Commit Graph

70 Commits

Author SHA1 Message Date
John Willard
15f80ab884 [MDB IGNORE] TGU (#544)
* TGU yea yeah

* hopefully kills all lattices in walls

* another go

* more lattices

* pubby fix

* maybe the last lattices fix

* makes checks run again

* saves selene station ! 😃

* little bfenem :)

* new tgu + fulp fixes

* map fixes

* i rember 😄

* fix selene map merge conflicts
2022-03-23 07:40:37 -06:00
John Willard
468ba0f1c8 [IDB IGNORE] [MDB IGNORE] December TGU (#433)
* TG UPDATE REAL

* fix checks probably

* TGU, minus hardsuit stuff.

* oops

* haha this isnt even needed

* re-adds batform

* Pepsi's Fulp ERT MODsuits (#21)

* makes beef cyto the parent type of a now existent parent

* Removes ERTs Guns (#23)

* fix checks

* F OFF

* Update Solitairestation.dmm

* Update Solitairestation.dmm

* tg update again, removes maidborgs

* FU (fulp update)

* FUCK YOU SOLITAIRE

* Update README.md

* Update species.dm

* not my fault you prick (#24)

* digi fix

* tgu

Co-authored-by: Pepsilawn <reisenrui@gmail.com>
2022-01-01 12:00:22 -07:00
John Willard
4f0f69fd95 [MDB IGNORE] November TGU (#406)
* TGU

* mappings

* how did i not notice this

* test

* fix to huds

* departmental request consoles

* Armsky

* tgu

* deletes cryopods (finally)

* Update tgstation.dme

* deletes pubby's cryopods

* Fixes helio and selene toxin ranges

* injector to vent on all supermatters

* map fixes

* directional 5/6 cameras are now fixed

* stool directionals on selene

* .

* re-adds kindred archives
2021-11-23 06:57:04 -07:00
John Willard
b7ce41dec7 [MDB IGNORE] "Holy shit we need the halloween fixes" TGU (#395)
* tgu

* idk this seems to work

* rad collector stuff, the pubby update

* pubby update

* Helio and finishing Pubby

* map stuff

* drone dispensers

* tgu
2021-10-28 18:09:53 -06:00
John Willard
da88f85361 [MDB IGNORE] [IDB IGNORE] Late September TGU (#367)
* tgu

* updated paths

* updating more paths

* master server

* more repaths

* tgu

* oh these were defined

* y

* tgu

* fixes fulp shuttles i think

* revert

* tgu

* fix checks and stuff

* Update sound.dm

* Update tg_edits.md

* tgu
2021-10-07 22:13:24 -06:00
John Willard
7be3d5e69a Modularizes a ton of Fulp edits within TG code (#362)
* removes fulp edits from job.dm

* crew monitor and basemap

* revert

* MODULAR BLOODSUCKER HUDS FINALLY

* 2 more fulp edits knocked out

* re-adds chain of command but modular

* moves bloodsucker define to new bloodsucker defines file

* chain of command fix

* ok good enough

* Update mentor_clientprocs.dm
2021-09-26 19:16:16 -06:00
John Willard
3d7b22e6b4 Standardizes fulp edits (+removes a TG edit from mentorhelp) (#357)
* Automatic changelog compile [ci skip]

* Update readme.md

* Automatic changelog compile [ci skip]

* what

* standardizes fulp edits

* update new modular edit

* Update build.js

* .

* yeah

* Update role_preferences.dm

Co-authored-by: Changelogs <action@github.com>
2021-09-20 11:52:04 -06:00
John Willard
03e71941bd [MDB IGNORE] [IDB IGNORE] September TGU (#351)
* tgu

* repath

* tgu again

* Pubby update

* starting on preferences

* starting on bloodsuckers

* more tgui

* deputies and monster hunter

* finished beefmen

* Update beefman.ts

* Tgu map changes (#8)

* selene areas and slight fixes

* fixes helio areas and other small stuff

* tgu

* fulp bans thank you beatrice

* test

* Update bans.dm

* Update bans.dm

* full access

* Revert "full access"

This reverts commit 6b4f0d2822.

* tgu

* another tgu

Co-authored-by: Helianthus00 <64755361+Helianthus00@users.noreply.github.com>
2021-09-19 12:52:05 -06:00
John Willard
e5bfc6fa44 TGU (#318)
* Automatic changelog compile [ci skip]

* Update readme.md

* Automatic changelog compile [ci skip]

* merges TG into branch, ensures all fulp files are untouched and fixes dme

* does what the first commit says

* jobs fix

* Pubbystation

* Heliostation & Selenestation

* Update SeleneStation.dmm

* Revert "Update SeleneStation.dmm"

This reverts commit e618bb20a2.

* permabrig

* fix things haha awesome !

* stuff

* huds

* Update PubbyStation.dmm

* TGU

* roundend report

* edit

Co-authored-by: Changelogs <action@github.com>
Co-authored-by: Helianthus00 <64755361+Helianthus00@users.noreply.github.com>
2021-08-05 19:59:54 -06:00
SgtHunk
81f8ffbc30 TGU: 2FA for admins, 2-person mech, hair gradients. Fish price halved!! (#220)
* So much win!

* um

maptick_??????
2021-06-18 19:46:15 -06:00
GuillaumePrata
d3af996a06 Beefman (#22)
* Beefman port module

* Bodypart edit

* Examine changes for Beefman

* Species edit for Beefman

* Global list edit for Beefman

* Savefile edit for Beefman

* Preferences edit for Beefman

* Boye

* Forgot one edit...
2021-01-14 22:54:00 -06:00
Qustinnus
f66ca34626 Refactors monkeys into a species (#55614)
Changes monkeys from carbon subtype to species.
2020-12-30 16:30:15 +01:00
Timberpoes
60ee1c4a22 Fixes crafting duplication bug/runtime and attempts to address destroying items in consumed containers (#54330)
First issue: Certain crafting recipes (for example, Hooch) require a bottle, 100u hooch and a paper bag. If the 100u of hooch is in the bottle, because the crafting recipe has the bottle before the hooch in the requirements list, the craft will runtime as the bottle is "consumed" along with all its reagents.

To remedy this, I've created a simple sorter proc that runs when the global recipe list is inited. Before each recipe is added to the global recipe list, it now sorts the crafting requirements so that reagents are always processed first.

It's not exactly pretty, but it solves having to either refactor crafting code (please God no) or to go through every recipe datum and manually reorder the req list or create a unit test to ensure all recipe reqs are in the appropriate order.

Second issue: When crafting consumes a container, it qdels it and thus qdels all the items inside of it.

I've added two snowflake checks to empty the contents of reagent_containers and storage items before they are qdel'd. No more accidentally deleting items through crafting.
2020-10-12 15:20:01 -03:00
ArcaneDefence
2eb6b1362e Separates mothpeople antennae into a mutant bodypart (#53928)
Removes the antennae part of the original moth wing sprites and adds them back as a mutant bodypart.
Seeing as they were then separated I made it a preference so that players can choose which antennae sprite they would like to have, instead of being restricted solely to the ones built into the wing sprite.
2020-09-25 08:47:00 -03:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
William Wallace
dee2db6873 remove unnecessary var/id from /datum/material (#51322)
* remove var/id from /datum/material

* nice commit message dot meme
2020-05-28 13:05:01 -04:00
Names Are Hard
57246f5f72 Fix royal moth face marking not being saved (#49006)
Properly initializes GLOB.moth_markings_list so that the sanitation 
check at character load works properly. Again, probably works.
2020-01-26 16:28:35 -08:00
ninjanomnom
00cbd41b1c Makes every emote keybindable 2019-11-13 16:18:36 -05:00
Couls
26a61a489c ports TGMCs click hack for non-hotkey players ports classic keybinds from TGMC (#47670)
About The Pull Request

Ports tgstation/TerraGov-Marine-Corps#2977, overrides click proc to return focus back to chat bar using winsets also ports tgstation/TerraGov-Marine-Corps#1904 which has two sets of defaults for hotkey and classic mode
fixes #47672 fixes #47659

much credit to @Rohesie and the TGMC team for a bunch of these improvements
Why It's Good For The Game

lets the non-hotkey players walk and talk again
Changelog

cl
add: Custom keybinds will now check what style (classic / hotkey) you prefer when resetting if you use classic mode make sure to reset your keybinds to default!
add: multiple keybind support
tweak: non-hotkey mode keeps focus on chat
fix: pressing 4 as cyborg now properly cycles
fix: AI location hotkeys now work again
/cl
2019-11-14 09:22:33 +13:00
skoglol
ef2d2796bb Fixes disease outbreak secret (#47541)
* Fixed admin create virus, added target.

* Fixes random and simple disease outbreak.

* requested changes
2019-11-06 20:42:05 +01:00
Couls
070bb5e69c Port Custom hotkeys from TGMC (#47003)
* custom keybindings

* Update _lists.dm

* Update robot.dm

* modify weights and clean up some vars

* Update say.dm

* Apply suggestions from code review

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* some review changes

* formatting

* include focus hack, remove me_wrapper, give default keybinds to new characters, misc fixes

* revert hack and more reviews

* remove another focus hack

this was causing issues with the keydown proc returning early
2019-11-03 01:35:30 -07:00
skoglol
938e66f62c Adds sorting to most input() lists (#47117)
* Adds sorting to most input() lists.

* Sorted some global lists, added more input sorting

* Should now use correct sort everywhere.

* compiles

* Last fixes.
2019-10-22 04:28:42 -07:00
cacogen
1f010e7144 Selectively randomisable characters (#46108)
* Selectively randomisable characters

* it's a list now

* this doesn't work

* it's totally fucking fucked mate big time

* it works

* so sick of this goddamn pull request and yes i know this is a retarded way to do this it didn't work the other way

* anturk forestalls the inevitable suicide

'associative lists are more performant'

* final changes anturk requested

'remove all the "in randomise" and it's ready'
2019-09-06 08:50:12 +02:00
RandolfTheMeh
48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00
Qustinnus
b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
AnturK
4be070827f Fixes simple animal emotes / Refactors emote list (#44458)
* Fixes simple animal emotes.

* Makes emotes support multiple datums per key properly.

* Apply suggestions from code review

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
2019-06-13 09:33:48 -04:00
Armhulen
84d4b3aae6 Mushroom people, revived! (#35858)
* caps fixed, small other fixes and mushpunch

* honey, i fixed the bugs!

* STUPID YORII DUMB GIRL STINK LEAVE

* boolean is such a fun word

* zoinks

* F_XED

* fixes part 2

* TRUEs and FALSEs

* don't drink and code boys unless you're goofball or like maybe kor

* for entirely different reasons i mean

* at what point is goofball too drunk to troll but not drunk enough to shitcode

* cool your jets, travis.

* what a TRAVIS-TY

* mush added to yet another blacklist!
2018-03-07 21:34:56 -06:00
Dax Dupont
7d9b8e453f Fixes moff wing prefs not being applied 2018-01-21 01:22:48 -06:00
ShizCalev
8eafaccc88 Cleans up unused code 2017-11-20 00:03:33 -05:00
kevinz000
caa1e1f400 Massive research refactor; changes research system to techwebs; Decentralized research 2017-11-18 19:55:40 -08:00
Jordan Brown
4178c209f1 Configuration datum refactor (#30763)
* Configuration datum refactor

* More WIP

* New easier on the eyes format

* More WIP

* Finished config.txt

* Fucktons more WIP

* The end of conversion draws near...

* Add all this shit

* Done converting entries finally

* Hunting down compile errors

* More WIP

* MORE CONVERSIONS

* More WIP

* More WIP

* Oh shit only 90 errors this time!

* IT COMPILES!!!

* Fixes world start runtimes
2017-09-29 15:36:51 +13:00
Cyberboss
9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Lzimann
b3c83baf42 Refactors the emote code into datums. 2016-12-22 20:28:41 -02:00
Incoming
b5d92f7a66 New lizard sprites and digitigrade limbs final initial pull 2016-09-19 23:09:50 -04:00
Core0verload
3af3bd2938 R&D machinery refactor (#18295)
* RnD machinery refactor

* Small changes

* Removed designs selling
2016-06-08 17:18:22 +12:00
Shadowlight213
86cbe14d15 Conflict fixes 2016-05-19 20:42:26 -07:00
Razharas
0a3ddc886c Turns tablecrafting into personal crafting (#17341)
* Converts tablecrafting to datums

* Adds crafting.dm

Adds crafting.dm

* Fix merge conflicts

Fix merge conflicts

* Fixes dme

* Fixes returns

Fixes returns

* Only check hands and remove old paths

Only check hands and remove old paths

* Recipe fixes

Recipe fixes

* Removed action button

Removed action button
Added small ui button to inventory near the intent wheel
Removed debug
href_list is not longer /list

* Added adjucent checks

Added adjucent checks

* Snacks now get chems from parts

Snacks now get chems from parts

* Complex food fuckery fixed

Complex food fuckery fixed

* Fixes old recipe

Fixes old recipe

* Fix to infinite loops in reagent extraction

Fix to infinite loops in reagent extraction
It was finding old empty containers and tries to extract from them

* Fixes hands not checking

Fixes hands not checking

* Fixes reagents fucking up

Fixes reagents fucking up

* Even more reagent fuck ups fixed and comments

Even more reagent fuck ups fixed and comments

* Fixes all the shit i could find

Fixes all the shit i could find

* Removes debug and mechs

Removes debug and mechs

* Argument renaming

Argument renaming

* Fixes all argument names

Fixes all argument names

* Final fix of arguments

Final fix of arguments
2016-05-09 18:14:48 +02:00
Shadowlight213
6d6e9818cb More WIP
Initial work on spacemove in atmosphere
Getting stunned now launches you and doubles the stun.
2016-04-24 17:41:10 -07:00
Shadowlight213
303bdec6f5 Angel WIP commit 1
Added basic angel wing Mutant parts
2016-04-22 13:36:43 -07:00
Firecage
754491ce4c Changes relatives paths into absolute paths and makes some if()'s better 2016-01-17 01:36:56 +02:00
Incoming
84fc69d825 Removes gender restrictions from socks. 2015-12-30 20:53:40 -05:00
Cheridan
2ebbeef108 Merge pull request #13108 from Incoming5643/I_didnt_even_have_to_touch_savefiles_to_break_them_this_time
Fixes species selection not saving properly between rounds
2015-11-19 21:30:28 -06:00
Incoming
cb5401467d Species selection wasn't saving properly. Why? Because species_list used id as a reference, but roundstart_species used name.
THESE AREN'T THE SAME THINGS.

Both lists now use id, and savefiles will properly look for/save said ids
2015-11-18 22:29:20 -05:00
Incoming
1f9f0dfc40 Adds subtypesof(). It's shorthand for typesof(path) - path.
Replaces typesof(path) - path with subtypesof(path) in obvious places. I was a bit conservative, there's probably a few more places that could use this.
2015-11-16 18:55:57 -05:00
c0
a06271733e Fixes and changes 2015-08-12 20:31:35 +03:00
Ricotez
b8811f23e0 -Added two new types of mutant accessories for humans: tail_human and ears. These ears are considered mutant parts and don't override normal human ears.
-Added one ear and one tail accessory to these categories, obtained from the kitty ears. The ears are obviously cat ears, but the tail can pass for a monkey tail without ears.
-Humans can now also edit alien/mutant colours. They have access to the full range of colours, but if the player switches back to lizard and the colour is too dark, it'll be reset to the default.
-Renamed the original tail to tail_lizard. All references are properly updated and nothing has to be changed.
-Could not solve an annoying bug with the setup window, where a lizard tail is rendered whenever a human tail is set. This problem only exists in the setup window and does not affect the sprite in-game.
2015-06-27 20:57:54 +02:00
Incoming
b92f518435 Readds wagging tail feature with WJohn's help on sprites
Changes some sprites to better show off highlighting
2015-06-13 20:34:38 -04:00
Incoming
007b2bf580 All of WJohn's Lizard Sprites are finally in game!
Each portion individually selectable upon character creation, the number of lizard combinations is bordering on absurdist with six customizable fields.

36,864 unique combinations!
(309,237,645,312 If you count color variations)

Never feel like you can't be unique again! Have fun looking fabulous as the crew beats your special little skull in!
2015-06-05 20:18:56 -04:00
TZK13
127aabbfa9 Adds socks as an underwear option. 2014-12-22 19:27:46 -06:00