People may select any underwear (regardless of gender) at a dresser, but not in preferences.
random_underwear(gender) will return a random pair of underwear suitable for your gender.
Removed an unused variable in sprite_accessory
The new_player preferences screen now randomizes character slots for which there is no data (so no more bald, fat, white guys in diapers greeting new players)
datum/preferences character settings are randomised at New().
replaced /datum/preferences/proc/randomize_appearance_for(human/H) with /datum/preferences/proc/random_character(), it does the same stuff without the copying to a mob. Basically, now when you want to make a random character you just do var/datum/preferences/A = new(); A.copy_to(human_mob), randomisation of appearance and name will already be done. Easy.
Reworked the savefile updating/versioning code to make it easier to work with. I've used it to update underwear preferences to the new system as an example.
Signed-off-by: carnie <elly1989@rocketmail.com>
-The description "A weak beanbag shell. This one is spent. This one is spent. This one is spent. This one is spent." made by double barreled shotguns is gone, now the message is only added when the shotgun actually fires and uses the shell
-All other kind of shotguns will now add the "This one is spent." message.
-Shotguns will stop firing invisible bullets, making them less confusing.
Changed the "You break the double barreled shotgun" message to "You open the double barreled shotgun" because it was confusing, the playes (myself included) thought that they actually ruined the pretty gun.
Adjusts a couple hardcoded lines to make adding more undies in the future easier.
Adds dressers! Similar to mirrors, they let you change your underpants.
Massive optimization on the DesignHasReqs() proc, cuts it down to the
bare minimum while still retaining its function. Testing using the
profile showed a 92% reduction in SelfCPU at 151000 calls.
Removes the old tgstation database. It has been merged into the newer feedback database.
All mentions of the old database have been replaced with the new one.
This includes updating tgstation_schema.sql and dbconfig.txt.
Removes README feedback.txt as it is now covered by the new schema.
Removes the unused forum DB stuff, including forumdbconfig.txt.
Updates the config, including both config.txt and game_options.txt. Many options have been moved into the latter.
Updates configuration.dm to reflect these changes.
Removes the config var/feature_object_spell_system as it did nothing.
afak, surgeries can't be handled on the afterattack() of the different surgery tools because of cavity implants, so this is a semi-decent fix that can be used for future features too. But I do not like touching this code. I appreciate any feedback about this.
Replaced some ifs with a switch statement.
Replaced an uneeded loop through a list (list.Remove() does this anyway)
Signed-off-by: carnie <elly1989@rocketmail.com>
Fixes the bug with effects/glowshroom not glowing when placed.
They don't spread infinitely: The odds of a shroom spreading decreases with each generation. Because they're sane now and not virally-spreading fungal horrors, they've been changed to spread on normal station floors and not just the asteroid.
The spreading glowshrooms acquire the parent's stats, with some mutations.
The delay variable is now based off of production, and goes DOWN with better stats instead of GOING UP.
-Removes unnecessary (copy-pasted) code bits in walking mushroom/killer tomato code in grown.dm
-Reorganizes all the copy-pasted reagents in Chemistry-Reagents.dm. Cuts out about a THOUSAND lines.
-Sleep toxin is made more subtle. No blurry screen, but you might yawn some. Chloral no longer has an instant KO effect, but your vision will become blurry and you'll be unable to run once injected. It is metabolized faster as well.
This should also swap under the carpet (kinda ugh because the problem is still there and it might affect some other things) the problems with the roundstart problems with player's icons on high populated servers.
This should be the first step to reduce the amount of calls on the different icon update procs, but for the moment I'm focusing on more CPU expensive procs.