rscadd: "Added an engineering apprentice uniform, and overalls accessories to the miner, atmos tech, chief engineer and engineer lockers, as well as loadouts. They are equivalent to webbing vests."
rscadd: "Atmos tech lockers now start with blue hazard vests, and the wardrobe locker includes matching (non fire-safe) hard hats."
rscadd: "Added safety goggles with a new sprite with a verb to raise/lower them. The original goggles can be found as 'safety glasses'. Both are available under eyewear in the loadout tab."
imageadd: "Updated sprites for the engineer, CE, atmos tech, janitor, CT (incl. an alt uniform in lockers and loadout), quartermaster, and miner jumpsuits. Updated atmos fire suit sprite."
imageadd: "New utility belt (incl. alt sprite available in loadout), hard hat, engineering beret, sheet and ore snatcher, and hydrogen ore sprites."
imageadd: "New hazard vest sprites. Hazard vests can now be zipped up or left loose with an appropriate verb."
imageadd: "New atmos airlock sprites, new mining, atmos, and janitorial locker sprites."
also all sprites by AmoryBlaine I just unga dunga'd the code together
Ports a buuuuunch of circuits from Polaris.
Allows metabolic siphons and internal energy siphons to consume power to feed their host.
Ports /tg/ circuits too while I'm at it.
Increases base size and complexity for circuits. You're all adults. Hopefully. Don't abuse it.
Ports the integrated circuit detailer.
-adds the changes suggested in this thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=11795
-renames the department jackets to look better in the examine
-reduces the price of toy guns and sets a price for vehicles in the worth list
Adds HUD aviators, they can be toggled onto HUD mode or just appearing as aviators. Security variant transforms from security HUD to flash protection. In turn, I've taken away their default glasses in exchange for these. This also adds civilian sunglasses to the loadout for fashion purposes.
from left to right
security, medical, meson, material, science, thermal, welder, night vision, standard (no hud)
None add any flash protection except the welder HUD (only partly).
-fixes #4172
-fixes #4193
-fixes #4192
-fixes #4189
-fixes #4179
-fixes #4170
-fixes #4197
-fixes #4201
-changes the access of the security checkpoint, so all heads of staff can use it
-fixes the hop being unable to access the account's computer
-fixes being able to feed holodeck penguins
-fixes modular laser weapons not interacting with firing pins
-fixes more guns not interacting with pins and remove the need for pins from certain guns, like crossbow, alien weapons and etc
-fixes unstable matter's portals and the elixir of life
-nerfs liquid fire a bit
Fixes medical residents spawning at the odin at round start
Fixes medical residents being unable to get medical huds via loadout
Fixes#3370
Fixes mechas not using the paint kit skins when destroyed
-changes how gloves leaving fingerprints works, now there is a chance if they can leave or not, ported from polaris, fixing #3120
-allows for glasses with the flag AIRTIGHT to protect your eyes from phoron, such as science glasses, ported from polaris, mesons and etc
-adds evening gloves, cloth footwraps, toeless working boots and etc at people's requests, ported from several other codebases
-removes the last red security piece we had in the code, the red dot of the sec belt
-adds a icon for badges on the belt
-allows you to flip eye patches to cover different eyes
👎 x 2
-adds turbans at some people's request
-adds the forensic technician's allowed roles to sec related custom loadout
-fixes shoes having two species_restricted vars
-add species restrictions to galoshes and the like
-changed how the force var works on the shoes, regular shoes have 0, boots have 3 and combat boots/magboots have 5
-adds nitrile gloves after a forum request
-add reflection and parry to the wizard rune sword
-tweaks and add more things to the custom loadout
-remove the linebin and thermals from cargo
-add exosuit paint kits and some other things to cargo spawn
-re-add the non slip flag to skrells
- Fixes#1890
-adds more hats
-beastmen botanists now get some snowflake gloves
-unathi are now poisoned by alcohol, at jackboot's request
-fix smacking people against toilets having no delay
-fix some visible message issues and wrong date in the sink and shower
-removed being able to select bst gear using chameleon clothing
-fix some grammer
-fix vaurca voidsuits having an outdated species
-ports bay newest loadout system, which is pretty much a tab of their own, with different sections instead of a single list
-adds code that allows for several tweaks of custom loadout, like color, item path and contents
-adds dumb lunchboxes that can be filled with some food selection
-adds the option to select pre-filled vacuum-flasks or flasks
-also tries to fix the issues with xeno gear again