* Globals work
* Double access works
* All other things
* Revert "All other things"
This reverts commit 6574442eb6.
* More changes that compile and work
* IT WORKS AAAAAA
* Changes even more .len to length()
* Apply suggestions from code review
* Update code/datums/mind.dm
* Update code/__HELPERS/sorts/InsertSort.dm
Co-authored-by: Deniz <66401072+Oyu07@users.noreply.github.com>
* Update code/__HELPERS/sanitize_values.dm
Co-authored-by: Deniz <66401072+Oyu07@users.noreply.github.com>
---------
Co-authored-by: FunnyMan3595 (Charlie Nolan) <funnyman@google.com>
Co-authored-by: Deniz <66401072+Oyu07@users.noreply.github.com>
* Initial Commit - Trying to add DC to Travis
* Forgot to chmod
* This took too long
* Farie Fixes
* Fixes new code
* Job factions are fucking smelly
* Loadouts work again
* Runtime fixes
* Handlers converted, now to fix 3532 compile errors
* 3532 compile fixes later, got runtimes on startup
* Well the server loads now atleast
* Take 2
* Oops
Also makes the mode selection interface far less tedious/painful
Adds unsimulated turf overriding, and admin logging
Temporary commit for storing the sdql buildmode
Adds extra documentation
also requires a path to be selected for "advanced" and "fill" modes, now
Spaces out mode switch buttons nicer
removes need for debug rights to do a fill with mob paths
Adds a bunch of extra fancy paths
Fox Changes pt 1
Backports /tg/station changes
Fixes a double-tap issue with dclick handling of certain mobs
Also no longer shows the "selection canceled" if you haven't selected a
region for the buildmode that supports region selection
Updates buildmode stuff
This is a merged port from /tg/station and Virgo on logging standards.
The diary has been replaced with GLOB.world_game_log, diaryofmeanpeople
is gone (because it wasn't actually used) and a whole bunch of logging
procs have been changed to optimize Splunk.
Ports /tg/'s VV refactor. Most of this is just cleaning up and making it
easier on the coders, but everyone else benefits too:
- Mass mod no longer freezes the server (CHECK_TICK <3)
- Attempting to change any of the step_* values or anything that will
otherwise disable pixel movement will now prompt you and ask if you are
sure you want to continue
- You can actually enter |text| again in a box, rather than being
forced to always use the multi-line input
- Cookies! VV saves your search and scroll position for a given UID,
rather convenient for debugging
- The refresh button on /clients works finally
- You can view lists in detail by clicking on them like any other
reference, and edit them directly that way. This also means there is no
hard limit on how many variables you can see in a list before it's
truncated- it will just be hidden until you view the list in VV
directly.
- You can shuffle lists and clear duplicate/null entries.
- Mildly reordered the stuff in the dropdown, inconvenient but
necessary.
Includes a refactor for gun turrets (merged into portable turrets), hostile simple_animal behaviour, spells (sounds have been added) and poi_list items.
* bicon regex run
* Remove all \black
* Goonchat from /vg/ / Goon
Whoo!
Special thanks to @Tastyfish for the macro2html thing so all of our
horrible color macros keep working and don't fail horribly <3
* Fixes and changes n stuff
- Made ping sane again (the fuck PJ)
- Updated chat CSS
- Fixed like one problem with a color macro
* whoops
* Restore /vg/'s pingloop stuff (used to avoid fucking up is_afk)
* Strip problematic tags from tcomm scripts
- <audio>
- <video>
- <iframe>
- <script>
* Fix human examine icon
* Name hotkey elements
* Removed old stylesheet
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.
This commit changes every 'world.log <<' message with a loggable proc-
log_to_dd().
This is adjustable in the config; If LOG_WORLD_OUTPUT is present, all
things sent to world.log will show up in the standard /data/logs/ logs.
These logs will contain the following (in order):
Timestamp
"DD_OUTPUT:"
The message.
The config option for this, by default, is turned off.
- Ports tgstation/-tg-station#9630 -- Makes it possible to varedit
associative lists (armor values on clothing, for example).
- Adds step_x and step_y to the list of vars locked from being
varedited.
- An admin trying to varedit a very large list will be warned before the
list is opened that it may crash the server and prompted to abort.
- Changed a BYOND text macro to a span class.
SERVER HOSTS:
This commit replaces the existing admin-rank system. It is now more customizable.
Admin.txt essentially works the same as it always has. Each line should look like:
ckey - admin rank
There is now however, an admin_ranks.txt. This textfile allows you to define ranks like so:
admin rank +ADMIN +FUN +BUILD
the +KEYWORD are flags adding permissions to that rank. There are brief descriptions in the text-file explaining what they do.
You can now name the ranks anything you like, and give them the permissions you want them to have. This allows, for instance, ranks like:
Game Admin on disciplinary +ADMIN +BAN
This would give that game admin only the tools they need to admin. They would not have access to 'fun' verbs which control events and antags.
There's lots of things you can do. For instance, a coder rank whom can debug stuff but cannot do admin tasks:
Codermin +DEBUG +VAREDIT +SERVER
There's lots you can do. As it evolves it will hopefully become more flexible.
admin_ranks.txt defaults to use the old admin rank names.
Apologies in advance as there will be a lot of anomalies, such as ranks losing verbs they once had. Please let me know about any problems. I can fix them quite easily simply by moving verbs between the lists or splitting the lists up into new flags.
CODERS:
There is now a check_rights(flags) proc.
It check is usr is and admin and has -at least one of- the rights specified.
It checks > usr < not src, so keep that in mind!
If you need to check if something other than usr has specific tights, you can do if(holder.rights & R_ADMIN) etc.
KNOWN ISSUES:
+FUN probably needs to be split up into +MOBS and +EVENTS
In-game promotion/demotion is currently disabled. It will be readded after everything else works ok.
Erro's sql rights changes stuff is currently commented out. It will be re-added.
There are still many many verbs which need updating.
Apologies in advance for any inconvenience.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4991 316c924e-a436-60f5-8080-3fe189b3f50e
Removing:
-Erro code of r4861. Xsi gave me permission p-please don't kill me.
Proc added:
-Added a proc that checks the rank of the admin and compares it to a var given. If the check fails, returns a 0 and a "You need more acces" message. If not, returns an 1. admin_rank_check(var/rank, var/requested)
Admin option changes:
-You need to be at least a trialmin to change a var in VV.
-You need to be at least a trialmin to change the vars on the tator panel
-You need to be at least a trialmin to allow votes or start a custom one. (All admins can cancel votes)
-All mob transformations (of playerpanel and VV) and special options (like godmode), now requires trialmin status or higher.
-All admins can use aghost now.
-All admins can right click - VV if they are a ghosting.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4889 316c924e-a436-60f5-8080-3fe189b3f50e
/obj/admins is now /datum/admins because that's what datums are for you silly people
Moved var/datum/marked_datum from /obj/ to /datum/admins
admin datums are persistent throughout the round. They are stored in the var/list/admins rather than the ranks. This is so admin preferences may be moved into the datum to have them persist even after Login/Logout/Disconnects.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4749 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
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...
Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)
These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.
Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.
If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.
Mob related in worlds before this commit: 1262
After: 4
I'm helping
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e