230 Commits
Author SHA1 Message Date
Alexis 88e84645b1 Merge commit '6b52b564a50e4f3091470529c683587e5de15d49' into upstream-sync-7-22-2026 2026-07-22 13:39:09 -04:00
GhomandGitHub 54df8cab2d Moved a few monkeys features out of species code (+ updated a couple infusion organs) (#96735)
## About The Pull Request
Title. I'm moving a few monkey features away from the species and into
its bodyparts and organs. I plan on following up with another PR for the
various `ismonkey()` in the code, as these are necessary changes for a
niche thing I'm ultimately working on.

Also one carp organ and one stoat organ both had bits of code made
redundant by available traits. This takes care of them.
Also removed the passwindow_on/off and passtable_on/off procs. We can
just register the associated trait signals on init for living mobs (plus
they were being misused on non-mobs).

## Why It's Good For The Game
Less code associated directly to the species and more to its body parts
and organs, which is basically something we've been doing for a few
years ~~(also I need it for skeletonized monkeys)~~.

## Changelog
N/A
2026-07-11 21:51:39 +01:00
RoxyandGitHub e2cf25470d Fix horns getting hidden in modsuits (#5891)
## About The Pull Request

Couple things going on here but basically boils down to the
`/datum/bodypart_overlay/mutant/horns/can_draw_on_bodypart` proc in
`_visual_organs.dm` blocking horns if outfit has `HIDEHAIR` flagged
which mods do, this is all fine and dandy but we have a specific
carve-out for mods because of the hardlight overlays they add, problem
is that the latter check was taking precedence over the carve-out
(`is_deely_bopper_hidden`). I commented out this check because
`is_deely_bopper_hidden` does everything it does and more, so we don't
need it. Also deleted a redundant skyrat override on
`/datum/bodypart_overlay/mutant/horns/can_draw_on_bodypart` because the
parent `/datum/bodypart_overlay/mutant/can_draw_on_bodypart` override
does the same thing.
## Why It's Good For The Game

Fixes #5631 

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

<img width="75" height="100" alt="image"
src="https://github.com/user-attachments/assets/e2939c50-39de-48de-8ffa-da648fa9df85"
/>

</details>

## Changelog
🆑
fix: fixed modsuits hiding horns
/🆑
2026-07-03 14:12:07 -04:00
MrMelbertandGitHub 62ad8d3520 Allows arbitrary/custom/"unlimited" bodypart overlay layers (#96684)
## About The Pull Request

`EXTERNAL_FRONT`, `EXTERNAL_ADJACENT`, and `EXTERNAL_BEHIND` are no
longer bitflags
Instead they are strings, that correspond to the sprite's icon state's
postfix ie `wings_FRONT` / `wings_ADJ`

Bodypart overlays now define their layers in terms of `postfix` to
`rendering layer`
For example wings are defined as:
```dm
	layers = list(
		EXTERNAL_FRONT = BODY_FRONT_LAYER,
		EXTERNAL_ADJACENT = BODY_ADJ_LAYER,
		EXTERNAL_BEHIND = BODY_BEHIND_LAYER,
	)
```
Which translates to
```dm
	layers = list(
		"FRONT" = 2.5,
		"ADJ" = 22.9,
		"BEHIND" = 32.2,
	)
```
## Why It's Good For The Game

What does this mean?

One, you are no longer constricted to the three existing layers when
adding a bodypart overlay. You can decide to put it on whatever layer
you need...
```dm
	layers = list(
		"FRONT" = 2.4, // I specifically need this to render above other front overlays!
	)
```

Two, you can easily add a new layer without needing to mess with core
bodypart code at all
```dm
	layers = list(
		"FRONT_HIGHER" = 2.4, // I need a special layer
		"FRONT" = 2.3, 
	)
```

Three, you don't have to use the `EXTERNAL_FRONT` `EXTERNAL_ADJACENT`
etc. at all if you don't want to. You can organize your layers however
you want...
```dm
	layers = list(
		// I can make my icon states `wings_top` and `wings_bottom` instead of `wings_FRONT` and `wings_BEHIND` to make it easier to parse
		"top" = BODY_ADJ_LAYER, 
		"bottom" = BODY_BEHIND_LAYER, 
	)
```

Ultimately, this makes it a ton easier to work with bodypart overlays,
as you no longer need to learn what FRONT/ADJ/BEHIND means. You can just
add your sprites and define your layers and you're done

## Changelog

🆑 Melbert
refactor: Surprise, a follow up refactor to species part rendering,
report any oddities with them (wings/snouts/tails/etc)
/🆑
2026-07-02 11:41:31 +02:00
MrMelbertandGitHub 21ea64aec5 Height and minor bodypart overlay refactor (#96570)
## About The Pull Request

### Main changes

Height is no longer applied in `apply_overlay`

There is now a proc titled `apply_height()` which is passed an
appearance and a body area, and handles either applying a filter or
adjusting the offset of the appearance up or down

`apply_height` is now called directly when applying item appearances
(ie, `update_worn_x`)
`apply_height` is also called directly in `get_limb_icon` (as height is
included in limb render keys).

### Other changes

Bodypart overlays were cleaned up a bit. You can now apply and remove
bodypart overlays directly with just the typepath, which is a bit more
convenient.

Bodypart textures were split into a separate type. Previously, textures
relied on insertion order to be "correctly" added (any bodypart overlays
added later would not be modified by the bodypart texture). Now

Fixed a bug with cybernetics while I was there. They reskin by changing
DMI so they needed to have their DMI included in their render keys.

## Why It's Good For The Game

This allows us to be more specific and less wasteful about applying
height filters and whatnot - We can now specify whether certain overlays
are offset or given a filter.

For example: In the past, horns and frills were filtered solely because
they were attached to the head and the head was filtered.
We couldn't independently say "Offsets the horns and frills, they don't
need filters".
But now, not only are we able to say "rather than filter the head, just
apply an offset", we can also say "horns and frills should be offset
rather than filtered".

TL;DR fixes the issue where horns or cat ears are cut off by height
filters, yippee.

## Changelog

🆑 Melbert
fix: Cybernetic reskinning should break less. 
fix: Horns and cat ears should be cut off less by height.
fix: Bodypart textures should apply more consistently. 
refactor: Mutant parts like moth wings, lizard tails, cat eats, etc.
have been refactored a tiny bit, report any oddities.
refactor: Bodypart textures were refactored a tiny bit, report any
oddities.
refactor: Refactored the way height works, report anything weird looking
things involving that.
/🆑
2026-06-27 10:28:43 +02:00
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
MrMelbertandGitHub 3450f8ba1e Lizard frills are hidden by HIDEHAIR rather than HIDEEARS / Lizard frills are masked like hair by hats (#95986) 2026-05-09 13:23:48 +02:00
MrMelbertandGitHub 442ad835bc Reverts inertia based space movement (#95536)
## About The Pull Request

Reverts space movement being affected by inertia 

What is kept:

- Items have a varying force on your drift speed, ie heavier items will
move you faster through space, and smaller items, slower.
- Jetpacks can have varying force of impulse - the effect is applied
directly to the mob's `inertia_move_multiplier`
- Tethers are unreverted - they still stop you from drifting too far
from the tether point, however you can no longer 'swing' with them.

What is removed:

- Multiple impulses in the same angle/direction no longer speeds you up.
Only the fastest impulse in 1 direction is accounted for.
- An impulse in a different angle/direction will completely override any
existing impulses, even if they are faster.
- Jetpack stabilizers are once again perfectly capable of immediately
stopping any active impulses.

TL;DR

If you point yourself in a direction you will now go that direction

## Why It's Good For The Game

The concept was fun and had potential but the fight between impulses vs
tiles was very, very clunky and janky.
Multiple fixes were attempted to reduce the jank but it ultimately
nograv still acts very cumbersome and jetpacks are still very
unappealing to use.
Smartkar gave the go-ahead to revert this a while back so, o7. 

## Changelog

🆑 Melbert
del: Zero-gravity drifting is no longer affected by inertia, ie it has
been reverted to what it once was.
/🆑
2026-04-03 15:06:38 +01:00
BloopandGitHub 38a086093e create_and_destroy will no longer spawn abstract types (#95071)
## About The Pull Request

What it says on the tin-- with having a nice abstract types system now,
we can utilize that in create_and_destroy.

## Why It's Good For The Game

Removes a lot of the need for snowflake item exclusions, and makes this
test likely a lot more stable (and a little faster even).

## Changelog

Not player-facing
2026-03-08 00:34:47 -08:00
SmArtKarandGitHub 2b24732b9d Husked mobs now keep some of their bodypart overlays (#95155)
## About The Pull Request

(Some) tails, snouts, horns and other "solid" bodypart overlays are now
preserved on husked mobs, meaning that lizards or fishpeople will no
longer suddenly lose a chunk of their body when husked. Cybernetic
implants, being inorganic, are not colored and preserver their visuals
in full.

<img width="70" height="97" alt="dreamseeker_8CYayvB8ck"
src="https://github.com/user-attachments/assets/32df4ef4-4d20-4d46-8bf8-ccf043cab3ec"
/>

<img width="95" height="104" alt="image"
src="https://github.com/user-attachments/assets/47171a11-2228-4ef8-9d60-e169794fa6fd"
/>

## Why It's Good For The Game

Husking hasn't been an effective method of anonymizing corpses for a
very long while, and I think that visual consistency here doesn't hurt
it much more while making the game feel more immersive and cohesive.

## Changelog
🆑
balance: Husked mobs now keep some of their bodypart overlays, such as
snouts, tails and horns
/🆑
2026-02-23 17:50:53 -05:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/compile_changelogs.yml
#	.github/workflows/stale.yml
#	SQL/database_changelog.md
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/__DEFINES/atom_hud.dm
#	code/__DEFINES/inventory.dm
#	code/__DEFINES/mobs.dm
#	code/__DEFINES/species_clothing_paths.dm
#	code/__DEFINES/subsystems.dm
#	code/__DEFINES/surgery.dm
#	code/__HELPERS/global_lists.dm
#	code/_globalvars/lists/maintenance_loot.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/minor_mapping.dm
#	code/controllers/subsystem/processing/quirks.dm
#	code/controllers/subsystem/shuttle.dm
#	code/datums/components/palette.dm
#	code/datums/components/surgery_initiator.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/hud.dm
#	code/datums/mood.dm
#	code/datums/mutations/chameleon.dm
#	code/datums/quirks/negative_quirks/nyctophobia.dm
#	code/datums/status_effects/debuffs/debuffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/slime/slime_leech.dm
#	code/datums/weather/weather.dm
#	code/game/data_huds.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/frog_statue.dm
#	code/game/objects/items/rcd/RLD.dm
#	code/game/objects/items/robot/items/hypo.dm
#	code/game/objects/items/stacks/medical.dm
#	code/game/objects/items/stacks/wrap.dm
#	code/game/objects/items/storage/garment.dm
#	code/game/objects/items/tools/medical/defib.dm
#	code/game/objects/items/weaponry.dm
#	code/game/objects/items/weaponry/melee/misc.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/curtains.dm
#	code/game/objects/structures/dresser.dm
#	code/game/objects/structures/girders.dm
#	code/game/objects/structures/maintenance.dm
#	code/game/objects/structures/mirror.dm
#	code/modules/admin/greyscale_modify_menu.dm
#	code/modules/admin/verbs/light_debug.dm
#	code/modules/antagonists/ashwalker/ashwalker.dm
#	code/modules/antagonists/heretic/knowledge/starting_lore.dm
#	code/modules/antagonists/ninja/ninjaDrainAct.dm
#	code/modules/art/paintings.dm
#	code/modules/client/preferences.dm
#	code/modules/client/verbs/ooc.dm
#	code/modules/clothing/head/wig.dm
#	code/modules/events/disease_outbreak.dm
#	code/modules/holodeck/holo_effect.dm
#	code/modules/jobs/job_types/head_of_security.dm
#	code/modules/jobs/job_types/security_officer.dm
#	code/modules/library/skill_learning/generic_skillchips/point.dm
#	code/modules/mining/lavaland/ash_flora.dm
#	code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/basic/guardian/guardian.dm
#	code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm
#	code/modules/mob/living/carbon/carbon.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defines.dm
#	code/modules/mob/living/carbon/life.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/mob.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mod/mod_control.dm
#	code/modules/mod/modules/modules_general.dm
#	code/modules/modular_computers/computers/item/computer_ui.dm
#	code/modules/paperwork/paper.dm
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#	code/modules/power/lighting/light.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
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#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/food_reagents.dm
#	code/modules/reagents/chemistry/reagents/other_reagents.dm
#	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
#	code/modules/research/xenobiology/crossbreeding/_clothing.dm
#	code/modules/research/xenobiology/crossbreeding/prismatic.dm
#	code/modules/surgery/advanced/brainwashing.dm
#	code/modules/surgery/advanced/lobotomy.dm
#	code/modules/surgery/amputation.dm
#	code/modules/surgery/blood_filter.dm
#	code/modules/surgery/bodyparts/_bodyparts.dm
#	code/modules/surgery/brain_surgery.dm
#	code/modules/surgery/cavity_implant.dm
#	code/modules/surgery/coronary_bypass.dm
#	code/modules/surgery/gastrectomy.dm
#	code/modules/surgery/healing.dm
#	code/modules/surgery/limb_augmentation.dm
#	code/modules/surgery/organ_manipulation.dm
#	code/modules/surgery/revival.dm
#	code/modules/surgery/sleeper_protocol.dm
#	code/modules/surgery/surgery_helpers.dm
#	code/modules/surgery/surgery_step.dm
#	code/modules/unit_tests/_unit_tests.dm
#	code/modules/unit_tests/designs.dm
#	code/modules/unit_tests/icon_state_worn.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png
#	icons/map_icons/clothing/head/_head.dmi
#	icons/map_icons/clothing/shoes.dmi
#	icons/map_icons/items/_item.dmi
#	icons/mob/huds/hud.dmi
#	icons/mob/inhands/64x64_lefthand.dmi
#	icons/mob/inhands/64x64_righthand.dmi
#	icons/obj/machines/computer.dmi
#	tgui/packages/tgui/interfaces/OperatingComputer.jsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/types.ts
#	tgui/packages/tgui/interfaces/SurgeryInitiator.tsx
#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
John WillardandGitHub ff009b8c10 Snouts push masks out a bit (#94640)
## About The Pull Request

If you have a snout (and it isn't already handled elsewhere by your
species), masks will now be pushed 1 whole pixel up and away from you
when facing left or right.

Examples (TOP IS OLD, BOTTOM IS NEW)

(did you know the welding visor has the lizard's snout sticking out the
front)?

<img width="441" height="357" alt="image"
src="https://github.com/user-attachments/assets/5d703afc-2541-4789-956c-f27dc3fdcf31"
/>

I also tried moving it up one tile too, but it didn't look as nice. (To
be clear, these are not the ones being used, the above screenshot is)
(once again top row is old, bottom row is new)

<img width="1443" height="493" alt="image"
src="https://github.com/user-attachments/assets/c7193237-39fb-466b-9dcd-f5db2a646628"
/>
<img width="1138" height="490" alt="image"
src="https://github.com/user-attachments/assets/398154df-3e56-4f59-b350-24a9c9ea04a1"
/>


## Why It's Good For The Game

I think this makes masks fit snouted faces a little bit better?
Currently they sorta clip into the face which is a little bad imo.

## Changelog

🆑
add: Masks now fit snouted species a little bit better, maybe.
/🆑
2026-01-23 18:03:27 -05:00
SyncIt21andGitHub 7c5ef1cfb8 Removes unused parameter times_fired from mob procs (#94590)
## About The Pull Request
What it says on the tin. `times_fired` is the most unused parameter in
all mob procs. I say most because there were just 2 cases where it was
used
- handling breathing
- handling heartbeat

Besides these 2 cases this parameter did nothing in every proc. Removing
it does 2 things
- Makes those procs more readable as it now has 1 less parameter that
was documented poorly and did nothing
- Makes those procs slightly faster as we are passing 1 less variable to
its parameter call stack

It can easily be substituted with `SSmobs.times_fired` which was its
original value anyways

## Changelog
🆑
code: removes an unused parameter `times_fired` from mob life procs.
Making them function slightly faster
/🆑
2025-12-26 09:51:33 -05:00
SyncIt21andGitHub 468b351b86 Axes grind & juice vars into procs (#94592)
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.

Now these values are only generated on demand by calling their
respective procs. Considering how these vars are on the obj level the
memory savings are quite significant

## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
2025-12-25 20:40:35 +01:00
Roxy eb6d02fdb0 Fixes for 585b02c325 2025-11-06 00:18:59 -05:00
Roxy d0ca474789 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 2025-11-05 19:43:07 -05:00
585b02c325 Reduces species feature boilerplate (#93570)
## About The Pull Request

Rather than having 100 separate list variables on `SSaccessories`, have
1 list for all feature keys that are associated with sprite accessories

This way you can get a feature by doing
`SSaccessories.feature_list[key]`, instead of necessitating
`SSaccessories.ears_list`, `SSaccessories.tail_list`, etc.

This lets us cut back on a lot of boilerplate in prefs, dna, and organs

## Why It's Good For The Game

We can see the benefit in this example: This is all the code for horn
DNA, bodypart overlay, and preference
```dm
/datum/dna_block/feature/accessory/horn
	feature_key = FEATURE_HORNS
```
```dm
/datum/bodypart_overlay/mutant/horns
	layers = EXTERNAL_ADJACENT
	feature_key = FEATURE_HORNS
	dyable = TRUE

/datum/bodypart_overlay/mutant/horns/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner)
	return !(bodypart_owner.owner?.obscured_slots & HIDEHAIR)
```
```dm
/datum/preference/choiced/species_feature/lizard_horns
	savefile_key = "feature_lizard_horns"
	savefile_identifier = PREFERENCE_CHARACTER
	category = PREFERENCE_CATEGORY_FEATURES
	main_feature_name = "Horns"
	should_generate_icons = TRUE
	relevant_organ = /obj/item/organ/horns

/datum/preference/choiced/species_feature/lizard_horns/icon_for(value)
	return generate_lizard_side_shot(get_accessory_for_value(value), "horns")
```

## Changelog

🆑 Melbert
refactor: Refactored species unique organs slightly, particularly how
they are set up at game start. Report any oddities, like invisible tails
or wings
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-10-30 03:46:32 +01:00
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