Reworks how belly overlay updates are handled, and now makes the updates actually update the overlays instead of deleting the entire screen object before rebuilding a new one.
Liquidbellies now add an animated bubbly liquid level overlay to prey's view. The height of the level scales with current liquid percentage of the custom max volume, and its opacity scales with the size of custom max volume. Effect can be toggled off via preferences tab ingame. Actual persistent savegame preference for prey and pred will come later, as those will require tgui edits and there's a bunch of conflicting PRs still waiting
Oh boy here's a big one.
- Reagent splashing on mobs now prioritized splash over touch
- Initial reagent entrance splash amount reduced, because now the reagents are applied passively over time.
- Acid digestion now fully works with features such as nutrition gain percentage and digest reagent generation.
- Acid digestion potency now scales according to the amount of acid inside the gut, and depletes it according to the applied effects. Also divided by the amount of other contents.
- Acid reagent interactions with non-human mobs now function correctly.
- All things fully support digestion prefs and item modes.
- The new type of digestion basically works by the speed of your reagent generation and amount, and does dispersed damage effects on all contents, mobs included.
- Stomacid generation cost lowered to water level due to now being purposed as a method of gaining nutrition via digestion.
- Stomacid can no longer be dispensed into containers however, fully eliminating the potential for external splash griefs.
- Liquidbelly digestion reagent generation now works and actually gives more than the old 0.00scraps for digestion time gains.
- Liquidbelly digestion reagent generation now returns the surplus gain as nutrition for belly owner when capacity is full.
- Items touched by belly reagents no longer fill "reagent containers" at all, and the acid can now digest them without contaminating the snack's own nutriment contents.
Early return on handling is now the first check to skip processing we never use.
Message handling is done in its own proc which returns the message or FALSE depending on if a message is needed
Fixed "speedy" vorgans not getting removed from SSbellies processing list, and also switches those from mob subsystem to obj subsystem to reduce lag.
Optimized some mob processing as well, mainly by making simplemob carboncorpses, monkeys, brainmobs, and observers low priority processing for the mobs subsystem.
Also swapped swoopie's main gut fullscreen to a more appropriate one.