Storage cost of an item is now twice that of the next smallest item, instead of being equal to the w_class.
Items with w_class 1 or 2 are unaffected. This produces much better behaviour for containers that are limited
by storage space instead of slots, such as how toolboxes are planned to work in a future update.
Moves a few things around in the armory again, tasers back in lockers,
guns in officer access area of the armory. Re-adds the tacknife after it
was lost in the hydro merge, gives EMTs access to medical lockers.
No longer unconditionally attempts to transfer NanoUIs from one mob to another.
Previously caused runtimes if the source-mob was gibbed or otherwise destroyed.
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.
Removes references to the load_speed argument in load_map as it doesn't actually exist.
For some reason the dmm_suit injects itself as an argument in airlocks. Putting a band-aid on the symptom.
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.