* undo all of it
* flags
* back
* head/mask
* left
* right
* Cuffs
* other name changes
* ID and PDA
* idk about calling them SLOT_HUD now
* glasses, gloves, and shoes, oh my!
* the rest
* comment
* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
* test
* holdup
* more guns
* EVEN MORE CHANGES
* fuck
* eugh
* actual shit editor, love DM
* i think I just need inhands now
* final review, test pr
* ooops
* holy shit
* new maka
* foamforce new makarov
* this is going to be hell to review. is it?
* AHHHHH
* small melee fixes
* GOD DAMN STAFF
* as above
* i thought i fixed you, also grip added to wt550 inhand
* acutally deconflicts with the new camera pr, removes the new animated missle(rip)
* some fixes
* a bit more sprite cleaning
* i am suffering
* reverts 9mm
* seemingly forgot a few
* i think we're good now
* Weapon names
* Assault rile
* More #coding_chat tweaks
Realistically changing the typepath here is out of the scope of this PR, but it's such a small change and I'm editing the item already so... probably not worth making an entire separate PR for.
* Missed these
* Add new security laser and energy gun sprites with flavorful descriptions
* Fix the tesla revolver ammo sprite while I'm here
* Change 1s and 0s to TRUE and FALSE
* fix flashlight x offset and remove unused ammo offset
* remove green flashing lights
* remove green flashing lights from hand sprites
* Xray gun and mindflayer now have proper in-hands
* Apply suggestions from jade code review
Co-authored-by: dearmochi <shenesis@gmail.com>
* banish twig guns for good
Co-authored-by: dearmochi <shenesis@gmail.com>
* ash storm immunity
* safety override & lavaproof upgrades
* mini-extinguisher for janiborg
* borg cell paths, prevent station borgs using gamma module
* Limit crew SecBorgs to 2, DS borg laser reflection
* replaces standard module with generalist module
* generalist borg gets crowbar
* fix bug where ert engi/med borgs runtime / do not get sprites
* adds TG lavaland and spidermin mining cyborg icons
* roundstart borgs=2, spawn locations=4
* adds damage_protection mechanic
* add xeno_disarm_chance
* ERT borg naming scheme: (level) ERT (number)
* std borg: tweaks hypo, RMs holoproj, adds mats/subsystems
* AA bullet_arc refactor
* refactors var/require_module to be bool, proc/action() to return bool
Suggested by farie82
* better radio for generalist
* rework gamma borgs, split of destroyer borgs
* dead robots fix
* fixes error caused by merging of PR 12932
* manually fix line endings
* fixes borg energy weapons (except disablers) not being recharged within recharging stations
* add trailing newline to make travis pass
* compatibility with #13471 life refactor
* deletes change to gamma sec ERT laser beam energy cost
* refactor handling of ash/lava immunities
* removes spiderlike mining borg sprite
* tweaks generalist borg loadout
* limit secborgs to 1 on green alert / roundstart
* re-run icondiffbot
Co-authored-by: Kyep <Kyep@users.noreply.github.com>