Commit Graph

23 Commits

Author SHA1 Message Date
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
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
Firecage
f79e0fc1aa Updates more paths, for example obj/stuff to /obj/stuff 2015-05-31 17:48:33 +02:00
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
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
Aranclanos
64b6f820a5 Firespots will GC properly now, firefighting won't lag the server. 2014-08-13 08:36:23 -03:00
Mloc-Hibernia
8af8a43d6f Initial pass to convert LF to CRLF
Signed-off-by: Mloc-Hibernia <colmohici@gmail.com>
2014-03-24 08:53:40 +00:00
Aranclanos
da13c64f3b Removes a now useless var from the atmos excited groups and makes hotspots use the correct proc to reset the breakdown cooldown 2014-03-06 06:14:01 -03:00
Aranclanos
ea5ec6aec2 Some changes to Linda, self_compare() removed and added N2O to the air group merge.
Once the air group gets to the 20 ticks with no big changes, it will dismantle itself with no compares. At the 10 ticks the group will still merge itself.
2014-03-03 01:29:42 -03:00
Aranclanos
a4c8196388 Removes the debug images from Linda 2013-08-18 19:22:50 -03:00
Aranclanos
0ce01d1583 Adding Linda. 2013-08-10 06:15:14 -03:00