* forensics datum initial work
* typo fix
* glove recursion fix
* missing bloodtype on organ data
* removed frustrating and unneeded b_type var from humans
* no leaky
* listcheck
* documenting
* documentation
* designer
* finished off remaining body designer stuff, name etc
* merged _vr file, added note to use this
* harddel fix
* this one too
* unifies subtabs, adds search and improves layout
* fixes a longstanding issue with marking color appearance changer
It was feeding a /list (The object) to the color picker and the color picker just rolled with it and said 'sure'.
Now with actual sanity TGUI color picker freaks out and goes 'wtf'
This makes it actually feed a color input into the color picker.
* quick push
* adds hair grad to body designer
* push
* color works again
* hair gradient for body designer
* deconf
* Gets rid of duplicate datum
* no test tonight
* spotty fat
* Condenses hair_extras. Fixes a few missing.
Also adds a new cosmetics_tests unit test.
* fixes the rest of the sprites
* lets try this test
* why did that test compile
* another test ENHANCEMENT(fix)
* More aggressive unittest
* fixie
* invisible tail has snowflake handling
* fix for invis check
* oops
* validate existence of icon in unit test
* unittest checks marking and hair icons properly
* fixing bad unit testing again
* fixed marking icon check
* get rid of unused datum, markings show
* fixes things
* you too
---------
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* first set of UIs
* next set of UIs
* common interfaces
* .
* some more
* .
* communicator
* bundles
* appearanceChanger
* naming.
* rdconsole
* just somet small
* .
* some more simple UIs
* even more UIs
* Cloning & ColorMate
* next set
* few more UIs
* .
* DNAModifier
* some more
* next set
* next set of UIs
* tabs.
* body scanner & Body Designer
* few more
* bundle
* .
* ChemMaster and type promises
* some more UIs
* Update settings
* Whitespace changes
* Comment out merger hooks in gitattributes
Corrupt maps would have to be resolved in repo before hooks could be updated
* Revert "Whitespace changes"
This reverts commit afbdd1d844.
* Whitespace again minus example
* Gitignore example changelog
* Restore changelog merge setting
* Keep older dmi hook attribute until hooks can be updated
* update vscode settings too
* Renormalize remaining
* Revert "Gitignore example changelog"
This reverts commit de22ad375d.
* Attempt to normalize example.yml (and another file I guess)
* Try again
Tested on my test server and nothing appeared to be broken. Overlays were showing up as expected.
Ghosts no longer became space/stairs/stole someone's tail
- Moves explorer job roles from their respective departments into an Exploration sub-department
- CHAIN OF COMMAND WILL REMAIN UNCHANGED
- ACCESS WILL REMAIN UNCHANGED
Note: Pathfinder's minimum access is getting tweaked, in case minimum access ever gets used.
This is a purely clerical change that is being done for two reasons.
1: To enable off duty exploration role, important for the upcoming timeclock PR. The upcoming timeclock functionality will cause difficulties for expedition roles, due to, at present, being in a wide variety of different departments.
2: Generally, explorer roles in other departments tended to create confusion, as people would ask (or even demand) those roles to do station-side duties, even if their access (or lack thereof) made it impossible.
No mechanical changes come of this change, only the ability to have an antagonist faction, as well as having specified visbility for the affiliation itself.
Also adds Skrell home system to the home system list.
Limits biolgical gender by species and defaults to male/female.
Can also set gender identity which determines which is displayed upon examination and suchlike along with being shown in medical records
- Synthetics now show on the crew manifest properly. This might as well be a bug fix since they already had the category, it just didn't work at all, since they don't have official security/medical/employment records.
- This does not mean synthetics are part of crew. They just show on the crew manifest for the sake of knowing who is in game when you are joining. I often saw people join a specific position, only to see that all work has already been done by a cyborg.
- As a note, Syndicate/Combat module cyborgs don't show on the manifest. Emagged cyborgs do show, however.
- This does not (probably) support the PDA manifest (which is currently broken anyway)
- Example screenshot: http://i.imgur.com/RSPuuom.png🆑
rscadd: Cyborgs and the AI now show on the crew manifest.
:/cl:
More tweaks to IPC fixes.
Merge resolution/compile fixes.
Further work on properly integrating, updating and fixing prosthetic options.
Repathed internal organs to organ/internal.
More work on full synthetics, changelings, overheating.
Working on getting organs to qdel properly and spawn properly when robotized.
Finalized some overheating values, added remaining prosthetic icons.
Finalizing the testing version of the full prosthetic bodies branch.
Added suit cyclers to the autolathe and map.
Fixing runtime errors.
Fixing errors.
Changelog.
Replacing limb and organ strings with constants.
Prevented brainless species from becoming full cyborgs.
Fixed issues with brain/MMIs renaming themselves inappropriately.
Various fixes and oversights.