* Character menu asks if you want to save your character on exit
* Fix
* Another fix, little mistake by me
* Update Content.Client/Lobby/UI/CharacterSetupGuiSavePanel.xaml.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit adcbe8d0be2ccdc76dd5e17af0206c623786874b)
Removed all unused variables i could find, built and tested on a simple
upstart and clicking trough most systems.
Change Loc references to localization.
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to
""
"[dependency] private readonly ISpriteComponent"
to
""
</p>
</details>
---
No CL this isn't player facing.
---------
Co-authored-by: ilmenwe <no@mail.com>
# Description
Cleaned up Logger obsolete compiler warnings in non robust code.
Should probably be changed to a ISawmill reference in classes to avoid
repeated lookups in heavy logging logic.
---
# Changelog
🆑
- tweak: Logger to Logger.GetSawmill("name");
---------
Co-authored-by: ilmenwe <no@mail.com>
(cherry picked from commit 2e8ffd971716d38dc6d5a520bebdf88b743045a3)
# Description
Adds a datafield for Species to define having bonus trait points or
penalty trait points. Currently only used by Human because they have
literally nothing. But you could for example make a particularly
"powerful' species such as Oni have negative bonus trait points.
# TODO
<details><summary><h1>Media</h1></summary>
<p>
Felinid(Default 10 points):

Human: (+2 trait points)

</p>
</details>
# Changelog
🆑
- add: Humans now have +2 bonus trait points. It's also possible now for
"overpowered" species to have fewer trait points, although this is not
currently used.
(cherry picked from commit f1c29573cbe9918c833f180a121f26a2d2ad5a94)
# Description
I like doing stupid stuff with UI
---
<details><summary><h1>Media</h1></summary>
<p>
I can't take a picture of tooltip, so I got this through a video

</p>
</details>
---
# Changelog
🆑
- tweak: Loadouts' and traits' tooltips are much easier to read and look
better (and cooler of course)
(cherry picked from commit 5ae4b44e9fff1b6ca53df9f3795ef47e357e9b75)
# Description
Removed RA0032 warnings,
They triggered when a dependency already exist with a different name in
a parent class.
---
# Changelog
🆑
- add: removed references where a reference already existed
- tweak: Tweaked the names of old refences to match the existing
reference.
Co-authored-by: ilmenwe <no@mail.com>
(cherry picked from commit 4a2cb04199c33e1e373aba1d7e5eba55b7650306)
# Description
This PR gently reworks the traits and loadouts system to where both
systems have a new Datafield for "Slots", which declares how many
selections the trait/loadout occupies. The actual implementation of
these differs between the two, since Traits has an actual selection
limit, while Loadouts do not(but instead respect CharacterItemGroups).
In both cases, Slots are defaulted to 1, and can be omitted in most
cases.
Where this shines particularly is in Traits, where it serves as a new
second line for trait balancing. Traits such as Accents, which are
completely worthless, otherwise would never be taken at all since they
compete with other traits for Opportunity Cost. Conversely, there's only
so many points we can increase a powerful trait to, (literally, they
cannot cost more than the current trait maximum). So traits can be made
to occupy >1 slot selections.
Slots can be defined for Item Groups as well, which is what this
datafield does on Loadouts, which both of these share. But since Traits
have two different places that their slots are used, I've opted to
create a split slot datafield for Traits. To simplify things, their
ItemGroupSlots defaults to their Slots datafield, but can be
independently changed as desired.
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/99dddfe1-76d2-445a-a94a-1998d3d39c51
</p>
</details>
# Changelog
🆑
- tweak: Accents no longer cost trait slots.
(cherry picked from commit d760c5813d5dd29b3eddebd8d671bf3ed6e86b3e)
# Description

Mfw a downstream fixes things only for themselves, leaving me to hear
hundreds of complaints constantly about bugs that I don't have the time
or manpower to fix upstream.
# Changelog
🆑
- fix: Fixed an issue that prevented players from saving item
customizations if they didn't have enough loadout points to buy the item
a second time.
- add: Traits can now define the order in which they are applied.
- fix: Fixed RGBee pushie not working.
(cherry picked from commit bf3a0ec705acb9781ca5f5c2d200857b6a964a07)
<!--
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# Description
<!--
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Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
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Some coats and scrubs in loadout are branded with specific corporation
logo's.
This PR restricts specifically those items to the employers that they
are from.
Note that we have coats from other companies currently not listed as
available employers too. Perhaps we should consider adding them?
# Updated:
This PR now also includes CCVars that can disable a part, or the
entirety, of Contractors for downstreams that prefer free-form RP over
gameplay.
While I was at it, I made it so that AI and Borgs don't get Passports.
---
# Changelog
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🆑
- tweak: Restricted some corporate jackets and scrubs to that specific
corporation.
- tweak: Downstreams can now disable Contractors entirely or partially
if they prefer freeform-rp over gameplay facilitating RP
- tweak: Station AI and Borg are no longer people and don't get
passports.
(cherry picked from commit 445bdc5c1b04c9f41460fb1cc6986e736732508e)
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# Description
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Adds a description to your chosen lifepath, employer or nationality.
---
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<p>

</p>
</details>
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# Changelog
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🆑
- add: Moved Nationality, Employer, and Lifepath to a new Background
tab. They now also show descriptions for the chosen selections.
(cherry picked from commit 862b95e92b44f34379187111c8505395ff9f3473)
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# Description
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Contractors v1 is the first version of a system that will allow you to
set a nationality and an employer to your character. Initially, this
will determine the availability of some loadout items, jobs and traits,
but this is built to expand upon later.
As of this moment, the PR will let you select a nationality, an employer
and a lifepath. Nationalities give you a language and a passport, while
the other two don't do a lot yet. (except Command can only be NanoTrasen
and most other jobs can't be unemployed)
The passport functions, and the CharacterRequirements do as well.
there's still a lot more that can be done--tying jobs to certain
employers, items or traits to nationalities or lifepaths, but the reason
I want to merge it before that's done is primarily so that I don't need
to be the sole person working on it anymore. The C# is done, the rest is
YAML, and we have a bunch of competent YAML warriors who will do great
stuff with this, no doubt.
---
# TODO
<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
-->
- [x] Create Nationality and Employer Prototype code
- [x] Create Nationality and Employer Character Requirements
- [x] Add both fields to the Character Creation menu
- [x] Create Nationality and Employer Prototypes
- [x] Create Nationality and Employer Prototypes YAML
- [x] Add requirements to a few jobs
- [ ] Add requirements to a few traits
- [ ] Add requirements to a few loadout items
- [x] create a passport item that can be opened and closed
- [x] Give each nationality a passport item valid for their species
---
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https://github.com/user-attachments/assets/9e61aed8-2e07-4d44-89c7-595a170df8c7
</p>
</details>
---
# Changelog
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🆑
- add: Contractors. Be sure to edit your character to set an employer
and nationality!
- add: Nationality, Lifepath, and Employer have been added to character
creation. These don't currently do much except spawn a passport
containing information about where your character is from and who they
are, but they are fully integrated with Character Requirements, and by
extension can be used for and alongside Traits, Loadouts, Jobs,
Antagonists, etc.
---------
Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit c3b12c62ee3bd226b57022690d1b24cb7cf54e3f)
* prevent borgs from using locks
* e
* bru
* a
* blacklist borgs and robotics console
* frogro
* add IsAllowed to EntityWhitelistSystem
* use IsAllowed
* move thing to new LockingWhitelistSystem
* :trollface:
* review
* use renamed CheckBoth in locking whitelist
* remove unused stuff and add more to doc
* Use target entity instead to remove self check
* Rename to _whitelistSystem
* Add deny lock toggle popup
* Prevent duplicate checks and popups
* Fix wrong entity in popup when toggling another borg
* Make new event
* Update comment to user for new event
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
(cherry picked from commit 8f6326c3e0b04af30171d2435962b89105d67f31)
(cherry picked from commit 78afbb211026afeefc20c253de5e8d03f8d0f9b0)
* Give jobs & antags prototypes a guide field
* A
* space
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Add todo
* Fix merge errors
---------
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
(cherry picked from commit e7f2ae52ab24dddc8f3c94cb84b751482700e3da)
(cherry picked from commit 4cee20b913a1de0cd6f8ee7d02c2bf55e3e75298)
# Description
Adds the Plasmamen as a playable species. Plasmamen are a skeletal
species who depend on Plasma to live, and oxygen is highly fatal to
them. Being exposed to oxygen will set them on fire, unless they wear
their envirosuits.
## Species Guidebook
<img width=500px
src="https://github.com/user-attachments/assets/a1ef91ef-87b2-4ae0-8b5c-922a0c34777f">
<img width=500px
src="https://github.com/user-attachments/assets/110f0fa0-7dc4-410b-a2c0-a517f0311484">
**SPECIAL:**
- Plasmamen speak the language Calcic, a language they share with
Skeletons.
## Shitmed Integration
Plasmamen are the first ever species designed with Shitmed in mind, with
one of their core mechanics (self-ignition) powered entirely by Shitmed.
Whether or not a Plasmaman ignites from oxygen exposure depends only on
their body parts. A Plasmaman with only their head exposed will not burn
as much as an entirely naked Plasmaman. You can **transfer** Plasmaman
body parts to non-Plasmamen through **surgery** so that they also ignite
from oxygen exposure. Meanwhile, a Plasmaman with a non-Plasmaman head
can expose their head without self-igniting.
https://github.com/user-attachments/assets/0aa33070-04be-4ded-b668-3afb9f4ddd7c
## Technical Details
This also cherry-picks
https://github.com/space-wizards/space-station-14/pull/28595 as a
quality-of-life feature to ensure Plasmamen keep their internals on upon
toggling their helmet with a breath mask on.
## TODO
### RELEASE-NECESSARY
<details>
- [x] Port more envirosuits / enviro helms (job-specific) and their
sprites
- [x] Remove breath masks from default plasmaman loadouts because the
envirohelms already allow them to breathe internals
- [x] Change default plasma tank to higher-capacity version
- [x] Prevent plasmamen from buying jumpsuits and helmets other than
envirosuits
- ~~[ ] **Client UI update for loadout groups min/max items and default
items**~~
- [x] Plasmaman-specific mask sprites from TG
- [x] Disable too cold alert for plasmamen
- [x] Create/port sprites for these jobs
- [x] Courier
- [x] Forensic Mantis
- [x] Corpsman (Resprite security envirosuit)
- [x] Prison Guard (Resprite security envirosuit)
- [x] Magistrate (No Paradise envirosuit so use new colorable
envirosuit)
- [x] Blueshield (Port from Paradise and tg-ify?)
- [x] NanoTrasen Representative (No Paradise envirosuit so use new
colorable envirosuit)
- [x] Martial Artist (use new colorable envirosuit and make pure white)
- [x] Musician (use new colorable envirosuit)
- [x] Reporter (use new colorable envirosuit)
- [x] Zookeeper (use new colorable envirosuit)
- [x] Service Worker (use new colorable envirosuit)
- [x] Gladiator
- [x] Technical Assistant
- [x] Medical Intern
- [x] Acolyte / Research Assistant
- [x] Security Cadet
- [x] Assistant
- You know what. These intern jobs are fine. They can use their normal
equivalent's envirosuits.
- [x] Logistics Officer (use new colorable envirosuit)
- [x] Adjust sprites to be closer to actual job
- [x] Captain (Shift color to be closer to ss14 captain)
- [x] ~~CMO (Remove yellow accents)~~
- [x] Port HoP envirogloves sprite
- [x] unique sprite for self-extinguish verb
- [x] Refactor conditional gear stuff to live only in
StartingGearPrototype with `SubGear`
`List<ProtoId<StartingGearPrototype>>` field and `List<Requirement>`
field for sub-gear requirements
- [x] Add starting gear for paradox anomaly, and antags and ghost roles
- [x] Paradox
- [x] Nukies
- [x] Disaster victims
- [x] Listening post operative
- [x] Make all envirosuit helmets have a glowing (unshaded) visor
- [x] Envirosuit extinguish visuals
- [x] JobPrototype: AfterLoadoutSpecial
- [x] Set prisoner envirohelm battery to potato, command/sec/dignitary
to high-powered
- [x] Set base envirosuit extinguishes to 4, sec 6 and command 8
- [x] Improve plasmaman organ extraction experience
- [x] Body parts now give 1 plasma sheet each, while Torso gives 3
- [x] Organs can be juiced to get plasma
- [x] Make envirohelm flashlights battery-powered
- [x] Plasmamen visuals
- [x] Grayscale sprites for color customization, and set default
skintone color to Plasmaman classic skintone
- [x] Plasmaman eye organ sprite
- [x] Add basic loadouts
- [x] Add way to refill envirosuit charges (refill at medical protolathe
after some research)
</details>
### Low Importance
<details>
- [x] Envirogloves
- [ ] (SCOPE CREEP) Plasma tanks sprite (only normal emergency/extended,
rather low priority)
- [ ] (SCOPE CREEP) Modify envirosuit helmet sprites to have a
transparent visor
- [ ] Glowing eyes/mouth marking
- [x] More cargo content with plasma tanks / envirosuits
- [x] Plasmaman survival kit like slime
- [x] Additional plasma tanks
- [ ] (SCOPE CREEP) Plasmaman EVA suits
- [x] ~~Add envirosuits to clothesmate~~
- [x] Add more plasma tanks to random lockers and job lockers
- [x] Turn envirosuit auto-extinguish into extinguish action
- [x] move self-extinguish verb stuff to shared for prediction of the
verb
- [x] move self-extinguisher stuff away from extinguisher namespace
- [x] unique sprite for self-extinguish icon
- [x] ~~IDEA: purple glowy fire extinguisher ~~
- [x] on self-extinguish, check for pressure immunity OR ignite from gas
immunity properly
- [x] See envirosuit extinguish charges in examine
- [x] Milk heals on ingestion
- [x] Plasma heals on ingestion
- [x] Self-ignition doesn't occur on a stasis bed
- [x] ~~Self-ignition doesn't occur when dead~~
- [x] Guidebook entry
- [x] Make self-ignition ignore damage resistances from fire suits
- [x] ~~Make self-ignition ignore damage resistances from armor~~
- [x] ~~Unable to rot?~~
- [x] Make the envirosuit helmet toggle on for the character dummy in
lobby
- [ ] (SCOPE CREEP) One additional Plasmaman trait
- [x] ~~Showers extinguish water as well as water tiles~~
- Unnecessary as stasis beds now prevent ignition, allowing surgery on a
plasmaman on stasis beds.
- [x] Unique punch animations for Plasmafire Punch/Toxoplasmic Punch
traits
- [x] Actually remove toxoplasmic it's just slop filler tbh
- [ ] Talk sounds
- [ ] Normal
- [ ] Question
- [ ] Yell
- [x] Positive moodlet for drinking milk / more positive moodlet for
drinking plasma
- [x] Increase moodlet bonus and also minimum reagent required for the
plasma/milk moodlets
- [x] Increase fire rate base stacks on ignite cause putting out your
helmet for a few secs isn't that dangerous due to the fire stacks
immediately decaying
- [x] I think halving firestack fade from -0.1 to -0.05 might work to do
the same thing too
- [ ] (SCOPE CREEP) Get bone laugh sounds from monke
'monkestation/sound/voice/laugh/skeleton/skeleton_laugh.ogg'
- [ ] (SCOPE CREEP) When EVA plasmaman suit is added, 25% caustic resist
- [x] Envirosuit helmet
- [x] Equivalent of 100% bio / 100% fire / 75% acid resist
- [x] Envirosuit
- [x] Equivalent of 100% bio / 100% fire / 75% acid resist
- [x] Envirogloves
- [x] Equivalent of 100% bio / 95% fire / 95% acid resist
- [x] Put breath mask back on
- [x] Refactor: put body parts covered data into component instead of
being hardcoded
</details>
## Media
**Custom Plasmaman Outfits**
All of these use the same **absolutely massive** [envirosuit
RSI](0c3af432df/Resources/Textures/Clothing/Uniforms/Envirosuits/color.rsi)
and [envirohelm
RSI](0c3af432df/Resources/Textures/Clothing/Head/Envirohelms/color.rsi)
to quickly create the envirosuits that didn't exist in SS13 where the
envirosuit sprites were ported.
From Left to Right: Magistrate, Prison Guard, Boxer, Reporter, Logistics
Officer
<img width=200px
src="https://github.com/user-attachments/assets/bf990841-7d9e-4f4e-abae-8f29a3980ca1">
<img width=200px
src="https://github.com/user-attachments/assets/07ca7af7-4f43-4504-9eac-4ca9188ae98e">
<img width=200px
src="https://github.com/user-attachments/assets/0d20332c-826f-4fec-8396-74e84c23b074">
<img width=200px
src="https://github.com/user-attachments/assets/1634364e-7cb3-457b-b638-e1b562b7c0c5">
<img width=200px
src="https://github.com/user-attachments/assets/c2881764-f2fa-4e40-9fbf-35d1b717c432">
**Plasmaman Melee Attack**
https://github.com/user-attachments/assets/6e694f2c-3e03-40bf-ae27-fc58a3e4cb6c
**Chat bubble**
<img width=240px
src="https://github.com/user-attachments/assets/e3c17e6d-5050-410f-a42c-339f0bfa30a1">
**Plasmaman Body**
<img width=140px
src="https://github.com/user-attachments/assets/7ed90a47-9c33-487d-bd44-c50cec9f16dd">
With different colors:
<img width=140px
src="https://github.com/user-attachments/assets/0a28068e-7392-4062-950b-f60d2602da84">
<img width=140px
src="https://github.com/user-attachments/assets/9b652311-0305-4ec0-be60-e404697617a2">
**Skeleton Language**

**(Bonus) Skeleton chat bubble**
<img width=240px
src="https://github.com/user-attachments/assets/a2e2be5c-f3ae-49d9-b655-8688de45b512">
**Self-Extinguish**
https://github.com/user-attachments/assets/6c68e2ef-8010-4f00-8c24-dce8a8065be8
The self-extinguish is also accessible as a verb, which also means that
others can activate your self-extinguish if they open the strip menu.
<img width=200px
src="https://github.com/user-attachments/assets/291ab86d-2250-46ec-ae0c-80084ab04407">
The self-extinguish action has different icons depending on the status
of the self extinguish.
Left to right: Ready, On Cooldown, Out Of Charges
<img
src="https://github.com/user-attachments/assets/0340de8a-9440-43b1-8bff-1c8f962faa0c">
<img
src="https://github.com/user-attachments/assets/11f73558-6dc1-444d-b2ef-2f15f55174ca">
<img
src="https://github.com/user-attachments/assets/030ed737-f178-4c60-ba0c-109659e7d9cb">
**Envirosuit Extinguisher Refill**
<img width=300px
src="https://github.com/user-attachments/assets/9379294b-e3f3-436d-81bc-2584631869ef">
<img width=300px
src="https://github.com/user-attachments/assets/807b9e9e-7b4b-4593-aa1f-d9d24ac6985c">
**Loadouts**
<img width=400px
src="https://github.com/user-attachments/assets/55713b87-29bb-41b3-b7a3-88fbc6e5e797">
<img width=400px
src="https://github.com/user-attachments/assets/ab1757fa-9b70-4a66-b5ae-20fd9cabe935">
<img width=400px
src="https://github.com/user-attachments/assets/aacc4cf7-9ce1-4099-b8c7-108bef1f3bde">
<img width=400px
src="https://github.com/user-attachments/assets/58604dc2-82ef-4d42-b9e2-639548c93f40">
**Plasma Envirosuit Crate**
<img width=400px
src="https://github.com/user-attachments/assets/fa362387-9c10-47c3-b1af-2c11e6b00163">
<img width=400px
src="https://github.com/user-attachments/assets/bf773722-9034-4469-967d-e00dbf8c77a7">
**Internals Crate (Plasma)**
<img width=400px
src="https://github.com/user-attachments/assets/fcd4ff2e-09e9-423a-9b21-96817f6042a4">
<img width=400px
src="https://github.com/user-attachments/assets/bf773722-9034-4469-967d-e00dbf8c77a7">
**Glow In The Dark**

## Changelog
🆑 Skubman
- add: The Plasmaman species has arrived! They need to breathe plasma to
live, and a special jumpsuit to prevent oxygen from igniting them. In
exchange, they deal formidable unarmed Heat damage, are never hungry nor
thirsty, and are immune to cold and radiation damage. Read more about
Plasmamen in their Guidebook entry.
- tweak: Internals are no longer toggled off if you take your helmet off
but still have a gas mask on and vice versa.
- tweak: Paradox Anomalies will now spawn with the original person's
Loadout items.
- fix: Fixed prisoners not being able to have custom Loadout names and
descriptions, and heirlooms if they didn't have a backpack when joining.
---------
Signed-off-by: Skubman <ba.fallaria@gmail.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit e68e0c3f4b9cf263e07efc888b32a091df62fb51)
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# Description
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Adds cosmetic pronouns, visible through examining people (if they have
any) as a PushMarkup.
Adds Station AI/borg name customization.
CCVars:
customize.allow_cosmetic_pronouns (default false)
customize.allow_custom_station_ai_name (default false)
customize.allow_custom_cyborg_name (default false, for borgs, mediborgs,
etc)
---
# Changelog
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🆑
- add: Added cosmetic pronouns. (disabled by default)
- add: Added Station AI name customization through character
customization. (disabled by default)
- add: Added Cyborg name customization through character customization.
(disabled by default)
(cherry picked from commit 07fb6bc9a1a770f969bf44690676128970cb9eb7)
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# Description
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This PR adds credits for lobby screens, the same as lobby songs have.
This works by adding `name` and `artist` to the LobbyBackground
prototype and storing the prototype rather than just the path to the
texture.
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<details><summary><h1>Media</h1></summary>
<p>

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# Changelog
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🆑
- add: Added credits for lobby screens.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 86f9dfd53ea28d382156b2fd2b999f26330d0de4)
# Description
This PR removes label duplicates from item names in order to make actual
labels work properly and make them visible in vending machines' menus as
well as loadout preferences.
As we can see in Fig 1, the aluminium jug is not only labelled as
"aluminium 10u" but contains "(aluminium 10u)" in the item name, which
drives chemists homicidal when it comes to labelling the jugs.
This issue also appears with other labelled items such as pill canisters
in item preferences (see Fig 2), which led to a row of nameless pill
canisters being present in our server's menu.
My solution is to fetch the item's LabelComponent in the menu so this
redundancy is no more needed.
See Fig 3 for an example.
The VendingMachineMenu.xaml.cs code fetches and localizes the text from
the LabelComponent from the prototype the same way it fetches sprites,
and in the LoadoutPreferenceSelector.xaml.cs the task is pretty
straightforward since the item is spawned in the Nullspace anyway.
---
- [x] Added label rendering for VendingMachineMenu.xaml.cs
- [x] Stripped reagent jugs' names off their fake labels
- [x] Added label rendering for LoadoutPreferenceSelector.xaml.cs
- [x] Stripped pill canisters' names off their fake labels
- [x] Reformatted pills *that do not have explicit descriptions* to
match "pill (label)" format
---
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<details><summary><h1>Media</h1></summary>
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Fig 1, the issue with ChemVend's reagent jugs:

Fig 2, the issue with pill canisters:

Fig 3, demonstration of the solution:

</p>
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---
# Changelog
🆑 NeLepus
- add: Added label rendering for vending machines & item preferences
- tweak: Formatted pill without descriptions to follow "pill (label)"
- remove: Fake label duplicates in reagent jugs and pill canisters
(cherry picked from commit f0f9512b491fefa2416f661e8f6b20fab215fa2f)
# Description
Adds **almost two hundred** (192) new items to Loadouts, vastly
increasing the fashion content available to players. Most of them are
colorable, allowing for an insane amount of customization.
Most of the new clothing comes from Aurora Station, with ports from
World Server and Nuclear 14 as well. Also added were some unused clothes
to loadouts.
New loadout items count:
**Uniform:** 85
**Outer:** 31
**Head:** 18
**Neck:** 17
**Eyes:** 14
**Shoes:** 14
**Belt:** 7
**Security Eyewear:** 3
**Back:** 2
**Hands:** 1
## Technical Details
I had to touch C# for high heels, because I had to make sure they were
hiding the left foot and right foot layers and avoid a bug where the
Shitmed body part system enabled the feet layers again after the high
heels were equipped by the loadout system.
I added two new layers to all species, `innerBelt` and `innerNeck` which
are rendered below outer clothing so that the new belts and the neck tie
aren't rendered above jackets, coats and such.
## Lookbook
### New Outfits

Outfit information:
<details><summary>
[Top Left] Summer Days
</summary>
<b>Head:</b> fedora (colorable)
<b>Neck:</b> necklace (colorable)
<b>Outer:</b> slim cardigan, opened (colorable)
<b>Uniform:</b> long-sleeve A-line dress (colorable)
<b>Belt:</b> waist belt (colorable)
<b>Back:</b> purse, flipped (colorable)
<b>Shoes:</b> flip flops, alternative (colorable)
Note how the waist belt is covered by the slim cardigan, due to being in
the `innerBelt` layer.
</details>
<details><summary>
[Top Middle] Formalwear
</summary>
<b>Head:</b> small hair bow (colorable)
<b>Neck:</b> necklace (colorable)
<b>Uniform:</b> asymmetric dress (colorable)
<b>Hands:</b> evening gloves (colorable)
<b>Belt:</b> thin waist belt (colorable)
<b>Back:</b> purse (colorable)
<b>Shoes:</b> high heels (colorable)
</details>
<details><summary>
[Top Right] Boho-Chic
</summary>
<b>Head:</b> hair flower (colorable)
<b>Neck:</b> small necklace (colorable)
<b>Outer:</b> asymmetric coat, opened (colorable)
<b>Uniform:</b> midi dress (colorable)
<b>Belt:</b> waist belt (colorable)
<b>Back:</b> purse (colorable)
<b>Shoes:</b> flats (colorable)
</details>
<details><summary>
[Bottom Left] Nurse
</summary>
<b>Head:</b> nurse hat
<b>Neck:</b> round necklace (colorable)
<b>Uniform:</b> club dress (colorable)
<b>Hands:</b> evening gloves (colorable)
<b>Back:</b> purse (colorable)
<b>Shoes:</b> flats (colorable)
</details>
<details><summary>
[Bottom Middle] Smart Casual
</summary>
<b>Outer:</b> modern coat (colorable)
<b>Uniform:</b> pencil skirt and gym bra (colorable)
<b>Back:</b> purse (colorable)
<b>Shoes:</b> high heels (colorable)
</details>
<details><summary>
[Bottom Right] Slaycurity Officer
</summary>
<b>Head:</b> security beret
<b>Neck:</b> gold necklace
<b>Uniform:</b> evening gown (colorable)
<b>Hands:</b> evening glovs (colorable)
<b>Belt:</b> security belt
<b>Back:</b> purse, flipped (colorable)
<b>Shoes:</b> high heels (colorable)
</details>
### High Heels Footsteps
https://github.com/user-attachments/assets/c4b99407-0f9b-4fb5-910e-603c024d9598
The high heels footsteps are also present on the high-heeled boots, long
high heels and flats. Pets are now colorable too (look at the pink
mothroach in the video). Reasons why they'd be a specific color could be
a natural variation, being dyed by their owner, or genetic modifications
(however unethical the last two may be).
<b>Cowboy</b>

<b>Head:</b> slouch hat (colorable)
<b>Eyes:</b> hipster glasses (colorable)
<b>Neck:</b> suit tie (colorable)
<b>Outer:</b> vest (colorable)
<b>Uniform:</b> grey cowboy outfit (from Nuclear 14!)
<b>Hands:</b> gloves (colorable)
<b>Belt:</b> belt (colorable)
<b>Back:</b> leather satchel
<b>Shoes:</b> workboots (colorable
### Security Glasses Skins
<img width=240px
src="https://github.com/user-attachments/assets/b7c5dd03-ab00-4cff-9018-145271e48229">
Security now have three alternative skins for the security glasses to
personalize their looks. Thus, they should no longer have the problem
where every sec member's face looks samey because everyone had the same
security glasses.

From left to right: base security glasses, security aviators, big
security glasses, security visor glasses
<details><summary>
More Images
</summary>
<b>Skubsuit</b>

<b>Head:</b> artist beret (colorable)
<b>Eyes:</b> monocle (colorable)
<b>Neck:</b> suit tie (colorable)
<b>Outer:</b> blazer (colorable)
<b>Uniform:</b> amish suit (colorable)
<b>Belt:</b> belt (colorable)
<b>Shoes:</b> ankle boots (colorable)
Huh, skub.
<b>Rugged</b>

<b>Head:</b> green beanie (from Nuclear 14!)
<b>Eyes:</b> eyepatch (colorable)
<b>Neck:</b> small necklace (colorable)
<b>Outer:</b> sweater cardigan, opened (colorable)
<b>Uniform:</b> black flannel shirt and jeans (from Nuclear 14)
<b>Back:</b> grey satchel (colorable)
<b>Shoes:</b> workboots (colorable)
<b>The Rig Was Gamed From The Start</b>

<b>Eyes:</b> eyepatch, flipped (colorable)
<b>Neck:</b> short tie (colorable)
<b>Uniform:</b> checkered suit (from Nuclear 14!)
<b>Shoes:</b> fashion jackboots (colorable)
<b>New Dresses</b>
<img width=300px
src="https://github.com/user-attachments/assets/5289465a-b297-4bb2-b9be-27695ee36d2b">
<img width=300px
src="https://github.com/user-attachments/assets/e39e0acb-69ee-447b-ba78-5ccb9eac2497">
<img width=300px
src="https://github.com/user-attachments/assets/01c39422-3571-43ea-987d-e13e21dd6078">
<img width=300px
src="https://github.com/user-attachments/assets/02dc10f2-56da-440f-9b19-aa38e9cb9942">
About 48 new dresses/jumpskirts were added to loadouts.
</details>
# Changelog
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🆑 Skubman
- add: The Fashion Update is here. Almost two hundred brand-new clothes
have been added to Loadouts, like colorable suits, dresses, coats,
blazers, boots, necklaces, hats, glasses (including new Security
glasses), belts, a purse and more!
- add: Pets in the loadouts are now colorable. Go wild with pink
mothroaches, blue mice, green cockroaches and more!
(cherry picked from commit 6ba53e2ab9d648c05a943713af3d597347def3da)
# Description
The slider would jump around to fix the constraints because a division
symbol was mistakenly replaced with a multiplication symbol, this fixes
that.
---
<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
---
# Changelog
🆑
- fix: The width slider in the profile editor view now moves correctly
regarding the height slider.
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 6dd8c09c27de60cfcfc399080e64c2b0340acaf8)