* Large amount of work; Animal taming, shearing. Random animal spawns on sif grass/forest turfs. New PoIs, thermal poncho.
* Combat drone DMI moved to drones folder. Mining Drone subtype added. "Tameable" with ores, will collect and store ores when not in active combat.
* Move gameticker to subsystem folder before editing to track history thru rename.
* Refactor the gameticker into SSticker
- Instead of independently spawn'd while/sleep loops, it stores its state and lets the MC fire it.
- Convert relative path indentation procs to absolute path as per modern style standards.
- Break apart the inner loops into separate procs so you can see what is actually going on.
- It now shows up in MC tab, along with stats about what phase it is in.
* Revamp Start Now admin verb to actually wait until init is done before starting.
* Update Lobby stat panel to show voting and server init status.
* Fix: Only call autogamemode vote once.
* Spawn statistic_cycle off to not sleep SSticker.
* Add SStickere changelog
* Change to use to_world and add wrapping spans.
* Added filtering spans by specific request of Polaris.
Portetd from YW, this replaces many hard coded constant numbers with defines for readability.
Also refactors the disposals pipe dispenser to use pipe recipes in a similar way that the atmos pipe dispenser does.
Also adds icon states to the pipe_recipe type since it was easily available in the source port and can be useful.
- Adds circuit boards for shuttle consoles. (Ferry, Multi, and Overmap).
- Deconstructing a console saves the linked shuttle tag in the board for when it is re-constructed. New boards start blank but will auto-link if you build the console on a shuttle.
- Boards know what type of shuttle they can control and will only auto-link with a shuttle if it is the appropriate type.
Note: By default the only mapped-in shuttle consoles that are deconstrutable are overmap and multi shuttle consoles. For any others, consoles built mid-game will be deconstrutable but the mapped-in ones will not. That way the arrival, escape, supply ferry shuttles etc won't be messed with unless the mapper specifically chooses to override and make them that way.
* Fix Runtime in atoms_movable.dm,597: list index out of bounds
* Fix Runtime in floor_attackby.dm,118: Cannot execute 0.is crowbar().
* Fix null values being present in mob_list.
* Another fix for Runtime in update_icons.dm,254: Cannot execute null.GetUIState().
- This time lets just ensure dna is instantiated no matter who is calling dress_preview_mob().
* Fix Runtime in suit_storage_unit.dm,792: Cannot execute null.set machine().
- Also fixed other mixups of usr vs. user that I found in the same file.
* Fixes Runtime in find_spawning.dm,688: Cannot read null.origin_tech
- if this else if block is reached, new_item must not exist, so we obviously can't set origin_tech on it. Examination of the code seems to suggest the original author intended that for any "talking" items to have arcane and precursor tech; since src is now being made talking, src should get the tech.
* Fix talking artifacts downgrading arcane/precursor tech
- Bump up the values by one for talking artifact items instead of overwriting whatever the value was.
- Adds the update_idle_power_usage() and update_active_power_usage() procs for the respective vars.
- Switches all places modifying those vars directly to call the procs instead.
- This will let us react to the change appropriately, paving the way towards static area power.
- Adds update_power_channel proc for the sake of completeness, but no machines actually modify it so far.
- Existing consoles remain for now, only refactored to use a shared nano_module. Included by default on engineering consoles, downloadable by anyone with basic engineering access.
- Tidies up the UI a bit, prevents manual toggling of valves when they are in Auto mode (as it would immediately toggle back)
* Port ParadiseSS13/Paradise#2100 - Saycode refactor
* Removed unused old carbon slimes code
* Port ParadiseSS13/Paradise#5099 - Saycode part 2
* Ported ParadiseSS13/Paradise#7170's /datum/browser Check Known Languages
* Port ParadiseSS13/Paradise#9240 - Get rid of alt_name in favor of GetAltName()
* Port ParadiseSS13/Paradise#10330 - You can now use multiple languages in one message
* Addressed Atermonera's review.
Translators now print the full message if they find any languages within the
message that the user doesn't understand, minus languages it cannot translate.
Additionally, the combine_message proc has been significantly simplified
by eliminating an ugly tree structure with the help of a little helper
proc.
The removal of the extra span inside each piece doesn't seem to have
visually changed the messages in any other way than changing where the
wordwrap happens, strangely enough. Must be something in IE's code being
picky about invisible elements. On the bright side, it splits *later*
than it did before, thus reducing the lines a message will take up by a
tiny amount.
Also, a bunch of things now have the 'filter_say' class from
PolarisSS13/Polaris#6998. Since span classes with no definition are
totally valid and just don't do anything, this PR does **not** depend on
that PR being merged first.
* Always gotta be one