Commit Graph

413 Commits

Author SHA1 Message Date
clusterfack
5dc006b768 Totally werks this time trust me 2015-10-06 15:10:49 -05:00
Rob Nelson
a5f8d47946 Merge pull request #5954 from clusterfack/optimizingshitagain
Optimizes update_action_buttons
2015-10-06 13:04:14 -07:00
clusterfack
619c1441af Fagmmis
Fixes literally everything
2015-10-06 14:54:58 -05:00
clusterfack
0f30cb13f5 Fixes pooling bug
Also tests and debugs the new system
2015-10-06 14:28:40 -05:00
clusterfack
59c35f4f6d Runtime 2015-10-06 12:34:55 -05:00
clusterfack
833217ecba Fix/Improve hud elements\\
Fixes #5994
Fixes #5995
2015-10-06 09:39:09 -05:00
clusterfack
e4bb17c56c Fix action buttons being cut off
They have a huge pixel offset which puts them on the screen loc above
2015-10-06 07:39:14 -05:00
clusterfack
38351c5baa Hud Scaling
Huds now scale with client view.

Exceptions : pretty sure damageoverlay, darkmask, blurry vision which all have unique sprites and dont use screen locs. To fix those we need to use scale() along with a standardized proc for changing view size.
2015-10-05 16:44:35 -05:00
clusterfack
9785306923 Optimizes update_action_buttons
Shaves off another ~10% of human life() I'd say.

How it works right now:
Makes a new image of the action object from its icon state and icon.
Blends it with the obj/screen button.
For up to 5 objects, every tick.

How it works after I optimized it:
Makes a new image once, sets its appearance to that of the action object (costless)
Since the image's loc is the obj/screen button it requires no blending
Does nothing else because my system isn't shit
2015-10-04 11:55:35 -05:00
Rob Nelson
ae5c831252 Merge pull request #5931 from Repth1/Bleeding-Edge
New Nuke Icons, new Medical HUD sprites
2015-10-04 00:10:07 -07:00
Rob Nelson
1690b0e199 Merge pull request #5948 from clusterfack/poolingstrikesagain
Probably fix boo icon
2015-10-04 00:08:42 -07:00
clusterfack
106706655f Probably fix boo icon
Spell screen objects weren't being removed from client screen after being pooled
2015-10-04 02:00:40 -05:00
DeityLink
42e2c8b4ab RAAAAARRRGGHHH 2015-10-04 08:51:50 +02:00
DeityLink
087530a815 ethereal fixes and changelog 5947 2015-10-04 08:47:01 +02:00
unid15
2cf7587ee6 more fux 2015-10-03 18:26:10 +02:00
unid15
378e4c752d typo 2015-10-03 14:58:18 +02:00
unid15
72e2c06c13 part 2 2015-10-03 14:55:13 +02:00
Repth
d1c0d85236 -50 not 50 2015-10-02 21:31:30 +01:00
Repth
753e37f3f6 MedicalHUD QoL changes, more readable and less head blocking top bar, smaller icons to not interfere with speech bubbles, no bar when at full health, faster flashing state at -50 to -99 health. http://i.imgur.com/gwdXDYo.png 2015-10-02 21:21:13 +01:00
D3athrow
b825178e11 schematics runtimes i guess 2015-09-29 15:21:06 -05:00
Scott Taylor
0877b83fc2 Aliens and Changelings now have HUDs for chemicals 2015-09-02 23:18:15 +10:00
D3athrow
f7093bf75f shitty rcd menu 2015-08-29 03:38:00 -05:00
D3athrow
57c8aa2d22 Merge branch Bleeding-Edge into snowflake_the_world
Conflicts:
	code/game/objects/effects/overlays.dm
	code/modules/projectiles/projectile.dm
	code/modules/projectiles/projectile/beams.dm
2015-08-25 04:18:02 -05:00
D3athrow
3fd03e4228 wat 2015-08-20 19:55:31 -05:00
PJB3005
47450b8d71 How did this go missing, whoops! 2015-08-17 19:23:08 +00:00
ComicIronic
aacc8fcd49 Moved defines to setup.dm, added meter aligning, made mobs ventcrawl by layer and change layer in layer manifolds, made ventcrawling use forceMove, changelog. 2015-08-17 19:23:07 +00:00
D3athrow
c3a9905811 Like wizards n shit, zap mothafucka 2015-08-15 22:45:37 -05:00
PJB3005
9d7ff729b6 Atom locking 2015-08-15 15:06:04 +02:00
DeityLink
32f99eb040 better-cult 2015-08-11 03:17:10 +00:00
clusterfack
a09c1648bd Probably stops huds breaking
- Added a thing to remove screen obj references to logout in addition to being called in destroy instead of relying fully on the reset screen obj proc.

- Moved some hud creation from AI to the hud datums where it should have been, might fix an issue or two

- My teeth still hurt from the dentist

- Adds robot module backgrounds to one of the screen objs that should be removed on logout as well so all screen objs should always be accounted for going in/out

Man you have to be reeeally careful with pooling about this kind of shit.
2015-08-03 15:10:58 -05:00
ComicIronic
87299897c7 Ventcrawl systems change.
Mobs now use two procs: can_ventcrawl() and ventcrawl_carry() rather than having hard code.
2015-07-26 10:56:46 +01:00
Kurfursten
16a75a2277 Compiles 2015-07-25 04:46:04 -05:00
Kurfursten
8a8ab43960 Editing 2015-07-25 04:24:02 -05:00
Kurfursten
eef9990bf9 Atmos Tech Traitor Item 2015-07-25 04:24:00 -05:00
d3athrow
c4ac8a14f2 Merge pull request #5145 from clusterfack/nobodyreportedthis
Fix queens ventcrawling
2015-07-23 15:11:56 -05:00
d3athrow
e585a08b3e Merge pull request #5428 from PJB3005/FULL-OF-SHIT
Reverts DAL.
2015-07-22 19:25:25 -05:00
D3athrow
506f971ae6 fuck you nanoui hello annoying htmlui 2015-07-21 22:06:32 -05:00
PJB3005
3bc5d86263 LIGHTING IS BACK.
AND A SHITLOAD FASTER.

SANIC.
2015-07-21 14:16:27 +02:00
D3athrow
fa697178dc fix #5395 2015-07-20 20:29:17 -05:00
D3athrow
d59f6a07b0 comment out panicwriter and saytesting 2015-07-20 16:04:48 -05:00
D3athrow
7a3ff4efc3 THE LIGHTING IS DEAD, LONG LIVE DAL 2015-07-18 23:05:18 -05:00
D3athrow
41d7df01fd just fuck my shit up 2015-07-18 02:30:51 -05:00
ComicIronic
cc0fdaca02 Bugfixing.
Fixes #4903, one check was accidentally not.
Fixes #4385, C4 is now removed from overlays regardless of success.
Fixes #4902, throwing an offhand now makes you throw the main hand instead.
Fixes #4914, Ian now checks for Adjacency before tucking in.
Tries #5112, spell objects should now remove refs properly.
Fixes #5121, all put_in_hand code now checks that the item can be held.
Fixes #5151, designs with no materials now make their own again.
Fixes #5199, money bags now use cointype instead of stupid path code.
Fixes #5208, the dropped cable coil after a shock is now only 1 long.
Fixes #5278, now only mapped telesci consoles start with a cell.
Fixes #5306, coins on a string are now no longer placed into the coinbox if pulled out.
Fixes #5367, MoMMIs can now have their wires fiddled with and can be deconstructed.
2015-07-18 02:16:57 +01:00
clusterfack
b4dc4d1ede Fix queens ventcrawling
Nobody thought this was worth reporting as a bug though it totally was.
2015-06-26 06:34:25 -05:00
clusterfack
78dbdda976 Robot hud element
Patches up another obj/screen leak, this time with robot hud storage. Obj/screen pooling breaks when pooling objects that aren't refreshed by a new hud in mob/login() because all the objects currently on the client.screen are refreshed.

Robot module huds were one example of this thanks to someone *cough* ririchiyo *cough* putting them in new() instead of where all other hud elements are kept.
2015-06-22 06:05:05 -05:00
9600bauds
b3ed6e07fc Gives Resist button in HUD to monkeys and diona nymphs 2015-06-17 15:25:00 -03:00
D3athrow
6f8f1ff08f 110% plagiarism 2015-06-13 20:18:43 -05:00
PJB3005
ae7ab25539 BAY LIGHTING PEOPLE 2015-06-06 22:15:21 +02:00
ComicIronic
5726f5db06 Spell menu fixing
Spells now contain a ref to their UI element.
The UI element is now shown in the stat panel, and can be clicked. There are no easy workarounds on this.
Mind Transfer changed to use add_spell(), which should fix spells not being transferred with UI.
2015-06-06 15:39:13 +01:00
clusterfack
c255f7c06b Fixes inventory bugs
Fixes #4605
Fixes #4628

I found out why these were being improperly pooled, thanks to skowron for producing a case to reproduce and view the variables of. On login or when reset_screen() was called for a mob that had an inventory open the inventory obj/screen's were being pooled and being reused elsewhere on other objects.

Hilarity ensues!
2015-06-03 02:45:17 -05:00