Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.
It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:
This is a BYOND limitation, very well worth it IMO.
🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
Moves all opacity var manipulation to a proc which sends a signal.
light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
Some opacity-related sight procs optimized as a result of this.
Some variables moved to the object's definition.
A define or two added into the mix for clarity.
Some code cleaning, like turning booleans into their defines.
One file renamed for clarity.
Changelog
cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl
all living spawners in corpse.dm are now in ghost_role_spawners. I hate having to search two different files to HOPEFULLY find which ghost role I need to edit.
Added a disclaimer about giving guidance or at least stationstuck component to stuff so this doesn't happen again
Cleaned up stationstuck. Man, I know I made this, but damn I did kind of a shit job
In /datum/component/pellet_cloud/proc/pellet_hit if the projectile's wound_bonus is CANT_WOUND, then wound_info_by_part[hit_part] never gets a value set.
This causes an issue in /datum/component/pellet_cloud/proc/finalize() where it assumes that wound_info_by_part[hit_part] has always been set to a list(x,y,z).
I added a quick if check to skip this where there's no wound info for a part.
Weapon this behaviour manifested on: DRAGnet on net mode. Due to the runtime, I didn't notice it dealing any stamina damage. This should fix that scenario as well as any other CANT_WOUND projectiles and prevent them from runtiming early.
* Ugh too tired fix latter
* Ok think its fixed, still need to make the stamp working
* Major fixes done, but still the ui dosn't pop up once you examine the door
* Ok you can read doors now, that was annoying.
Ok we done
* Update paper.dm
oh fix
* I have DONE it! Alright
* Miner fixes on order
* Update tgui.bundle.js
* Update code/modules/paperwork/paper.dm
Sure
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/paperwork/paper.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Alright some fixes
* Update tgstation.dme
* Revert "Update tgstation.dme"
This reverts commit 3eaa48d9fcfa2645663420165c39643c3ae5d939.
* Update tgui.bundle.js
* Update code/datums/components/honkspam.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/datums/components/honkspam.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/paperwork/paper.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/paperwork/paper.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Bahhh...me..so..tired
* pointless uistate gooone
* Update tgui.bundle.js
Co-authored-by: Rohesie <rohesie@gmail.com>
Adds an immobilized trait.
Adds procs for several variable changes so we can respond to their events.
Adds some signals for said variables changing.
Need to turn the variation in number of usable legs and arms (get_num_legs() and get_num_arms()) into events we can respond to, but they are pretty annoying to do so. Probably for a different PR.
* Confusion will no longer continue to confuse after being cured
* Grammar comment fix
* Move to status effect
* Remove test per request
* Make confusion a status effect, confusion curing now completely neuters the confusion
* set_confusion changes, get_confusion
* Fix confusion going down twice per tick
* Change strength = to proc
* Move procs to status_procs
* Riders will now turn with their vehicle
* Remove new signal, refactor to accept a direction
* Update code/datums/components/riding.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
* Adds a coder override emote to skip dumb shit with me
* I know this sucks, I can't comprehend how to do this cleanly without a full rewrite
* cleaner now