Commit Graph

71 Commits

Author SHA1 Message Date
Ling
17c5a68c33 Backports several SSmapping improvements (#17208)
* Optimizes SSmapping

* Turfs inside area are stored

https://github.com/tgstation/tgstation/pull/70966

* Add async reserving of turfs

* Fix bug

* Fix shuttle init
2022-12-31 15:41:47 +00:00
Jamie D
ad7b7e7543 Revert (#17049) 2022-12-24 11:19:22 +00:00
monster860
8de16779d6 Replays 2.0 (#16211)
* C++ demo

* linuxy shit

* Working linuxy shit

* demo writer is necessary I guess

* use the working one

Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
2022-11-21 23:11:17 +00:00
Redmoogle
a91ef5c4bf Datum lighting (#15931)
* Turns lighting objects into a datum, makes all lighting be performed with an underlay. big maptick fix very good! (#58991)

credit to zewaka for the idea of using underlays

turns the lighting object movables that were unnecessary and increased maptick into a datum which then applies and removes an underlay in update(). also applies a lot of general lighting clean ups (mostly using as anything in loops and fixing single letter var names).

multiz is a little different by necessity, now only the bottom turf's lighting matters in the brightness of the top turf unlike master where the bottom turf's lighting object is hidden from the vis_contents of the top turf. there are still some kinks to iron out here though, since currently objects suspended in openspace (like tram platforms) look bad and glass floors look bad too

only thing i have left to do is make multiz work (well)

UPDATE: multiz now appears the same as far as i can tell, its possible there are other situations in which its different but datum mats work and it automatically updates if the turf below changes. now i just need to make the system less finnicky if at all possible (and possibly merge managed_turf_vis_content with managed_overlays maybe?)

new update: its basically equivalent to normal multiz as far as i can tell (visually at least, in the circumstances ive tested so far)

NEW NEW UPDATE: turfs no longer have the VIS_HIDE vis_flag and multiz works without stacking the lighting from the floor below! so this shouldnt have any overt drawbacks to master anymore

1 needless movable per tile is terrible for maptick. this is probably a larger improvement than my emissive blocker change in terms of maptick. im guessing we'd get around 0.6 average maptick per player after this where currently we get 0.85 or so

Edit: according to lemon, sybil reached 0.71 maptick per person when tm'd with this

if this is a big enough improvement i might finally be able to get rid of the Gone discord avatar

* Revert "Turns lighting objects into a datum, makes all lighting be performed with an underlay. big maptick fix very good! (#58991)"

This reverts commit ffbbeb64f4.

* port from another codebase

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-09-30 19:54:14 +02:00
adamsong
3baeaeb0c4 Steals tg's span macros (#12232)
* Steals tg's span macros

* Fix alphabet

* Updated some more spans

* Misses a conflict

* Fix compile errors

* Converts more spans

* oops
2021-09-17 12:50:16 +01:00
Redmoogle
7bcd39fc6b [Semi-Port] Auxbase TGUI + LPM Intergration (#10838)
* auxbase upgrade

* fixes
2021-01-16 12:50:23 +00:00
Jamie D
0dd6fae119 [Port] Explosions Subsystem Test 1 (#10202)
* Explosions Subsystem Test 1

* Fucking linter

* Fucking TG Are Dents

* SCREW OFF LINTER
2020-10-28 17:54:13 +00:00
monster860
be79048c69 Cycling Airlocks (#7874)
* Cycling Airlocks

* Fix the scan button

* Makes it use process_atmos instead of process and allow cancelling cycles

* Fixes an airlock being not hooked up

* wtf dm why you crashing

* Adds a cool-ass hologram

* fix skipping
2020-03-02 01:01:15 -05:00
monster860
61ac3dc3b8 Replays 2019-11-13 00:19:57 -05:00
AsV9
4a4ede2a4b Fixes the emergency pod space suits unlocking at round start 2019-09-24 20:55:49 +02:00
Jordie
ab2d53a189 Merge pull request #41918 from kevinz000/patch-581
Shuttles no longer throw things like ghosts with infinite movement resist
2018-12-14 02:44:17 +01:00
kevinz000
1f7a76ade0 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-10 23:21:27 +01:00
kevinz000
bb5cca1893 Adds move force and move resist, movement/pushing/pulling tweaks (#39556)
* Removes anchroed from mobs, adds move force/resist

* Move force and move resist

* WIP, still has debug messages.

* Fixes

* Update living.dm

* Anchored removal

* Stuff

* Unit tests

* Removes anchored from dview

* DME

* Update anchored_mobs.dm

* Fix

* No ghost spacewind

* Update mulebot.dm

* Update temporary_visual.dm

* Update forcefields.dm

* Update step_triggers.dm

* Update portals.dm

* Update alien_acid.dm

* Update bump_teleporter.dm

* Update landmarks.dm

* Update countdown.dm

* Update blessing.dm

* Update shieldgen.dm

* Update containment_field.dm

* Update field_generator.dm

* Update singularity.dm

* Update atmosmachinery.dm

* Update door.dm

* Update gravitygenerator.dm

* Update door.dm

* Update effects.dm

* Update temporary_visual.dm

* Update bump_teleporter.dm

* Update forcefields.dm

* Update landmarks.dm

* Update portals.dm

* Fixes

* Throwforce annnd done, finally

* Fixes

* Haha I'm dumb sometimes
2018-09-15 21:58:05 +01:00
vuonojenmustaturska
6e656ea376 Transfer air along with turfs when shuttles move (#38901) 2018-07-05 01:38:32 +01:00
ninjanomnom
1aad57e86f Remove trailing return 2018-07-04 02:06:07 +02:00
ninjanomnom
9148814280 Shuttle throwing applies to all objects as opposed to just mobs 2018-07-04 02:05:31 +02:00
Tad Hardesty
64f3e48f80 [s] Prevent unbreakable ladders from being moved by shuttles (#38477)
* Prevent unbreakable ladders from being moved by shuttles

* Disconnect ladders before and reconnect them after shuttle move
2018-06-16 10:32:18 +01:00
Jordan Brown
f9e709c18c Merge pull request #38116 from AutomaticFrenzy/patch/anchored
Refactor machinery to default to being anchored
2018-06-01 17:28:09 +01:00
Jordan Brown
d7e708b67a Merge pull request #38108 from AutomaticFrenzy/patch/escape-safe
Fix the escape pod safes always being unlocked
2018-05-29 12:40:40 +01:00
oranges
58b0805910 Merge pull request #37237 from AutomaticFrenzy/patch/shuttle-airlocks
Fix cycle-linked airlocks on shuttles
2018-04-19 09:15:40 +01:00
Emmett Gaines
1bf63de4e8 Removes some unnecesary vars on shuttles (#37041)
* Removes some unnecesary vars on shuttles

* Forgot to reapply unused transit turf flag
2018-04-12 11:43:13 +01:00
Emmett Gaines
d6a8500495 Shuttles have additional baseturfs, and other minor baseturf changes (#36388)
cl ninjanomnom
fix: Shuttles have proper baseturfs now.
fix: Mineral walls properly use their baseturfs when destroyed/drilled.
add: A new engineering goggle mode allows you to see the shuttle area you're standing in.
admin: Buildmode works a bit better with baseturfs now and can properly only remove the top layer of turfs when editing. Note that as a result the order you place turfs is important and a wall placed on space means when the wall is removed there will be space underneath.
/cl

This adds an area hook for turfs getting the PlaceOnTop proc called so shuttle areas are able to intercept it and add a special turf used for determining where the bottom of the shuttle is. I'm not too certain on this being the best way to handle it but the alternatives restrict the kind of turfs that are allowed to be on shuttles which I didn't want to do as it was part of the whole intent of the baseturf change to allow any turf type on shuttles.

The alternative to the area hook would require a tool which attaches turfs to a shuttle which is why there's a shuttle area viewing tool in this pr. I considered doing it this way first but decided it was too clunky.

In addition to other changes:

Tiled/Reinforced floors have proper baseturfs now.

A large amount of the remaining ChangeTurf calls were swapped over to various baseturf helpers so, for example, mining doesn't create a lavaland turf if somehow the mineral wall is on plating.

Escape pods, the aux base, and syndicate drop pod have been converted over to shuttle templates as well.

The error when the timid var is set incorrectly has been changed to a stack_trace.

The change turf file has been made all lowercase as per standard.
2018-04-05 00:14:05 +01:00
Emmett Gaines
7f293d2e95 Fixes shuttles breaking when the turf the mobile dock is on is removed (#36261) 2018-03-10 02:13:41 -06:00
Tad Hardesty
f2dbe5cf13 Replace explicit z-level checks with defines (#33829)
* Replace explicit z-level checks with defines

* Rename turf_z_is_planet for consistency

* Use TRUE/FALSE in onSyndieBase
2017-12-29 14:40:06 -05:00
Emmett Gaines
4595c46dca turns the baseturf var into a part time list (#33705) 2017-12-25 20:10:08 -05:00
Tad Hardesty
911cb97718 Tidy telecomms radio code, make PDA server real telecomms machinery (#33647)
* Refactor radio message broadcasting in a major way

Broacast_Message and everywhere that uses it, including radio talk_into
and the telecomms broadcaster and allinone. Other telecomms machinery
has had dead code excised.

Functionality should be roughly the same as before, but:
- CentCom headsets are only magic when using the CentCom frequency
- Syndicate frequency speech on the station no longer double-talks
- Talking directly into an intercom or radio which also has its
  microphone on no longer double-talks.

* Split signal/vocal into subspace and subspace/vocal

* Move the message server and its computer to telecomms folder

* Slightly tidy the message server and computer

* Move subspace receiver logic to a proc on signal/subspace

* Repath the message server under machinery/telecomms

* Largely get PDA messages onto subspace proper

* Actually require the server for PDA messages

* Improve signal/subspace/New() and copy()

* Improve input handling on the message server

* Fix initialization and Z checks of allinones

* Add a constructor for virtualspeaker

* Fix radiation storms initializing a bad virtualspeaker

* Fix runtimes with machines talking into radios

* Finish making the message server a real telecomms machine

* Make CTF radios independent also

* Fix window IDs of message server PDA photos
2017-12-20 22:02:55 +01:00
duncathan salt
6a7dbaabfd removes silly garbage defines (#33621) 2017-12-19 12:02:54 -02:00
vuonojenmustaturska
de51ac3667 Player Z-tracking, again (#33216)
* Player Z-tracking, again

* requested changes

* shuttle changes

* a fix

* vending

* honk

* brainstuff take 1

* Honk

* adminspam into testing def

* remove rebase artifact
2017-12-14 18:35:30 -05:00
ninjanomnom
761c02ba45 old turf in afterShuttleMove 2017-12-05 16:00:16 -05:00
Cruix
e928e6cf34 Fixed mobs getting rotated by shuttles even if they are not moved (#33026) 2017-11-24 05:47:11 -05:00
Jordie
8b19b490d1 JSON feedback (#32188)
* wip

* wip2

* makes code actually compile on 511 + fixes

* versioning

* s

* adds python conversion script, schema change and removes 'force ' from item_used_for_combat

* fix to compile

* forgot to actually commit this
2017-11-17 02:43:12 -05:00
Emmett Gaines
4d420b8975 Shuttle rotation refactor and significant performance upgrade (#31942)
* Shuttle rotation refactor

* cleanup

* fixes the air leak bug

* Updates the turf decal component and cleans up some code

* transfercomponents and some list optimization

* Makes turf_decals cleanable in theory

* review cleanup

* final cleanup: decals work
2017-10-31 21:23:17 -04:00
Emmett Gaines
13ab4f55d9 Next round of shuttle fixes at the cost of a small piece of my sanity (#31784)
* shuttle bugs begone

* cleanup
2017-10-17 19:00:10 +02:00
Cruix
8d4a9b832e Fixed the shuttle navigation computer allowing you to move docking ports (#31721)
* Fixed the shuttle navigation computer allowing you to move stationary docking ports

* Moved a var from stationary docking ports to mobile docking ports

* Removed a sanity check
2017-10-16 22:01:01 -06:00
Jordan Brown
bde243266b Merge pull request #31588 from ninjanomnom/shuttle-parallax
Fixes stationary mob parallax
2017-10-12 17:06:05 -04:00
kevinz000
c43e205959 loc -- > forcemove (#31176)
* manually done

* Update syndicatebomb.dm

* Update robot.dm

* Update atoms_movable.dm

* Update syndicatebomb.dm

* Update devil.dm

* Update bedsheet_bin.dm

* Update vending.dm

* Update bedsheet_bin.dm

* Update atoms_movable.dm

* Update syndicatebomb.dm

* Update vending.dm

* Update bedsheet_bin.dm

* Update devil.dm

* Update door_assembly.dm
2017-10-13 00:12:03 +13:00
ninjanomnom
7c8c8a6d5e fixes stationary client parallax 2017-10-11 21:29:55 -04:00
oranges
e934b64ac3 Merge pull request #31450 from ninjanomnom/shuttle-gib-fix
Only moving turfs gib/destroy things
2017-10-10 21:18:46 +13:00
ninjanomnom
df54e07ff7 only moving turfs gib/destroy things 2017-10-08 08:30:12 -04:00
ninjanomnom
d3b9d8f1d6 cleans up some shuttle camera code and removes a spawn 2017-10-07 02:36:41 -04:00
oranges
f700cb6331 Merge pull request #31302 from ninjanomnom/shuttle-rotation
Move shuttleRotate into the shuttle module
2017-10-05 21:05:16 +13:00
Emmett Gaines
e16fd1b151 Makes shuttle movement a bit smoother and faster (#31255)
* uses CHECK_TICK where it's acceptable

* cleanup
2017-10-05 09:30:32 +02:00
ninjanomnom
436bffbb77 move shuttleRotate into the shuttle module 2017-10-04 02:54:13 -04:00
ninjanomnom
a1c6e00496 removes dead testing code 2017-09-18 06:14:49 -04:00
AnturK
9ac60a82bf Typo 2017-09-06 10:44:38 +02:00
AnturK
e5fc9b1e94 Fixes shuttle name on ramming. 2017-09-06 10:36:23 +02:00
ninjanomnom
c47f5d8085 This file didnt get patched right 2017-08-28 16:40:37 -04:00
ninjanomnom
477bc11aa2 Removes the double loop 2017-08-28 16:31:16 -04:00
Emmett Gaines
03eca85d6f Slight on_move.dm rewrite (#30020)
* Minor on_move.dm rewrite

Makes it easier to implement new args
Makes stationary docks move as intended
Some cleanup

* Removes the defines
2017-08-22 09:37:07 +12:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00