Humans who got deleted would also delete their clothes, which would then make the human update their icons to not have the clothes anymore, but the human is still being deleted and a specific list was nulled, making lots of non-cat runtimes appear everywhere.
The solution is to make human icon code stop giving a damn if the human is being deleted, I was told.
This might make cryo a bit less noticeable lag-wise but I'm not too sure.
Fix mysterious 'fuel blob' icon. There's an unnamed state in effects.dmi that I named but didn't include that in the PR to here before. And there's a better way to do update_transform and here it is.
* Polaris initial plane upstream merge
* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT
* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.
* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking
Setting stuff like colorblindness variety and things.
* Remove NIF reference, fix lighting layer define
* Handle effects above lighting plane
* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE
* Merge: 3000% human/update_icons() speed improvement
* Merge: Avoid ghosts pointing at things
* These procs were repeated verbatim on the different subtypes of /obj/machinery/atmospherics/pipe. Consolidated them in the parent.
* Added little comment headers over the different types of pipes to make the file easier to read.
Ports an item stack that can be used to mark trails, useful for explorers, miners, and anyone else who doesn't want to get lost or wants to make the room more colorful.
* Multiple loadout slots
Ported from Bay. Each character can have 3 (number can be overridden by config) loadout slots. This way, you can have different outfits for different situations without needing to have a separate character slot or edit your loadout every time.
Tested here, works as intended. The current loadout is set as slot 1, so you don't need to worry about remaking it. This also ports the to_file and from_file macros to make it work, I'm assuming they could later be used elsewhere as well.
* Log of Changing
* These aren't supposed to be here!!
* Adds new Security pistol and large capacity magazines
* Removes new pistol from Security spawns
* Removed references of Beretta because it's not one
Adds autopilot functionality for shuttle one and shuttle two. It can be enabled and disabled by the flight computer.
Autopilot is active by default on both shuttles. The shuttle waits for two minutes when it reaches the outpost or station, except for the first flight, where it waits for about ten minutes, which should be plenty of time for people to get on and for the pilot to turn it off if one exists.
Adds renaming feature to all shuttles.
Ports /tg/'s 'shuttle warning' effect, which adds a bunch of blue circles where a ship is about to land, which should prevent surprise shuttle crushes if paying attention.
Flight times for all routes are cut in half to act as the bonus for flying manually. Automatic flight takes twice as long, and so it will take the current amount of time.
Makes Ninja shuttle faster because Nippen steal.
Does some cleanup with temporary effects.
* Make Singulo Stable Again
* Prevents emitter beam effects from being pulled by singulo. Now watch them hit the field gens.
* Prevent singulo from consuming the PA particle effects. It already gets fed by impact, don't try to eat them.
* Improve the Setup Singularity debug verb to do more better setup (including PA)
* Fix the energy dissipation values so that singularity does not just keep on growing even when setup properly.
* Enhance singularity proc/eat()
* Use `var/simulated` as a more generic way to ignore lighting overlays etc
* Remove redundant code in the rest of the proc body.
* Slight optimization: avoiding typecheck in loop over return from orange()
* For non-assoc lists every value was being read as a string. For vars like "access_req" this is bad - it doesn't work. Therefore we add support for lists of numbers.
* While I'm here, might as well add support for non-string keys of associative lists too, since that's required by things like vending machines.