# Summary
This PR fixes leftover white coloring on open turfs after cleaning them
and improves cleanable decals on open turfs.
- Fixes#21636
## Changes
- Fixes color removal after cleaning open turfs by updating the mimic.
- Fixes cleanable decals not getting auto deleted on open turfs.
- Improves inconsistencies of cleanable decals viewed from above by an
additional mimic update for decal inits.
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.
Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.
This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* My heart is dragging me down into...
...oblivion!
* drifting closer to the edge but she won't have me
* ever round me we are dead before we meet her
* for the last time
* wake up in sweat
* n
* fff
* uff
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
changes:
/datum/wires no longer has an (init) proc.
SMES wires now use timers instead of spawn.
Cleanables' random_icon_states list is now lazy. (eliminates ~4000 lists from dirt)
/obj/effect can no longer be pushed around by conveyor belts.
Lighting overlays are now explicitly prevented from being moved by conveyor belts.
General:
Bots are now /mob/living/bot. They support player control fully. Just in
case an admin feels like letting a ghost take control of beepsky or
something.
Since they are bots, spooders and whatnot will attack them.
They now don't need an open panel to be emagged.
Spawns replaced with do_after, meaning that they will stop
injecting/cleaning/repairing/arresting if pulled away.
Medbot:
Emagger is added to ignore list.
Will now inject spaceacilin regardeless of disease type and level.
Previously: only if disease was past stage 1 or airbone.
Cleanbot:
Patrolling rewritten. They now find a closest beacon, and go to the NEXT
beacon after the closest one.
They will not wiggle out when pulled.
They will now ignore (for a while) the gibs they make if odd button is
pressed.
They will now freely claim cleanables. Previously, they would not target
ones targeted by other bots.
Floorbot:
This was a helluva buggy one.
They will now build bridges (but still won't do random repairs) in space
area.
They will now build bridges even if the tile directly next to them in
that direction is tiled.
They will now ignore for a while a tile they can't reach. This is to
stop them from hopelessly targeting tiles under grilles for upgrades and
getting stuck.
They will now slowly (200 ticks for a tile) build new tiles on their
own.
They will now preserve tile's icon when repairing it like a player
would.
They will now place first rods, then tile when fixing space breaches.
Rod costs two tiles.
When emagged, they will first always tear off the tile, then will (over
triple the normal amount of time) breach the tile to space. There are
noticeable warnings for both actions.
Secbot:
Will no longer run away to patrol when panel is open.
Now deals stamina damage instead of instastuns.
Small delay between approaching the target and stunning them.
Laserbots axed.
Removed their weird EMP act.
Will no longer stun lying people, just cuff.
They will also demand surrenderring (lying down) before smacking you. If
target moves, or 5 seconds pass, it will attack.
Farmbot:
It's alive!
It has settings to: water trays, refill its own water, uproot weeds, add
nutriment (ammonia, internal synthesizer), collect produce, and remove
dead plants.
Cleanbots won't attempt to clean up the same mess.
Also buffed how quickly they clean up dirt from 5 seconds to 2 seconds.
It was creating a blank list and then checking that list to see if anything else had
that mess targeted. Removed the blank list check and added an actual check.
closet.dm, costume.dm, decal.dm and window.dm have been knocked out of the define folder and their defines have been moved into appropriate files.
The closet folder has been re-organized a little.
supplypacks.dm has been moved into the datums folder since that's what it is.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4627 316c924e-a436-60f5-8080-3fe189b3f50e