`reset_perspective` from tgstation.
Also adds various support for remote viewing lenses - like cameras not
transmitting xray vision, among other things
Recommit because we're using different compiler versions
This commit changes how NanoUI's live data updating system works.
Previously, data for the template was directly gathered in the
ui_interact proc. Now, it is seperated into the proc `ui_data`.
To players, this does absolutely nothing.
To coders, this opens up the potential for a much more complicated and
fancy graphical updating system in the future, because the data is
available on-demand without ever having to call
nanomanager.try_update_ui.
Characters will now be correctly assigned their species' genetic quirks at spawn.
Cloning will now correctly assign a characters species' genetic quirks.
Changing a character's species (via C.M.A. or whatever might call the set_species proc) will now correctly assign their species' genetic quirks.
- Creates "has_organic_damage" proc and updates cryopod and medibot to
use it.
- For non-human mobs, this proc returns 1 for damaged mobs and 0 for
full-health mobs.
- For human mobs, this proc returns 1 for mobs with damage to organic
parts, and 0 for mobs that are either full health, or have only got
damage to robotic limbs.
Changelings who initiated the stasis while they were alive and were
'killed' during the waiting period for regenerative readiness will now
regenerate properly.
Alright, so the root of the issue was how the vampire gamemode tracks
the owner of vampire stuff. This can be seen in line 197 of vampire.dm
that it tracks a body much like the mind datum does. However, before my
fix, this 'owner' fell out of date when a vampire got cloned. While the
vampire would get cloned, this owner variable would still refer to their
old body, and so stuff would break.
Now, it gets updated with the current body when the vampire gets cloned,
thus resolving the issue.
Markings will now load correctly from UI and skin tone changes will now
be immediately shown.
Fixes a bug where changing identities to a Vulpkanin with all the
markings as a changeling wouldn't load the markings, and another where
it'd take a body icon update to show the change of skin tone if you were
to change identity to a human.
This is also a likely fix to a bug where, upon changing identities, a
changeling's head would be invisible... Spooky!
Fixes sending pod pilots to the void when the pod explodes/is destroyed,
as well as giving them damage warnings, just like passengers get. Also
fixes it so if a guardian traps something, then dies, doesn't runtime.
Lastly, fixes it so there isn't a randomly runtime from opening a
critter crate, as well as cleaning up a little snowflake code, thanks to
Crazylemon.