Fixes many machines and a few structure not having a cooldown when attacked with an item.
Fixes not being able to eat or be facehugged when wearing riot helmet with visor up.
Fixes not being able to use child of the tool type for craft recipes requiring tools.
Tablecrafting failure message now tells you what caused the failure (missing tool, missing component)
Fixes fuego plasma burrito recipe.
Fixes being able to grab cups from water cooler with telekinesis, putting the cup directly in your hand.
Fixes golem appearing with their old human name for a split second.
Some changes to make code more OOP (take_damage() proc for barricade, shieldgen, etc)
Some tweaks to light tube building code.
Fixes surviving suicide
Fixes suicide damage overlays.
Fixes ninja regen "clothes warm" spam message. (moving rad armor check outside of apply_effect)
Fixes ninja smoke bomb count.
Fixes dead shaved corgi
Fixes lipozine still being in code.
Fixes flattening boxes requiring them to have their window opened.
Fixes armor softening message from disarm attack.
Fixes player being forced to play spiders without choosing.
-Build mode logging. A lot of its functions are highly abusable but not logged
-Gravity Catapults no longer spam asay. They will be kept in the game log.
-Logging for Cyborg handcuffs
-Logging for Stripping/equipping
-Logging for decreasing PA power control. Easier as an admin to tell when I should panic without having to watch them like a hawk.
-Logging for disposaling people
-Some code optimizations along the way as well
Just in time for the feature freeze, a big change that will introduce bugs! Yay!
Mob verb is called verb/examinate(target), which just calls target.examine(user) and face_atom(target)
For explanation why, see http://www.byond.com/forum/?post=1326139&page=2#comment8198716
Long story short, mob verbs are much faster than object verbs. The goal is to make right-click menus populate faster.
Also changes a bunch of examine() procs to always, ALWAYS call the parent. Except mobs, but you have 1 guess why I'm not touching them. Mostly this affects obj/item/examine().
And also remove a whole shitload of pointless set src in view(2) kind of crap. Also span classes.
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.
-Turns out there was already a Gaussian PRNG proc already, used by mechs and turrets. I've replaced it with my one as mine has almost half the cost. (currently broken! still waiting for fixes to be pulled!)
-replaced between(min, val, max) with Clamp(val, min, max)
-get_turf(thing) now uses var/list/locs to locate its turf, rather than iterating up through loc of its loc of its loc...etc
-sign(num) moved to maths.dm
-InRange(val, min, max) replaced with IsInRange(val, min, max) (they were identical)
-Removed ismultitool() iswrench() iscoil() iswire() iswelder() iscrowbar() etc
-removed modulus(num) as abs() performs the same task! *roll-eyes*
-removed get_mob_with_client_list() as it is no longer needed (we have var/list/player_list now)
-removed get_turf_or_move() as it simply called get_turf
-removed get_turf_loc() as it was identical to get_turf()
*Additions:*
-The "Declare Ready" link in the lobby will automatically become "Join Game" if the round starts before you declare ready, so you don't have to click it twice
runtime error: Cannot read null.occupant
proc name: Topic (/obj/machinery/computer/scan_consolenew/Topic)
Added a check to make sure there's an occupant.
runtime error: Cannot read null.key
proc name: toggle power (/obj/machinery/particle_accelerator/control_box/proc/toggle_power)
Added a check for if there's a usr.
runtime error: Cannot read null.backup_author
proc name: attack hand (/obj/machinery/newscaster/attack_hand)
Added a check for if the feed still exists.
* Toggle wire will toggle the PA on or off when pulsed, if cut it will disable the PA and stop it from turning on.
* Strength wire will increase the strength of the PA when pulsed, if cut it will toggle the strength to 0 and stop people turning it up.
* Interface wire will stop people being able to use the control computer. Pulsing will toggle this, cutting/mending will toggle it on/off.
* The limit power wire will allow the PA to be turned up to strength 3 when cut. When pulsed it will beep.
* Nothing wire will do nothing.
- New particle that will be shot at strength 3.
- Decreased the hidden rating of longevity.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5693 316c924e-a436-60f5-8080-3fe189b3f50e
-New wraith sprites by TankNut!
-Decreased flare duration, again(!)
-Made a based interact proc and changed the updateDialog to call that instead of attack_hand. This caused issues with the APC and getting the power cell out of it. I then changed all machines that had their own defined proc (that was everywhere)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5001 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
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e