Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.
New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.
ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
Death of the istype invasion from slimes, previously every single color of slime was its own kind of mob, and every single one of those slimes also had an adult form which was a different mob.
There is now only one kind of slime, reliant on new var is_adult and old var colour to determine how it looks. All baby slimes functioned identically outside of icon and core, and all adult slimes functioned identically to each other and to the babys save for a bit higher Health and more capacity to break shit.
A nice side effect is that this solves any inheritence issues of baby slimes growing up since it's still the same mob, though it doesn't solve the same issues for adult slimes splitting.
Also fixed a few annoying but rare bugs (like getting ghosted because you got DC'd and your slime self split and you weren't around to get mind transfered)
Adds anomalies, special effects which tie into the event system.
Ports bholes into an anomaly, cleans up their code.
Adds new gravitational anomalies. Imagine a trampoline.
Flux event is now an anomaly.
Adds a new pyro anomaly.
Using the dropdown menu / changing health / names of people in view variables now actually requires +VAREDIT.
Shuttle moving moved from +FUN to +ADMIN for convenience sake.
+ADMIN now required to view antagonists / law changes, before it was only required to check antags via verbs, which you could get around through the secrets menu.
+ADMIN Also now required to view all of the special information given about players in who menu (like antagonist status), but all admins can still see stealth keyed admins.
Added helper: /proc/findchar(haystack, needles, start=1, end=0)
works like findtext except it finds the first occurrence of one of the characters from the needles string, within haystack.
Permissions can now be removed as well as added, by replacing the + with a -. e.g. +BAN adds bans permissions, -BAN removes them. This applies to admin_ranks.txt and the permissions panel.
Verb overrides are now possible for admins_ranks. Specific verbs can be forced-on, or forced-off via keywords like +/client/proc/mimespeak or -/client/verb/ooc. This applies both to admin_ranks.txt and the permissions panel. SQL system is not compatible.
admin_ranks are now datums. This means admin_ranks actually behave more like permission groups as intended.
When you temporarily modify an admin's permissions via the permissions panel, their rank_name is appended with "([ckey])". This prevents modifications to their rights affecting everyone.
admin rank names now support - _ and @ characters (since ckeyEx() does not strip these).
SQL permissions system was modified. SQL databases will have to be updated or they will no longer work.
WARNING: admin_ranks.txt and admins.txt format has changed slightly! You will need to redo those txt files!
It will search list/L for a /datum/data/record with fields[field] == value, and return it.
This removes a vast amount of copypasta (there's still so much left in there though). It also removes all the locate(\ref[record]) I could find, which were normal used with topic(), meaning it was susceptible to abuse.
Secbots, ed209s and turrets are now smarter with their record-checks. They now prefer to use our face-name rather than id-name. ICly, this is the bot using facial recognition. This fixes an issue where it'd try to use the name variable which could be in the format "Unknown (as their id name)" when they were disfigured, etc. causing record-lookup to fail.
Additionally, these bots will treat those without a valid record in the security database, to be treated like criminals.
- The admins now have the ability to kick all or just afk clients from the lobby
- When admins use this action, a list of kicked clients is sent to admins and into the log.
- Added a confirmation message to the admin command.
To test: add these debug lines somewhere:
//START COPY PASTE
mob/verb/give_allrights()
src.client.holder.rights = 393087
mob/verb/hasright()
var/hi = input(src,"Choose a file to access:","Download",null) as null|num
var/r = check_rights(hi, 1);
world << "[r]"
mob/verb/checkrights()
for(var/i = 0; i < 32; i++)
var/n = 1 << i
var/r = check_rights(n , 1);
world << "has right 2^[i] = [n]? [r]"
//END COPY PASTE
Start the game, run 'give allrights', which doesn't give all rights, but some of the rights. 128 and 131072 are missing. Then you can either run 'hasright' to check whether you have the permissions that correspond to a user defined number, or you can run 'checkrights' to check for all 31 theoretical permissions.
If however an admin attempts to add a manual ban for a player who was present during the current round, a player who still has a mob somewhere in the game world, the proc will prioritize the mob's ip and computer id variables, not the things entered in the banning panel form.
Blob Gamemode Revamp
Blob gamemode is back and better than ever.
The blob is selected from be_alien candidates and is controled like a real time strategy game.
Added a Jump to Node power.
Cleaned up the code.
Changed some more values.
Added a blob_act() to camera.
Removed most "if(gamemode == "blob") checks to stop people from using it to metagame.
Removed cells exploding when being blob_act()'d
Re-introduced the concept of a player controlling the blob in an RTS fashion, expanding the blob and building structures such as nodes and factories.
All blobs will try to find ghosts, with the BE_ALIEN flag, to be the blob overmind. Even random event blobs will try to get players to play as the overmind.
Added a /mob/camera that is now being used by the AI eye and the blob overmind. It is a mob that isn't dead but acts as a camera for the player, to be controlled by something like the AI or the blob.
There are now a resource currency for the blob to spend it's points on blob expansion and upgrades.
Added a small blob_act to mechs.
Made all camera mobs max invisibility. Because of this I removed the AI best friend button as it would be not working.
Blob mode will send a normal intercept report.
Makes the "coder secrets" in secrets panel become general secrets for all admins. Adding myself to admins.txt for test server purposes, in case I ever forget to change it again.
Reasons:
It's very helpful to use the admin log for a quick glance to see who spawned the mateba for the clown, rather than open the serverlog to check.
Plus I see no reason why it should be restricted to coders, considering it's not really at all able to affect the game by admins seeing it.
Testing force overwrite
Cheridan broke my git the first time, here's try #2!
Makes the "coder secrets" in secrets panel become general secrets for all admins. Adding myself to admins.txt for test server purposes, in case I ever forget to change it again.
Reasons:
It's very helpful to use the admin log for a quick glance to see who spawned the mateba for the clown, rather than open the serverlog to check.
Plus I see no reason why it should be restricted to coders, considering it's not really at all able to affect the game by admins seeing it.
-Added logging for admins editing objectives
-Added logging for admins adding new antagonists
-Changed the antag role assignment buttons to something more appropriate for the game modes. Will now tell you if someone is loyal (implanted).
-Added a isloyal() proc to check if a mob is loyalty implanted.
-Made the headrev message more noticeable
-Adds a humanize() proc
-Changes monkeyize() proc to a child of mob/living/carbon (not implemented or tested with anything beside humans, though)
-Adds various options for monkeyize and humanize as binary flags
-Removed all instances of monkey transformation code being copy pasted (dna, changeling, adminverbs) and replaced them with monkeyize(). This fixed various issues with admin-verbs where mobs would ghost after transformation due to invalid use of transfer_to (mind transfer proc).
-Humans will now retain their old name if turned into a monkey and back provided their UE are unchanged
-Transformation from monkey into human will now deal the same amount of damage as human to monkey.
Signed-off-by: dumpdavidson <gtb.schmidt@gmail.com>
Removed overriding of event values via feeding in an associative list into datum/round_event/New(). Instead you can do basic initializations (i.e. feed it constants) by doing new /datum/round_event{variablename=5;}(). This method is handled well by the compiler (it's the same method the maps use), so it will detect unrecognized variablenames etc.
More complex initializations for post setup() stuff can be done by accessing variables directly Event.variablename = whatever;
round_events now have a processing variable, which effectively pauses them.