Deletes /obj/machinery/thruster.
Changes the density of the following abstract types:
- /obj/machinery/modular_computer
- /obj/machinery/mineral
- /obj/machinery/field
- /obj/machinery/particle_accelerator
- /obj/machinery/abductor
- /obj/machinery/telecomms
* giant dad set
* twop underway
* initial
* initial
* no special armors :((((
* bye twop
* no more special armors
* f
* more removals
* fixes
* normieizing the armors pt1
* ok, finally
* I'M DONE I DID IT
* removals
* this will not compile but next commit in two commits it will
* this will not compile but next commit it will
* it compiles 20 dollars says it compiles
* i am so sorry
* fixes everything, >:(
* *coughs up hairball*
* cobby's suggestion
* pbool'f fhttrfgvba
* OOOOOOOOH YEAAAAAAAH BABY
* quieter
* AH OKAY THERE
(THE CODEX ASTARTES CALLS THIS MANEUVER: STEEL RAIN) [New sprite!]
* file
the boy
asdh
beacon overlays
first pass complete bring out the drinks boys
fixes!
fixes!
whups fix name
speed
makes coffin a crate to prevent runtimes
sprite fuckup:the musical
whups more fixes
why tf was screengen modified???
TO THE FILE
devices
changes things
p[omf pomf
uhg
alright fuk it
issue fix pt 1
in which i make merge conflicts my bitch
by fixing devices.dmi and tgui.js
oh shit
forgot about the items repath
hm
nah
merge conflict a
then all ya gotta do is whip
* shiv review me code reeeeeeeeeeeeeeee
* rebase conflict
* anturk
* asdf
* wooooeeeeeeh makin bacon
* dont forget about lil old me
* id like to give a shoutout, to my man spacemaniac. on the soul plane. rip in peice, my bugs. rip in peice
* spacy man what is ur spacy plan
* 1st
* 2nd
* organization also a thing
* so i figured out why defines didnt work sometimes across files. this fixes the last issue rn
* forgot to cop the commit
* fuck how am i so stupid
* adds comments and agrees with spacemaniac
* asdfghjk
experimental: Tesla damage has been reworked to structures and objects have been worked with a linear scaling.
experimental: All tesla weapons now no longer need to hit a mob to arc lightning; however, they will no longer stun, and only hit each target once.
tesla_zap vars are now a single bitfield.
The component is initialized with any combination of three flags, EMP_PROTECT_SELF protects against effects that target the object itself, EMP_PROTECT_WIRES protects against wires being messed with similar to the NO_EMP_WIRES_1 flag which this PR removes, EMP_PROTECT_CONTENTS protects against things that are inside the object like organs, internal "non-virtual" power cells and the like
This enables (but doesn't introduce) new mechanics such as adding EMP shielding at runtime to any atom, or taking it away.
* Fixes large crates acting like lockers
* removes forgotten comment
* Adds Cobby's suggestions, and makes the description more useful. Also improves feedback when using the wrong tool.
ambient occlusion is a shading technique that simulates how light behaves in the real world, where areas that aren't directly exposed to light tend to receive less lighting. In 3d rendered scenes with ambient occlusion present, this can easily be seen in corners and other crevices in geometry, and can also be visible when two objects are close to one another.
cl deathride58
add: Added ambient occlusion. You can toggle this on or off in the game preferences menu.
/cl
By moving our logging to a DLL we see a drop in CPU/real time of 2-3 orders of magnitude. This is due to BYOND opening and closing file handles on every write, causing incredible amounts of unneeded overhead. The logging library also handles timestamps for us, further increasing performance gains.
This library will also allow for further offloading in the future, such as completely replacing file2text() and friends.
A pre-compiled DLL is bundled, but Linux users will have to compile manually. Directions can be found at the rust-g repo.
Log output is enhanced with millisecond time stamps:
[2018-04-01 15:56:23.522] blah blah blah
This includes runtimes as well, which benefit from the same timestamp improvements and no longer have hacky splitting code to add their own timestamps.
Log shutdown is handled in a dedicated proc called as late as possible, as rust-g integration expands this will be factored out into a generic native code shutdown proc.
* yeeeeeeeeeeap
* i turned myself into a commit morty!
* I'M COMMIT RICKKKKKKKK
* tinydwarfy was an inside job
* *reels in pain* you KNOW I DON'T LIKE PISTACHIOS
* WOO