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…atically done every single tick (#92393) Changes human name to update whenever anything that could result in their visible name changing occurs, such as changing IDs, equipping gasmasks, picking potted plants, etc. Currently name updates occur every ``Life()`` tick and in a few "special" cases, which causes a lot of name changes from sources such as equipment to not apply until the mob ticks, and makes us waste a tiiiny bit of CPU time on name updates. I've also slighly cleaned up human /Life() and made species' ``spec_life()`` not run when the mob is dead, as it was causing certain unintended interactions, such as slimepeople regenerating blood while dead. Microoptimization, ensures that correct names are always used (in case something could update their name but the mob hasn't ticked yet), plus its just a cleaner implementation
…Life` (#83421) Dumps `handle_random_events` in the bin, giving us one less proc in `Life`, that's a free proc call optimization baby. Replaces its only implementation with a status effect conditionally applied when gaining / losing tox dam.
…ust appearance) / honorifics show on examine (#92781)
## About The Pull Request Tests that both normal and glass airlocks, and some of their overlays work.
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A character's name in chat is now color matched to their runechat text. This can be disabled in accessibility
Speech from distant characters (5, 6, 7+ tiles) are displayed as smaller text. This can be disabled in accessibility
People shouting (!!) is now displayed as larger text.
Radio messages have an icon displaying the type of radio that sent it. (The icons are broad - you don't know someone is talking from specifically a syndicate radio)