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
Adding mining GPS so miners can find each other more easily on the asteroid
Ore Redemption machine usability improved, also now only processes 10 ore per tick due to possible issues with mass processing of ores
Labor mineral rates edited to fall in line with the rest of the minerals, Labor stacker points increased to compensate
Treasure rooms should now spawn properly and start unlit, treasure items tweaked
Cargo points per plasma sheet significantly increased due to increased rarity
PACMAN generator made significantly more efficient to compensate for increased rarity of plasma, amount of plasma in engineering reduced as a result
Slight tweaks here and there of mining mobs in general
Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
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.
Explosion game log now has epicenter coords
Powersink placement and explosion notifications
C4 notifications and logs
Logging singulo munchies and death
All SMES interactions now logged, because any of them can mess stuff up
Telesci logs what was teleported
More standart machinery procs
More sprites
Constructable mech rechargers
Over all tide up
Its not over yet folks, next are coming constructable kitchen machinery
and SMESes, update to newer uis, even more standartization and maybe
some more R&D content
Stay turned
Yeah i lost half of my work so its only other half
Durning this PR ill try to redo what was lost, in no way is it a
complete thing
Hope git wont do anything bad with it
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.
Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.
If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
* Commented out the distance value that you receive, making it harder when calculating.
* Added materials to the origin tech (organic crystal only) and raised material required to make new bluespace crystals.
* The telescience computer starts with 3 artificial crystals.
* The crystals can be crushed to blink or you can throw it at someone to make them blink a short distance.
* You cannot teleport the AI or any anchored mob (unless they are buckled to an office chair).
* You can make the bluespace crystals from slimes or from research.
The user can set a rotation (the direction the teleport will send him), the power (the amount of power the telepad will use, basically the x velocity) and the angle (which is the y velocity).
The random factor is that the power is randomly offset everytime you recalibrate the telepad.
There is a delay between each use of the teleport, which is calculated by the time it takes for a projectile to hit a destination.
There is also a delay determined by the amount of power you use.
Added a manual for telescience, which links to the wiki.
fixed up the GPS lists.
Added another Telescience area.
Fixed one final bug.
fixed some bugs
fixed a bug
Fixed a fuck ton of Bugs and Issues. Heavy thanks to SuperSayu for helping fix the code, along with Giacom.
Added 2 new Telescience only areas, and gave the BIG BAD BADMINS a investigate log each time someone teleports with Telescience. This logs the destination coordinates and the area it was in.
Fixed some bugs, and set the new stuff on a BRAND NEW 7th Z-LEVEL! Now you guys cant get to it falling out of the shuttle anymore.
Fixed some bugs.
Added Cosmic Anomalies on the empty Z-Level for you to find during Telescience! I also fixed some bugs.
Fixes a bunch of bugs. Don't pull yet, Telescience stuff is on the way!
fixed another issue
Fixed more issues
Fixed issues.
Adds Telescience! It is also added to the map where Misc. Research was.
Merge pull request #1682 from Giacom/active_player_serverstatus
Adds the active players for when you are getting the server status.