Commit Graph

11877 Commits

Author SHA1 Message Date
Ccomp5950
4e09cf33ac Code effeciency project: /proc/get_mobs_in_view
Before:  Everytime you say something. This proc is ran.  Along with it, recurses through EVERY /obj/ & /mob/ in view's contents, and EVERY /obj/ & /mob/ in that contents...and once again.

After:  Fuck recursion, we're going to loop through clients and see if they are within any obj's or mobs within one iteration.  MUCH cheaper, and probably less buggy.

If someone can't hear everyone and they are within an object and it's not catching?  add it to the list commented for it of type checks.
2014-02-18 02:11:59 -06:00
Mloc
eb593a628f Merge pull request #4449 from Ccomp5950/apc_icon_fix
Code effeciency project: apc update_icons
2014-02-17 15:55:29 +00:00
Mloc
242aae0f97 Merge pull request #4450 from Ccomp5950/dna2-everyone_human_fix
DNA2 fix.
2014-02-17 15:55:07 +00:00
Chinsky
79683c5206 Merge pull request #4448 from Segrain/master
Smallfix.
2014-02-17 03:28:43 +04:00
Ccomp5950
de865875cb DNA2 fix.
Before:  If you shoved a skrell, cat, or any species other then human in the cloner, they came out human.

After:   Cloning works like it should.
2014-02-16 14:18:30 -06:00
Ccomp5950
71b41e9ac7 ZAS debug_verb runtime prevention. 2014-02-16 13:31:56 -06:00
Ccomp5950
9c5f96cc58 Code effeciency project: apc update_icons
Before:  It updated the icons quite a bit at the start of the game.

After:  It updates more often and quicker, but now it isn't as expensive
2014-02-16 10:59:19 -06:00
Segrain
47cca1dde8 Fix for #4446. 2014-02-16 18:08:12 +03:00
Ccomp5950
db33fb6425 ZAS_Debug verb.
Applys a client side only layer of colors over the various zones to show if they are connected or not.

Green is your current zone
Blue is adjacent zones that are connected.
yellow is zones that are connected but not adjacent to your current zone.
Red is for zones that aren't connected at all.
2014-02-16 02:22:49 -06:00
Zuhayr
cf1a35d8e3 Merge pull request #4429 from Ccomp5950/hide_debug_verbs
Admin Request:  Hide Debug Verbs
2014-02-16 17:58:37 +10:30
Ccomp5950
2d413966cc Debug verbs are now maintained as a single list
instead of having to maintain them in multiple places.
2014-02-15 18:54:08 -06:00
Zuhayr
0e778bcdb7 Merge pull request #4428 from Ccomp5950/canister_icon_fix
Code effeciency project:  Canister icon updates
2014-02-15 12:21:37 +10:30
Ccomp5950
16e7da35c9 Admin Request: Hide Debug Verbs
Gives admins (and devs) the ability to hide the debug verbs after enabling them.
2014-02-14 03:11:52 -06:00
Ccomp5950
56f61d2296 Code effeciency project: Canister icon updates
Before:  If a canister is hooked up to a connector port it's icons were being deleted and recreated every tick.

After:  We store an update_flag that is a bitfield of the current icon and overlay states, and created a proc to check if it should change.  If not, we don't mess with icons.  Real simple.
2014-02-14 02:33:28 -06:00
Ccomp5950
b392ab8e0e Code effeciency project: handle_embedded_objects
Before:  EVERYTIME someone moved their character this proc would be called and loop through every organ looking for implanted items to see if it needs to apply damage.

After:  We create a flag that is set when an item embeddes, only when that flag is set do we do that loop through organs upon movement.  Also every 10 ticks while that flag
is set we will check to see if we need to unset it.
2014-02-13 21:56:58 -06:00
Chinsky
8e0c06c541 Merge pull request #4412 from Ccomp5950/pai-messenger
pAI messenger bugfix.
2014-02-14 01:32:30 +04:00
Ccomp5950
4f3c404455 People in lobby won't see PDA messages. 2014-02-13 13:03:13 -06:00
Ccomp5950
f0b6c51c9d Code effeciency project: Sun datum
Because of the wrong direction of this sign, every single solar array was being checked for occlusion every tick.

This should fix that right up.

Trackers set to update their angle only when the sun does.

Solar panels set to calculate occlusion every minute (was every tick (though thought to be set to every 6 minutes (36 degrees)), now checks every 6 degrees of sun movement or so)
2014-02-13 05:36:46 -06:00
Mloc
09bdc9492a Merge pull request #4410 from Ccomp5950/dna2-cherrypick
DNA2 Cherry-pick (Dev -> Master)
2014-02-12 09:54:13 +00:00
alex-gh
841333bc30 Fixed halloss not slowing you down 2014-02-11 18:01:37 +01:00
Chinsky
15ca85edf9 Merge pull request #4411 from Ccomp5950/pda-size
NanoUI PDA - Decreasing initial size of the screen.
2014-02-11 17:18:16 +04:00
Ccomp5950
62b70bb827 Bugfix: AI Camera light toggle
Fixes #3676

Before:  Toggling would get stuck where it wouldn't toggle the camera until you reset your view.

After:  Camera light toggles, you have to toggle off before turning on a new camera light though.
2014-02-11 03:20:22 -06:00
Ccomp5950
87cf8bb219 pAI messenger bugfix.
pAI has to be a special little snowflake and have it's own messenger proc instead of letting a AI-PDA handle it.

So, updated it with the newest tnote variable functionality so it can participate.
2014-02-11 01:55:32 -06:00
Ccomp5950
8ae8949b10 NanoUI PDA - Decreasing initial size of the screen.
Gonna miss my XBOX-LARGE pda screen.
2014-02-11 00:56:42 -06:00
Ccomp5950
caf23de805 DNA2 rangebug, if any hair/beard/eye RGB values are 0 it won't encode it into the dna.
This is a hacky fix and is temporary until I can sit down and figure out exactly why it's not encoding that block of DNA properly.

The result of it not encoding it into the dna is that if you clone the person they have a random value there that was assigned at round start.
2014-02-11 00:14:40 -06:00
Rob Nelson
64f83c51ad And now tested in game, with some fixes. 2014-02-10 22:47:29 -06:00
Rob Nelson
9d33964061 Missed the gene Life() call. 2014-02-10 22:47:08 -06:00
Rob Nelson
fa20b9c2ee DNA2 Bug Fixes - Part 2 (CHERRY PICK)
We discovered that most of the problems were were having was because of BYOND passing lists (e.g. SE and UI) by-ref instead of the assumed by-val.

This commit adds dna.Clone() and (UI|SE).Copy() where needed.  These should be used where DNA or SE/UI lists are COPIED, otherwise changes made in the reference will affect the real strand.

This change also messes with the gene activation logic.

Conflicts:
	code/game/dna/dna2_domutcheck.dm
	code/game/dna/genes/powers.dm
2014-02-10 22:46:28 -06:00
Rob Nelson
1088888791 DNA2 EPISODE 2: Revenge of the Bugs
Made after DNA2 hit /vg/'s main server after no one tested anything.

* Gene activation/deactivation made modular, refactors domutcheck.
* Standardized genetics disks and injectors a bit in response to buffer corruption issues. (Untested)
* Lots of major bug fixes.
* Skin tones fixed.

Still needs further testing. All I did was mess around with monkeys.

Conflicts:
	code/game/dna/dna2.dm
	code/game/dna/dna2_domutcheck.dm
	code/game/dna/dna2_helpers.dm
	code/game/dna/genes/disabilities.dm
	code/game/dna/genes/powers.dm
	code/modules/mob/living/carbon/monkey/monkey.dm
2014-02-10 22:43:05 -06:00
Ccomp5950
5810970352 Ghosts can see PDA messages. (Redo: PR #4065 lost in merge) 2014-02-10 20:42:32 -06:00
Segrain
26f40359fc Fix for unpinning humans. 2014-02-10 01:38:32 +03:00
Segrain
cba6dac062 Fix for unlocking exploit. 2014-02-09 13:34:40 +03:00
Segrain
5bead0c183 Adding blood to humans. 2014-02-09 13:32:42 +03:00
Segrain
8e11dabf96 Bloody feet. 2014-02-09 13:30:28 +03:00
Segrain
b4a8c370ba Colouring before updating. 2014-02-09 13:21:18 +03:00
Segrain
be61c65edd Proper indentation. 2014-02-09 13:12:49 +03:00
Loganbacca
b34ceb5cfd Fixed shrapnel embedding 2014-02-09 14:56:16 +13:00
Ccomp5950
9665e8c4df Mouse Attack_Logs disabled. Admins rejoice.
No more mice in disposals spamming the hell out of admins everytime someone flushes items.
2014-02-05 00:14:45 -06:00
Iamgoofball
2ec805630e Because we HAVE to define Del() three times
/obj/item/device/gps/Del()
	GPS_list.Remove(src)
	..()
/obj/item/device/gps/Del()
	GPS_list.Remove(src)
	..()
/obj/item/device/gps/Del()
	GPS_list.Remove(src)
	..()
2014-02-04 11:30:35 -08:00
Chinsky
e7c22c28c7 Merge pull request #4379 from Segrain/master
Smallfix.
2014-02-04 01:44:32 -08:00
Chinsky
9a4bcc60b4 Merge pull request #4377 from Ccomp5950/ai_announcements_tease
Commented out the AI Announcement verbs
2014-02-02 23:30:55 -08:00
Segrain
83246df6d5 Fix for #4297. 2014-02-03 07:32:53 +03:00
Ccomp5950
3a54d96b7a Merge pull request #4374 from Loganbacca/bayfix
Broken heart fix
2014-02-02 17:22:25 -08:00
Ccomp5950
35f534854a Commented out the AI Announcement verbs
Now the AI won't get it's hopes up that it can have the
CAPTAIN REPORT TO THE BAR FOR JOHNSON INSPECTION
2014-02-02 16:57:07 -06:00
Loganbacca
70a1c768ad Broken heart fix
Code was using a switch with variables in it. This doesn't work.
Replaced it with an if..else sequence.

Thanks to the guys from Paradise for finding this.

Note: this only fixes literal heart problems, it won't do anything for relationship issues.
2014-02-03 00:28:15 +13:00
Chinsky
743c8ec18e Merge pull request #4372 from Segrain/master
Small fixes.
2014-02-02 03:12:45 -08:00
Segrain
0e2ff8b00b Fix for #4011. 2014-02-02 02:34:30 +03:00
Segrain
88e7dbb67f Fix for mods counting. 2014-02-02 02:33:53 +03:00
Ccomp5950
d38af0c44b Typo fix: corpotate -> corporate.
And superfluous U removal 'MURIKA!
2014-02-01 15:25:00 -06:00
Ccomp5950
e72c824b90 Deadchat sanitized so players can't use HTML. 2014-01-31 16:41:12 -06:00