* bug fixes for dullahans.. got rid of has_custom open/eyelight to hopefully fix it. (#16783)
* Fixes feysight runtime (#16794)
* fix fey sight runtiming (#16792)
* adding eyes to dullahan mining. (#16798)
* more languages to defines (#16800)
* Fixes a 2 year old typo (#16802)
* fix speechbubble and runechat position (#16788)
* Convert robot icons to iconforge, update iconforge to not break on them (#16793)
* Mobs will no longer be despawned if they aren't inside a cryopod (#16808)
* fix a crash issue
* fix another crash
* default handling (#16805)
* resize limits and designer / dna update (#16807)
* resize limits and designer / dna update
* .
* genes to mobs
* .
* Update designer.dm
* Update designer.dm
* species cleanup
* Adjusts movement delay to be broader and fix an exploit (#16799)
* Adjusts movement delay to be broader and fix an exploit
- Fixes an exploit where using items that give negative slowdown combined with species with increased 'item_slowdown_mod ' would hit the speed cap (Teshari, custom species with weakling major)
- Removes vorestation comments in the code
- Revamps how the 'calculate_item_encumbrance' works (With comments of how to revert to a fixed version of the old system if it proves to be too resource intensive)
* Adds comment
* ERT borg additions and sprite fixes (#16787)
* Hand games (#16782)
Added a new verb called "Play Hand Games", found in the IC tab under the Game category. This verb allows you to play one of the following games with someone next to you or over a small table:
- Rock, Paper, Scissors. Each player chooses one of those and the choices are declared at the same time.
- Arm Wrestling. Players choose a strength and a roll is made that is weighted by the scale, larger characters have an advantage.
- Slap Hands. Players choose a reaction speed, and a roll is made that is weighted by scale, smaller characters have an advantage.
- Thumb wars. Literally just RNG for a free roll at any time.
* SCA whitelist approval (#16804)
Application approved here: https://forum.vore-station.net/viewtopic.php?f=45&t=2466
* Digitigrade for hanner and replicants (#16795)
Added the option for hanner and replicants to use digitigrade legs.
Changed the total reform ability to account for clothing to match the sprites to the leg type of the new form.
Why not proteans and prommies? Proteans use prosthetic legs that do not change appearance based on the digitigrade option. Prometheans do work with digitigrade legs but they currently do not match the opacity of the rest of the body.
---------
Co-authored-by: Asher-42 <asherdehanna@gmail.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com>
Co-authored-by: SpaceMan-Jim <127170206+SpaceMan-Jim@users.noreply.github.com>
Co-authored-by: SatinIsle <98125273+SatinIsle@users.noreply.github.com>
* Add a lint to check for hrefs that don't start with byond://
* Regex convert href links
* Regex convert _src_ as well
* Clean up the last few
* Missed a few
* next set of spans
* some more
* next
* next
* next
* .
* text...
* next... rest soon
* .
* .
* ok last set for the night
* .
* .
* .
* .
* some more
* next
* next
* all for now
* .
* some more easy ones
* some more easy ones
* .
* .
* some more bolds
* oups auto complete moment
* add the remaining spans
* this as well
* this as well
* .
* .,
* resync them properly
This PR was made for staff discussion and should not be merged until staff agree on it.
Changed negative traits to no longer reduce the "traits left" count, allowing you to take as many as you would like. This allows people to potentially take up to five positive traits, provided that they take enough negative traits to gain the points.
Fixed non-custom species being able to completely ignore trait count and trait point limits.
Autohiss can now be set to Full/Basic/None from the character menu, and by default, it is assumed Full. It will respect save/load and client connect/disconnect, meaning you no longer have to constantly toggle autohiss.
Preferred Language can now be set. This allows a default spoken language other than Common to be set from spawn, allowing characters to simply join with the language they'd prefer speaking, rather than having to fiddle with "Set Default Language" every time they spawn.
Server rules do still apply, ofc. You must be able to speak Common or at least +understand+ it capably enough to do your job.
See Preferred Language Setting here;

Menu for it here:

See Autohiss Settings here:

Yes, Autohiss is set underneath Egg Type. I wanted to use some of the space there. I can move it up under the Size/etc panels and speech verbs if requested.
Allows one to spawn with a backup implant. Rather than requiring it to be obtained literally every single time you spawn, you can just spawn with one instead, if you don't want to go to medical!
ICly there's no real reason why you would get your implant removed every shift, and OOCly if for some reason we decide to make resleeving not possible one shift, we're going to remove the resleevers, not the implants, so this should only really affect people who don't like getting implants every shift, and should make things a little less stressful for medical.
This function was WIP in the past on CHOMP.
I went ahead and finished this up, originally just for CHOMP, and then figured I'd backport it upstream.
TL;DR:
You can hit "Test Character Voice" in setup, to play a preview of what your voice will sound like with the selected type and frequency.
See demonstration [here](https://streamable.com/m6u9vc).