* get_tool_quality has numerical meaning
* Basic tools set tool quality
* Toolspeed is replaced by tool quality checks
* Addresses assorted results from live test
* Extra cleanup
Cooking times are now no longer 10-15 minutes per item, the LARGEST items will take around ~4-5 minutes, 6 at the maximum in the case of the superbigbite (one of the most filling food items in the game).
Cooking oil tanks added
Appliances are now constructible instead of being eldritch black magic
Recipes are now reorganized to either fryer/oven/grill based on where they're made (Although recipes_microwave still needs a LOT more sorting)
Critical time bug with cooking fixed, AND you can now upgrade your appliances for even higher efficiencies!
*Fix machines eating components if you put them in and then cut the wires.
*Fix descriptions of frames showing the requirements of the last board that was in them even after taking it out.
Fixes robots being unable to upgrade regular (and wall) rechargers.
The heavy-duty cell recharger is constructed the same way as the regular recharger (with a unique frame).
The heavy-duty recharger can now be upgraded like the standard rechargers.
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.
* Many machines create their default component parts in their constructor. But machines made in game get the parts from the frame added to them.
* Existing code already partially handled this case by clearing out the component_parts list prior to adding the parts from the frame. However the list was merely Cut(), leaving the parts still in the contents of the machine. This bug was not easily visible, becuase there is no in-game way to get the parts back out.
* This fix improves the situation by explicitly deleting the parts instead of leaving them semi-orphaned.
* 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 ..()