* Allows AIs to control maint/construction drones.
* Radio control online.
* Things Not Saving
* Drone control respects intellicores.
* Config control, AI drones are disableable if the AI isn't an antag.
* There's a diff so it must have saved. Right?
* No un/wrenching of the core.
* Complies to Replies.
* Renaming local var 'machines' to avoid confusion with the global var of same name.
* Delete the unused process scheduler machinery.dm file. Long since replaced with SSmachines
* Split and clarify global lists of processing vs non-processing machinery.
- Renamed the list of processing machinery from "machines" to "processing_machines"
- Added new global list "machines" to be a list of all machines.
- Since nearly every reference to machines actually wanted to iterate over all machines anyway, this works out great.
Adds the PARANOIA_LOGGING setting to config.txt (and PANIC_BUNKER which was missing for some reason) and updates example.
PARANOIA_LOGGING (also available as a verb for admins in Server) begins notifying admins of any 0day byond accounts, or users who have never joined before. For when you don't quite want to panic bunker.
Also makes this information available in player panel. Requires SQL connection.
-Applies the suggested durability tweak.
-Makes backups save nif examine message.
-Makes new nifs spawn with the examine message if provided upon resleeving and such. Basically the initial character spawn pref loading was the only case that wasn't resetting the message to default.
-Fixes soulcatcher backups breaking ooc notes. (Applies ooc notes from character to the brainmob before saving it. Also includes brainmobs into the formerly human exclusive backup part responsible of saving nif and ooc notes to backups.)
-Makes soulcatcher backup feature back up the owner if dying inside a belly of a soulcatcher lacking pred. (SC backup setting was completely voided if the pred didn't have SC themselves so your shit would be gone for good)
-Fixes contaminate/digest_act sending holder mobs to shadow realm if holder is contained inside the equipment(storage/pockets) of a prey getting gurgled instead of the pred's gut. (As prey gear gets all contaminated at once while getting dumped in the gut, which would contaminate>digest_act the holder items prematurely during the gurgle dump.)
Removes a very large amount of world loops.
Adds a macro to painlessly generate a global list, and the needed code to modify the list when an object is made or deleted automatically.
Cleans up some commented out code.
* Upgrades Planetary Weather to vis_contents
Makes the weather on Sif use vis_contents instead of overlays, which should fix all weather-related icon issues, and may or may not be faster.
Weather updates instantly now.
Fixes indoor PoIs having outdoor weather.
* Tries to appease Travis
* From tgstation/tgstation#27196
* The mc will now punish subsystems that overrun their tick allotment with less allotment in later fires.
* The punisher also delays the next fire of subsystems that overrun. Because of how this is ends up being calculated, this will almost never actually kick in, but sometimes subsystems like garbage will overrun into multiple ticks, so delaying their next fire is needed.
* The punisher does not delay the next fire of SS_TICKER subsystems (tgstation/tgstation#34964)
Note: SS_KEEP_TIMING subsystems do not get their next fire delayed.
Setting lights on every single turf takes way too long. Instead of havingto create a light source for every single outdoor turf, we find the corners to light up and apply the sunlight to them directly.
We also make sure to avoid having planet sunlight being 4x too strong, which would happen if we naively looped over all corners of all outdoor turfs.
Note: This has the side effect of making the sun's light and color ACCURATELY reflected on turfs. Previous code doubled up on light and appeared brighter than it should.
It previously had to iterate over EVERY task in its list every time. With lots of queued tasks that is slow.
Instead we sort it by schedule time. That means when iterating thru list, if we get to a single task that is in the future, so are all remaining.
* Added "Display Initialize() Log" admin debug command so you can see it mid-round.
* Ported the core of the overlays management subsystem from /tg
- Added SSoverlays subsystem for compiling overlay lists and applying them to atoms in a controlled anti-lag subsystem.
- Added vars and procs to atom which should eventually replace all direct interaction with BYOND's /atom/overlays var outside the subsystem.
- Added OVERLAY_QUEUED flag to var/atom/flags bitfield.
- Added small framework for subsystem performance tracking. So far used only by SSoverlays
- Added admin debug command "Display overlay Log" to see performance stats mid-round.
* Fix runtime on universal pipe adaptor update_icons
* Workaround for appearance_bro not initialized
Unfortuantely BYOND's initialization order is strange, and the appearance_bro var is only half initialized when map starts to load, causing errors. We temporarily fix by moving it to be a global-scoped global.
* Convert fire alarms to use add_overlay() A good first test.
* Convert turfs to use add_overlays(), eliminating the turf_overlay_holder!
- Converted as much as I could find about turf overlays to use add_overlay().
- This should be enough to stop BYOND from crashing, so we can eliminate the turf_overlay_holder hack.
- This also lets us remove the anti-corruption hacks from walls and open space.
- ZAS gas overlays can use priority overlays, so this also fixes the gas-goes-away-when-crowbarring-plating issue.
- Stuff like that
* Convert turf overlay interactions to use add_overlay.
Note: This is a plain and simple conversion of existing code to use SSoverlays. However I look at the line changed, and note that that line likely never fully worked as intended, as it has no way of re-applying itself.
I would make it use a priority overlay, but there is no code present for *removing* said overlay from neighbors when it is no longer required. That code should be implemented by original author.