- Instead of using auto_use_power to re-tally up machinery's power usage every cycle, track the steady "static" load separately from the transient "oneoff" usage. Machines then only need to inform the area when they use oneoff power or *change* their steady usage.
- Remove auto_use_power and stop SSmachines from calling it.
- Add vars to track "static" usage for each of the three power channels to /area
- Rename the existing three vars to "oneoff" so its clear what they mean (and to catch people accidentally updating them directly)
- Update area power procs and APCs to use the new variables.
- Rename /area/proc/use_power() to use_power_oneoff() to make it clear what it is doing.
- Deprecate /obj/machinery/use_power() in favor of use_power_oneoff() but don't delete yet. Can transition gradually.
- Add logic to the update_power procs on machines to calculate the deltas and update static area power whenever their usage changes.
- Add logic to machines to update area power when they are created, destroyed, or move.
- Moved /obj/machinery procs related to area power usage into machinery_power.dm to make them easier to find.
- Added or updated comments in several places to explain what is going on and how to use it.
This asset class bundles entire dmi files worth of icons together into a single CSS file using inline data urls. Much faster than sending dozens of files.
Also changed it so we don't need a hard coded list of all types of asset daturms.
* Move gameticker to subsystem folder before editing to track history thru rename.
* Refactor the gameticker into SSticker
- Instead of independently spawn'd while/sleep loops, it stores its state and lets the MC fire it.
- Convert relative path indentation procs to absolute path as per modern style standards.
- Break apart the inner loops into separate procs so you can see what is actually going on.
- It now shows up in MC tab, along with stats about what phase it is in.
* Revamp Start Now admin verb to actually wait until init is done before starting.
* Update Lobby stat panel to show voting and server init status.
* Fix: Only call autogamemode vote once.
* Spawn statistic_cycle off to not sleep SSticker.
* Add SStickere changelog
* Change to use to_world and add wrapping spans.
* Added filtering spans by specific request of Polaris.
- Its now possible to put shuttle consoles on a shuttle without a specific subtype or mapediting the shuttle_tag on them.
- After shtutle initialization, SSshuttles gives each initialized shuttle the chance to scan its areas for consoles it wants to claim and configure.
- Basically just refactor doWork() into fire() with the capablity to return in the middle with MC_TICK_CHECK.
- Move some vars around to be more organized.
- Only functional change is that when a turf is queued twice in one cycle, the second queue moves it to the end of the list instead of it being in the queue twice
- Best practice to avoid holding onto references to the subsystem instances aside from the global variables. (In case of restart/recover etc).
- The reference to GM was entirely unused by any event or meta-event. /datum/game_master would work fine using the global refs.
- Set initialized = FALSE on unsimulated turfs that need to intialize.
- Most of area/New() to initialize
- Faster lookup of self-init on atoms
- Split air alarm and fire alarm files, move new to initialize
- Tweak decals and opacity
Co-authored-by: Aronai Sieyes <arokha@arokha.com>
Co-authored-by: Leshana <Leshana@users.noreply.github.com>
* Better notifications
* Add buttons to del/move tabs in edit mode
* Add a <span> to emotes
* Fix duplicate IDs in VChat and add more logging
* VChat: Redone chat output in Vue.js
* Ported tg asset cache
* VChat DME Update
* Replace \image macro with bicon()
* NanoUI Subsystem Fixes
Don't do this, the asset subsystem does this for you
* Allow narrate/globalnarrate shenanigans
Allows HTML if your entire thing is HTML
* Disable bicon() icon object cache, and create text tag cache
* Ore Scanner is written incorrectly
Only revealed by vchat
* Fixes 2 VChat bugs
* Underline links in VChat
* Fix LOOC color
* VChat Improvements
Hopefully, anyway.
- Arbitrary font size setting
- Line height setting
- Multiple crush settings
- Rewrote how tabs work hopefully for performance
- Hidden messages are actually put elsewhere
- Attempts to correct chat backlog restore on rejoin
* Surgery steps to use <span>
* Some VChat Tweaks
- Chat remains between client reconnects if your client didn't close (so things like using the reconnect button, or autoreconnects at round end when that feels like working)
- The client doesn't send pings to the server, the server sends pings to the client. This fixes AFK measurements for AFK kick purposes.
- Turn latency indicator into a green/red indicator to show if you're connected, and when clicked will perform a one-time ping (and block doing it again for 10 seconds). It will display '?ms' if it never got a reply, or '999ms' if it did, but it was over 1s.
* Include date in filename for VChat log save
* Merge pull request #6767 from Cyantime/patch-2
Change chat export naming scheme
* Adds VChat tab saving
Saves every time you enter/exit edit mode. Persists between rounds, VChat reloads via verb, etc.
* Fix chat exporting when someone has used unicode
Only affects clients still using 512
* Use CLIENT_FROM_VAR for ease of code reading
* Update code/modules/client/asset_cache.dm
Co-Authored-By: Novacat <35587478+Novacat@users.noreply.github.com>
* Fix runtime when client disconnects before vchat loads
* Fix polaris version of command reports
* Fix LOOC color in oldchat
* Put some styles in various adminpm messages
* Round info and advanced who spans
* Fix missing tag-end
* Maybe fix images for linux and statpanel but also doom everyone
Co-authored-by: ShadowLarkens <ShadowLarkens@users.noreply.github.com>
Co-authored-by: Novacat <35587478+Novacat@users.noreply.github.com>