Traitor AIs now also get an ion law, to reduce meta.
Ion storm even now picks a random law for each AI.
Non-crew members are no longer eligible targets for ion laws.
Only recently active crew members are now eligible targets for ion laws.
Related:
Cleans up airlock Topic()
Power and electricity is now also handled by process instead of sleeps().
Wires, remote door controls, etc. now use airlock procs instead of manhandling variables directly.
Implements liquid fuel fires using the liquid fuel cleanable decal objects.
Rewrites zburn to be more sane, replaces convoluted calculations with straightforward reaction limit.
Fixes issue with liquid fuel spreading caused by thee object being deleted.
Prevents zones from being repeatedly added to the active fire zones list, and processed repeatedly.
Can only track the original owner of a PDA.
Cannot track the senders/receivers of intercepted messages.
All other tracking conditions apply (camera coverage, no agent ID, etc.).
Spider fang blade uses power faster.
Light hardsuits (minus ninja suit) have voidsuit-level breach thresholds.
If the suit is malfunctioning when it runs out of power then you will need someone to cut you out.
Portable turrets now remember their last target (as long as it's valid) until they pop down, preventing them from firing randomly at all targets in view.
Portable turrets no longer have increased firing rate simply from being in emagged mode.
Lying down while turrets are in lethal mode no longer saves you, as intended.
Power consumption updated accordingly.
Default inherited offline_slowdown set to 3, as most hardsuits use this
value. ERT no longer get rad immunity, they have enough advantages -
instead only ERT engineers get that.
ERT engineer gauntlets are also now insulated, allowing them to do
wiring work in space.
Fixed a compile error.
Fixed mounted laser cannons taking too long to recharge.