* New Guns (hopefully conflict free)
* solving conflicts
* forgot to delete old laser gun png
* Revert "forgot to delete old laser gun png"
This reverts commit 6273aff7a411f24484fdbde0757446ab7ab5f873.
* small corrections
* carbine
* uplink correction
* cog meta.json correction
* replace laser pistol
* svalinn inhands
* getting rid of my old lasergun
* forgot to delete the old lasergun from yml
* Revert "getting rid of my old lasergun"
This reverts commit 763caefd64f1497da5ff6ac5239e3c64b0a892c2.
* Revert "forgot to delete the old lasergun from yml"
This reverts commit 144f4533c44d29e56e5356389d498a437180fa1e.
* base.png and taser fire cost corrections
* last changes for this PR. the c20 and predator sprites. and corrected meta.json
* lowercased
Co-authored-by: and_a <and_a@DESKTOP-RJENGIR>
* Added Chemist Job
* Adds chemistry airlock and configures access for chemist and CMO.
* Chemistry job spawner and chemical locker access fix
* Uncommented chemistry duffel
* Gave cap chemistry access (AA isn't automated yet) and updated packedstation and saltern for chemist job
* Added Chemistry Maintance Door (Used on packedstation)
* ElectroSR fixed Saltern and Packed for me.
* Transfer most Instrument UI logic to a new component, ActivatableUIComponent
* Move more ActivatableUIComponent stuff to ECS
* ActivatableUI component ignore on client
* ActivatableUI: Get rid of component interfaces where possible
* Add in adminOnly attribute for activatable UIs
This is so that porting #4926 to this will be easier
* Transition Solar Control Computer to ActivatableUI
* Move communications console to ActivatableUI
* Move cargo console to ActivatableUI
* Move ID card console to ActivatableUI
* ActivatableUI: Make things more amiable to entity tests adding components weirdly
* ActivatableUI: Use handling or lack thereof of events properly
* ActivatableUI: component dependency issue resolution stuffs
* ActivatableUISystem: Fix#5258
* More fixes because master did stuffo
* Check for HandDeselectedEvent again because otherwise active-hand check doesn't work
* Move just a bit more code into the system, introduce a workaround for #5258
* Purge the player status detection stuff
* Oh and some obsolete stuff too
* add sprite and basic entity, no reagent or testing
* actually implement epinephrine and add it to the box
* allow creating it
* add it to nanomed
* fig
* Food and Utensil to ECS, Made utensil less restrictive, no more soup eating with a knife...
* AltVerb "can eat" check
* removed HasFlag calls
* AltActionVerb -> InteractionVerb
* "required utensil" filed
* pass 1
* a little more reagent effect for breakfast
* move lots of stuff around
* implements all medicines
* implement all cleaning & elements
* implement toxins/pyrotechnic
* p
* linter fixies
* fixes + narcotic balancing
* fix and standardize
* reviews
* things
* Makes map vote and roundstart smart about player count.
No more Saltern with 30 players, or Knight Ship with 50.
* a typo
* Address reviews.
* Localized.
* drink move 1
shitcode time
* remove leftover comments
i forgor to do this last comment
* remove leftover comments
i forgor to do this last commit
* shaker modifying
fuck now it crashes, screw it ill fix it later
* i forgot a hyphen
i am so fucking stupid i am so fucking stupid i am so fucking stupid i am so fucking stupid i am so fucking stupid i am so fucking stupid i am so fucking stupid i am so fucking stupid i am so fucking stupid i am so fucking stupid
* Make fires do less damage
* Severely nerf fires and severely buff temperature protection
* fuck it, i'll nerf it so hard and we can buff it later if we decide
* new scaling func
* fix
* unused
* reviews + balance metabolism heat + reduce atmos air temp transfer efficiency
* little more balance
* just a wee bit more
* slight adjustment