* 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
* Make Singulo Stable Again
* Prevents emitter beam effects from being pulled by singulo. Now watch them hit the field gens.
* Prevent singulo from consuming the PA particle effects. It already gets fed by impact, don't try to eat them.
* Improve the Setup Singularity debug verb to do more better setup (including PA)
* Fix the energy dissipation values so that singularity does not just keep on growing even when setup properly.
* Enhance singularity proc/eat()
* Use `var/simulated` as a more generic way to ignore lighting overlays etc
* Remove redundant code in the rest of the proc body.
* Slight optimization: avoiding typecheck in loop over return from orange()
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
- UNSC is now USDF.
- .32 is now .380 instead.
- Added giskard to random gun spawns.
- Changed oliva to be a subtype of giskard.
- Rebalanced random gun spawner and added things.
- Detective no longer spawns with a pistol. It's in your locker instead.
- `SMG_sol` is now just `sol`.
- Fixed some ammo pathing to be consistent.
- Moves Asset Protection spawn point inside the big armory at CentCom.
- Adds a door in CentCom to let the ERT area actually be reached from
CentCom's bridge.