* tweaked tear gas
* changed color of tear gas
* sped up metabolism rate of tear gas
* sped up tear gas passing more
* reduced tear gas content in grenades
* added threshold for better effect end timing
* removed clickable component from foams
* Suggestion changes
* Hide in spawn menu
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Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Adds full english and american breakfasts and respective recipes
* sprite tweak and added random spawner
* reagent rebalance
* reagent re-rebalance
* spawner ID fix
* ACTUALLY actually fixed the spawner, also description changes
* reagent re-re-rebalance
* spawner fix so the linter stops screaming at me
* different check failed kekw
* trailing whitespace fix attempt #1
* identation fix? i think?
* indetation fix part 2, also vox cant eat this anymore
* more yaml fixes
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Co-authored-by: DispenserDev <mariousjoaquin@gmail.com>
* 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
* black and brown cowboy boots
* fancy cowboy boots
* west virginiaaaaaaa mountain mamaaaaaa take me hooooome country roooadddds
* inhands for every boot
* forgor about white boots
* 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.
* Add Weh-pet
* Add Weh-pet (again)
* Change weh-pet size to Medium
* Change weh-pet size to Medium (again)
Probably should've looked into what "medium" meant in yaml
* I may be stupid and misread how MIDIs worked.
* Finish weh-pet sprites
Weh!
* Add weh-pet to rare maints loot table
* Give cluwne sechud icon
* Remove weh-pet related content from cluwne-id
Why was it still THERE?
* Revert "Add Weh-pet (again)"
This reverts commit 8e135e520859ef94e693e27a86af1eed9576f9ab.
* Fix whitespace issues in residual files
* Update Resources/Textures/Interface/Misc/job_icons.rsi/meta.json
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* More whitespace fixing and credit adding
* Resolve conflict in job_icons.rsi/meta.json
* Fixing whitespace *again*
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* kangaroos can now be equipped with north stars and knuckle dusters (except stun knuckle duster).
* whitespace issues fix..
* damn whitespace
* fix whitespace
* fix whitespace
* final fix.
* Rat King Chat Indicator
* BUFFRATWHEN
* Added it to the crown wawa
* Ignore this
* Whats the limit for stuff I can put here?
* Fix da merge conflicts for real this time
* WE DID ITgit add -A
* Errant Requested Changes
* Add disposal signalers
* Sprite changes
* Some requested changes
* Requested changes + change spelling to be with two l's to be consistent with the remote signaller
* Disable parallax texture preloading
Many parallax layers are specific to a single map and will likely never be loaded for the duration of the game. Save VRAM by not loading them always.
Requires engine master
* Put generated parallax identifier in texture name
Makes it show up properly in debugging tools
* Don't load generated parallaxes multiple times
Many parallax prototypes re-use the same generated parallax configs. These generated parallaxes were being loaded multiple times at once, which was a massive waste of VRAM.
We now move these into a separate cache for deduplication. I had to write a lot of logic to handle loading cancellation and ref counting. Yay.
Also fixes some spaghetti with the previous parallax loading system: cancellation didn't work properly, give proper names to generated texture names, etc.
This saves like 100+ MB of VRAM.