The old controller and access buttons are replaced by:
-/obj/machinery/doorButtons/airlock_controller
-/obj/machinery/doorButtons/access_button
Hopefully the path doorButtons will be the base for the replacement of the airlock controllers who are left
The new controllers do not use radios at all, they link the doors with simple variables
Fixes issue #267
The new controllers will not correct the airlocks state (open/close) on their process, they will only do it when ordered by the user
If any door is missing, the door left will act like a single door correctly
Cases where the doors modify themselves of powers go out while the controller is activated are covered to stop it
Added a new sprite for the access_button, to represent lack of power
The controller and the access button will now have animations using old unused sprites.
The old computer datum used by the old controller is removed
Map changes to replace the paths in the incinerator and virology airlock controllers
Added a bolt() and unbolt() procs for airlocks
The controller will search for the airlocks on initialization instead of each time the button is activated
* atmos/fire alerts are now linked to an object and not its area, as intended
* simplified and full pathed the radio frequency datum
* made radio objects properly clean on del/qdel, instead of letting the radio controller remove nulls at each post_signal()
- Updated to new UI
- Put professions into columns to reduce the length of the window
Supply Ordering Console
- Updated to new UI
- Added "Main Menu" button to the top of all lists
Security Records Console
- Fixed colors (eyes should bleed less now)
Voting Panel
- Updated to new UI
Newscaster Unit
- Updated to new UI
DNA Modifier Console
- Overhauled UI to make it (slightly) more accessible
Airlock Control Console
- Fixed UI not updating automatically
- Updated to new UI
- Overhauled UI
- Made the singularity not move stuff while contained, should help and make it easier to work with; such as fixing the field generator.
- Added logging for gold slime extracts.
- Removed unneeded deletion of signals in telecomms code.
- Added a debug verb which will record pointers of signals that weren't garbage collected.
- Removed the need to create a mob to compare it in telecomms code.
- The spider infestation is more likely going to spawn nurses.
- Runtime fix with spells.
- Reverse list actually does something now. Bots never needed it so I removed it. (Thanks carn)
- Added an ON_BORDER flag for border firedoors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5601 316c924e-a436-60f5-8080-3fe189b3f50e
-Atmos delay is now based on active players, to help fight lag for massive player rounds.
-Changed some for(blah in world) loops to use the correct lists.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed airlocks to use the environmental power channel.
-Changed all airlock controlling devices to use the environmental power channel.
-Changed shutters to use the environmental power channel.
-Changed pipe meters to use the environmental power channel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4784 316c924e-a436-60f5-8080-3fe189b3f50e
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
An experimental lagfix, which removes a couple THOUSAND unnecessary machines from the machine processing list. Please report any unresponsive machinery (as result of this commit) as HIGH PRIORITY issues. I'm not quite sure how much lag this will kill, but I'm confident that it will be at least slightly noticeable.
More work on step_triggers. The escape shuttle should no longer blast things forever and give them infinite momentum.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3370 316c924e-a436-60f5-8080-3fe189b3f50e
- mass control all air machines in area (5 modes)
- adjustable alarm thresholds
- air alarm in server room now is preset to treat temperature 80 K as okay.
EMP now affects bots internal cameras.
Fixed problem with AI clicking on mulebot.
Some fixes for welding with unlit welder, mostly cosmetic.
Airlock controller (as in EVA) now react to commands faster.
Access controller (was in engineering and virology in past) was speeded up too. One is installed into Incinerator to demonstrate that now it isn't fucking slow.
Airlock in toxin mixing room now have pump, so airlock can work properly.
Added some intercoms to medbay lobby.
Doors now won't lag due do mapmakers mistakes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1187 316c924e-a436-60f5-8080-3fe189b3f50e
Lag reduced by approx 30% (0.5 seconds of total 1.5 on my system).
Some air alarms on the map copypasted from toxins one, with its special settings.
Added list of used frequencies and HOW IT WORKS section to communications.dm. Sorry for some engrish.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@895 316c924e-a436-60f5-8080-3fe189b3f50e