* added return type to PriorityQueue/List
* fixed /atom/movable/lighting_overlay/forceMove
* fixed /obj/item/weapon/gun/hookshot/whip/windup_box/Fire
* fixed /obj/item/weapon/gun/projectile/hecate/hunting/proc/scoping()
* removed useless stuff from get_blood (src is always null for global procs unless manually set)
* did the thing
* Adds the beginnings of past grenades.
* Have past grenades *mostly* working. Still need to add special cases for monkeys, silicons, power cells, and the nuke, among other things.
* Adds a box of past grenades.
* "Fully" implements past grenades.
* Makes turfs able to be sent into the past.
Some fixes.
* Forgot this.
* This is probably a better solution.
* Grilles, windows, and timers now properly get their unique vars reset when being sent into the past.
* Closets and tables now behave properly when sent into the past.
* Welding tool past proc.
* Forgot about this.
* Removes blind copying of atom locking.
* Makes all resettable_vars lists static.
All entries in resettable_vars lists are now indented only once more than the list declaration.
* Removes some copypaste.
* /datum/var/being_sent_to_past no longer initialized by default.
* Requested change.
* Testing's all done, don't need this anymore.
* Adds future grenades.
* Fixes conflicts.
* Indents see_fall() loops.
* Default range argument.
* /mob/dview now ignores send_to_future()
* AI eyes, observers, and the nuke disk are now timeless.
* Blob overminds are now timeless.
Objs are now nullspaced upon being sent to the future, just to ensure they're not damaged by anything in the present.
* Allows mobs deafened by the grenade's effect to still hear the sound it makes when it ends.
* Code done. Doesn't compile for shit.
* IT COMPILES!
* Hey it almost works.
* Fixes lighting
* Remove thing I had to double check after asking mso.
* More fixes.
* WiP, fixed everything but waitfor
* Done.
* Damnit DM.
* Fixes priorities
* Lazy lighting init, fixes, and optimizations.
All corners are now made when first needed (some edge cases due to sloth)
Makes set_light accept null for the l_color parameter.
Fixes set_opacity not update has_opaque_atom on the turf.
Performance optimization to the internal lighting application code.
* NONSENSICAL_VALUE
* Move DMI files over to 64x64
* Lighting overlay + world.icon_size.
* Change 32 to world icon size
* Adds pixel shift multiplier
* Fix accidentaly 16 -> world_icon_size/4 conversion to proper world_icon_size/2 conversion
* Fixes lighting properly
* Fix spacepods bounds
* Redo all icons with BYONDTools bug fixed
* Update ALL the map files dear god
* Double crayon font size
* Update all screen locs
* Fix contextual clicks
Couldn't use PIXEL MULTIPLIER here for the most part due to the fact most of these are ranges and doubling them would leave empty spaces
* Fixes maptext size and the final touch ups on antag screen locs
* Runs optipng on the DMI files in last commit.
Because my optipng version was outdated (blame the optipng package I had installed) it failed to run on the erge commit. This fixed that.
* Reduces parallax size a bit for 64x64 map sizes
* Fix lobby screens
* Fix DME
* NO MORE HALF MEASURES, CLUSTER
* NO MORE HALF MEASURES, CLUSTER
* bugfixes
* bugfixes
* final bugfixes before the final testing
* we have clearance for lift-off, captain.
Makes lighting corner generation blazingly fast (jesus christ spawn)
Makes overlays be ignored by timestop.
Fixes smart_vis_update(). I'm honestly suprised it's broken-ness didn't
show up earlier.
This might fix the null.x shuttle runtime. Can't say for certain however.
* PLANES
* whoops
* bugfixes
* adds dummy noir obj/screen
* I.plane = initial(I.plane) + assorted bugfixes
* fixed bugs and did a thing with lasers & tasers
* thanks for using a define up there it's really useful and maintainable.
Moves turfs list creation to initialize
Moves some mine turfs work to initialize
Swaps the order in which the process scheduler and master controller are initialized so that the process scheduler setups have the turfs list
Lighting overlays no longer just HAPPEN TO STAY THERE FOREVER when theyve been pooled up to poolings max item limit.
Docking ports are no longer just pulled and eaten by singularities, because yes that was a thing.
Cleans up light source code, less copy pasta (including @Mloc's define).
Moves luminosity changes to the overlays instead of the turfs.
Lowers some light power values since we're not runnign lambertian.