- Added sofas (no options to build one in round yet, will be added after this pull).
- Add neonsigns, currently one neon sign, Cafe. (Code is copy pasta from holosigns).
- Add boxes with mugs and cups.
- Neon signs and holosigns now emit light while on.
- Merged the Coffee Shop with the Library.
- Moved the Locker Room to where the Coffee Shop was, adjusted the holodeck.
- Old Locker Room turned into a construction area.
- Adjusted holodeck maps to new orientation.
- Changed sprite of barcode scanner.
- Cleaned up furniture icon dmi, fixed arm rest icons for shuttle chairs.
Contents of closets (as viewed by ghosts) are now less ugly and easier to read.
- Adds reusable option to have english_lists count the contents and
display them (optionally with icons and specific determiners).
- Due to backwards compatibility these options are NOT available for
non-countable lists; this was originally planned, but it's not easily
possible unless all usage of english_list is revised.
- Moves the ghost examine code to proc/examine where it belongs.
- Ghosts now also see empty/full messages like characters standing
close do.
- The contents list for closets now shows number of items (if multiple)
and their icons (wherever possible).
- The list no longer shows unnecessary determiners ("the" before every
single item).
- Old usage of english_list still uses the old code. New code could
change order of the strings where it matters (in weather reports or
camera network assembly code, for example), so it cannot be used.
* Adds bagels and decaf coffee
* Remaps the coffee shop to be a bit more appealing to visit.
* Map merge fuckery.
* Map merge fuckery. also changelog.
* took out blank line just in case
* why did the dmi do that
* revert unintended revert
Refactors prison jumpsuit slightly to not be a child of the orange jumpsuit, which in turn gets its own sprite. Left/right hand uniforms don't seem to be applying in-game when carrying the suits but that's not too bad of an issue. Uniform on the mob shows properly and works with sleeves rolled and uniform rolled down.
* Ports MREs from Baystation
- Ports MREs from Baystation
- Adds an 'Emergency ration' that contains liquidfood rations
- Two new ration packs that have the new rations.
* Placates travis
* Lynxlog
* Adds liquidprotein rations
* Sacrifice for travis
* Changes desc
* Fixing missing filling in crayon paste
* Fixes missing side for random rations
* Renames Paste Supplypack
* aaaaa minor error
* Slight organization
* Fixes some errors
* Why am I like this
Splits the orange jumpsuit into two objs. One for loadout and one for prison clothes. Closets updated to reflect changes. Follow-up of https://github.com/VOREStation/VOREStation/pull/5561 which has no effect here but will fix a bug that results from it.
* Combat Mechs Can Punch More Things
Removes the var to check for the 5 things it can attack, instead it can punch anything (but not everything will take damage).
Gives punching objects a check so you don't accidently smash something without meaning to.
Gives closets and canisters a proc to take_damage so they'll actually get smashed by the mechs.
* Take_Damage Boogaloo
* More take_damage Stuff
Adds click delay on attacking barriers.
Proper noises when attacking material doors and barricades.
More stuff can be broken by mech punch and simple mobs.
* Adds changelong
* usr to user