Golden Deep Flag and Banner added to loadout, given similar treatment to
Trinary flag to allow for maps to utilize it
Credit to Fyni for the sprites
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Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
This PR does the following.
- Removes Heroin, Cocaine (and it's subtypes), Raskara dust, and all
other Tier-1 drugs in our drug list (excpet from the Cargo reagent
spawner.
- Adds more contraband to the contraband loot table. For example -
- Cocaine, Heroin, 9mm pistol, derringer revolver, sawn off shotgun
(improvised), paralysis pen, and the poison pen. I also added auto
injectors for drugs that are not in pill form, like imprednezene(?),
stimpack, beserk, and nightlife.
- Adds more contraband map spawns in maintenance areas. I believe it
adds 5 or 6 across all three z-levels in areas like the abandoned bar,
the poker table, a table in maintenance by science, the maintenance
under the bar, etc. The map diff bot will show. These are not always
guaranteed to spawn either upon my testing. I'm not sure why, but it
works better this way imo.
- Removes ambrosia and other non-contraband drugs from the loot table
for now.
If requested, I am open to adding one or two custom contraband spawners
for the brig. Just ask in the PR's comments.
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Signed-off-by: Avery Marie <98699252+Eyeveri@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Barren exoplanets only lose 90% of their generated atmosphere, which
seems odd given that the planet description is "An exoplanet that
couldn't hold its atmosphere". This makes them properly airless.
Fixes#18227 and #18172
Fixes the Tempest SMG not using its wielded icon state.
Fixes exoplanet plants looking for the wrong number of growth stages and
constantly runtiming.
New IPC heads can be selected by changing the head's prosthetic type, as
you would with a robot limb. All sprites by Noble Row.
Relevant to everyone else, this PR adds functionality to whitelist
sprite_accessories to certain prosthetic types, so you could
theoretically add Bishop-only markings for humans.
To-do:
- [x] Facial hair sanitization so that selecting a new head properly
removes the screens.
- [x] Marking sanitization so that selecting an invalid head for the
markings resets them.
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Co-authored-by: Matt Atlas <liermattia@gmail.com>
Fixes#18836
Items set with layer below tables will not have auto-align code adjust
layer. This prevents scenarios such as with Spybugs where item is
adjusted to a layer above the table, making them visible.
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Fixed a runtime found on mechs.
Fixed machine processing for ores going in the negatives for alloying.
Some more optimizations, DMdocs, turned a var into a global one, some
defines added and made into bitflags, yada yada you know the usual deal.
Reduced simple animal emote sounds to short range.
Turned the var that hold those sounds into a lazylist, saving memory (as
most simple animals don't have emote sounds).
Tweaked the sounds to dampen the volume depending on what is present
between the source and the destination, accounts for walls/doors/windows
Testmerge as I am not sure how expensive doing this would be
Based on feedback and inputs from Read
# Buttons for switching hairstyles and beards
I love that there are so many different hairstyles, but don't like at
all that they can't be quickly matched to a character.
So I decided to add buttons that can be used to sort of quickly switch
between hairstyles without using the select menu.

Recharger backpacks now intuitively handle the connection with a simple
item-on-backpack click.
Improved backend handling, cleanly handle ref dropping to gun, localized
management of the backpack, DMdoc, you know the deal.
Fixes#18538
Get_sfx() now also returns /sound types back, preventing some runtimes
without having to rewrite 300 lines.
Food containers like frosted donuts and meat nuggets now maintain the
proper icon.
Fixes#18324
Fixes#18750, saving the lives of countless hangar technicians.
Prevents the Haneunim shuttle crash from leaving its thrusters behind.
Fixes ice exoplanet turfs being invisible.
Fixes the human mercenary helmet accidentally using the old sprites.
Updated mutable appearances to only set the floating plane if they're
not copying from an image, as per TG version
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Co-authored-by: FluffyGhost <FluffyGhost>
Adds several pre-contact Unathi gun designs, some of which currently
accessible through antag gear crates and the Unathi pirate ghost ships.
All gun sprites done by Gecko.
Additionally buffs the generic Unathi armor and Hegemony armor to be
more on par with standard plate carriers instead of just being good at
melee and terrible at everything else, as well as respriting the generic
armor and rewriting flavor text. Armor resprites done by Dronz.
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.
Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.
This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.
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Co-authored-by: Cody Brittain <cbrittain10@live.com>