With the exception of species specific hair styles.
Also lets species be bald if they want to be.
Reorganizes the ears, making colorable ones come last
Also adds in both Zorren ears
Previously, because noncritical robolimbs did not count for bruteloss or burnloss (per line 13 in human_damage.dm), nothing would ever cause robot limbs to call update_wounds() on the organs to clear wounds after repair. Furthermore, update_wounds ignored wounds on robotic limbs and edited early without even checking if it should remove them. This caused a problem.
This corrects this, and still exits early(er) in update_wounds() for robotic limbs, but makes sure there are no 0-damage wounds left and if there are, removes them.
As a 'backup', hitting a robolimb with a welder when there's nothing to fix will also call this proc, to catch any cases where someone has directly changed wounds or anything like that.
Also fixes spacing on robolimb damage examine text (get_wound_desc had spaces, but should not have in most cases), and added a message for having an open maintenance panel on a limb.
Previously, because noncritical robolimbs did not count for bruteloss or burnloss (per line 13 in human_damage.dm), nothing would ever cause robot limbs to call update_wounds() on the organs to clear wounds after repair. Furthermore, update_wounds ignored wounds on robotic limbs and edited early without even checking if it should remove them. This caused a problem.
This corrects this, and still exits early(er) in update_wounds() for robotic limbs, but makes sure there are no 0-damage wounds left and if there are, removes them.
As a 'backup', hitting a robolimb with a welder when there's nothing to fix will also call this proc, to catch any cases where someone has directly changed wounds or anything like that.
Also fixes spacing on robolimb damage examine text (get_wound_desc had spaces, but should not have in most cases), and added a message for having an open maintenance panel on a limb.
* Previous attempt to make sprite_accessories datums configurable as to whether they should be blended by ICON_ADD vs. ICON_MULTIPLY failed because ICON_ADD's value is actually zero. do_coloration was also checked to see if the sprite should be colorized at all.
* Thus a datum configured to use ICON_ADD (zero) didn't get colored at all!
* Fix separates the concept of "do/don't colorize" from "blend mode to use when colorizing"
* This fixes vore mobs eating you four times due to the enhanced process scheduler we have now.
* Also fixes alien icon states.
* Also fixes a runtime if you take control.
* Adds Zorren. Tail fixes.
Exactly what it says on the tin.
Adds in both Zorren races.
Fixes species specific tails
Fixes hair colored species specific tails (partially)
Fixes hail colored tails (partially)
Fixes hail colored ears
Adds in more species related tails
(Ex: All the multiple xenomorph tails, monkey tail, stok tail, vox
armalis tail)
Note: For hair colored tails to fully work, they need to be greyscale.
This will require some editing later on, but for now, it works.
* ...Github didn't sync this for some reason.
* Fixes
* Fixes
* Fixes V2
Fix one bug
Cause 50 more
* Irrelevant
* Shhh don't mind this.
* More gateway changes, also adds fitness room
Also gives the ability for some FBPs to have tails (we can sprite the tails later, it defaults to off)
* Issue #30 - Added icons and code for vore animals.
Also tweaked to be more in line with current codebase.
* Fix to leading space in alien.dm
* Makes Labyrinth.dmm compile and load in map editor. (#90)
Could use some work still though.
* This compiles, has a debug in a few areas
But doesn't actually work in game
* This didn't go with the first sync. booo.
* Actually gets egg TF to work. Fixes spacesuit sprites
* Makes the borgs stomach show up
* More bugfixes!
* Adds in "Encase in egg"
* I forgot to change this
Does not use initial(pixel_x) and initial(pixel_y) for 'finishing' attack animations, so that mobs can have old_x and old_y updated to reflect a natural pixel offset (e.g. for mobs that are longer/taller than 32x32 and are nudged to fit into a tile).
For example, we have a 32x64 cyborg module which sets pixel_x, pixel_y, old_x, and old_y when selected, however attacking with it resets it to 0 as this doesn't respect old_x and old_y like all other mob anims do (see floating, etc).
Also why define this on atom and then literally never use it on anything other than a mob, in the... mob/animations.dm file?
_Sorry to keep making QOL PRs. I promise I'll send something cool eventually._
* This compiles, has a debug in a few areas
But doesn't actually work in game
* This didn't go with the first sync. booo.
* Actually gets egg TF to work. Fixes spacesuit sprites
* Makes the borgs stomach show up
* More bugfixes!
Does not use initial(pixel_x) and initial(pixel_y) for 'finishing' attack animations, so that mobs can have old_x and old_y updated to reflect a natural pixel offset (e.g. for mobs that are longer/taller than 32x32 and are nudged to fit into a tile).
For example, we have a 32x64 cyborg module which sets pixel_x, pixel_y, old_x, and old_y when selected, however attacking with it resets it to 0 as this doesn't respect old_x and old_y like all other mob anims do (see floating, etc).
Also why define this on atom and then literally never use it on anything other than a mob, in the... mob/animations.dm file?
_Sorry to keep making QOL PRs. I promise I'll send something cool eventually._
Makes the name of the starsystem and station generic such that it can be modified in global.dm and replace the strings where it is used. This won't have an effect on Polaris itself, but makes changing the name much more simple for forks. Using string concat constants on the advice of Psi.
As in, scooped mob holders, like Teshari. If they throw an item, it falls out now rather than being trapped and eventually deleted in their holder object.
As in, scooped mob holders, like Teshari. If they throw an item, it falls out now rather than being trapped and eventually deleted in their holder object.
Makes the name of the starsystem and station generic such that it can be modified in global.dm and replace the strings where it is used. This won't have an effect on Polaris itself, but makes changing the name much more simple for forks. Using string concat constants on the advice of Psi.
Cleans up a list in the booze vendor
Removes tea from contraband and puts into the normal product list in the booze vendor
Adds the shot glasses to the autolathe and makes glasses there no longer children of bucket recipes
* Ported gateway compatibilty with runtime z-level loading from old codebase.
* Built a new Gateway room next to EVA on the map.
* Fixed the beach level to not crash.