* Added Purchasable Potted Plant Crate
* Removing some whitespace that made it in elsewhere
* Making Potted Plants Items and pickupable
* Revert Making potted plants not fade
This reverts part of commit a50a7def80c06e5be68a37263306007739952a28.
* Adding self to credits
* Fixing sus spacing
* Reorganized turret prototypes
* Added circuit board to migrations
* Fixed frequencies
* Fixed typos and set the base control panel to abstract since it's technically not constructable yet
* Fixed the typo in the migrations
* Addressed changes
* Whitespace fixes
* Whitespace check fix
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Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals`
- Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem`
- (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore)
- Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity
- (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals)
- Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity.
- Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity
- Lots of prototype updates to uptake the above
* fix bad merge
* unbork robust
* blindly letting rider reformat stuff
* I guess I never cleaned up these imports at all
* Add the chameleon controller implant
* address the issues (Git please dont kill me)
* Address the review and fix some merge conflicts!
* Cleanup
* Add use delay
* Silly mistakes
* Making a PR at 2 am: Gone wrong
* Predict use delay and disable the buttons until you can choose another
* First phase custom clothing
* Better system, now relays to agent id and mindshield. Chameleon loadouts are a lot better to work with as well
* Address the review! No more evil goto
* Slams way is better I should have read more closely xD
* Some of the jobs
* Add to Cargo, CentComm, Service, Passenger, Ninja, Cluwne, Wizard + Minor changes to existing; Add chameleon to bandanas, medals, jugsuits and HUDs
* Add everything else
* Fix test
* Job name
* This looks better
* Add department organization
* Minor cleanup
* Added some mindshields
* Remove redudent comment and change funcion name to be clearer
* Fix cluwne outfit
* fix merge conflicts
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Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* new sprites for coal and gold ore crabs, new bananioum ore crab and rock anomaly.
* add whitespace to end of line in ore.yml
* fix white space end of file.
* fix for linter fail.
* firebot, supplybot spawners
* moved honkbot spawner from misc.yml to bots.yml
* fix inconsistent ID and duplicate component field
* remove duplicate supplybot
* high-vis vest is now dimmer
accomplished by adding the unshaded sprite on top of the existing one in a third layer, this time set to shaded. And as the sprite is transparent, it lets some of the existing glow through.
* added relevant comments
* changed bookshelfs yml
I reduced the number of slots in bookshelves, now it has 40 slots, and since one book takes two slots, and there are 20 fill levels (not including empty) now each book corresponds to one sprite. I also increased the number of books that random bookshelves generate, so that bookshelves will be empty less often.
* increased minimum random book count
in testing there were still a lot of bookcases with very few books in them.
* too many
* still too many
decided it looks better with the variance of having some shelves sparse and some not, rather than all ~half-filled. Wish there was a way to do something about the distribution, rather than pure random maybe something like weighting it toward one of the ends of the scale. but alas, I don't know how to do that.
* guidebook chance is random too now
decided that guidebook chance should also be random. now we can have shelves that are truly empty. anyway, I set it as 0-2, so there is a 2/3 chance that a bookshelf has a guidebook in it anyway, this also means that some shelves will have two guidebooks, but hey; who can have *too many* guidebooks?
* this line shouldn't be here