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
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.
New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.
ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
Weapons that do no damage play a tap sound, except for the bike horn and banhammer.
Adds a different attack message for forceless attacks. It says tapped or
patted on instead of attacked in.
Adds force zero check to armour before attempting to block attacks.
Adds hitsounds to the welder, lighter, matches, cigarettes, energy sword and energy axe for when they're on and off.
Adds 5 force to the lighter when it's lit. Same as when you accidentally burn yourself lighting it. Adds a hitsound and the correct damage type to the lighter.
Adds hitsound volume scaling based on the weapon's force and its weight class. Adds tap sound scaling based on a weapon's weight class.
Removes boldness from item attack messages on non-human mobs. The attack is still bolded for the player
controlling the mob.
Adds a force check to blood spurts when attacking non-human mobs. If the weapon doesn't have a force, no blood will come out.
Adds adminhelp.ogg as the banhammer's hitsound with Cheridan's permission.
Adds a much needed period to the catatonic human examine message.
Makes the activation and deactivation sounds of toy swords, energy swords and energy shields quieter. What an earsore.
Makes description, item_state and name of matches that have burned out on their own consistent with those put out by the player. Changes match, cigarette and lighter attack verbs and forces based on whether they're lit or not.
Fixes a bug that allowed players to light cigarettes with burnt matches.
Names lit cigarettes and children of cigarettes lit [name].
Fixes a bug with the energy blade that kept it at weight class 5 after it was deactivated.
Changes the welder out of fuel message slightly to be less fragmented.
Removes dead air from most of the weapon sound effects used in this pull to make them more responsive. In other words, the fire extinguisher sound will play a lot sooner after you click than before. Equalised their peak volumes to all be -0.1dB and in an attempt to make altering volumes based on force more consistent.
Thank you @YotaXP for help with the item_attack.dm attack messages.
Thank you @optimumtact for help with code for testing item_attack volumes.
Thank you @Giacom for help with the code for scaling hitsound and tap sound volume by hitforce.
Thank you @Tastyfish for telling me why my proc wasn't working.
Thank you to anyone else on #coderbus who helped me who I've forgotten to mention.
If throwhitsound isn't defined, a thrown item calls the hitsound
instead. If that isn't defined, no sound is played.
Circular saw now calls pierce.ogg as its throwhitsound instead of its
hitsound.