## About The Pull Request
- Adds **OPTIONAL** keybinds that lets you select a specific hand
- Alters **OPTIONAL** default keybinds as such:
- Q: Swap to Right Hand (replacing Drop item)
- E: Swap to Left Hand (replacing Quick equip)
- R: Quick equip (replacing Toggle Throw Mode)
- ShiftR: Quick equip belt
- X: Drop item (replacing Swap hands)
- Swap hands is Unbound
## Why It's Good For The Game
Swapping hands has always been somewhat awkward. Since it depends on the
currently selected hand, swapping your hands requires you to look away
from what you're doing and mentally process what you're holding and what
you have selected. In the heat of the moment (like a fight) it's really
easy to forget which hand you have selected and do something you did not
want to do (like accidentally hug your target instead of attack them).
This makes it so that, at the very least, you only need to check what
you're holding.
The **OPTIONAL** default keybinds **THAT ARE OPTIONAL YOU DON'T HAVE TO
USE THEM** were altered so that new players use this new feature,
hopefully alleviating some of the hiccups from learning hand swapping.
## Changelog
🆑
qol: Added [OPTIONAL] keybinds to for Swap Left/Right hands. Check your
keybinds. [NOT OPTIONAL]
/🆑
## About The Pull Request
Given the existence of basic mobs with hand slots, it feels like
throwing and giving items shouldn't be something exclusive to carbon
mobs, so I've pulled things around to make this happen. The only basic
mobs with hands at time of writing are gorillas and dextrous
holoparasites, but the inability to throw things when you're a gorilla
just doesn't seem right to me.
Some more details about what I've done here:
- Made the dextrous component optionally enable throwing for the mob
it's added to.
- Moved offer/give item functionality to /mob/living (I can't see any
reason why only carbon mobs should have this option)
- Moved throwing and give item hotkeys from carbon to "human" (where all
the other /mob/living hotkeys go) and, as a result, removed carbon
hotkeys (nothing is left in them).
- Moved throwing code and item offering code to its own file because
living.dm is 3000+ lines long and should probably be broken up some day
(I'm not brave enough for that)
- Cleaned up an unused global signal that hasn't been used since dogs
got moved to basic mobs.
- Other miscellaneous cleanup where I noticed it.
- In terms of testing: Tested using gorillas (only checked the dextrous
holoparasite to confirm the button and hotkeys worked). Things that were
working:
- Can throw items if the mob is set up to allow it.
- Can give items as a gorilla to a human, as a human to a gorilla, and
as a human to a human.
- Can give a high five to a gorilla (and the gorilla can receive it).
Gorillas can't give a high five back, though (they don't have the
emote), this already ballooned in scope, someone else can make that
happen.
- There are an alarmingly high amount of niche
emote-into-item-into-giving behaviours I suspect half the playerbase or
more aren't even aware of (does anyone offer their hand to someone to
get them up off of the ground?) and I don't know if I broke any of them
with this, but the fact high fives work gives me some hope they're
probably still fine.
## Why It's Good For The Game
Lets gorillas and dextrous holoparasites throw things and give things,
but most importantly sets up more framework for any future dextrous
basic mobs to also be able to do this. There's no real reason to keep
this functionality confined to carbon mobs when dextrous basic mobs are
a thing.
## Changelog
🆑
add: Gorillas can now throw things and offer items to players.
refactor: Moved throwing and offering item code to be based on living
mobs, not just carbon mobs.
/🆑
---------
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Semi WIP cus I need to probably make an issue report for lummox, but
apart from that ready for review
Uses the new mouse-pos so we can combine it with screen size and size to
estimate very accurately the mouse position in turf terms. In future
also will need to add a way to continously poll the users mouse pos but
this alone is very useful
## Why It's Good For The Game
This isnt used yet, but the benefits are pretty damn obvious (hitting E
and dashing towards where your mouse??? 1990s features?????)
## Changelog
🆑
refactor: Added the possibility for keybindings to report the turf they
clicked on.
/🆑
---------
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
## About The Pull Request
this PR improves the UX of pet commands a bit. i decided to expand on
their radial menu. You can now hold shift and hover over your pet to
display a menu of commands which you can choose from. alternatively, you
can still type out commands in chat
https://github.com/user-attachments/assets/9da7f7ea-58a3-4fd6-b040-45cc05cda51d
## Why It's Good For The Game
makes pet commands easier to give out when you're managing more than 1
pet. also fixes the fishing command not working.
## Changelog
🆑
qol: holding shift and hovering over your pet will display a list of
commands you can click from
fix: fixes the fishing pet command not working
/🆑
## About The Pull Request
This PR completely overhauls Midnight and Midnight-derived UIs, as well
as does some adjustments to the UI layout.

### Major changes:
* All UI elements for Midnight/Midnight-derived themes have been redrawn
to be cleaner, with consistent palettes and up-to-date sprites
* Tiny equip E is gone - Drop action has been moved in its place,
freeing some space in the bottom right corner
* Four minor menu keys have been bundled with actions, now-vertical
floor change element taking their place
* Action palette (wide thing in the top left corner) is now hidden when
it has zero actions bound to it and the player isn't currently dragging
an action button.
I've also fixed some minor issues with how hand elements are rendered,
and given feedback to resist button (it now lights up when pressed or
when the hotkey is held down)
<details>
<summary>Some screenshots of new UIs</summary>



Redrawn UIs now have themed clothing slots



</details>
## Why It's Good For The Game
Our UI icons are very outdated and compressed, with very large palettes
and odd transparency quirks, making adding new elements or redesigning
current ones quite hard and frustrating. A fresh coat of paint can take
user experience a long way.
As for moved elements, most people either equip things manually or use
the equip hotkey - E button is rather obscure and rarely used, while
drop button makes sense to be located near hands. Action palette just
takes up screen space most of the time, so there's no reason to not hide
it when you don't have any use for it.
## Changelog
🆑
qol: Resist button now has visible feedback.
qol: Readjusted UI layout.
image: Completely redrawn Midnight and Midnight-derived UIs!
/🆑
## About The Pull Request
This solution sucks, but byond is after our mortal souls and I wasn't
able to find anything better. Something is very wrong with mouse_opacity
and the only working solution was making the plane master invisible
while its inactive.
Closes#85968
## Why It's Good For The Game
They no longer eat your clicks while invisible
## Changelog
🆑
fix: Fixed examine balloons not being click transparent even while
inactive
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## What's going on here
Kept you waitin huh!
This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).
If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.
Most of the rest of it is pipelining done to accommodate how icons are
cut.
## Path To Merge
Almost* all sprites and code is done at this point.
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily
This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.
Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.
Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.
## What does it look like?






## Credits
<details>
<summary>Historical Mumbojumbo</summary>
I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.
This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.
Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.
This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.
The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.
Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.
Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.
The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.
</details>
<details>
<summary>Detailed Credits</summary>
Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.
Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother
And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>
## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
## About The Pull Request
Adds a new optional hotkey that targets only the head and does not cycle
to eyes or mouth.
Currently the way the numpad hotkeys work on /tg/ is every key targets
one body part... except 8. Numpad 8 Currently cycles through
head-eyes-mouth, despite _**numpad 7 already handling mouth and numpad 9
already handling eyes**_. There's no head-only key.
## About The Pull Request
The keybindings did not check if the mob was dead after the
toggle_move_intent proc was moved to living mobs in #77820.
## Why It's Good For The Game
Less runtimetytime.
## Changelog
🆑
fix: Fix a runtime when trying to cycle move intents with a hotkey as a
dead mob.
/🆑
## About The Pull Request
Renames m_intent to move_intent and moves it to the living level
renames tod to station_timestamp_timeofdeath
removes stun_absorption and see_override as one was unused and the other
was never actually implemented
## Why It's Good For The Game
Many vars on the mob and living level were intended to be on the living
and carbon level, but weren't for one reason or another. Generally it
was out of laziness to ensure the mobs being checked for these vars were
the intended mobs, and there's some todo comments on how they want it
changed in the future, though it never happened.
I'm hoping to get these all down in the future, I originally wanted to
move ``stat`` from mob to living but it had hundreds of errors so I
didn't want to do it all here.
## Changelog
Nothing player-facing.
## About The Pull Request
This PR solves the problem with entering a server with a different (from
English) layout and not being able to use chat binds.
so far, alas, you need to re-login with the English layout.
https://i.imgur.com/WjixRVv.mp4
## Why It's Good For The Game
Resolves an issue for servers based on this build.
## Changelog
🆑 Vishenka0704
fix: fixed different from english keyboard layout to use tgui chat
/🆑
## About The Pull Request
<img src="https://i.ibb.co/0cM6NHQ/Hotkey-PRImage2.png">
What it says on the tin. Gives the AI hotkeys to connect and disconnect
from its shell. I'm open to suggestions for better default hotkeys, I
made sure to choose out-of-the-way keys with no overlaps because I have
a vague memory about code-side keybind conflicts leading to a threatened
forkening and I don't want that.
Also this is my first PR with more than 2 lines changed so I would
appreciate a thorough and critical review of my code.
## Why It's Good For The Game
Since there are so many AI player admins (Who are all universally
gigachads btw) it would be convenient to them to have an aghost-hotkey
analogue for the AI. This change was specifically requested of me by one
of these admins in fact.
I'm sure non-admin AIs would appreciate this convenience as well though.
## Changelog
🆑
qol: The AI now has hotkeys for its shells, make sure to bind them to
your preferred keys in your keybindings menu, under game preferences.
/🆑
About The Pull Request
Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.
Splits game preferences into its own window.
Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.
This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.
Fixes#60823Fixes#28907Fixes#44887Fixes#59912Fixes#58458Fixes#59181
Major TODOs
Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc
A lot of specialized testing so that people's real data don't get corrupted
Changelog
cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
This fixes the problem of the keybind conflict message being shown over and over again until you manually save your preferences with correct keybinds + resetting to classic keys works now
You had to manually save your prefs because the code didn't save the new unbound keys to the prefs file
Classic mode was broken because the emote hotkeys didn't have classic_keys set to Unbound by default
New hotkeys are now actually set to Unbound if no default key is set
This was broken for emote hotkeys because classic_keys = list("Unbound") was missing for them
It was also broken because the code assumed conflicting keys if some Unbound key already existed ...
The code also used classic key defaults even if you had hotkey mode enabled thats fixed now too
The intent_cycle hotkey for borgs was left behind during the combat mode switch. It does nothing on its own, but existing as a default hotkey blocks the actual combat mode hotkey unless unbound manually.
Closes#56668
Related to #56601
About The Pull Request
This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:
Disarm and Grab intents have been removed.
Harm/Help is now combat mode, toggled by F or 4 by default
The context/verb/popup menu now only works when you do shift+right-click
Right click is now disarm, both in and out of combat mode.
Grabbing is now on ctrl-click.
If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)
Minor interaction changes:
Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game
Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.
In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.
The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog
cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
This is a pretty big change all around. The gist of it is that it moves the mobility_flags into traits or variables that can track the sources, and to which we can append code to react to the events, be it via signals or via on_event-like procs.
For example, MOBILITY_STAND could mean, depending on context, that the mob is either already standing or that it may be able to stand, and thus is lying down.
There was a lot of snowflakery and redefinitions on top of redefinitions, so this is bound to create bugs I'm willing to fix as I learn them.
The end-goal is for every living mob to use the same mobility system, for the traits to mean the same among them, and for no place to just mass-change settings without a way to trace it, such as with mobility_flags = NONE and mobility_flags = ALL
Fixes AIs being able to strip nearby people. They've lost their hands usage.
Adds a keybind for resting, it's odd that there's bind for all the UI buttons such as Resist, Throw, Drop but there isn't one for resting. The default key is now U
* keybind signal support, ported from TGMC
* Thank you linter
* remove unused and extra defines
* move signal defines up and fix emote keybind runtimes
* Apply suggestions
* Update keybinding.dm
* Missed this one in the upstream merge
* Ignore keybindings without names
* back to the OG
* Update living.dm
* Update living.dm
* got it
* trailing newline
* Update code/datums/keybinding/living.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
* look_down
look_down
persistent look_up and look_down
* look_down
look_down
persistent look_up and look_down
* Now look prefer a hole in front of the astronauts
* up
* up
* up
* up
* Update living.dm
* Update living.dm
About The Pull Request
Adds a new hotkey, defaulted to V, which allows for swapping out equipment after a small delay. After the delay, you'll equip the currently held item into it's most preferred slot, and swapping out what was worn/equipped currently. This also allows for swapping out jumpsuits without dropping your pocket contents, belt, etc.
Why It's Good For The Game
QoL change that feels intuitive, and helps equipping feel more fluid.
Changelog
🆑
add: Equipment swapping, defaulted to V. Allows you to equip items while swapping out what you're already wearing after a small delay.
/🆑