Adds a new security armband and the detective uniforms to loadout. Adjusts the default grey and tan investigator uniforms to have their ties/accents be blue in order to fit in better with the rest of the department. Also fixes the Ftech uniform's pants. This also changes their names to "Tan investigator's uniform" and "grey investigator's uniform" due to both roles being able to wear the outfits. This also removes that green trenchcoat I made because frankly it wasn't very good.
Re-adds the former redsec winter coat as a generic red winter coat. It's the same coat from the picture on the Empire of Dominia wiki page.
Doesn't count as standard security uniform, and doesn't carry any armour values like the security winter coat whatsoever, either. But I guess Necropolis contractors could get away with it.
On the occasion of The Trinary Perfection rework, a religion tab has been added to the loadout. All clothes related to this religion are available in this new tab.
In the future, it can also be used for other religions.
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.
-changes how the tajara species handles citizenship in game: you now have to pick one of the three factions, this also enables consular officers for them
-adds a new var to the species: default_citizenship, which citizenship should be the default one for that species, so you can have species that can't get biesel citizenship as their main one
-adds a bunch of loadout options to the tajaran section
-restricts tajara from being necropolis contractors
Adds new sprites for sterile mask and breath masks.
Adds new colorable cloth mask for civillians and dust mask mostly for industrial jobs.
Masks have been move to their own tab in loadout - namely because they have an entire seperate file for them, but apparently haven't been coded in their own tab. Also, they should equip properly on spawn now.
Alternate utility belts now start with tools
They're now free since it's literally just a different sprite for the same thing and they're role-locked anyway
apprentices no longer spawn with free tools they shouldn't have
job outfit datums use belt_contents now instead of spawning utility/full
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