This is specifically used by the holodeck for things that should be immune to disassembly.
Fixes invisible windoors in the holodeck.
Standardizes the fire axe's interaction with windows.
Fixes a runtime with holodeck tiles getting broken or burned.
For some reason, the final commit for DiagHUDs was lost. This adds
Diagnostic HUDs to roboticist lockers, the protolathe properly, fixes
the night HUD's onmob sprite and adds a quick changelog.
When handcuffed, a handcuffed-alert appears and clicking it is the same as clicking on resist. Same with legcuffing.
Moving in a Suit Storage Unit or welded/locked locker or morgue tray is now the equivalent of pressing resist.
obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
Changed the warning message when climbing mech with a mob attached to be more general instead of specifically about slimes.
Getting inside a closet or machine now immediately breaks your pull and the pull of your puller.
Using ethereal jaunt now also immediately break your pull.
Fixes being able to get inside a mech sleeper while buckled by buckling mid-insertion.
Fixes Toggle Helmet light verb on security helmet with seclite attached being usable while dead.
Fixes Lizard snout is poking through helmet
Fixes Space helmets not hiding masks and glasses (especially the large gar glasses)
Eva harsuit helmet no longer has a semi transparent part (incompatible with hiding masks and glasses, and causes lizard snout protruding from that helmet)
Made equip_to_slot() and unEquip proc more OOP at the carbon level which removes some duplicate code between monkey and human.
Readding code\modules\mob\living\carbon\brain\login.dm that someone (probably me) unchecked some time ago by mistake.
Beds (and chairs) now have buildstacktype and buildstackamount vars to handle how many sheets of what they should drop on deconstruction.
They also have a foldabletype var to handle folding into item (currently only used by roller beds) so that people can add foldable chairs in the future.
Fixes swivel chairs not dropping the correct amount of metal sheets.
This code is ugly, but that's mostly because of how hidiously circumstantial plastic flaps are.
Always remember to use windoors with plastic flaps, as ways to get under them are still plentiful, box or no box.
Maps now have two guaranteed spawns, one in maint and one in the cargo warehouse. You can still build more boxes yourself.
The ! easter egg can now only ever proc once per box. Once it's triggered that's the end of it.