* init
* clean
* god save me
* fuck relic
* i HATE HATE HATE relic
* make it stop
* please make it stop
* CEASE
* PLEASE
* Revert "PLEASE"
This reverts commit 47d34f3c1e657adf869d84a5349f9c18fc33bfea.
* Revert "CEASE"
This reverts commit 147ab6697807b98e24b0e1ee05571a1995f3c41c.
* Revert "please make it stop"
This reverts commit f2a4f63e5f5b017f2b4ad3511e8c77700abed58b.
* Revert "make it stop"
This reverts commit b10c6344bd9e9e3f1989b29fc46a8de7829e382e.
* Revert "i HATE HATE HATE relic"
This reverts commit a05d60c0055fa003f7746be7aec2ebf4acd6e136.
* Revert "fuck relic"
This reverts commit e44f3368bc8aa5938095dc5a60e9390fbaf8aba3.
* Fix broken layer hiding on clothes with multiple equipment slots
* Refactor ToggleVisualLayers, HideLayerClothingComponent, and ClothingComponent to allow more
precise layer hide behavior and more CPU efficient layer toggling.
* Adjust HumanoidAppearaceSystem to track which slots are hiding a given layer (e.g. gas mask and welding mask)
Add documentation
Change gas masks to use the new HideLayerClothingComponent structure as an example of its usage
* Fix the delayed snout bug
* Misc cleanup
* Make `bool permanent` implicit from SlotFlags
any non-permanent visibility toggle with `SlotFlags.None` isn't supported with how its set up. And similarly, the slot flags argument does nothing if permanent = true. So IMO it makes more sense to infer it from a nullable arg.
* Split into separate system
Too much pasta
* Remove (hopefully unnecessary) refresh
* Fisk mask networking
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Keep old behaviour, use clearer names?
I'm just guessing at what this was meant to do
* english
* Separate slot name & flag
* dirty = true
* fix comment
* Improved SetLayerVisibility with dirtying logic suggested by @ElectroJr
* Only set mask toggled if DisableOnFold is true
* FoldableClothingSystem fixes
* fix bandana state
* Better comment
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* dummy antag prototypes
* I'll deal with YOU later!
* remove redundant soloantag definitions
* doctor, we left the scalpel in the patient
* minor cleanup
* change holopad mask from subfloormask lowimpassable to tabletopmachinemask opaque
* change masks to prevent laser collisions
followed the artifact analyzer for this one. I don't quite understand how fixtures work so I'm a bit perplexed by this.
* Boolean I command you: LOWERCASE
* - Corrupt borg speech the more damaged they are
- Corrupt long borg messages if battery is low or empty
* twiddle values
* Remove RNG based loop, hardcode repeating values for p=0.25 up to 10 repeats.
* Make sure that DamagedSiliconAccentSystem is AFTER ReplacementAccentSystem
* add missing base initializer call
* use Entity<T> pattern for event listener and clarify default values
* Move corruption parameters to datafields
* Add datafields to enable and disable the two types of corruption, and add datafields to override damage values and charge levels to support entities that don't have damageable components or power cells.
* Use nullables for override values
* Move DamagedSiliconAccentComponent to Shared and make it networked
* Add DamagedSiliconAccent to cloning whitelist
* added start to bacchus blessing with few more things left to do
* added sprites and trying to get the empty sprite to work
* fixed empty sprite will fill layer
* added missing fill image
* made flavor, physical description, recipe reaction and tweaked reagent threshold
* fixed fill levels
* removed name from drinks.yml, updated suffix instead
* delay is weird and broken, removing the difference
* updated copyright