* commit for branch swap
* branch swap again
* BLEED
* trying to clear up compile errors
* i killed everything when i tested this...
* restorealltheblood
* I REMOVED A THING
* well some progress
* stop bleeding
* got to swap branches again.
* grr
* damn bloodcolors
* Squash everything
* color....colourrrrrrr
* color....colourrrrrrr
* well now that updated the branch...
* Changes
* Some tweaks..before i upload something major
* COLOR NOT COLOUR...COLOR
YES I KNOW NOT EVERYONE SPELLS IT LIKE THAT BUT MY GOD
* Foot print shit..
blood coloring is going to be PAIN
* trying to handle some colors..maybe.
* blood colorsing sucks..di i mention this?
* commenting cod malfunctions.
* Changes
* lets try this
* Its too late at night.
* blargh
* woops
* almost works...
* progress..
* Branch swap
* figured out the overlay issue....
* BRANCH SWAP
* BLARGH
* fixed merged conflicts..expect something to be horribly wrong.
* bunch of changes
* Major Fixes
- Moved blood_state and bloodiness var definitions to
/obj/effect/decal/cleanable/blood as well as /cleanable/Crossed(), in
order to make blood color work properly.
- These were not used by any other decal, so it was pointless.
- Tweaked human/add_blood so that hand_blood_color uses the correct
value now.
- Corrected gibs having the wrong basecolor.
- Tracks of different blood colors will no longer combine weirdly, and
will instead form seperate overlays.
- This also fixes all of the issues with tracks in general and not
updating correctly.
- Fixed transfering blood in add_fingerprint; the old detective code
didn't use the new format for add_blood().
- Fixed xenomorphs causing runtimes in makeTrail(), and gave them their
own trails. Sprites should probably be brightened later.
- Fixed mobs occasionally randomly having their blood_DNA list reset.
* may have accidently removed shit.
* Mrowl
* stiff
water is not bleeding
lowered trail making threshold
* tweaks then conflcits
* weee
* indent
* some tweaks
* somefox tweaks.
* derp
* why won't they bleed!?
* BLEED DAMMIT
* Flattist comments and removes simple animale blood volume
Cause i cannot get it to work right.
* PRAISE FLATTIST
* Simple animals have a blood volume now
Bug with trail fixed.
* changes
* thanksmrowlmrowl
* exotice blood trails
* makesure is an exotic bleeder has a bleed rate first...
* FoxBoxTweakSox
* BoxVoxSoXFox
* ONE MORE THING
* animalsbleedreds
* Buh? BUGH!
* thisismescreaming
* removing note needed thing
* Color changes but the rabbit hole continues.
* This is not pretty....
* wot
* IT WORKS DAMMIT
* colors.
* germaphobic commit..
* we have to use the old system
* nothing to see here
* doubleprocarady
* try to fix mulebots
* mulebot fixed
* DONE
Due to my master exploding, I had to remake a couple of my PRs. This
pull adds in the Jolly Jug, the clown version of nothing. The clown
spawns with it and has a backup in their locker, just like the mime, in
addition it spawns with 100u of banana juice.
While trying to fix my github accidentally closed https://github.com/ParadiseSS13/Paradise/pull/7629 from the shell.
Redid the entire PR.
Changes remained the same

🆑 Kluys
Add: Bob ross painting in the captains office called "calming painting".
Also changes around the entertainment monitor and light switch to accomodate.
Fix: Clown painting was named "\improper mech painting"
/ 🆑
The primary function of this is a new button in the "Preferences" tab -
Set View Range. This functions similarly to the admin verb "Change View
Range", but it only allows you to set view ranges lower than the normal
world.view.
Full changelog:
- Added ViewMods system to clients.
- Everything that wants to change client.view should do it through
this system.
- Currently used by the Set View Range button and Marauders.
- Stretch mode is set to stretch when active, but the original
setting is preserved, as long as you set it with no ViewMods enabled.
- The basic way this works is that it keeps track of /datum/viewmods
on /clients, and whenever one is added or removed, it picks the
highest view range out of all of them and sets the client's vision to
that. This effectively means that, if you, say, set your view range
to 5x5, and get into a Marauder and use the "zoom" button, it will
always go to the marauder's zoom level.
- The HUD is set to minimal mode for any view ranges below
world.view, which means you only get absolutely critical buttons.
- It's set to invisible if you go down to view range 1 or 2,
because the buttons can't fit on the screen at those view
ranges.
- Removed canvas examine option. Just zoom in yourself!
tgstation/tgstation#27881
There is now a second bluespace shelter capsule, which is much more
fancy & expensive. Note, this still does not make them generally available.
Changes Summary:
- Added "Shelter Beta" - It comes with a built in kitchen, toilet, shower, three
course meal, and an artifact™️! There are plenty of secrets to
behold..
- Added black carpeting. This can be created by the personal crafting
menu and having any crayon + a carpet with you.
- Added fancy wooden and fancy black wooden tables. These are craftable
by hitting wooden table parts with regular and black carpet,
respectively.
- You can now unanchor, deconstruct and color shower curtains. Use any kind of
crayon to color them, and screwdriver to unanchor them. Once they are
unanchored, you may use wirecutters to change them back into materials-
All of which are used in a new crafting recipe for creating them.
- Display cases moderately refactored.
- Added survival pod windows/windoors for the new luxury pod.
This commit ports /tg/'s move refactor.
The throwing system has been replaced entirely, removing the necessity
of throw_at_fast and resolving multiple outstanding issues, such as
crossbows being unusable.
Spacedrifting has also been upgraded to function with the new throwing
system. It is now it's own process.
Tickcomp has been killed, and the config values have been adjusted to
more or less match live Paradise.
All mobs now share a common Bump() proc. There are only four mobtypes
which do not, including humans and simple animals. With the exception
of mob types that do not ever want to Bump() or be Bumped(), they should
call the parent proc.
Human movement slowdown has been moderately tweaked in how it stacks effects;
It shouldn't be significantly different from a player perspective.
Mobs will now spread fire if they bump into another mob. I don't want to set
the world on fiiiire, I just want start a flame in your heart~
For player facing changes: Input delay has been reduced by roughly ~50ms for
any direction keys, by advantage of a previously unknown flag on byond verbs
which allow them to operate independently from the tick rate of the server.
You may need to clear your interface.dmf file if you have a custom skin for
this change to function.