* removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
* removes double spaces before symbols
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Hydroponics basins use a setter when toggling auto-grow to reduce copy+paste (#62224)
* Hydroponics basins use a setter when toggling auto-grow to reduce copy+paste
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* cutting logs with a hatchet no longer produces runtimes by merging qdeleted stacks (#62060)
Runtime in stack.dm, 452: Stack merge attempted on qdeleted target stack.
it edits four lines instead of one because I removed them at first, then was too lazy to copypaste it from the code back in, and so hand typed it, and my propensity for adding spaces shone through
* cutting logs with a hatchet no longer produces runtimes by merging qdeleted stacks
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* Delete seeds whenever a plant is deletes, delete plant genes when a seed is deleted, + refactor various gene adding / deleting (#61747)
* Delete seeds whenever a plant is deletes, delete plant genes when a seed is deleted, + refactor various gene adding / deleting
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* large refactor of machine/power code to cut down on processing time and wasted lists (#60317)
original pr here: #59789 (Closed because he didn't think it was good enough)
came back to this because i realized that
all machines were area sensitive, meaning they had a list with at least a reference to themselves (assuming they arent in the contents of another movable which most arent) for the purposes of handling power differences when their area changes
pipes are machines
there are ~14k machines and ~6k pipes
i made this problem worse with a recent pr by making it a nested list
so i needed to track what machines needed power, and this pr had work already done that could be used for that purpose. now machines that have use_power == NO_POWER_USE do not have this extra memory overhead for no reason
currently every machine that uses power draws that amount from its area from a dynamic channel via auto_use_power() which is called every SSmachines fire(), then in apc/process() the area's dynamic power draw is reset and the power is used. with static power its not calculated then reset every loop, its just taken from the grid. so now machines handle updating their static power usage from their current area (this doesnt touch power machines that require a wire connection). in order to allow this, use_power, idle_power_usage, and active_power_usage have setters to track state correctly and update the static power usage on the machines current area and handle area sensitivity.
also goes through a lot of heavy abusers of SSmachine processing time and tries to make it faster. makes airalarm/process() into a signal handler for COMSIG_TURF_EXPOSE since air alarms only need to process for changes.
Why It's Good For The Game
SSmachines isnt the heaviest hitter in terms of total cpu and certainly not in terms of overtime, but its not a lightweight. it frequently takes > 50ms to complete a run and seems to be in the top 5 or so of subsystem costs looking at some round profilers
also gets rid of a few thousand lists since every pipe no longer has two useless lists each (and any other machines that dont use power)
Love ya kyler
Co-authored-by: Rohesie <rohesie@ gmail.com>
* large refactor of machine/power code to cut down on processing time and wasted lists
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Refactors connect_loc_behalf into a component (#60678)
See title. Also refactors caltrops into a component because they use connect_loc_behalf which requires them to hold the state.
This also fixes COMPONENT_DUPE_SELECTIVE from just outright not working.
connect_loc_behalf doesn't make sense as an element because it tries to hold states. There is also no way to maintain current behaviour and not have the states that it needs.
Due to the fact that it tries to hold states, it means the code itself is a lot more buggy because it's a lot harder to successfully manage these states without runtimes or bugs.
On metastation, there is only 2519 connect_loc_behalf components at roundstart. MrStonedOne has told me that datums take up this much space:
image
If we do the (oversimplified) math, there are only ever 5 variables that'll likely be changed on most connect_loc_behalf components at runtime:
connections,
tracked,
signal_atom,
parent,
signal_procs
This means that on metastation at roundstart, we take up this amount: (24 + 16 * 5) * 2519 = 261.97600 kilobytes
This is not really significant and the benefits of moving this to a component greatly outweighs the memory cost.
(Basically the memory cost is outweighed by the maint cost of tracking down issues with the thing. It's too buggy to be viable longterm basically)
* Update glass.dm
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* Del The World: Unit testing for hard deletes
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* Drugs of the 26th century. Three new hella rad drugs, one less lame drug and more!
* Update traits.dm
* Update maint_loot_trash.dm
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Uncomments holymelon "check liked" code, makes it work with the edible component (#60697)
* Uncomments holymelon "check liked" code, makes it work with the edible component
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes all food flower items unable to decompose (#60450)
I was told earlier today that some flowers decomposed, which I had no idea about. Turns out some flowers are technically food! I couldn't add it to the mapload PR because I wasn't home at the time, so I'll have to make this small PR instead.
Please make sure this PR has that one tag that makes it so I can't get GBP for it, thanks.
If someone wants to make the place look pretty with flowers I'd prefer not to hinder that with insects.
Furthermore, it made no sense for some flowers to decompose, but for others not to.
* Makes all food flower items unable to decompose
Co-authored-by: Wallemations <66052067+Wallemations@users.noreply.github.com>
* Logs kudzu tray planting in investigate botany instead of its own investigate file (#60458)
This PR moves the investigate_log subject of Kudzu being planted in a tray to investigate_botany instead of its own log file.
All the other kudzu logging is in investigate_botany so this one was the odd one out. Consistency for logging.
* Logs kudzu tray planting in investigate botany instead of its own investigate file
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes rose mouth sprites (#60415)
This PR fixes the mouth sprite for the rose. I accidentally broke it when I moved all the hydroponics worn sprites into their own file.
* Fixes rose mouth sprites
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes clicking the floor degrading deathnettle durability (#59906)
This PR neatens up deathnettle and nova flower after_plant_attack procs a bit, mainly making so you must attack an object or a mob in order to lose durability. I also cleaned up some of the procs and argument types so they're consistent.
* Fixes clicking the floor degrading deathnettle durability
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* The great pumpkin resprite. (featuring new blumpkin hats!) (#59853)
This PR resprites the pumpkin, blumpkin and the carved pumpkin hat.
It also adds a blumpkin variety of the carved pumpkin.
To avoid duplicate code, blumpkins and now children of pumpkins, this means some pumpkin recipes will also accept blumpkins.
* The great pumpkin resprite. (featuring new blumpkin hats!)
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* Makes turfs persist their signals, uses this to optimize connect_loc (#59608)
* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
* Makes turfs persist their signals, uses this to optimize connect_loc
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Auto doc'd much of grown botany food and plant traits and renamed a buncha variables and parameters to match modern contribution guidelines.
* Cleaned up a good bit of plant gene code left over from the prior refactor and modernized some of it.
All plant effects that were once unique to a plant are now un-graftable, un-mutatable, un-shearable plant traits - called IMMUTABLE traits.
The ultimate goal of this PR was to make all of the hidden, arcane traits that are spread through botany's various plants and add a way to figure out they exist in game. Take omega-weed, for example, which has a maximum volume of 420 units.
What does this mean for the enterprising botanist?
In most cases, all the plants should act the same way. None of the immutable traits are graftable from any of the plants, they cannot be sheared off of the plant, and they cannot be mutated randomly from strange seeds or high instability mutations.
Though, in refactoring these traits, two things have been fixed: Novaflower's on hit and Deathnettle's on hit now proc again. If you aren't aware, Novaflowers apply firestacks and Deathnettles paralyze on hit. They've been in an unreachable code segment for a few years now and i'm not sure if they should be "fixed" or not, since I think they don't need any buffs.
A few other things have changed:
* Liquid Contents can no longer be applied to plants with Hypodermic Prickles, and visa-versa. They already didn't work together, but this means you need to go through an extra step to make LC-deathnettles.
* Killer Tomatos no longer have liquid contents. Didn't really make sense, anyways.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>