* Engie goggles in Meson mode now respect light levels (#36504)
* Engie goggles in Meson mode now respect light levels
Meson glasses show the surrounding terrain, but darken areas beyond line of sight and that are not lit. Engineer goggles set to Meson mode currently show all terrain at max brightness. As a result, it can be hard to even know an area is unlit until objects (or mobs) suddenly start popping in one tile away.
This change makes the Engineer goggles respect light levels like Meson glasses do.
An image for visual aid;
https://i.imgur.com/KdYmkZb.png
Left shows the current Engineer goggles. Right shows the current Meson glasses, and how the Engineer goggles will look with this change.
* Update engine_goggles.dm
* Engie goggles in Meson mode now respect light levels
* [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#36344)
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl
Fixes#36444
From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.
This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.
I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
* [READY] Several fixes/changes to mood, longterm mood effects, beauty component
* Pacifists can now use mech drills on closets containing living beings
* Removes no longer needed Mecha code relating to Pacifist use of drills. Also alters variables to be more consistent. (#36494)
* circuit diagnostic status icon changes
* circuit diagnostic status icon changes (#36218)
* circuit diagnostic hud revisit
warning icon replaced with red versions of prefered icons, new icons added to the AR interface
* did this fix it?
* ok how about now
put all the new icons at the end of the file instead of at different places inside
* Crayons and spraycans can no longer infinitely draw large graffiti (#36412)
🆑 SailorDave
fix: Crayons and spraycans can no longer draw an unlimited amount of large graffiti regardless of uses left.
/🆑
Fixes https://github.com/tgstation/tgstation/issues/35833
The check_empty() at the top of the afterattack() was only checking if the can was empty, not if the amount of charges left was less than the spray amount. This is fixed.
* Crayons and spraycans can no longer infinitely draw large graffiti
* Adds warning message to holodeck mobs that are made sentient. (#36472)
* Gives warning message to holodeck mobs that gain sentience via sentience potions.
* Updates rhumba beat to be more different from GBS
* Updates rhumba beat to be more different from GBS (#36439)
* Update rhumba_beat.dm
* clarifying comment
* Electronic assembly changes and additions
* Electronic assembly changes and additions (#36394)
* the rainbow of mediocrity rides again
* whoops that wasn't supposed to be there
* Fixes roundend report runtmining if no traitor had a uplink.
* Merge pull request #36461 from AnturK/broken-uplink-log
Fixes roundend report runtmining if no traitor had a uplink.