* Big thinks are coming
* extra m free of charge (i don't want it)
* roll it back
* more
* Update holy_weapons.dm
* Update holy_weapons.dm
* Update holy_weapons.dm
* new hammer sprites
* here we GO
* hell YEAH
* sprites
* Update necropolis_chests.dm
* new ability icons
* Update holy_weapons.dm
* tweaks and icon removal
* bit stronger
* less force
* vibrosprites
* dme
* remove the ability if it gets exorcised
* also null the owner
* Update book.dm
* A few SSmapping improvement
* sync1
* try 1
* remove print
* fixed1
* fixed2
* broken1
* fixed3
* use old reader
* clean up
* also remove this debug
* Don't load reebe and arena in low mem mode
* Latest version loader with mapgen fixed
* I missed this part somehow
* a couple files
* another quarter basically
* awooga
* so many changes
* comma moment
* oop and a zero
* guggugugug
* Update magic.dm
* e
* Update dcs.dm
* e
* finally
* Update watertank.dm
Fixwatertank
Co-authored-by: Molti <gamingjoelouis@gmail.com>
* Part 1
* Refactor signals into different files
* Remove redundant file
* Add missing movable signals
* Add signals log
* Split signal registering with list into new proc
* Add comments to component.dm and remove signal_enabled
* Fix yogs code
* Not this one
* Hopefully make linter happy
* Remove duplicate file
* More duplicates signals
* Initial version
Ripped out old version and added new version
* Update some of the keybinds
* More changes
* Added hotkey sanity checks
* Misc. fixes and features
* Small fix
* Refactor keys_held
* Adds emote keybinds
* Small spelling fixes
* I always forget this one
* Add 1 second cooldown on emotes
* Fix DME
* Don't spam
* Make linter happy
* New MC init
* 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>
* port: cargo mail
* fix: forgot .dme file in commit
* chore: fix lints
* add postmark/stamp icons
* setup delta_time
* more of the port
* more job goodies ported
* fix sec officer
* fix some tg->yog stuff
* fix check for station faction
* only remove the waiting mail amount that was actually delivered
* fix fake nude code being obvious and check if code is already set
* fix variable name
* re-add strange reagent for HoP
* more atmostech goodies
* station engineer goodies
* warden goodies
* more goodies
* Adds null check
* Fixed small parcels not being mailable, and set the default sort for junk mail to disposals
* Makes lootdrops drop loot in the same loc in which they are, rather than just on the floor
* add purple hat icon
* fix: envelopes with two items should give both now
* fix: mail amount was using incorrect calculation
* fix typo
* Fuck your tails
* Why didn't these commit?
* Added debug verb to dump loot
Co-authored-by: Inari Whitebear <inari_whitebear@fastmail.jp>
* themes and stuff
* theme app cleanup
* that should be it
* i said commit
* readability
* comment cleanup
* mooglecode
* moog spacing
Co-authored-by: Redmoogle <dakotamew@gmail.com>
* Bibby
* there actual names
* not needed
Co-authored-by: Redmoogle <dakotamew@gmail.com>
* 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>