Commit Graph

34 Commits

Author SHA1 Message Date
Sam
2d13e2f7bf Converts /modules/ to using WEIGHT_CLASS_x 2017-05-28 01:25:09 +01:00
Markolie
d9653c79f5 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into findnreplace
# Conflicts:
#	code/game/machinery/recharger.dm
#	code/game/objects/items/devices/autopsy.dm
#	code/game/objects/items/devices/modkit.dm
#	code/game/objects/structures/lattice.dm
2017-04-14 18:15:12 +02:00
Fox-McCloud
5631d36ff8 Converts Most Destroys to use QDEL_NULL 2017-04-04 23:08:41 -04:00
Markolie
6982014a6e Replace all BYOND text macros 2017-02-21 15:41:37 +01:00
Tigercat2000
129a57bd9b Goonlights
Ports Goon Lighting from /vg/station.

Summary -
 This adds smooth edges to all lighting in order to increase the
 aesthetic appeal of the lighting system.
 It works by using a matrix to change the appearance of the lighting
 overlay sprite, which has been changed to be a base for the matrix to
 modify.
 Ported from /vg/station with the help of @PJB3005. This lighting
 system is a hybrid between Mloc's lighting rewrite and Tobba's
 Goonlights.

Notable changes:
 - Darksight now matters on mobs. The lighting overlays are not
 alpha=255 when they are completely dark, meaning you can still see the
 floor- assuming you can view the turf at all, because it retains the
 luminousity setting.
   - This means Tajaran have 100% night vision again as they are
   intended to. Humans can see in a 3x3 square centered around
   themselves.

   - No, I'm not changing this, if it's even possible. This is how
   BYOND's lighting is meant to work. If you have any complaints about
   game balance, please feel free to make a pull request to change
   see_in_dark values, which will be seperately evaluated.

 - The lighting controller now runs at world.tick_lag, to emulate the
 realtime function of StonedMC. So far with my testing, this hasn't
 caused any noticable performance decreases- the lighting system is
 obviously more expensive than our previous iteration, however, it's not
 the next ZAS ;)

Technical Details:
 - /atom/movable/lighting_overlay/proc/get_clamped_lum has been removed,
 succeeded by /turf/proc/get_lumcount. They behave identically.
 - Turf lighting is actually controlled by four "corner" datums, which
 feed information into the overlay.
 - The way opacity is factored into the system has changed. Anything
 that doesn't use set_opacity is not going to work to block light.
 - /area/lighting_use_dynamic has been renamed to
 /area/dynamic_lighting, for consistency with /turf/dynamic_lighting.
 - Lighting is no longer seperately initialized for away missions. It is
 handled in ChangeTurf() as it should be.

Known & Unfixable issues:
 - There is a 5-10 second delay from starting the round to the lights
 turning on. Attribute it to "the powernet being spun up" if you would
 like to- but it's actually just how long it takes the lighting system
 to update every single turf on the map.

 - When you walk with a light on you, the light will actually jump ahead
 of you before you visually get to the tile. This is because of the
 movement gliding on mobs, realtime lighting actually goes faster than
 the glide takes to complete, so it appears that your lights are moving
 faster than you.

Thank you krausy~

Animated Goonlights

This adds an animate() call to the update_overlays() proc. This makes it
so that any light changes will smoothly transition between the changes
instead of instantly changing their appearance.

Also fixes a few issues pointed out on Github.

Change lighting animation (turns out the old one totally breaks if you toggle a light quickly, whoopsies)

Kill LIGHTING_INSTANT_UPDATES

isturf
2017-02-05 07:08:17 -08:00
Markolie
f4c4bfe288 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into lavaland_megafauna
# Conflicts:
#	code/__HELPERS/unsorted.dm
#	code/_globalvars/lists/objects.dm
#	code/controllers/verbs.dm
#	code/game/gamemodes/cult/ritual.dm
#	code/game/gamemodes/cult/runes.dm
#	code/game/objects/items/stacks/sheets/sheet_types.dm
#	code/modules/mob/spirit/mask/mask.dm
#	code/modules/mob/spirit/viewpoint.dm
#	icons/effects/96x96.dmi
#	icons/effects/effects.dmi
#	icons/mob/actions.dmi
#	icons/obj/weapons.dmi
#	icons/obj/wizard.dmi
#	icons/turf/floors.dmi
2017-01-06 16:36:46 +01:00
Crazylemon64
f954382619 Adds a ui_key arg to ui_data 2016-12-31 12:51:07 -08:00
Markolie
01f2c85347 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into lavaland_megafauna
# Conflicts:
#	code/__DEFINES/misc.dm
#	code/game/dna/genes/goon_powers.dm
#	code/game/dna/genes/vg_powers.dm
#	code/game/objects/effects/overlays.dm
#	code/game/objects/structures/crates_lockers/closets.dm
#	code/game/objects/structures/crates_lockers/closets/statue.dm
#	code/modules/food_and_drinks/kitchen_machinery/smartfridge.dm
#	icons/mob/back.dmi
#	icons/obj/storage.dmi
2016-12-23 19:32:19 +01:00
Tigercat2000
b9abce843d NanoUI Update: Seperate UI Data into ui_data() proc
This commit changes how NanoUI's live data updating system works.
Previously, data for the template was directly gathered in the
ui_interact proc. Now, it is seperated into the proc `ui_data`.

To players, this does absolutely nothing.
To coders, this opens up the potential for a much more complicated and
fancy graphical updating system in the future, because the data is
available on-demand without ever having to call
nanomanager.try_update_ui.
2016-12-14 13:37:34 -08:00
Crazylemon64
6a7f7394a8 Ports over the status effect unification 2016-10-23 15:45:35 -07:00
Markolie
2e711d1337 Lay groundwork for megafauna, and add Ashdragon.
Includes a refactor for gun turrets (merged into portable turrets), hostile simple_animal behaviour, spells (sounds have been added) and poi_list items.
2016-10-23 23:15:57 +02:00
monster860
19460ff4af Makes boldnotice and danger classes be be used 2016-08-11 12:20:02 -04:00
Krausus
dba8af8ab5 Removes dels and unused code that contains dels 2016-08-02 01:33:19 -04:00
Tigercat2000
71e5344a98 Mass replace 2016-07-07 19:34:02 -07:00
Tigercat2000
bb5e3bca63 Fix remaining issues and sound shit 2016-04-05 16:26:11 -07:00
Tigercat2000
78f53553f8 Reduce lines by removing blank lines added by PJ's script 2016-04-05 08:25:57 -07:00
Tigercat2000
9d430844c3 Replace most (if not all) output << operators with to_chat(user, message)
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.

Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
2016-04-05 08:15:05 -07:00
Aurorablade
5f98feb0bc meanwhile as i driver tiger INSANE 2016-02-25 16:17:39 -05:00
Aurorablade
b2881bdc94 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into OrganRefactor 2016-01-26 21:17:25 -05:00
Crazylemon
b6e737c151 Supermatter explosion now only affects mobs on the same z-level 2016-01-25 17:03:09 -08:00
Aurorablade
51013b97c0 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into OrganRefactor 2016-01-15 08:10:24 -05:00
Fox-McCloud
3b16c556f4 Supermatter Fix 2016-01-09 21:46:02 -05:00
Aurorablade
2146cc0d3d things
and stuff...gonna need to get to those merge conflicts eventually. also
purged all mention of internal_organs by name from the face of the
earth. we have get_int_organ now...i may need to tweak shit. oh and i
broke some things...
2015-12-26 17:34:38 -05:00
Aurorablade
80eb828563 this shit dosen't even compile yet... 2015-12-19 22:39:47 -05:00
Fox-McCloud
46f9f68f31 more de-referencing 2015-10-12 04:18:49 -04:00
Markolie
3898ba87a7 Robotic eyes will not protect your from welding/the supermatter 2015-09-01 19:13:17 +02:00
Markolie
134d2116c6 Makes mechanical eyes protect you 2015-08-29 18:38:26 +02:00
Markolie
5eee617063 Consolidate ?/FLW links under key_name_admin 2015-08-17 00:13:53 +02:00
Markolie
a397c730b5 Admin jump overhaul, add watchlist functionality, other admin updates 2015-08-16 23:28:02 +02:00
Markolie
267a95c327 Supermatter pathing fix 2015-07-30 03:10:09 +02:00
Markolie
398bd40dfe Robot Control/supermatter NanoUI 2015-07-28 23:06:01 +02:00
Fox-McCloud
6e87b96501 Pass 3 2015-07-08 01:34:53 -04:00
Fox-McCloud
a569c898e9 tweak 2015-06-30 21:24:26 -04:00
Fox-McCloud
62ef1cb7e2 TG Supermatter Port 2015-06-30 21:07:08 -04:00