* Redoes the suit-wearing bugs, renaming them to the Zaddat.
(If this shows up on the main Polaris repo, I fucked it again, please yell at me until I unfuck it)
* finishes the zaddat species pending someone yelling at me and or me getting more/better sprites
adds three new accessories of dubious stylistic value for the gaudy-ass suit people
* i lied
engineers and other Zaddat who start with a hat will no longer burn in the harsh light of the station.
scarves and other decor items can now be equipped to space suits. cape, half-cape, and sash items now have valid slot flags
* gives zad a larynx
* gives Zaddat assisted languages
* zad sprites now have weird growths
* activate starvation mode
* mask is now red-faced so as not to give the zaddat skin cancer
* adds shrouds and zaddat hypos to cargo. renames zaddat hypos to glucose hypos since like, technically anyone can use them
* aand adds zad hypos to the fitness machines. thanks for letting us not starve, spacer guild
* adds zad hypos to the fitness vendor
* new purple zaddat icons (untested, probably fine)
* appeases anewbe
* something bad has happened
* Updates Zaddat per forum discussion
Flashes now deal significant burn to zaddat, enough to put them in crit with two flashes
Zaddat (and diona and vox) can no longer wear rigs
Shrouds no longer protect against shock damage, but do protect against radiation damage
Prometheans can now wear shrouds
Sprites are much prettier
* adds changelog
* Update zaddat.yml
* appeases anewbe
* Adds Tajaran Akhani language.
Fixes plural form of Tajaran (Tajara->Tajaran) in about 50 places.
* Gives the language a colour distinct from Siik.
* Changelog
Brains now retain languages from the mob they were removed from, rather than forgetting them. Languages are also retained when a brain is transplanted into a new body.
AIs, as well as cyborgs/robots/drones, will load languages from your currently-active preferences when they spawn (just like humanoid mobs do). Brains removed from cyborgs/robots/drones will retain their original languages regardless of the current module.
Brains in MMIs can now speak EAL if they know it, and additionally fixes#2832 - sign language will no longer be usable when lacking both hands. Also fixes silicons being told the wrong language prefix by the known languages window, as it was still showing ':', leading to much confusion among new borg players.
Known issues:
AIs who can use sign language can use it even without a holopad - I'm not sure how to have it check for that. This could be seen as a non-issue, as signs could conceivably be displayed on the AI's screen.
AIs signing over holopad will also have the language verbs overridden by the synth speech verbs (states/queries/declares). I'm pretty sure this has something to do with the already-existing bug that all languages can be understood by everyone when an AI speaks them over holopad.
+Illegal equipment module now scrambled equipment module
+Scrambled equipment module now unlocks emagged borg items without
actually emagging the borg, allowing for AI sync, law updates, and being
emagged.
+Makes the miner borg diamond drill appear in all cases of being
upgraded or emagged instead of only if emagged while the mining module
is equipped.
Changelog includes all my previous PRs as well for ease of access to the
changes by the general public. I can trim it down to just this PR if
requested.
Print 'em out, slap an MMI or Posibrain in. They come from a new machine, the Prosthetics Fabricator. You can order license discs from cargo to print the proprietary limbs. Making FBPs requires a bit of research as well, otherwise you only get arms/legs. Also requires a bit of plasteel to make the critical parts. Mostly just need every limb, plus eyes. Torso comes with the snowflakey FBP battery.
Also adds an FBP 'self-diagnostics' verb. More vague than an analyzer.
**This adds a machine that needs to be placed on the map. "/obj/machinery/pros_fabricator"**
Personally, I would replace the right-side exosuit fab with it. I can add this to my PR but I'm unsure how you guys feel about non-devs submitting map changes.
Replaced some attack() overrides with apply_hit_effect() or other attack
procs where appropriate.
Removed the attack() override from reagent_containers.
Conflicts:
code/game/objects/items/weapons/clown_items.dm
code/game/objects/items/weapons/material/kitchen.dm
code/game/objects/items/weapons/stunbaton.dm
code/modules/mob/living/carbon/human/human_defense.dm
code/modules/mob/living/carbon/human/species/xenomorphs/alien_facehugger.dm
code/modules/mob/living/simple_animal/friendly/spiderbot.dm
code/modules/mob/living/simple_animal/simple_animal.dm
``/mob/dead/observer`` -> ``/mob/observer/dead``
``/mob/eye`` -> ``/mob/observer/eye``
Reason being that they are similar in that they both don't interact with
the world in any way. Some procs were shared, some checks as well, and
it overall makes more sense this way. Plus, there were no ``/mob/dead``
mobs.
More tweaks to IPC fixes.
Merge resolution/compile fixes.
Further work on properly integrating, updating and fixing prosthetic options.
Repathed internal organs to organ/internal.
More work on full synthetics, changelings, overheating.
Working on getting organs to qdel properly and spawn properly when robotized.
Finalized some overheating values, added remaining prosthetic icons.
Finalizing the testing version of the full prosthetic bodies branch.
Added suit cyclers to the autolathe and map.
Fixing runtime errors.
Fixing errors.
Changelog.
Replacing limb and organ strings with constants.
Prevented brainless species from becoming full cyborgs.
Fixed issues with brain/MMIs renaming themselves inappropriately.
Various fixes and oversights.
Replaced some attack() overrides with apply_hit_effect() or other attack
procs where appropriate.
Removed the attack() override from reagent_containers.
Refactors how synthetics set their modules. On login, if appearance selection was initiated but not finalized, the selection options popup again. Fixes a long-standing issue of borgs being able to look like the standard module by loging out.
Ensures the syndicate agent IDs and syndicate borgs will always have the same initial access permissions.
Removes now unnecessary syndicate snowflake code from NanoUI.
Synths now utilize actual ids.