obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
Just in time for the feature freeze, a big change that will introduce bugs! Yay!
Mob verb is called verb/examinate(target), which just calls target.examine(user) and face_atom(target)
For explanation why, see http://www.byond.com/forum/?post=1326139&page=2#comment8198716
Long story short, mob verbs are much faster than object verbs. The goal is to make right-click menus populate faster.
Also changes a bunch of examine() procs to always, ALWAYS call the parent. Except mobs, but you have 1 guess why I'm not touching them. Mostly this affects obj/item/examine().
And also remove a whole shitload of pointless set src in view(2) kind of crap. Also span classes.
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.
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
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
* 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.