obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
Moved last_bumped var from movable to living.
Renamed /obj/machinery/field/proc/bump to bump_field() to avoid confusion with Bump(). Same thing with /obj/effect/mine/Bumped() -> triggermine().
Fixes sprite when hunter leaps into a wall. 10428
Removed some commented code here and there.
Remove allow_spin var, throw_at now uses a spin argument for that.
Throwpass atom var is no longer used to check whether thrown stuff can pass stuff (now using CanPass() proc like everything else), the var is still used for some adjacency click check.
A thrown mob hitting another mob now produces a sound; also thrown mob and target one no longer swap places even on help intent.
A thrown mob now is lightly hurt (and weakened) if he hits a wall/mob/dense object. Nerf the damage when thrown mob hit wall.(20 -> 10)
Thrown obj/mob no longer bounces off wall unless it's no grav. Heavy thrown items now push an unanchored obj/mob target.
Fixes losing all momentum when getting out of a thrown closet. 6569
A lot of work on throw_at, throw_impact, and hitby to make the code more OOP. Thrown items no longer collide with border items on the side. 10479
Fixes the killer crusher. 10507
obj/effect/effect all pool themselves.
PoolOrNew() can now be passed a type and a list instead of a type and a location. In that case, the list will be passed to New() via arglist().
RCD's now delete their spark system and properly garbage collect.
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.
* Commented out the distance value that you receive, making it harder when calculating.
* Added materials to the origin tech (organic crystal only) and raised material required to make new bluespace crystals.
* The telescience computer starts with 3 artificial crystals.
* The crystals can be crushed to blink or you can throw it at someone to make them blink a short distance.
* You cannot teleport the AI or any anchored mob (unless they are buckled to an office chair).
* You can make the bluespace crystals from slimes or from research.