* Balancing my beloved
Significantly nerfs deathnettles so botanists can't just take down jug's like it's no issue, we have guns, we should be using them
* Additional Balancing Changes.
* Losing my mind
Resolves issue #23059, for which the submitter wrote:
Emergency toolboxes contain a crowbar, two flashlights (sometimes one), two breath masks, and two chocolate. With the addition of water bottles to survival boxes and emergency nitrogen tanks, I think emergency toolboxes should be updated to include said water bottles and emergency tanks. Would make these just a little bit more useful. It feels weird they don't have oxygen tanks when they have two breath masks, and since water bottles are now commonplace it would be a good idea to put them in a place where emergency food is stored as well.
* make door status use SendSignal
* LastSignals and logic, add ClearSignal api too
* make everything outputting a logic signal default to false
* refactor ops
* :trollface:
* :trollface:
* protoid for LastSignals
* oop
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* Moving Gibbing rework out from medrefactor into it's own PR
* Re-enabled warning for missing gibbable on TryGibEntity
* Implemented better logic for gibbing failover and better logging
* Allowing audio params and drop scattering customization per component. Created UnGibbable organ base types and made brains ungibbable.
Removed delete brain from gibBody function. Artifact crusher does not destroy brains anymore. It only destroyed brains before not other organs which was wierd.
* Update Content.Shared/Body/Systems/SharedBodySystem.Body.cs
Fixing space for multiplication
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Added event raised when attempting to gib contained entities to allow modification of allowed and excluded container ids
* removing audioParams var from component (sound specifier includes it)
* Fixing signature
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* New Drip for the QM
QM beret and QM formal uniform
* Asd
Asd
* Adds the new clothing to the uniform printer
what it says on the tin
* I always forget to update the copyright RAAAAAH
yup
* Fixed Error with RobustToolbox Edits. Removed the addition of secbelt tag from assault belt.
* Resprite of the monstrosity
* Resprite of the tourniquet NO LONGER PHALLUS SHAPED
* too bright, now darker and edgier
* Tourniquet resprite
* metajson yay
* Syndicate encryption key grammar fix
An encryption key used by... wait... Who is owner of this chip? > An encryption key used by... wait... Who is the owner of this chip?
* Syndicate key grammar fix
An encryption key used by... wait... Who is owner of this chip? > An encryption key used by... wait... Who is the owner of this chip?
* move stuff to server and some refactoring
* update spikables to not use triggering
* add Delete bool just incase
* a new egg
* mom can we have webedit. no, we have webedit at home
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Co-authored-by: deltanedas <@deltanedas:kde.org>
This adds visual differences to the sprites of many of the game's drinks when they are opened, as well as visual fill levels for most see-through drink containers. Condiment packets are visibly torn open in the corner when opened. Glue, lube, and condiment bottles are visibly opened too. I also noticed that the soda bottles were all completely opaque, so I fixed that while I was at it. Oh, and I updated the wine bottle sprite to say 14 instead of 13, 'cause yeah.
As a result of the way fill levels take on the color of the contained liquid, many of the drinks have changed slightly in appearance. This can be adjusted in the future by modifying the colors of the reagents, but seems outside the scope of this already large PR. This also means that if you refill the bottles with a different liquid, they'll take on the new color appropriately.
* add face bandanas
* oops
* make face bandanas butcherable, also one bite
* oops
* Add mouth IdentityBlocker to bandanas
* refactor to use foldablecomponent
* remove some leftover bits
* remove HamsterWearable until face sprite updated
* oops
* review changes
* remove a few unneeded bits