- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
changed the values so the equipment effect stays the same. Remove global_iterator datum.
- fiddled with equip_ready procs of mech tools.
- removed mecha/proc/do_after and /enter_after() procs.
- Renamed mech sleeper occupant var to "patient" to avoid confusion with the occupant of the mech.
- all non instant tool (drill) now show a progbar when drilling etc..
- action cooldown now use do_after_cooldown() (that itself uses do_after) and start_cooldown (for instantaneous actions).
- Removed mecha_equipment's destroy proc, it's now all in Destroy(). No confusion.
- modified mecha_equipment/proc/can_attach() to not check istype(mecha) b/c it can't not be. (so the child only have one istype check.
- Removed diamonddrill/can_attach() , all done at drill level.
- armor booster now only for combat mech, instead of all except honkmech.
- Removed dynhitby, dynbulletdamage, dynattackby, dynusepower(), dyngetcharge(), dynabsorbdamage()
- I split the tools.dm file into smaller ones: work tools, mining tools, other tools.
- I split mecha.dm into mecha.dm, mecha_topic.dm and mecha_defense.dm
- refactored mech weapon ballistic/launcher, new proj_init proc, more OOP.
- Moving consumes energy! Lights consumes energy. Fixes#9425.
- Fixed#7354 xeno not bursting if host is inside a mech.
- Added action buttons to mech. Moved toggle lights, internal tank, eject, view stats from verbs to action buttons, these can now only
be done via these buttons (removed them from the big stats window).
- Removed port connect verbs b/C it's automated now.
- regular hud is no longer hidden when inside a mech (doesn't matter b/c you can't interact with most stuff in it while in a mecha). Fixes issue 10387
- can't walk when shooting projectiles. Makes walking on your projectile a bit harder. Helps against issue 10315 (but doesn't fix it).
- also made into action buttons: the special abilities of certain combat mechs.
- Added thrown alerts for mech charge and integrity.
- Fixes teleporting occupant out not properly removing it from the mech. Fixes issue 10330
- fixes ballistic mech weapons spinning when launched. proc/throw_at() now has a spin argument instead of using var/allow_spin that was added to all atoms just for that.
- added a update_action_buttons() to ai/life() to handle ai mech.
aka formalizing Human Supremacy
- Adds a config option ENFORCE_HUMAN_AUTHORITY which prevents lizard players from joining Command and Security roles
[Lizard subjugation intensifies]
Mechs delete correctly, and delete their special looping iterator datums just for good measure. Also now sanity check them because now they can be null.
Fixes#4067 hopefully. This issue is impossible to repro alone and even then it's one-in-a-million, but I've removed a bunch of spawn()s that only served to create a window one can jump inside between the mech running the deletion proc and actually running Destroy() and setting loc = null. I've also added two safeguards to make sure it doesn't happen in the future. Can't enter a deleted mech and getting deleted kicks anyone inside out just to be sure.
Removed the super pointless obj/mecha/proc/destroy(). Even when this was written, it should have just been in Del()!
Fixes issue #2236.
Removed some spawn() calls.
Removed the chance of fail from the portal effects (the blue portals made with hand teleporters).
The portal datums will now return 0 if the teleport failed, and now use a new proc, start(), instead of New() to handle themselves.
Standarized teleport.dm from the helper_datums folder.
Removed the checks for centcomm z level and away missions z level for teleports. Now you can go there.
changed the /red messages from the teleports datum to span classes.
The "[something] bounces off of the portal!" were replaced for "The portal rejects [something]".
Removed an extra "the" on those messages.
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.
New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.
ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
If it's on on the server revision screen below the preexisting information there will be a readout showing the raw chance of each round type occuring. This doesn't tell anyone what the current round type is, it just shows what the odds are.
It defaults to off
* By converting the unix timestamp of the git log, I was able to get the date of the revision.
* It uses the new unix2date, which figures out the date, since you can't convert unix time to byond time through byond.
You can now change the link to your github project by modifying config/git_host.txt
Removed config/svndir.txt, as it is no longer needed.
Signed-off-by: carnie <elly1989@rocketmail.com>