Commit Graph

6 Commits

Author SHA1 Message Date
Leshana
c837078105 Replaced "area" shuttles with "landmark" shuttles.
Largely ported from the work done at Baystation in https://github.com/Baystation12/Baystation12/pull/17460 and later commits.

 - Shuttles no longer require a separate area for each location they jump to.
   Instead destinations are indicated by landmark objects, which are not necessarily exclusive to that shuttle.
   This means that more than one shuttle could use the same docking port (not at the same time of course).
 - Enhanced shuttle control computers to use nanoui if they didn't.
 - Organizes shuttle datum code a bit better so there is less re-inventing the wheel in subtypes.
 - Allows the possibility of shuttles (or destinations) that start on late-loaded maps.
 - Deprecate the "extra" shuttle areas that are no longer needed and update shuttle areas in unit tests

This all required a bit of infrastructure improvements.

 - ChangeArea proc, for changing the area of a turf.
 - Fixed lighting overlays actually being able to be destroyed.
 - Added a few utility macros and procs.
 - Added "turf translation" procs which are like move_contents_to but more flexible.
2020-03-05 10:29:08 -05:00
Leshana
86eac9c0b1 Implement rust-g library 2018-05-04 18:58:31 -04:00
Leshana
4c8bce00b4 Preliminary implementation of ZAS as a StonedMC subsystem.
* Creates the SSair subsystem which replaces the Setup, Start(), and Tick() procs of air_master.
* It may be best to have SSair completely replace air_master, but for now we are having them work together.   It does completely replace the old processScheduer air ticker however.
* Remove the obsolete Setup and Tick procs.
* Adjust admin and debug verbs that dealt with some ZAS internals to work with the new implementation.
2018-01-27 01:59:24 -05:00
Leshana
c17227df9b Speedup Travis and Upgrade Byond used by Travis
The first round of compiling done in travis build is to test the submaps.
It will complete faster if we do not include the main map during this round;
the main map gets compiled and checked in the second round anyway.
2018-01-17 19:23:35 -05:00
Neerti
68a4ea95ba Might Fix Resource Lag
Removes the dynamic setting of preload_rsc, because BYOND does not appear to respect it if it's not compiled in, and the dynamic nature of it is unused to my knowledge. If you need to change it, you can change a define in _compile_options.dm
This should now properly set it to '1', which should load all the resources at once, which might make some significant slowdown when first connecting, but should be preferable to constantly getting mini-lags when moving to new areas or hearing new sounds (like when getting shot at!).
2017-12-29 03:58:25 -05:00
PsiOmega
ee88e7b8b4 Base Life-addition() 2015-06-13 13:36:08 +02:00