* talon uniform
* Talon update
* Update talon_v2.dmm
Playing
* Talon fix and a new Slogan!
* talon fax
* For admins set up talon company fax
+ paperworks can use [talogo]
* Add FAX word
* Talon seal addation
* Fix and Updating the Talon map
Regarding the Talon map, I brought it to the appearance of the Rogue Star. So that players on both servers feel as little strange as possible when playing on the same ship, even on different servers.
* Update talon_v2.dmm
bluespace
* Fixup maps in TGM format
a89e3f1f87: maps/offmap_vr/talon/talon_v2.dmm
Automatically commited by: tools\mapmerge2\fixup.py
* Update talon_v2.dm
* Update talon_v2.dm
* sprite fix
* Forgot to add a fix
Fix for stamp and logo for correct work
* Delete custom_items.txt
accidentally add that in PR, now rempve that
* removal of machine var
* shimsham
* deprecation warnings
* COMSIG_LIVING_HANDLE_VISION signal
* improved
* more cleanup
* more fixes
* this is fine
* fixed radios
* notices for now, tgui fix
* cleaned up hud and vision parent calls, adds COMSIG_LIVING_HANDLE_HUD
* radios use tgui now
* guestpass does not need machine anymore
* cloning machine doesn't use it
* this arcade machine is tgui too
* autolathe does not need machine
* remaining cleanup
* doc fix
* fix
* logout handling
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Unit Test rework & Master/Ticker update
* Fixes and working unit testing
* Fixes
* Test fixes and FA update
* Fixed runtimes
* Radio subsystem
* move that glob wherever later
* ident
* CIBUILDING compile option
* Fixed runtimes
* Some changes to the workflow
* CI Split
* More split
* Pathing
* Linters and Annotators
* ci dir fix
* Missing undef fixed
* Enable grep checks
* More test conversions
* More split
* Correct file
* Removes unneeded inputs
* oop
* More dependency changes
* More conversions
* Conversion fixes
* Fixes
* Some assert fixes
* Corrects start gate
* Converted some README.dms to README.mds
* Removes duplicate proc
* Removes unused defines
* Example configs
* fix dll access viol by double calling
* Post-rebase fixes
* Cleans up names global list
* Undef restart counter
* More code/game/ cleanup
* Statpanel update
* Skybox
* add
* Fix ticker
* Roundend fix
* Persistence dependency update
* Reordering
* Reordering
* Reordering
* Initstage fix
* .
* .
* Reorder
* Reorder
* Circle
* Mobs
* Air
* Test fix
* CI Script Fix
* Configs
* More ticker stuff
* This is now in 'reboot world'
* Restart world announcements
* no glob in PreInit
* to define
* Update
* Removed old include
* Make this file normal again
* moved
* test
* shared unit testing objects
* Updates batched_spritesheets and universal_icon
* .
* job data debug
* rm that
* init order
* show us
* .
* i wonder
* .
* .
* urg
* do we not have a job ID?
* .
* rm sleep for now
* updated rust-g linux binaries
* binaries update 2
* binaries update 3
* testing something
* change that
* test something
* .
* .
* .
* locavar
* test
* move that
* .
* debug
* don't run this test
* strack trace it
* cleaner
* .
* .
* cras again
* also comment this out
* return to official rust g
* Update robot_icons.dm
* monitor the generation
* .
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Initial
* some more
* next few
* only light left
* fix things up
* some rmore fixes
* guh
* Update ai_vr.dm
* comment
* lets try something
* .
* hmm
* .
* .
* hmm
* push that here
* fix layout
* grrr
* Update settings
* Whitespace changes
* Comment out merger hooks in gitattributes
Corrupt maps would have to be resolved in repo before hooks could be updated
* Revert "Whitespace changes"
This reverts commit afbdd1d844.
* Whitespace again minus example
* Gitignore example changelog
* Restore changelog merge setting
* Keep older dmi hook attribute until hooks can be updated
* update vscode settings too
* Renormalize remaining
* Revert "Gitignore example changelog"
This reverts commit de22ad375d.
* Attempt to normalize example.yml (and another file I guess)
* Try again
So, I am not sure how much this will help or hurt.
We have noticed that, there is a lot of lag that happens under heavy radio use, and Ascian noted that the playsound proc was seriously overloaded during those times.
Notably, presently every radio in the game uses playsound to play the radio sound any time anything sends a radio message, even if the radio in question doesn't have the channel the message was sent to.
And if you are unaware, playsound figures out who's in range of every source of sound and their distance from its source to adjust the sounds so that it sounds like it's coming from the right place in the world.
Problem is, if the server's decently busy, that's possibly a hundred things doing that work every time any message comes over a radio.
I thought it would be better if, since the radio systems are ALREADY doing the work of figuring out who can see the radio message, that playsound doesn't actually need to do that work again for tons of different sources.
ADDITIONALLY, the thing to determine if the sound should be played based on preferences is also a part of playsound, meaning that it STILL RUNS PLAYSOUND EVEN IF THE PREFERENCE IS OFF
So! I used byond's direct sound thing which, I THINK just makes your client play the sound and ought to use next to no extra server resources for it.
The only downside is that we lose pitch shifting on the radio sounds, and we lose the sense of 'audio presence' for the sounds in the world.
In short, this means that the radio sound will just, always sound the same no matter where it is in relation to your character. If you receive a radio message, the sound will play on your client.
The sound should also only ever play once for you per message, rather than stacking like it does when lots of people/radios are in the same place.
ASSUMING THIS WORKS HOW I THINK IT DOES, this should reduce a lot of computer work for playsound on busy shifts. (And ideally, increase performance)
This change does also use and respect the same preference that already exists for radio sounds, so there will be no change in how that works.
* 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.