-Adds neutral height/width changing body shape traits available for all, based on the polaris modifier traits. (tall/taller/short/shorter and fat/obese/thin/thinner) The height traits are mutually exclusive only with other height traits, same with width traits so you can be extra tall and extra wide at the same time.
-Makes our mob size_multiplier stuff compatible with icon_scale_x/y stuff.
-Brings back proper tile alignment and adequate space for character previews, which now also scale correctly, and properly preview sharp/fuzzy scaling effects and the body shape traits.
Adds a Random Ambience Frequency and Ambience Chance Setting under Global, underneath Client FPS. Images here:



Self-explanatory. Random-Ambience-Frequency controls how long before it checks if it can play ambience to you again. Setting it to 0 disables the random re-play of ambience.
Ambience Chance affects the % chance to play ambience to your client. It defaults to 35%, but can be set from 0 to 100 to disable it or always play every time you move into an area or have the Random Ambience check called.
- Instead of using expensive getFlatIcon() calls, character previews are now shown using screen objects in a second map window.
- Edited skin to add a named window for preferences setup that contains a browser plus a new map window to show the previews.
- Mannequins are still generated the same way, but now a MA is applied to four screen objects which are shown in the second map window.
- The screen objects are deleted on close of the preferences window. So we do make sure to close it when spawning.
-In char setup near the synth color option.
-Tested working although the preview icon may misbehave with the icon cache. (Meaning the effect will require refreshing the cached icon with a visual change, such as color, markings, limb status change, etc. to show up, and may not show up at all if the appearance is identical to an earlier one already saved to cache and getting loaded from there instead of refreshing.)
-You can now have clean robolimbs on your artfully painted organic bodies again.
-In char setup near the synth color option.
-Tested working although it requires a physical change (colors, markings, limb status, etc.) to refresh the body cache before it can show up in preview.
* Polaris initial plane upstream merge
* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT
* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.
* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking
Setting stuff like colorblindness variety and things.
* Remove NIF reference, fix lighting layer define
* Handle effects above lighting plane
* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE
* Merge: 3000% human/update_icons() speed improvement
* Merge: Avoid ghosts pointing at things
* Multiple loadout slots
Ported from Bay. Each character can have 3 (number can be overridden by config) loadout slots. This way, you can have different outfits for different situations without needing to have a separate character slot or edit your loadout every time.
Tested here, works as intended. The current loadout is set as slot 1, so you don't need to worry about remaking it. This also ports the to_file and from_file macros to make it work, I'm assuming they could later be used elsewhere as well.
* Log of Changing
Because starting money is pretty much all it affects, anyway. Instead of just being used to measure NT's opinion of you, you now choose income categories to fall under. This still affects how much money you start with, with the highest category giving a 1.3x modifier, but the lowest has been lowered to 0.5 times. Now you can start with even less money than before.
Currently doesn't change the "this person might be willing to help you" message for traitors, but it would be easy to do something different with that if requested.