unbranded is unlocked via research, while cenilimi is ordered on the cargo console
a 'bald' hairstyle is added for FBP teshari to use
a sprite fix for teshari torsos and far hand are also included, to avoid having holes in teshari that have prosthetic limbs
some minor fixes for the teshari nurse cap and eyepatch are also included
Keeps the same "bold if changed" functionality added in recent QoL improvements, but replaces the one-datum-instance per hint per device with a two number vars per device.
Largely ported from the work done at Baystation in Baystation12#17460 and later commits.
- Shuttles no longer require a separate area for each location they jump to.
Instead destinations are indicated by landmark objects, which are not necessarily exclusive to that shuttle.
This means that more than one shuttle could use the same docking port (not at the same time of course).
- Enhanced shuttle control computers to use nanoui if they didn't.
- Organizes shuttle datum code a bit better so there is less re-inventing the wheel in subtypes.
- Allows the possibility of shuttles (or destinations) that start on late-loaded maps.
- Deprecate the "extra" shuttle areas that are no longer needed and update shuttle areas in unit tests
This all required a bit of infrastructure improvements.
- ChangeArea proc, for changing the area of a turf.
- Fixed lighting overlays actually being able to be destroyed.
- Added a few utility macros and procs.
- Added "turf translation" procs which are like move_contents_to but more flexible.
(cherry picked from commit c837078105)
* Makes hacking window consider all hands instead of just the active one.
* Makes bottom indicators in hacking window go bold if they changed since the last refresh.
* Changelog
* Mobs can be incorporeal
Prevents step noises, getting shot, etc. Basically living ghosts. Feel free to add more places this should check, but I think this is a majority.
* Fix missing incorporeal floatyness
* Somewhat cleans up a piece of job code, makes new ID computers not be awful.
* Changes ROLE_ defines to DEPARTMENT_ to be clearer. Backports the new ID computer's assignment section of its UI to the old ID computer.
* Swaps back to southern cross map.
* Removes a block of commented code.
* Fix Air Pump loop sound stacking multiple times per pump.
Turns out that the # was so, so, so far off. It was acting as if it was 0.4 seconds per loop, for an 11 SECOND SOUND FILE.
My bad.
* Reduce it to 70 deciseconds, because I'm dumb.
So, seems that there's been issues of running out of spray bottles sometimes. So here we are, printable in the autolathe for 300-375 glass/steel each.
Changelog Note:
- Allows printing of a spray bottle in the Autolathe.
- job_access_type on ids is used literally nowhere. Removed.
- spawnId is only called on people who already have ids, and does nothing because of it. Removed.
- idtype is defined both for jobs and outfits, and for jobs it's only used in spawnid and to not give ais and cyborgs headsets. Replaced with new has_headset variable
- equip_backpack and equip_survival on jobs are also useless, since outfits handle that. Removed.
- spawnId put access on ids, but equip_id doesn't. Made equip_id for job outfits put access on ids.
- With equip_id putting access on ids we don't need all the different subtypes of id. Removed a lot of them.
* Add Sounds to stuff! (Port from VOREStation)
* Port of https://github.com/VOREStation/VOREStation/pull/6119
* Adds to_chat as described
* Change << to , , not entirely sure what it does but it's the same as others