* demodularize interface
* keybindings
* binds
* prefs
* loose ends
* globals
* changes
* s
* datum ref lists
* ok
* fixes
* fixes
* fix
* ok
* sigh
* sigh
* indicators
* let's play the move code around game
* let's play the i didn't comma my lists game
* let's play the indent game
* let's play hte spelling bee
* let's fail the spelling bee
* LET'S PLAY THe HOW HARd IS IT TO SPELL A PROC GAME
* let's play the bugfix game
* bugfixes
* improvements
* Update bindings_client.dm
* pixel shift
* A
* wups
* Hopeless WIP for vision cones.
* Core component and hooks done
* Removing clutter.
* linter bashing me for using statements as args.
* Ok.
* continue
* bring back the macro
* Configs and openspace filter.
* Chat plane, reset perspective signal, mechs/vehicles cases, machineries.
* view, viewers and spoopy ghosts.
* Renamed component, admin fun button and snowflakes robots.
* Whoopsie.
* Yikes
* test merge tweak.
* radial yaketi sax.
* Fixed tgui UIs, some messages not displayed to the target.
* Documentation and a little bugfix.
* Pulling QoL, seventh plane made in this PR.
* Fix.
* Tweaks and improvements.
* Update randomverbs.dm
* Rebase fail. good thing I made back ups. c:
* Tails more or less done
* wouldn't update cleanly otherwise
* It's completly working now. holy fuck I did it
Just need the refurbished body markings done, then to chop 'em up for full PR status
* MARKINGS DONE AAAAAAAAAAAAA
* fixes digi legs that didn't convert correctly
* ports the refractored preferences
Kinda ugly now tbh. but fuckit
* quality sweep, things should should properly now in general
* Taurs converted and improved! BODYMARKING -> MATRIXED
* oops. s'what I get for not compile checking
* remember to throw shade at furries
* vigorously update markings upon switching species and colors
* re-adds old wolf ears, Big Wolf fixes snout bugs
* few more snout tweaks
* cut the lists, cut everything. reeee
* This code I s2g
* Adds context clues to preferences
Hopefully people will read them before making an OOC fuss
* Fixes hands and feet markings with this one weird trick
remember kids, proper layering and order of operations is important
* Sprite tweaking and polishing
Sergal stuff being worked on
* a few QoL things for species swapping
* how the fuck did I miss these markings
* fleshes out sprites in preperation for marking experimentation later
* fixes catboy problems
* Mam_snout is a thing now,
* pixel adjusted tails, cleaned up wah tail a bit better
also gets digitgate legs missing pixels fixed
* cleans up more shit. ree
* force "plain" instead of none to avoid missing pixel reports
* tweaks to reinspire mapdiff
* Clean up Preference UI
Looks a little better now
* k
* doubly ensure None markings aren't valid
* reee spessman barbie
* brightens pixels around tiger head markings
* YEENS
* Cat ears tweaked because it triggers Kev otherwise
* another session of quality control
* Crows and crow accessories
* husk fixes
* works good enough, mission accomplished
* fixes the proc properly
* cleans up brute force code that isn't needed
* c a t
By moving our logging to a DLL we see a drop in CPU/real time of 2-3 orders of magnitude. This is due to BYOND opening and closing file handles on every write, causing incredible amounts of unneeded overhead. The logging library also handles timestamps for us, further increasing performance gains.
This library will also allow for further offloading in the future, such as completely replacing file2text() and friends.
A pre-compiled DLL is bundled, but Linux users will have to compile manually. Directions can be found at the rust-g repo.
Log output is enhanced with millisecond time stamps:
[2018-04-01 15:56:23.522] blah blah blah
This includes runtimes as well, which benefit from the same timestamp improvements and no longer have hacky splitting code to add their own timestamps.
Log shutdown is handled in a dedicated proc called as late as possible, as rust-g integration expands this will be factored out into a generic native code shutdown proc.
* buncha things from upstream
* datums globals, onclick
* datums
* game folder, holy shit mirror bot why
* modules
* icons
* dme
* compiles cleanly
* tools purge
* updates maps
* double check just because. and wew lad
* incidentally, this needs more work first
* some things
* weh
* sound cleanup and icons
* reeeee
* compile issues
* oh look, fresh code sync
* cleans up some unused icons
* dirty vars
* reeeeeeeeeeeeeeee
* wew lad. fuck off with this already
* Cid randomizer check no longer triggers if the user's cid changes once then changes back
Normally, we only check for the randomizer if their cid changed from their last allowed connection. In some edge cases, somebody's cid can be different from a one time glitch, then change back on the next connection.
We now detect such cases and allow the connection.
* Update client_procs.dm
* Update client_procs.dm
* Merge pull request #36666 from tgstation/Cyberboss-patch-3
Topic will no longer be called on deleted objects
* Topic will no longer be called on deleted objects