Commit Graph
212 Commits
Author SHA1 Message Date
RoxyandGitHub ac9462da52 Fix flaky ears CI failures (#4855)
## About The Pull Request

- Prioritize checking `dna.mutant_bodyparts` before `dna.features` when
imprinting sprite accessories on organs
- Add missing mutantpart_key to ears
- Add check for `mutant_bodyparts` settings in
`should_visual_organ_apply_to`

## Why It's Good For The Game

Fixes #4851 
Fixes #4845 
Fixes #4838 
Fixes #4836
Fixes #4831

## Proof Of Testing

Tested that mobs get the correct bodypart overlay based on mutant
bodyparts info and that species with special ears retained them

## Changelog

N/A
2025-10-28 01:09:48 +02:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
BloopandGitHub b7402b77c2 Changes cat tail define from FEATURE_TAIL to FEATURE_TAIL_CAT so it matches the rest (#93426)
## About The Pull Request

Just a simple find + replace PR. All the other tail defines match their
text strings, but for some reason cat tails are just `FEATURE_TAIL`
which is inconsistent.

## Why It's Good For The Game

Consistency, + a lot of downstreams have a generic "tail" feature key
which is distinct from cat tails, so not taking up that define is
better.

## Changelog

Nothing any players would notice
2025-10-12 23:51:54 +02:00
MrMelbertandGitHub 6ba755cb44 Felinid ears are randomized properly (#93297)
## About The Pull Request

When more Felinid ear styles were added, no one updated the jank old
randomization code

When Felinid ears were refactored, no one updated the jank old
randomization code

Sooo let's do that shall we? 

1. Species `get_mut_organs` -> `get_organs`, it gets gets all organs the
mob has anyways

2. Prefs `relevant_external_organ` -> `relevant_organ`, it applies to
any organ type

3. Del organ `preference`, the preference itself handles it via
`relevant_organ`

## Changelog

🆑 Melbert
fix: Felinids will randomize their ear type properly
/🆑
2025-10-05 16:21:42 -06:00
xPokee 939f2fc9ac Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync 2025-09-10 14:12:16 -04:00
MrMelbertandGitHub 135a09182b Refactors obscured (#92779)
## About The Pull Request

Fixes #85028

Obscured flags and covered flags are tracked on carbons, updated as
items are equipped and unequipped. It's that shrimple.

Closes #92760

Just removes the species exception checks for not making sense

Also refactors handcuffs / legcuffs removal. In all of these situations
they were hardcoded when they could easily just use an inventory proc to
work.

## Why It's Good For The Game

Stops a million excessive calls to `check_obscured_slots`

Makes obscured behavior more consistent

Makes obscured behavior easier to use

Cleans up human rendering (There was some cursed stuff before with
render item -> updated obscured -> update body -> cause side effects)

## Changelog

🆑 Melbert
del: Golems which somehow manage to grow wings and somehow manage to
equip something that covers their jumpsuit can no longer fly.
(Seriously, this will not affect anyone)
refactor: Refactored clothing obscurity entirely. Items should be a
loooot more consistent and what covers what, and should update a lot
snappier. As always, report any oddities, like mysteriously disappearing
articles of clothing, hair, or species parts
refactored: Refactored handcuffs and legcuffs a bit, report any odd
situations with cuffs like getting stuck restrained
/🆑
2025-09-07 09:24:34 +02:00
nevimer 81313b27a5 Merge remote-tracking branch 'origin/pupstream-25-08-08' 2025-08-15 17:36:16 -04:00
aa624df43b Apply suggestions from code review
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2025-08-12 18:09:12 -04:00
Roxy 4c62a21b1a Fixes for #92061 2025-08-12 13:50:57 -04:00
WaterpigandRoxy 55504da79d Datumizes DNA blocks, makes DNA cleaner in general (#92061)
Moves all the dna block handling onto singleton datums initialized
inside global lists, to make the handling dna less of a copy-paste mess
and make adding new blocks significantly easier. There is still some
work to be done in the copypaste department but ultimately that falls
under its own PR scope after the core refactor goes through. (Ill
probably do those but it will also be easier for everyone else as the
code is now significantly less of an eyesore)

Both features and identities have been tested through and through, and
seem to be working fine.

Also removed the reliance on weird hardcoded lookup tables for length,
and other similar things that just didn't make sense when I was passing
through DNA code. There's a lot more that fall out of scope for this
exact PR's goal however

I've been told the maintainers will love me for doing this

🆑
code: feature keys are no longer magical strings floating around the
codebase and use proper defines
refactor: DNA blocks are now handled with singleton datums.
/🆑
2025-08-12 13:48:00 -04:00
StaringGasMaskandnevimer 2da590e93d Makes angel wings more maneuverable (#92377)
## About The Pull Request

Increases wing stabilization force for the wings from the flight potion,
allowing much quicker halting.
As a comparison, a single key press used to displace you roughly 5
tiles, after these changes, it will only displace you two.

## Why It's Good For The Game

Newtonian movement made wings hard to maneuver and annoying to use, this
aims to make them more usable.
I'm not sure about how well they'll do in combat, since after this
change you still keep a substantial speed bonus, but to my knowledge it
was like that before and not many people complained. If it becomes a
problem, the speed can be adjusted as well.

## Changelog

🆑
qol: Made angel wings more maneuverable
/🆑

(cherry picked from commit 8222f59f61)
2025-08-08 15:31:12 -04:00
StaringGasMaskandGitHub 8222f59f61 Makes angel wings more maneuverable (#92377)
## About The Pull Request

Increases wing stabilization force for the wings from the flight potion,
allowing much quicker halting.
As a comparison, a single key press used to displace you roughly 5
tiles, after these changes, it will only displace you two.

## Why It's Good For The Game

Newtonian movement made wings hard to maneuver and annoying to use, this
aims to make them more usable.
I'm not sure about how well they'll do in combat, since after this
change you still keep a substantial speed bonus, but to my knowledge it
was like that before and not many people complained. If it becomes a
problem, the speed can be adjusted as well.

## Changelog

🆑
qol: Made angel wings more maneuverable
/🆑
2025-08-06 22:23:12 +10:00
WaterpigandGitHub b01756b97c Datumizes DNA blocks, makes DNA cleaner in general (#92061)
## About The Pull Request

Moves all the dna block handling onto singleton datums initialized
inside global lists, to make the handling dna less of a copy-paste mess
and make adding new blocks significantly easier. There is still some
work to be done in the copypaste department but ultimately that falls
under its own PR scope after the core refactor goes through. (Ill
probably do those but it will also be easier for everyone else as the
code is now significantly less of an eyesore)

Both features and identities have been tested through and through, and
seem to be working fine.

Also removed the reliance on weird hardcoded lookup tables for length,
and other similar things that just didn't make sense when I was passing
through DNA code. There's a lot more that fall out of scope for this
exact PR's goal however

## Why It's Good For The Game

I've been told the maintainers will love me for doing this

## Changelog

🆑
code: feature keys are no longer magical strings floating around the
codebase and use proper defines
refactor: DNA blocks are now handled with singleton datums.
/🆑
2025-07-14 16:51:45 -06:00
RoxyandGitHub 24a6836a05 Fix being unable to hide moth antennae or wings (#3820)
## About The Pull Request

tg changed mutant part hiding logic some upstreams back and our override
hiding logic stopped getting called

## Why It's Good For The Game

Fixes #2790 

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/bd7506f4-5560-4134-afa4-6721a59279a9)
I have hiding antennae and wings enabled in this pic

</details>

## Changelog
🆑
fix: fixed moth antennae and wings not hiding properly
/🆑
2025-05-14 20:57:08 -04:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
MrMelbertandGitHub 1406210b6e Improves the "Check mood" printout, reworks the "Check self" printout, minor embed changes (#89854)
## About The Pull Request

1. Reformats "Check Mood" 

Basically just cleaning it up.
- Moodlets are bullet pointed.
- Hunter is displayed here now.
- Quirks are displayed here now.
- It now tells you how drunk you feel.

Sample


![image](https://github.com/user-attachments/assets/1aac1180-1eed-45f7-9615-005eeecef8c8)

2. Reworks "Check self"

Big reworks done here.
- Organs now don't outright say "Your hear is hurty" "Your lugs are
hurty". Now they'll say something like, "Your chest feels tight" -
Unless you're self aware, then it will say "Your heart is hurty".
- Check self no longer reports wounds with 100% accuracy. You get an
approximate of what the wound is like - "Your chest has an open cut".
More severe wounds will still be bolded, though.

Sample 


![image](https://github.com/user-attachments/assets/3da6336c-63db-4298-9fcb-76748608c848)


![image](https://github.com/user-attachments/assets/6e797ef3-cb04-46cd-aa3c-520c9240953d)

3. Embed tweaks

Embeds can be hidden, and thus will only show up on health analyzers.
This means you can't rip them out by hand.
Right now only bullet shrapnel and explosion shrapnel is hidden.

## Why It's Good For The Game

1. Just some cleanup, largely. Stuff like quirks and hunger make more
sense when checking your mental rather than checking your body. Though
this might be weird for if mood is config-disabled, I might have to
revisit htat.

2. I always found that clicking on yourself and just getting a print out
of "Your liver's non-functional, your chest has a weeping avulsion, etc"
is pretty lame... it kind of diminishes diagnosis / doctor's job.
Ultimately, the goal of this is to open up a little more doctor gameplay
- primarily I think it'll allow for some fully roleplay moments, like
"Doc my chest hurts a lil" "You have 7 bullets and broken ribs bro"

3. Adds more punch to some embeds. Mostly for larp though.

## Changelog

🆑 Melbert
add: Your mood printout (clicking on the mood face) has been
reformatted, and should generally be cleaner.
add: Self examining was reworked, and overall gives you a lot less
perfect information, unless you are self-aware.
add: Bullet and grenade shrapnel is now hidden from examining - it's
skin deep. You can't rip them out with your hands, but hemostats /
wirecutters still suffice if you know they're there. Health analyzers
still pick them up too.
qol: Ghosts aren't notified about NPCs getting appendicitis 
/🆑
2025-03-15 05:51:06 +00:00
SmArtKarandRoxy 76a69d627d Cleans up duplicate calls in bodypart overlays, implements a texture priority system (#89783)
Implemented a bodypart texture overlay priority system - ensures that
derez suicide always goes ontop of carp infusions, and voidwalker curse
goes ontop of both - currently the last one applied is the one that
sticks with you. Also cleaned up duplicate update_body calls, either
removing them or adding ``update = FALSE`` to overlay code.

Having whichever overlay was applied the latest be displayed is just too
inconsistent. And duplicate calls eat perf, bad.
2025-03-12 17:31:03 -04:00
JacquerelandRoxy e366ace9ec You can transplant xenomorph tails onto people (#89618)
This PR allows you to extract tail organs from xenomorphs and surgically
attach xenomorph tails to people.
(Despite being a carbon the xenomorph sprite is not built out of
component overlays so this technically does not remove the tail from its
corpse sorry).

Having a xenomorph tail makes you better at tackling, changes your
tackle verb to "pounce" like if you are a felinid, and also gives you
the parkour benefits of the Freerunning quirk.

![image](https://github.com/user-attachments/assets/6eb0f825-4f23-4a22-aa4d-03cc1cbd676a)
You can also surgically attach a xenomorph _queen_'s tail to someone.
This arguably is a bad idea because it makes you slower (it's much too
heavy) but it does give you access to the queen's tail spin attack
(after which you will fall over if you aren't inhumanly strong). Also
more importantly, it is comically large.

Look I'm racking my brain but this one really mostly comes down to "it's
funny to do this".
But let's pretend that it also increases the depth and complexity of the
sandbox and promotes interesting interactions between crewmembers or
something like that.

Ideally sometimes in the future we will either decide that xenomorphs
are not carbons (is it purely because they have organs?) or decide that
they _are_ carbons and build them accordingly. In the latter case this
will have been a useful addition.

🆑
add: You can transplant xenomorph tails onto people.
/🆑
2025-03-12 16:53:40 -04:00
SmArtKarandRoxy d535cb0764 Fixes flesh reshaper not being placeable on table (#89679)
## About The Pull Request
Closes #89670

## Changelog
🆑
fix: Fixed flesh reshaper not being placeable on table
/🆑
2025-03-12 16:47:58 -04:00
Time-GreenandRoxy 053c2f86d7 Flesh Reshaper | New Genetics Visual Organ Restyler (#89314)
## About The Pull Request
Adds the flesh reshaper! 

https://github.com/user-attachments/assets/ccb79944-5e61-425c-9c9e-b1463ce56013

(The TGUI doesn't render but it's just a dropdown with valid features)

It let's you right click any human mob with visual features to change
them into a different cosmetic variant (within the same pool).

One spawns roundstart in the genetics lab

![image](https://github.com/user-attachments/assets/a578a914-0100-4a97-9ef6-7f3b82bcd115)

More can be made by researching gene engineering, including a medical
variant

![image](https://github.com/user-attachments/assets/74409f04-3162-419c-b8a9-26aa15f84b5f)
2025-03-12 16:00:07 -04:00
SmArtKarandGitHub fc71aa3977 Cleans up duplicate calls in bodypart overlays, implements a texture priority system (#89783)
## About The Pull Request

Implemented a bodypart texture overlay priority system - ensures that
derez suicide always goes ontop of carp infusions, and voidwalker curse
goes ontop of both - currently the last one applied is the one that
sticks with you. Also cleaned up duplicate update_body calls, either
removing them or adding ``update = FALSE`` to overlay code.

## Why It's Good For The Game

Having whichever overlay was applied the latest be displayed is just too
inconsistent. And duplicate calls eat perf, bad.
2025-03-11 13:28:34 -05:00
JacquerelandGitHub 99869cef92 You can transplant xenomorph tails onto people (#89618)
## About The Pull Request

This PR allows you to extract tail organs from xenomorphs and surgically
attach xenomorph tails to people.
(Despite being a carbon the xenomorph sprite is not built out of
component overlays so this technically does not remove the tail from its
corpse sorry).

Having a xenomorph tail makes you better at tackling, changes your
tackle verb to "pounce" like if you are a felinid, and also gives you
the parkour benefits of the Freerunning quirk.

![image](https://github.com/user-attachments/assets/6eb0f825-4f23-4a22-aa4d-03cc1cbd676a)
You can also surgically attach a xenomorph _queen_'s tail to someone.
This arguably is a bad idea because it makes you slower (it's much too
heavy) but it does give you access to the queen's tail spin attack
(after which you will fall over if you aren't inhumanly strong). Also
more importantly, it is comically large.

## Why It's Good For The Game

Look I'm racking my brain but this one really mostly comes down to "it's
funny to do this".
But let's pretend that it also increases the depth and complexity of the
sandbox and promotes interesting interactions between crewmembers or
something like that.

Ideally sometimes in the future we will either decide that xenomorphs
are not carbons (is it purely because they have organs?) or decide that
they _are_ carbons and build them accordingly. In the latter case this
will have been a useful addition.

## Changelog

🆑
add: You can transplant xenomorph tails onto people.
/🆑
2025-03-01 22:53:14 +11:00
SmArtKarandGitHub 53cb66a328 Fixes flesh reshaper not being placeable on table (#89679)
## About The Pull Request
Closes #89670

## Changelog
🆑
fix: Fixed flesh reshaper not being placeable on table
/🆑
2025-02-26 12:47:17 +01:00
Majkl-J 3be0f55e62 Small fixes 2025-02-20 00:13:47 -08:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
Time-GreenandGitHub 9d69f97267 Flesh Reshaper | New Genetics Visual Organ Restyler (#89314)
## About The Pull Request
Adds the flesh reshaper! 

https://github.com/user-attachments/assets/ccb79944-5e61-425c-9c9e-b1463ce56013

(The TGUI doesn't render but it's just a dropdown with valid features)

It let's you right click any human mob with visual features to change
them into a different cosmetic variant (within the same pool).

One spawns roundstart in the genetics lab

![image](https://github.com/user-attachments/assets/a578a914-0100-4a97-9ef6-7f3b82bcd115)

More can be made by researching gene engineering, including a medical
variant

![image](https://github.com/user-attachments/assets/74409f04-3162-419c-b8a9-26aa15f84b5f)
2025-02-13 02:46:03 -06:00
Penelope HazeandGitHub d0a7f955f8 Fix various issues with names in string interpolation (#89246)
## About The Pull Request
Commit messages should be descriptive of all changes.
The "incorrect `\The` macro capitalization" was intentional when it was
added, but as far as I know TG says "the supermatter" rather than "The
Supermatter," so it's incorrect now.
This is completely untested. I don't even know how you'd go about
testing this, it's just a fuckton of strings.
Someday I want to extract them and run NLP on it to catch grammar
problems...

## Why It's Good For The Game
Basic grammar pass for name strings. Should make `\the` work better and
avoid cases like `the John Smith`.
2025-01-29 17:46:03 +01:00
Penelope HazeandGitHub 4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
MosleyandThe Sharkening 9c7cf5ebaf Bubber Edits for mutant bodypart PR #2903
This is all the edits done squashed together.
2025-01-21 00:32:56 -07:00
BloopMosleyTime-GreenGhomSmArtKarklorpa_0Steventgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>FlufflesGoldenAlpharex
6df77ad80d [MIRROR] Death of mutant bodyparts AND external organs (#85137) (#4335)
* Death of mutant bodyparts AND external organs (#85137)

Removes mutant bodyparts and external organs from the game completely
Digitgrade behaviour was mutant bodypart for no reason

Cat ears now work with the bodyparts overlay system, same as all the
other external organs (since all their behaviour is now just on /organ

It doesn't remove all the /external types, but moves all behaviour to
/organ. I'll follow up with a PR wiping all the /external organ types,
but it's just conflict heaven so not this PR

I've also streamlined a lot of duplicate/weird species regeneration code

Melbert did the same PR as well but due to a lack of time (?) I have
absorbed his PR to double nuke mutant bodyparts

Frees us from the chain of unmodular code, and kills my greatest nemesis
(after the shuttle meteor murder bug)

🆑 Time-Green and MrMelbert
Refactor: External organ behaviour has been moved to /organ, ears now
use the same system as the other organs
Refactor: Mutant bodyparts are dead! This likely does not mean much to
the average person but it's very dear to me
code: Improves digitgrade handling in preference code
/🆑

I have absorbed #85126, using Melberts code to improve and add some
missing changes. Mainly improving the functioning of preferences and
digitgrade legs. I didn't take over the hairstyle improvements.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Fixes missing felinid ear preference (#86553)

Closes #86452

🆑
fix: Fixed missing felinid ear preference
/🆑

* Spelling Fixes (#86056)

Fixes several errors to spelling, grammar, and punctuation.
Improves readability and user experience.
🆑
spellcheck: fixed a few typos
/🆑

* Fix plasmamen having all feature preferences (#86682)

Fixes #86622

Plasmamen relevant_external_organ is null, and it then checks if
relevant_external_organ is in a list containing nulls
I cleared the nulls from get_mut_organs to fix it

🆑
fix: Fixes plasmamen having all external organ species preferences
/🆑

* Fixes cat ear layering, makes getFlatIcon account for RESET_COLOR on under/overlays (#86757)

After the external organ removal pr, cat ears stopped being as weirdly
specialcased, and instead just used a `/datum/bodypart_overlay/mutant`
subtype. However, this was set up in a way where the inner ears were put
on a different layer from the outer ears, leading to wonky layering.

In this pr, we revert their layers and instead apply the inner ears as
an overlay onto the base ears, fixing this.

Thank you Melbert for the idea. o7

Additionally, as this pr tripped the screenshot tests, makes the
`getFlatIcon(...)` proc account for `RESET_COLOR` on under/overlays.

We do this by making it stop applying the colour after merging all the
under/overlays, and instead apply it and the parent color _before_
merging any under/overlays, while proxying the parent color as a new
parameter `parentcolor` to any new `getFlatIcon(...)` calls.

This coincidentally also fixes usage of `getFlatIcon(...)` on husked
bodies, as those also used `RESET_COLOR` for their blood overlay. The
screenshot tests had to be updated for this.

Fixes #86453.

🆑
fix: Fixed cat ears not layering properly.
fix: Husked bodies show their blood with the right colours in
photographs.
/🆑

* Automatic changelog for PR #86757 [ci skip]

* Fish infusion (#87030)

I'm adding a new infusion ~~(actually four, but two of them are just
holders for specific organs tied to a couple fish traits)~~ to the game.
As the title says, it's about fish.

The infusion is composed of three primary organs, plus another few that
can be gotten from fish with specific traits.

The primary organs are:
- Gills (lungs): Instead of breathing oxygen, you now need to stay wet
or breathe water vapor.
- fish-DNA infused stomach: Can safely eat raw fish.
- fish tail: On its own, it only speeds you up on water turfs, but it
has another effect once past the organ set threshold. It also makes you
waddle and flop like a fish while crawling (I still gotta finish sprites
on this one)

Other organs are:
- semi-aquatic lungs: A subtype of gills from fish with the 'amphibious'
trait, falls back on oxygen if there's no water. Can also be gotten from
frogs, axolotl and crabs.
- fish-DNA infused liver: From fish with the 'toxic' trait. Uses
tetrodotoxin as a healing chem instead of a toxin. Also better tolerance
to alcohol if you want to drink like a fish (ba dum tsh).
- inky tongue: From fish with the 'ink production' trait. Gives mobs the
ability to spit ink on a cooldown, blinding and confusion foes
temporarily.

The main gimmick of this infusion revolves around being drenched in
water to benefit from it, In the case you get the gills organ, this also
becomes a necessity, to not suffocate to death (alternatively, you can
breathe water vapor, without any benefit). To enable the bonus of the
organs set, three organs need to be infused. They can be gills, stomach,
tail and/or liver, while the inky tongue doesn't count towards it.

Once the threshold is reached, the following bonus are enabled:
- Wetness decays a lot slower and resists fire a bit more.
- Ink spit becomes stronger, allowing it to very briefly knock down
foes.
- Fishing bonuses and experience
- Resistance to high pressures
- Slightly expanded FOV
- drinking water and showers mildly heal you over time.
- for felinids: You won't hate getting sprayed by water or taking a
shower.
- While wet:
- - If the fish tail is implanted, crawling speed is boosted.
- - You no longer slip on wet tiles.
- - You also become slippery when lying on the floor.
- - You get a very mild damage resistance and passive stamina
regeneration, and cool down faster.
- - You resist grabs better.
- - get a very weak positive moodlet.
- However, being dry will make you quite squisher, especially against
fire damage, slower and give you a modest negative moodlet.

While working on it, I've also noticed a few things that explained why
tetrodotoxin (TTX) did jackshit at low doses, because livers have a set
toxin tolerance value, below which, any amount of toxin does nothing.
Also I've felt like reagents like multiver & co were a bit too strong
against a reagent that's supposed to work at very low doses, with slow
metabolization, so I've added a couple variables to buff TTX a bit,
making it harder to purge and resistant to liver toxin tolerance (also
added a bit of lungs damage).

I wanted to take a shot at coding a DNA infusion and see how chock-full
I could make it. DNA infusions are like a middle point between "aha,
small visual trinket" and organs with generally ok effects. I seek to
make something a bit more complex ~~(also tied to fishing ofc because
that's more or less the recurrent gag of my recent features)~~ primaly
focused around the unique theme of being strong when wet and weaker when
dry.

EDIT: The PR is now ready, have a set of screenshots of the (fairly mid)
fish tails (and gills, barely visible) on randomly generated spessman
and one consistent joe:

![immagine](https://github.com/user-attachments/assets/a4965508-22e2-4d3a-8523-29fec6bce91e)

🆑
add: Added a new infusion to the game: Fish. Its main gimmick revolves
around being stronger and slippery when wet while weaker when dry.
balance: Buffed tetrodotoxin a little against liver tolerance and
purging reagents.
/🆑

* Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)

Upon getting stabbed in your eyes or having a bullet fly through your
head there's a chance (minor for stabbing, extremely low for headshots)
you'll receive a new "Eye Puncture" wound which causes profuse bleeding
out of your now-empty eye hole. Once healed you'll have to deal with a
scar on your eye which cannot be cured and requires surgical
replacement. Eye scarring will reduce your eyes' max health by 15, give
you a minor screen tint and a fancy visual on your character sprite.
Getting scarring on both eyes will turn you completely blind.

![image](https://github.com/user-attachments/assets/c1ae4ff3-6844-405d-819b-9c390511e321)

This PR also introduces a new quirk which gives you eye scarring on the
eye of your choice and an eyepatch to go alongside it, just make sure
that it sits on the right eye.

Also added medical(white) subtype of eyepatches to loadout for those who
want that version instead. Credits to AnturK on discord for the idea.

Its a neat lil' feature that makes the game more immersive, and unlocks
more roleplay opportunities for players. New quirk gives access to this
feature for players who want to make it a part of their character's
backstory (or maybe as a part of permanent scar roleplaying).

🆑
add: Getting stabbed or shot in the eyes has a chance of giving you a
new wound and a semi-permanent scar, blinding you on one side
add: Added new "Scarred Eye" quirk which blinds you on one eye but gives
you a fancy eyepatch
add: Medical eyepatches have been added to loadout
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>

* Resprited tails from fish infusion. (#87298)

Back when I made #87030 I got a bit lazy when it came to spriting the
fish tails and just ported a few ones from furry servers and made them
inherit the hair color. Let me tell you, those sprites kinda look bad,
and the fact that they've the same colors of hair is kinda... fuzzy, and
doesn't sit well with me, like some hairball stuck in a cat's throat.

So I took upon myself to actually make them better (and also give gill
overlays a couple extra pixels), at the cost of some of my free time and
their wagginess, because fuuuuuck wagging animations for anything that
isn't a somewhat amorphous fluffy tail. Fish don't wag their tail.

They also get one of several blue/grey tints if the owner of the part
doesn't have a peculiar skin tone like lizards or ethereals or moffs.

Anyway, comparison time:

OLD:

![immagine](https://github.com/user-attachments/assets/a4965508-22e2-4d3a-8523-29fec6bce91e)

NEW:

![immagine](https://github.com/user-attachments/assets/0f8e80cd-d11f-4fd4-a919-acb7237fa927)

Both from byond screenshots but I cut and pasted them in paint instead
of asesprite because old habits die hard.

Better sprites. Perhaps the selection of blues could be improved a bit
idk.

🆑
image: resprited fish tails from fish infusion.
/🆑

* Makes the game compile, first.

* Removes a duplicate loadout entry added by /tg/ (to avoid people's loadouts getting messed up)

* Fixed an issue with on_mob_insert() for /datum/bodypart_overlay/mutant

* Fixed an issue with the burn datum of the moth wings bodypart_overlay

* Fixing digitigrade legs not behaving as they should be

* A bunch of Insert->mob_insert and Remove->mob_remove

* Okay, now stuff gets colored properly

Also ears work properly too!

Only thing is that mutant organs on the preferences dummy don't seem to change between character, at least for most of them, which is really annoying.

* Properly returns ears to being internal organs

* Makes it so preferences can use relevant_mutant_bodyparts again!

* Makes organs properly update when changing species

* Markings now get removed when they don't need to be there on a limb

* Fully renives update_mutant_bodyparts(), as it was basically just update_body_parts() anyway at this point

* fix charging implant

* Restores the usage of simple bodypart_overlay for the sensory_enhancer and the hackerman_deck, as that was otherwise causing a bunch of runtimes

* Returns legs to being a sprite accessory, just for simplicity's sake (I don't want to have to refactor it on our end again)

* Fixes xenos not getting their mutant organs because I accidentally nulled the list for no reason 💀

* Makes it so certain organs (in this case, ears) can't be replaced when changing visual preferences, meaning Tesharis/Synths/Slimepeople will get their respective ears, regardless of what visuals they choose for them

* Fixes a small mistake with spines in the code

* Adds some mutant_bodyparts for the results of the infuser unit test. This might be a hack, but we'll cross that bridge when we get to it in the future.

* Adds a "None" option to tail_spines

* Allows ears to not constantly runtime because they don't have an accessory_name sometimes, which is a sad consequence of many species not setting their ear sprite sometimes

* Should fix CI, hopefully should be the last thing needed for this to work flawlessly from now on (crossing fingers)

* This ACTUALLY fixes the changeling transform and transform sting! Hurray!

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: klorpa <30924131+klorpa@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2025-01-12 21:42:00 -05:00
SmArtKarandGitHub a5d1d9782a Fixes podperson hair not updating (#88664)
## About The Pull Request

Closes #88655

## Changelog
🆑
fix: Fixed podperson hair not updating
/🆑
2024-12-28 00:47:27 -08:00
SmArtKarandGitHub c1129369c7 [NO GBP] Fixes moths only being able to fly if they spawn in zero gravity (#88450)
## About The Pull Request
Moth wings prevent you from flying in gravity -> same check is used for
activation -> they're activated upon implanting -> unless you spawn or
get wings in zero-g you're screwed
Closes #88460
Closes #88457

## Changelog
🆑
fix: Fixed moths only being able to fly if they spawn in zero gravity
/🆑
2024-12-12 19:33:08 +01:00
SmArtKarandGitHub f58ebf1a6e Third Time's the Spessman: Solves jetpack struggles once and for all (#88317)
## About The Pull Request

This PR improves our jetpacks in 2 major ways: partially decoupling them
and intentional space movement from SSnewphys, and implementing
consistent pushoff speeds.

Currently jetpacks work by applying constant newtonian force whenever an
input key is held down by a client and stabilizing the movement every
time they get processed by SSnewphys which is an SS_TICKER subsystem,
which means that it attempts to fire prior to everything else and has a
wait of a single tick. This would be fine if we could guarantee that
there isn't another SS_TICKER subsystem with a higher priority that
constantly overtimes... oh right, that'd be the most important subsystem
of SSinput.

Newtonian impulses, both when starting a drift and when applying
continious force rely on SSnewphys to fire the loop, which can end up
not happening due to overtime in input (and is a frequent issue on
highpop). To circumvent this, newtonian impulses now forcefully fire
their drift loop regardless of SSnewphys, thus ensuring that the
movement always happens in the tick it was called (If you ask something
to move with an ``instant`` flag you'd expect it to move the same tick).

Second issue stems from the fact that jetpacks try to move you at your
movement speed, except when pushing you off objects they hijack normal
movement code that would've ran, resulting in a single tile of slow,
janky movement (Or, when moving along walls, making the controls feel
"sticky" and worse than what you'd have without a jetpack in the first
place). By forcefully applying enough force to make players move at
expected speeds, we can solve that issue.

Third issue stems from a minor mistake in SSnewphys processing order -
process() on jetpacks ran **after** moveloops have fired, so all
stabilization only applied next tick. I swapped fire orders around which
solves this problem too, although it won't be triggering much as
stabilization would now forcefully fire the related loop by itself.


https://github.com/user-attachments/assets/1068f68b-2cd1-49b0-bff0-1f79ed0aed5a

Also I've refactored wings to be jetpacks since they behave exactly the
same, which is a bit cursed if you think about it.

## Why It's Good For The Game

Jetpack movement is highly inconsistent in speed/smoothness, janky and
gets ruined by even a slightest amount of overtime in subsystems above
it - this should solve all of those issues.

## Changelog
🆑
qol: Jetpacks are significantly smoother and nicer to use now - and not
affected by lag anymore!
code: Cleaned up spacemove/jetpack code a bit and moved some common code
to helpers.
refactor: Wings are now... jetpacks. They behave exactly the same and
this should reduce the amount of copypaste code in spacemove
significantly.
/🆑
2024-12-07 00:15:36 +01:00
GhomandGitHub 6272b3680c You can use a fishing rod to snatch organs during organ manipulation surgery (feat organs sanity fix) (#87774)
## About The Pull Request
This allows you to use a fishing rod during the "manipulate organs" step
of the aforementioned surgery to snatch organs from a target.

Unlike other fish sources, this one has a negative fishing difficulty of
-20, which when summed with the default minigame difficulty should still
result in a negative difficulty. In layman terms, this means the
minigame is skipped here (unless you're wearing some clunky stuff like
insulated or boxing gloves). It also has a wait time of 8 to 13 seconds
versus the more random standard 3 to 25 seconds.

A small side-effect of this is that explosions during the "manipulate
organs" step will basically disembowel you, but it kinda fits anyway.

By the by, because of this, there is a tiny chance bluespace fishing
rods can yield you random organs. Worry not, they're newly generated, so
you won't be snatching it from another player by accident (at least for
now).

## Why It's Good For The Game
It adds more possible weird and rare shenanigans involving surgery.

## Changelog

🆑
Add: You can use a fishing rod to snatch organs during organ
manipulation surgery
/🆑
2024-11-20 22:13:18 +00:00
SmArtKarandMajkl-J 7038297aeb [NO GBP] Makes jetpack movement much smoother and prevents pushing off objects while using one (#87020)
## About The Pull Request
Jetpacks will now prevent you from attempting to interact with objects
near you in zero G, preventing you from pushing lockers and people
around. This also makes jetpack movement ***much*** more smooth, as they
will activate at your first move, preventing jerky movement when pushing
off walls. Same applies to all wings which should help moth players with
new spacemove.

Thanks to iusedtoplayxbox on discord for providing details regarding the
issue.

## Why It's Good For The Game

Less jank = happier players

## Changelog
🆑
qol: Jetpack movement is now much smoother
/🆑
2024-11-11 00:43:36 -08:00
SmArtKarandGitHub 4cede34a49 [NO GBP] Fixes wings and jetpacks sometimes preventing you from opening doors (#87741)
## About The Pull Request
I hate this timeline. What title says, makes jetpacks and wings allow
you to bump into things you're moving into.

## Why It's Good For The Game
This feels awful and requires you to stop pressing movement keys for a
moment before resuming movement to get out of the "stuck" state

## Changelog
🆑
fix: Fixed wings and jetpacks sometimes preventing you from opening
doors
/🆑
2024-11-09 11:08:51 +01:00
GhomandGitHub 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
Majkl-J 62d91fbd65 There is like an infinite amount of sound repaths 2024-10-24 02:58:06 -07:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
GhomandGitHub 734051bb1f update_body_parts() is now called when adding or removing bodypart overlays. (#87215)
## About The Pull Request
I'm making sure that `update_body_parts()` is properly called when
changing bodypart overlays, so that they actually show up the very
moment they were changed. However, to avoid redundant
`update_body_parts()` calls on init or while changing species, I've
added a living flag that stops `update_body_parts()` from being called
in these situations. I also scoured the codebase for other redundant
`update_body_parts()` to remove and things to clean up a little.

## Why It's Good For The Game
This automates the process of calling `update_body_parts()` a bit.

## Changelog
Mainly backend.
2024-10-15 18:49:05 +02:00
GhomandGitHub 96c0c0b12c Fish infusion (#87030)
## About The Pull Request
I'm adding a new infusion ~~(actually four, but two of them are just
holders for specific organs tied to a couple fish traits)~~ to the game.
As the title says, it's about fish.

The infusion is composed of three primary organs, plus another few that
can be gotten from fish with specific traits.

The primary organs are:
- Gills (lungs): Instead of breathing oxygen, you now need to stay wet
or breathe water vapor.
- fish-DNA infused stomach: Can safely eat raw fish.
- fish tail: On its own, it only speeds you up on water turfs, but it
has another effect once past the organ set threshold. It also makes you
waddle and flop like a fish while crawling (I still gotta finish sprites
on this one)

Other organs are:
- semi-aquatic lungs: A subtype of gills from fish with the 'amphibious'
trait, falls back on oxygen if there's no water. Can also be gotten from
frogs, axolotl and crabs.
- fish-DNA infused liver: From fish with the 'toxic' trait. Uses
tetrodotoxin as a healing chem instead of a toxin. Also better tolerance
to alcohol if you want to drink like a fish (ba dum tsh).
- inky tongue: From fish with the 'ink production' trait. Gives mobs the
ability to spit ink on a cooldown, blinding and confusion foes
temporarily.

The main gimmick of this infusion revolves around being drenched in
water to benefit from it, In the case you get the gills organ, this also
becomes a necessity, to not suffocate to death (alternatively, you can
breathe water vapor, without any benefit). To enable the bonus of the
organs set, three organs need to be infused. They can be gills, stomach,
tail and/or liver, while the inky tongue doesn't count towards it.

Once the threshold is reached, the following bonus are enabled:
- Wetness decays a lot slower and resists fire a bit more.
- Ink spit becomes stronger, allowing it to very briefly knock down
foes.
- Fishing bonuses and experience
- Resistance to high pressures
- Slightly expanded FOV
- drinking water and showers mildly heal you over time.
- for felinids: You won't hate getting sprayed by water or taking a
shower.
- While wet:
- - If the fish tail is implanted, crawling speed is boosted.
- - You no longer slip on wet tiles.
- - You also become slippery when lying on the floor.
- - You get a very mild damage resistance and passive stamina
regeneration, and cool down faster.
- - You resist grabs better.
- - get a very weak positive moodlet.
- However, being dry will make you quite squisher, especially against
fire damage, slower and give you a modest negative moodlet.

While working on it, I've also noticed a few things that explained why
tetrodotoxin (TTX) did jackshit at low doses, because livers have a set
toxin tolerance value, below which, any amount of toxin does nothing.
Also I've felt like reagents like multiver & co were a bit too strong
against a reagent that's supposed to work at very low doses, with slow
metabolization, so I've added a couple variables to buff TTX a bit,
making it harder to purge and resistant to liver toxin tolerance (also
added a bit of lungs damage).



## Why It's Good For The Game
I wanted to take a shot at coding a DNA infusion and see how chock-full
I could make it. DNA infusions are like a middle point between "aha,
small visual trinket" and organs with generally ok effects. I seek to
make something a bit more complex ~~(also tied to fishing ofc because
that's more or less the recurrent gag of my recent features)~~ primaly
focused around the unique theme of being strong when wet and weaker when
dry.

EDIT: The PR is now ready, have a set of screenshots of the (fairly mid)
fish tails (and gills, barely visible) on randomly generated spessman
and one consistent joe:

![immagine](https://github.com/user-attachments/assets/a4965508-22e2-4d3a-8523-29fec6bce91e)


## Changelog

🆑
add: Added a new infusion to the game: Fish. Its main gimmick revolves
around being stronger and slippery when wet while weaker when dry.
balance: Buffed tetrodotoxin a little against liver tolerance and
purging reagents.
/🆑
2024-10-09 02:03:50 +02:00
SmArtKarandGitHub 6ea10333c8 [NO GBP] Makes jetpack movement much smoother and prevents pushing off objects while using one (#87020)
## About The Pull Request
Jetpacks will now prevent you from attempting to interact with objects
near you in zero G, preventing you from pushing lockers and people
around. This also makes jetpack movement ***much*** more smooth, as they
will activate at your first move, preventing jerky movement when pushing
off walls. Same applies to all wings which should help moth players with
new spacemove.

Thanks to iusedtoplayxbox on discord for providing details regarding the
issue.

## Why It's Good For The Game

Less jank = happier players

## Changelog
🆑
qol: Jetpack movement is now much smoother
/🆑
2024-10-05 02:03:39 +02:00
SmArtKarandGitHub ad111f4950 Spacemove refactor - Newtonian physics (#84869)
## About The Pull Request

This PR significantly enhances how zero-g movement works. Its no longer
locked to one of 8 directions, everything now has inertia and is
affected by weight. This means that throwing a piece of wire will no
longer completely reverse your movement direction, and that being thrown
out of mass driver no longer will slow you down to a halt at some point.

This leads to following gameplay changes:
* Guns now accelerate you. Ballistics have higher acceleration than
lasers, and higher calibers have higher acceleration than smaller ones.
This means that firing full-auto weapons in zero-g will make you drift
and accelerate significantly. While this can be a hilarious way to
travel in space, it makes using them trickier.
* Impacting a wall or an object while moving at high speeds will cause
you to violently crash into it as if you were thrown. Careful when
exploring!
* Jetpacks now have inertia. Changes introduced in #84712 have been
mostly reverted, although speed buff has been reduced to 0.3 instead of
0.5 (although this is compensated by new movement mechanics, so overall
speed should be roughly equal). All MODsuit jetpacks now possess the
speed boost. Advanced MODsuit jets (which has also been added back) and
captain's jetpack instead have higher acceleration and stabilization
power, providing much more precise control over your movement.
* Firing guns while moving on a jetpack will partially negate your
pack's acceleration, slowing you down. Non-advanced jetpacks'
stabilization is not enough to compensate for heavy caliber weaponry as
sniper rifles, shotguns or rocket launchers.
* You no longer instantly decelerate upon sliding along a wall. Instead,
it may take a few tiles if you are moving at extreme speeds. Passing
over lattices still allows you to grab onto them!

As space movement is angle-based instead of dir-based now, its much more
smooth than before due to using new movement logic.

Example of jetpack stabilization in action:

https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41

And, of course, you can do this now.

![jetpack_500](https://github.com/tgstation/tgstation/assets/44720187/37b11cd8-2bd1-4640-ae0c-5e0cc505bf52)

**This pull request requires extensive gameplay testing before
merging**, as a large amount of numbers have been picked arbitrarily in
an attempt to keep consistency with previous behavior (guns and
normal-sized items applying 1 drift force, which is equal to what
everything applied before this PR). Jetpacks and impacts may also
require adjustments as to not be frustrating to use.

Closes #85165

## Why It's Good For The Game

Zero-G refactor - currently our zero-g movement is rather ugly and can
be uncomfortable to work with. A piece of cable being able to accelerate
you the same as a duffelbag full of items when thrown makes no sense,
and so does instantly changing directions. Inertia-based version is
smoother and more intuitive. This also makes being thrown into space
more of a hazard (possibly opening the door for explosive
decompressions?)
Jetpack inertia and gun changes - this is mostly a consequence of
inertia-based movement. However, zero-g combat being preferred during
modes like warops was an issue due to it negatively affecting everyone
without jetpacks which are in limited supply onboard. This reverts the
mobility changes which severely impacted space exploration, while making
zero-g combat more dangerous and having it require more skill to be a
viable option.

## What's left

- [x] Refactor moth wings to use jetpack code
- [x] Refactor functional wings to use jetpack code
- [x] Locate and fix a recursion runtime that sometimes occurs upon
splattering against a wall
- [x] Add craftable tethers and modify engineering MOD tethers to use
the same system

## Changelog
🆑
add: You can now craft tether anchors, which can be secured with a
wrench and attached to with right click. They won't let you drift into
space and you can adjust tether length/cut it via lmb/rmb/ctrl click on
the wire.
add: MOD tethers now remotely place and connect to tether anchors
instead of throwing you at where they landed.
balance: MOD tethers can now be used in gravity
balance: Jetpacks are now inertia-based. 
balance: Guns can accelerate you significantly in zero-g.
balance: All jetpacks now give you equal speed buff, however advanced
MOD ion jets and captain's jetpack have higher acceleration/deceleration
values.
refactor: Refactored zero-g movement to be inertia-based and utilize
angles instead of directions.
/🆑
2024-09-26 02:49:54 -07:00
grungussussandGitHub 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
Xander3359andGitHub f9d0d5f5ec Infiltrator suit now hides wings, antennae and obfuscates your voice (#86546)
## About The Pull Request
Infiltrator suit now hides wings, antennae and obfuscates your voice

Hidden moth wings are no longer capable of flight
## Why It's Good For The Game
Further helps the infiltrator suit hide your identity by hiding
wings/antenna and makes it where you no longer have species-specific
"say" verbs or lisps.
## Changelog
🆑
qol: Infiltrator mod hides your voice
fix: Infiltrator suit now hides moth wings/antenna
fix: hidden moth wings are no longer capable of flight
/🆑
2024-09-12 17:50:11 +02:00
klorpaandGitHub 69176298ed Spelling Fixes (#86056)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-09-10 17:04:59 +02:00
095f7e3b70 Death of mutant bodyparts AND external organs (#85137)
## About The Pull Request

Removes mutant bodyparts and external organs from the game completely
Digitgrade behaviour was mutant bodypart for no reason

Cat ears now work with the bodyparts overlay system, same as all the
other external organs (since all their behaviour is now just on /organ

It doesn't remove all the /external types, but moves all behaviour to
/organ. I'll follow up with a PR wiping all the /external organ types,
but it's just conflict heaven so not this PR

I've also streamlined a lot of duplicate/weird species regeneration code

Melbert did the same PR as well but due to a lack of time (?) I have
absorbed his PR to double nuke mutant bodyparts

## Why It's Good For The Game
Frees us from the chain of unmodular code, and kills my greatest nemesis
(after the shuttle meteor murder bug)

## Changelog
🆑 Time-Green and MrMelbert
Refactor: External organ behaviour has been moved to /organ, ears now
use the same system as the other organs
Refactor: Mutant bodyparts are dead! This likely does not mean much to
the average person but it's very dear to me
code: Improves digitgrade handling in preference code
/🆑

I have absorbed #85126, using Melberts code to improve and add some
missing changes. Mainly improving the functioning of preferences and
digitgrade legs. I didn't take over the hairstyle improvements.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-20 16:33:34 +02:00
90319e252b [MIRROR] Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails (#29062)
* Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails

* fix

* [MIRROR] Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails [MDB IGNORE] (#4013)

* Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails

* Fix conflicts

* Update sprite_accessories.dm

* None of that

* Update horns.dm

* There was more

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
2024-07-29 21:30:46 +05:30
MrMelbertandGitHub 8df2c4bee1 Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails (#85112)
## About The Pull Request

- Deletes monkey tail DNA block
- This is not something DNA blocks should be used for. If your only
options are "exists" or "doesn't exist", it doesn't need a DNA block,
you should just remove the tail!

- Minor sprite accessory cleanup
- Replaces a lot of blank SAs with `add_blank` usage. Tested in game and
it works.
- No reason to copy-paste blanks when we have a designated function for
it.

- Randomizing features can no longer select locked features
   - Bugfix, though it doesn't affect us at the moment.

- Monkeys (and lizard people) will no longer random into being tailless
- Felinids can still random into tailless (though that function is
broken ATM)

## Why It's Good For The Game

For the tailless change: 

It's a bit weird for these species to spawn without tails. They're kinda
a huge part of their identity.
I left in the tailless Sprite Accessory, however, so you can still
select them in the prefs menu.

## Changelog

🆑 Melbert
qol: All randomly spawned monkeys (and lizardpeople) will spawn with
tails. You can still select to be tailless.
code: Cleaned up some code relating to species features (like tails,
markings, etc). Report any oddities
/🆑
2024-07-26 07:55:05 +02:00
orangesandGitHub 3947a03b24 Revert "Adds the other half of the fox infusion because Arm is a coward" (#85173)
Reverts tgstation/tgstation#85129
2024-07-22 09:03:58 +12:00