updates icon paths in multiple files
removed insulated icon state in pipe_item.dmi (insulateds are deaaaad)
lays an icon framework so that o2 generators, cold sinks, heat sinks may eventually be made constructable
they no longer override update_icon() but instead update like just about every other device
eventually I'll give these real sprites but given that they're unused it can wait for now
sprites and construction are outside the scope of this PR
makes heat exchangers update their color based on their node
because heat exchangers are different sprite-wise they had to override update_icon entirely
makes heat exchanger, heat sinks, cold sinks, o2 generators non-dense
cold_sink.dmi, heat_exchanger.dmi, oxygen_generator.dmi have been merged with unary_devices.dmi
valve.dmi, digital_valve.dmi have been merged with trinary_devices.dmi
these contained icons for trinary valves; binary valves are already in binary_devices.dmi
pipes2.dmi, dp_vent_pump.dmi, portables_connector.dmi, vent_pump.dmi, pipe_vent.dmi removed
completely unused/redundant
obj/atmospherics/pipe_tank.dmi moved to obj/atmospherics/pipes/pressure_tank.dmi
obj/pipes/ moved to obj/atmospherics/pipes/
obj/pipes.dmi moved to obj/atmospherics/pipes/simple.dmi
obj/atmospherics/pipe_manifold.dmi moved to obj/atmospherics/pipes/manifold.dmi
removed unused/redundant icon states in simple.dmi
removed unused pipe vars alert_pressure, fatique_pressure, maximum_pressure
moved pipe vars maximum_temperature_difference, thermal_conductivity to h/e pipes
removed insulated pipes, as they are identical to simple pipes in every way
removed insulated pipes from RPD.dm, pipe_dispenser.dm and construction.dm
removed red_pipe.dmi
changed instances of insulated pipes on box (whyyyy) to simple pipes
MC:
No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel
Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic
Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem)
MC can now be told to init a zlevel
All Subsystems:
Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it
All subsystems now properlly handle being given a zlevel in their init proc
Subsystem changes:
Air:
Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost
Air now fires 4 times faster when it can do so without lagging things up
Pipenet has been merged into air
Atmos machinery now processes with process_atmos(), ticked by air, not machinery.
Hotspots (the fire object) are now object pooled
Pipenet:
Deleted, added to air
Machinery:
Moved all atmos calcualtions in all objects's process() to process_atmos().
Lighting:
Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost
Ticker:
Fixed ticker not updating the lobby panel when game start delayed
Fixed the game start timer updating rapidly from queued fires when game start delay is removed
Garbage/qdel:
qdel will now limit its process time to 2ds a fire.
qdel can now be given hints as a return to Destroy() as to what should be done with the object.
the options are:
queue: (default) this is the normal behavior.
letmelive: old default to non-null/zero. does nothing with the object
iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking
harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time.
harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel
All objects have been updated to the new system, harddel and iwillgc was not added to any new objects.
Fixed some objects not GCing because they didn't properlly clear references in Destory()
Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
Changes RPD colors to be consistent with pipe painter & default pipes.
Makes the RPD properly update its neighbors on painting.
Offloads the neighbor updating logic from pipe_painter to a pipe proc.
Fixes#6783
* Fixed constructed unwrencheable atmos objects having a stored straight pipe , because dirs weren't set on instanciation
Those fixes, at least, bend pipes transforming into straight pipes on wrench/unwrench
* Fixed the digital valve pathing in some places
* Fixed bend pipes appearing as straight pipes when wrenched without connecting to anything
* Pipe colors are now preserved on wrenching/unwrenching
* Various clean-up of unaligned partially connected pipes icons
-Removed the pipenet network datum, now it will all be done with the pipeline datum
-All atmos pipes and machines will always have a pipeline datum
-Moved the valves to the binary subtype and the portable connectors to the unary subtype
-The pipe vents (who were barely used in three spots of the map) are removed, the map slots will replaced with outlets
-Fixes some bugs of pipenet disconnection, mostly on explosions
-Cleaned a bit the copypaste of construction.dm of pipes
-Removed the ID restrictions of digital valves and the frequency (both unused)