* Add bricks
* Fixes concrete icon spawning.
Polaris uses a different system for spawning turfs than we do. This fixes a bug with concrete spawning.
* Makes it so you have to load PB in a cryo beaker.
Instead of getting it for free.
* no you don't get free reinforcement
* Concrete can make concrete flooring
* Adds concrete tiles. Fixes spawning
* Being plating is boring. Let's make it a floor.
* Able to remove it.
* Allows fun. Fixes infinite tiles.
* Adds Polaris Gun Sprites
- Allows for easier ports.
- Fixes the semi-automatic-shotgun
* Adds the PSGs - Tether. Fixes the sprite in DreamMaker.
- Adds a PSG to the security EVA (Security players mentioned doing this instead of armory, and it makes sense.)
- Adds a PSG to mining equipment room.
* Adds PSGs to SD
- Adds PSG to Security EVA
- Adds PSG to Mining
* Adds PSGs to GB
- Adds PSG to Groundbase Mining
- Adds PSG to Groundbase Security EVA
* Makes the PSG the actual mining version
- Makes low levels of radiation slower and more insidious. (Low levels of rads only have effects every 5 life ticks.)
- Makes high levels of radiation have varying effects and be much more lethal. (When above 600 rads, effects are done every life tick)
- Makes radiation have lingering effects that can be treated with normal radiation chemicals.
- Adds 'Prussian Blue' a chemical made with '("carbon" = 3, "iron" = 1, "nitrogen" = 3)' that temporarily stops radiation effects to allow for medical to treat a patient.
- Makes medical scanners able to give a definitive answer as to how much rads someone has.
- Makes cryopods handle radiation sickness. Maybe now they'll see more use than just genetic damage.
- Fixes battery removal
- Makes an alert when the cell is rigged.
- Gives the user a warning if the cell is rigged.
- Gives people that examine the unit a warning if the cell is rigged.
- Makes it so you're incentivized to turn off your shield against EMP enemies.
- Better process proc that deals with rigging properly and gives detailed warnings.
- Allows you to remove the self charging battery from the shield generator, destroying the battery in the process but allowing you to swap the battery for another.
- Adds ability for modifiers to use a custom _vr sprite file.
- Changes the appearance of the sprite used for the shield overlay.
- Adds ability to color the shield sprite via a multitool.
- More fiddling with numbers...
- Allows rechargers to recharge them to allow for non-recharging variants to recharge.
- Gives shields a default 'cyan' color.
- Adds a mining disk to the equipment vendor to upgrade it.
- Adds more variants
- Adds personalized power cells for the shield generator.
- Adds more variants.
- Fixes a mixup of words.
- Rebalances some of the modifiers to make it so they ramp up slower & have at least some effect when nearing the end of the charge.
- Fixes a dividing by 0 bug on specialty shield generators, such as the 'parry' one.
- Adds a huge text wall to explain this stuff to future people.
- Power cells now take longer before starting to charge and now charge slower by default.
- Changes how it mitigates damage.
- It now only affects external attacks (punches, mobs, items, guns, etc.)
- Now is PRE armor mitigation! https://i.imgur.com/CXx82J5.png
- Adds variants. Allows mobs to use the new variants, but not the pack itself.
- Adds an extended description and fluff text.
- Adds ability to have both min&max for each variable.
I still need to make them have specialized recharging batteries (especially for the belt unit), but currently the normal recharging batteries are fine.
- Makes it so you can't remove the cell and keep firing the gun.
- Makes the modifier addition be a var so you can have it do variants!
- Adds a check so you can't take your gun out if the generator doesn't have a cell.
- Changes how lights function. Instead of lights being qdel'd when you take them in/out of light sockets, it now holds them _in_ the light socket! (Due to this change things have been thoroughly tested, numerous bugs squashed which arose due to this change, and then tested again.)
- Makes it so overlays update properly on lights
- Makes it so light colors persist, even if you turn an alarm off & on again (previously reset the light to normal)
- Made it so nightshift properly updates the overlays of lights.
- Updated the light replacer to swap lights in a more efficient way
- Makes it so light replacers can set the color of the lights being inserted. (This only affects the daytime lights. For more complex changes, a multitool is required.)
When you attempted to charge a gun when it didn't have the ability to do so, it had set 'recharging = TRUE', and then kicked you out of the 'recharge' proc and left 'recharging = TRUE' meaning it would see 'recharging = true' and just return TRUE when the recharge proc was called.
This makes it so if you hit a gun and you can't charge it, it just sets the recharging = FALSE and then returns.
Also gives it a better error message