Fixed Typing Indicators getting stuck on borgs. The original fix was not necessary for this codebase and the typing indicators don't seem to work the same way here, so no problems are being reintroduced.
Added new "Tall, Major" and "Short, Major" traits that add and reduce the sprite's height by 15% respectively. As opposed to tall and short, which are about 9%. The short, Major trait does not make someone who is 25% scale any smaller than the short trait, so no problems with balance there.
Added new "Heavy Frame, Major" and "Light Frame, Major" traits that increase and reduce your threshold for size interaction respectively.
* Allows other species to autohiss
Opens the autohiss traits to all species except for Tajara, Unathi and Zaddat who come with them by default.
* Opens more positive and negative traits to non-custom species.
Added access to various negative and positive traits for non-custom species, where it makes sense that there might be variations due to natural differences and body modifications. I have excluded specific species from accessing most of these where they are already meet those levels or would be buffed too much and lose their balanced flavour.
Whilst I realise there is a system in place to stop negatives making things stronger, I have excluded these species anyway so people don't accidentally waste points on them.
Specifically:
Positive traits:
Haste (excluding Unathi, BESK, Diona and Alraune due to their design. Tesh and Taj due to already having this buff).
Hardy and Hardy+ (excluding Tesh, Prommie and Protean to avoid balance. Alraune, Unathi and diona already have this).
High Endurance (excluding Tesh and BESK to avoid buffs, and Unathi who already have this).
Darksight and Darksight+ (excluding all those who already get to see in the dark)
Brute resist minor only (exlcuding Tesh for the buffs and those that already have this level of resistance).
Grit
Negatives:
Slow and Slow+ (excluding those that already move so slow)
Weakling and weakling+ (excluding BESK and tesh who are already this weak)
Low endurance and + (excluding besk for the first and tesh for both as they're already that weak)
Brute weakness minor, normal and major (excluding those that are weak to specific levels)
Neural Hypersensitivity
* Removes Haste
Removes haste from the options as requested.
* some borg upgrade overhaul
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* adjust icon some
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* fixes the borg hud store icon breaking
* refactor borg skill power usage, add bluespace pounce
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* copy paste mistakes...
* first check distance then drain power on leap
* small oversight in the calculation
* comment
* second silicon hud store icon case
* [WIP] New Vore Mobs
Added new vore mob: Cave Stalker, a 6 legged canine/feline like creature that charges at prey from a distance to pounce them. It immediately stops on the spot if spotted and then retreats quickly if stared down.
* Fixed missing file
* More mobs, still WIP
* More stuff! [Still WIP]
Added another mob called the sonadile that works based on sound similar to the lurker.
Added a bunch of mobs to the maint pred list, including the kururak because that's a cool one.
* Update vorestation.dme
* Update sonadile.dm
* Another mob and stalker tweaks, still WIP, need to add flavour text for all mobs
* Update devil.dm
* Update stalker.dm
* Even more maint pred options
* More Capture crystal mobs
* Finishing touches, no longer WIP!
* Update vore_raptor.dmi
* Added the jungle map redgate
Also resolves a runtime with the scrubble.
Forces jungle redgate only for the first few days at least.
* Update jungle.dmm
* Update jungle_underground.dmm
* Update paint.dm
Fixes paint runtime
* Ports No Shoes from RogueStar
Added the ability to choose to spawn with no shoes in character setup. This was ported from RogueStar: https://github.com/TS-Rogue-Star/Rogue-Star/pull/196
* Small fix
* No shoes: Teshari edition
Fixed teshari spawning with shoes even with the spawn with shoes setting set to no.
* Added Post-Drain belly modes
Added "Drain Finishing Modes" that kick into effect once a drain belly has extracted all of the nutrition that it can out of a prey character.
These modes are currently:
Normal: Current behaviour, just stops when it runs out of nutrition to extract.
Sleep: Slowly increases the prey's tiredness until the fall asleep. Be warned that they won't be able to post or see posts when they fall asleep.
False Sleep: Slowly increases the prey's tiredness until just before they fall asleep, darkening their screen but NOT preventing them from posting and reading posts.
Weight Drain: You're done draining their nutrition? Well, time to start taking their weight directly and adding it to your own body. Is dependent on the prey's weight loss % chosen in character setup.
* Added a knockout process option
* I forgot eject all on the previous commit
* Update tgui.bundle.js
* Ports trash throw vore from Chomp
Ports the ability to catch thrown trash directly in your bellies if you have the trash eater trait from Chompstation: https://github.com/CHOMPStation2/CHOMPStation2/pull/5987
This adds a new verb in the abilities tab called Toggle Trash Catching to all mobs who have the Trash Eater trait. This is disabled by default.
* Changes Chompedits to something that won't trigger their mirror bot
* Simple mob thermals
Added a verb to all simple mobs controlled by players that lets them see mobs through walls for one minute, with a five minute cooldown.
* Implemented suggestions from Runa
* Thermal vision plus
Added Thermal Vision Toggle, not given to any mobs by default but can be added by admin abilities.
Added a new Kelpie mob, based on the large horse sprite. This mob is significantly more likely to eat people and harder to escape if you have digestion enabled. It has a unique trait of diving underwater with it's prey (if on an appropriate tile), or surfacing when it has no prey.
* Food Preferences
Ported from roguestar, originally made by VerySoft: https://github.com/TS-Rogue-Star/Rogue-Star/pull/37
Numbers have been tweaked, and the bonus significantly lowered.
Added new neutral traits: Food Preferences.
Foods with the relevant allergens present will give you bonus nutrition, approximately a 25% boost on most foods that I tested.
Only one of these traits can be taken at a time.
* stuff
* Removes update_transform() from mob/
* Adds new file to _defines to hold default scales
* Tweaks atom/movable to use new defines
* Tweaks mob, living, human, species to use new defines for comparisons
* On atom/movable, we check if it is rotated or otherwise scaled and then call update_transform()
* It is now possible