Also allows gear tweaks to take up a whole row on their own, due to potential length.
Also fixes a couple of incorrect && logical operations. Should have been ||.
The grey jeans are the black jeans sprite (which are grey...)
The black jeans are now darker! But they still look different from black pants.
The black shorts have had their side-sprites darkened so they look black, not grey, and match the front/back view better.
The new grey variants keep those grey sides and have grey back and fronts too.
- Phoron tank in atmos brought back into OSHA non-compliance
- Extra table in the starboard aid station removed.
- Missing air alarms in visitor rooms added.
- Derelict shop area updated.
- Manhack grenade fixed for heist.
- Two of the three spike throwers removed.
- Three new "hair" styles added for Teshari, fixed one broken one.
- Toxins mixing chamber now starts airless.
- Framework in place to allow for a custom item (white cane)
- Fixed access restrictions on riot control maintenance door.
- Firelock added to CE's office door. Entryway from the CE's office to the monitoring room added.
- Fixed a camera in the detective's office.
- Anchored the exonet node on T-comms.
- Fixed Dufflebag in hand sprites.
- Synthetics now show on the crew manifest properly. This might as well be a bug fix since they already had the category, it just didn't work at all, since they don't have official security/medical/employment records.
- This does not mean synthetics are part of crew. They just show on the crew manifest for the sake of knowing who is in game when you are joining. I often saw people join a specific position, only to see that all work has already been done by a cyborg.
- As a note, Syndicate/Combat module cyborgs don't show on the manifest. Emagged cyborgs do show, however.
- This does not (probably) support the PDA manifest (which is currently broken anyway)
- Example screenshot: http://i.imgur.com/RSPuuom.png🆑
rscadd: Cyborgs and the AI now show on the crew manifest.
:/cl:
Also should update the necessary files so you don't need to alter nanomapgen.dm to fit our map.
I don't know why I didn't just commit this the first time. Call me dumb.