Commit Graph

72 Commits

Author SHA1 Message Date
MrPerson
e1b3815539 Fixes some awful defines to not be hacks 2016-01-22 19:07:37 -08:00
duncathan salt
5ef3a6d766 Update LINDA_turf_tile.dm 2016-01-20 12:05:22 -06:00
duncathan
60d85e8c6d >tfw your high priority bug has a one character fix 2016-01-18 21:38:19 -06:00
duncathan
ed974ff559 atmos fixes 2016-01-18 21:24:26 -06:00
duncathan
e20eee52ad fixes reconcile_air(); makes gas flow properly through pipes 2016-01-14 14:02:01 -06:00
duncathan
9066bc7c4f Merge branch 'master' of https://github.com/tgstation/-tg-station into listmos
Conflicts:
	code/controllers/subsystem/air.dm
	code/datums/gas_mixture.dm
	code/game/objects/items/devices/scanners.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/living/carbon/life.dm
	tgui/assets/tgui.css
	tgui/assets/tgui.js
	tgui/scripts/interfaces/atmos_filter.ract
2016-01-13 20:07:21 -06:00
Kyle Spier-Swenson
882a117421 I forgot a word 2016-01-09 08:03:49 -08:00
Kyle Spier-Swenson
f51037ab5d Fixes spacewind applying twice when near unsimulated turfs
If an atom got spacewind;ed from a simulated turf to another simulated turf that was later on in the processing queue, and was set to space wind to a unsimulated turf, it would space wind those atoms twice in one fire of SSair.

Unsimulated turfs can't check for the air cycle at share time, because they themselves do not fire, so we have to move the check to the atoms.

This also fixes a few other minor edge cases in space wind, or at least i think it does, from tracing the code.
2016-01-09 07:51:49 -08:00
MrStonedOne
b50e8d2a63 removes a bunch of unneeded spawns
spawns have a high overhead.

I only went for easy targets, almost every spawn could be removed with a few subsystems in place to handle delays or cooldowns
2016-01-02 18:23:02 -08:00
duncathan
b18c6c2c5c Merge branch 'master' of https://github.com/tgstation/-tg-station into listmos
Conflicts:
	nano/assets/nanoui.js
	nano/bower.json
	nano/templates/atmos_filter.dot
2016-01-02 18:02:54 -06:00
duncathan
75aab7e2ec optimizations and fixes 2015-12-31 15:44:27 -06:00
duncathan
8392974ad0 fixes associative list; adds gas_overlay to "datum gases" 2015-12-29 22:50:09 -06:00
duncathan
17f167bcb7 associative list 2015-12-29 13:33:12 -06:00
duncathan
cc9c5768ca Merge branch 'master' of https://github.com/tgstation/-tg-station into listmos
Conflicts:
	code/datums/gas_mixture.dm
2015-12-28 13:59:16 -06:00
duncathan
aa2840015b Merge branch 'listmos' of https://github.com/MrStonedOne/-tg-station into MrStonedOne-listmos
Conflicts:
	code/datums/gas_mixture.dm
2015-12-28 13:40:27 -06:00
duncathan
a64b68f76c caches gases in more procs 2015-12-28 13:32:49 -06:00
MrStonedOne
5115807a55 fixes listmos a bit 2015-12-28 11:23:15 -08:00
duncathan
b18cb5fca8 making shit compile 2015-12-28 08:31:20 -06:00
Remie Richards
ac85b68ea9 Optimises a loop in hotspot perform_exposure() 2015-12-27 03:46:25 +00:00
duncathan
c199f0d562 cleans up gas_mixture.dm further 2015-12-06 14:36:28 -06:00
Nerd Lord
9852564ac8 this was a one-line fix why didn't someone do it before 2015-11-19 11:23:47 -05:00
phil235
c4c447a8dc Fixes hotspot having two New() procs.
Fixes many machines and a few structure not having a cooldown when attacked with an item.
Fixes not being able to eat or be facehugged when wearing riot helmet with visor up.
Fixes not being able to use child of the tool type for craft recipes requiring tools.
Tablecrafting failure message now tells you what caused the failure (missing tool, missing component)
Fixes fuego plasma burrito recipe.
Fixes being able to grab cups from water cooler with telekinesis, putting the cup directly in your hand.
Fixes golem appearing with their old human name for a split second.
Some changes to make code more OOP (take_damage() proc for barricade, shieldgen, etc)
Some tweaks to light tube building code.
2015-10-08 19:50:01 +02:00
duncathan
81a1c9a8a2 missed a parent call 2015-10-05 19:06:59 -06:00
duncathan
1278b3e8ef fixes #11870; removes every last out of place del() call or definition 2015-10-04 08:03:04 -06:00
duncathan
4475824890 fixes #12143 2015-10-04 07:33:32 -06:00
Aranclanos
caf4d7d5a5 Removes update_triggers.dm and moves the code inside of it to their respective procs. Most of the procs on this file were duplicated. 2015-09-16 21:52:25 -03:00
Firecage
bf13763e3b Merge branch 'master' of https://github.com/tgstation/-tg-station.git into del2qdel 2015-08-16 23:34:03 +02:00
Firecage
dfae1e0b53 Changes a lot of del() to qdel() 2015-08-16 23:33:22 +02:00
MrPerson
4abab66584 Make objects being dragged immune to pressure differentials (space wind)
While not a solution to space wind being shit, this is just a good change that should have been done anyway to make dragging dead/dying people back onto the station from a hull breach less annoying. Also closets and other dense shit are still annoying because the wind pushes you into the closet, which pushes it backwards and out of your grasp, which is annoying and stupid, but there's no really good way to fix that right now.
2015-08-09 12:53:50 -07:00
phil235
d380fddc5a Fixes hotspot lights lasting forever. 2015-07-31 18:35:38 +02:00
MrStonedOne
2f255406ac Gives the large portable scrubber 3x3 scurbbing power
Also fixes portable scrubbers a bit

Conflicts:
	code/ATMOSPHERICS/components/unary_devices/vent_scrubber.dm
2015-07-16 20:13:02 -07:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
MrStonedOne
83ed5377cd Fixes turfs updating their atmos overlay every atmos tick
(I forgot a line)
Also makes turfs only remove the current atmos overlay, not all of them.
(I had tried this before, but it didn't work, and that turns out to be because of the line I forgot)
2015-07-15 01:48:46 -07:00
MrStonedOne
2f9b4cd3f2 Removes gas mixture graphic overlay code, Moves all of that to turfs.
(also fixes conflicts)

Conflicts:
	code/LINDA/LINDA_turf_tile.dm
2015-07-15 00:44:01 -07:00
MrStonedOne
3c1e4948e3 Fixes bug with atmos overlays not updating. 2015-07-13 07:16:45 -07:00
xxalpha
15594439bc Fixed gases deleting all overlays of a turf when spreading.
Better code

SHIT
2015-07-11 00:18:33 +01:00
Cheridan
6c12887367 Pressure_resistance Tweaks
-Adjusts pressure resistance, which determines how easily things can get pushed around by atmos.
-Most items (handheld stuff) are less resistant, while most larger items (mobs, structures, machinery) are more resistant.
-Removes the cooldown on air pushing stuff, which should make it feel more 'responsive', as opposed to the current push->pause->push->pause effect it does now.
-MAGBOOTS/NOSLIPS NOW PREVENT SPACEWIND PUSHING! !!!
-Adds a little wooshy breeze sound to when you would get pushed
2015-06-03 23:22:25 -05:00
Cheridan
a19f1801ff Merge pull request #9699 from KorPhaeron/turf
Changes how destroying/building turfs works
2015-06-02 23:15:42 -05:00
Firecage
f79e0fc1aa Updates more paths, for example obj/stuff to /obj/stuff 2015-05-31 17:48:33 +02:00
KorPhaeron
97990c94cc Changes how destroying turfs works
Turfs now have a baseturf var which determines what is "under" every
turf. The default is space.

Actions that previously did changeturf(/turf/space) (like bombs or RCD
deconstruction) now do changeturf(baseturf). Functionally the same for
the station, but allows special turf types that don't break to space
(such as planet tiles).

Right now the asteroid tiles are the only thing with a baseturf other
than space (the baseturf is an asteroid tile).

Baseturf is tracked when new things are built, so building a floor and
then a wall on the asteroid tile, and then bombing that wall will return
it to an asteroid tile, not space.

Allows building on asteroid tiles now that doing so wont randomly make
holes to space. Time for giant mining forts.

I should have done this years ago for away missions.

Also added myself to admins.txt
2015-05-29 18:43:34 -05:00
Aranclanos
17c74c5fe1 Fixes air bubbles in Linda if the object who activates the floor is inside of an another object, for example a locker.
Fixes #1265
2015-05-24 09:04:49 -03:00
MrStonedOne
addb63adad Utterly guts the use of .locs from the game.
They

This means that multi-tile things may not handle correctly, but the only thing that used it was atmos for double wide doors, and they are used in one location that is unlikely to have atmos changes

see: http://www.byond.com/forum/?post=1852790 for justifcation. (tl;dr: accessing .locs causes memory leaks)
2015-05-21 23:41:47 -07:00
MrStonedOne
bd6d51a0b5 Massive MC and subsystem rewrite
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.
2015-04-29 02:00:25 -07:00
Razharas
6346e82f7d Fixes fires in the walls
Fixes fires in the walls
2015-03-20 05:50:06 +03:00
carnie
1ef5d3361c Resolves #3947 - Fires can now spread on shuttle turfs (and all simulated turfs). However, fires will not burn non-turf/simulated/floor 2015-01-11 00:11:22 +00:00
carnie
a029a49392 SubSystem rewrite
Misc:

+Fixes unreported issue with initializing lighting on a specific zlevel

+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.

+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)

+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.

+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.

+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.

+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.

-Removed 'quadratic lighting', can add this back at some point. Sorry.

+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.

+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.

-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.

+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)

+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.

-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.

_OK, NOW THE ACTUAL INTERESTING STUFF_

Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker

Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.

Many system-specific global variables have been refactored into

All tickers which previously used world.timeofday now use world.time

some subsystems can iterate before round start. this resolves the issue with votes not working pregame
2014-12-31 13:25:41 +00:00
Aranclanos
21f00b98c6 Fixes LINDA not properly activating turfs who are next to unsimulated turfs with differences (space turfs are unsimulated)
Fixes turfs losing air too slow next to space turfs when the adjacent turfs number is low.
2014-11-05 14:54:29 -03:00
phil235
dbea503e88 Removing the fourth argument (air_group) of CanPass() everywhere, because it isn't used anywhere.
Fixing one instance of "for(mob in viewers) show_message()" to "visible_message()"
2014-10-15 18:03:06 +02:00
Firecage
9ea09fe63c Spanclasses for files in the Linda, mecha, Turfs folders 2014-08-23 10:48:10 +02:00
Aranclanos
64b6f820a5 Firespots will GC properly now, firefighting won't lag the server. 2014-08-13 08:36:23 -03:00