Fixes https://github.com/Aurorastation/Aurora.3/issues/18504
Fixes https://github.com/Aurorastation/Aurora.3/issues/21064
Fixes https://github.com/Aurorastation/Aurora.3/issues/21267
Fixes https://github.com/Aurorastation/Aurora.3/issues/21455
Fixes https://github.com/Aurorastation/Aurora.3/issues/21535
Miscellaneous bugfixes, code cleanup, etc. Smaller batches this time.
changes:
- spellcheck: "Renames 'gibber' to 'autobutcher'."
- code_imp: "Cleans up a lot of old autobutcher code."
- code_imp: "Simplifies and unifies a lot of circuit board naming code."
- code_imp: "Updates various code comments to DMDocs format."
- balance: "Slightly increased damage of beating someone with a ladder."
- bugfix: "Fixes foreign speech displaying the translated versions in
langchat for non-fluent listeners."
- bugfix: "Fixes whispered speech langchat; whispers are now correctly
italicized."
- bugfix: "Fixes shouted speech langchat; shouts are now correctly
biggified."
- bugfix: "Adds missing Omni Gas Mixer, Gas Meter options from RFD-P."
- bugfix: "Adds missing circuit boards for bioballistic delivery system,
lysis-isolation centrifuge, and autobutcher to allow for construction
and deconstruction."
- bugfix: "Fixes empty algae chips bag having description set for its
name."
- bugfix: "Adds fallback_specific_heat values to several reagents that
were missing them."
- bugfix: "Fixes antimateriel projectiles being erroneously
damage-capped when hitting walls."
- bugfix: "Fixes laser beam effects not using the base colors of their
beam VFX."
- qol: "Added helpful feedback hint to move closer when someone speaks
aloud within 4 tiles while you're in vacuum (as features go, this one
felt more like a bug to experience)."
- qol: "Updated various examine hints."
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
**Overview:**
The first huge fuckoff mapping PR for giving the Horizon enough extra
space to be able to comfortably map on it for the duration before NBT2
and not be super cramped (extends aft by 6 turfs).
Includes a SECOND vault to heist at the back of the ship and a lot of
maint area people can repurpose. Notably, this also removes the Xenobio
Hazardous Containment room and the Medical Emergency Storage room
(contents of the latter have been moved). Otherwise, y'all got more
ship.
**Map Images (OUTDATED NOW):**
<img width="2453" height="868" alt="Screenshot 2025-10-16 141649"
src="https://github.com/user-attachments/assets/be9a540d-af92-46b4-b59f-e298204a678a"
/>
<img width="2450" height="940" alt="Screenshot 2025-10-16 141702"
src="https://github.com/user-attachments/assets/b96f3f3e-dd4b-4457-9c5c-1f09f8bb7a00"
/>
<img width="2452" height="895" alt="Screenshot 2025-10-16 141714"
src="https://github.com/user-attachments/assets/9a16e55d-8386-46d9-a3d3-d4e5a0ff6ec0"
/>
**Misc Features:**
<img width="1069" height="685" alt="Screenshot 2025-10-16 141727"
src="https://github.com/user-attachments/assets/89c14f85-f476-4f91-bd02-7c36f36a4418"
/>
<img width="983" height="825" alt="Screenshot 2025-10-16 141736"
src="https://github.com/user-attachments/assets/6b20da20-982c-4ec1-b252-3507f1211e94"
/>
<img width="1382" height="951" alt="Screenshot 2025-10-16 141743"
src="https://github.com/user-attachments/assets/fdfd683d-33a4-47e3-9df8-dec1f9286598"
/>
<img width="2405" height="863" alt="Screenshot 2025-10-16 141803"
src="https://github.com/user-attachments/assets/c539c4bd-4a8f-4326-a30b-5a1d09eca26b"
/>
**changes:**
- qol: "Hugely expands the Horizon's maints and adjusts/expands much of
the aft of the ship."
- rscadd: "Adds a new Vault to Horizon (Deck 3 aft, behind the Gym)."
- rscdel: "Removes Xenobiology Hazardous Specimens compartment."
- rscdel: "Removes Medical Emergency Storage compartment."
- spellcheck: "Replaces a few mentions of 'room' with 'compartment.'"
- spellcheck: "Renames the Bridge Break Room to Bridge Wardroom."
- spellcheck: "Renames the Kitchen to the Galley."
- spellcheck: "Renames the Dining Hall to the Mess Hall."
- spellcheck: "Renames each Washroom to the Head."
1. Look up now follows your mob (no more auto-removal when you move,
only when you go below a solid tile). Maybe add a hotkey?
2. Made the codebase work with the latest version of spacemandmm lint.
3. Advanced kits don't work on robotic limbs.
4. Density shifting should now always use set_density. Ported
TRAIT_UNDENSE from CM to better control the density of living mobs.
Fixes weird shifting behaviour with wall leaning -- what was happening
is that mob density was getting reset to TRUE because the mob wasn't
lying down.
5. TGUI say light prefs actually save.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
# Summary
Wall damage visuals had two issue for a longer time.
The first issue is that applied visual damage was permanent and
non-revertable, additionally it was too overwhelming.
The second issue was that the wall damage inspect descriptions ignored
the added health of reinforcing materials, as a result, all wall types
received the same damage descriptions even though their actual health
was different.
## Changes
This PR fixes both issues by fixing the stacking of damage overlays,
refactoring the alpha calculation of said overlays, adding additional
inspect-descriptions and lastly by adding the additional strength of
walls to their inspect calculation.
## Additional notes
Thanks to @Batrachophreno for assisting and suggesting to refactor
visual damage layers calculation.
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Added a bunch of flags for passflags on things that were previously
missing them.
Removed snowflake passthrow var, it's a passflag now.
Updated ClickCross and Adjacency code.
It's now possible to interact with things that are adjacent but
otherwise have a machine (or other appropriate items) blocking them, eg.
think of an APC on the wall with a machine in front of it.
Runtime map now has a bunch of new areas / items with often-tested
stuffs, and some hard-to-put-at-runtime stuffs.
Runtime map jobs now are positioned to make it faster to reach the
aforementioned often-tested stuffs.
Runtime map doesn't generate an overmap anymore by default, which speeds
up the process.
Runtime map now loads in ~11 seconds instead of ~40 seconds as it was
before.
Updated the maploader to be faster in parsing maps.
Bapi is not engaged anymore if we're only measuring the map size, which
speeds up the process.
In fastboot we do not generate the codexes anymore, which speeds up the
process.
In fastboot and if exoplanets and away sites are not enabled, we do not
parse the map templates anymore, which speeds up the process.
Updated the icon smoothing to be faster.
Optimized cargo area code.
Other optimizations.
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.
High risk.
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
Ported SSThrowing from TG, to handle throwings.
Updated movement system to the latest iteration, made it a datum as per
latest iteration.
Updated pass/hit handling of atoms, introduced pass_flag_self to
determine what atoms allow to pass.
Moved procs and defines around to make them more organized.
Refactored fire_act() to be in line with TG version, removed useless
parameter, added signal, made non sleepable and forced to call parent.
Added atom_act.dm file for the various *_act procs.
Unified most of the procs into one definition, so there are no duplicate
around the codebase.
Marked some of the above as overridable if a good enough case can be
made for them (eg. external dependency or unlikely to be used).
* after dark
* FIXES
* breakin
* butt
* Update code/game/objects/items/devices/floor_painter.dm
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
* Update code/game/objects/items/devices/floor_painter.dm
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
* Update code/game/objects/structures/lattice.dm
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
* testing 1
* a
* FUCK THIS PRESET!!!
* allah
* OTEMACHI
* tis' done
* Project Exorcism : Sneed's Snairs (Formerly Chuck's)
* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm
* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm
* Update stools.dm
* Update code/game/objects/structures/stool_bed_chair_nest/stools.dm
* Update code/game/objects/structures/stool_bed_chair_nest/stools.dm
* Update stools.dm
* Update chairs.dm
* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm
* inhand fixes
* airlocks (matt has cooked)
fuck
* my cody plays the mamba
* fuck
* fixes layering issue
* airlocks and everything else Please fucking kill me
* underlays
* unfuck blending
* finished replacing old ass shit
* your ass is geass
* conflicts die now
* public fat'wa
* progress on walls and windows
* more mapping
* baltimore accents be like
* minor progress
* monitors
* fire alarms and apc adjustments
* apcs pixel adjustments, final airlock look
* also grilles
* shuttle wall start plus shuttle windows
* starting consoles
* table outlines
* I love broke ass sprites
* fixing the stupid ass exterior walls
* light fuckery
* terminal directionals, external airlocks, table fixes, blahblahblah
* fix 1
* fix 2
* some more fixes
* fix chairs
* basic untested railings and updating colors from atteria
* bridge and some fixes
* removing some artifacts on the new walls
* breaking wood tables and adding 4 wall materials
* fix
* compile & wood fixes
* make the horizon compile again
* railings, firedoors, ATMs, intercomms and tables again
* mapping begins also some tweaks to map view of icons
* full tile steel walls
* i sure hope nothing bad happens
* airlock updates (untested)
* reverts most wall machinery
* skull
* wall coloring
* makes the tg wood chill out
* work on airlocks
* hull consistency
* cause you live forever in the lights you make
* whoops can't show that in a christian manga
* terminals should be on walls and everything's hunky dory now
also i changed the wood stuff as per atteria's suggestion
* fixing airlocks
* fixes
* window resprite, coloring adjustments
* scc hull resprite
* new grilles, frame edits, and borosilicate
* greyscale wood palette improvement
* shuttle windows
* window frame fix
* apc update
* refit and reshaded fire alarms
* mapping icon fixes
* table fixes
* map fixes, platforms and stairs
* updates cutter, new walls and terminals
* mapping fixes
* fix preview
* preview fix stone
* stairs
* initial work for the map
* railing and windowpane fuckery
* new external airlocks
* a
* fix the maps in preparation
* wall object pixel offsets
* air alarms D1
* extinguisher cabinets
* APC DESTROYED MISSION ACCOMPLISHED GOOD WORK
* deck 3: floor decals, APCs, air alarms, fire extinguisher cabinets
* deck 3: fireaxe cabinet
* /shuttle_landmark/distress/blue, move base_turf from map to obj def
* intercom presets
* formatting
* deck 1: floor decals
* deck 2: named area fix (LMAO), signs to use single quotes
* deck 2: floor decals, APCs, air alarms, fire extinguisher cabinets, fireaxe cabinets
* Platforms and stairs!
* grates and bugfixes
* Angled ship walls + grate color fix
* corrects apc anim overlay
* deck 2 and away site fixes
# Conflicts:
# maps/sccv_horizon/sccv_horizon-2_deck_2.dmm
* deck 2 missing grate
* warning stripes
* railings and ledges
* windows and fixtures
* windoorsagain
* airlocks pt1
* windows de-seamed and transparent
* airlocks and pixel offsets
* fixes for airlocks
* more airlock fixes
* presets for ringer, request console and newscaster
* 132
* asfsaf
* kitchen tiling
* thicker freezer tile bevels
* More angled walls
* New shutters and blast doors
* directional corrections
* ops railing fixes
* updated window map things and shutters
* value changes and blast door changes
* Ledges and platforms galore (D2/D3)
* all decks: fix door dirs
* all decks: newscasters, intercoms, requests consoles, ringer consoles
* helm light blue decals to dark blue
* supermatter door dir fix
* fix directional presets (dirs/offsets): newscaster, intercom, requests console, ringer console
* firedoor changes
* deck 3: overlapping wall mountables fixes
* map changes
* airlock changes
* map tweaks
* airlock & stair icons
* various mapping modifications
* Double airlocks + fixing denied states + fixing airlocks on all levels
* Rebase
* directional terminals buttons and lights again, platform tweaks
terminal north facing sprites, atm/food terminal directionals
proper door control and lightswitch directionals (presets still need to be set up, mapping)
re-adds new light tube sprites, again
new sprites for floor lights and the other stuff that got added
adjusted platforms to be recolorable, added light and dark versions, fixed some shading
* missing ERT outfit thingy fix
* floor lights fixed
* deck 3: various small fixes
* deck 1: various small fixes
* deck 2: various small fixes
* fixes
* d2 fixes & multitile door fix
* d2 fixes, remove unused airlock files, button icon fixes, window icon fixes
* make it actually compile, oops!
* make it actually compile, pt2
* CE office camera
* pew pew pew
* pew pew pew 2
* fixes
* deck 3: buttons fixes
* deck 3: button and other fixes
* deck 3: fixes and stuff
* D1 fixes & skrell airlocks
* minor D2 tweaks
* a lot of airlock-related fixes, glass tables, paint sprayer fixes, decal fixes, changelog
* maintenance hatch sprites
* fixing double doors
* flips multi-tiles, fixes multi-tiles, adds desk windoors
* new plastic flaps
* deck 2: a few buttons
* side + middle doors
* created paths for 3-tiles doors
* apply to map the 3 tiles airlocks
* some fixes, windoor alpha
* remove this random ass potted plant
* more map fixes
* holodeck disposal pipe fix
* secure airlock sprites
no code or obj definitions yet
* vault airlock
* vault door fixes
* scc window alpha
* adjusts double door glass, firedoor open state
* adjusts construction states for doors
* remove some defunct icons and fix anims
* assembly stuff
* pharma fixes
* vault door dir
* firedoor smart generation moved to its own proc
* lift doors, d1 fixes
* firedoor smart generation: adjacent wall check
* firedoor smart generation: adjacent firedoor check
* all decks: missing firedoor and other fixes
* deck 2: weird maint stairs fix
* oops
* diona airlock fix
* the shuttle wall gigadeath
* fixes
* some fixes for leftover map item paths, and double lattices
* new diona walls
* more fixes
* and more
* deck 1: fix out of bounds keys
* deck 3: fix out of bounds keys
* runtime 3: duplicate APCs fix
* all decks: make all 3 tile wide doors glass
---------
Co-authored-by: Wezzy <wowzewow@gmail.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
Co-authored-by: kyres1 <noodle.buster31@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: atteria <tarkona@protonmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
Co-authored-by: naut <nautilussplat@gmail.com>
Co-authored-by: naut <55491249+nauticall@users.noreply.github.com>
* I wanna set the universe on fire
* dfsaaf
* setup
* dir issue?
* dsf
* Perhaps the script
* saf
* cry
* pain
* sdfas
* Try reintroduction of tag-matcher
* Failed
* Tries to suppress dotnet compile warnings
* Like this maybe?
* woopsie
* Damn pathings
* Hate
* Pragmas
* unlint?
* Maybe?
* GDI
* Redundant ifdef removed and changelog
* Did I forgot the tag matcher, or it was still broken?
* Yea no that script is still broken
* Removed tag-matcher as requested
* *sigh*
* test
* bro what?
* hope
* just fixing the input
* Let's see if we catch it...
* Update the codebase to 515.
* edit that
* WHOOPS
* maor
* maybe works
* libcall and shit
* do that too
* remove that
* auxtools isnt updated so get rid of it
* actually remove auxtools lol
Co-authored-by: Matt Atlas <liermattia@gmail.com>
The lifeless live again. Or in this case, what never actually lived here.
Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will.
I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to.
Changes:
"Shuttle code has been completely reworked."
"Shuttles can now be modified to have more than one destination."
"Shuttles now have a takeoff sound."
"You can now throw mobs against walls to damage them. A lot."
"You now need a neckgrab to throw mobs."
"BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it."
"Adminghosts can now interact with all shuttles."
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
Fixed the dark shuttle corner blocks from looking weird after transit.
A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.
This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
Ports Baystation12/Baystation12#12658
Changing how the calculation of armor works , instead of just being a check if it is protected fully, half or nothing. Making armor more reliable and less rng dependant.
Also, uranium meteors will irradiate nearby people when they explode.
changes:
Atom types can now define custom adjacency code for the smoothing system.
Walls now draw using the generic icon smoothing system.
Walls now pre-bake colors into their icons instead of doing it client-side with the color var.
Walls can now use the SSoverlay appearance cache; wall icon updates should be faster.
The "rusty" wall type now actually works.
Smoothing now uses mutable_appearance instead of image in some places.
Should be a bit easier on clients, though I haven't done profiling.
This PR breaks 510 compatibility.
Modifies baseturf to be used instead of not used. Now all functions that used to call "get_base_turf_by_area(T)" will now call "T.baseturf". Turfs that do not have a baseturf defined will set their baseturf to be the result of "get_base_turf_by_area()", which will descend into "get_base_turf_by_z" and ultimately into "turf/space", if none of the previous stages catch.
ChangeTurf will now only keep baseturf persistent from father to child if the child has no baseturf set by code.
This allows for special turfs, such as ceilings, to have their own base turf, such as open space, to be used instead of the area/z baseturf.
Fixes#2763
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
Remains of player blob axed.
blob_act() axed. Blob now has an arbitary set of things it can attack.
It will flow over everything else. Blob has an awful tendency to destroy
non-craftables.
Will test more tomorrow.
Blob will now attack mechs.
Fixes#8106.
Fixes#10705.