* the power is correctly handled each tick instead of 1 tick on 2, because of bad reinitalization,
* apcs now draw power as others machines and fixed the amount of power send to them
Partially fixes#3761.
-Rod no longer gets deleted after hitting a few objects
-Rod no longer gets stuck in the rare case it hits a shuttle at just the right angle. It now explodes.
-Centcom announcement proc merged with generic priority announcement proc
-Re-added the Captain Announces accompanied by a new pleasant sound, instead of the generic priority announcement
-Captain Announcements will automatically generate a newscaster article
-Priority announcements without any defined accompanying sound will play a generic "Attention" soundbyte as an audio cue
-Communications consoles will display who is currently logged in
Just in time for the feature freeze, a big change that will introduce bugs! Yay!
Mob verb is called verb/examinate(target), which just calls target.examine(user) and face_atom(target)
For explanation why, see http://www.byond.com/forum/?post=1326139&page=2#comment8198716
Long story short, mob verbs are much faster than object verbs. The goal is to make right-click menus populate faster.
Also changes a bunch of examine() procs to always, ALWAYS call the parent. Except mobs, but you have 1 guess why I'm not touching them. Mostly this affects obj/item/examine().
And also remove a whole shitload of pointless set src in view(2) kind of crap. Also span classes.
Fixes issue #2236.
Removed some spawn() calls.
Removed the chance of fail from the portal effects (the blue portals made with hand teleporters).
The portal datums will now return 0 if the teleport failed, and now use a new proc, start(), instead of New() to handle themselves.
Standarized teleport.dm from the helper_datums folder.
Removed the checks for centcomm z level and away missions z level for teleports. Now you can go there.
changed the /red messages from the teleports datum to span classes.
The "[something] bounces off of the portal!" were replaced for "The portal rejects [something]".
Removed an extra "the" on those messages.
The garbage controller no longer bothers nulling out every variable on destroyed objects.
An object can opt to not be collected by returning true from Destroy(). Useful for pools or other edge cases.
Fixed boxes not being collected, along with a couple other things.
Turfs will not be monitored for collection.
generate_ion_law() is no longer a /datum proc, and I am an admin in the repo. Deal with it.
Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
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.