- Instead of using auto_use_power to re-tally up machinery's power usage every cycle, track the steady "static" load separately from the transient "oneoff" usage. Machines then only need to inform the area when they use oneoff power or *change* their steady usage.
- Remove auto_use_power and stop SSmachines from calling it.
- Add vars to track "static" usage for each of the three power channels to /area
- Rename the existing three vars to "oneoff" so its clear what they mean (and to catch people accidentally updating them directly)
- Update area power procs and APCs to use the new variables.
- Rename /area/proc/use_power() to use_power_oneoff() to make it clear what it is doing.
- Deprecate /obj/machinery/use_power() in favor of use_power_oneoff() but don't delete yet. Can transition gradually.
- Add logic to the update_power procs on machines to calculate the deltas and update static area power whenever their usage changes.
- Add logic to machines to update area power when they are created, destroyed, or move.
- Moved /obj/machinery procs related to area power usage into machinery_power.dm to make them easier to find.
- Added or updated comments in several places to explain what is going on and how to use it.
* Removes text2path, adds constructability to a few things, adds a locker_painter.dm, and several fixes.
* Fixes Maps due to working on ancient versions.
* Path error.
* Adds a missing ..()
More tweaks to IPC fixes.
Merge resolution/compile fixes.
Further work on properly integrating, updating and fixing prosthetic options.
Repathed internal organs to organ/internal.
More work on full synthetics, changelings, overheating.
Working on getting organs to qdel properly and spawn properly when robotized.
Finalized some overheating values, added remaining prosthetic icons.
Finalizing the testing version of the full prosthetic bodies branch.
Added suit cyclers to the autolathe and map.
Fixing runtime errors.
Fixing errors.
Changelog.
Replacing limb and organ strings with constants.
Prevented brainless species from becoming full cyborgs.
Fixed issues with brain/MMIs renaming themselves inappropriately.
Various fixes and oversights.
Fixes numerous issues with cyborg recharging stations, such as incorrect
power use, runtimes when cyborgs exit the station, and odd things like
if(NOPOWER|BROKEN).