When shuttles land on a turf, it takes the appearance of the turf it lands on as an underlay. Must make sure this underlay is on FLOAT_PLANE otherwise it will likely end up OVER the turf itself.
Also moves them to their own .dm, since they're now a subtype of the thing in rings.dm. Also changed bethrothed to spouse, as the former is usually before marriage and not after.
Benefits of this include: Being able to wear gloves over wedding rings. Making them tiny instead of small. Making their gender neuter instead of plural, so it wont say "some wedding ring" when you examine someone wearing them. Probably more good things.
Issue reported by HzDonut.
-Updates their old >> dialogue.
-Makes shock collars taggable.
Was gonna fix them showing up in forced lowercase on people but that turned out to be a separate polaris issue that I just opened a fix for up there.
* POLARIS: No string compare for assistants
* POLARIS: Move these planes to more useful places
* POLARIS: Only spam ghosts with chat messages from things with real clients
* Fix small forgotten lines of text accidentally left out of VS syncs.
* Fix typo'd plane in lighting.dm and remove redundant definitions.
Also fix a few things to be on the correct plane. Basically the under-floor stuff is supposed to be on PLATING_PLANE.
Portable atmospherics go on object layer so they are above stationary machinery, given that they move around.
Fixed wires to be on top of pipes like they used to be, otherwise they'd be obscured too often.
Due to the lack of saturation in the moderate event container, solargrubs show up way too frequently, and changing the frequency doesn't help. The container has to pick. This change will just bump the drain speed down so severely, that if you kill one or two grubs, the station should barely feel the impact anymore. As opposed to having to kill 4/5 grubs on average.
Gradual nerfs seem logical, as grubs get more and mroe of a day-to-day experience, and most people know about them now. Time to stop the witch hunting for those annoying grubs :p
* Fixes wallet-HUD interaction issues.
* Fixes HUDs, too. Forgot to commit this the first time. Also hopefully didn't change the map to examplemap.
* Fixes an indentation error.
- Flashers in brig cells now should work, extra floor flash in communal brig to deal with crims.
- Inproper access, SMES rooms.
- Trader start point being dark now fixed.
- Medical Vendor Plus has more advanced burn and trauma kits. Also splints.
- Cell 1 and 2 in the brig can now be accessed by detectives.
- Additional r-walls next to the engine room to help with rads.
- Floor decals in a couple areas.
- RD office now has its telescreen back.