* Research QoL changes
* Reverts changes relating to blanket print times and Protolathe storage
* Actually changes the design print time.
Why do you hate me github.
* Fixes an enter key error caused by the editor.
* Actually does all of the things I needed to do like a smart person
Which apparently I am not.
* Fixes a newline
Because goddamn it the online editor hates me too.
* Adds Imperion sprites.
* Adds more Xenoarch sprites (most from Schnayy)
* Adds Precursor tech and Anomaly tech.
* Adds Precursor and Anomaly machine components. Machines tweaked to allow usage.
* Bioprinter can print random-species organs with Precursor tech.
* Adds Verdantium, Lead, and Marble to mining.
* Marble rebalanced to compensate.
* Tweaks Xenoarch find spawning
* Xenoarch can now find Imperion circuits (useless for now).
* Xenoarch can now find boats, and sometimes an oar, of a random material.
* Particle smasher added to make Morphium, Valhollide, and Supermatter.
* Morphium and Verdantium coins added.
* RnD machines can accept more materials. No recipes tweaked.
* Changes Saber SMG to Advanced SMG
* Updates protolathe descriptions
* Eh, I'll just include the icon changes now.
I'll fix conflicts with other PRs manually.
* Merges auto shotgun sprite
* Adds new Phase weapons
* Fixes a thing
* Puts phase weapons in cargo
* Moves research designs, adds phase weapons
* Comments out a duplicate design
* Corrects duplicate design ID
* Last commit on this PR, I swear
* Laser pointers
Adds laser pointers, ported from tg/oldaurora (but heavily modified). They can be found in the loadout, as well as made by science. Science can also upgrade them, which makes them occasionally useful for blinding people, too.
The bugfixes which make several of the features work properly will come in a separate commit.
* Three fixes
Cats now have resting sprites for all 4 directions, instead of just east. This was needed to make cats look like they're pouncing on the laser dot.
Cameras can now be EMPed more than once, and EMPs actually are able to disable them now. This was needed for the shining lasers into cameras feature.
Flash_eyes() now actually displays a flashing animation on your screen when you get flashed (except for silicons, who for some reason are excluded from this unless EMPed). This was needed for laser pointers to have a temporary "blinding" effect when shone into someone's eyes.
(removes errant debug message too, whoops)
* Nerf
Reduced chances of laser pointers doing anything useful on silicons.
Also, fixes a duplicated proc, oops.
* Requested changes
Minor changes as requested - 'cell' to 'diode', view() to viewers(), range() to viewers().
Stops buckled or dead cats from reacting to laser pointers. Zombie cats are fun, but no.
Also, does another small nerf to the effects on silicons.
- The deletion of the circuit board without clearing the circuit variable caused it to be hard-deled by SSgarbage after several minutes. After that point, use of RPD or attempt to deconstruct would runtime.