Asset cache now caches the asset's md5 This should solve the high cpu usage issues with it. line by line profile suggests that the next hotspot is the asset log.
Simplied asset cache code, moved verify functionality to a flush_assets proc that blocks until a client has all currently sending assets. (sidenote: there is an argument for moving most of asset_cache's global procs onto the client, get_asset_datum and register_asset are really the only valid global procs.)
Re-added batched passive sends since it does speed up how quickly the asset cache pre-caches to clients.
* Sorts quirks into medical record categories
Removes Allergens from med record, still need to squash a bug.
* Makes Rohesie's requested changes
* typo
* Replaces magic numbers with defines
* Adds Foreigner Quirk
Blocks Galactic Common
* Exceptions for species without secondary languages.
Adds beachtongue for humans and felinids
* Adds Galactic Uncommon
* Adds uncommon include into the .dme
Gotta tick that box
About The Pull Request
Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.
Explosions have been refactored to do the actual exploding in a subsystem.
Credit to goon.
Here's some videos!
Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates
Changelog
cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
* first-version
* let's do those recommendations first
* color moment
* reorganization, prefs
* certified layer moment
* virtual speakers BEGONNE
* remove naughty bits, better sizing
* gimme the message mode
* rename that pesky pref and hide chat bubbles
* exponential decay moment
* async moment
* fixes
* fixes
* the players have decided they don't want to hear themselves on radio
* Fix bug with holograms incorrectly rendering messages
* rohesie's suggestion
* Color tweaks
* hallucinating now shows message properly
* pref moment
* updates
* rohesie's suggestions
* fix moment number 5
* less smelly more epic
* unfix the fixes and refix them
* a conscious change
* return of the prefs
* Should be ready to test
The compiler is throwing a tantrum so I'm committing here to debug.
* Merges hud.dmi with upstream
* adjustments
fixes some typos, adds a blank hud image for fanpinless crew
* It builds
* runtimes
it doesn't actually work yet, just compiles
* Progress
More runtimes removed
* It all works, runtimes sorted
pins made to not go above suit
* Update code/game/data_huds.dm
Adds Rohesie's suggestion
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Makes requested change
Thanks Rohesie!
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Makes requested changes
Thank you Rohesie!
Co-authored-by: Rohesie <rohesie@gmail.com>
* Add files via upload
* Add files via upload
* Add files via upload
* Add files via upload
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Co-Authored-By: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Lowered Cybersun hardsuit armour values.
* Upgrading energy armour value.
* Now captain isn't male-only.
* Turrets
shot_delay changed from 0.8 seconds to 1.0 second.
* Adds 3 encryption keys for cyborgs and AIs to use
* Syndi-captain gets loud-voice headset.
* Policy config
* Define space syndies
* Added Robotics access for syndies
It's really useful for when they create cyborgs.
* Adds special version of medivend instead of normal one
* Replaces basic syndi-vend with special one
* Update forgottenship.dm
* Cybersun hardsuit doesn't slow you down as said in uplink desc.
* NPC + Area sounds.
Elite Assault Officer projectile sound changed from pulse.ogg to laser.ogg.
Added ambient sounds for all areas.
* Good day sir
Lowered the amount of ores you get.
* assignedrole
Let admins know that this particular shitter is the cybersun captain!
* Weight'n'Cost of ruins fixed in another PR
* Update code/modules/uplink/uplink_items.dm
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
* Cost/Weight of ALL space ruins changed
* Thanks to fikou
* Only cap's spawner leaves empty-sleeper now
* if(policy)
* Revert "Cost/Weight of ALL space ruins changed"
This reverts commit fa343547f0dcf225710895f50ac2bbf32dc07b5d.
* Fixup
* Minor fix in attempt to fix some stuff
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Thanks trollbreeder.
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* [Grammar] THE captain!
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* grammar review man
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* "A" vs "The"
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* [Grammar] "an"
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* Update uplink_items.dm
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>
Fixes#49986Fixes#49232🆑
fix: Being at the epicenter of explosions no longer damage the contents of storage that is meant to prevent it (most commonly photos inside photo albums)
/🆑
random fact: the original game banners from erro used a custom url decoder. It wasn't until a year or two in to me being host that i caught on and fixed this.
About The Pull Request
Adds a new hotkey, defaulted to V, which allows for swapping out equipment after a small delay. After the delay, you'll equip the currently held item into it's most preferred slot, and swapping out what was worn/equipped currently. This also allows for swapping out jumpsuits without dropping your pocket contents, belt, etc.
Why It's Good For The Game
QoL change that feels intuitive, and helps equipping feel more fluid.
Changelog
🆑
add: Equipment swapping, defaulted to V. Allows you to equip items while swapping out what you're already wearing after a small delay.
/🆑
The client variable can be nulled at any point between proc calls during Login(), at the very least between parent calls for sure. That can produce dirty additions to mob lists among other less problematic runtimes.
This attempts to handle it.
* Initial work on tgui conversion for DNA Consoles
* Some initial button logic complete
TODO: Scanner Open button should disable while scanner is locked
TODO: Scramble DNA should disable while on cooldown
* Tabs for the tab God
* Dropdown changes, genetic sequencer modifications
* Mutation and genetic sequencer functionality
Almost complete. Need to implement Advanced Injectors still.
* Mostly done, converted most of genetic makeup code
* Tactical pocket linting
* More changes
* Everything except advanced injectors complete
* First complete alpha version
* Fixed debug/testing change
* Removal of more debugging code
* Fix pulse bug
* Bugbusters
* Fix for accidental changes
* Fix broken genetics disk changes, fix list of lists
* Squash tgui tab-key bugs and clean up attackby
* Code documenting, refactoring, bugfixing, spellcheck
* Documentation and misc bug squashes and runtime error fixes
* Fixes, features and tweaks
* Special check for those who have shuffled off this mortal coil
* New interface concept for console storage
* Mini code refactor
* Massive refactoring of DnaConsole interface (WIP)
- De-spaghettifying of LawyerCode
- Fixed the flex-basis bug, and removed ForcedBox since it's no
longer needed.
- Added a Divider component.
* Implemented requested changes.
Removed list() versions of strings.
Removed used TGUI-exclusive constants from data object. Currently unused ones still remain, can be removed if they're no longer necessary.
Fixed other DM data structures to serialise as JS Arrays instead of Objects.
Minor TGUI logic fixes for various edge cases.
Added some comments in DnaConsole.js outlining some minor notes and TODOs.
* Fixes "Save to X" being disabled.
* Included 2px outline CSS
* Additional minor logic patches
Don't want certain buttons active unless the mutation relation to them is also active
* Makes these transforms use a timer
* Fixed transformation race condition and stuff.
* Mutation source defined in DM. Conditional formatting improvements.
* Custom cache directory with BYOND_CACHE env var
* Fix gene cycler on index of -1
* Framework and TODO for next interface element. Cleared TODO list a bit.
* Fix 1px shift in gene cycle buttons
* Pass raw event with GeneCycler
* More robust combining logic
* Fix some cycler bugs, start working on enzymes
* Conditional highlighting for unsolved mutations and X'd genes.
* Lint for the Lint God
* Enzyme UI and more refactoring incoming
* Finish tgui refactoring, enzymes injectors done
* Whack-a-Bug
* Unlinted. Advanced injectors moved and improved. Implemented disk genetic data readout.
* Partial linting
* Assorted bug fixes
* Remove debugging code
* DNA Consoles are now more conversational. Initial state set.
* Final tweaks, implemented mutation combining, complete?
* Fixes tooltop, re-enables delayed enzyme transfer, cleans up some data params
* 10 Fix a bug, 20 make a bug, 30 goto 10
* The definition of irony
* Don't drink and derive, kids || How I learned to stop coding while drunk and rely on stylemistake to Flex on my formatting.
* uniqBy
* Add support for dropdowns with disabilities.
* Cleanup
* Remove current mutation from combinations
* Dividing
* Document BYOND_CACHE env var
* Outline cleanup
* Declare radiation constants since they were removed in DM
* Combine mutations only after checking for null
* Advanced Injectors actually work now.
* Comment cleanup, DMDOC, stard and end processing at appropriate times
* Pressing Ctrl-S occasionally helps things
* Fix enzyme mutator timeout bug, added injector timeout display.
* Rebuild tgui
* Rebuild tgui
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
* Renames material "plating" to floor, changes material wall desc to match regular walls
* floor tile
* Custom descs for walls and floor tiles based on material
* material tile throwforce 1 -> 5
* switch order of material flags on material tile
* Removes material flag and check
- Simplifies floor tile desc throwforce check
* Moves the throwforce message to examine()
* Gives more nuance to tile throwforce examine() messages
* Simplifies tile examine throwforce code
- Fixes problem with radioactive item examine of outputting a single period when too far away
- Adds spans to tile throwforce examine and radioactive item examine
* logic 10
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Adds throwforce message to examine return
Co-authored-by: Rohesie <rohesie@gmail.com>
* fixed the burning oh the sheets
* finish touches
* properly fixes the hot ice component
* runtimes are bad
* Update code/game/objects/obj_defense.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
About The Pull Request
Examining someone holding a circled hand from using the *circle emote while next to them can now alert said person, and if you don't act fast, they'll bop you! You'll have a split second to move away before this happens. Losing the circle game to a hulk will result in a very forceful bop.
Bopping someone will award an achievement, "HA, GOTTEM"
Also adds COMSIG_PARENT_EXAMINE to carbon and human's examines, cause they never had that set, and adds TRAIT_HULK to being hulk since I forgot to actually give it its own trait when I added said trait in another PR
Why It's Good For The Game
Enhances pranking. It's honestly amazing to me that this functionality wasn't built in when this was first made.
Changelog
cl Ryll/Shaps
add: The *circle emote now has additional functionality! Go prank your friends!
/cl
* Fixed pointing runtime
* Fixed runtime allowing abductors to speak out loud
* Fixed being able to get two monkeys from each monkey cube
* Fixed being able to use camera consoles with the mech teleporter to teleport further than intended
* Fixed ninja suit never copying data from tech disk
* Fixed being able to tackle things not on a turf
* Rearranged ifs