The garbage controller no longer bothers nulling out every variable on destroyed objects.
An object can opt to not be collected by returning true from Destroy(). Useful for pools or other edge cases.
Fixed boxes not being collected, along with a couple other things.
Turfs will not be monitored for collection.
generate_ion_law() is no longer a /datum proc, and I am an admin in the repo. Deal with it.
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.
Fixes a runtime with the vent clogging event, which happens to MiniStation.
Lowered all vent requirements to 20.
Fixed transit tubes from breaking by reversing the pod direction twice.
Changed the icon state name of the terminators so that they had density.
Transit tubes will now reset the view of the mob exiting.
Changed all the hair/facial_hair/eye sprites to use a white base.
Changed the preview screen, in the preference menu, to use ICON_MULTIPLY to be able to use the new white sprites.
Removed the unused and broken cloaking item.
Ninjas now use the alpha variable, removed most of the checks for it.
Updated the documentation a bit.
Added some helper procs for later.
*Lets adamantine golems and ninjas generate female where before they were generated exclusively male.
The ninja spacesuit has a coded in female variant that has existed forever but was not actually used. It only shows up upon suit ACTIVATION because (?:?:?)|\|i|\|j4c0d3(?:?:?).
Likewise female adamantine golems have their own sprites and can show up in staff of change shots, but ones generated from the rune were always male.
This does NOT effect admin summoned unknown humans, those are all still male.
Testing has revealed that it reduces the sluggishness of the game, though it will spike from lag when the singularity is loose. Thanks to ChuckTheSheep for suggesting it.
Server owners who want to keep set background enabled can do so by changing the define.
*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).
For example, it will try to find players that are afk for 5 minutes or lower, if it fails it'll add a minute to the 5 minutes until it finds a candidate or until it reaches 10 minutes.
I changed the get_candidate for aliens so that their 5 minute bracket is instead 45 seconds. This is because a lot of the time larva need to be active ASAP to avoid danger (such as being spawned in dangerous areas) There was a cases of an AFK larva that was very easily killed of, making it fraustrating for the observers watching.
Field generators, that are active, will now shock you; they did before but it was because of the containment field near it.
Changed the type path of the field generator and containment field:
/obj/machinery/field_generator -> /obj/machinery/field/generator
/obj/machinery/containment_field -> /obj/machinery/field/containment
Changed the map to have the new type paths.
The containment field will now shock you when it is created.
The containment field layer is a little above objects, so objects going through are under the field icon.
Cleaned up a bit of the code.
This has no real effect on anything besides the fact that skeletons can use the rarely touched xylophone var.
Adds a pair of usr checks for corgis so events can place things on their head without incuring a runtime (the chrismas event also does this)