Removed update_values(). RIP, shine on you CPU diamond.
Removed get_moles_by_id and get_archived_moles_by_id, all moles are now accessed directly to reduce call cost.
Added set_temperature and set_volume procs which recalc pressure when temperature or pressure change.
Heat_capacity is now a var updated when gases update.
Modified adjust_gas to use set_gas, modified set_gas to alter heat_capacity, total_moles, and pressure as needed.
Included:
-The process lists use |= instead of += due to the increased stability of the former against double additions.
-Atmospherics machinery is moved under the pipenet processing.
-Modified the atmospherics processes to return 1 when theyve done something, and 0 if they aint done jack shit. Then called scheck() if they return 1, possibly reducing unnecessary scheck calls while still managing to smooth out the atmospherics processing.
-If a powernet happens to get rebuilt by either powernets or power machinery scheck() is also called
Span class fixes for all of atmospherics files.
Calls new ..() for dice, adds minsides for admins to play with
Fixes bug where people would magically change the size of objects using wrapping paper
Tanks are now unaries, not pipes.
Portable connectors are now unaries, not their own type.
Valves are now binaries, T-Valves are now trinaries.
Pipes as much as possible now use the general attackby code.
Slight changes to pooling code.
Removed loads of duplicate code that existed for no real reason.
T-Valves now come in manual and digital and mirrored under those types, not the other way around.
Mirrored connecting sprites for T-Valves should show up properly now.
Never again.
* Adds "atmos" subject to Investigate.
* Massive overhaul of Investigate, making it more modular.
* Also replaced investigate_log with investigation_log, with swapped arguments (which makes more sense).
-New wraith sprites by TankNut!
-Decreased flare duration, again(!)
-Made a based interact proc and changed the updateDialog to call that instead of attack_hand. This caused issues with the APC and getting the power cell out of it. I then changed all machines that had their own defined proc (that was everywhere)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5001 316c924e-a436-60f5-8080-3fe189b3f50e
-Atmos delay is now based on active players, to help fight lag for massive player rounds.
-Changed some for(blah in world) loops to use the correct lists.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
(Damn it, it took a million hours to do that, and the entire commit log is going to be two words long?!)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4804 316c924e-a436-60f5-8080-3fe189b3f50e
- Readded Volume Pumps - now they work as intended and are constructable
- Readded Passive Gates - now they work as intended and are constructable
- Readded Heat Exchangers - now they work as intended and are constructable
- Added Heater - to warm up gasses to 300C
- Adjusted volumes on big tanks and portable pumps to 2000 and 1200 respectably
- Pipe dispensers can produce the readded pieces.
- Pipe construction code updated to compesate for the new items
- New graphics for all of the above - courtesy by Ausops.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4785 316c924e-a436-60f5-8080-3fe189b3f50e
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
Added a cooldown to the containment field shocking players
- If a containment field was set up in a small room, it was possible to crash the server by jumping into the field with no way to escape it. This was likely due to the hundreds of spark effects being generated every second, on top of all the other calls it had to make.
Used the existing parent proc to check for proximity, canmove and death on:
- Atmos pumps
- Atmos mixers
- Canisters. (This should finish off issue 397.)
- Crew monitering computer (This one probably didn't need it but it shouldn't change the way it works.)
Added admin checks to:
- datum/mind
- tensioner
If either of these fail an admin check an admin log will be entered into the server logs and a message will be displayed to admins.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3818 316c924e-a436-60f5-8080-3fe189b3f50e
The item strip window will no longer steal focus and refresh every second.
PDA:
Security/Medical records now show rank
Detective gets his own cart that has sec/med/manifest
Pipes:
They will no longer radiate heat and have more or less been removed from the process list.
This should reduce lag from the atmos system quite a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1965 316c924e-a436-60f5-8080-3fe189b3f50e
- mass control all air machines in area (5 modes)
- adjustable alarm thresholds
- air alarm in server room now is preset to treat temperature 80 K as okay.
EMP now affects bots internal cameras.
Fixed problem with AI clicking on mulebot.
Some fixes for welding with unlit welder, mostly cosmetic.
Airlock controller (as in EVA) now react to commands faster.
Access controller (was in engineering and virology in past) was speeded up too. One is installed into Incinerator to demonstrate that now it isn't fucking slow.
Airlock in toxin mixing room now have pump, so airlock can work properly.
Added some intercoms to medbay lobby.
Doors now won't lag due do mapmakers mistakes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1187 316c924e-a436-60f5-8080-3fe189b3f50e
Radio was optimized even more. Still have some reserves.
Restored admin verb "Radio Report". It shows some signs of errors on the map, but I am too tired to fix it now.
Optimized player login (that "400000 calls of new_player/Move" bug).
Various optimizations and fixes in radio code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1046 316c924e-a436-60f5-8080-3fe189b3f50e
- Mechs cannot interact with objects if not facing them. This includes firing a weapon.
- It takes some time to switch mech movement direction.
- Air for mech pilot breathing can be taken from air tank or environment.
- Zoom mode added to Marauder. Marauder cannot move or turn while in zoom mode.
- Some mech_fabricator helper procs.
Atmos update:
- Tired of clicking + and - to set various devices output pressure? Replaced with simple inputbox.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1004 316c924e-a436-60f5-8080-3fe189b3f50e
Singularity Engine
-Recoded some parts, still works mostly the same
Welders
-Recoded, it works mostly the same but is easier to use in code
-Cyborgs have a larger fuel tank
-Brought most if not all of the areas that use welders upto spec
Moved the changeling chem recharge code into the human life proc
New players who log out before spawning in are now deleted
New minor Common event
Machines around the station use more power, system might need some changes later
Likely few other minor changes that I just cant think of atm
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
Lag reduced by approx 30% (0.5 seconds of total 1.5 on my system).
Some air alarms on the map copypasted from toxins one, with its special settings.
Added list of used frequencies and HOW IT WORKS section to communications.dm. Sorry for some engrish.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@895 316c924e-a436-60f5-8080-3fe189b3f50e
- trowing pipes correctly rotates them;
- meters unwrenching;
- pipe dispenser can be unwrenched and pulled, wrench back to use;
- unused pipes can be returned to dispenser;
- Probably fixed bug with non-working connectors;
Windows now are always shown above grilles.
Pipes now are always shown above lattice.
Some other things.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@830 316c924e-a436-60f5-8080-3fe189b3f50e
Cryo wont spit out beaker.
Fixed message "You don't have the dexterity to do this" for machinery.
PIPES:
- Heat exchange pipes are constructable now.
- Insulated pipes also were added to pipe dispenser;
- And meters too;
- Easy pipe rotating in hands;
- bent pipes actually looks bent under construction (may be glitches, please report);
- pipes now wont cover wires;
- pipes unwrenching now possible;
- large vent pumps now uses power as equipment, not environment
- pumps now uses power;
Air alarm improvements:
- all alarms in area controls all environment machines in area;
- machines initializes itself automatically and without interloping with existing ones;
- air alarms wont duplicates it air monitoring and can clear itself;
Some other typos and small issues were fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@816 316c924e-a436-60f5-8080-3fe189b3f50e
- Added control interface for atmo mixer and pumps.
- Atmo meters now also show gas temperature
- Mecha logs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@741 316c924e-a436-60f5-8080-3fe189b3f50e