Commit Graph

12039 Commits

Author SHA1 Message Date
ZomgPonies 95cbd2478b Xeno mode fixes 2014-02-28 17:37:19 -05:00
ZomgPonies ee85462e08 Fuck fonts forever always 2014-02-28 16:03:49 -05:00
ZomgPonies fc7e9a594d Font changes 2014-02-28 15:43:50 -05:00
ZomgPonies f545101e87 Merge branch 'font'
Conflicts:
	code/modules/client/client procs.dm
	code/stylesheet.dm
	fonts/skrell.ttf
	fonts/slime.ttf
2014-02-28 15:26:59 -05:00
ZomgPonies 2dab3f9afb Deactivate Text2Speech due to CPU usage 2014-02-28 15:15:36 -05:00
ZomgPonies b1f8d67c34 runtime fixes 2014-02-26 16:56:00 -05:00
ZomgPonies 1358b11e46 ZAS overhaul 2014-02-22 23:10:37 -05:00
melandor0 29ac934f98 Fixed hub listing
removed old news
2014-02-21 15:29:34 +01:00
ZomgPonies ba9c185975 Gc typo 2014-02-19 21:12:44 -05:00
ZomgPonies 1ab8df4b13 Garbage collection fixes 2014-02-19 20:24:31 -05:00
Ccomp5950 d26777a0d9 Compile fix / optimizations
Removed client check from mob so that if a pAI is being held by a SSD client it can still hear.

Removed 3rd deep .loc check 2 is plenty, and was making the proc rather expensive
(if you shove a pAI in a bag and toss the bag into a locker, the pAI will be deaf, you jerk).
2014-02-19 19:39:46 -05:00
Loganbacca f73c2d93e3 Vent pump efficiency
- Tweaked the pressure delta check to "> 0.5", so pumps will stop transferring minor volumes of air every tick (because a delta of 3.05176e-005 is still greater than 0). This also reduces the calls to gas_mixture/merge() and gas_mixture/remove() significantly once the air in the environment has equalized.

The results after running the game for 10 minutes:
```
Proc Name												Self CPU	Total CPU	Real Time	Calls
/obj/machinery/atmospherics/unary/vent_pump/process		0.035		0.141		0.141		3808	<- before
/obj/machinery/atmospherics/unary/vent_pump/process		0.014		0.042		0.043		3808	<- after
```
2014-02-19 19:39:22 -05:00
Ccomp5950 dcd0482a06 Unintended feature/bug.
Players viewing through security cameras can hear, this is a bit to powerful.

So removing, it's easy to readd the feature later on.
2014-02-19 19:38:51 -05:00
Ccomp5950 9a16b0386c Further optimizations, no need to loop through items with multiple istype checks 2014-02-19 19:38:36 -05:00
Ccomp5950 214af388ec pAI / MMI emote fixes.
Fixes #4191
2014-02-19 19:38:24 -05:00
Ccomp5950 acfc98c608 This is rather ironic...
My VERY FIRST PR, I used it to make ghost chat be bold, instead of using viewers() to figure out
what ghosts could see the mob, I used get_mob_in_view() which sounded pretty descriptive.

Unfortunately for me it was one of the most CPU intensive ways of determining who could view the speaker for this.

So yeah, removing the second get_mobs_in_view and replacing it with viewers()

Yes this code has been in since Oct/Nov time frame :(
2014-02-19 19:38:13 -05:00
Ccomp5950 3b8ecccba2 Code effeciency project: /proc/get_mobs_in_view
Before:  Everytime you say something. This proc is ran.  Along with it, recurses through EVERY /obj/ & /mob/ in view's contents, and EVERY /obj/ & /mob/ in that contents...and once again.

After:  Fuck recursion, we're going to loop through clients and see if they are within any obj's or mobs within one iteration.  MUCH cheaper, and probably less buggy.

If someone can't hear everyone and they are within an object and it's not catching?  add it to the list commented for it of type checks.
2014-02-19 19:38:00 -05:00
Ccomp5950 5664784e31 Code effeciency project: Canister icon updates
Before:  If a canister is hooked up to a connector port it's icons were being deleted and recreated every tick.

After:  We store an update_flag that is a bitfield of the current icon and overlay states, and created a proc to check if it should change.  If not, we don't mess with icons.  Real simple.

Conflicts:
	code/game/machinery/atmoalter/canister.dm
2014-02-19 19:37:13 -05:00
Ccomp5950 e7fd4ae332 Supermatter will stop processing when it's in space.
Conflicts:
	code/modules/supermatter/supermatter.dm
2014-02-19 19:33:40 -05:00
Ccomp5950 a2e9bce1cb Code effeciency project: apc update_icons
Before:  It updated the icons quite a bit at the start of the game.

After:  It updates more often and quicker, but now it isn't as expensive

Conflicts:
	code/modules/power/apc.dm
2014-02-19 19:31:10 -05:00
Ccomp5950 101372ed11 Code effeciency project: handle_embedded_objects
Before:  EVERYTIME someone moved their character this proc would be called and loop through every organ looking for implanted items to see if it needs to apply damage.

After:  We create a flag that is set when an item embeddes, only when that flag is set do we do that loop through organs upon movement.  Also every 10 ticks while that flag
is set we will check to see if we need to unset it.

Conflicts:
	code/modules/mob/living/carbon/human/human_damage.dm
2014-02-19 19:26:04 -05:00
GooeyChickenman 99cdcfdf07 Inventory transfer 2014-02-18 17:06:44 -05:00
GooeyChickenman cb60199ebe Inventory transfer 2014-02-18 15:37:00 -05:00
ZomgPonies 3a2b2e6ea9 Nerf weeping angel power by 50% due to new functionality 2014-02-16 19:41:56 -05:00
ZomgPonies b28b80dd34 Updated weeping angel 2014-02-16 18:19:27 -05:00
Lokiamis 544c39f7c2 salvage
Conflicts:
	code/game/jobs/access.dm
	code/game/objects/items/weapons/cards_ids.dm
	maps/tgstation.2.1.0.0.1.dmm
2014-02-16 10:38:52 -05:00
ZomgPonies 74ecd392df Fix Grey whitelist bug 2014-02-16 07:30:55 -05:00
Incoming 6979765adb rerebalanced the SoC after running the odds
Conflicts:
	code/modules/projectiles/projectile/magic.dm
2014-02-16 05:47:17 -05:00
Incoming d1cbeffbb1 Animate statues in magic stuff/Staff of Change rebalance
Adds animate statues to the Staff of Change pool of mobs
Adds specific synergy between flesh to stone and the staff of animation where if you animate your statue'd people they'll turn to animated statues controlled by the victim who are instructed not to dunk the wizard.

Splits the "animal" sub pool in the Staff of Change into "Beast" and "Helpless Animals" to help raise the odds of the former against the latter. Changed odds will be reported in a comment to follow.
2014-02-16 05:44:51 -05:00
Giacomand 0410d0ac49 Just some general polishing for the statue mobs.
Statue mobs can't change their direction while seen.
Lowered the range for flickering lights.
Lowered the cooldown for blinding people, added user feedback when the spell is used.
The blindness spell will affect people within objects.
2014-02-16 05:44:30 -05:00
Incoming 917370a608 Jay Owen demands that this pull be merged.
Crush a can for Jay Owen.

He has leukemia, please crush a can for Jay Owen.

His only wish is to see a can crushed live in our game.

Sprites by Nienhaus

Conflicts:
	code/game/objects/items/trash.dm
	code/modules/reagents/reagent_containers/food/drinks.dm
	icons/obj/janitor.dmi
2014-02-16 05:42:55 -05:00
Rob Nelson 71c07e208a Improved creature AI and random mob spawning in caves.
Also equipment lockers.

Conflicts:
	code/game/objects/items/weapons/cards_ids.dm
	code/modules/mining/materials.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mining/ores_coins.dm
	code/modules/mob/living/simple_animal/hostile/mining_mobs.dm
	code/modules/projectiles/ammunition/bullets.dm
	code/modules/projectiles/guns/energy/special.dm
	compare_report_tg.txt
	icons/obj/device.dmi
	icons/obj/mining.dmi
	icons/obj/vehicles.dmi
	maps/tgstation.2.1.0.0.1.dmm
	maps/vgstation1.0.0.dmm
2014-02-16 04:40:18 -05:00
Rob Nelson 6ad3ca77f1 New stuff for mining
Conflicts:
	code/game/mining_surprise.dm
	code/game/objects/structures/wizmobile.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mining/minerals.dm
	compare_report_tg.txt
	icons/obj/mining.dmi
	icons/turf/walls.dmi
2014-02-16 03:54:39 -05:00
Rob Nelson 4017704032 Quick fix from /tg/ for cyborgs. 2014-02-15 15:36:26 -05:00
Rob Nelson 08816a6b54 Buff superior welding goggles. 2014-02-15 15:36:06 -05:00
Rob Nelson 7b7cfb605d Comm console is now NanoUI. Fixes github #489, hopefully.
Conflicts:
	code/game/machinery/computer/communications.dm
	code/modules/nano/nanoui.dm
2014-02-15 15:33:45 -05:00
ZomgPonies bd688b5382 Fucking byond vars 2014-02-15 13:04:57 -05:00
ZomgPonies 31c435f5cf Merge pull request #157 from alex-gh/diona_nerf
Dionas now require more light to heal, being in darkness causes more dam...
2014-02-15 12:39:56 -05:00
ZomgPonies 60abc446db Merge pull request #158 from SamCroswell/master
/TG/ Card Port
2014-02-15 12:39:49 -05:00
ZomgPonies 7a54bb3b24 Merge pull request #159 from alex-gh/fireex_nerf
Nerfed firing items from fire extinguishers, they now do double the dama...
2014-02-15 12:39:41 -05:00
ZomgPonies ce68d107e3 Merge pull request #160 from alex-gh/bs12_fixes_optimizations
Fixes and optimizations cherry picked from BS12
2014-02-15 12:39:30 -05:00
alex-gh a496d709f3 Added 2 new AI icons by Wisewill 2014-02-14 17:06:58 +01:00
Ccomp5950 bf94d31642 RP-revconvert bugfix
Now only humans that are logged in, alive, and not already a revolutionary (no special_role) show up in the list.
Instead of EVERY mob type (simple_animals, borgs, etc.)
2014-02-14 14:34:49 +01:00
Loganbacca f60e7c6488 Fix handcuff resist - layer bug
Fixes #4324

Resisting out of handcuffs was leaving the handcuffs layer set to 20 (over top of the UI).
Changed it to use the drop_from_inventory() proc so it handles the drop event correctly.
2014-02-14 14:32:28 +01:00
Loganbacca 078e5af528 Fix item drop layer bug
Similar to the handcuff resisting layer bug.

When removing an item from your inventory that has associated inventory slots, items that were dropped from the extra inventory slots would be dropped with incorrect layer variables (set to 20 so they were rendered over the UI).
Now when the extra items are dropped, it calls the drop_from_inventory() proc, which correctly changes their layer back.
2014-02-14 14:32:05 +01:00
alex-gh 9aaf0b8a5c fixed unfinished merge 2014-02-14 14:22:39 +01:00
Zuhayr 5ada6ea4cc Changed world loop to all_objective loop in cryopod check. Added all_objective add/remove procs to datum/objective.
Conflicts:
	code/game/machinery/cryopod.dm
2014-02-14 14:19:35 +01:00
alex-gh 4776dfd94f Telebaton now only stuns if it actually hits. 2014-02-14 14:13:03 +01:00
Zuhayr 6464f04c88 Fixes #3907 2014-02-14 14:03:13 +01:00
Zuhayr 151e9f6128 Discovered/fixed a division by zero error for standing on the supermatter core. 2014-02-14 13:58:53 +01:00