The sexy, more fashionable red field beret alongside the blue, less sexy dress one.
Removes the armor from the field/sentinel berets, as I'm sure the PR wouldn't fly otherwise.
-adds the harpoon gun, to the merchant list and as a raider weapon
-adds the foldable shotgun, to merchant list and as a raider weapon
-adds a new sprite and firing sound for the silenced pistol, giving it to the dpra consular as well
-makes harpoons better as a throwing weapon
-tweaks some guns' names
Adds some more text stuff to drills. Now it tells you more when changing cells, examining, and clarifies the warning given before a cell explodes in your face.
Cleaned up some stuff.
The C++ UDP logging library has been swapped out with a rustg implementation. The rustg library uses non-blocking IO mode, and hopefully has less trouble than the C++ one. Though we'll have to see. It should error when the call is supposed to block.
The old library has been removed.
About 1.1 million instances of this runtime. This fixes all of them. In a somewhat sane manner. There was currently no mechanic which made projectiles stop if they reached the end of the map. This makes them qdel themselves.
Gave the Kataphracts a new backpack, the Hegemony Satchel, which has slightly more than normal storage space.
Tweaked the Kataphract oxygen tank and magboots to fit the aesthetic some more.
Tweaked the colours of the underclothes the Kataphracts spawn with to be more easy on the eye.
Gave the Kataphract Klax a set of magboots.
As a result of my recent PR. Assigning body types had unforseen changes towards the character set up, namely that bishops had access to hair and that zeng-hu would start with the baseline monitor options.
Changes the way bishop restriction for voidsuit/hardsuit usage.
1- Adds bishops as species_restricted for both voidsuits and hardsuits.
2- Does the same for Zeng-Hu, temporarily the human version.
3- Adjusts bodytype accordingly.
This originally had code for Zeng-Hu usage of machine version of voidsuit/hardsuit, but as I won't be around for a bit, I'll do the bugfix in two phases as I intend to find a less hackey method of fixing this issue. So it changes Zeng-Hu usage of machine version hardsuit/voidsuit for the time being as human version.
Borers no longer get teleported out of a host if they're manually removed after leaving the host.
Removed synaptizine from borer chems. Added dylovene, kelotane, norepinephrine instead.
You can now call ERTs on Bughunt.
Borers no longer have nutrition loss.