Rescue borgs now have adrenaline. Not added to regular medical borg since they have the ability to create it in chemistry.
Chemistry gripper for med borgs renamed to medical gripper. It's not just used for chemistry.
Medical grippers can now hold blood bags (so they can put them on IVs), medical cups (to give patients liquid medication), and paper cups (to give water for patient care or with pills).
tweak: "Pets have more discipline regarding food. They will no longer beg for food, seek it out, run towards it, steal it, or eat like there's an endless void in their stomachs. They'll still eat food on their tile if sufficiently hungry, and you can still feed pets by hand, if you'd like. Chefs, rejoice!"
tweak: "Corgi stomach capacity adjusted to a way more sane level."
rscdel: "Removed guilty messages about pets starving when you examine them; they won't go hungry in a single shift, don't worry."
rscadd: "You can brush most friendly animals. Combs work for fuzzy and feathered animals, rags work on other ones."
tweak: "There's a small chance that when you pet a guard dog (like Columbo) on help intent (and aren't his master), he won't immediately maul your face off; instead, he will growl at you to warn you not to do that. I still don't recommend it."
tweak: "Like other pets, baby carp can eat now. But not a lot."
Gave Admins a gigashatter proc, which will fracture every single bone in your body. Fear the wrath of the redname.
Admins, you can call this proc by VVing a human mob, going to "call proc", then typing in 'gigashatter', then press finished and OK.
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.
Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.
High-level changes:
Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
Fix some layering issues related to magic numbers, these have been set to constants.
Visualnets now track source movement rather than overriding individual mob/obj procs.
Adds obfuscation underlay to complicate memory fudging to remove camera static.
Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
Helmet cameras now use cameras themselves rather than network defines.
Adds a sorted object list insertion helper.
The Camera MIU (presently unused) should now function properly.
Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left
alert() is a inbuilt byond proc that shows a popup message to the user.
to_chat(alert()) shows the popup message to the user and then prints the result (what button they pressed) into their chat.
title, shame we can't do the same about their players HEY-O -- Fixes#7479
sorry @NonQueueingMatt for kicking over your code but I did what must be done (and I guess this is a better fate than PR reverting)
Decompiler now plays a noise when used to decompile small pests. Cronch.
Also adjusted the decompiler to be used on more pests besides rats and lizards. It now handles simple mobs up to size 3 (which includes tindalos, diyaab, yithian, etc). This will help bots keep things clean.
I've excluded cats specifically (size 2.5) because we really don't need maint drones memeing around sucking up station pets. Dogs (even puppies) are excluded by default due to size.