* Micro optimizes ssair's turf init, saving 2 seconds
Most of this is making existing operations do more legwork, or cheaper.
I did add cycle checking to ONLY init turf linking, which required
creating a new proc.
Did some horrible horrible things in said proc to save like 0.8 seconds.
I think it was worth it.
* organizing flora file and icon states, & flags
Changes the typepath for a lot of flora, and adds new paths depending on the amount of icon states the flora had, for better modularization on mappers. Also adds flags to the flora depending on what type it was, instead of 3 bools
* Getting ready to attempt to modularize flora
Moving most vars and procs from ash flora into the normal flora type path, as a general preparation to add more here
* Weighted products & Region Messages
Rewrites flora code so a flora's produced items can be initialized with a weighted list. Also has some improvements, relating to item stacks.
Adds an option via variables to separate 3 messages into 3 possible regions, or the old method where the message changes when the value is exactly the same as the low or high harvest value
* organizing + documentation on procs
* Documentation, Organization & Modularization
(DOMing) yeah, I dom
Gives variables for tools that can harvest flora, a blacklist of them, and modularizes variables a bit.
Retypes the stump to be a subtype of a tree, which just deletes after being harvested
* Adds the ability to uproot flora with a shovel
* added eswords to the list of things that can cut
* ausbush junk
* code review appreciation + changing drag_slowdown
* more code review appreciation
* kirbyplants ComponentInitialize() -> Initialize()
* forgot glob.
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>
Speeds up gas movement significantly
Documents the intent and finer details of the atmos system (Thanks dunc)
Fixes excited groups constantly rebuilding, this broke 4 years ago
Fixes superconductors just straight up not working
Allows turfs to sleep while inside an excited group
Adds a new subprocess to SSAir to support rebuilding in this state
Most heat based behavior no longer relies on being inside a fire
Adds a new element to support doing this cleanly
Adds a new subprocess to SSAir to support doing this while a turf is asleep
Refactors air_update_turf to allow for finer control
Makes apcs take damage in heat to prevent infinite plasma fire diffs
Cleans up immutable gas mixtures to make them work properly when the mix has gas in it
Planetary turfs no longer create a new copy of themselves each time they process. We instead use a global
immutable mix
Cleans up a typed for loop in reactions
Canisters will take damage from outside heat now
Speeds up excited group dismantle
Increases the superconductor threshold by 200k
Cleans up some roundstart ATs on some ruins
Uses /turf/open/var/excited to track if a turf is actively processing, preventing a |=
Prevents openspace from trying to melt
Tweaks a canister examine line
Makes planetary turfs reset to base when broken down as part of an excited group
Makes it impossible for planetary turfs to rebuild, just like space tiles
Fixes closed turfs not activating their replacement when destroyed by moving closed -> open turf activation to
the adjacent air subsystem. They were activating and then going back to sleep before adjacent air got a chance
to tick.
Fire alarms will trigger when the area gets too cold for humans
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
Badmins: Buildmode map generators have names in the list to select them, instead of paths.
Also, a new map generator has been added, repair/reload station. Use it VERY sparingly, it deletes the block of the map and reloads it to roundstart. THIS CAN CAUSE ISSUES WITH MACHINES AND ATMOSPHERICS, SO DO NOT USE IT UNLESS YOU ABSOLUTELY HAVE TO!
The reload station one tagged DO NOT USE shouldn't be used as it doesn't delete anything before loading, so if you use it you'll have two copies of things. That can result in a LOT of issues, so don't use it unless you're a codermin and know what you're doing/abusing!