This was probably bound to happen either way the previous version was based upon a faulty understanding of how the areas worked this is much more robust and only messes with the master areas
and master areas needing power updates call power updates for the each of it's child areas. Also added where messing with SMESes called for an update on all areas power consumption, probably
not required but doing so either way.
We also rebuild the active_areas list every 5 minutes, if you get a engineer that wants to build a new area off of the station with APC's set rebuild_all_areas in the master controller and it will
update instantly, otherwise wait 5 minutes. The only downside to this 5 minutes is you might get free energy until that area becomes active.
CR+LF added to new lines, created a global variable log_end that can be used
on newlines
log_misc("blahblah...[log_end]\nMoreblahblah[log_end]")
put [log_end] prior to any \n and it will show up correctly in windows.
Also created log_misc() proc to log to diary, and removed a bunch of
diary << stuff all over the place.
We no longer run auto_use_power() on every machine every tick.
We now have a global list of areas, and areas that have an APC in them (all_areas and active_areas) no more looping through world bullshit.
A bunch of snowflakey as fuck machines won't use_power() in their process, you get two options, active and idle, use them!
This means a lot of machines won't double dip on power as well so power usage for the station has dropped about 20%
Because everything is snowflakey as fuck we're going to have some machines that don't force an update on their power usage. Fuck them.
We should catch them with the root obj/machine/proc's forcing updates.
Adds an "Expensive Mobs" list that shows what mobs took more then 1 decisecond to process.
This way if mob controller is going nuts we can debug master controller and see why, or atleast see which mob it is.
This allows for more secure and stable transmission on Linux, but you might see some improvements on Windows too.
Code lies in (confusingly) lib/src.
nudge.c should be compiled to lib/nudge.[dll/so] and be linked against netutil.c.
There's some horribly hacky code in nudge.c to assemble pickled data, but it's probably the fastest way that's still safe.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Admin request.
Default behavior is what we're used to, that two heads can call for the ERT
with the option turned on it removes the ability for players to call for an ERT and requires admin intervention.
as you don't need to provide the full data structure up-front, part of an effort to make NanoUI more accessible.
I have removed the carets (^) from all templates as they are not used any more.
For safety I moved the src_object and user checks from the master controller to the nanoui process proc.
universal_understand = 1 now allows player-controlled mobs to understand what everybody is saying without necessarily allowing them to talk back intelligibly. Mice have universal_understand = 1 by default.
- creating the mask entity
- modifying the code for cult icons
- updating the camera net
- adding visibility network updates to all mobs
- unifying the culting and deculting process
- adding "Make Mask" function to Player Panel
Created configurations for Server Admins to be able to toggle it within default config.
Modified my previous AdminVerb that allows respawns to bypass the limitations of the restrictions while also letting the admins know if the ghost has used AntagHUD
Created restriction checks for various forms of joining the round and if administrators/hosts have restricted AntagHUD users from joining the round they will not be able to.
To Do:
Create Adminverb for toggling restrictions to also be able to toggle everyones ability to use antagHUD for a round.
Create a method for "Job Banning" users from using antagHUD.