* testing, further improvements. Tired.
* FLAK
* Automatic changelog generation for PR #9971 [ci skip]
* Update preferences.dm
* Automatic changelog generation for PR #9736 [ci skip]
* this cannot go wrong
* oop
* Changes required to enable for maintenance protocols
All combat mechs that are special get their internals_access increased so the pilots of the deathsquad / nuke team can fix up their mechs without having to steal a robotics ID. Also removes engineering from being able to access mech internals, seems weird to have if only robotics is allowed to handle mechs, probably remnant of engineering robotics?
* Automatic changelog generation for PR #10115 [ci skip]
* Port boops and handshakes
* Update code/modules/mob/living/carbon/carbon_defense.dm
Co-Authored-By: deathride58 <deathride58@users.noreply.github.com>
* Update code/modules/mob/living/carbon/carbon_defense.dm
Co-Authored-By: deathride58 <deathride58@users.noreply.github.com>
* AAAAA
* Add a nose boop sound
* Add a boop sound effect
* Make the boop louder.
* Fixes pubby wall meds being var-edited snowflakes.
* Commit suggestions
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* Commit suggestions
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* Commit suggestions
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* Commit suggestions
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* Commit suggestions
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* Commit suggestions
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* Fixes AI being unable to talk through the holopad.
* Travis had a stroke.
* ports "Standardize obj/updateicon() and update_icons() to update_icon()"
* Update supply.dm
* Update code/modules/vending/cola.dm
Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>
* Brings carbon action intent hotkeys down to living.
* Update drink_reagents.dm
* Automatic changelog generation for PR #10180 [ci skip]
* Automatic changelog generation for PR #10181 [ci skip]
* Porting a few martial art code updates.
* Adds gas miners to all maps.
* Compress secK9
* whoops
* Hopefully this won't screw up travis.
* Two slimepeople fixes.
* Automatic changelog generation for PR #10072 [ci skip]
* Automatic changelog generation for PR #10225 [ci skip]
* Update drink_reagents.dm
* Automatic changelog generation for PR #10203 [ci skip]
* Automatic changelog generation for PR #10157 [ci skip]
* Automatic changelog generation for PR #10155 [ci skip]
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* Automatic changelog generation for PR #10172 [ci skip]
* Automatic changelog generation for PR #10026 [ci skip]
* Automatic changelog generation for PR #10076 [ci skip]
* Update drinks.dm
* Automatic changelog generation for PR #10153 [ci skip]
* ??
* Update snacks.dm
* oops
* probably fixes only neutral traits existing
* Automatic changelog generation for PR #10227 [ci skip]
* argk
* Chef buffs chef buffs tastier food.
"The strong flavor of" was always in game but someone put it behind an else if statement that would never proc.
Now if there's more than 45% (or 30% if you are a lizzard, hissss) of a reagent in a beaker, you will taste a strong flavor!
Hurrah!
* Automatic changelog generation for PR #10228 [ci skip]
* fixes the sprites
* Actually hold on
So that not everything in the game now tastes like STRONG FLAVOUR. That'd be annoying.
* Magic number man bad, also all heads can spam CC now
* im baby dumb and removed "a hint of" by accident.
Okay whoops haha there we go now both strong and weak should work.
* oh hey macros.
slightly less ugly ™
* modular man bad.
now mörge this so chefs can make delicious dish, hemk.
* Update carbon.dm
* lolman acctually knows how the stuff work
* AAAAAAAAAAAAAAAAAAAA
* Update flashbang.dm
* thank you based ghomtainer (when)
Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>
* thank you based ghomtainer (when) 2x how did i not notice this
* Automatic changelog generation for PR #10204 [ci skip]
* Converts the main timsorts file from relative pathing to absolute pathing.
* Ports "Added TRAIT_DISK_VERIFIER, refactors how fake disk checks work slightly"
* wew
* Automatic changelog generation for PR #10090 [ci skip]
* Add the sprite for the landmark
* Make it include my files
* Automatic changelog generation for PR #10067 [ci skip]
* Automatic changelog generation for PR #10160 [ci skip]
* drop
* Automatic changelog generation for PR #10079 [ci skip]
* Automatic changelog generation for PR #10207 [ci skip]
* Automatic changelog generation for PR #10214 [ci skip]
* Update mob.dm
* Update mob.dm
* Redo my changes on Box
Hopefully this will fix the conflict with the fire alarms.
* h
* Automatic changelog generation for PR #10193 [ci skip]
* I'm a god. How can you defeat a god? What a grand and intoxicating innocence, how can you be so naive?
* Automatic changelog generation for PR #10054 [ci skip]
* Automatic changelog generation for PR #10126 [ci skip]
* Automatic changelog generation for PR #10142 [ci skip]
* Automatic changelog generation for PR #10051 [ci skip]
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* Automatic changelog generation for PR #9563 [ci skip]
* Atomises out the magicnumber change
* Automatic changelog generation for PR #10231 [ci skip]
* Automatic changelog generation for PR #10235 [ci skip]
* Automatic changelog generation for PR #10200 [ci skip]
* Fix the nose boop.
* Remove extra indentations
* Update inhand_holder.dm
* hhh
* ghom help
* ff
* ff
* Automatic changelog generation for PR #10058 [ci skip]
* Automatic changelog generation for PR #10059 [ci skip]
* Automatic changelog generation for PR #9596 [ci skip]
* Automatic changelog generation for PR #9940 [ci skip]
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* Automatic changelog generation for PR #10141 [ci skip]
* Begone crap.
* I gotta go fast.
* QoL Update
Move the Engines to a subfolder to be cleaner when there will be 20 submaps on different maps and change the Tesla Submap to incorporate a few changes I did for the Singulo submap.
* Magic number baaad
* Make things even more organized
* Better safe than sorry.
* Automatic changelog generation for PR #10164 [ci skip]
* Automatic changelog generation for PR #10120 [ci skip]
* Automatic changelog generation for PR #10257 [ci skip]
* typo
* Unnecessary OOC note.
* Is merging someone else's PR you personally fixed considerable as self-merging?
* I'm playing dirty because we have too many PRs to merge anyway.
* Automatic changelog generation for PR #10096 [ci skip]
* Automatic changelog generation for PR #9950 [ci skip]
* Automatic changelog generation for PR #10190 [ci skip]
* Automatic changelog generation for PR #9830 [ci skip]
* Suggestions
* Fix indentation
* lowered to 10 after i struggled to open tickets panel
* FUUUUUUUUUUUCK
* Nerfs fun
* FUUUUUUUUUCK v2
* Automatic changelog generation for PR #10263 [ci skip]
* QoL Update
- Rename the cameras and place two more
- Unanchor the shields generators and emitters because they were bugged and will save more time
- Put more rad closets on the Singulo
- Put more insuls on the Tesla since they protect
- Moved the Engineer clothing locker to Boxstation instead of having it in the Engine
- Added a button to the shutters on the north side of PA
- Added a marker to show where to place the console
- Rewire the power wire to be more in a straight line.
* Forgot a "
* Forgot a button on the Tesla
* Update supply.dm
* readds sprites
* Fills white first aid kits to the brim. Ergo how I was fooled into believing it was a tweak and not a nerf.
* Connect the fuel pipe to somewhere
* no more 40% time dilation
* Update __donator.dm
* Update modular_citadel/code/modules/client/loadout/__donator.dm
Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>
* Update modular_citadel/code/modules/client/loadout/__donator.dm
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* Update modular_citadel/code/modules/client/loadout/__donator.dm
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* Update custom_items.dm
* Automatic changelog generation for PR #10254 [ci skip]
* Fix areas and tiles getting ripped off
* Also give Tesla's emitters R-floors
* Automatic changelog generation for PR #10093 [ci skip]
* Automatic changelog generation for PR #10210 [ci skip]
* Automatic changelog generation for PR #10246 [ci skip]
* Update custom_items.dm
* Automatic changelog generation for PR #10218 [ci skip]
* Automatic changelog generation for PR #10274 [ci skip]
* Add the option to restrict the Engine that spawn
* Revert "Add the option to restrict the Engine that spawn"
This reverts commit e3e1f91635.
* Revert "Revert "Add the option to restrict the Engine that spawn""
This reverts commit d851beea16.
* Add config options
* Move the config up to avoid conflict
* Automatic changelog generation for PR #10245 [ci skip]
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* Rebase fail. good thing I made back ups. c:
* Tails more or less done
* wouldn't update cleanly otherwise
* It's completly working now. holy fuck I did it
Just need the refurbished body markings done, then to chop 'em up for full PR status
* MARKINGS DONE AAAAAAAAAAAAA
* fixes digi legs that didn't convert correctly
* ports the refractored preferences
Kinda ugly now tbh. but fuckit
* quality sweep, things should should properly now in general
* Taurs converted and improved! BODYMARKING -> MATRIXED
* oops. s'what I get for not compile checking
* remember to throw shade at furries
* vigorously update markings upon switching species and colors
* re-adds old wolf ears, Big Wolf fixes snout bugs
* few more snout tweaks
* cut the lists, cut everything. reeee
* This code I s2g
* Adds context clues to preferences
Hopefully people will read them before making an OOC fuss
* Fixes hands and feet markings with this one weird trick
remember kids, proper layering and order of operations is important
* Sprite tweaking and polishing
Sergal stuff being worked on
* a few QoL things for species swapping
* how the fuck did I miss these markings
* fleshes out sprites in preperation for marking experimentation later
* fixes catboy problems
* Mam_snout is a thing now,
* pixel adjusted tails, cleaned up wah tail a bit better
also gets digitgate legs missing pixels fixed
* cleans up more shit. ree
* force "plain" instead of none to avoid missing pixel reports
* tweaks to reinspire mapdiff
* Clean up Preference UI
Looks a little better now
* k
* doubly ensure None markings aren't valid
* reee spessman barbie
* brightens pixels around tiger head markings
* YEENS
* Cat ears tweaked because it triggers Kev otherwise
* another session of quality control
* Crows and crow accessories
* husk fixes
* works good enough, mission accomplished
* fixes the proc properly
* cleans up brute force code that isn't needed
* c a t
By moving our logging to a DLL we see a drop in CPU/real time of 2-3 orders of magnitude. This is due to BYOND opening and closing file handles on every write, causing incredible amounts of unneeded overhead. The logging library also handles timestamps for us, further increasing performance gains.
This library will also allow for further offloading in the future, such as completely replacing file2text() and friends.
A pre-compiled DLL is bundled, but Linux users will have to compile manually. Directions can be found at the rust-g repo.
Log output is enhanced with millisecond time stamps:
[2018-04-01 15:56:23.522] blah blah blah
This includes runtimes as well, which benefit from the same timestamp improvements and no longer have hacky splitting code to add their own timestamps.
Log shutdown is handled in a dedicated proc called as late as possible, as rust-g integration expands this will be factored out into a generic native code shutdown proc.
* buncha things from upstream
* datums globals, onclick
* datums
* game folder, holy shit mirror bot why
* modules
* icons
* dme
* compiles cleanly
* tools purge
* updates maps
* double check just because. and wew lad
* incidentally, this needs more work first
* some things
* weh
* sound cleanup and icons
* reeeee
* compile issues
* oh look, fresh code sync
* cleans up some unused icons
* dirty vars
* reeeeeeeeeeeeeeee
* wew lad. fuck off with this already
* maps, tgui, tools
* defines and helpers
* onclick and controllers
* datums
fucking caught that hulk reversal too.
* game and shuttle modular
* module/admin
* oh god they fucking moved antag shit again
* haaaaate. Haaaaaaaaaate.
* enables moff wings
* more modules things
* tgstation.dme
before I forget something important
* some mob stuff
* s'more mob/living stuff
* some carbon stuff
* ayy lmaos and kitchen meat
* Human stuff
* species things
moff wings have a 'none' version too
* the rest of the module stuff.
* some strings
* misc
* mob icons
* some other icons.
* It compiles FUCK BORERS
FUCK BORERS