* Harpy Layers Fix
* Remove unused Dependency
* Commented out Visual Subscribes, Add RArmExtension has a hideable layer for hardsuits
* Untouch Harpy Visuals
* add gnomes, gnome hat, gnome gamerule, gnome voice
* inventory and hand fixed, speech half fix, hat embed, gamerule doesn't work
* fix audio, gamerule doesn't spawn correctly, need to fix dead sprite 90 degrees off
* add audio, add custom jaunt + polymorph, "fix" dead sprite
* add storage to hat, gnome fit into duffelbags
* make jaunt 2 seconds, hat store small items
* fix spawn
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* jaunt 20 seconds
* fix stupid web merge, 20 second jaunt cooldown
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* add pitch variation
* audio fixes and guidebook, make pulling need hands
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* fix hands and polymorph inventory, make storage implant unremovable
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* polymorph inventory make linter mad
* Update Resources/Prototypes/_DV/Polymorphs/polymorph.yml
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* Update Resources/Locale/en-US/_DV/abilities/psionic.ftl
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* passive HTN and glimmer event
* fix comment
* random names
* PR Review Suggestions but it works this time
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Signed-off-by: Theo <tad3@illinois.edu>
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* Do the thing for everyone. Height is now +/- 20% for everyone.
* Make the height slider show height. Solve for special cases. Solve world hunger.
* Fixed some minor things.
* Adjust some densities
* Smaller character balance
* Comment
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* Oops, that was from a failed thing.
* Size calc correction
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* people are tall in the future
* I need to refactor a bit still.
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* Refactor into a system
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* smol
* Fixed remaining scale visual components and species
* Remove MockScale. Just add scale visuals for Allalulo to compensate.
* PR feedback
* Slight refactor. Moved profile/species scale out of the scale system and put it into the HumanoidProfileSystem. Removed some CD logic that is no longer needed.
* how'd this get in there
* Move the other motorkind.yml to AprilFools dir
* NO NO_PENTALTY lol
* Other PR stuff
* Other PR stuff
* Add a dirty
* Add some networking to the comp
* Add small character to cloning
* One more fixX
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* What if Skia were awesome instead of sucking
* Shhh Yaml Linter... Shhh
* Small change to make it feel more consistant
* Reworked shadowwalking to be lazy
Much faster, preserves most of the feel
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* Update Content.Shared/_DV/Overlays/Components/DarkVisionComponent.cs
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* Construction Bag (#1487)
* initial commit
* Un Tag
* fixes
* no tickets
* research thingy
* inflatable walls, shared.comp
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* DeltaV related
Don't kill me for fixing my own grammar mistake with the borg module please
* BorgModuleAdvancedConstruction
- I will fix the spelling in another PR I guess. GUH
- Some fixes to the bag according to linter.
Anything and everything you need for a borg module:
- Lathe recipe.
- Module.
- Icon/action sprite.
* Sprite fixes
* lathe fix I forgor
* nuke BorgModuleAdvancedConstruction
CR request
* why was this not merged uh whoops
* suggestions
* Update Resources/Prototypes/_NF/Recipes/Lathes/misc.yml
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* windoors, airlocks, faxes, dresser, beacon, warppoints
* Lockers and placeholder bedsheets
Most of this done by Rebe
* attorney as a separate role
idk why we decide to just modify upstream lawyer instead of making a separate role from the start sobs
* justice warden, armorer, marshal job roles
* linter fixes
* holy shit theres more
a mixture of everything as I had a list to go down
-JusticeDetective stuff because Det is now under justice
-More Armorer stuff
-Cameras
-Telecoms
-Prosec/Attorney lockers
-Secure windoors
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* brig access as requested + admin config
also dupe beacon fix wop
* Reb
* Bypass ChameleonJobLoadoutTest
dear maint i pinky promise they will get added before rework launches
* suggestions and fixes
They don't need to be on the access config right now but should be fine.
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* Added handheld monitors to the research tree.
* changed logi crate parent
* Added new board to dynamic pack
* Namespaced new entity
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* Apply suggestions from code review
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* Reduced felinid rootable delay to tolerable levels
* Added the unused toggle icon to the alerts on the side when claws are protracted, instead of using the diona one.
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