Removes a very large amount of world loops.
Adds a macro to painlessly generate a global list, and the needed code to modify the list when an object is made or deleted automatically.
Cleans up some commented out code.
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
* Update our reagent_containers to use the new "prefill" feature instead of our own PolarisSS13/Polaris/pull/4583
* Fix missing VOREStation Edit comments.
* Prevent singularity from entering dorm areas.
* Adds "typecache" utility functions. A fast way to filter lists by type.
Ported from TG
* Ports the "orbit" feature and subsystem from TG
* Adds a feature that allows mobs and objs to "orbit" around some atom. They literally are moved around in circles. See the `orbit` proc in orbit.dm.
* Adds a subsystem that processes the actual movement of orbiting items.
* Adds utility methods for common machinery behavior.
* Adds default_unfasten_wrench which handles the standard anchor/unanchor behavior of wrenches being used on machines. Together with the other default_x_tool machinery procs we can eliminate having that code duplicated in dozens of places!
* Adds is_wire_tool proc to easily detect when a machine is hit with a tool that should open its wires UI (if it has one).
Based on ideas from Paradise, with improvements for us.
* Implements the Tesla Engine
Ported from a mixture of TG and Paradise code and assets: Edison's Bane
Includes the tesla energy ball itself, the generator that makes it, tesla coils, grounding rods, the circuits and frames to build them.
* Switch dusting to zapping on impact and spin better
Ported /tg SpinAnimation which supports more than triangles.
* 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()
Adds toolspeed var, which is a multiplier on how 'fast' the tool works. 0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode. They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/. CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/. Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
* A preface to my madness
Travis failed one of my PR's because I copied old code
that used /red /blue /green.
Because of this, I am going to find and replace every
instance of it that I find.
Also this is a test commit to make sure I'm comitting
to the correct branch.
* /blue /green /red replacements
Dear god.
A slow and painful death from acid is more fun than this.
I wouldn't wish this torture on my worst enemy.
And this is only the beginning
* Replace part 2.
Time to fix the human error.
* Fixes mismatches
* Sets macro count to 220
One above the current number of macros in the code.
* Fixes last of the mismatches.
* Removes spaces, replaces \black
Removes spaces
Replaces \black in a few areas where seen
Replaces \bold with <B> </B> where seen
* Updating macro count again
* More fixes!
* Issues fixed! For real this time!
I swear!
* Fixing all the merge conflict files.
* The performance of the radiation controller as-is was not fast enough for inclusion in production servers, but it has some nice featuers, so rewrote it to be more performant.
* Instead of storing the radiation strength for every turf, we only store the sources of radiation, and calculate the strength only for mobs who might be in range.
* Old method was ray-tracing to every turf in range whether anything was there to be irradiated or not. Could be hundreds of turfs. New method only lazily calcualtes strength at a turf if we actually need to know it. Often times this is zero turfs if nobody is standing in engineering.
* Removed the automatic processing of objects with "rad_power" set. Objects are responsible for calling the repository to create/update their radiation sources. Saves some extra overhead that in practice was redundant with other process controllers.
* Also tweaked to be more respectful of qdel'd objects and added some comments.