They
This means that multi-tile things may not handle correctly, but the only thing that used it was atmos for double wide doors, and they are used in one location that is unlikely to have atmos changes
see: http://www.byond.com/forum/?post=1852790 for justifcation. (tl;dr: accessing .locs causes memory leaks)
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
Once the air group gets to the 20 ticks with no big changes, it will dismantle itself with no compares. At the 10 ticks the group will still merge itself.
Testing has revealed that it reduces the sluggishness of the game, though it will spike from lag when the singularity is loose. Thanks to ChuckTheSheep for suggesting it.
Server owners who want to keep set background enabled can do so by changing the define.
-mining rooms will be generated before the air controller is created
-changed the total of moles of the NO2 turfs from 2000 to 6000 to compensate the replacement of the canister that spawns like 36000 moles on top of it for a normal canister. I'm talking about the NO2 canister inside of the chamber in atmos. (I will replace the canister in another pull request)
* Replaced "fire" with SPAWN_HEAT. You will have to use it in conjunction with SPAWN_TOXINS to spawn fire.
* Added flags for HEAT, COLD, TOXINS, OXYGEN, CO2, NITROGEN, N2O, FUEL and AIR.
* Stopped the fuel and n20 option, in spawn_air, from runtiming.
* Added toxins as a spawn_air option.
* Removed all use of the fuel option and replaced it with toxins, since fuel does not work with LINDA anymore.
These doors didn't work previously, as the bound width needs to be set properly. Additionally, LINDA was tweaked to properly update in the case of multitile objects such as this door (actually this door is the only such, currently, but if more doors or other multi-tile objects are added, this will help)
Note that until #1206 is merged, this door has a blind spot where you cannot click it because you are not in range of the leftmost tile; old click code only uses the canonical location (loc), meaning the right tile is not counted for range checks.