Commit Graph

16 Commits

Author SHA1 Message Date
Selis
28e969778c code/global.dm => code/_global_vars/ (#17244)
* 1

* Full conversion

* .

* .

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-04-21 05:55:25 -04:00
Kashargul
46bea7cfa2 Initialize fixing (#17279)
* Initialoize fixing

* diff fix

* add init grep test

* fixed missed ones

* .

* some more

* ,
2025-03-08 13:59:29 -05:00
Kashargul
75b13a47d8 fixes wire loading 2025-01-11 02:23:32 +01:00
MarinaGryphon
577b986ba6 Convert some bools to TRUE/FALSE instead of 1/0. (#11100)
Co-authored-by: Aronai Sieyes <arokha@arokha.com>
2021-07-16 13:43:25 -04:00
MistakeNot4892
3e804dc799 Sideports a couple of init unit tests from Neb. 2021-02-27 13:05:16 -05:00
Anewbe
8ed384b38c Rewrites Atmospherics 2019-03-28 19:25:11 -04:00
Atermonera
131636b1d2 Capitalizes initialize() to Initialize() because Destroy() is capitalized and this is pretty nerve-grinding 2019-03-26 13:21:08 -04:00
Leshana
cef001bf2a Update every initialize() proc to return an initialize hint.
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
2018-02-03 01:00:57 -05:00
Leshana
44ff1a70c6 Removes the datum pool, as it is not performant.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
2017-05-04 01:58:33 -04:00
Arokha Sieyes
c93836745f Make wingrille spawners usable
Makes the spawner object itself block air and prevent active edges before the game starts, so you can actually use these in maps now without creating tons of active edge warnings and making ZAS zones merge everywhere. Should save a loooot of time for mappers picking those window directions.
2017-04-14 21:35:49 -04:00
Neerti
4f77afece1 Revert 58ef59734f 2015-11-08 10:09:14 -05:00
PsiOmegaDelta
7c7ed0f3fc Crescent windows are now indestructible. 2015-10-28 09:25:12 +01:00
PsiOmegaDelta
1ce65e0aa8 Post-merge decal cleanup.
Misc decal additions and merge fixes on most Z-levels.
Crescent windows were all kinds of a mess for some reason. Replaced instances with a spawner instead.
Asteroid solars were all cramped with solid walls. Gave them more space to allow for at least some power production.

Fixes warning stripe corners on all Z-levels. To correct the following search replace can be used:
/obj/effect/floor_decal/industrial/warning/corner{dir = 8} -> /obj/effect/floor_decal/industrial/warning/corner{dir = 5}
/obj/effect/floor_decal/industrial/warning/corner{dir = 1} -> /obj/effect/floor_decal/industrial/warning/corner{dir = 8}
/obj/effect/floor_decal/industrial/warning/corner{dir = 5} -> /obj/effect/floor_decal/industrial/warning/corner{dir = 1}
2015-08-18 12:33:49 +02:00
PsiOmegaDelta
a036e8d47e Adds support for polarized windows. 2015-06-25 16:09:04 +02:00
Zuhayr
93884c6a3e Spawners are now obj/effect, can be used post-roundstart, and use pooling. 2015-06-25 23:11:09 +09:30
Zuhayr
7ede629cde Ported window spawner, tyvm WrongEnd 2015-06-24 12:57:04 +09:30