This pr aims to implement a bunch of the work done by Amoryblaine (found in this thread https://forums.aurorastation.org/topic/11698-amorys-sprites/)
Adds new sprites for the tactical gear available in cargo.
Adds new, green, sprite for the military belt, the old red one is added as a specific syndicate variant.
Improves the sprite of the ushanka, adds the old one as a variant by request.
Adds rolled down sleeves states for two sol uniforms, adds sol tactical helmet and heavy armor vest.
Adds a TCFL jacket to the loadout.
Changes the flipped sprites of most caps to be leaning rather than straight.
Makes the visors of biosuits transparent.
Recolours the security biosuit from orange to pale blue.
Recolors the hip holster to be black.
Makes the tactical gas masks eyes transparent.
Tweaks the red and blue bandanas to be less bright.
Adds some missing balaclava sprites, Improves the look of rolled up balaclavas.
Makes the security berets more fitting with the standard blue one.
This pr adds toothpaste tubes and toothbrushes, you can get them in the loadout and the surface bathroom. Toothpaste works like alcohol to vaurca. A couple of vaurcan drink recipes are also added at the request of their lore writer.
-fixes #6232
-fixes a couple of problems with the new vaurca loadout items
-fixes intoxication message spamming people
-fixes #6265
-fixes #6261
-fixes the legion rig having no back sprite
-fixes #6314
-fixes #6297
-fixes #6170
-fixes #6216
-fixes #6218
-fixes #6198
-fixes #6060
-fixes #6058
-fixes a hardsuit related runtime
-makes masks less expensive on the loadout
The offworlder rig is now a loadout option, while they get pills by default.
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
adds some more durable caligae as to not literally wear sandals to drop wrenches upon. adds differing tajaran and unathi sprites to fit their different feet. makes unathi feet durable.
Hoodies have been resprited to be less ugly, and now also function in a similar way to winter coats, i.e. actually having a hood. In addition to that, they can still be opened and closed. They're also recolorable in the loadout.
The hood icon not being colored is a known issue, but I'm not sure how to fix it. This affects roughly nothing except for the UI.
The PR also makes a slight tweak to my cardigan sprite for it to be less ugly.
* Base work for the unathi robot subspecies.
* Adds metabolism species, kidney vars, and the robot unathi organs.
* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.
* First autakh implant power.
* Fixes the organs action button this time.
* Finishes more implants, and interactions with flashs and vaurca.
* Prepare for great changes.
* Drops the real bomb, boss.
* He who fights with monsters.
* Far more work into augments and limb removing powers.
* Limb verbs should be good now.
* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.
* Probably the last work on implants.
* Some extra touches.
* Some tweaks to the species.
* More fixes and adds kyre's sprites.
* More runtime fixes.
* Fixes the species name too.
* Fixes travis.
* Updates this file too to work with the new tools procs.
* Adds changelog
* Fixed changelog.
* Unathi hair and lore description.
* Some tweaks to this too.
* Locks away them for now, they will be released after we got all the events and etc done.
* Changes this chemical.
* Fixes an airlock runtime.
* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.
* Organs removal changes; can't take out the organ if it is too damage.
* Restricts them back again.
* Robotic organs now have the proper icons and names.
* Adds sprites for their organs and some extra tweaks.
* Fixes this missing icon.
* emp should also now hurt assited organs.
* Tweaks more organ related things.
* Fixes the head not being properly set as well.
* Fixes their flags.
* fixes the flag for real this time.
* Poze's review.
* Changes the au'takh organ buttons to don't be animated.
* Helps with adminbus or something.
* Fowl's requested changes.
* Fixes a typo.
* Robotic limb's brute and burn mods are now controlled by the limb model.
* Fowl's changes once more.
* Stops some spam.
* More grammar.
* No eal.
* Skull's review.
Various clothing additions, including bowties, cardigans and layerable t-shirts.
Evening gloves, waistcoats, swept skirts, short skirts (renamed to pencil skirts) and labcoats are now recolorable in the loadout.
Winter boots have been reworked and added to the loadout, designed to match the winter coats. They also now have a super secret and probably useless advantage over other boot choices.
- rscadd: "Added dress shirts to loadout. Are an accessory, recolorable, significantly resprited from chef's uniform. Also added dress shirts with rolled up sleeves."
- rscadd: "Added a casual skirt and a long skirt to loadout. Both are recolorable."
- rscadd: "Added recolorable suit jackets to loadout, resprited from IAA suit jackets."
- tweak: "Removed items made obsolete by these additions (khaki skirt, blue/purple suit jacket) from loadout. They still can be spawned in."
Adds Very Long and Very Short headtails, as well as a bunch of garments.
This change also brings the Skrell sprite in line by severely darkening it, making colors more accurate.
Adds (read:ports) a few hair pins, a few hair bows, more hair flower pins, and flower crowns. Make a wood circlet, then apply sunflower/poppy/harebell seeds to make a flower crown.
This PR also fixes department jackets, and finishes up by adding a sec cloak (and hos cloak) and sec jacket.
Overview
This is the github WIP PR for the reagent system project. This is for other developers and users to track progress of the code if they're curious about it, as well as to show that it actually works.
Zippo messages are no longer red. For those who want to opt out of the zippo flavor text spam, but still have a lighter at loadout, the cheap lighter has been added in there. The zippo's description has been tweaked so that it's slightly more obvious that it's going to spam flavor messages.