The supply pipe in Atmospherics no longer cross the middle of the room, after having seen many a complaint about this. Now passes through the aft windows instead.
Atmosphere technicians can now assist in handling the engine waste without entering the engine room itself.
Engine waste canisters are now pre-labeled according to future contents. Can be re-labeled should someone desire to try the oxygen setup instead.
The engine core now uses a similar setup as the atmospheric tanks, allowing control of the injection/extraction of gases from the monitor room.
Pipes in the engine room overlapp less, making them easier to follow.
There is now a basic meteor protection layer around the engine room like solar panels have. Should stop a lone meteor or two, for anything more Renwick shields will still be desirable.
There is also a fairly wide gap by the ejection port, to ensure the supermatter doesn't snag into it, where meteor can sneak through.
It has been talked to and feels very sorry for it's actions.
Well that and NanoUI doesn't like byond text-macros (/improper) in this case, so we just sanitize it just incase the crew monitor isn't playing nice that day.
New turf proc: assume_gas(). Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
more.
Zones now process all fire data and existance in one go, fire objects
only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
structured for the new gas_mixtures.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
With this it's now possible to create a grep, or similar check, for Travis to ensure /area{name = *} never happens again as this can cause issues with APCs.
AI can now alt+left click turfs in camera view to list and interact with objects in the status tab. For example allows for interacting with emergency shutters beneath grills.
alt-clicking doors now notifies the AI when they are electrified/un-electrified as, unlike most other shortcuts, this doesn't have a visual cue.
When interacting with doors and the AI-control is disabled hacking is now automatically initiated, as if the AI had attempted to open the door 'menu'.
When borgs/AIs try to interact with an emagged door they now receive a feedback message that it's unresponsive.
Parts of implementation done by porting code from tg-station.