* species var extension v1
* Update carbon.dm
* sve v1.2
* sve v1.2a
* Update carbon.dm
* Update carbon.dm
* ain't no party like a bitflag party
* assorted tweaks and refactoring
* Update carbon.dm
* further duration & effect tweaks
- Moved ships to be in in SSprocessing so they get 1 second resolution.
- Add/remove ships from processing only when they are moving.
- Simulate pixel movement in code using pixel_x and pixel_y
Checking Virgo's files, neither of these sections exist anymore, so I've removed them. They shouldn't break anything, and the nutrition_icon wasn't being used.
This adds throw_alert() and /obj/screen/alert, a system that allows you to do custom hud alerts for any variety of things from "You're too cold!" to mecha status indicators for the pilot.
There's quite a few things that actually got replaced; the
fire/oxy/tox/co2 alerts are all now just alerts, as is nutrition. There's also a number of new alerts, such as blindness, highness, legcuffed, buckled, handcuffed, and probably some more I missed; read code/_onclick/hud/alert.dm and see for yourself!
Additionally, a number of tweaks have been done to resisting code, to make it so that there's an indicator when you're buckled or handcuffed, and can just click the alert to start resisting. This includes a refactor that combines the logic for lockers, holders all into one proc, called container_resist().
Also, the health and internals indicator got moved down one tile each. Needed room for the alerts. If we add the oxygen tank action buttons from /tg/ and remove the internals indicator, the health indicator can go back where it was originally.
Alerts, pictured in the top right.

* event set wip
* Update polaris.dme
* event suits ui set complete
* all onmob states imported
* comments on suit perks/balance
* minor suit pixel fixes
tails are fiddly yo
* minor taj suit polish
* set up suit-slot permitted item lists
* resolve dmi conflicts