<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Adds a new UI theme courtesy of @Crumpaloo. Not modular because I don't
know sprites.


<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
Looks cool.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
Desc
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
:cl:VrazzleDazzle
image: Added a new UI theme, Blue-98!
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
* Adds a new HUD: The Detective UI! (#74459)
## About The Pull Request
This PR adds the new HUD; The Detective UI
Originally made for fun, it was recieved well enough to make me publish
it. Its designed to have a fun gimmick (That Being Noir Detectives), but
still be easily readable at a glance!


## Why It's Good For The Game
New HUDs mean more customization options for players, and as far as I'm
aware I think thats a pretty good thing!
## Changelog
🆑
add: A new HUD, The 'Detective' UI
imageadd: All the spritework for said HUD.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Adds a new HUD: The Detective UI!
---------
Co-authored-by: kinnebian <75904284+kinneb@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Adds a brand-new HUD: The Trasen-Knox HUD! (#70474)
Hello everyone! Today I bring to you all a fancy new HUD for you lot to enjoy: The Trasen-Knox HUD! Lovingly based off of the Common Core lore maintained by EOBGames!
Well, what is it?
Its a HUD with a special theming based on the old 1970's CRT screens that were commonplace at the time, including the iconic neon green and the beige plastic casing!
This PR also includes a new behavior so that its possible for each active hand icon to be unique, instead of it being a sole highlighted icon as it was before.
image
And for those wondering, it does indeed account for multiple limbs!
image
Finally, as seen in the first screenshot, this PR adds the behavior to hide the HUD icon when you insert a piece of equipment into the slot. Thank you for adding the behavior, Fikou!
This is all as a step for upgrading and changing how the HUDs we interact with on a daily basis can be upgraded in the future to be more appealing visually! That, and it is simply gorgeous :)
PositiveEntropy, Fikou
add: Adds a new HUD: The Trasen-Knox HUD! With a theming based on classic 1970s CRT screen computers!
code: Added behavior for unique icons for active hands.
code: Added behavior that makes it so when you equip an item, the icon behind it defaults to the blank template type.
* Adds a brand-new HUD: The Trasen-Knox HUD!
Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
* TGUI & Tooltip browser windows now properly support DPI scaling (#65686)
* TGUI & Tooltip browser windows now properly support DPI scaling
Co-authored-by: William Wallace <me@wiox.me>
* Datumizes all uses of change_view
* Cleanup and helper procs
* tweaks values to match the format, hint hint, (value - 0.5) works just fine
* And there's the rest
* woop, braindamage
* and one more
* fuck you menu file
* woops
* we should apply that
* fixes tooltip drift, thank you goon coders
* you can shake but you can't zoom
* Nanotrasen fires the Wave Motion Gun at the Clock Cult
* Fixes a random changelog appearing from the reebe void.
* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.
* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.
* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron
* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
* His Grace is a better item and less globally-announced
* grace
* graceful
* tiny eyes!
* tiny eeeeyes
* less lethal
* You must have His Grace.
* You just need to compile His Grace.
* highly lethal grace
* ding ding ding you're super fucked
* rrr
* His Grace
* Clockcult fixes and tweaks
* die but don't stay dead
* stay dead but never die
* instinct
* unreadable dark magic
* idiocy knows no bounds
* danger close
* like four fucking times faster
* superdynamics
* Servants of Ratvar know the overall cult status at all times
🆑 Joan
rscadd: Added the clockcult "Global Records" alert, which clock cultists can mouse over to check a variety of information on the clockcult's status, including living servants, number of caches, CV, tinkerer's daemons, if there's an unconverted AI, what clockwork generals can be invoked, and what scripture is unlocked.
/🆑
Added a tooltip style for clockcult, for fancy clockcult tooltips.
Assassin holoparasites can go invisible, causing their next attack to do massive damage and ignore armor.
The stealth will be broken by attacking or taking damage.