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
Also removed some mob vars like sdisabilities and merged the usability
with disabilities
Removed need for mutations var, they are not handled in dna
Removed blinded var, now its handled by eye_blind being bigger than zero
Ands lots, lots of other shit in files that used mutations
Moves antag_hud image and datum to mind instead of mob.
Fixes mobs keeping data HUDs after transfer_to().
Fixes gibbed bodies losing their antag HUDs.
Fixes the data hud disappearing when dropping unrelated HUDs.
Fixes#6206Fixes#6209
Makes hud_list associative, and introduces the /atom list hud_possible,
which lists all the possible hud images a certain atom can provide.
Replaces all the awful procs in the gamemodes with their new
/datum/atom_hud versions, which are much shorter, simpler and faster.
* added a protection to prevent division by 0 when all hacked apcs are destroyed
* added a midnight rollover check for the MC (fixes#4905)
* toggling breakers won't add/remove a hacked APC from the AI apcs pool anymore
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.
Crossed() is a byond builtin which is called automatically when two movable atoms overlap (as a side effect of Move(), but not when loc or x/y/z is changed). Previously, turf/Entered() iterated through all objects in the turf in order to tell them an object had entered; with this change, HasEntered() becomes redundant and can be eliminated.
This may reduce lag when a large number of objects are moving in a small space (singularity, mining conveyors, etc) but should cause no changes to functionality at all.
Fixes#646, #579, #863
Completely redoes the click code. Moves all click related code into code/_onclick for reference. Also moves hud datum code and all the screen object code I could find into code/_onclick/hud, as it is related. Item attack(), attackby(), afterattack(), and attack_self() have been moved into item_attack.dm for consistency.
Completely removes dummy objects and adds atom.Adjacent(user). This proc checks for border items and anything marked with throwpass for determining whether or not you can reach a given square. A turf helper, ClickCross(), was added to facilitate this.
Removes the monolithic Atom.Click() proc in favor of an overridable click handler attached to mobs. Click code no longer uses the : path operator as a consequence, and mob/lastDblClick has been moved to Client/next_click. A few end arounds were necessary (screen objects, buildmode, and spells), but this has been handled by repurposing Atom.Click(); if you have special click code, insert it in the object's Click() function and return 1 to prevent normal processing.
This update adds support for attack_ghost(); the previous "new" click handler had support for it but was never finished. I have taken the liberty of letting ghosts click portals, the gateway, and the teleporter to jump to the intended target square, and kept the previous default action of examine()ing every damn thing you click. It is to be suggested that you could do more with this proc when ghost interactions are enabled.
This update also adds support for double clicking. It is currently only used for ghosts and AIs, because the original (first) click still registers normally. For both of these, double clicking a square will jump you to it, and double clicking a mob will follow it. In the case of ghosts, double clicking bots and the singularity will also set you following it; if you double click your own corpse, you will re-enter it; this also works if your body is in a closet, sleeper, DNA scanner, etc. Default mobs ignore double clicks as normal.
-- NOTE --
There are two flags which were previously unused or misused by click code: USEDELAY and NODELAY. Ostensibly, USEDELAY would double the normal 1sec delay, and NODELAY would remove it.
Using either of these flags as intended would significantly affect the timing of the game. In particular, USEDELAY is currently applied to guns and about everything else that acts at range. I am adding USEDELAY as a half-second increase for now, but I have not put a significant amount of thought into it. I considered lowering the normal 1sec delay to .8sec to balance it, but the consequences of that on combat involve more calculations than I care to make.
NODELAY seems to never have been used, and I did not implement it, but I could do so trivially.
ghost_form is now saved with other preferences.
Public visibility of memberships is toggable and saved with other preferences.
ooc-colors for admins and members are now sanitized. Bright colours like Yellow, white and baby-blue will be darkened for the sake of legibility.
Related to above - added helper procs to convert between RGB and HSL colour models.
Admins cannot modify var/unlock_content without +DEBUG rights. unlock_content moved from client into prefs.
Player savefile version number updated - this will trigger savefile updates, no data should be lost.
Resolves an issue where whitespace in names could cause a saveslot button to wrap to the next line.
Byond members:
can colour their name using the admin ooc-colour feature.
get a icon next to their name in ooc chat.
can choose their icon_state as a ghost.
get 8 saveslots
unlock_content tracks the return of IsByondMember(). This is to allow for easier testing/debug.
*Creates new living mobtype: voices who are created inside of other living mobs. They communicate only with other voices in the same mob and the mob itself.
*Uses the new mobtype for changelings. Lings now have the option to absorb the "memories" of a target. The memories can ghost on their own accord or be forced out by a changeling to prevent spam or verbal abuse. After ghosting the former voice can re-enter the original body (now probably a husk).
*Adds an argument to the ghostize verb to have the ghost refer to a new mind. This was used to have voices be able to enter their own body. - Adds the option for a living mob with voices to talk to them using ":v". (This isn't in the current patch for some reason)]
*changeling powers can now have multiple verbs tied to them
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12245#p189186
Ported all the random events to Pete/Gia's event system:
>Event system now supports weighting. default is 10. a weight of 5 is half as likely as default, 20 twice as likely....etc.
>Increased the frequency of events (dust happens over 60% of the time though)
>tidied up some ninja code: ninjas now get ~5 objectives. So they are hardmode.
>made the gravity toggle into a random event
>event system now supports round-start events
>event system now supports holiday events
>event system now supports events which can only happen after the round has lasted a certain number of ticks
>event system now supports max_occurrences for events. Setting any event's max_occurrences to 0 will stop it randomly occurring
>events now support being fed associative lists inside new(). This allows you to override their variables easily.
>wormhole events no longer cause loads of lag. They are extremely deadly. wormholes should be avoided
Other:
>replaced the procs for fetching candidates for ninjas and aliums with /proc/get_candidates(be_special_flag), it returns a list of active clients with that be_special preference enabled.
>minor fixes to minds
>your memories are displayed to you at Login()
>removed aliens_allowed
>removed ninjas_allowed
>pick_n_take() is now more efficient (uses Cut() rather than Remove()
Things I added:
- Made the pandemic call ..() instead of doing the checks itself.
- Made the staff of animation use more charge.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5720 316c924e-a436-60f5-8080-3fe189b3f50e
-Permission from Erro to remove the "redeem a mech by colllecting all the toys" feature. Removed the description from the mech toys too.
-Fixed a possible exploit with ghost following to create more than one follow loop.
-Re-added send mob to the player panel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5377 316c924e-a436-60f5-8080-3fe189b3f50e