* Remove 2 instances of duplicate argument names (#81757)
## About The Pull Request
I fixed 2 instances of procs having multiple arguments with the same
name. BYOND does not error on these, instead ignoring all but the last.
It's best to remove these for clarity.
## Why It's Good For The Game
N/A
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Co-authored-by: san7890 <the@ san7890.com>
* Remove 2 instances of duplicate argument names
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Co-authored-by: wixoa <wixoag@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
* split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941)
## About The Pull Request
Situation: areas have a list of all turfs in their area.
Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune
Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.
replaces `area.get_contained_turfs()` with a few new procs:
* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.
The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.
* split area.contained_turfs up by zlevel, make init 10 seconds faster
* eeyes
* Update area_spawn_subsystem.dm
* Unshits turf contain code slightly (#81023)
Literally just implements my reviews from #80941
I am frankly a smidge pissed that the pr was merged without them being
handled. No code is worth merging past known issues, and if the author
is just gonna dip then that's life.
I don't like privileging mso on stuff like this, especially because
frankly I'm kinda mad at him rn but also because when a pr is made the
onus on finishing it falls to the person who made it.
Should not need to clean up after someone as a maintainer, and shouldn't
normalize doing it. I'm not like mad at zypher directly mind he offered
to do this too, just the idea he was espousing here.
---------
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) (#78877)
## About The Pull Request
[Implements a setter for starlight
variables](https://github.com/tgstation/tgstation/commit/af34f06b418b039b2ead90b29112b30adea4bc68)
I want to start to modify starlight more, and that means I need a way to
hook into everything that uses it and update it, so we can modify it on
the fly.
This does that, alongside removing space overlays from nearspace (too
many false positives) and making the aurora modify all turfs projecting
starlight, rather then all turfs in an area.
Do still need to figure out handling for the starlight color usage in
turf underlays tho (I gave up, we just keep it static. I'll fix it
someday but the render_relay strategy just doesn't work with its masking
setup)
[Reworks how starlight overlays
work](https://github.com/tgstation/tgstation/commit/9da4bc38e223e0ce2d91b0c8beddf1ebba968b9c)
Instead of setting color on the overlays directly, we instead store an
object with our current settings in every mob's screen, and
render_target it down onto our overlays.
This lets us update overlay colors VERY trivially. Just need to set
color on the overlay var. Makes modifying starlight a lot cheaper.
It doesn't work on area overlays, because suffering, and it MIGHT induce
extra cost on clients. if it does we can do something about that, we'll
play it by ear
[Removes parallax starlight
coloring.](https://github.com/tgstation/tgstation/commit/5f701a1b137c7d4c333929e4cbfdd9d4aa8656d6)
I'm sorta iffy on the color, the effect can be real oppressive in some
cases, and I'd like to use starlight color for more events in world, and
having it vary can make that looking nice hard.
[Adds some visual effects to narsie being
summoned](https://github.com/tgstation/tgstation/pull/78877/commits/a423cfcb2ba9c0d729b06c36dd7d38ff68c967c2)
As the rune drawing progresses space (starlight and parallax) go from
normal to greyscale. Then, right about when narsie shows up, starlight
becomes vibrant red.
It's a nice effect. I wanna do more shit like this, I think it'll
improve vibes significantly.
## Why It's Good For The Game
Can't embed it because of github's upload limit, can show a
[link](https://cdn.discordapp.com/attachments/458452245256601615/1160821856358645860/2023-10-08_22-31-22.mp4?ex=65360e99&is=65239999&hm=680e33e4e0026b89e132afc50c04a648a24f869eb662f274a381a5de5c5a36f2&)
for the narsie stuff
Here's
[one](https://cdn.discordapp.com/attachments/326831214667235328/1160813747196141568/2023-10-08_22-34-10.mp4?ex=6536070c&is=6523920c&hm=f8d571d1013da89887f49f3fec99f632251eeeac83085aa7dde97009aee3922f&)
for the aurora too.
This gives us more pretty starlight shit, and the ABILITY to do more
pretty starlight shit. I'm pretty jazzed, and I hope people use this
proc more (keeping in mind that it's pretty hard on the lighting system,
and needs significant delay between changes)
## Changelog
🆑
add: Narsie summoning has had some effects added to space and starlight
del: Removes the link between spacegas color and starlight. It was a
slight bit too vibrant and I think impacted the vibe too wildly to be
incidental.
fix: The aurora event actually... works now. Space lights up and all
that
/🆑
* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects)
* Update space.dm
* Update shuttles.dm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Removes 1.4 seconds from game init on LOWMEMORYMODE (#69455)
We were spending 1.4 seconds on doing an add_overlay on EVERY turf in
/area/space
There's no fukin reason to do this, you CAN JUST ADD OVERLAYS TO AREAS
IT WAS POINTLESS. I HATE IT HERE
* Removes 1.4 seconds from game init on LOWMEMORYMODE
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Cleans up some varedit procs not using strings instead of the proper helper (#65769)
Although these vars are unlikely to ever change, if the vars were ever renamed it would result in these strings not erroring properly if they weren't updated as well.
* Cleans up some varedit procs using strings for var names instead of the proper helper
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Revert "Revert "[MIRROR] Refactor area and turf lighting (#7775)" (#7902)"
This reverts commit 64c4c52d12.
* This should probably fix it
* I love linters
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Only blend areas when it's actually needed (#60237)
* Only blend areas when it's actually needed
* Respect varedits
* Only blend areas when it's actually needed
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Turns lighting objects into a datum, makes all lighting be performed with an underlay. big maptick fix very good!
* Mirror!
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup
* The rest of the owl
* plushvar bad
* Can't follow my own advice.
* Cleanup up all instances of using var/ definitions in proc parameters.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Revert "Lighting micro optimizations and fixes (#24939)"
This reverts commit 78bbbfe20a.
* vg refactor stage 1
* Fix runtime in get_turf_pixel
* fix lighting on turfs
* Fix certain things reading light levels wrong.
* Made SS faster/better by making it split its tick allotment up between it's 3 tasks
* istypeless loops @pjb3005
/proc/typed_loop 6.826 6.830 6.858 190761
/proc/typeless_loop 5.582 5.586 5.620 190435
* lazy init lists