Conflicts:
_maps/map_files/tgstation.2.1.2.dmm (The map was deleted)
code/game/objects/items/weapons/kitchen.dm (Someone fixed up tray attack code a little, whereas I moved trays to a subclass of bags and made the attack code very simple by comparison. Went with my solution.)
MUTAGEN might be controversial I assume... The service borg has no spray bottle though.
Moves update_robot_modules_display() to fix a UI glitch where using the home to unequip a module wasn't making the module appear in the storage list until it was otherwise updated.
Robots no longer take fire damage from fire stacks, since they're otherwise immune to heat... also, fire stacks will gradually burn off and the borg will stop being on fire.
Service borg emag beer (beer2) was oldchloral instead of newchloral. Excellent argument against copy-paste. Fixed.
Removed the dumb "if this happened to be a borg's drink container, refill whatever it's currently holding the most of after a delay" which lead to an easy reagent duplication glitch, and was generally shit. Fixes issue #1673.
Uncapitalized some drink names which weren't proper nouns, and changed stuff like "Beer glass" to "glass of beer".
This still fixes#3401 too of course
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around! Works on nonhumans.
Placing icons on the tray still makes them show up on the tray. Using the tray on a table now places the items onto the table, or places the tray itself if it's empty. Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things! Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around. The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.
Fixes#236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up). Didn't address #1919, the layer issue.
Fixes the "bajillion lines changed" with the maps.
Just in time for the feature freeze, a big change that will introduce bugs! Yay!
Mob verb is called verb/examinate(target), which just calls target.examine(user) and face_atom(target)
For explanation why, see http://www.byond.com/forum/?post=1326139&page=2#comment8198716
Long story short, mob verbs are much faster than object verbs. The goal is to make right-click menus populate faster.
Also changes a bunch of examine() procs to always, ALWAYS call the parent. Except mobs, but you have 1 guess why I'm not touching them. Mostly this affects obj/item/examine().
And also remove a whole shitload of pointless set src in view(2) kind of crap. Also span classes.
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups
New human mobs created via Admin Simple Transform, Admin Spawn Antagonist, and Wizard Apprentice functions will take on the appearance of the players' preferences, instead of the boring default Bald, White Male.
Also fixes an minor issue with using transfer_to() a new observer mob.