* Tones down values for a lot of different hotspot_expose calls
* Update LINDA_fire.dm (#38217)
* Automatic changelog compile, [ci skip]
* Slight changes to camera network code (#38223)
* Removes a useless var and corrects two cameras to use the automatic naming system to reduce dv usage.
* Damn github didnt notice this was here....
* Fixes datediff not returning (#38215)
* Fixes pocket items being deleted when monkeyizing (#38220)
* Automatic changelog generation for PR #38220 [ci skip]
* readds atmos heating from hotspot_expose(), as requested by naksu
* Tones down hotspot_expose values for sparks moving and destroying
* tones down item heat by a lot. no more burning your face off after smoking a cigarette
* A Variety Of Updates
* Lovey Sprites!
* Adds implementation for listening status effects.
* Fixes implementation, uses defines instead of magic strings.
* Completely reworks status effect listeners
* Fixes Love Potions
* Fixes Approximately All The Things.jpg
* High Gravity - First Draft
* Replaces has_gravity defines for areas.
* Default gravity ztrait
* Adds some gravity effect and skips damage at gravity = 2
* Paralysis icon
* Antigravity grenades for some abuse
* Makes the damage treshold a define and makes alert description more accurate.
* Bluh
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
* who the fuck didnt make this logged ages ago jesus fucking christ
* who fucking coded this garbage why isnt it a status effect
* Update mines.dm
* reeeeeeeee
* reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
Why: Anomaly cores have few uses, science could use something combat related as a bribe for RnD now that they dont get any guns, and I want to see engineering pushing the engine towards near meltdown to try and harvest anomalies (would obviously need a way to make those capturable though).
I dont know where to put the node in the "web" really, so suggestions are welcome.
The reactive armour shell accepts anomaly cores to build various armours as follows
Flux - Tesla armour
Pyro - Fire armour
Gravity - Repulse armour (new in this PR)
Bluespace - Teleport Armour
Everything else - Defaults to stealth armour as a fallback
ambient occlusion is a shading technique that simulates how light behaves in the real world, where areas that aren't directly exposed to light tend to receive less lighting. In 3d rendered scenes with ambient occlusion present, this can easily be seen in corners and other crevices in geometry, and can also be visible when two objects are close to one another.
cl deathride58
add: Added ambient occlusion. You can toggle this on or off in the game preferences menu.
/cl
*every mention of /obj/item/machinery/power/supermatter_shard in the code should have been replaced with /obj/item/machinery/power/supermatter_crystal and it's variants.
*supermatter shard has been moved to /obj/item/machinery/power/supermatter_crystal/shard
*variable changes like gasefficiency and explosion_power has been switcharood in order to keep it in line with the game as of now
cl Floyd / Qustinnus
balance: Changes rate of sanity drain and caps it depending on mood
/cl
Kor gave me permission to work on mood during the freeze so I could stop the fuckload of people that ping me 5 times with insults.
If you are only slightly sad, you wont go insane, but go to a cap, to go insane you /need/ to be in a bad mood at the same time, or you will go back to sane really fast. Also sanity drain rates lowered.
Also if there's bugs/issues with mood just make an issue on the issue trackers, I dont need you pinging me at 4AM to tell me how I'm horrid at things. It'll just make me get a headache. I'm making PRs in good faith, not to annoy the playerbase. The same respect in return would be appreciated.
If mood doesn't work out after this the Headmins will turn off the config, and I'll look into either rebalancing it or repurposing it.
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl
Fixes#36444
From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.
This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.
I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.