This PR adds several sprites for assisted organs, which previously
lacked any sprites at all. In addition, this adds an assisted brain,
which is now available to pick in character creation. Long-term, I'd
like to look into adding assisted implants into the medical gameplay
loop, but for now these are character-creation only. "Mechanical"
prosthetic brains are not possible, and have been excised entirely.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/organs/organs.dmi | Mechoid (Polaris) | CC-BY-SA |
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Holy Sun Rosette renamed and description updated to specify as being
used by the Kin of S'rendarr. This was confirmed with Tajaran loredevs
to be the case.
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Unified most of the procs into one definition, so there are no duplicate
around the codebase.
Marked some of the above as overridable if a good enough case can be
made for them (eg. external dependency or unlikely to be used).
Character preferences / records are now decoded correctly for the
computer UI and character preference.
Known issues, that already existed before this PR: Security incident
reports cannot be imported (nothing appears), charges and details of an
incident do not show up on the PDA application

Origin traits, as well as species natural armor, will correctly remove
themselves when culture/origin/species is changed.
Vaurca primary language processors (K'lax Sinta'Unathi and C'thur
Nral'malic) are now culture traits rather than loadout items. This means
that they can be added/removed from ghostroles automatically without
having to copypaste the same code 200 times.
Secondary language processors (Sinta'Azaziba, Freespeak, Tradeband) have
stayed as loadout items as some of them do not have distinct cultures or
origins they can be added to.
Part 2 of the PR series to bring /tg/'s and bay's plane masters to
Aurora, the lack of which is blocking several features we want.
This ports over the easier to understand Bay version of plane masters,
which is detailed in the relevant readme file in the code. Example
effect code for a warp effect is also in, which has been implemented for
gravity catapults.
Relies on #18741
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
The synthetic vocal cords loadout item is now a selection, which allows
players to pick the normal ones or cheaper/less advanced ones which set
their accent to TTS.
IPCs can also no longer take synthetic vocal cords because they're
robots and don't really have normal vocal cords for it to replace.
Golden Deep Flag and Banner added to loadout, given similar treatment to
Trinary flag to allow for maps to utilize it
Credit to Fyni for the sprites
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
New IPC heads can be selected by changing the head's prosthetic type, as
you would with a robot limb. All sprites by Noble Row.
Relevant to everyone else, this PR adds functionality to whitelist
sprite_accessories to certain prosthetic types, so you could
theoretically add Bishop-only markings for humans.
To-do:
- [x] Facial hair sanitization so that selecting a new head properly
removes the screens.
- [x] Marking sanitization so that selecting an invalid head for the
markings resets them.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
# Buttons for switching hairstyles and beards
I love that there are so many different hairstyles, but don't like at
all that they can't be quickly matched to a character.
So I decided to add buttons that can be used to sort of quickly switch
between hairstyles without using the select menu.

* sdaf
* sdaf
* sdfa
* sadf
* sfda
* gfd
* reduce thrusters volume
* sdafsadsdaf
* sdfa
* Reduced some sound ranges and made some/more not ignore walls for loops
* health analyzers too
* ivdrip adjustment
* most tools now use play_tool_sound to have the sound played, reduced range for it
* feat: add ability to view ooc notes in examine
Allows you to view non-player notes when examining a character.
Warning: It requires `ALLOW_METADATA` to be enabled in the config.
* feat: wrap hud's information with examine block
Wraps information from sec/med huds with new subtypes of examine boxes.
* chore: add changelog for ooc-notes changes
* Apply suggestions from code review
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: SidVeld <sidveld@gmail.com>
---------
Signed-off-by: SidVeld <sidveld@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
* ship it joe
* yangechog
* hoargh
* it's a plastic bottle
* little things
* MEAT
* last bit
* vanilla isn't real
* maps in the vendor + minor additions
* this may fix the Issue
* do this later
* last-minute changes i noticed while i was at work
* my agonies
* aeiou
* keep trying...
* what will this break hmm
* i clench my fist and beat it
* matt's changes
* fixes feni + 2275
* Re-adds the message of the day.
* Re-adds the MOTD and adds mechanical support for ports of call.
* sddsds
* Destroy it all!
* incorrect info
* grammar and shit
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* radio stuff
* loads of code
* more news
* mor eradio stuff
* final fixes
* radio
* Lore Radio Tweaks (#32)
* adds geeves
* matt request
---------
Co-authored-by: Geeves <ggrobler447@gmail.com>
* first reordering, committed in case i fuck up badly next
* from the moment i understood the weakness of my flesh
* sdafa
* you asked for this
* we can't have nice things
* sdafasdf
* sdafasd
* sdfa
* fsa
* worth a shot
* more pain
* sdfasdf