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
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.
Greenglow decal no longer disappears after 2 minutes.
Fixes runtime with explosive implant activation.
Fixes stunbaton infinite cell charge, the baton now turns off if you try using it after its cell has been deleted somehow.
Fixes bloody pulled mob leaving a blood trail in zero G.
Shortens the guardian battlecry message when attacking to lower chat spam.
Items in Morph now disperses a bit on death instead of being all on the same tile.
After reaching a limit of 50 items, morph swallowing items deletes them instead of putting them inside the morph.
Monkeys can no longer modify the hand labeller's text to communicate.
Fixes carbon,radium,uranium 's reaction_turf creating multiple decal on a tile, it now checks if there's already a decal of the relevant type and (for radium and uranium) only transfers reagent to it if it finds one.
- Clothes can be set on fire and extinguished
- Any item can technically be set on fire and extinguished now, but only clothes (and paper) actually burn right now
- All of a mob's clothing are burned if the mob is husked by fire
- Clothes will also have a chance of being shredded if you are caught in a bomb blast
- The bigger the explosion, the higher the chance they have of being destroyed
- Outer layer clothing (headgear and exosuits) take the shock first, which absorbs some of the shock for the clothes it covers, according to it's bomb armor
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.
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.
Makes trail_holder a child of cleanables instead of blood (this is to
allow add_blood turf proc to spawn blood splatter on blood trails, also
other kinds of blood effects), also cleaned up the blood code a bit.
Big props to Aranclanos, Cheridan, Pewtershmitz and all other coders on
#coderbus for making this happen.
--DO NOT MERGE STILL WIP--
Makes blood trails use overlays, the overlays are contained in a holder
object. DNA is now properly added to them.
todo: redo light, xeno light and xeno heavy trails. help of spriters is
welcome.
The blood trails now follow the path the body has taken and players can
very easily make out said path.
Heavily damaged corpses will have a much thicker blood trail than
corpses with some brute damage. At the moment, trails overwrite
eachother and a placeholder icon set is used for alien heavy blood
trails.
-Removed an unneeded fingerprint proc.
-Fixed some of the blood/vomit/gibs spills not correctly processing.
-Reduced the life of a virus with no mob host.
-You can now tell how a virus spreads by the Pandemic.
-Made making vaccines quicker and making blood virals quicker too.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5232 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed a bug where blood/vomit decals would be creating new viruses.
-Medical computer won't recognize advance diseases... for now.
-Used english_list when displaying symptoms.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5100 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed advance diseases using the same reference in mobs.
Fixed advance diseases referencing other advance diseases' symptoms, instead of just copying it.
I tested it more thoroughly this time and I can't find any issues but if you do please add them to the bug tracker and or contact me on #coderbus.
Added a new reaction which will remove symptoms from a disease. Needs blood and synaptizine.
Added a new symptom, shivering will make you cold.
Tweaked and balanced some symptoms.
Removed the "flex" emote that hulks will do randomly.
Reduced the change to speak for hulks and brain damaged mobs. ( 7% -> 3% chance)
Please let me know if anything is out of place or wrong.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5048 316c924e-a436-60f5-8080-3fe189b3f50e