- Adds bots to the Diagnostic HUD.
- Fixes mode tracking issues with AI's botcall interface
- Added Sentience tracking to bots in PDA and AI displays
- New HUD sprites by WJohnston
- Moved bot defines to its own file so it can be used properly.
Fixes Player bot radios
Removes unused HEADSET_SECURE radio mode
Adds secbot/ed209 stuns to attack log
Allows player mulebots to drop the cargo by resisting
* Update NanoUI to the latest version, ported from Baystation12
* Update the Air Alarm UI
* Make changes to subsystems and some machines to make the new NanoUI
work
Removing Smile, Swedish, Chav and Elvis from genetics. These mutation can still be acquired via adminspawned dna injector. Added a dna injector for laser eyes mutation.
Fixes using razor on non human shaving non existent hair.
Fixes chair deconstruction dropping too much metal.
Adding some necessary check for mob buckling in gibber, processor and monkey recycler code, and in ventcrawling proc to fix being able to enter pipe while feeding as a slime.
Fixes snapcorn not giving seeds.
Fixes portable chem dispenser.
be_special and antag defines are no longer limited to 16 values (1 - 32768) by being changed from a bitfield to a list, an appropriate block of code exists to automatically update bitfield versions to the new list format. the list format allows us to have (functionally) infinite antag types.
- Fixed bugs with monkeyize/humanize: 7803 (humanized monkey nobloodtype)
- Fixes 9298 monkeyed ling have troubles humanizing themself (already fixed?)
- Fixes despawning clothes when monkeyizing. 11855
- Replaced check_dna_integrity proc by simpler has_dna proc when required.
- created set_species() proc
- fixed space retrovirus not transfering SE (despite having a domutcheck()). Still need to check if it needs a name = real_name.
- I renamed mecha/var/dna to dna_lock to avoid confusion
- I renamed an armor var in a species proc to armor_block to avoid confusion with species/var/armor.
- I removed many if(dna) checks in lots of files.
- I removed duplicate defense procs between human/proc/X and dna.species/proc/X since dna is now always set.
- Anatomic panacea from changeling removes alien embryo correctly. 6247
- Fixes runtime when trying to put dna-less brain mmi into a dnalocked mech.
- Removed carbon/var/list/features, we now only have dna.features and prefs.features
- Remove hulk mutation from lizards and other species (Fixed 6413); only real humans can acquire hulk. (less work on sprites for each ones, fixes lizard tail not in hulk color)
- Fixes cloning not setting up correctly dna UE and dna.real_name
- I fixed the issue with sucked+cloned ling being unable to absorb
- I fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- I added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
- Fixes cloning not setting up correctly dna UE and dna.real_name
- Fixed the issue with sucked+cloned ling being unable to absorb
- Fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- Added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.