* Multiple loadout slots
Ported from Bay. Each character can have 3 (number can be overridden by config) loadout slots. This way, you can have different outfits for different situations without needing to have a separate character slot or edit your loadout every time.
Tested here, works as intended. The current loadout is set as slot 1, so you don't need to worry about remaking it. This also ports the to_file and from_file macros to make it work, I'm assuming they could later be used elsewhere as well.
* Log of Changing
Adds autopilot functionality for shuttle one and shuttle two. It can be enabled and disabled by the flight computer.
Autopilot is active by default on both shuttles. The shuttle waits for two minutes when it reaches the outpost or station, except for the first flight, where it waits for about ten minutes, which should be plenty of time for people to get on and for the pilot to turn it off if one exists.
Adds renaming feature to all shuttles.
Ports /tg/'s 'shuttle warning' effect, which adds a bunch of blue circles where a ship is about to land, which should prevent surprise shuttle crushes if paying attention.
Flight times for all routes are cut in half to act as the bonus for flying manually. Automatic flight takes twice as long, and so it will take the current amount of time.
Makes Ninja shuttle faster because Nippen steal.
Does some cleanup with temporary effects.
* to_chat() replacement.
* Revert calling target.init_dir() before connecting.
* This change was added in https://github.com/PolarisSS13/Polaris/pull/3775 to counteract `dir` not being set prior to New() for dynamically loaded maps. The root cause was /atom/New() not calling _preloader.load(). Undoing the change now that /atom/New() is fixed.
* The addition of the init_dir() proc itself however, is useful, because there ARE other times some atmos machinery will want to re-initialize its dir, specifically whenever it is rotated.
* init_dir() must be called in the constructor of all atmospherics machines capable of connecting to another. Since it has to happen for ALL machines, lets move that call to /obj/machinery/atmospherics/New()
* Rename /obj/machinery/atmospherics initialize() to atmos_init()
* These days `initialize()` is used to handle general object initialization that is moved outside of New(). The node connection discovery of atmos machinery needs to happen after all that, and so needs to be in a separate proc.
* Make sure to actually call atmos_init during system startup.
* This is PHASE 1 of a multi-phase conversion. In this first phase we implement the subsystem, but leave it processing the existing global list variables. In the next phase we will switch to use datum variables in the subsystem. The main reason for splitting into two phases is ease of code review; change the meaningful code without the hundreds of machines -> SSmachines.machinery substitutions.
* We did declare macros for adding/removing things to the processing lists, and convert everywhere to use the macros.
* Added var/is_processing to /datum to keep track of whether an instance is already in a processing list (prevents it being in the list twice!) and also debugging, making sure its not in two lists etc.
* NOTE: The global machines list is **no longer sorted** for performance reasons. As far as I know, the only module that actually ever cared was cameras. Our camera system already handles its own sorting in the cameranets anyway, so it should no longer be needed.
* Adds defines for world.tick_usage
* This provides no useful benefit whatsoever, but /tg and Baystation12 have done it, so it will make porting future code easier if we do too. No real harm done either.
Or how Woodrat spent too long on something that was supposed to be simple.
- Addition of a Explorer Radio Channel and headsets.
- Explorers and Search and Rescue job slots added
- Adjustments to the pilot job including getting rid of the flatcap
- Map fixes, adjustments, (including signs pointing to cryo) planetside side map additions splitting up of the wilderness into two area sections
- Disabled lighting on the arrivals shuttle area once it is docked with the station, should help with the whole issue of lighting bugging out and having dark space
- Fixed EMS jacket missing icons
- Fixed Research signs being missing for some reason, addition of directional signs for cryo
- Addition of a Search and Rescue Winter coat
- Probably a dozen other small bug fixes I forgot, and bug additions
Tested, seems fine. At least in short tests.
Mostly ports /tg/'s method of seeding submaps into specific z-levels.
Due to the low number of submaps present, all of the PoIs are guaranteed to spawn. As more are added, this should fix itself.
Also fixes various bugs with surface tiles, hopefully.
Adds some documentation to the map file system.
Adds a new 'plane' map, ideal for testing PoIs by loading them manually.
Makes space heaters glow orange.
Adds a new grille type for fancy surface windows.
Adds self planting hydro trays/dirts if a seed is on top of them when the map is loaded.
New lighting system is needed to handle updating literally 14k+ tiles whenever the sun moves. The straight port seems to have had no adverse effects from what I could see. Don't know if it's more performant but it doesn't seem to be less.
I didn't expect the latter would be needed for the former.
a8c9bb786a
Unsure if I even did it correctly, but seems to function in the brief tests done, no compile errors.
In preparation of porting the massive number of floor decals for the new map.
Arrivals shuttle now moves automatically to and from the station. People still spawn onboard if they join the round with arrivals selected in preferences.
The shuttle is completely automated and will go to the station if someone boards it, and leave if nobody is onboard.
Changes some tape code so it can be mapped in.
Sadly the mapmerger is broken so the map file diff is massive.
As requested by a few staff members, this serves to keep the staffwho list more representative of who is actually available to help.
The current inactivity timer is rather generous so hopefully this won't impede admins who are actually there.
In addition to fixing the problem, it makes sense. The observer pattern is overkill for an object type we own; doing it directly in Destroy() is more efficient.
Shuttles now set themselves up upon being instantiated instead of relying on a monolithic proc in the shuttle controller.
Shuttles can now be defined more cleanly on a per-map basis, as well.
Accidentally fixes a broken admin shuttle.
* Hooks up informing Master the gameticker actually starts and stops the round subsystems will actually fire! What ho!
* We should convert the gameticker as an MC subsystem someday, and probably completely rewrite it while we are at it becuase it is crazy. But this should bridge the gap until then.
* Based on https://github.com/tgstation/tgstation/pull/25386
* Create macro for defining new subsystem types.
* Create PreInit proc to handle setup that needs to be done before the map loads
* Rename garbage_controller subsystem to garbage so it matches its global SSgarbage variable name.
* Optimized garbage collection of radiation sources until we get qdel() hints.
* Made the RADIATION_LOWER_LIMIT configurable (option for people to save some cpu time)
* Added some comments and broke the proccessor into separate procs for profiling purposes
* Added a changelog.
* The performance of the radiation controller as-is was not fast enough for inclusion in production servers, but it has some nice featuers, so rewrote it to be more performant.
* Instead of storing the radiation strength for every turf, we only store the sources of radiation, and calculate the strength only for mobs who might be in range.
* Old method was ray-tracing to every turf in range whether anything was there to be irradiated or not. Could be hundreds of turfs. New method only lazily calcualtes strength at a turf if we actually need to know it. Often times this is zero turfs if nobody is standing in engineering.
* Removed the automatic processing of objects with "rad_power" set. Objects are responsible for calling the repository to create/update their radiation sources. Saves some extra overhead that in practice was redundant with other process controllers.
* Also tweaked to be more respectful of qdel'd objects and added some comments.
* Its much easier to test out and decide what explosion scalar is nice if you can configure it.
* As an added bonus, by setting it to zero this lets you disable multi-z explosions altogether without turning off all of multi-z.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.