-Applies the suggested durability tweak.
-Makes backups save nif examine message.
-Makes new nifs spawn with the examine message if provided upon resleeving and such. Basically the initial character spawn pref loading was the only case that wasn't resetting the message to default.
-Fixes soulcatcher backups breaking ooc notes. (Applies ooc notes from character to the brainmob before saving it. Also includes brainmobs into the formerly human exclusive backup part responsible of saving nif and ooc notes to backups.)
-Makes soulcatcher backup feature back up the owner if dying inside a belly of a soulcatcher lacking pred. (SC backup setting was completely voided if the pred didn't have SC themselves so your shit would be gone for good)
-Fixes contaminate/digest_act sending holder mobs to shadow realm if holder is contained inside the equipment(storage/pockets) of a prey getting gurgled instead of the pred's gut. (As prey gear gets all contaminated at once while getting dumped in the gut, which would contaminate>digest_act the holder items prematurely during the gurgle dump.)
* From tgstation/tgstation#27196
* The mc will now punish subsystems that overrun their tick allotment with less allotment in later fires.
* The punisher also delays the next fire of subsystems that overrun. Because of how this is ends up being calculated, this will almost never actually kick in, but sometimes subsystems like garbage will overrun into multiple ticks, so delaying their next fire is needed.
* The punisher does not delay the next fire of SS_TICKER subsystems (tgstation/tgstation#34964)
Note: SS_KEEP_TIMING subsystems do not get their next fire delayed.
Setting lights on every single turf takes way too long. Instead of havingto create a light source for every single outdoor turf, we find the corners to light up and apply the sunlight to them directly.
We also make sure to avoid having planet sunlight being 4x too strong, which would happen if we naively looped over all corners of all outdoor turfs.
Note: This has the side effect of making the sun's light and color ACCURATELY reflected on turfs. Previous code doubled up on light and appeared brighter than it should.
It previously had to iterate over EVERY task in its list every time. With lots of queued tasks that is slow.
Instead we sort it by schedule time. That means when iterating thru list, if we get to a single task that is in the future, so are all remaining.
* Added "Display Initialize() Log" admin debug command so you can see it mid-round.
* Ported the core of the overlays management subsystem from /tg
- Added SSoverlays subsystem for compiling overlay lists and applying them to atoms in a controlled anti-lag subsystem.
- Added vars and procs to atom which should eventually replace all direct interaction with BYOND's /atom/overlays var outside the subsystem.
- Added OVERLAY_QUEUED flag to var/atom/flags bitfield.
- Added small framework for subsystem performance tracking. So far used only by SSoverlays
- Added admin debug command "Display overlay Log" to see performance stats mid-round.
* Fix runtime on universal pipe adaptor update_icons
* Workaround for appearance_bro not initialized
Unfortuantely BYOND's initialization order is strange, and the appearance_bro var is only half initialized when map starts to load, causing errors. We temporarily fix by moving it to be a global-scoped global.
* Convert fire alarms to use add_overlay() A good first test.
* Convert turfs to use add_overlays(), eliminating the turf_overlay_holder!
- Converted as much as I could find about turf overlays to use add_overlay().
- This should be enough to stop BYOND from crashing, so we can eliminate the turf_overlay_holder hack.
- This also lets us remove the anti-corruption hacks from walls and open space.
- ZAS gas overlays can use priority overlays, so this also fixes the gas-goes-away-when-crowbarring-plating issue.
- Stuff like that
* Convert turf overlay interactions to use add_overlay.
Note: This is a plain and simple conversion of existing code to use SSoverlays. However I look at the line changed, and note that that line likely never fully worked as intended, as it has no way of re-applying itself.
I would make it use a priority overlay, but there is no code present for *removing* said overlay from neighbors when it is no longer required. That code should be implemented by original author.
- Converted as much as I could find about turf overlays to use add_overlay().
- This should be enough to stop BYOND from crashing, so we can eliminate the turf_overlay_holder hack.
- This also lets us remove the anti-corruption hacks from walls and open space.
- ZAS gas overlays can use priority overlays, so this also fixes the gas-goes-away-when-crowbarring-plating issue.
- Stuff like that
Unfortuantely BYOND's initialization order is strange, and the appearance_bro var is only half initialized when map starts to load, causing errors. We temporarily fix by moving it to be a global-scoped global.
- Added SSoverlays subsystem for compiling overlay lists and applying them to atoms in a controlled anti-lag subsystem.
- Added vars and procs to atom which should eventually replace all direct interaction with BYOND's /atom/overlays var outside the subsystem.
- Added OVERLAY_QUEUED flag to var/atom/flags bitfield.
- Added small framework for subsystem performance tracking. So far used only by SSoverlays
- Added admin debug command "Display overlay Log" to see performance stats mid-round.
* POLARIS: Attack animations
* POLARIS: Overlay flick system
You can't do this in Byond, unfortunately, so here's some code from /tg/
* Make attack anims a preference
Uses the in-hand item when attacking to draw the icon, or for anything else (simple animals, etc) you can specify an icon to use (all SA default to a 'slashing' animation)
Changes how lighting is applied to the Surface.
The current method works by making every tile glow in a specific color and intensity. The issue is that when it is time to change the color/intensity, it can take the light controller a considerable amount of time for it to update every tile (estimated to be around 14,000 tiles), which can take a minute or two for the lighting controller to finish.
New method is to have a special light source for the surface, with different properties to the 'regular' light source that most things use for making light. The special version doesn't care about line of sight or lighting falloff. This special light source is applied to a series of invisible 'sun' objects that get generated as the planetary controller gets created. When the lights need to change, the lighting controller has to change a much smaller group of objects instead of literally every outdoor tile.