SkyMarshal
39df196edc
Fixed disposal issue.
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Delayed Jungle setup until after air master initializes
Master controller now properly ceases atmos simulation if runtimes occur (and are detected).
Cleanup more ZAS stuff. FEA_system.dm, ZAS/ZAS_Turfs.dm, ZAS_Zones.dm.
Canisters now autoconnect to portables connectors on creation. (Fixes airlocks not having attached canisters)
Doors can now be made which respect directional door types (e.g. windoors and directional firelocks) and is handled better.
2013-05-21 23:12:47 -07:00
SkyMarshal
46907066ba
Somgfkuf
2013-05-21 23:11:54 -07:00
SkyMarshal
76d561f003
Activated magboots will now, definitely, prevent airflow based grieving of your personage. (Included is a possible fix for airflow opening doors by throwing you at them)
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Added in code to debug ZAS tile interactions, currently in the unchecked "Debug" file.
The blasted FloodFill proc now works properly, and zones are connecting right (Should finally fix that damn part of medbay not connecting to the hallway)
Plasma can contaminate again.
The master controller and world startup code has been reworked for faster server boots.
Fixed a runtime originating from a Away Mission map trying to create objects of type "null"
2013-04-18 09:57:27 -07:00
Chinsky
ea4f34d53c
Merge branch 'master' of https://github.com/Baystation12/Baystation12
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Conflicts:
code/ZAS/FEA_system.dm
2012-11-17 00:20:23 +04:00
Chinsky
25a3466285
Runtime fix.
2012-11-16 19:37:09 +04:00
Cael_Aislinn
7b7a200155
added nullcheck to ZAS func, fix for severed powernets still being connected
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Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au >
2012-11-16 18:53:03 +10:00
SkyMarshal
d41ffc18fd
Fixes for ZAS, including fire, geometry, rebuilding consideration, and atmospheric lockdowns. In addition, improved supermatter, and humans now absorb all the oxygen they inhale, due to the ludicrous volumes of air normally encountered (Does not reduce effectiveness of air tanks)
2012-08-21 01:18:01 -07:00
Cael_Aislinn
b805dce8e1
additional zas debugging
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Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au >
2012-08-10 11:06:27 +10:00
Cael_Aislinn
3b9acf1c9e
replaced log_admin with log_adminwarn, so hopefully the messages will output to server
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Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au >
2012-08-10 01:41:17 +10:00
Cael_Aislinn
0fe99d3b6d
actually make the debug messages output >.> also fixed up a couple of messages
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Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au >
2012-08-10 01:24:40 +10:00
Cael_Aislinn
dca3f3bd8a
reworked/verbosified some zas debugging, added additional zas debugging, made kill_air available to game_admins as well as game_masters, increased runtime check sensitivity to aid in debugging
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Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au >
2012-08-09 18:12:59 +10:00
Cael_Aislinn
2abbd8ce6b
compile fix, tweaks
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Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au >
2012-08-09 04:53:29 +10:00
Cael_Aislinn
ab0fe32f84
additional debugging tweaks
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Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au >
2012-08-09 04:49:18 +10:00
Cael_Aislinn
34000482c7
additional zas debugging, kill_air output made a bit more informative
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Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au >
2012-08-09 04:42:26 +10:00
Cael_Aislinn
d817bbb490
more verbose zas debugging, decreased runtime sensitivity by half again, and reset the counter every time a tick is successful
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Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au >
2012-08-09 03:19:50 +10:00
SkyMarshal
4f7f3e5d7f
Adds more runtime checking and makes zones exploit the garbage collector to be destroyed, which is more resource efficient.
2012-08-02 11:47:05 -07:00
SkyMarshal
54ce48fb9d
Connections no longer are deleted when a door closes, instead persisting until merged or a wall is built there or something. Better runtime detection, and no more searching through world for fires to process.
2012-07-26 15:33:21 -07:00
SkyMarshal
c5f2df0aeb
ZAS fixes.
2012-07-26 11:56:00 -07:00
SkyMarshal
4fe2b585a7
Adds further checking and variable presets to ZAS, and made the contamination overlay actually work.
2012-07-24 22:12:25 -07:00
SkyMarshal
2a1404faac
More rigidly defined ZAS zone structures, so that connections work without flaw and rebuilding a zone will always produce the same shape. Also readded spess carp and fixed a compilation error.
2012-07-20 12:35:42 -07:00
SkyMarshal
e0edc29acf
Final parts of ZAS. Works like a charm now.
2012-06-23 21:20:39 -07:00
cib
4a3bd5d4f6
Merged air processing back into the master controller.
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The reasoning for this is mostly debugging, but more control over when the air master processes plays also a role(avoid processing it at the same time as tons of other stuff).
Note that this will slow down the air processor a little.
2012-06-23 08:42:48 -07:00
SkyMarshal
616be6eed8
More while loop stuff, removed shitloads of unnecessary curly brackets in the map reader, fixed ED-209 projectiles
2012-06-22 14:10:48 -07:00
SkyMarshal
d3258b4fed
ZAS fixes and statistics logging.
2012-06-13 16:55:00 -07:00
SkyMarshal
92e2cd32de
ZAS fixes.
2012-06-09 00:55:00 -07:00
SkyMarshal
a1a2302199
ZAS fixes, adds Atmos Lockdown which replaces all door accesses with engineering OR atmos access. (And a shitty temporary icon)
2012-06-07 20:50:42 -07:00
SkyMarshal
2892ea733e
More changes for ZAS. Firelocks work properly, and rebuilding zones occurs at the proper times.
2012-06-07 13:43:55 -07:00
SkyMarshal
1059311b5b
Debugged ZAS. Removed another duplicate proc. Made sure turf changes are added to the air_master to be updated. Fixed errors on the map causing problems. Added different sized packages. Airflow readded.
2012-06-07 01:15:14 -07:00
Aryn
6f00258376
I accidentally ALL THE THINGS! But yeah, ZAS is updated.
2012-05-26 02:01:26 -06:00