* Consistency Pass #1
Power cells of all types are now considered stock parts
Went through materials.dm and did some copy+paste work make material definitions consistent across the codebase (eg "steel" = 50 -> MAT_STEEL = 50)
* Machines are now instances in SSMachines
* Performance improvements by way of instancing all of SSmachines
* Fixes the powersink
* Revert "Consistency Pass #1"
This reverts commit cbeef1b5db.
* Update machines.dm
Styling changes
* Update machines.dm
* Update machines.dm
forgot to update the doc
* Repaths badges, ribbons, pins and permits to /medal.
* Drakes can now wear pride pins.
* Updates xenofauna map, repaths some accessories.
* Added fence door interaction for drakes (open but not close)
* Adds stasis cages to the Xenofauna lab.
* Corrects some Cynosure badge paths.
* Allows mobs to climb into stasis cages themselves.
* Added lower temperature sensor alarms to xenofauna.
- Allows the Deconstructive Analyzer to destroy items with no tech origin
- Prevents ammo from being deconstructed
- Modifies UI to clue in players that the Analyzer Recycles parts to the protolathe
* Language transfer on brain removal bugfix
Normally, when your brain is removed from your skull, you lose all your languages
This (hopefully) fixes that
* Update code/modules/organs/internal/brain.dm
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Co-authored-by: Spookerton <spkrtn@pm.me>
* fixes very old exploit that we literally just discovered
* this is what i get for speedrunning a bugfix
* reworks material ejection code
* literally it worked fine this is just so github likes it
* Update code/game/machinery/autolathe.dm
Co-authored-by: Atermonera <atermonera@gmail.com>
* Update code/game/machinery/autolathe.dm
Co-authored-by: Atermonera <atermonera@gmail.com>
* code prettiness
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Co-authored-by: Atermonera <atermonera@gmail.com>
* Ports various downstream clothes
* Two dresses by schnayy + more fixes
* Standardize loadout selection lists, var tracked cloaks, stray jacket pixels