Adds in the nanofibre jacket, a jacket that can switch between being
concealed, jacket and coat mode.
Fixes the black pirate coat and its tiny white strip on one of the arms
that was meant to be part of the undersuit already in the game.
- Now always bounces 5 times (for a total of 6 hits).
- Now always does at least 15 damage per hit, with a maximum of 50.
- Now affects people wearing insulated gloves, tough luck if they're wearing an fully insulated chest-covering armor though.
- Removes unused btime globals.
- Removes unnecessary multiplication.
- Makes the garbage collector run twice as often, but do half as much
work.
- Makes the garbage collector SCHECK more often when performing hard
deletions.
- Adds a delay to the garbage collector's start.
This had no fucking reason to exist, Shadowling spells are not wizard
spells, genetics powers are not wizard spells, ghost Booing is not a
wizard spell, etc.
- Integrates Volundr's btime library and associated process scheduler
changes.
- btime is implemented separately from the process scheduler, as precise
time measurement is also useful elsewhere.
- `TimeOfHour` is no longer internally throttled; throttling is instead
done by `SCHECK`.
- If btime's `gettime` cannot be called at world startup, an error will
be output and the world will stop.
- Retains the change to schedule processes according to game time,
rather than real time.
- Removes the (now unused) update queue files.
- Removes the process scheduler testing files.
- These are standalone tests for the process scheduler, completely
unrelated to its use in the full codebase. We never used them.
- Moves the process scheduler defines into __DEFINES.
- Makes the lighting process run once before the round starts.
- Renames `scheck` to `sleepCheck`, to ensure any code that tries to use
`scheck` will fail to compile.
- Adds `SCHECK` and `SCHECK_EVERY` macros that skip calling `sleepCheck`
entirely until a specified number of `SCHECK`s (50 by default) have been
called.
- Makes most processes iterate using their `last_object` variable,
allowing hang recovery to show the type that caused the hang.
- Makes processes output an error when they filter out a type they
refuse to process.
- Rolls the recently-added alarm subsystem into the alarm process.
- Removes the now unused subsystems code.