obj/effect/effect all pool themselves.
PoolOrNew() can now be passed a type and a list instead of a type and a location. In that case, the list will be passed to New() via arglist().
RCD's now delete their spark system and properly garbage collect.
All items in the world at the time of event gain a small bonus/penalty to force and throwforce, and a corresponding silly name.
Taking all suggestions for more prefixes and suffixes. Prefixes should imply a positive or negative quality, but suffixes shouldn't.
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
Summon Guns and Summon Magic are no longer traditional spells.
When cast by the wizard, he gains a charge for his spell book but no antagonists are created, essentially making his life harder for more power. Both spells can only be cast once like this for a maximum of 2 extra charges.
When cast by very rare chance in summon events, no charages are gained, and there's a 10% chance of someone becoming a survivor, down from 25%. No charges are gained if this happens.
When cast by a badmin they will be given a choice of not creating antags, creating antags at the old chance, or just going in stupid and giving everyone antag.
Things won't be called cursed cursed cursed cursed cursed cursed cursed cursed cursed cursed cursed cursed foo's anymore
Cursed Katanas can't get stuck in any other slots now
Things that destroy your ability to go into space now won't spawn on you at all if you happen to be in space when the spawning occurers, but hey don't idle in space just to avoid a luchador mask, magicarp are still a thing.
Reduces the lava event from "lets slay all idlers and stop all action for 2 minutes" to "lets greviously wound all idlers and stop all action for 30 seconds"
Makes summon magic/summon guns work fine without a mob attached, this prevents a runtime and some odd messages to the admins
Makes the inviciblity text jive better.
Magicarp now randomizes from typesof(initial(projectiletype)) instead of from typesof(/obj/item/projectile/magic) to allow future carps that inherit it to fire whatever they want without changing the code