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.
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
This commit removes lights from the process list, about 500 of them on the current map.
The purpose of this is to reduce lag from the master controller ticker.
* the power is correctly handled each tick instead of 1 tick on 2, because of bad reinitalization,
* apcs now draw power as others machines and fixed the amount of power send to them
Partially fixes#3761.
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...
Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
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.
Functionality
========
*Cables can now be placed across each other and not connect, just like cables placed in the map editor.
*Alternately by leaving a "node" or "dot" in both cables you can have these cables connect
Bugs Fixed
=======
*Unconnected cable networks which share the same powernet and power are no longer created when adding cable to nodes or removing nodes on top of smooth cable
Code changes:
==========
*Adds denode proc that should be called when a wire is added to causing it to no longer be a "node" (i.e. terminates in the centre of the turf)
*Adds propagate_network proc that traverses the graph adding every cable to a new network while removing the old one
*Adds call to denode in the cable_join proc
*Fixes mergeConnectedNetworksOnTurf() to only connect cables that are both nodes
*Adds a get_marked_connections() proc to cable which finds all edges connected to it's endpoints regardless of whether they have a powernet(as opposed to get_connections())
-Made the plasma reagent damage you more.
-Syndicate agent cards will now work inside pdas/wallets.
-Switched some comments around in event.dm
-There was a bug with a local variable list which became null, the problem was that there is no where in the code which could've nulled it. My only theory is that not having . = list() first maybe caused problems, but it seems unlikely. I changed it anyway and I'll keep watch for it re-appearing.
-Fixed a bug with the new firedoors not keeping out heat, since they have an opacity of 0. I switched everything around to accommodate this.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5516 316c924e-a436-60f5-8080-3fe189b3f50e
Got rid of the reliability factors for generating power or critically failing.
Increased the time factor for each sheet for all generators.
Added some feedback stuff such as saying which fuel the generator takes and how much power is in the current powernet, that it is connected to.
Powernet making will not wire up "power" machines that are not anchored.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5458 316c924e-a436-60f5-8080-3fe189b3f50e
Emitters will now need to be wired.
Emitter type has changed to /obj/machinery/power/emitter
Fixed cables not correctly disconnecting power machinery from the powernet after being removed.
-Fixed a typo with smashing tables/racks.
-Fixed maps having incorrect types.
-Fixed singularity EMPing when at stage 1.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5423 316c924e-a436-60f5-8080-3fe189b3f50e
-Added a solars_list. The sun will use this list instead of the machines list. I made a proc which decided on whether to use this list or the powernet nodes list depending on what is smallest. I replaced some loops to use this proc.
-The sun will reference this list for debugging purposes. The sun will also remove solar equipment in the list which are not connected to a powernet.
-Cut down on some duplicated code.
-Fixed an issue with solar panels not updating their direction correctly.
-Changed the proc updateicon()'s name to update_icon()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5418 316c924e-a436-60f5-8080-3fe189b3f50e
-Added a solar pack crate to order.
-Machines that have a use_power of 0 will no longer be turned off due to lack of power in the area.
-Fixed a bug with the solar computer not reconnecting to the powernet when dismantled and remantled.
-Increased the cap of crates to 30.
-Some performance tweaks.
-Some standardization.
-All objects of type /obj/machinery/power will try to disconnect from the powernet before deleting, this will help reduce the node list size.
-Added a heat_proof variable for doors. It will effect glass airlocks and it'll determine whether they can block heat or not. Research glass airlocks will always have it enabled.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5344 316c924e-a436-60f5-8080-3fe189b3f50e
-Removed metroid core flushing. There doesn't seem to be a point of it.
-Badly made metroids unelectrutable. I'll change this later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4947 316c924e-a436-60f5-8080-3fe189b3f50e