Adds a new toggle: Midround_antagonist that allows players to opt out of gaining antagonist through this system if they'd prefer. It defaults to on but is newbie safe because without any antagonist flags (which default to off), it won't place players into antagonist slots.
Reclassified uniforms as needed. Most uniforms can now get some sort of variation without any sort of visual weirdness.
Uniforms with "enhanced" chests continue to be excluded for that very reason, ironically.
- Moved the "parsepencode" proc from **newscaster.dm** and **PDA.dm** to
**text.dm** as a global proc.
- Made the "parsepencode" proc accept only a single agrument if desired.
- Removed the font constants from **newscaster.dm**, **PDA.dm**,
**paper.dm**, **paperbin.dm**, and **photocopier.dm**.
- Replaced aforementioned constants with define'ers in **misc.dm**.
Removes fake recalls, the shuttle will arrive in rounds that usually would not allow shuttles (rev, malf, blob) but when the time comes for the shuttle to leave, it simply won't.
What this does:
-It gives a bonus ~8 minute delay to antag discovery on shuttle calls
-It punishes crews that call the shuttle at first sign of danger by:
--Rev: having the heads/potential converts huddle in predictable locations
--Blob/Malf: Distracting focus from the antag
-Gives a nice little OH SHIT moment when the shuttle doesn't launch
Essentially this turns shuttle calls into something you wouldn't attempt without confirmation of the round type, which is the opposite of how it functions currently.
Malf AIs also gain the ability to recall the shuttle to avoid the hard tell if they prefer.
The huds won't be activated when there's just one wizard, but when another magic user is brought in the huds will appear for both of them to allow for easy identification in the face of rampant mindswaps and/or identity shinanagans and/or getting turned into a cow by a staff of change.
The huds are on by default in ragin' mages.
Misc:
+Fixes unreported issue with initializing lighting on a specific zlevel
+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.
+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)
+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.
+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.
+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.
+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.
-Removed 'quadratic lighting', can add this back at some point. Sorry.
+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.
+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.
-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.
+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)
+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.
-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.
_OK, NOW THE ACTUAL INTERESTING STUFF_
Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker
Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.
Many system-specific global variables have been refactored into
All tickers which previously used world.timeofday now use world.time
some subsystems can iterate before round start. this resolves the issue with votes not working pregame
Adding a changelog.
Snack vending machine's chef compartment is locked with kitchen access but can be emagged or hacked.
Adding feedback message for the user when its metabolism_efficiency changes.
Negative satiety can make you jitter a little bit at times. (probability linked to your satiety)
Also removed some mob vars like sdisabilities and merged the usability
with disabilities
Removed need for mutations var, they are not handled in dna
Removed blinded var, now its handled by eye_blind being bigger than zero
Ands lots, lots of other shit in files that used mutations
* designs are now using the construction time var and the hacky /obj/item/mechavars is gone
* designs updated : there shouldn't be "no material" designs anymore
* cleaned the objects of their construction_cost and construction_time vars
* fixes the material name being displayed with $ character before
* this also fixes the overlay animation in inserting sheets
* the category var is now a list, so parts can be build/used with several chassis (fixes the Firefighter Chassis appearing when building Ripley)
* properly fix the href vulnerability when emptying (you can now remove all sheets of a materiel at once)
* the exofab now won't create a material sheet if there's not enough material (e.g 1000 metal)
* the exofab now won't accept a sheet if it would overstuff it (losing some material in the process)
* cleaned the code a bit (simplified, streamlined, using global vars, etc)
Finish #5722 and fixes#5954.
Makes hud_list associative, and introduces the /atom list hud_possible,
which lists all the possible hud images a certain atom can provide.
Replaces all the awful procs in the gamemodes with their new
/datum/atom_hud versions, which are much shorter, simpler and faster.