This PR adds delta-pressure damage. In short, airtight structures can now take damage proportional to the difference in pressures between the sides of the structure.
* Added docked and spiked tails, added talisman for vox
* Tail Talisman ftl
* adjusts talisman to be its own tail to avoid having to deal with other tails at all
* vox tail stuff
* Added amputated tail (courtesy of flareguy) and split tail
* adds TODO regarding marking conditionals
* rsi run check pls stop screaming at me
* Shelving the talisman for later, keeping the sprites around
* Add RSI credits
* Remove unnecessary files
* renamed amputated to vestigial
* Reptilian helmets and tail sprites for hard/softsuits (and a few others)!
* Removed the new fins from helmets.
* don't know how the caustic resistances got doubled? oops
* Update pirate helm sprites for lizards
* fixin errors
* ugh
* softsuit updates
* okay maybe this works now
* Corgi fixes. Boy it sure would be nice to not have to do this again.
* please work
* Helmets removed, will be done in another PR.
* missed a few.
* evil punctuation killed
* scream
* Re-parented clothingvisuals.
* Suits modified with tails
* oops chaplain tail was misnamed
* a
* one more time
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/bio.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml
* oops chaplain lost their suit
* Small fix
* roll back unrelated fix
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Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Adds a SecHUD to the noir-tech glasses
* Adds a Security HUD to the noir-tech glasses
* Revert "Adds a Security HUD to the noir-tech glasses"
This reverts commit 68d7b9b6e190618e44a94df71cf311e056892392.
* Adds a security HUD to the noir-tech glasses
* Removed the old MechAssembly system and component.
Converted all mechs to use the unified PartAssembly system.
Removed dismantling mechs during assembly logic to simplify the code.
* Delete Chassis via migration
* New Feature
* Cleanup
* Bump threshold
* Update
* Update
* Single change
* Me when I forgor the yaml
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Reagents now drop when dispensers are deconstructed
* Updated containers to include beakerSlot types
* Update Resources/Prototypes/Entities/Structures/Dispensers/base_structuredispensers.yml
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Initial commit
* Reverted reinvention of an existing feature...
* Fixed two missed entries
* Added extra examine check
* AI core and high security doors visuals snap to always face south
* Added plastic clipboards; added plastic clipboards to the PTech machine; added clipboards & plastic clipboards to the autolathe
* Fixed plastic clipboard inhand sprites; added and implemented 'empty' clipboard prototypes
* Cleaned up code for empty clipboards; removed BoxFolderBaseEmpty since now it's redundant
* Extensive folder cleanup
* Bugfixed random folder spawns
* Reduced amount of paper in CrateServiceBureaucracy
* Medical folder sprite rename
* BaseTraitorSocialObjective sprite fix
* Added office paper to bureaucracy crate
* First pass at addressing recent review
* Second pass at addressing recent review
* Fix of weird migration.yml error
* whoops, forgot to undo the rename to folder-white.png in the last few commits
* whoops, didn't commit that last commit properly
* whoops, forgot to undo this reordering
* Syndicate locks are now selectable
* Minor tweaks
* Make not syndicate themed
* Address refview
* review
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Added more Derelict Borgs.
* minor fix & salvage borg instead of mining borg name.
* I LOVE CAPITALIZATION!
* Fixed Derelict Engineer Cyborg name and added unshaded crystal layer.
* Ordering fixes & other cleanup.
* Updated Derelict Salvage Cyborg Sprites.
* New Salvage borg sprites.
* Updated module comments.
* Update events.yml
Extended the Derelict Syndicate Assault Borg's spawn timer to 25 minutes from 15.
* Fix for new borg hands
* Update events.yml
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Co-authored-by: RedBookcase <Usualmoves@gmail.com>
* Implements mobility impairment
* Implements mobility impairment
* Implements mobility impairment
* Removed white cane related stuff (impaired cane replacement and removed mobility aid component)
* fix development.toml
* Implements slower standing
* Prevent speed stacking by checking if the entity is already holding a mobility aid
* Move all speed handling into ImpairedMobilitySystem, added comments, made it so wielding a mobility aid doesn't grant the recovery benefit
* Move all speed handling into ImpairedMobilitySystem, added comments, made it so wielding a mobility aid doesn't grant the recovery benefit
* remove unused file
* Shorten description
* Apply suggestions
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
* Suggestion cleanup
* formatting fix and removed extra datafield stuff
* added comment, fixed slashes, yadda yadda
* summary comments
* removed a word
* Add trait to clone whitelist
* Fix clone.yml
* my own review
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Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>