For SPEEDYNESS
It probably works. I mean it's hard to sit there for 8 hours and test it. But it seems to work okay. At worst if it doesn't you'll have weather that doesn't make sense. ;v
* Renaming local var 'machines' to avoid confusion with the global var of same name.
* Delete the unused process scheduler machinery.dm file. Long since replaced with SSmachines
* Split and clarify global lists of processing vs non-processing machinery.
- Renamed the list of processing machinery from "machines" to "processing_machines"
- Added new global list "machines" to be a list of all machines.
- Since nearly every reference to machines actually wanted to iterate over all machines anyway, this works out great.
* Renaming local var 'machines' to avoid confusion with the global var of same name.
* Delete the unused process scheduler machinery.dm file. Long since replaced with SSmachines
* Split and clarify global lists of processing vs non-processing machinery.
- Renamed the list of processing machinery from "machines" to "processing_machines"
- Added new global list "machines" to be a list of all machines.
- Since nearly every reference to machines actually wanted to iterate over all machines anyway, this works out great.
-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.)
Removes a very large amount of world loops.
Adds a macro to painlessly generate a global list, and the needed code to modify the list when an object is made or deleted automatically.
Cleans up some commented out code.
* 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)