30915 Commits

Author SHA1 Message Date
SandPoot 9a2b5f52f0 push 2026-02-15 22:57:04 -03:00
SandPoot 929aae0cd1 i found out that remote_materials is a thing 2026-02-10 00:05:04 -03:00
SandPoot 40be4145c4 push 2026-02-09 21:30:28 -03:00
Lin ada5c19928 Merge pull request #16132 from SandPoot/abductor-fix
Fixes abductors
2025-11-19 13:13:58 -05:00
SandPoot 910298329a fix here 2025-11-19 15:06:35 -03:00
YakumoChen 6e77788a4b adds Chen plush 2025-10-25 16:36:04 -04:00
Lin 8d663aed3f Merge pull request #16129 from SandPoot/tg-is-so-fucking-stupid-holy-fuck
Unbreaks several types of cloning
2025-04-26 23:55:40 -04:00
SandPoot 08ac477b8b push 2025-04-23 15:28:55 -03:00
SandPoot ff87a194e9 merge UI_Icons/ui_icons 2025-04-03 11:46:54 -03:00
SandPoot 3425760ced push 2025-02-25 17:48:02 -03:00
deathride58 7ba9f0db22 Merge pull request #16123 from SandPoot/more-hud-stuff
Add hud_owner to more stuff for safety
2025-02-17 01:47:43 -05:00
softcerv 662c230490 removes trying to access sounds that aren't there 2025-02-17 01:25:27 -05:00
SandPoot 1a694d09de yeah 2025-02-16 17:28:29 -03:00
SandPoot d124030959 playing it safe 2025-02-16 16:41:59 -03:00
SandPoot fc530786b8 push 2025-02-13 17:39:15 -03:00
SandPoot 56d972eb0b all sorts of fixes and updates, may break stuff 2025-02-09 02:09:28 -03:00
SandPoot cae94afdb7 push 2025-01-26 18:06:36 -03:00
ariaworld 44e507dfef [BEESTATION PORT] Semi-Port of Beestation Decal Fixes, Fixes turf decals disappearing on shuttle movements (#16119)
* SEMI-PORT OF BEESTATION PR #3111: Decal fixes

* Forgot this, rotate flag
2025-01-24 01:47:50 -03:00
Jerry Wester fbd3438b5e guess I gotta update the id field too or there's a runtime or smth 2025-01-15 14:32:55 -07:00
Jerry Wester ba85afe895 give autolathe rpd a unique id 2025-01-14 20:23:28 -07:00
SandPoot 66cc8cf50f push 2025-01-01 20:20:16 -03:00
SandPoot 90e6f66085 Merge pull request #16115 from ariaworld/plane-master-controller
[PORT] plane_master atomized + 515.1543 and higher BYOND compatibility
2024-12-24 19:21:28 -03:00
SandPoot 9e2111472d thanks tg 2024-12-24 19:12:48 -03:00
Letter N caec26cd20 buh 2024-12-04 23:05:09 +08:00
ariaworld 12767b3942 I forgor (fix compilation test) 2024-11-30 16:56:28 +01:00
ariaworld 77aa15c4c2 515.1543+ compatibility 2024-11-30 16:40:41 +01:00
ariaworld e23b1f84fd BEESTATION PORT PR#4567: Filters + plane_master atomized 2024-11-30 16:39:30 +01:00
ariaworld 4ea62745cf Fixes ckey transfers making keys lowercase 2024-11-21 20:09:44 +01:00
deathride58 aa4ab29d97 Merge pull request #16113 from sheepishgoat/usable_bsrped
Buffs RPEDs
2024-11-17 18:18:02 -05:00
Metis d6561e5236 Update rped.dm 2024-11-17 18:00:26 -05:00
Metis 128714345d whoops 2024-11-17 16:43:09 -05:00
Metis 88dbbd0d3b Update job_titles.dm 2024-11-03 13:28:02 -05:00
Metis f6af059a06 job titles 2024-11-02 03:16:16 -04:00
SandPoot 7fc23c7acf Merge pull request #16109 from sheepishgoat/performance-ports
Various Performance and Dev QoL changes
2024-10-28 18:54:12 -03:00
Metis e1eaa7f6b3 Update _compile_options.dm 2024-10-26 19:01:00 -04:00
Metis b072a63cea Update emotes.dm 2024-10-26 18:48:16 -04:00
Metis 1bbe63c33b sweet relief 2024-10-25 00:44:31 -04:00
Metis bae37cd45c Update slaughterevent.dm 2024-10-24 23:33:41 -04:00
Kylerace feacce1bb8 turns one of the vis_contents in openspace turfs to overlays (#58500)
one of the appearances that open space tiles add as vis_contents was an unchanging grey cover. its useless to keep it as vis_contents since its not supposed to change so its better to have it as an overlay. its possible that i can make openspace tiles not add the turf below as vis_contents and instead listen to objects entering and leaving it with connect_loc and add those objects as vis_contents then but that sounds like more trouble than its worth

edit: probably not the last part

overlays < vis_contents in maptick cost

also tramstation has the most open space tiles in high traffic areas compared to other maps. openspace tiles have 2 vis_contents each, equivalent to 2 objects that sendmaps processes every tick this pr only makes it 1 appearance in vis_contents. its also the map with the current highest maptick per player according to lemons graphs
2024-10-24 23:09:30 -04:00
Metis bad8127688 some updates 2024-10-24 01:17:27 -04:00
SandPoot c8f6640ac5 Merge pull request #16075 from deathride58/mousemovethrottle
throttles mouse movement calls
2024-10-23 21:11:38 -03:00
deathride58 51a264c9a7 Replaces throttle with cooldown define and also adds it to mousedrag 2024-10-23 19:51:18 -04:00
deathride58 bbf0a7b2bf Merge pull request #16106 from sheepishgoat/chem-grinder-change
Chem grinder change
2024-10-23 19:22:11 -04:00
deathride58 73ba1bff4d Merge pull request #16102 from SandPoot/this-is-a-feature-but-was-left-in-an-unusable-state
Enables the feature for having multiple loadout slots
2024-10-23 19:20:45 -04:00
deathride58 47a51925e0 Merge pull request #16108 from SandPoot/fix-pipes
Fixes some pipe related issues
2024-10-23 19:20:25 -04:00
Metis b59523ae89 enable byond-tracy 2024-10-23 14:00:51 -04:00
Mothblocks 3a044ef627 Add defines for byond-tracy support (#70931)
Adds `USE_BYOND_TRACY`, which automatically loads a given
prof.dll/libprof.so using https://github.com/mafemergency/byond-tracy/.

Not intended for use in production, and we do not ship a copy of
byond-tracy. It is extremely easy to compile yourself, but if you're
someone interesting enough to play around with this then let me know and
I can just give you a build.

I'm going to be using this for init profiling.
2024-10-22 22:17:37 -04:00
LemonInTheDark b478367fd9 Saves on average 10 seconds from roundstart times (#71730)
## About The Pull Request

When runlevels change mid work, subsystems running behind have their
next_fire updated.
It's offset by a sum of random numbers, so things don't bunch up,
especially KEEPTIME SSs

The trouble is we have so many subsystems that get added at roundstart
that this offset gets LARGE, like 10 seconds on average.

So instead of randomly offsetting, why not "fill" a set of time slots?
Only 1 keeptime subsystem a tick, and 4 others. Then we just fill up
those buckets and get to it (also don't offset things that are already
processing)

I've talked to mso a bit about this. What he reccomended was sampling a
random time withing a 2 second window.
I'm not totally sure why, kinda waiting for him to tell me off, if he
does I'll fix things up.

This pattern takes the max possible delay from 16 (76 * 5 / 20)) seconds
to 0.7 (56 / 4 / 20)
It obviously scales with subsystem count, but I like this scaling a bit
better

I've applied the same pattern to the offsetting we do at the start of
Loop(), for ticker subsystems. I am less confident in this, it does take
last fire times from at worst 3.75 seconds (15 * 5 / 20) to a static
0.75 (15 / 20)
As stated I'm less sure of this, hoping to get mso'd so I can clean
things up

## Why It's Good For The Game

Makes roundstart snappier

## Changelog
🆑
code: Roundstart "starting" should be much snappier now
/🆑

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2024-10-21 00:30:59 -04:00
SandPoot 2099a76fc7 push 2024-10-20 22:33:23 -03:00
SandPoot b344b3d727 Merge branch 'master' into this-is-a-feature-but-was-left-in-an-unusable-state 2024-10-19 03:24:49 -03:00