No front-end changes. This just means that mob colours now take up less columns in the database, incur less processing (reduced rgb() calls) and reduces the amount of code dedicated to them.
Fixes a bug with Vampire Shapeshift where you didn't get a name appropriate to your species and clarifies that you won't be taking on another species using this ability.
Ensures you won't be taking on another species using this ability by circumventing an exploit whereby someone could change their species in game preferences, shapeshift, and be another species.
Fixes a bug with DNA scramblers whereby you wouldn't get a name appropriate to your species. Adds marking resetting for consistency.
Desnowflakes preferences_setup.dm like I had done with preferences.dm.
🆑 Kyep
fix: Prioritized jobs now lose their priority status once all their
slots are filled. In the event someone with a formerly prioritized job
cryos, the HoP may want to re-prioritize the job.
/ 🆑Fixes#7630
Prevents prioritized jobs, even after being filled, from being listed in
green on the new_player screen for the rest of the round.
This system allows the HoP to set up to 3 jobs as 'priority' jobs via
the ID console.
Priority jobs are highlighted in green to everyone who is late-joining.
This allows the HoP to actively encourage late-arriving crew to take
jobs the station needs, avoiding departments/roles being critically
short-handed.

🆑 Kyep
add: HoPs can now set jobs as 'priority'. Priority jobs are highlighted
on the latejoin screen. This allows HoPs to proactively broadcast that
they need more people to fill those jobs - and reduces the chance of
critical crew shortages.
/🆑
* bioluminescent kidan! 🐜🏮
Gives Kidan an IC tab ability that makes them glow! wow!!!!!
This adds body and head markings, a new glowy organ to kidan lower body,
and glowing space ants! wow!!!!!!
Bioluminescence eats away nutriment, you can be glowing for some 13
minutes at roundstart before you starve out and the light goes out.
Dying also turns off the light. And shadowlings veil too.
Light color is based on a mix between head and body markings colors,
where the body markings color is slightly more predominant.
How bright you are depends on how much clothing you have. A full nakey
kidan is as bright as a flashlight, while a fully suited kidan isn't
bright at all. Rolling down jumpsuits makes you more bright too. Basic
idea is less clothes in the way, more brightness.
Oh you can also remove the light organ and implant it on other things,
and they will gain the ability to be bioluminescent. Yes you can be a
hot pink glowing neon green in the dark vulp. If you implant the organ
on someone else, the light will be based on the original kidan's colors.
kudos to Traveling Merchant for the sprite work, and KasparoVv for
helping me out with the markings part. Only one set of body markings is
done yet, but hey they're easy to make
🆑 pinatacolada, Travelling Merchant
add: Glowing kidan!
add: Kidan body markings
🆑
* address all the things
literally everything
* fixit
* death comes
* death goes
* i ded
* all the small things
When a new Vox spawns in, your tail won't suddenly break (become a
different colour).
Abstracts icobase/deform/tail from the species definitions a bit so
individual mobs can have a different icobase/deform/tail than other mobs
of the same species.
Removes some mystery pixels and tidies up the Grey sprite a bit.
Fits tattoo markings to Grey bodies. Let the ink flow.
Greys still need to be sprite-fitted for all suits, headwear, eyewear,
facewear and uniforms.