* might work, but need to do more scent descriptions
* very good progress
* big commit for madam
* unused sprite
* comment cleanup
* cleaning up descriptions
* more scent desc changes
* p
* 20 seconds
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* 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>
* MANKIND IS DEAD.
BLOOD IS FUEL.
HELL IS FULL.
* now for the boring update commits
* brings back "Martial" from the comment
* maybe fixes the error?
* should fix the error now
* It worky now?
* adding emp counter
* EMP proof fuckery
* Adding temporary empresistance is a headache
* EMP counter works now
Also gives short term immunity after either counter or getting hit
* All done, except for that one error in the linter
* i might have just been dumb
* Blood is fuel part is improved
Shotgun now causes blood splatters
Variable speed boosts
* adds a dash sound effect
* screen_alert.dmi fixes
* readds the icons
* 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>
* IPC Lungs?
* no co2 passout
* makes o2 and co2 work (I should refactor this shitcode)
* Update life.dm
* fix
* Update lungs.dm
* mmmm isnt this fun!
* Update screen_alert.dmi
* Observe Improvements
* Update action_button.dm
* Update action_button.dm
Still need to further test why certain icons dont show up right. (I think it has something to do with B.ordered)
* I DID IT AHAHAHAHAHA
* Improvements
* stasis nerf
* aaa
* a
* a
* pain
* a
* wrapping up
* forgot to revert this
* pretty filter
* ctrl c ctrl v fails me again
* *scream
* spriting
* fex
* dont need this
* Surgical mat nerf
* pain
* Gives ghosts a way to quickly unobserve, and gets rid of hide action button
* Update code/modules/mob/dead/observer/observer.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>