Commit Graph

60 Commits

Author SHA1 Message Date
Cyberboss f21c65cb95 Fixes lighting runtimes 2017-03-06 18:58:36 -05:00
Cheridan 63c33469df Merge pull request #24711 from Cyberboss/patch-13
Fixes lighting SS init lag
2017-03-06 15:39:12 -06:00
Kyle Spier-Swenson 887d2356d7 Quick fix for vg light memleak. 2017-03-06 13:20:25 -08:00
Cyberboss bc5b6298e3 Fixes lighting SS init lag 2017-03-05 15:12:26 -05:00
Pieter-Jan Briers 180c566468 Fixes 2017-02-18 23:39:11 +01:00
PJB3005 c908ab4e9b @MrPerson did 9/11 2017-02-14 18:53:48 +01:00
PJB3005 9f3fb5b677 Disable soft lighting. 2017-02-13 19:58:04 +01:00
PJB3005 7816e356f2 Fix up icons. Run optipng to shave off that ONE BYTE! 2017-02-13 17:55:11 +01:00
PJB3005 00ea33632a axe 2017-02-12 19:48:02 +01:00
PJB3005 25b5b49394 SHIP IT 2017-02-12 18:37:09 +01:00
PJB3005 0d30178388 git rebase --continue 2017-02-12 16:28:15 +01:00
PJB3005 ccd4366dd3 Airfield hangar 2017-02-08 16:21:40 +01:00
PJB3005 3c8b98a3aa 9/11 2017-02-08 15:07:58 +01:00
PJB3005 8ce6ae2b87 Merge remote-tracking branch 'upstream/master' into rebase-to-vg 2017-02-08 14:30:23 +01:00
Pieter-Jan Briers 4d25b81992 Airplanes, how do they work? 2017-02-04 12:39:43 +01:00
Pieter-Jan Briers aeb057579e Hey it almost works 2017-02-04 01:00:12 +01:00
PJB3005 d0a574ff21 [airplane noises] 2017-01-17 23:32:30 +01:00
PJB3005 e2386a8bd8 Have some code 2017-01-17 22:54:05 +01:00
PJB3005 7356e80484 hey that should be everything except making it compile. 2017-01-17 22:08:27 +01:00
Kyle Spier-Swenson b3acf5b9d5 Min alpha part 2 2017-01-08 00:21:47 -08:00
Kyle Spier-Swenson 28f84e5d86 Revert "Removes animation on lighting changes, increases light max radii" 2017-01-07 21:12:01 -08:00
Tacolizard ac819a17f2 Removes animation on lighting changes, increases light max radii (#22754)
* change light update speed

* lower dynamic light max radius vals

* wew i actually improved the code for once

* remove define

* mso's wish is my command

* yeh biatch

* found one
2017-01-07 19:40:27 +13:00
Kyle Spier-Swenson 280dbe20c3 [Ready] SSthrowing + callbacks! (#22476)
* SSthrowing + callbacks!
Throwing is now a subsystem.
It's low priority, but is a ticker subsystem so is ran before most other subsystems.
To allow for shit to run after the throw finishes, throwing now supports a callback.
A callback datum system was created, conversion of addtimer is planned for another PR.
Throwing now has a limit of 2048 turfs (was 600)
Throwing now ticks every world.tick, and properly converts the speed arg from 1ds to what ever tick_lag is.
Throwing now properly accounts for missed ticks.
Throwing no longer uses sleep.
Throwing should no longer lag since it's not filling the sleep queue up

* Smoother tentacles

* Some improvements

* Missed a spot.

* Makes shit quicker.
Inlines the thrownthing.tick() proc.
Raises missed ticks value
Lowers max dist value
Inlines the two sister overrides for /atom/movable/Moved() because that just seemed like a waste

* >PRs open that use procs i'm removing.

* STOP THE PRESSES!

* throw_at now runs the first throw tick() immediately
This will help some with throwing while running.

* Item throwing now imparts the momentum of the user throwing.

(ie, running in the direction you are throwing makes you throw faster, running away from the direction you are throwing makes you throw the item slower)

* Moves throwing momentum from carbon/throw_item to movable/throw_at.
There are other things that cause a mob to "throw" an item, I figured we keep this universal since thrower is already an arg.

* Explosions throw shit faster.
This was stupid, "Hey, lets set the item's throw_speed to 4 so embedding works, but lets make it throw at the base 2 throw speed for no reason."

* Fixes explosion embedding.
This also acts as a nice example of how to override a callback in an override of throw_at properly.
2017-01-02 20:08:03 +11:00
MrPerson 93ef32241c Fixes a bug I introduced into starlight (#22316)
Sorry, didn't test enough after some changes.
2016-12-20 11:14:59 +13:00
MrPerson fd44248cc1 Constant starlight (#22271)
Currently starlight applies multiple times for each space turf. This is stupid. Instead we'll only apply the brightest starlight to each tile. Looks much better.

Also I moved all the lighting defines into the defines folder. Also I used some of the lazyinit defines instead of manually doing it.
2016-12-19 15:35:32 +13:00
Kyle Spier-Swenson dedb16826e Speeds up world init. (93s -> 49s) (#21992)
* Speeds up world init.

* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
  * (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)

* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)

* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.

* Fixes runtime with atmos backpack water tanks.

* Makes smoothing faster (and fixes turfs smoothing twice at init)

* Makes apcs init faster by replacing some spawns with addtimer

* fix transit turfs.
2016-12-08 21:50:15 +13:00
MrStonedOne b29f1eb067 Makes using the cheat engine to remove darkness or ai static harder 2016-12-01 14:38:28 -08:00
oranges c0ef5e59f7 Revert "Human nightvision" 2016-11-25 15:21:33 +13:00
MrPerson 6dc56abd5e Human nightvision (#21638)
* Human nightvision

Humans can see in the dark a little bit around themselves.
-Add pictures here-

Forces clients onto 510 and suggests clients upgrade to 511 in the default config. The suggestion is still commented out but forcing clients to 510+ is mandatory.

Ghosts and brains now actually render the default HUD instead of skipping the whole process. Dead mobs will show their fullscreens. All of the existing ones will skip rendering to dead mobs to keep the existing behavior of not rendering the brute/blindness screens.
Fixes #17389
Probably fixes #19248 need to test

* Darker human nightvision it is
2016-11-25 13:05:41 +13:00
MrPerson 5047dd7145 Plane master handling + new chemical Rotatium (#20707)
* Plane master handling + new chemical Rotatium

A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.

Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20

Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.

No pictures right now, I'll get some later. Sorry.

* Pay no attention to the commit behind the curtain

* Updates travis to 1346, the stable version for 510 for linux
2016-10-18 11:41:23 +02:00
Kyle Spier-Swenson 55b9abd488 Make lighting object management robust. (#19365)
* Make lighting object management robust.

Fixes a bug that caused lighting objects to not properly manage themselves on turf change, and adds nosiness and runtimes for when such a case happens again.

* does the remie
2016-07-19 14:53:42 +12:00
Kyle Spier-Swenson 6bfccafe41 Fixes random dark turfs
This was causing turfs changed at world init from a no lighting system turf to a turf that used the lighting system to have two lighting overlays, one randomly stuck at black depending on timing.
2016-07-02 19:41:26 -07:00
MrPerson df637898ef Fixes mechs breaking lights by walking onto them
Fixes #17271
2016-06-23 02:51:55 -07:00
Kyle Spier-Swenson 235b79fb5a StonedMC, the bastard love child of GoonPS and CarnMC (#17987)
Basically, they key difference between StonedMC and CarnMC is that when multiple ticks want to run at the same byond tick, we divvy up the tick between the subsystems, rather then allow one subsystem to hog it all.

The key difference between StonedMC and GoonPS is that we allow the subsystems to tell us how to divvy up the tick using flags and priority.

The new SS_ flags allows us to select behaviors that used to be piggybacked as side effects of dynamic wait or default but sometimes unneeded behavior.

Dynamic wait is 100% gone, lower priority and SS_BACKGROUND are better more refined ways of doing this when combined with MC_TICK_CHECK

I have by design never looked at the inners of goonPS, so this is all original code but I know it uses two loops because of comments by goon devs on reddit threads, that design didn't make sense before, but when I can tell a SS how much of a byond tick it is allowed to have, knowing how many need to run this tick is helpful I also know a bit more about how it works from piecing together comments in #vgstation.

Detailed list of changes:

Subsystems now have flags, allowing fine grain control over things like rather or not it processes, inits, rather it's wait is how long between runs (post run timing) or how long between starts, and rather or not late fires should cause the next fire to be earlier.

Mc now has two loops One loop handles queuing shit, one loop handles running shit.

MC now splits up tick allotment rather than first come first serve Subsystems can even request a bigger share using higher priorities. (It will even resume subsystems it paused if other subsystems hadn't used as much as it predicted they might need)

Default fps is now 20 This is related enough to the MC and it's a change that's really long since over due

All code oddities are most likely to be necessities to lower overhead on the mc since it runs every tick
2016-06-16 18:01:16 +12:00
Joan Lung 2cfb2d8eed Layers are now defines (#17949)
* Layers are now defines

* this looks better

* GAS_phil_LAYER

* no message

* remove the three unneeded defines

* no message
2016-05-27 22:16:21 +02:00
coiax 4483d5275c Shuttle manipulator (#17436)
* Starting out on our tgui journey

* God tgui, why do you need to be updated

You're dynamically generated anyway

* Commit of stuff

* Further progress is being made

* Everyone loves buildscripts

* Further modifications to my incredible running script

* Starting to modify the minimap code to be better

* It's going well thusfar, I guess

* What have I done

* RIP minimap

* FUN FUN FUN FUN FUN

* Adds shuttle_manipulator.dmi

MUH HOLOGRAMS

* Is it done? IS IT OVER

* Peer review

* Some bug fixes

* Makes that damn greentext shut up

* Shuttle registration

* Made the Emergency Escape Bar more robust

No climbing on the bar.

* Do not stare into the operation end of the device

* Compile shame

* THE MOST DUMB

* Passive barmaiden

* Emergency shuttle memes

* MORE SAFETY CODE

* Fancy shuttle manipulator icons

* Smoothing it out

* We are going to have a lot of fun with this one

* Independent blobbernauts

* WABBAJACK WABBAJACK

* Message for attempting to authenticate old style

* Angry alert noise is back

* Revert "Independent blobbernauts"

This reverts commit 34d6af7c9c88cfc2864990cb37b586bb90163dd3.

* No parrot sleep plz

* Moves the special shuttle stuff to special.dm

* No Bartender like a Centcom Bartender

* Non-controversial map changes

- Backup shuttle moved closer to Centcom main structure, docking tube
created
- Moved shuttle import landmark to above Centcom main building
- Added shuttle displays to Conference Room
- Squashed the Chapel a bit in Metastation
- Made the docking port on Z2 massive
- Made the docking port on Metastation a lot larger

* Hacks and slashes at Box

A bunch of things are extended and squashed so Box shuttle dock can
support the MetaStation emergency shuttle.

* Some Metastationshit

* Never ending changes

* Wabbajack to TGM

* Modified the bar, I think that's all of them

* Stops Barmaiden wandering around

* More code review

* Whitspace, the bane of us all

* DIE WHITESPACE DIE
2016-05-26 15:15:19 +02:00
KorPhaeron 0bbcc00c4d Revert "Move some stuff from different layers to different planes" 2016-04-29 16:07:23 -05:00
MrPerson b50e0ee42c Merge branch 'master' of https://github.com/tgstation/-tg-station into planes_on_a_snake 2016-04-27 17:03:32 -07:00
MrPerson 3f70f880ac Move some stuff from different layers to different planes
Moves everything on a 15+ layer to a plane. So now you get screen catcher (-99, was already on a plane), lighting (15), effects that ignore lighting (16), fullscreen UI effects (18), screen objects used to build the UI (19), actual equipment in the UI slots (20), and everything else (0).

Also created a file to contain plane and layer defines for hopeful eventual use.

Hopefully this doesn't change anything now but does enable some nifty new features in the future.
2016-04-24 04:03:41 -07:00
YotaXP 0d8cc8aee7 Make the loader use ChangeTurf() for turfs. 2016-04-18 17:41:05 -04:00
duncathan 3525bcfcbb fixes huge roundstart bugs 2016-03-30 16:07:35 -06:00
duncathan e86cf0f280 praise the good lord, for the game finally compiles 2016-03-29 19:04:37 -06:00
KorPhaeron 6716fc9282 Entirely area based 2015-12-24 03:50:27 -06:00
KorPhaeron 70060cb6c1 Weather datums 2015-12-22 05:31:46 -06:00
Kyle Spier-Swenson 969e4ca2b7 forgot a line 2015-12-16 03:29:24 -08:00
Kyle Spier-Swenson e5b6078bc4 Cleans up turf/get_lumcount
I'm going to just declare that any case where a turf's loc isn't an area to be a bug that lighting code shouldn't be hiding
2015-12-16 03:19:17 -08:00
Kyle Spier-Swenson dc337a6344 Fixes runtime in lighting system
fixes #13478
2015-12-06 07:32:28 -08:00
MrStonedOne a1bfb37f0c Tweaks lighting some more.
This should be ready to go.
2015-12-02 07:12:37 -08:00
MrStonedOne 102896196f lighting tweaks 2015-11-30 01:44:44 -08:00
Tkdrg 3308f76efb Improves speed of redraw_lighting()
No longer uses animate() when unneeded, because animate() is slow.
Also turns Clamp() into a macro to reduce proccall overhead.

The whitespace changes in atmos are needed because of the way the
preprocessor handles macros.

Thank you MrPerson for helping with this.
2015-11-06 23:36:03 -03:00