Ports over 301f97a2b3
Instead of syncing (Which would take longer) I'm just manually putting the bugfix in. This will cause a conflict with the next sync, but all that needs to be done is the comment I put in taken out (Along with the heading in github when a conflict occurs) and it'll work fine.
I'll solve the conflict next time we sync next month.
Adds shoes and gloves from Bay.
Forensic gloves added to the loadout, detective only.
Work gloves added to the loadout.
Tactical gloves added, not to loadout.
Cowboy boots added (existing sprite, loadout)
Jungle boots and Duty boots added, (loadout).
Dress shoes added white and black, (loadout).
Fixed pathing issue with purple beret.
- Port of all of the uniform items that we did not have.
- Aether, Sweater, Ward-T. Frontier, Focal, Heph. Grayson, M. Bill, PCRC outfits/uniforms ported. (Loadout, some restricted)
- All of the military jumpsuits and uniforms have been ported. (Not Avail).
- Plain utility outfits are available in the loadout, as well as the pt outfits (except for marine).
- Hazard, Sterile, Saare, and Confederate outfits ported. (Not Avail).
- Port of baystation head slot items. Some in hand sprites created for a few (soft caps). A couple other sprites adjusted so they fit more hairstyles.
- Sol berets. (Loadout)
- Baseball caps, major bills, sol, fleet, expeditionary (Loadout)
- helmets, merc, tact, sol, nt. (Not Avail)
- Utility, wheelcaps, garrison, drill, dress. (Not Avail)
- Resprites for the detective's fedoras.
- Four custom welding hoods, (Loadout, access restricted).
- Two new cowboy hats, taken from Europa code. (Loadout)
- Whole scale port of clothing items from bay.
- Solgov armor vests, as well as a 'tactical vest' (None avail. in game)
- Alternate atmos, engineering, mining, medical, and security suits. (Due to their stats, only available through cargo).
- Three new hazard vest colors, blue, green, white. (Load out option)
- 'Service jackets' Black and Green (Load out option).
- Solgov fleet dress uniforms, surgical apron, marshal jacket (None avail. in game, may change with the surgical apron in the future.)
- As a side change the Construction, HAZMAT, Biohazard, and EMT voidsuits are also now available from cargo. HAZMAT and Biohzard come with slightly adjusted stats to sort of reflect what they are designed for.
Mostly noticeable on tesh wearing voidsuits, bulky jumpsuits were overlayed by the voidsuit making them 'peek' around the latter's icons.
Now, spacesuits in general will outright hide jumpsuits with exception only to rigsuits. Yeah I'm looking at you rescue suit, you and your ****ed up icons =3=
Teshari can (finally) into webbing, too!
Tested and works, only issue is that any accessories not in seromi/ties.dmi will not be visible. This is how everything but jumpsuits handles things for them anyhow.
No more tie verb. Just put it into whatever slot and it (correctly) adjusts the needed stuff to work. Added 'Can be worn on the head or face' to the description to indicate that.
Currently wearing a bandana on your head makes it impossible to eat, which doesn't make sense, so this fixes that too.
# Conflicts:
# html/changelogs/.all_changelog.yml
# icons/mob/hud.dmi
# maps/polaris-1.dmm
Fake conflicts from a merge error previously. No real conflicts.
* Fixes#2643, unifies list syntax within /code/modules/clothing/suits/jobs.dm
* Capitalizes "Hush" in chaplain's hoodie examine text.
* Pulls Anewbe's Sec Gear Tweak changes, should resolve the conflicts.
* Ok, now I think I did it. Forgot to add cigarettes and lighters to the forensics jacket inventory.
* Forgot a comma, thanks Yosh
* Revert fix. I'm a donk
* Properly reverts fix for #2643
* Fixes#2643
* Unifies List syntax within /code/modules/clothing/suits/jobs.dm
* Config snuck into a commit