* new ids!
* tcomms fix for ERT
* as above
* star for ERT commander
* Syndie commander ID gets a star instead of crown
* fixed TDred ID card
* cmag tweak
* pda id overlay
* whoops i fucked up shaftminer
* first pass
* jobs_centcom
* SHHHHH
* WHY DO YOU HAVE GLOVES?
* Alternate solution to handholes
* Markings handling
* Respecting missing hands
* Fixes handholes for ID photos/records, removes gloves from images in them for code simplification and consistency sake
* hand not hands
* A small rejuvenation of security jumpsuits
* sec formal rolling fix
* New Vox security sprites
* adjusts the warden's formal suit obj a bit
* Different style of corp skirt
* Vox adjusted to new skirts
* New sec shirt skirt
* Grey sprites
* Drask sprites
* New sec shirt and sec shirt skirt sprites
sec shirt skirt my beloved
* Merge remote-tracking branch 'upstream/master' into riots-in-the-streets-security-jumpsuit-resprite
* Medical and RnD DMI files split
* Cargo DMI split
* Security DMI split
* Engineering DMI split
* Captain DMI split
* Civilian/service DMI split
This one hurt
* Forgot about this one
* Color DMI split
* Purges everything that was delted up until this point
... with a blindfold and a shotgun
* Dress and suit DMI split
* Pants and shorts DMI split
and merges pants and shorts files... shorts are pants, right?
* Donator/fluff jumpsuit clothing organisational relocation
* e
oops
* So this is used, repath bad
* Random commit
* Costumes DMI split and jumpsuits purge
* Some fixes
* pennywise
* Centcom DMI split
* SolGov DMI split
* Retro DMI split
* Syndicate DMI split
* Misc DMI split
* centcom officer
* Kills off uniform.dmi completely
* last fixes
* lastest fixes
* vox navy gold conflict
* civilian barber
* Tourist observers work now
* Hopefully working non-human humanoid clothing
* This being in suit.dmi is one of the reasons I made this PR
* This shouldn't be here
* Late night coding
* Pun Pun regains his drip
* Last fixes
* security/OFFICER
* Most important - clown fix
* working subtypes good
* Fixes chameleon jumpsuit
* Proper QM pathes
* Fixes jumpsuit rolling with the power of poor quality code
* Cargo tech character setup fix
* else instead
why didn't I do this in the first place
* PURP
* Fixes broken character setup job clothing
* CC suit fix
* Psychedelic jumpsuit proper path
* You must wear the jumpsuit to adjust it
* Ghost manifest is tgui now
* moved to tgui modules
* Delete crew_manifest.dm
* global
* ghost -> nologo
* sorry mr. tgui, i forgot about you again
* Jade review + more trimming
* lobby and silicons get some love
* bye bye, all traces of old manifest.
* renamed
* Converts Eye Augments to Cybernetic Eyes
* literally not used
* it helps when you properly include all the code
* flashlight eyes
* tweaks
* conflict resolution
* can't have two eyes
* order of operations matters here
* autosurgeon
* Initial Commit - Trying to add DC to Travis
* Forgot to chmod
* This took too long
* Farie Fixes
* Fixes new code
* Job factions are fucking smelly
* Loadouts work again
* Runtime fixes
* Handlers converted, now to fix 3532 compile errors
* 3532 compile fixes later, got runtimes on startup
* Well the server loads now atleast
* Take 2
* Oops
1. Clown and mime get their new name updated properly on their ID after
renaming
2. Added photo outfits to jobs missing it and some syndicate jobs :
Syndicate Officer
Syndicate Agent
Syndicate Nuclear Operative
Clown (no mask in photo)
Mime (no mask in photo)
Coroner
Barber
3. Agent ID description now update with chosen appearance
4. Agent ID photo taking now uses the same proc as a real ID photo, so
they actually look authentic.
The photo is no longer a snapshot of your current mob icon, but instead
forge a photo the same way IDs do, with an outfit matching the job
you've forged on the ID.
5. Agent ID age field when editing now defaults to your real age, as
other fields for it do
Fixes more compile errors. Down to 65 now.
updates << into to_chat
Down to 60 errors, also starts to port the codex gigas and law 666 for cyborg devils.
Fixes more compile errors. Down to 41 now.
Replaces timers with spawns, and <<s with to_chats
40 compile errors.
Down to 34 compile errors.
whoops, actually down to 34 now.
Down to 25 compile errors.
Down to 15 compile errors, I'llprobably need some help at this point.
Woo! Down to 7 compile errors.
Ported over devil hud. Number of errors up to 19.
WOO! It compiles. It's completely untested, but it compiles.
Adds devils to traitor panel
Implements iron, silver and salt banes.
implements flashing lights bane
Selling your soul prevents cloning, and some other methods of revival.
Implements harvest bane
Merged and sorted icons/obj/bureaucracy.dmi
Adds toy codex gigas
Fixes compile errors, adds codex gigas sprite.
Lots of bug fixes. Contracts work, devil revival is more consistant, etc
Adds missing icons for flaming contracts, summon pitchfork, summon wealth, employment cabinet, and sintouch.
Converts DEEP LORE explanations from hell to inferno incorporated.
Banishes the compile errors.
Devils come from hell again.
replaces offer drink obligation with a much more lore appropriate devil's fiddle reference
Also fixes contract bashing brain damage chance.
Undoes some changes I accidentally did to example config files.
Fixes up a few remaining bugs.
Puts in the codex gigas and employment contract cabinets.
-- Lemon - I kinda skipped this one, I'll patch it back in later because
map conflicts are suffering incarnate
Solves the devil law problem in a REALLY hacky snowflake way.
Fixes a few methods in which a hellbound can be revived.
Devils respawn with a limited number of appropriate items, instead of COMPLETELY naked upon corpse destruction. Also adds lines to example config.
Updates devil laws to be less hacky.
Objective to sintouch x mortals now greentexts correctly.
Contracts no longer cause brain damage. I didn't realize it was lethal on this codebase. Oops.
Splits dust(visual_only) into dust() and dust_animation() procs
Fixes some defines.
Adds undef statements to improve compile times.
Fixes race changes from demonic form changes.
Fixes small runtime error. (Which somehow didn't break anything?)
Implements lots of small changes/corrections suggested by CrazyLemon64
I still need to test these changes, along with other potential issues he brought up.
Fixes harvest bane and power contracts. Also adds a few </span> tag enders.
Corrects some edge cases with revival contracts.
Fixes compile error.
Reverts unneccecary change to item/weapon/reagent_containers
Cleans up the code for readability.
Prevents cloning of hellbound individuals.
Latejoins now properly have employment contracts added to employment cabinets (provided they still exist)
Infernal contracts are no longer rendered unreadable by fire and alcohol.
All fireproof paper remains readable after being fireballed, not just infernal contracts. (Though infernal contracts are the only fireproof paper atm)
Fixes an edge case problem with cloning.
Adds is_revivable proc to mind.
Removes snowflake code involving preventing soulseller resurrection.
Indulges in the sin of sloth, and copies tg's lazy list macros
Proc calls that transform the user no longer go to a null target
Fixes devil UI, human regression will keep appearance, and adds danceoff
Devil's base forms no longer suffocate inside the devil
Fixes runtimes, gets stuff working
The arch devil can now blast down walls with their pitchfork
EXTERMINATE ALL SPIRITS
Activates devil clause in voice of god
Fawks Mcclood
Feature P A R I T Y
Fixes devil bugs from testing
- Does a death refactor to make sure that diabolical resurrection works
- Walls no longer leave girders when blasted by the devil
- Getting a new body gives you a rudimentary amount of equipment to work
with to get out of maintenance or whereever
Does all the icons in a single commit on their own because icon
conflicts suck
Starting point of extra devil rebalance/fixes
Ports devil friends
Also oops tramples all over Fethas' corpse PR that's still up I need
to take care of that one
Styling fixes
No front-end changes. This just means that mob colours now take up less columns in the database, incur less processing (reduced rgb() calls) and reduces the amount of code dedicated to them.
When a new Vox spawns in, your tail won't suddenly break (become a
different colour).
Abstracts icobase/deform/tail from the species definitions a bit so
individual mobs can have a different icobase/deform/tail than other mobs
of the same species.