Hopefully nothing went wrong but you never know.
Conflicts:
code/FEA/FEA_fire.dm
code/controllers/supply_shuttle.dm
code/game/gamemodes/changeling/changeling_powers.dm
code/game/machinery/autolathe.dm
code/game/machinery/drying_rack.dm
code/modules/hydroponics/hydroponics.dm
code/modules/projectiles/projectile/magic.dm
code/modules/reagents/Chemistry-Recipes.dm
code/modules/reagents/reagent_dispenser.dm
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.
New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.
ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
Self-respiration will now properly keep you from dying of oxygen loss.
Stimulant's activation chance was increased so you had a constant flow of hyperzine.
bugfix: gives notransform to etheral jaunting based on an observed edge case where a wizard was staff of changed while starting a jaunt and got stuck in bluespace for the rest of the round
meta: modified revive() so I could remove all that horrible snowflake I introduced to let reviving simple mobs come back
Virologist starts with a small bottle of liquid plasma.
Filled in the gaps between the chem master with RGBA(255, 255, 255, 1) so you do not accidentally click on the floor anymore.
ChemMasters now has the green light overlay, which is only used by Pandemics but it looks better than red.
Diseases now have a requires and a required_limb variable
if requires is 1 then it will run a check for required_limb (WHICH USES TYPEPATHS)
Reverts a turret change that git through into the pull for some reason
added some feedback messages in certain places
removed the hulk-like snowflake check that was really crappy anyways
Reworked a part of surgery/surgery_step.dm to use a switch
Cybernetic limbs
Multi-location operations
Limbs have sprites now (They never dropped before so it was irrelevant)
No Organic healing of Robotic limbs (But the message is still there, fixing soon)
No "organic" diseases in Robotic areas
No more operations in robotic areas - Cheer's Pete for the surgery system being so nice
Healing Robotic limbs with welders (brute) and cable (burn)
Probably other things I forget
BADMIN'S NOTE: This means you can var edit a tranformation virus' new_form to change what an infectee will turn into pretty much anything. Turning into something that isn't a mob will ghostize the player obviously.
On the plus side for xenobiologists this allows for them to place black slime extract in things (medibots, food) without it becoming immediately apparent to victims what's been sabotaged.
This disease cannot be spread in any fashion besides black slime extract. (Because that would be so hideously broken if it was transmittable)
The flavor texts for the stages are an allusion to nethack, where the process of getting slimed is much the same (http://nethack.wikia.com/wiki/Sliming)
One other feature of note: mutant slime people retain the old black slime extract behavior, getting slimed almost immediately after exposure. This means that you can replicate pre-pull black extract by creating a mixture of equal parts black and green extract.