I was poring over the markings list as usual, inspired this time to draft a donkey but was woefully struck by a lack of equine markings. Neigh, this cannot be! So I took to resolving the issue post-haste.
The muzzle is flexible goes quite well with draconic designs too. Recommended to use with the Sergal bodytype for best results.
This makes an [OPEN] link appear on all radio messages the AI hears (to the right of the follow link). When clicked, it allows the AI to open
the door nearest to the speaker (or, if it is a voice changer, the door
nearest to the poor sap who had his voice stolen).
AI, Open This Door!
This adds throw_alert() and /obj/screen/alert, a system that allows you
to do custom hud alerts for any variety of things from "You're too
cold!" to mecha status indicators for the pilot.
There's quite a few things that actually got replaced; the
fire/oxy/tox/co2 alerts are all now just alerts, as is nutrition. The
xenochimera feral indicator would probably be a good candidate for
conversion, but I didn't touch it in this PR. There's also a number of
new alerts, such as blindness, highness, legcuffed, buckled, handcuffed,
and probably some more I missed; read code/_onclick/hud/alert.dm and see
for yourself!
Additionally, a number of tweaks have been done to resisting code, to
make it so that there's an indicator when you're buckled or handcuffed,
and can just click the alert to start resisting. This includes a
refactor that combines the logic for lockers, holders, micros
escaping from shoes, and struggling in a gut all into one proc, called
container_resist(). This means that vore bellies actually no longer need
the resist override, but it's been left in place just in case someone
finds something else they want to use it for.
Also, the health and internals indicator got moved down one tile each.
Needed room for the alerts. If we add the oxygen tank action buttons
from /tg/ and remove the internals indicator, the health indicator can
go back where it was originally.
Fixes the undefined icon resulting in this:

Fixes the two buttons being misaligned with the UI.
Fixes double-clicking inside the AI PiP room teleporting the AI Eye out to the room and completely breaking the view. Do note that double-clicking no longer works at all inside the multi-cam room, as a tradeoff for completely preventing UI breaks.
-Fixes the issue with mob AI not getting properly disabled under player control.
-Fixes mob eye overlays not respecting the mob's scaling setting.
-Fixes the movement cooldown on logged in ridable mobs.
-Fixes direwolf not getting belly icon when resting.
-Makes the mob icon fullness check account for the mob's own size as well.