Noticed this while looking over my PR, by storing (and trusting) the escaped version, an admin could edit this in vv and do unspeakable things to the database
BUG LIST:
Beaker can't be used to add reagents to vat, it goes directly inside the vat and the vat doesn't detect what's inside the beaker. Beaker is useless and its reagents (whatever they are) are used when making icecream.
Cannot put just a bit of reagents in the vat, it empties all the item's reagents or nothing.
Click icecream vat with a snack it will take all the reagents, the snack doesn't disappear until you try to eat it. "Vinny Saylor has emptied all of the egg into the icecream vat."
The vat doesn't work w/o power
Cant dispense cones if their total amount is bigger than 11.
take empty bottle stuff, click on vat, it still says that you empty the content in it.
scooping flavored icecream uses vanilla icecream as well..
Rather then making a new query for each feedback item.
Each query can take between 25ms and 100ms, and this is a static per-query overhead, so removing the 60 or so needless querys will speed things up.
(and other minor fixes to client sql logic)
Clients will now spread out their sql database connection logging and related ckey by ip/cid searching at world start so it doesn't all happen at once.
Fixes a minor bug with related ckey searching where only one would be returned.
Fixes a minor bug where related ckey searching would return the client's own ckey.
Removes a version of atom/movable/Move() that was in mob_movement.dm.
New proc called newtonian_move() that's called as a result of things like shooting a gun or spraying a fire extinguisher and as part of atom/movable/Move().
It pushes src if it's not under gravity and gives the object a chance to stop itself.
As a result, inertial_drift() is kill.
Moved Process_Spacemove() out to atom/movable. It does the same thing, it's called whenever a drift is attempted and stops the drift if it returns 1. Default check is to look for nearby lattices to make dragging shit around the station less annoying. Mobs still call it in Client/Move()
The mob version of Process_Spacemove() will shove non-anchored nearby objects out of the way if you try to move like that. For example if you're free-floating in space next to a closet and try to move right, the closet will drift off to the left.
Mechs call their occupant's version of Process_Spacemove() so mining with a mech isn't retarded. The pussy wagon does the same thing and thus no longer works like a jetpack. Will it be making a comeback?!?! (no)
Any move will attempt to keep dragging your pulled object, not just ones initiated by the client. Should make space wind a little less annoying. Was needed to make drifting not break your drags.
Mechs drift correctly without any special snowflake crap.
Spaceslipping is gone because fuck that shit
Space movement is now slow instead of fast. Having a jetpack helps go faster but even that's slower than current. Hopefully means nuke ops can see each other as they move to the station instead of losing sight of each other instantly. Having your hands full makes spacemovement even slower.
You can drift in office chairs and drag mobs in beds or the bed itself. Currently drifting diagonally while in an office chair is bugged and I need help to solve it. It winds up in cardinal movement instead of a diagonal one.
Changes up the jetpacking effects system to cause fewer errant ion trails but it's still awful code. In hindsight I shouldn't have bothered but here we go.