* All the sprites!
Replaced two winter coat + boots & hospital gown. Added all the sprites and copyright! (Surely I didn't miss anything)
* the entity + fill yaml part
realize I replaced the hospital gown instead of making a new .rsi under _DV but we ball (?)
* loadouts files + tweaks/fixes
I shouldn't do PRs half asleep. Fixed a bunch of pathing and sprites not showing up correctly.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* yaml linter
whoops changed department -> role time requirement
* Revert "yaml linter"
This reverts commit e9df54797e.
* fix chemist time requirements + more tweaks
gave psychologist more jumpsuits and shuffle the order of things around
* chemist again
ugh
* tweaked colors, not updating the image though
I agree with rebe in the discussion thread, the light blue does seem too light and flat
* requested changes + missing hood sprites
I forgot you can toggle the winter coat for a hood so I resprited that
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* ERT drip or drown
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* Changed ERT suit storage contents to new gas tanks per FieldCommand's request
* Changed copyright to the full file per Toby's review
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* feat(wip): footprints now decals instead of entities
* fix: apply proper offset to footprint decals
* refactor: basedecaloffset to readonly
* feat: add back dragging smears, also resolve conflicts
* refactor: rename dragging to beingDragged for clarity
* docs: properly document draggingdecals
* refactor: remove unused reagent code
* refactor: move under _DV
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* feat(wip): mops now able to remove decals
# Conflicts:
# Content.Server/_DV/Footprints/Systems/PuddleFootPrintsSystem.cs
* fix: reset ColorQuantity if transparent prints
* feat: implement scrubbing
* refactor: remove unused import, ioc dependency
* feat: remove 5u water when scrubbing
* fix: remove unused attributes from protos
* docs: add summary to puddlefootprintscomp
* fix: colliding entity checked for flight, not the puddle
also minor refactor: renamed local variables/parameters of OnEndCollide for clarity
* style: remove newlines, redundant parens
* test: ensure FootPrints stepSize/dragSize are positive
* docs: add prediction todo
* feat: add bare footprints, restore sprite assignments
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* CentComm Intern
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* Made changes requested by maintainer
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* Omni has 20u OD and removes other chemicals from bloodstream at a rate of 1
* Include mention of cell damage in description
* Revert "Include mention of cell damage in description"
This reverts commit a0cd827ce0.
* fix comment and desc
* Untouch medicine.ftl
Signed-off-by: Radezolid <snappednexus@gmail.com>
* Update medicine.yml comments
Signed-off-by: Radezolid <snappednexus@gmail.com>
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* Main Implementation
* Hidden Species basics
* Modified CVar to be a single variable, fixed some errors
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* Quiet RSI Warning
* Typo fix
* Force touch to shup up RSI Validator?
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* Attempt 3 to shut up rsivalidator?
* Desperation.png
* Remove bad folder. Whoops
* Whoops, Fix poisoning the atmoshpere
* Untouch
* Yesbutwhataboutsecondfix
* Resolved issues
* Gave motorkind intrinsic radios. Whoops
* And unlockable
* Minor Fixes
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* Conglomerartes Horns, fixes Motorkind Encryption keys
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* Fixed fuel digestion
* Made bonk multiplier explicit.
* Removed unused field
* Many fixes
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* holy shit i should've commited a while ago
* passenger thing
* okay error, idk what to do for passengers
* fixed some typos, made records to 1, made chameleon to 1, added fakemindshield, added job filter to ignore passengers hopefully
* redudant
* pricing changes, pointless catalogue, jaws, bombs, a lot of stuff
* prisoner job fix (arrest the prisoner)
* description to desc fix, pwd9 pistol and IA stamp addition
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* reverted jobrequirement, shit is buggy
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