* Speeds up world init.
* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
* (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)
* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)
* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.
* Fixes runtime with atmos backpack water tanks.
* Makes smoothing faster (and fixes turfs smoothing twice at init)
* Makes apcs init faster by replacing some spawns with addtimer
* fix transit turfs.
* Make energy guns able to use burst fire.
* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.
Syringe gun, energy guns and magic guns can now use burst fire.
* fixing merge conflict shit
* fixing map conflicts
* more map conflict fix
* two tiny fixes.
* tiny tweak
* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm
* map conflict fixes
* Updates sprites in bloodpack, bodybag, items, barsign, and basketball dmis. Moves basketball and dodgeball sprites to items, and resizes baskteball dmi for larger hoop.
* Fixes open bodybag zipper, forgot to add a file.
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.
The grab item is gone entirely.
You can now only grab one mob at a time, instead of two (one for each hand).
Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.
Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
Adds deconstruct structure helper
Moves chair sprites from objects.dmi to chairs.dmi
Fixes check shields passing proper flags on unarmed attacks
Makes stools and chairs able to be picked up
Moves holodeck code to modules/holodeck. Repaths holodeck structures a little. Cleans holodeck code and prepares for additional features (multiple holodecks, etc). Should fix#4828.
Necessary map bugfixen for Asteroid, Disc, Dream, Meta, and TG.
Adds Lounge, Emergency Medical, pet center, and holdout room to the rec holodeck.
All items spawned by the holodeck will do only stamina damage, except when emagged. This allows emergency medical to be staffed with scalpels and bonesaws and such. Emergency medical has some functioning equipment but the only drugs available are in the sleeper.