* Fix psyker echolocation lag (#82005)
## About The Pull Request
Fixes a slowly increasing lag for psykers, subtly introduced by #80042
Turns out the code expects all of the images to fully fade out before
any new images start fading in, thus the expiry time + fade out time
must not exceed the cooldown time.
Note that this will still be laggier than if you're NOT a psyker because
of how things are rendered, but it should stay consistent.
Fixes#81446Fixes#80442Fixes#80798
## Why It's Good For The Game
letting literally thousands of images build up on the client is not a
good thing, turns out.
## Changelog
🆑
fix: Psyker vision no longer causes infinitely worsening lag
/🆑
* Fix psyker echolocation lag
---------
Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
* Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.
The core optimization is this:
```patch
- var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+ var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```
We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
* Micro-optimize qdel by only permitting one parameter
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* psyker echolocatione improvementa (#80042)
## About The Pull Request
psyker echolocation cooldown time has been reduced from 2 to 1.8 seconds
psyker heads no longer render an overlay of not having eyes
psyker echolocation rendering has been reworked to hopefully not crash
the game anymore when theres many psykers
## Why It's Good For The Game
these changes make psyker better
## Changelog
🆑
qol: psyker echolocation cooldown time has been reduced from 2 to 1.8
seconds
fix: psyker heads no longer render an overlay of not having eyes
/🆑
* psyker echolocatione improvementa
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Basic pollen-particles for plants pollenating. (#74675)
Legally endorsed nightcode 👍
## About The Pull Request
When 2 plants are adjacent to each other, they will begin to
cross-pollenate, sharing their potency, instability, and yield values
between the two. This has been in the game since #50001 , however we
never added a more clear visual tell that cross-pollenation exists.
Thanks to the magic of *barticles*, now you can!

_pictured: wheat and tomatoes pollenating_
Adds a simple particle effect, largely lifted from bonfires, that
indicates that two plants are sharing stats at minimum.
## Why It's Good For The Game
Following discussion from #74621, it was decided we needed and preferred
a more visual cue to the mechanic. As a general point I think that's a
longer term fix to the issue, and this adds more visual clarity to an
otherwise arcane mechanic (heh).
Looking for feedback on how to improve the look of the particles but for
fast nightcode I think I did okay for a first try
## Changelog
🆑
imageadd: Hydroponics trays now have pollen particles that they generate
when they share stats and chems. Non-allergenic!
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Basic pollen-particles for plants pollenating.
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
* psyker gang fixes (#72330)
## About The Pull Request
adds more ammunition, and also signing on the psyker ship
fixes some minor stuff
you can see other echolocation receivers as fully purple now, rather
than just their outline
echolocating people have night vision, to prevent bugs with them not
being able to see echolocated tiles
psyker pirates have headsets that increase their echolocation range
partially fixes the shuttle docker. need someone smarter to look at it
with me though, you can physically use it at least, just cant see yet.
## Why It's Good For The Game
they are not very playable right now
## Changelog
🆑
balance: adds more ammunition, and also signing on the psyker ship
qol: you can see other echolocation receivers as fully purple now,
rather than just their outline
fix: echolocating people have night vision, to prevent bugs with them
not being able to see echolocated tiles
add: psyker pirates have headsets that increase their echolocation range
fix: partially fixes the psyker ship shuttle docker
/🆑
* psyker gang fixes
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Psykers (#71566)
## About The Pull Request
Finishes #66471
At burden level nine (or through a deadly genetic breakdown), you now
turn into a psyker.
This splits your skull in half and transforms it into a weird fleshy
mass. You become blind, but your skull is perfectly suited for sending
out psychic waves. You get potent psy abilities.
First one is brainwave echolocation, inspired by Gehennites (but not as
laggy).
Secondly, you get the ability of Psychic Walls, which act similarly to
wizard ones, but last shorter, and cause projectiles to ricochet off
them.
Thirdly, you get a projectile boost ability, this temporarily lets you
fire guns twice as fast and gives them homing to the target you clicked.
Lastly, you get the ability of psychic projection. This terrifies the
victim, fucking their screen up and causing them to rapidfire any gun
they have in their general direction (they'll probably miss you)
With most of the abilities being based around guns, a burden level nine
chaplain now gets a new rite, Transmogrify. This lets them turn their
null rod into a 5-shot 18 damage .77 revolver. The revolver possesses a
weaker version of antimagic (protects against mind and unholy spells,
but not wizard/cult ones). It is reloaded by a prayer action (can also
only be performed by a max burdened person).
General Video: https://streamable.com/w3kkrk
Psychic Projection Video: https://streamable.com/4ibu7o

## Why It's Good For The Game
Rewards the burdened chaplain with some pretty cool stuff for going
through hell like losing half his limbs, cause the current psychics dont
cut it as much as probably necessary, adds echolocation which can be
used for neat stuff in the future (bat organs for DNA infuser for
example).
## Changelog
🆑 Fikou, sprites from Halcyon, some old code from Basilman and
Armhulen.
refactor: Honorbound and Burdened mutations are brain traumas now.
add: Psykers. Become a psyker through the path of the burdened, or a
genetic breakdown.
add: Echolocation Component.
/🆑
Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Psykers
* commented out stuff is now in
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>