You can disable byond member features in preferences, something the other method checked, but this could lead to somebody not being able to get in to re-enable them.
isbanned() cleaned up, it logs sticky ban matches, and better handles admins being exempt from bans
Adminbans now still work once the admin is demoted.
Admins bypassing a ban because they are an admin is logged and announced to all admins including the one who walked past it.
Admins are now exempt from host bans. (this only applies to host bans for ss13, global host bans (where the 'apply to this game only' checkbox is not checked (defaults to not checked)) do not trigger isbanned() and thus, admins can not bypass them, no matter what we do.)
Added a system to queue a message for a client, to be shown next time they connect, this was needed because isbanned() is called before the client is created, so if you want to send a message to an admin, letting them know they just walked pass a matching ban, you have to do it this way.
The final solution of bad taste in midis question
Added special client verb that kills all sounds currently playing for
this client
This is better because toggle midis only pauses them, not actually stops
them
- Fixed bugs with monkeyize/humanize: 7803 (humanized monkey nobloodtype)
- Fixes 9298 monkeyed ling have troubles humanizing themself (already fixed?)
- Fixes despawning clothes when monkeyizing. 11855
- Replaced check_dna_integrity proc by simpler has_dna proc when required.
- created set_species() proc
- fixed space retrovirus not transfering SE (despite having a domutcheck()). Still need to check if it needs a name = real_name.
- I renamed mecha/var/dna to dna_lock to avoid confusion
- I renamed an armor var in a species proc to armor_block to avoid confusion with species/var/armor.
- I removed many if(dna) checks in lots of files.
- I removed duplicate defense procs between human/proc/X and dna.species/proc/X since dna is now always set.
- Anatomic panacea from changeling removes alien embryo correctly. 6247
- Fixes runtime when trying to put dna-less brain mmi into a dnalocked mech.
- Removed carbon/var/list/features, we now only have dna.features and prefs.features
- Remove hulk mutation from lizards and other species (Fixed 6413); only real humans can acquire hulk. (less work on sprites for each ones, fixes lizard tail not in hulk color)
- Fixes cloning not setting up correctly dna UE and dna.real_name
- I fixed the issue with sucked+cloned ling being unable to absorb
- I fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- I added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
- Fixes cloning not setting up correctly dna UE and dna.real_name
- Fixed the issue with sucked+cloned ling being unable to absorb
- Fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- Added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
Fixes NOCLONE and CLUMSY being in both disabilities and mutations. they're now only disabilities.
Fixes minttoxin not gibbing people with the fat disabilities.
Fixes some runtimes, replacing usr by user in some places.
Fixes mutation overlays being removed when updating overlays.
Remove the now unused mob/var/list/mutations and human/var/blood_type
Fixed some formatting in preferences.dm
Topics are no longer limited to once per 2ds per client.
This massively improves responsiveness by no dropping clicks when trying to browse thru menus.
Anything that could cause lag or otherwise be limited should do that in its own topic, not blog down the rest
Please let me know if you can think of anything that should be limited in this PR otherwise, i say we find out by field testing.
- Uncommented all stuff that was commented in the last commit.
- Added a check in front of it that blocks them from showing up in the setup window if JOIN_WITH_MUTANT_HUMANS is not set.
- Included new game_options.txt as an example.
The tgstation server has never used the example game_options.txt so the new config option will not be enabled on it. Even if it did, the option starts commented out in the file.
-Putting a human on purrbation gives them cat ears and a cat tail, and sends them the message 'You suddenly feel valid.'
-Removing a human from purrbation reverses the effects, and sends them the message 'You suddenly don't feel valid anymore.'
-Renamed "Long and Smooth" tail to "Cat" tail. I wasn't kitten anyone with the old name.
-Updated changelog.
Forgot to include these two in the last commit:
-Cat ears and tail now use your hair colour instead of your mutant colour.
-Added changelog.
-You can now set which colour an accessory should use: HAIR, FACEHAIR, EYECOLOR, MUTCOLORS or its own (0). Right now only mutantparts use this.
-Consequently, humans lost their ability to change mutant colours, although the special flag MUTCOLORS_PARTSONLY still exists.
-The proc is defined as proc/qualifies_for_rank(var/rank, var/list/features), and by default defined to always return 1. You must override it locally in your species definition to set special job properties.
-Lizards will fail the check for jobs in command_positions and pass it for any other job. Just like before.
-Humans will always pass the check if they don't have ears or tails. If they do have ears or tails, they will fail the check if the job is in command_positions, engineering_positions, science_positions, medical_positions, security_positions or equal to "Quartermaster", effectively limiting their job selection to civlian, lower supply and silicon jobs.