Moths -> Insects. Avians & Aquatics into Mammal -> Anthromorphics. Modular Citadel sprite accessories decommissioned and sorted to my liking. Sprites tweaked on a bunch of critters. Added new wings....
* Rebase fail. good thing I made back ups. c:
* Tails more or less done
* wouldn't update cleanly otherwise
* It's completly working now. holy fuck I did it
Just need the refurbished body markings done, then to chop 'em up for full PR status
* MARKINGS DONE AAAAAAAAAAAAA
* fixes digi legs that didn't convert correctly
* ports the refractored preferences
Kinda ugly now tbh. but fuckit
* quality sweep, things should should properly now in general
* Taurs converted and improved! BODYMARKING -> MATRIXED
* oops. s'what I get for not compile checking
* remember to throw shade at furries
* vigorously update markings upon switching species and colors
* re-adds old wolf ears, Big Wolf fixes snout bugs
* few more snout tweaks
* cut the lists, cut everything. reeee
* This code I s2g
* Adds context clues to preferences
Hopefully people will read them before making an OOC fuss
* Fixes hands and feet markings with this one weird trick
remember kids, proper layering and order of operations is important
* Sprite tweaking and polishing
Sergal stuff being worked on
* a few QoL things for species swapping
* how the fuck did I miss these markings
* fleshes out sprites in preperation for marking experimentation later
* fixes catboy problems
* Mam_snout is a thing now,
* pixel adjusted tails, cleaned up wah tail a bit better
also gets digitgate legs missing pixels fixed
* cleans up more shit. ree
* force "plain" instead of none to avoid missing pixel reports
* tweaks to reinspire mapdiff
* Clean up Preference UI
Looks a little better now
* k
* doubly ensure None markings aren't valid
* reee spessman barbie
* brightens pixels around tiger head markings
* YEENS
* Cat ears tweaked because it triggers Kev otherwise
* another session of quality control
* Crows and crow accessories
* husk fixes
* works good enough, mission accomplished
* fixes the proc properly
* cleans up brute force code that isn't needed
* c a t
* maps - none of our changes included yet i'll get them in after i finish up the rest of the sync
* sync part 1 - underscore folders in code
* controllers folder
* datums folder
* game folder
* cmon, work
* modules - admin to awaymissions
* cargo to events
* fields to lighting
* mapping > ruins
* rest of the code folder
* rest of the folders in the root directory
* DME
* fixes compiling errors. it compiles so it works
* readds map changes
* fixes dogborg module select
* fixes typo in moduleselect_alternate_icon filepath
* buncha things from upstream
* datums globals, onclick
* datums
* game folder, holy shit mirror bot why
* modules
* icons
* dme
* compiles cleanly
* tools purge
* updates maps
* double check just because. and wew lad
* incidentally, this needs more work first
* some things
* weh
* sound cleanup and icons
* reeeee
* compile issues
* oh look, fresh code sync
* cleans up some unused icons
* dirty vars
* reeeeeeeeeeeeeeee
* wew lad. fuck off with this already
* [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
* maps, tgui, tools
* defines and helpers
* onclick and controllers
* datums
fucking caught that hulk reversal too.
* game and shuttle modular
* module/admin
* oh god they fucking moved antag shit again
* haaaaate. Haaaaaaaaaate.
* enables moff wings
* more modules things
* tgstation.dme
before I forget something important
* some mob stuff
* s'more mob/living stuff
* some carbon stuff
* ayy lmaos and kitchen meat
* Human stuff
* species things
moff wings have a 'none' version too
* the rest of the module stuff.
* some strings
* misc
* mob icons
* some other icons.
* It compiles FUCK BORERS
FUCK BORERS