Reorganizes all flashing to use the same mob proc 'flash_eyes()' (welding tool use, flashbang, flashers, laserpointers, etc).
Fixes making sandstone not stacking the result sandstones on the floor.
Sandstone, grass tile and carpet tile now look for other incomplete stack on their creation location to try to put them all in one stack (exactly like wood planks).
Fix typos.
Remove banglet var from all flashbangs, making flashbangs from clusters behave exactly like the other ones.
Renames eyecheck()proc to check_eye_prot() and moves it to mob/living level, elso creates check_ear_prot() for checking ear protection.
Added special proc to all seeds that give plant anazyler special
information if needed in form of list of strings that will be displayed
to user one by one
Added special proc to seeds that make them have some special chem
interactions on growth if needed
Made vine mutations have quality of either good, bad or neutral
Made some chems remove the mutations of certain quality from growing
seeds
Made some chems tweak potency and production of the growing vine seeds
both ways so you can make unmutatable slowly growing vines if needed
Vine seeds now show mutations on the plant analyzing
Cut some copypaste in analyzer proc
Added bluespace vines that are able to grow through walls, glass and
anything and everything
Added space-protective vines that change the space into "vineturfs"
which are basically resprited floors
Made vines be able to spread into space
Changed some vinecontroller vars, now you can adjust the speed of
spreading both by capping the max vines per tick and new-vines to
existing-vines spread ratio
Made the chance to mutate per spread be dependant on the potency of the
seed
Made the spreading speed be dependant on productivity of the seed(can be
both slower and faster then current one)
Fixed some potential runtimes with calling destroy() instead of qdel()
where needed
Removed the colon added by carn, its all checked in Enter call few lines
later anyway
I like vines
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
Fixes the washing machine being able to change boxing gloves, ninja gloves and botany gloves to look like simple colored gloves. Creating a /gloves/color category for all gloves whose color can be changed.
Fixing some absolute pathing.