* Splits mutant_bodyparts.dmi into several subfiles. (#71408)
Splits the `mutant_bodyparts.dmi` file up, as was suggested, but not
implemented, in #69302.
The following new files were created in the `icons\mob\species` folder,
containing the listed sprites:
- `lizard\lizard_misc.dmi`: Snouts, horns, frills, and body markings.
Anything I didn't feel needed an entire file to itself.
- `lizard\lizard_spines.dmi`: Lizard spines, both animated and not.
- `lizard\lizard_tails.dmi`: Lizard tails, both animated and not.
- `human\cat_features.dmi`: Felinid ears and tails.
- `monkey\monkey_tail.dmi`: The monkey tail.
- `mush_cap.dmi`: The lone mushperson cap, so easily forgotten.
Additionally, I moved `wings.dmi` from `mob\clothing` to `mob\species`.
I'm not sure what it was doing there.
`mutant_bodyparts.dmi` was something of a mess, with parts from four
different species thrown together haphazardly. It probably made sense in
earlier days when "mutant humans" were few and far between, but
splitting it up makes it more intuitive to find these sprites, and
brings it in line with other species - namely, moths. It also means that
any future sprites of these types added will not bloat an oversized file
even more.
Moving the wings file to the species folder just makes sense, because
wings are not a type of clothing.
🆑
refactor: Removed mutant_bodyparts.dmi and distributed its sprites in a
more sensible and granular manner.
/🆑
* External Organ Rework: new bodypart_overlay system (#72734)
Bodypart overlays are now drawn by the new /datum/bodypart_overlay
datum.
External organs no longer draw anything and instead add a special
/datum/bodypart_overlay/mutant to the bodypart, which draws everything
Makes it way easier to add custom overlays to limbs, since the whole
system is now modularized and external organs are just one
implementation of it
I haven't moved anything but external organs to this new system, I'll
move eyes, bodymarkings, hair, lipstick etc to this later
New pipeline is as follows:
- External organ added to limb
- External organ adds /datum/bodypart_overlay/mutant to limb to
bodypart_overlays
- Limb updates its icon, looks for all /datum/bodypart_overlay in
bodypart_overlays
- Very cool new overlay on your limb!
closes#71820🆑
refactor: External organs have been near-completely refactored.
admin: Admin-spawned external organs will load with a random icon and
color
fix: fixes angel wings not working for non-humans (it was so fucking
broken)
fix: fixes external organs being invisible if they werent initialized
with a human
/🆑
External organs are cool but are pretty limited in some ways. Making
stuff like synthetic organs is kinda fucked. I tried and it was dogshit.
Now you can just give an icon state and icon and you're good (using
/datum/bodypart_accessory/simple)
Stuff like eyes, cat ears and hair seem like good choices for extorgans,
but don't quite work for it because their icons work a lot differently.
This solves for it completely since any organ (or object or whatever)
can add it's own icon to a bodypart.
Want to add an iron plate to someones head? Go ahead. Want a heart to
stick out of someones chest? No problem.
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Makes the whole thing compile, although it most likely doesn't work
* Whoopsie daisy
* Now it's starting to work
* ok monkey
* Fixes tails some more
* Moth wings should be wings not moth wings
* Podpeople hair, yeah.
* Okay no more handle_mutant_bodyparts()
* Removed an useless variable from is_hidden()
* Fixes some more can_draw_on_bodypart (I'm gonna have to fix it upstream too)
* Removes the second useless argument of is_hidden()
* No, cat tails are no longer allowed to be snowflake
* Removes some useless variables from humans
* Whoops I forgot to commit this one
* How did I miss this one?
* Okay, yeah, tails and some other stuff show up now. Pod people hair too. Just many of them don't. Good enough for today.
* Okay so after a lot of pain and suffering, many mutant_bodyparts are now functional
* Everything works, except for ears, some of the taur layering, and moth markings (which never worked it seems)
* Alright skintones seem to work rather well now(?)
* Okay, my bad, now they do
* Moth markings can't be selected and won't be added anymore (since they're broken and integrated into the regular markings system anyway)
* Spines are no longer just matching the color of the limb they're attached to
* Moves taur organ and bodypart_overlay out of the sprite_accessory file for taurs, and fixes the taur rendering
* Linters moment
* Alright, spines are working and overlaying properly now
They just need to have a FRONT overlay for the /tg/ ones if we want them to display above the lizard tails, we already have that for vox spines thankfully.
* Disables moth_markings for good
* Fixes some rendering bugs
* Makes ears work (almost, rest of the code has MODsuit stuff in it too :( )
* Made the MODsuit overlays work :)
* Fixed horns and spines
* Fixes all of the screenshot tests
* Removes the Body Markings option from Appearances, use Augments+ instead (because that one works and is just better)
* Bye bye handle_mutant_bodyparts(), I won't miss you :)
* Forgot to take this out, whoops
* Fixes the moth antennae being unticked
* Removes some commented code in a modular file
* Fixes part of the create_and_destroy unit test
* Fixes a pretty big issue that caused some sprite_accessories to be removed from the global list because of the alter_form action (deep copies ftw)
* Fixes the runtimes related to pod_hair
* Gives the vox a better look in the prefs menu
* Fixes the appearance of functional wings
* Makes synths able to access their robotic wings
* Podpeople don't cause runtimes during CI anymore
* Fixes the random appearance of locked functional wings
* Fixed cat and lizard tails using the /tg/ sprites (we have slightly modified ones)
* Fixes the coloring on multi-colored sprites
* Fixes the code for the screenshot of the mammal screenshots and preview, so it has a tail
* Fixes the screenshot tests for a few species
* Fixes tails going invisible when wagging
* Fixes a runtime with horns
* Fixes showing/hiding mutant bodyparts not working at all
* (Hopefully) fully fixes all the issues related to extra and extra2-related icon_states.
* Fixes synth stuff and starts working on pod hair again
* I DID IT PODPEOPLE HAVE HAIR AGAIN
* Fixes the podpeople hair showing up on more than just podpeople
* Fixes the IPC screens showing up on species outside of synthetics
* Fixes a runtime in the pod_hair and the synth_screen's apply_to_human
* Updates the screenshots for podpeople and synths
* Fixes an issue with a certain type of organs
* Fixes another runtime, whoops
* Fixes the markings from /tg/'s Body Markings not being available in our markings system
* Re-adds support for taur-variants of certain mutant bodyparts
* Hopefully fixes a few more runtimes
* Adds some debug variable in the code for now, likely to be removed later if really necessary. This will make my life easier.
* Whoops, that needed to be backwards. :clown:
* Fixes the top snouts not rendering at all
* Fixes the issues where bodytypes weren't handled properly, and thus snouts were getting squished
* Fixes the weird placement of the Xeno Head Emissives in the prefs menu
* Removes a no-longer-necessary override of post_set_preference() in the limbs_and_markings middleware
* Reverts an unnecessary SKYRAT EDIT inside of commented out code
* No longer creates a new body every time we change prefs in the prefs menu, we reusing now lads
I know there's commented out code but I'm going to remove that in another commit
* Removed some more dead code.
* Fixes jellyfish ears being all white
* Fixes plasmaman limbs not displaying because I accidentally hardcoded the limb_id for all augments to "robotic"
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Delete humanform.dm
* bad NANA!!!
* Update simple_animal_freeze.dm
* Update changeling.dm
* e
* wew
* Fixes the issue that caused CI to fail compilation
* Forgot to remove this one.
* wew
* fix screenshot unit test
* fixes emissive CI
* color cutoffs
* more emissive fix
* Update wardrobes.dm
* tallboy
* fix
* regen screenshots
* Update dna.dm
* screenshots
* Update dna.dm
* Fixes the lesserform unit test
* Adds our own monkey screenshots because we have monkey jumpsuits :)
---------
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Brings the monkey back down (body horror edition/addition.) (#73325)
## About The Pull Request
Let me paint you a story.
A long time ago monkeys once rested their feet on the floor, this was a
time of bliss and peace. But sometime around the horrors of making
monkeys subtypes of humans did an atrocity occur.

**The monkeys were moved up.**
I thought this was bad, and alot of people on the forum tended to agree
with me

This was do to some purpose of adjusting them so it could be easier to
fit item sprites onto them instead of preforming the hours of work
refractoring to make the heights of the items dynamic and adjustable. A
simple pixel shift may have sufficed, but you see, such a change would
NEVER allow the frankensteining of monkey and human features together.
This is that refractor.
In essence, the following is now true.
A top_offset can now be generated for a human based on a varible on
their chest and legs. By default, and as is true with human legs and
chests, this variable is ZERO by default. Monkey legs and chest have
NEGATIVE values proportionate and onto how much smaller their sprite is
compared to humans. Other bodyparts, as well as any other accociated
overlays, or clothing will automatically be offset to this axis. THIS
MEANS THAT MONKEYS ARE ON THE FLOOR. But is means something else too.
Something more freakish,

**What abominable monsters**, unreachable by players as long as we can't
stitch monkeys and humans together (oh but just wait until the feature
freeze ends)
Oh but you might be thinking, if legs can make a mob go down.
can it make a mob
**go**
**up??**
**OH NO**



These lads are stepping, and have been implemented solely for proof of
concept as a way to flex the system I have created and remain
inaccessible without admin intervention.
But really, when all is said and done, all this PR does in terms of
player facing changes is move the monkey back down.

Oh and fixed monkey husked which have been broken for who knows how
long.

## Why It's Good For The Game
The monkey is restored to its original position. Tools now exist to have
legs and torsos of varying heights. Monkey Husking is fixed.
## Changelog
🆑 itseasytosee
fix: Monkeys ues the proper husk sprites.
imageadd: The monkey has been moved back down to its lower, more
submissive position.
refactor: Your bodyparts are now dynamically rendered at a height
relevant to the length of your legs and torso, what does this mean for
you? Not much to be honest, but you might see a monkey pop up a bit if
you cut its legs off.
admin: The Tallboy is here
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
* Brings the monkey back down (body horror edition/addition.)
* Update species.dm
* Delete infuser_entries.dm
---------
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Return to Tiny: Reworks heights to use filters, allows spacemen to have varying heights (#72344)
Re-pr of #66644 with some changes to get it working

- [x] ~~Huds get cut off~~ Resolved
- [x] ~~Very tall helmets get cut off~~ Resolved
- [x] Hair gets cut off
- [x] ~~Needs optimization before releasing to the world as a pref~~ jk
lol
Look at that fella so cute
🆑 Melbert, That REALLY Good Soda Flavor, FatFat, AndreyGusev
add: Spacemen can now have varying height. (Admin only for now)
add: Dwarfs are now slightly shorter, but look way better.
/🆑
Co-authored-by: Jack LeCroy <3073035+jacklecroy@users.noreply.github.com>
* fix conflict
* clarity
* update rouny
* update screenshots
* Revert "update screenshots"
This reverts commit a5427a5238e574869fe364568b7f043bbd287c79.
* Fixes the dwarf screenshot.
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jack LeCroy <3073035+jacklecroy@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
[NEW GHOST ANTAG] The Paradox Clone (#71141)

[DESIGN DOC]
https://hackmd.io/@tGKknGe5Q7qtddEspif79g/BJ3w9QLri/edit
Bluespace technology has destabilized the very fabric of reality, even
time itself!
Sometimes during a shift, it's possible for a PARADOX CLONE to spawn
somewhere on the station (usually maintenance). This paradox clone has
the exact appearance and DNA as a random crew member on the station,
wearing the same clothes they were at the start of the shift, including
their ID.
To maintain timeline coherency, the paradox clone must now hunt down and
kill the original and take their place or die trying, if the original
survives they have failed.
The only thing the paradox clone spawns with is a mechanical toolbox
that helps them from being stuck in maints if their ID doesn't have
maints access.
The inclusion of this antag encourages good crew coordination and adds a
less destructive, more personalized antag to the roster.
This antag rewards good detective work, as both the clone and the
original are identical in every way, and will therefore require a
detective to break out their detective skills to figure out who the
clone is.
Also a possible tie-in with the Chrono Legionnaires in the future.
🆑
add: Time and space has destabilized even further due to Nanotrasen
bluespace research, now, on occasion, clones from different timelines
can appear on the station and hunt you down to maintain timeline
stability! Beware the Paradox Clone!
/🆑
---------
Co-authored-by: 1bw0kopy <xz2rbf23@protonmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
(cherry picked from commit 214174874c)
Co-authored-by: Shadyyy66 <114319683+Shadyyy66@users.noreply.github.com>
* Optimize cardboard cutouts saving 1.5s+ on init times (#73404)
New regression in init times. Closes
https://github.com/tgstation/dev-cycles-initiative/issues/32. CC @ Fikou
- Instead of creating a human and icon for *every* cardboard cutout when
initialized, only creates the one we're actually using. When you're
about to use a crayon, creates all of them.
- Instead of using getFlatIcon, uses appearances directly.
* Optimize cardboard cutouts saving 1.5s+ on init times
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes new regal rat sprite & removes duplicate file (#73306)
Removes a duplicate file which was preventing the new regal rat sprite from being used.
* Fixes new regal rat sprite & removes duplicate file
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* this is gonna look so cool
* oops
* ok that didnt quite work
* maybe we can keep the disk in the preview
* oh right dont give the previews ids
* yeah it really hates belt modsuits doesnt it
* updates the screenshot test
* Update alt_job_titles.dm
* Create cargo_technician.dm
* Create quartermaster.dm
* Update tgstation.dme
* Update wardrobes.dm
* Update loadout_datum_heads.dm
* Create clothing_overrides
* Update tgstation.dme
* despite claims to the contrary, I did not forget to put a .dm when transplanting this from where it was before
* so be it
* does the entire list like that
* why didn't this fail on local
* Update alt_job_titles.dm
* Delete screenshot_antag_icons_bloodbrother.png
* Add files via upload
* Update modular_skyrat/modules/alternative_job_titles/code/alt_job_titles.dm
Co-authored-by: Dragonfruits <51841793+Spc-Dragonfruits@users.noreply.github.com>
* pressed tab 68x, also, removes or edits two redundant comments
* Update cargo_technician.dm
* Update quartermaster.dm
* Update alt_job_titles.dm
* oop
* vile wretched ghoul released a plague upon this wo
rld and then the evil when the when he
Co-authored-by: Dragonfruits <51841793+Spc-Dragonfruits@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Fixes and buffs Metal Hydrogen golems (#72482)
## About The Pull Request
Metal Hydrogen golems as of now are quite literally not even immune to
_space_ and _the cold_, despite their description insinuating the exact
opposite and their manner of creation being more time-intensive than any
other golem. This PR fixes that, putting them on-par with all other
golems in regards to temperature and space immunity, whilst also
_hugely_ buffing them so they're not simply an antimagic version of
adamantine golems - instead, they're now most metal golems rolled into
one power-wise, with the armor of diamond golems as is befitting.
Also, I fixed their colors and wording (metal hydrogen isn't a
_mineral_, it doesn't naturally occur)
## Why It's Good For The Game
Creating metal hydrogen golems is not wholly difficult if you understand
atmospherics and practice safety in doing so, but compared to all other
golems they are _woefully_ underpowered and nigh-useless in most
practical applications. Adamantine golems are better in effectively
every way, and they're the standard for easily-created golems. Properly
fixing them and buffing them to ensure they're worth making is an
effective way to make metal hydrogen a more worthy endeavor for
atmospherics, and also metal hydrogen is simply cool.
## Changelog
🆑
fix: metal hydrogen golems no longer die to low pressures and cold
temperatures
fix: metal hydrogen golems are no longer solid white, and are now the
actual color of metal hydrogen
balance: metal hydrogen golems are also now immune to most environmental
threats, and get more armor
/🆑
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
* Fixes and buffs Metal Hydrogen golems
Co-authored-by: dawsonkeyes <76002401+dawsonkeyes@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Removes cargo culting from human mob icon update
* Fixes dem conflicts yo
* Updates the screenshots
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes compile stack_trace about invalid armor on Interdyne
* Makes humans (the mobs, not the species) actually update their body when their species is set
* Fixes roundstart slimes (Xenobiological Slime Hybrids) having three eyes instead of two
* Updates four of our screenshots that weren't correct
* Updates the blob infection screenshot too
* Reworks how legs are rendered yet again because it was very convaluted i hated it
* merge conflicts
* correct comment
* Fixes husk appearances not working, adds a screenshot test for it (#72190)
## About The Pull Request
Fixes#72159
Before this proc used to early return when the limb was husked
The leg refactor changed it to no longer early return and as a result it
overrided the generated husk icon with a normal limb icon
So I just wrapped even more of the proc in `!is_husked`, since like most
of it is not supposed to run
Screenshot tests husks too
## Why It's Good For The Game
Husks are good(?)
## Changelog
🆑 Melbert
fix: Husked bodies look husked again
/🆑
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Jellypeople and stargazers use the correct eyes sprite. (#72175)
## About The Pull Request
Jellypeople and stargazers both have three eye sockets on their sprites,
but due to the way eyes work, they use the incorrect eyes on their
sprite. This leads to both of these species looking fairly ugly, with
the wrong arrangement of eyes. This PR adds a unique eyes organ, "jelly
eyes", to these two species. This organ has no special properties, but
makes them properly display three eyes.

_The current jellyperson eyes appearance vs. the new one, in obnoxious
pink for visibility._

_The new "jelly eyes"._
Incidentally, jelly eyes _can_ be implanted into other species to give
them three eyes. This can look somewhat odd depending on how a
particular species's eye sockets are drawn, but this is also an
extremely niche interaction - so most _likely_ not a problem.
## Why It's Good For The Game
The jelly eyes _already_ have existing on-mob sprites, so I can only
assume they stopped working due to a refactor in how eyes worked. These
species look better with the correct eyes sprites restored.
## Changelog
🆑
fix: Implemented "jelly eyes" to make jellypeople and stargazers use the
proper eyes sprite.
/🆑
* Jellypeople and stargazers use the correct eyes sprite.
* screenshot
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* tweaks the ninja modsuit helmet (#72259)
## About The Pull Request
the ninja modsuit helmet was weirdly inconsistent across the different
directions, all of them had different elements that werent seen in other
directions
this pr makes it consistent across all, and slightly tweaks the design
## Why It's Good For The Game
i like it :)
## Changelog
🆑
imageadd: tweaks the ninja modsuit helmet
/🆑
* tweaks the ninja modsuit helmet
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* What am I looking at?
* Okay, now limbs and switching to the three other types of synth!
* Hey, it compiles, but *definitely* doesn't work!
* Has a slight chance of working now!
* Actually compiles properly now!
* Nice one, dork
* Fuck limb code.
* And this is the story behind where the last 8 hours of my life went!
* My code will now throw the rattle if you do dumbdumb.
* I'M SORRY, MODULARITY
* Final code, maybe?
* Hmm, yes, today I will leave debug logs in my commits.
* Hmmm, maybe not enable that by default.
* Oh yea, nice one, dork.
* Oh yea, digitigrade exists. Also fixes all known runtimes. Also fixes me forgetting a couple of *very* important things.
* I feel special.
* Small bit of code cleanup!
* Android parts!
* Go away Blueshift compile error!
* E
* More code fixes!
* Synthliz fix
* Haha, shitcode go brrrr
* AAAAAAAAAAAAAAA
* Fix screenshot tests!
* Listen here you little shit-
* idontknowwhythisisbreakingantennasbutyoucankeepthenameiguess
* FUCK
* Turns out some antennas *do* use more than one colour, ugh.
* Nice one, genius.
* Address reviews, and also change IPC antennas to tri_bool instead of toggle- woops!
* Now that I know roughly how sprite accessories work, let's fix this at long last so I can finally get this merged.
* Oh yea, this!
* Oops, nice catch, unit tests!
* Very cool, PDA update
* Yeet!
* Apply suggestions!
* Oops!
* WHY DIDN'T YOU COMMIT
* I'm getting tired of fixing these conflicts.
* Ugh.
* Fix my shitcode, also make erp genitals check less intensive
* FUCK
* I am still suffering
* Fix
* e
* Fucking LEGS
* Fucking GREYSCALE
* REMOVE THIS BEFORE MERGE, DUMBASS
* Nevermind, this is unironically the best way to do it due to how our really weird prefscode works... pain.
* Stupid organic interface code edit
* initial test
* continued cleanup
* hide mutant part refactor
* slight oopsie
* ux
* more ux
* even more ux
* mask
* mod stuff
* almost done with the code
* 🤠
* fixes
* time for art
* fixes
* forgor
* optimize
* more optimizing
* better rendering
* hardlight tex
* another tex
* file name change
* oopsie with the names
* better colors
* transparency edit
* Revert "transparency edit"
This reverts commit 2c8700ec64e469283d685003997e1413fc4a2bce.
* technically TM ready
* review
thank you!
* small
* test
* Revert "test"
This reverts commit 6abda60fc3a82a19a43e323371afff0dd6cccc16.
* the lizard incident
* Revert "the lizard incident"
This reverts commit 5951a3b0eb324a73538f9ca95ef5caeedd10e0cf.
* updates the liz screenshot cuz apparently i fixed something
* art done
* is_hidden ear fix
* write it better
* extra streamlining
* adds two more mod_themes
* a fix and texture tweak
* Update inhands.dm
* ci fix
* ew
* wew
* ew
* wew
* wew
* some hats
* rings and donator clothing
* more guns, pillows, devices
* crush hammer
* Fixing the inhands for the fake announcement device
* traitor_announcer
* Just a handful more fixes, for now.
* lost track of what I changed
* more
* weh
* Okay, now will you pass?
* Update code/modules/projectiles/guns/ballistic/bow.dm
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* SECURITY RESPRITE - DARE.
* [MDB IGNORE][THIS SHOULD BE PR'D TO AN ALREADY OPEN MIRROR] Security Resprite - conflict fixes and modular changes (#16367)
* No Head?
* comemt clena
* boot stuff mostly
* Im done touching this file it makes me sad
* I hate overrides :(
* Kill off the now obsolete vest
* How long has this not even worked for? /mob/ linked in Icon? Why?
* low-key just committed so the PR could re-run checks
* Fixes Blueshift not compiling!
Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* wip
* Revert "Auxiliary commit to revert individual files from 8264953fcf103b17ab62af0084c7c4da49e01a67"
This reverts commit 450a612c00535c6fd3f0cc847fb00c54c2faa59a.
* Update humanoid.dm
* Update mammal.dm
* Apply suggestions!
* Resolve feedback at long last.
* Fix screenies, but uh, actually on the right branch!
* Fixes the unit test for moths
* Adds some code to hopefully force monkeys to have a more consistent appearance for screenshot tests
* Fixes the stupid monkey test.
* Concentrated barbers aid can give hairless species hair + fixes hair updating once and for all (probably)
* Update code/modules/antagonists/thief/thief.dm
* Update code/modules/mob/living/carbon/human/species_types/felinid.dm
* Concentrated barbers aid can give hairless species hair + fixes hair updating once and for all (probably)
* yes
* Update _compile_options.dm
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes the icon_states for the short_pants.dmi file
* Fixes security vendors selling the wrong kind of security jacket at a premium, which resulted in a runtime
* Fixes the two modified screenshot test results