stack/use() now only deletes an empty stack after the current context
yields, removing the need for some awkward patterns when dealing with
stacks. Also adds procs for transferring and splitting stacks.
Fixes#7261
Fixes placed posters being visible on both sides of the wall.
Fixes the poster_type var used to specify certain poster designs on the
map not working correctly, and makes the nuke op shuttle poster an
actual poster.
Poster placement now belongs to the poster object instead of turf/simulated/
Posters can now be placed on unsimulated and shuttle walls.
This should have little/no gameplay effect right now, just paving the
way for directional lights.
Replaced handle_rotation() on buckly things with this.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
They are toggleable in the player preferences verb-tab, default is on. They are not necessarily limited to anything, it is just an image in text. The main use is to mark some distinct channels (like OOC, LOOC, admin and mod cheat, dead chat, PMs, ...). To make them more visible, easily distinguishable and perhaps more visually appealing.
Borrows /tg/ html stripping code.
Ghosts are the first to be given this boon, they now have to deliberately emote things like "Spooky man and it#36&;s friends type crap".
Continues the wiring upgrade. Now cameras, airlocks, robots, and air alarms also use the new wire datum system.
Global wiring code is now removed but there are sneaky objects which didn't rely on them such as mulebots and autolathes.
Fixes a few issues from the previous upgrade.
Previously missed Z-level checks in the form "z != X". Utilized this regex which hopefully has cought most of them [zZ](\s?)(!?)=(\s?)(\d+).
Adds more Z-level configuration, admin levels.
Now possible to configure 3 different kind of Z-levels.
Station levels: Which Z-levels the station exists on.
Contact levels: Which Z-levels are typically affected by, for example, Code Red which alters the visual state of fire alarms.
Player levels: Which Z-levels a character can typically reach.
- Adds new standardised proc for power usage as Cyborg
- Each component now uses different amount of power. Some components use "idle" power (camera), which means constant load. Other components use "active" power, which is single-time burst load.. Example: Actuator.
- Power usage is directly proportional to work done. Moving cyborg uses more power than still cyborg.
- Information in Status tab changed. Now it only shows percentage of remaining charge, as well as cell rating and cell load (W)