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Lids and beaker sprites were all over\nthe place (normal beakers, bottles and vials were offset one on the\nleft, bluespace beakers were centered but offset two up, etc). Now all\nsprites expect for noreact are centered horizontally and synced\nvertically\n\nNow onto the main change :\n\n- Bottles now use dynamic reagent fillings. For those who don't know\nwhat those are, when you fill a beaker with acid it very clearly shows\nthe volume and the acid's color (orange). Bottles didn't have this,\nuntil now\n- Due to the way this works, a standard bottle sprite has replaced the\ndozens of snowflake bottles with pretty pre-filled sprites. The standard\nbottle sprite uses the same colors as the beaker\n- Bottles now fill dynamically every five units. Rounding used is +/-\n2.5 % per step rounded up\n- Now, you will be able to tell immediately which bottle contains\nplasma, which one contains acid and which one contains your precious\nchloral\n- All pre-spawned bottles now use the base sprite. The reagent contents\nare still fairly obvious (especially for odd ones like ammonia). The\ncustom sprites are still in the code but now no longer used\n(theorically)\n- Standardized procs from beaker to make sure sprite updates correctly\n\nIn-game example :\n\nOnly current problem is that the Chemmaster had to be jury-rigged to not\nlet the user use custom sprites, which are now outdated and most likely\ncompletely deprecated due to reagent fillings. Thus there is a \"broken\nimage\" link replacing what used to be the bottle sprite selector. All\ncode related to bottle sprite picking was commented for the time being","distinct":true,"url":"https://api.github.com/repos/dylanstrategie/vgstation13/commits/38a39e9ff8fd4e1ec0dc972f0dda4e2b47728b38"},{"sha":"c66085c476520e43ed38f14b60a6a7099355df24","author":{"email":"b4cb2dd301edeca84752850836727f889fec6479@alumni.nd.edu","name":"clusterfack"},"message":"Improves Machine Frame\n\nFixes #4942\nMakes setting a build state use a proc which automatically updates the icon of the machine frame so nobody accidentally sets build state without updating the look of the machine frame.\n\nImproves some of the machine frame's attackby code, including - and this is beautiful, a system by which it spawns every object required to build when a circuit board is attached, reads the name, then deletes it immediately.","distinct":true,"url":"https://api.github.com/repos/dylanstrategie/vgstation13/commits/c66085c476520e43ed38f14b60a6a7099355df24"},{"sha":"fc533a9990d48c6ed85f3ed7ceca4bbc33f45019","author":{"email":"d60b6bee80d70e5a1a781902e2cc93697587e52b@gmail.com","name":"9600bauds"},"message":"accomplishment","distinct":true,"url":"https://api.github.com/repos/dylanstrategie/vgstation13/commits/fc533a9990d48c6ed85f3ed7ceca4bbc33f45019"},{"sha":"6e513e6c51cab69f6c757fc67b9903aedaf361e9","author":{"email":"1a8663204ca87b53b1efc07480b6f4352e9428c8@hotmail.fr","name":"dylanstrategie"},"message":"Remove bottle sprite selection button","distinct":true,"url":"https://api.github.com/repos/dylanstrategie/vgstation13/commits/6e513e6c51cab69f6c757fc67b9903aedaf361e9"},{"sha":"c20c5625d99ce0c388ff8d7432597df3d699c53a","author":{"email":"1a8663204ca87b53b1efc07480b6f4352e9428c8@hotmail.fr","name":"dylanstrategie"},"message":"Remove redundant update_icon() instructions","distinct":true,"url":"https://api.github.com/repos/dylanstrategie/vgstation13/commits/c20c5625d99ce0c388ff8d7432597df3d699c53a"},{"sha":"6cbed5d0a3a5cb81156fe9646f3ecad68efaa808","author":{"email":"1a8663204ca87b53b1efc07480b6f4352e9428c8@hotmail.fr","name":"dylanstrategie"},"message":"Introduce biased movement to the Singularity\n\nOther changes :\n\n- Singularity name in lowercase, changed description\n- Singularity name and description no longer changes for the admins who\nlike to add custom names\n- Shitloads of formatting and some typecasting\n- Chance for Singularity to gravitate to \"target\" (singularity beacon)\nis now 75, up from 60\n- \"Reduced in size\" stylized into \"shrink\", \"look\" into \"stare\"\n\nMain change :\n\n- Singularity movement is now randomly biased instead of true random\n- Every time the Singularity moves, it uses a variable\n(last_movement_dir) to remember its last direction\n- If the Singularity does not have a forced movement and is not bearing\ndown towards a target, it has a probability of 75 to repeat its previous\nmovement. This mimics inertia and guarantees that the Singularity will\nget somewhere (total movement is still truly random, but on a small\nsample it is biased)\n- If that checks fails, it simply picks another direction. If the\nlast_direction_dir led to a falure (generator field) it will generate a\nnew direction instead\n\nScreenshot of local testing. This was done in five minutes. Testing was\nplanned to go for ten minutes (shuttle call time) but the Singularity\nstarted fucking off into space under TEG so I cut the testing short :\n\nDiscussions and suggestions go below","distinct":true,"url":"https://api.github.com/repos/dylanstrategie/vgstation13/commits/6cbed5d0a3a5cb81156fe9646f3ecad68efaa808"},{"sha":"a0558927a4f05b6a614276abdeceec6525dda83a","author":{"email":"1a8663204ca87b53b1efc07480b6f4352e9428c8@hotmail.fr","name":"dylanstrategie"},"message":"Lower bias, indent stun correctly","distinct":true,"url":"https://api.github.com/repos/dylanstrategie/vgstation13/commits/a0558927a4f05b6a614276abdeceec6525dda83a"},{"sha":"625beb109e4387492414636c8c00c844cd56c2d4","author":{"email":"b4cb2dd301edeca84752850836727f889fec6479@alumni.nd.edu","name":"clusterfack"},"message":"Why Mice Why\n\nMice triggering station destroying endgames by respawning every minute.\nThanks mice.","distinct":true,"url":"https://api.github.com/repos/dylanstrategie/vgstation13/commits/625beb109e4387492414636c8c00c844cd56c2d4"}]}