Moves holodeck code to modules/holodeck. Repaths holodeck structures a little. Cleans holodeck code and prepares for additional features (multiple holodecks, etc). Should fix#4828.
Necessary map bugfixen for Asteroid, Disc, Dream, Meta, and TG.
Adds Lounge, Emergency Medical, pet center, and holdout room to the rec holodeck.
All items spawned by the holodeck will do only stamina damage, except when emagged. This allows emergency medical to be staffed with scalpels and bonesaws and such. Emergency medical has some functioning equipment but the only drugs available are in the sleeper.
Defile no longer directly affects mobs. Instead, it rips up floors and opens machines and lockers.
Blight added. Blight infects humans with a virus that does a set amount of damage over time and is relatively easily cured. Blight also badly affects nonhuman mobs and other living things.
Tweaked costs and stuntimes again.
Transmit has a new, spookier icon.
Fixes invisible gasmask exploit.
Fixes mineral duplication exploit in protolathe.
You can no longer break a RD Console while a linked machine is busy.
Adds cancel button to admin Send To.
Fixes#12729Fixes#12197Fixes#11741Fixes#11449
Fixes SMES deconstruction logging.
Radiation will no longer message admins unless a living mob is hit.
All rad pulses will still be saved to logs.
Also adds a JMP link to the rad pulse message.
Fixes#12442Fixes#12609
Makes space transition code fast and beautiful
No more looping through all turfs in the world
520200 (255*255*8) iterations -> 57120(255*7*4*8) iterations
Almost 10 times faster, and less code too!
Science goggles now allow reagents to be seen on examine. In addition, chemists now start wearing them. The bartender has a pair that looks and functions like sunglasses.
Merged kill_count and range var into one var/range for obj/item/projectile.
Simplified projectile/proc/Range().
Fixes timestoped projectiles still calling Range() and thus being deleted despite being stopped.
Fixes projectile being invisible when on the first tile in front of the shooter (which meant no sprite showing when shooting a target 1 tile away)
Simplifies kinetic/Range()
Also fixes a bug where gravitational anomalies were doing if(!target) throw stuff instead of If(target) throw stuff, meaning it'd either do nothing or runtime.
In addition, anomalies move more often, are resistant to explosions and will only be destroyed if they are in devastation range(but why are you bombing it)