* Adds updateicon() call to belly transfers
* Rebundles tgui.bundle.js
* Adds four new bellyobj vars:
* visible_belly_minimum_prey
* overlay_min_prey_size
* override_min_prey_size
* override_min_prey_num
* Adds extended overlay logic to robot updateicon() for dogborgs
* If belly contents lower than minimum_prey, dont show anything
* Otherwise, if min_prey_size 0, show regardless
* Otherwise, only show if prey size_multiplier greater than min size
* However, if override_min_prey_size is true, check LAZYLEN(belly.content)
* If this list's length is greater than override_min_prey_num, show belly overlay regardless of prey size
* Extends vorepanel_vr, belly_obj_vr and vorepanel.js with the necessary code to enable the above
* New option per vorebelly that silicons may use to choose between overlay type
* If picking sleeper, it works as it currently did.
* If picking vorebelly, it gives them sleeper/analyzer/etc belly overlay if their belly's contents are >= 1
* Consequently adds a new belly_obj var to track this
* Adds user.updateicon() call to perform_the_nom() to trigger belly overlay update
* Edits robot_vr's updateicon() to contain logic for sleeper vs vorebelly pref
* For now uses sleeper_r overlay since it exists for ALL icon_states
* Ideally either me or someone I enslave creates sleeper_o overlay using orange colours where relevant. However, rather not delay implementation for this
* Rips out all previous attempts at persistence that did not work
* Adds two new buttons to trait panel when selecting "Long Predatorial Reach"
* These set colour and mode across rounds
* In game choices still don't persist, only character setup/trait panel
* Furthermore, extends trait with a tutorial that explains how it actually works.
Adds new mermaid tails created by our very own Brad. Contains two variations:
- One without markings (one solid colour), Mermaid Alt. (Taur)
- One with koi like markings (three colours, two different marking colours), Mermaid Koi (Taur)
Neither of these have space suit sprites at this time, but I'm certain the base mermaid tail doesn't either.
Goes back and touches/fixes-up #14938.
Adds two missing options for the shark 'head' parts that were previously missing, as well as spruces-up their sprites.
- "shark upper ears and fin alt style (Colorable)"
- "shark lower ears and fin (Colorable)"
Adds a few extra parts and options to the character setup:
Heterochromia markings for the left eye
A turkey-styled tail ("Would have
been a really good thing for Thanksgiving probably but I'm not going to wait that long.")
Shark-styled ear options as well head-fins
And three new variations of the Akula tail
- tail and fins
- stripes
- tips
* Creates trait_tutorial_tgui.dm to act as backend, adds to vorestation.dme
* Creates TraitTutorial.tsx to act as frontend
* Modifies traits_tutorial.dm for TGUI compatibility
* Adds comment to var/tutorial definition on how to make it pretty in TGUI
* Modifies logic in trait_tutorial to catch empty trait lists.
* Edits bloodsucker obligate/freeform to add another <br>
* New verb of category "Abilities"
* New var for /datum/traits: tutorial
* Prints to_chat: Name, Desc, Category, Tutorial
* var/tutorial defined as a string by default
* Developers are to use <br> over \n when defining subtypes of tutorial
* bloodsucker obligate/freeform have a tutorial defined as example.
* Adds a "global" pref to set default belly privacy behaviour
* "global" pref shows up with prefs like "devourable"
* Adds per-belly pref that, if changed from "default", overrides "global" pref
* per-belly pref in "options" of belly, same column as "save digestion"
* Global options: True/False (subtle/loud)
* Per-belly options: "default", "subtle", "loud"
* Governs attempting to ingest
* Governs successful ingestion
* Governs expelling one/all contents
* does NOT work for slipvore
* Ingestion only works for /mob/living
* Expulsion also works for objects
* Expulsion also has its volume lowered
* Involves touching TGUI
* Adds var to species_vr to keep choice for the round.
* Adds ability to use intents to choose mode
* Adds ability to use dialogue boxes for control
* Must be selected each round
Adds the following raptor borg modules:
Traumahound
Custodial Hound
Construction Hound
Service Hound (includes a V-4000 version that has a dumb tophat waistcoat and monocle on request.)
Supply Hound
Tested and seems to work fine!
Adds multiple versions of the body toning and body gloss markings to apply to individual body parts to be more friendly with different sprite and/or species styles.
Adds a neutral trait for an allergy to chocolate.
Adds ALLERGEN_CHOCOLATE tag to a number of food/drink reagents, such as coco, chocolate, chocolate milk.
Tested and it seems to work fine with the foods that I tested (chocolate bar, hot chocolate and a few others).
Ports the following markings upstream, plus an emote:
* Maned Wolf Markings
* Head Paint
* Sect Drone Body
* Sect Drone Eyes
* Sect Drone Tail
* Sect Drone Wings
Adds roarbark emote.