* Moves proc/initialize() from being on /atom/movable, /are and /turf/simulated to being on /atom - Now turfs can initialize too
* Added the SSatoms subsystem which controls initialization of atoms at roundstart and during normal conditions.
* Disabled the old auto_init = 0 behavior, ALL atoms should get initialized() called on them now.
* Refactored the way initialize() is called during /New() to utilize SSatoms instead of SScreation
* Removed SScreation, as it was only a stop-gap until SSatoms could be ported.
* Updated the maploader to inform SSatoms when it is loading maps instead of SScreation.
* Updated the template map loader to use SSatoms to perform initTemplateBounds
* Renamed 'initialized' var in seed_storage to deconflict.
* Removed usage of auto_init = 0, replaced with a no-op initialize() proc for atoms that don't need initialization.
* expanding rupture procs
adds hydromagnetic traps for power production.
* Minor tweaks.
* Adds modular guns using research components.
* Updates materials to have a radiation_resistance variable, used in calculating radiation. Adds Lead as a material.
* Un-zeros stock material radiation resistance.
* Adds, and enables four 'end-events' for the RUST in place of the old Rupture() proc.
* Map muckery?
* absolute pathing i guess?
* getting angry, travis.
* TRAVIS
STAHP
* I...
Comments? Lists? Who the hell knows.
* Chaning undislocate to relocate.
Have to use web browser for this one at the moment.
* Changes undislocate -> relocate
* Last file to change to relocate
* Changes it to the best medical term for the action.
* Reduce -> Relocate
Fixes loading of map templates, now loads it acutally in the center instead of to the upper-left of center.
Warns you if you try to load a submap which is larger than the current world size.
* Fixes#4632.
* 1:27 am coding best coding
* fixes a warning
* Removes the last of the gender macros. Gender is dead.
* gender II: the travis-ing
* linebreaks are dead too.
* oops i accidentally the gender, also ambiguous gender is now taken into account for get_visible_gender
Allows subspace radios (eg headsets) to have adhoc_fallback enabled on them, which allows them to turn into shortwaves until they reestablish telecomms. I'm doing this for exp/sar/pilot headsets on our server, you can too if you want. What else are those giant antennas for? Up to you. This doesn't change anything for you unless you enable adhoc_fallback on something, but you can use it if you want!
- Deck 3 Port Airlock fixed
- Vent added to cargo delivery office to fix over pressure
- Windoor in Robotics given proper access and named
- Parachute crate added to pilot areas
- Access around cargo made more consistent
- Fixed first deck starboard hallway area
- Pilots now have access to maintenance around the hangars
- More ATMs added
- Center door on bridge removed
- Open sign from Bar borrowed for cafeteria as well
- Critical addition, Dog bed in HoP office
- Fixed T-comms turrets yet again
- Adjustments to engine room allowing for a second set of TEGs to properly be set up (Thanks to Kerbal/Mazian). Also moved vent control to a different position to stop a certain headmin from repeatedly hitting it
* Port of the "Airflow" portions of Yonaguni/EuropaStation#618
* The "airflow" part of ZAS used to be handled by a sleep'd loop. This has the potential to bunch up and lag. Switching to a StonedMC managed subsystem improves it.
* Fixed to ensure that zshadow mobs cannot be blown around by the wind no matter how fierce.
* Added a message to mobs informing them when their boots save them from being wind-thwapped.
* Check w_class on non-item objects if they have it defined (might as well since var/w_class is on /obj)
* Tiny optimization of c_airblock