Adminhelps now use it so that they can cancel the timer to return the admin help verb.
Adminhelps now allow admins to reject the adminhelp, giving the user back the verb and a message telling them how to construct a better admin help.
It was not as proper as the name would imply, and experience and amused redditors have taught me that writing a proper HTML-scrubbing function is a very hard task indeed.
The MC will now track the total cost of all subsytems (normalized out to a per second cost number so that subsystems that only run every 10 minutes but are costly (looking at you server tasks) aren't accounting for 90% of the number when they shouldn't.)
This is now used in the dynamic wait subsystems to ensure they slow down when other things are being lagging
This mainly means that air won't lag things if the singulo gets free.
I also tweaked the scaling curve used by the dynamic wait system so that it scales less during slight lag, but much more during higher lag times.
I added qdel to the dynamic wait subsystem with a really high scale. This didn't make sense before, because it limits its run time, but now it can scale back how often it runs when the other subsystems are being laggy. I also lowered qdel's max runtime from 2ds to 1ds, because deletes take 0.9 ds on avg, so it would end up running for 2.9ds often.
This should prevent air+singulo+qdel causing excessive amounts of lag.
Moves shuttle turfs to paths under /turf/simulated/floor and /turf/simulated/wall
Players can now safely build on top of shuttle turfs
Fixes#1711
Adds several but not all paths for the different types of floor turfs, most of them in plasteel_floor.dm
The turf pathings are still in need of a deeper organization, but this is at least a start
Non-antagonists can be brought on a shuttle without endangering an escape alone victory provided they're kept locked in the brig.
Escaping to syndicate space abord the nuke op shuttle is now a valid way to escape in terms of objectives.
Instances where the game would give special treatment to MODE players will instead check to see if a player's assigned_role (job) matches their special_role (antag status). All antags that start off station (as well as ninjas for some weird reason) were affected.
Fixes#8743
Not a pressing issue on tgstation servers, as the hard and extreme pop caps exist at higher levels than either server pull on even the highest of traffic days (or they're just off)
Note that this check isn't relevent for late join antagonists, they roll for antag after spawning on the station, you couldn't just mash the join button until you managed to roll for antag.
Players who would otherwise qualify to play as an implanted job will spawn as the most wanted not implanted job they qualify for if they are an onstation antagonist. If they don't qualify for any job in this way depending on preferences they will either spawn as an assistant or a random job (which also makes sure they don't end up in an incompatible job).
Note this doesn't impact late join antagonists or mulligan antagonists. Roundstart only.
MC:
No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel
Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic
Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem)
MC can now be told to init a zlevel
All Subsystems:
Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it
All subsystems now properlly handle being given a zlevel in their init proc
Subsystem changes:
Air:
Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost
Air now fires 4 times faster when it can do so without lagging things up
Pipenet has been merged into air
Atmos machinery now processes with process_atmos(), ticked by air, not machinery.
Hotspots (the fire object) are now object pooled
Pipenet:
Deleted, added to air
Machinery:
Moved all atmos calcualtions in all objects's process() to process_atmos().
Lighting:
Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost
Ticker:
Fixed ticker not updating the lobby panel when game start delayed
Fixed the game start timer updating rapidly from queued fires when game start delay is removed
Garbage/qdel:
qdel will now limit its process time to 2ds a fire.
qdel can now be given hints as a return to Destroy() as to what should be done with the object.
the options are:
queue: (default) this is the normal behavior.
letmelive: old default to non-null/zero. does nothing with the object
iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking
harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time.
harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel
All objects have been updated to the new system, harddel and iwillgc was not added to any new objects.
Fixed some objects not GCing because they didn't properlly clear references in Destory()
Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
- Bosses can now summon their gangsters to a location with the gangtool
- Gangtools cannot recall the shuttle if the station is too damaged (<70% Integrity)
- Fixed SSshuttle.emergencyLastCallLoc not being handled or stored properly. Fukken Carn breaking my shuttle features.
- Fixed a potential injection exploit in gangtool's can_use()
- Jobbanned players cannot be promoted