's Good For The Game
This could be a cool modifier to rounds once in a while, slightly
modifying the gameplay of all the crew.
Also our implant system is very barely used, so why not?

## Changelog
🆑
add: New Station Trait: Cybernetic Revolution
add: Body Purist Quirk
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Area contents isn't a real list, instead it involves filtering
everything in world
This is slow, and something we should have better support for.
So instead, lets manage a list of turfs inside our area. This is simple,
since we already move turfs by area contents anyway
This should speed up the uses I've found, and opens us up to using this
pattern more often, which should make dev work easier.
By nature this is a tad fragile, so I've added a unit test to double
check my work
Rather then instantly removing turfs from the contained_turfs list, we
enter them into a list of turfs to pull out, later.
Then we just use a getter for contained_turfs rather then a var read
This means we don't need to generate a lot of usage off removing turf by
turf from space, and can instead do it only when we need to
I've added a subsystem to manage this process as well, to ensure we
don't get any out of memory errors. It goes entry by entry, ensuring we
get no overtime.
This allows me to keep things like space clean, while keeping high
amounts of usage on a sepearate subsystem when convienient
As a part of this goal of keeping space's churn as low as possible, I've
setup code to ensure we do not add turfs to areas during a z level
increment adjacent mapload. this saves a LOT of time, but is a tad
messy
I've expanded where we use contained_turfs, including into some cases
that filter for objects in areas. need to see if this is sane or not.
Builds sortedAreas on demand, caching until we mark the cache as
violated
It's faster, and it also has the same behavior
I'm not posting speed changes cause frankly they're gonna be a bit
scattered and I'm scared to.
@Mothblocks if you'd like I can look into it. I think it'll pay for
itself just off `reg_in_areas_in_z` (I looked into it. it's really hard
to tell, sometimes it's a bit slower (0.7), sometimes it's 2 seconds
(0.5 if you use the old master figure) faster. life is pain.)
## Why It's Good For The Game
Less stupid, more flexible, more speed
Co-authored-by: san7890 <the@san7890.com>
* Makes liquid_solder a liquid, adjusts solder and system cleaner math to use delta_time
* Adds boolean to quirks to hide them from TGUI and the character prefs window
* Renames brainproblems from Brain Tumor to Brain Degeneration. Refactors brainproblems and blooddeficiency for synths, adds species-specific detours to quirks, adds prefab pills and pillbottles for synth meds
* Add synth pills to tgstation.dme
* Adding forgotten brainproblems med record text
* Fixes quirk icons failing unittests
* Further fixes icons failing unittests
* Remove semicolon from quirks.dm
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Relocated qdel calls, renamed bp_synth and bd_synth private vars, changed is_species to isrobotic
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Removes network cards and printers from tablets
* merge tablet_presets
* printer.dm should have been deleted, missed change
* update contractor tablet
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Object Window Niceties (#69825)
* Object Window Niceties
Alright. I got bored and polished up the object/alt click window.
It had a few issues:
First, we generated all our images in bulk, as soon as requested
Second, the caching was global, despite only working on a client to
client basis
Third, we only generated up to 10 images. This could be fine, but the
javascript code will continuiously rerender assuming unrendered images
will come eventually, and they well, weren't. This caused MASSIVE
clientside lag
Fourth and finally, I did not like how moving away from the viewed turf
lagged behind, in sync with the stat tab update. Looked bad.
I've resolved all these.
I solved the first three issues by reworking how obj images were
generatated and managed.
Rather then storing a basic cache on the subsystem, and doing all the
image generation at once, we queue up image generation as we like, and
generate images inside a new processing subsystem fire.
This isn't the best solution, since it still eats cpu somewhat, but it's
a whole lot better then the other options, outside either removing the
need to getflat, or somehow predicting what items a client will want to
see
I've started storing three bits of info. First, a list of all the
objects we currently want to display.
Second, a list of atom -> image html
Third, a list of atoms to imageify.
This information is stored on a datum on /client, since I want this to
have a lifetime linked to well, clients.
I've used this datum to solve that fourth bit, using a component I made
for parallax a bit back. This lets me react to our client's mob, and
update the tab linked to that, rather then on a subsystem call by call
basis.
That's about it.
Co-authored-by: san7890 <the@ san7890.com>
* Object Window Niceties
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
* Object Window Niceties
Alright. I got bored and polished up the object/alt click window.
It had a few issues:
First, we generated all our images in bulk, as soon as requested
Second, the caching was global, despite only working on a client to
client basis
Third, we only generated up to 10 images. This could be fine, but the
javascript code will continuiously rerender assuming unrendered images
will come eventually, and they well, weren't. This caused MASSIVE
clientside lag
Fourth and finally, I did not like how moving away from the viewed turf
lagged behind, in sync with the stat tab update. Looked bad.
I've resolved all these.
I solved the first three issues by reworking how obj images were
generatated and managed.
Rather then storing a basic cache on the subsystem, and doing all the
image generation at once, we queue up image generation as we like, and
generate images inside a new processing subsystem fire.
This isn't the best solution, since it still eats cpu somewhat, but it's
a whole lot better then the other options, outside either removing the
need to getflat, or somehow predicting what items a client will want to
see
I've started storing three bits of info. First, a list of all the
objects we currently want to display.
Second, a list of atom -> image html
Third, a list of atoms to imageify.
This information is stored on a datum on /client, since I want this to
have a lifetime linked to well, clients.
I've used this datum to solve that fourth bit, using a component I made
for parallax a bit back. This lets me react to our client's mob, and
update the tab linked to that, rather then on a subsystem call by call
basis.
That's about it.
Co-authored-by: san7890 <the@san7890.com>
* Supermatter cascade subsystems fire when it needs to (#69686)
Supermatter cascade by default is offline, and will fire when a supermatter cascade occurs.
* Supermatter cascade subsystems fire when it needs to
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>