## About The Pull Request
### Adds job palette system to loadout
Loadout items now have a system for coloring the equipped item based on
job palettes.
Job palettes are generically defined but can be overriden on a per-job,
per-department basis for subtypes.
### Adds overalls to the Loadout
These use the job palette system.
<img width="956" height="954" alt="image"
src="https://github.com/user-attachments/assets/7cc03eec-11c6-48e1-ace5-7097bf820a57"
/>
Some notes:
- Assistant always picks black. Initially I was going to go full grey,
but black fits grey and colored jumpsuits.
- Clown is a bit of a sin, but it's kind of unavoidable.
- Jobs with suit storage items will attempt to relocate them - Either to
the backpack, belt slot, or one of the two hands. If all of these fail
it'll just delete the suit storage item.
- Before anyone says "The botanist color doesn't fit!!", that's
LITERALLY the color we already give them in their vendor
## Why It's Good For The Game
The job palette system lets us add more variety to loadouts, opening up
player customization without harming the indetifiability of jobs at a
glance.
In this case, overalls are a retro sci-fi stable (see: Paranoia ttrpg)
but we couldn't hand them out willy-nilly as they were fully recolorable
- A scientist could have bright red overalls, looking more like a
security officer. But the palette system gives the scientist a dark
purple set of overalls, which makse them very obviously scientist.
Colors are subject to change.
## Changelog
🆑 Melbert
add: Adds job-colored overalls to the loadout
/🆑
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa
small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however
having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).
need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
## About The Pull Request
Improves how the loadout menu looks by switching it to the new
ImageButton component, converting recolorable/reskinnable to use icons
with tooltips, and allowing items within a category to be grouped up
together (only used by pocket items as of now)
<details>
<summary>How it looks:</summary>


</details>
Monocles have been made prescription, and prescription, contains pens,
hair color, and other misc tags have been removed.
<details>
<summary>Additionally, plushies now have better baked-in sprites for
loadouts, with randomized lizard plushie receiving a coat of rainbow
paint in place of the removed tooltip.</summary>

</details>
## Why It's Good For The Game
Blue button make it hard to figure out details on certain items, and
tiny grey text is borderline unreadable. Also our pocket items category
is horribly bloated.
## Changelog
🆑
qol: Redesigned the loadout UI
balance: Monocles now work as prescription glasses
image: Loadout plushies no longer use mapper previews for their images
/🆑
## About The Pull Request
- Selecting Wallet in the loadout, will equip the wallet when you load
into the game. It will auto-fill the wallet with small items from your
roundstart kit like quirk items or other loadout items.
- Selecting Lipstick in the loadout will automatically apply it to your
character. You still get the lipstick item at game start.
- Deletes all the preset lipstick colors, now you can just pick what
color you want. You can also pick what layer the lipstick starts at
(high, middle, low).
## Why It's Good For The Game
- Makes it work like the station trait (except the money part)
- Convenience
- Extra customization
## Changelog
🆑 Melbert
qol: Wallet loadout item comes pre-equipped
qol: Lipstick loadout item comes pre-applied
qol: You can choose your lipstick color from any color now. You can also
choose what layer it defaults to.
/🆑
## About The Pull Request
Fixes a bug where certain non-recolorable items would have a "recolor"
option in the loadout menu, causing a bluescreen. This happened on any
non-recolorable subtypes of recolorable items, such as the horrible
necktie. Checks identical to those performed by clothing vendors have
been added to fix the problem.
## Why It's Good For The Game
Things shouldn't bluescreen.
## Changelog
🆑
fix: You can no longer cause a bluescreen by attempting to recolor
non-recolorable loadout items.
/🆑