- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.
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Co-authored-by: silicons <silicons@silicons.dev>
refactors the asset subsystem to make it much more managed
adds support for 'deferred' assets for tgui, which will be later used
for things like tgui character setup and admin panels.
deferred means that it'll be 'sent in a timely manner after the ui
opens', as opposed to 'sent before the ui opens'
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Co-authored-by: silicons <no@you.cat>
65% multiplier - 10 per sheet constant loss
requested by @TheObserver-sys and signed off by me
mining rework will make this more balanced but vorestation has it; i
think it's fine to throw mining/science a bone.
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Co-authored-by: silicons <no@you.cat>
Co-authored-by: BlueWildrose <57083662+BlueWildrose@users.noreply.github.com>
## About The Pull Request
Many mapfixes including but not limited to:
Gravity in security prep
Scrubbers/vents in security EVA
Relabeling core ejection buttons in Engineering
Medical tint control fixes, and glass/electrochromic doors and windows
at reception
Surgery now has tintable windows/doors, and a surgery sign all linked to
the same button(s)
Nebula Gas Tradeport has its landing zones fixed (hopefully)
Backup bodycams for sec/exploration
Body/helmet cameras placed into all security/exploration lockers (some
only getting bodycams due to limited access to helmets)
Access fix for exploration bodycams. All exploration roles can view
cameras from tablets/laptops as long as they have pilot access.
+more
## Why It's Good For The Game
Bugfixes and QOL additions.