* Cleans up PDA Manifest template, adds Planetside and Silicon sections
* Cleanups up some testing code
* A rogue space-indented line
* Hides empty manifest categories
Humans who got deleted would also delete their clothes, which would then make the human update their icons to not have the clothes anymore, but the human is still being deleted and a specific list was nulled, making lots of non-cat runtimes appear everywhere.
The solution is to make human icon code stop giving a damn if the human is being deleted, I was told.
This might make cryo a bit less noticeable lag-wise but I'm not too sure.
Fix mysterious 'fuel blob' icon. There's an unnamed state in effects.dmi that I named but didn't include that in the PR to here before. And there's a better way to do update_transform and here it is.
* Polaris initial plane upstream merge
* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT
* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.
* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking
Setting stuff like colorblindness variety and things.
* Remove NIF reference, fix lighting layer define
* Handle effects above lighting plane
* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE
* Merge: 3000% human/update_icons() speed improvement
* Merge: Avoid ghosts pointing at things
* These procs were repeated verbatim on the different subtypes of /obj/machinery/atmospherics/pipe. Consolidated them in the parent.
* Added little comment headers over the different types of pipes to make the file easier to read.
Ports an item stack that can be used to mark trails, useful for explorers, miners, and anyone else who doesn't want to get lost or wants to make the room more colorful.
* Multiple loadout slots
Ported from Bay. Each character can have 3 (number can be overridden by config) loadout slots. This way, you can have different outfits for different situations without needing to have a separate character slot or edit your loadout every time.
Tested here, works as intended. The current loadout is set as slot 1, so you don't need to worry about remaking it. This also ports the to_file and from_file macros to make it work, I'm assuming they could later be used elsewhere as well.
* Log of Changing