Fixes auto blindness and no click on 510 servers, lessens the lag of
mesons and material scanners, and I suspect the general speed as well.
I only made it work for Polaris (and by extention, to our server, Eros),
and adapted it a bit.
Ported from:
7c2cc890ab
More tweaks to IPC fixes.
Merge resolution/compile fixes.
Further work on properly integrating, updating and fixing prosthetic options.
Repathed internal organs to organ/internal.
More work on full synthetics, changelings, overheating.
Working on getting organs to qdel properly and spawn properly when robotized.
Finalized some overheating values, added remaining prosthetic icons.
Finalizing the testing version of the full prosthetic bodies branch.
Added suit cyclers to the autolathe and map.
Fixing runtime errors.
Fixing errors.
Changelog.
Replacing limb and organ strings with constants.
Prevented brainless species from becoming full cyborgs.
Fixed issues with brain/MMIs renaming themselves inappropriately.
Various fixes and oversights.
This was due to the master controller using update_powered_status()
instead of power_change(), but many machines override power_change() to
do various things when the machine gains or loses power.
Added eyes as an internal organ, removed the eye-stat var on mobs and changed it to properly direct it to eye damage. Altered all reference.
Updated the sleeper to allow for ejection of the beakers and occupants in panel.
Updated the body scanner to check for prosthetics/mechanized organs, and inform the individual of the blind disability.
Laid the groundwork for mechanical and assisted internal organs.
Groundwork for chemical: Peridaxon, a chemical that allows for the slow regeneration from organ damage.
- Cell charger: Now calls battery emp_act() as well.
- Security Barrier: Now has a chance to toggle the lock.
- Flasher (portable and wall mounted machines, not the item): Now has a chance to flash.
- Wall-Mounted Sparker: Creates sparks.
- Light switch: Toggles the lights when emp'd (not that it'll matter since the lights will probably all have gone out anyway.)
- Weapon Recharger: Calls the energy gun's battery's emp_act() for guns and in the case of stun batons, it sets their charges to 0.
- Cyborg Recharge Station: Cyborgs now get ejected, then emp'd. There would probably be issues with emping the cyborg inside the machine, like being trapped forever or something.
- Sleeper: Eject's the patient. I kind of wish I could make it inject random chems, but it wants a usr and I'm not inclined to start mucking with sleeper code just for this.
- Space Heater: Calls the emp_act() for the battery inside the heater.
- Status Display: Causes the blue screen of death.
- Portable Atmos Pumps: Randomly changes the pressure, has a chance to flip the direction and turn the machine on/off.
- Portable Atmos Scrubber: Has a chance to toggle the machine on/off.
- Arcade Machine: Spits out some random prizes.
- Medical record computer: Runs through the medical records and has a chance to scramble the name, age, sex, blood type, physical or mental state of patients as well as a small chance to delete entries entirely.
- Security record computer: Runs through the security records and has a chance to scramble the name, age, sex, criminal status, physical or mental state of entries as well as a small chance to delete entries entirely.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5237 316c924e-a436-60f5-8080-3fe189b3f50e
Comments for lighting:
Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
by using the var/tag variable and moving turfs into the contents list of the correct sub-area.
Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity
(through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an
update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
turning it back on with lighting_controller.processing = 1.
Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
at runtime)
Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
costs.
Known Issues/TODO:
admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
No directional lighting support. Fairly easy to add this and the code is ready.
When opening airlocks etc, lighting does not always update to account for the change in opacity.
Explosions now cause lighting to cease processing temporarily.
Moved controller datums to the code/controllers directory. I plan on standardising them.
"Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb)
Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
- Item declarations have no place in mob code. MMI and pAI code being the exception.
Removed a cyborg upgrade that made them immune to flashes
- An item that removes one of the very few weaknesses a borg has? No thanks.
Removed mob\living\silicon\robot\robot_defense.dm
- It was an empty file.
Removed uplink.dm and uplink_kits.dm from WorkInProgress
- Duplicate files: they're already in the main chunk of the code.
- They are no longer a work in progress.
Here's hoping I dont break anything with this commit...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3890 316c924e-a436-60f5-8080-3fe189b3f50e