* Changes navbeacons to no longer use radios (Doing so was slower and didn't really help anything) Note: var/freq remains for mapping compatibility until all maps are updated.
* Fixes navbeacons to actually hide under flooring if you put plating over them.
* Changed how navbeacons are mapped in. Don't use the picky "code_txt" variable, instead use appropriate subtype.
* Made useful reusable subtypes so you don't have to code in a type for every. single. one.
* Updated mulebot to use new navbeacon codes.
* Re-activate patrolling! With the new navbeacons, bots with will_patrol can follow the patrol navbeacons.
* Note: various "should_patrol" variables on each bot type unified under /mob/living/bot/var/will_patrol
* Securitrons (beepsky) got an overhaul to the new patrol routing.
* Note: BayStation replaced the snowflake handcuffs code with acutal handcuffs. Polaris handcuffs requiere a grab to work, so are more complicated. Kept our existing attack code.
* Behavior procs reorganized to use better movement detection and just be more flexible.
* Floorbot fixes & removal of bridgemode
* Floorbot will now remove & replace broken floor tiles.
* Floorbot will no longer decide its okay to pave over all of SPACE.
* For the moment patching hull breaches is disabled, it is too laggy.
* Sundry bugfixes to all bots
* Use forceMove() instead of setting loc
* Use "\The [X]" message strings.
* Pass target to do_after() when doing something to a target.
* Fixed events that were supposed to emag bots to now do so again.
We define the inventory screen objects for hands to be special in that apply overlays to themselves for handcuffed. By putting that logic on the screen object itself, we allow it to be expanded to other cases besides handcuffs in the future without conflict.
Examining a Skrell/Teshari while not a member of the same species will obscure the Skrell/Teshari's gender, to better reflect lore.
Ghosts, and silicons (AIs/borgs) are exempt from this.
Making a list just... 'be 10 long' is bad. Like update_icons layers and various other things, if you add more, it will compile fine and then you get runtimes later, which is a little annoying. Having places you just have to 'know' to update elsewhere in the code is meh.
* If a custom item can't be equipped to a character's inventory it is dropped on the ground. For late join characters, equip_custom_item() was called before the mob was placed at their starting locations; their coordinates were still 1,1,1. Which is the edge of a map so they get bounced to another z level.
* Fix: Equip custom items AFTER job_master.LateSpawn places the mob at the starting location, so it flows in same order as roundstart join characters.
Fix necrotic limb surgery
Make fever not so powerful that it resists cryotubes
All necrotic limbs produce toxins unless OD on spaceacillin, regardless of infection
Fix dropper use during surgery
Fix 'gap' in printable adv scanner infection reports
Fix nanoui template for adv scanner
Add examine text to gangrene and highly infected external limbs
Add flags to the MMI holder organs to make them robotic, and thus not infectable if they are > squishy MMI (posibrain, digital)
Links many map-specific details such as the station name, z-level information, and allowed jobs from global vars to map datum vars, which should help us maintain multiple maps at once in the future, which will be needed for the future Southern Cross.
Note that a config change will be needed to change GENERATE_ASTEROID to GENERATE_MAP, otherwise no changes should be required to continue normal map usage.
To change to a different map, it's suggested to tick the file that ticks all the other needed files, which for the Northern Star is called northern_star.dm.
* Adds a lot of languages.
* Removes the languages I just added.
Instead updates old ones.
* Fixes a minor typo.
* how the hell did i accidentally remove sinta'unathi
Returns that stuff.
* Fixes two things.
* doesnt actually change name length