Commit Graph
32 Commits
Author SHA1 Message Date
+37 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>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: loganuk <fakeemail123@aol.com>
Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com>
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com>
Co-authored-by: Isratosh <Isratosh@hotmail.com>
Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com>
Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com>
Co-authored-by: Alexander V. <volas@ya.ru>
Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com>
Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com>
Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com>
Co-authored-by: Josh <josh.adam.powell@gmail.com>
Co-authored-by: Josh Powell <josh.powell@softwire.com>
Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com>
Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com>
Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2026-05-16 00:56:00 +02:00
344d3b6266 Optimizes /proc/icon_exists() (#89357)
## About The Pull Request
This PR reimplements https://github.com/tgstation/tgstation/pull/71538
atop `master`. Quoting the original PR:

> Every `icon_exists()` call will cache the entire file. Past me didn't
realise _why_ file opts were so expensive, but I do now. This is
immeasurably slower on a single call, and _significantly_ faster on
subsequent calls to the same file.

I attempted to handle some of the review comments that were posted
there, by splitting screaming functionality into its own proc.

* `if(icon_state in icon_states(file))` and `if(!(icon_state in
icon_states(file)))` were refactored to use `icon_exists(file,
icon_state)`.
* Where screaming was seemingly wanted (and where there wasn't a more
descriptive error inside the `if` block), I refactored them to use
`icon_exists_or_scream(file, icon_state)`
* The exception to the above was under
`/datum/unit_test/turf_icons/Run()` and
`/datum/unit_test/worn_icons/Run()`, where `icon_states()` was being
passed a mode flag. Given that this is only used in unit tests (where
performance isn't a priority), I opted to leave these be.

Additionally, I revised the documentation comment for
`/proc/icon_exists()`, as I felt it was a bit vague currently.

## Why It's Good For The Game
https://youtu.be/Z9G1Mf6TZRs

## Changelog
No player-facing changes (hopefully).

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2025-02-05 20:00:27 +01:00
klorpaandGitHub e1bf793264 Spelling and Grammar Fixes (#86022)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-08-23 21:49:46 +02:00
LemonInTheDarkandGitHub ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced)

[Moves signal procs over to their own
file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e)

[And finally passes over the examine
signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
LemonInTheDarkandGitHub daf55e611c Cleans up/renames as private some internal var definitions, removes some fucked uses of internal list vars (#75769)
## About The Pull Request

[Improves the documentation of DCS lists, removes old list of callback
docs that no longer
apply](https://github.com/tgstation/tgstation/commit/c3821d9f5ffaeaa4772f927c819da0c1de0ca27c)

[Adds a second signal register to decal rotating, adds a trait to
objects under a tile. STOP DIRECTLY READING HIDDEN LISTS I SWEAR TO
GOD](https://github.com/tgstation/tgstation/commit/6b3f97a76a6f7d24ab952739a1561633922994e1)

[Removes direct reads of the timer list, they were redundant
mostly](https://github.com/tgstation/tgstation/commit/14fcd9f8a6d1b2d42ec6df3493ebc76fe7c12032)

[Please stop directly reading/modifying the traits list to ensure your
dna rot follows the
brain](https://github.com/tgstation/tgstation/commit/ec0e5237ec2b7c3b7806cb993670acc8ce388bdc)

[Marks internal datum lists as well internal with
_](https://github.com/tgstation/tgstation/pull/75769/commits/57c6577ff61629b8ea792ee37ec4f2490a8e2865)

[57c6577](https://github.com/tgstation/tgstation/pull/75769/commits/57c6577ff61629b8ea792ee37ec4f2490a8e2865)

Does the same to _clear_signal_refs() in hopes of keeping people from
touching it

## Why It's Good For The Game

They pissed me off.

Users should not be touching these lists, especially in ways that make
assumptions about their structure and are thus prone to breaking if that
ever changes.
Most of these are close to zero cost changes, using a wrapper to solve
the problem, or just yeeting it

Two aren't, Decals with a direction have gained a second signal register
on init, and things that sit underfloor (cables/pipes) now get a trait
when inserted there.

This should have a minimal impact on memory/init time, bugging
@Mothblocks about it just in case
2023-06-05 22:25:09 -06:00
MothblocksandGitHub 4a7eb289ea Optimize cutting part of update_icon (Saves 130+ms of init) (#73965)
Avoids calling `cut_overlay` if we know that we manage every overlay
we're about to remove, and short-circuits to `overlays = null`. This
saves the cost of building the appearance list and performing `-=` of
the list.

More minor change, splits validation part of `POST_OVERLAY_CHANGE` into
`VALIDATE_OVERLAY_LIMIT`. This is because there is no point checking if
we hit the overlay limit after removing overlays, since we would've
checked in `add_overlay` in reasonable cases.
2023-03-14 16:22:24 -06:00
e9c87c0acb Starlight Polish (Space is blue!) (#72886)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Adds support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them

#### Adds render steps

An expansion on render_target based emissive blockers. 
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely

Fixes shuttles deleting z holder objects

#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color

This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight

This requires a bit of extra work, see later

This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)

The emissive blocking floor stuff requires making a second render plate
to prevent double scaling

Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon

#### Makes things in space blue

We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright

This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee


#### Makes glass above space glow, and some other stuff

Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.

Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.

#### Modifies partial space showing to support glow

Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.

We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.

#### Makes appearance realization's list output ordered

I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that

## Why It's Good For The Game

Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more

<details>
<summary>
Old
</summary>


![image](https://user-images.githubusercontent.com/58055496/213916157-d4b38aa7-3ab6-42a4-989f-7bfba2dc2cba.png)

![image](https://user-images.githubusercontent.com/58055496/213916077-637fa288-bbee-477d-aded-730d9683477e.png)

![image](https://user-images.githubusercontent.com/58055496/213916088-0657a8a2-5627-48e2-8c4b-870c90ef2072.png)

</details>


<details>
<summary>
New
</summary>


![image](https://user-images.githubusercontent.com/58055496/213916107-2af74e64-1817-4a44-b528-180a9160cb9e.png)

![image](https://user-images.githubusercontent.com/58055496/213916115-5fa36fcc-b988-4ccf-850e-21c26ed463d0.png)

![image](https://user-images.githubusercontent.com/58055496/213916120-6833187d-b12e-42a7-ac4b-63c56deb71e5.png)

</details>

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-01-31 09:52:27 +00:00
MothblocksandGitHub 8ace31bde4 Allows for offloaded tests to be focused (#71719)
Focusing a test through TEST_FOCUS allows you to only run that one test.
It's very useful for developing. However, we have a bunch of offloaded
tests in `#ifdef UNIT_TESTS` that would not be focused. This changes it
so that those tests will now only run if either no test is focused, or
if their specific "focus only" test is focused.

This is done through a `PERFORM_ALL_TESTS` macro that replaces the
`#ifdef UNIT_TESTS`. This is completely free because `if (FALSE)`
constant folds.

Hide whitespace mode recommended.
2022-12-07 02:58:33 -08:00
LemonInTheDarkandGitHub a625fc8038 Cleans up the fallout from plane cube (#70235)
* Cleans up the fallout from plane cube

Alright.
Makes cleaning bubbles respect planes
Adds support for updating overlays on move, fixing an issue with pointing at items
Adds better error messages for failing to provide args for mutable_appearance()
Fixes a bug where string overlays were not respecting insertion order

* Adds documentation for offset spokesman and offset_const

* Better stack trace

* Removes some redundant uses of cached MAs

At this scale, attempting to cache MAs like this has 0 impact on anything
And just makes things more messy then they need to be

* ensures fullscreen objects START offset, so things are always proper

* ensures chatmessages always have the right offset

* fixes compile

* whoops, the above lighting plane should actually be ABOVE the lighting plane

* fixes compile, also cleans up the fire overlay a tad

* Adds a unit test for plane masters that are shrunk by multiz being double shrunk

This is slightly hacky because of how I'm handing the plane master
group, but it's not THAT bad, and gives me some real good coverage

* Properly targets the seethrough plane at the game world plate. This fixes unit tests, and also just makes more sense

* whoops

* oh

* adds datum support for allocate(), cleans up a harddel from testing

* Makes camera chunks index at 1, and also makes them support non powers of two sizes, since that was unneeded

* fixes runtime in allocate
2022-10-20 09:00:02 +13:00
LemonInTheDarkandGitHub 23bfdec8f4 Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) (#69115)
About The Pull Request

I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)

This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.

I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea

OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?

It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.

We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.

Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).

That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube

Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.

As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.

Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups

BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.

This was quite messy, so I've refactored it (and maps too) to be a bit more modular.

Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.

Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.

Much better then the hardcoded pattern we used to use. So much duplicated code man.

Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.

image

In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.

It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.

In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.

It also comes with an info dump about the ui, and plane masters/relays in general.

Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes

Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.

This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.

Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday

I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.

The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes

We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.

Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.

Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>

Fixes #65800
Fixes #68461
Changelog

cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
2022-09-27 20:11:04 +13:00
LemonInTheDarkandGitHub 72a5b79555 Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros (#69696)
* Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros

So we have this overlay queuing system right? It's build with the assumption
that the "add to overlay list" operation is real expensive, and is
thus useful to queue removals or additions.

It turns out that it just isn't, at least during init. In my testing the
operation of queuing took LONGER then the actual overlay add/remove did.

That's ignoring the cost of the subsystem's work.

I've also modified part of the stat tracking macro, since it took a good
bit of cpu time, and didn't seem to well, do anything. So far as I can
tell it always evaluates to 1
2022-09-26 08:46:46 -07:00
TastyfishandGitHub 4733643f39 Clean up subsystem Initialize(), require an explicit result returned, give a formal way to fail (for SSlua) (#69775)
* cleanup SS API, give SSlua a proper way to error out

* New SS_INIT_ system
2022-09-14 23:52:10 -04:00
LemonInTheDarkandGitHub 345d1e71d5 Adds logging to overlay overflow errors (#67497)
So we've got this overlay cap of like 100 right? Prevents OOMs
But right now if you overrun it we have no way of knowing how you got
there, so we just end up with no info.

This pr solves that, by adding a printout of icon-icon_state-dir =
amount for each apperance.

Note, we are basically cheating by typing these overlay members as
mutable apperance, they can be just normal appearances, which we don't
have an accessible type for. Fortunately we can cheat.

Oh and if you overflow the limit you get the error overlay applied to
you, for sniks
2022-06-04 03:00:07 -07:00
KyleraceandGitHub cd515971a1 makes vent scrubbers only activate if a gas they filter is on their tile, again! alive edition (#65591)
Alsonce scrubbers only wake up if something they can filter is on the tile an existing bug where scrubbers dont filter very small but non garbage collectable amounts of a gas becomes a big issue, as in without changing scrubbing rates you can breathe once on a tile with a scrubber set to scrub co2 and that co2 wont go away barring any other factors and the scrubber wont go to sleep. so now with the idea of rohesie and permission of lemon i changed how scrubbers removed small molar amounts of gas from their turf. now scrubbers will look through 100% of the turfs air mix for filtering, but will only remove up to
gas moles * (scrubber volume / turf volume) * (gas moles / total filterable moles) moles from each filterable gas in the turfs mix unless that amount is less than either MOLAR_ACCURACY * 100 or the number of moles of that filterable gas, in which case all of the moles of that gas are subtracted from the mix. this is to make it easier for the scrubber to remove very small amounts of gas with filters without changing how fast they scrub large amounts of gas, thus making scrubbers able to go to sleep faster only after a gas has been reduced to near zero

scrubbers are the biggest proportion of SSair's machine processing cost which is a non trivial amount of SSair's total cost. now they will only do most of their work if they can actually scrub anything on the tile which is a minority of the time.
2022-03-29 22:47:15 -07:00
LemonInTheDarkandGitHub b737a77040 Undoes "Removes CHECK_TICK from overlays, following the same theory as instant explosions" (#58382) (#61919) 2021-11-02 21:47:28 -07:00
5adb8df64a During unit tests, does extra verification on text based overlays (#59553)
This makes it so during unit tests, adding a text based overlay to something will runtime if the icon does not have an icon state matching that text. I would do this during normal compiles as well but getting the icon states from an icon is surprisingly expensive.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-06-20 14:02:01 -07:00
IamgoofballandGitHub 96a9523940 Removes CHECK_TICK from overlays, following the same theory as instant explosions. (#58382)
as we learned with instant explosions, sleeping needlessly between appearance changes results in a heavier sendmaps load, let's see how this performs
2021-04-30 21:08:55 -04:00
e40574786b Fix overlay subsystem holding on to excessive amounts of icons. (#58378)
* Fix overlay subsystem holding on to excessive amounts of icons.

The use of the icon file reference should be ok because they aren't ref counted anyways,

* Rename icon

* Makes the shit actually work

* Removes caching all together.

* fix compile errors

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-04-14 01:46:06 -04:00
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
Kyle Spier-SwensonandGitHub dce0d461d8 make overlay lists not persist when empty (#53787) 2020-09-18 13:24:44 +12:00
CoulsandGitHub e7f99e3b8b Browser Status Panel (#53112) 2020-08-27 15:28:03 -07:00
AnturKandGitHub 35ad401ef9 Removes priority overlays (#51018)
* Removes priority overlays

* Fixup
2020-05-24 14:04:35 -03:00
orangesandGitHub cbf10d8a01 Fixes overlay subsystem being lenient on large amounts of overlays (#50915) 2020-05-06 04:49:52 -07:00
FrancescoandTad Hardesty 40d2a68f56 Make a lot of subsystems' Initialize return ..() (#39955)
Subsystem Initialize has a return value, this makes all the subsystems actually
return it, too.
2018-08-31 19:01:46 -07:00
orangesandvuonojenmustaturska 29da5a1914 Refactors how overlays handle the compile step (#38002)
Robustin says:

The very heart of our overlay code, a single line that basically boiled
down to overlays = new_overlays, was the cause of so much overlay lag.
Human overlay code was by far the biggest culprit. Most objects have 0-2
overlays but humans are marching around with 20+ most of the time and
the current system was spending a LOT of effort comparing 20+ image with
20+ other images and then apparently rendering them all anyway. Human
overlays are at least 10x the cost of any other overlay process and on a
busy server the overlay compiling was 2x the cost of any other system.

I compared the cost of overlay changes by picking up/dropping a PDA in
the dorms 250 times, with a 50% chance to use our current overlay
compiler and a 50% chance to use a "direct addition/removal (+=, -=)
approach:
CURRENT         1120ms  133     (avg:8.4210529327392578)
SCRAPS  6ms     112     (avg:0.0535714291036129)

Now this PR makes our whole overlay subsystem use that approach for
overlay compiling and the early results look incredible. The best part
is this is just the START of improvements. Humans benefits the most
because their icon system was already designed for small, incremental
overlay updates. By moving other code from "Cut everything, then put it
all back" to only updating the necessary overlays (cough, APC's), we can
see similar improvements.

oranges says:
I've picked up this PR because robustin vanished, but I do see the value
in the approach, only things I added were the checks for the overlay
list len changing

I also retabbed the entire file because I am a brainlet and did it
without thinking
2018-05-31 03:39:28 +03:00
Jordan BrownandShizCalev 31ce6b5b90 Removes runlevels spec from SSoverlays (#35455) 2018-02-10 12:02:05 -05:00
ninjanomnom 53ffc71655 make fire priority values defines 2018-01-17 02:57:14 -05:00
Kyle Spier-SwensonandShizCalev fa136e71f4 Revert "Merge pull request #33537 from ninjanomnom/priority-defines" (#34528)
This reverts commit 0244b61886, reversing
changes made to 5d07df08ea.
2018-01-16 20:04:35 -05:00
ninjanomnom a65248928b defines all subsystem priority values 2017-12-15 15:16:31 -05:00
Emmett GainesandShizCalev 94a7608995 adds a parent level subsystem initialized var (#33456) 2017-12-13 22:11:21 -05:00
Jordan BrownandGitHub 7ab3d26a48 Fixes bad text2file call 2017-11-20 16:24:03 -05:00
Kyle Spier-SwensonandAnturK d7b537ce24 SSoverlay improvements and tweaks (#32371)
* Overlay per-type cost logging.

Overlays will now log how long each type took to process.

Changed up how overlays was done to account for the fact its a queue and not a processor. (it was using almost none of the processing subsystem framework)

Made the overlay loop faster by making it not cut the list until the end.

Added a simple generic benchmark stat tracking system.

I don't know how much overhead this adds to overlays. i may put it behind testing or something, but i do want to test this on the serbers to get some stats.

* Removes flush() as it was creating race conditions

* Use ref

* text2file

* Atoms added as an overlay will have their pending overlays compiled before being converted to an appearance
2017-11-10 20:25:29 +01:00