* Added inhand visuals to (most) ammo magazines and speedloaders
* whoops mixed up a single inhand on the rifle mag
* Didn't realize rubber ammo got removed.
* added attributions
* adjusted inhand visuals to account for magazine types
* missed one :eye:👁️
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* checkpointing work
* Got this fully working and all sprites done
* Exchanged my sprites with the ones made by AugustSun
* Changed the name to Hydra Launcher, and adjusted it to function like a revolver instead.
* Modified the hydra to be a revolver
* fixed container issue
* Swapped in even newer sprites
* review
---------
Co-authored-by: Milon <milonpl.git@proton.me>
* wooden grip on antique laser, changes description to match.
* darker grip
* update meta.json
* redesigned shape similar to ps3moira, edited mag to match, changed lights colors to match each other
* fixing an only SLIGHTLY catastrophic fuckup with an experimental inhand sprite that I didn't mean to save and sleepily added to the previous commit
* I DID IT AGAIN
---------
Co-authored-by: gaussiarson-admin <stephenkitchens0306@gmail.com>
* wooden grip on antique laser, changes description to match.
* darker grip
* update meta.json
* redesigned shape similar to ps3moira, edited mag to match, changed lights colors to match each other
* fixing an only SLIGHTLY catastrophic fuckup with an experimental inhand sprite that I didn't mean to save and sleepily added to the previous commit
* I DID IT AGAIN
* red kammerer bottom text
* killed the cap laser things (hopefully)
---------
Co-authored-by: gaussiarson-admin <stephenkitchens0306@gmail.com>
* Adds wand of locker and locker projectile
* Adds IsOpen method to check if storage is open
* Adds store on collide
* Adds Store On Collide to Wizard Locker
* Adds Lock API
* Adds locking support
* Adds resist override and custom visual layers
* Fixes decursed states, adds comment for a future visualizer
* adds locker wand visuals and descriptions
* shrinks locker radius, moves TODO for throw support
* Adds whitelist and moves storage and lock logic into their own methods
* Adds support to disable store on collide after the first open. Fixes prediction issues with disabling.
* Adds wand of locker to the grimoire
* Adds wizard access prototype
* Adds Wizard to universal access
* Moves Lock on collide to on collide method
* Comments
* Changes layer order
* Fixes prediction issues when locking.
* Adds Wiz access to universal ID
* Adds new sprites for shotgun shell boxes
* Adds second set of mag visuals for slug and uranium casings
* Fixes yaml that I messed up
* Changes credit to new username before merging happens
* Rework flaregun and add security shell gun
* Make flare gun twice as likely to appear in emergency lockers
* Security shell gun can now fire lethal shells like the flare gun used to be able to.
* Rebalance the sec shell gun material cost to primarily be steel instead of plastic
* Define the ShellShotgunLight tag in tags.yml
* Leave the no lethal shells for normal flareguns to a different PR.
* Move a comment to re-run checks.
* Bye bye lethal shells from plastic guns.
* Fix weird whitespace issue.
* Make the sec shell gun inherit the normal flare gun.
* Remove the rack verb and update the sec shell gun description
* Remove the ability to fire lethals from flare guns, pending blowing up the gun
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Init testing
* copyright
* oops
* Tracking the embed entity uid
* testing stuff for gradual injection
* work
* weh
* god save me
* bleh
* Yippee!
* Again
* Mini syringe ammo
* cleaning up
* mini syringes have a texture for fill amount
* -3 cool points :(
* hitboxes
* init cleanup
* much needed fixes
* Fixes
* Foam Force
* make it available somewhere
* add clumsyproof and nuke dev item
* reorganize
* oopsy files
* Strap!
* woopsie layering
* fix grammar to rerun tests for rogue unrelated test fail.
* cleanup
* I eepy layer forgetti spaghetti
* For real last necessary commit
* Oops I broke the law! feexed
* Decided to just change it to the same source as the poster source in our repo for consistency.
* Adds wielding assets
* Modifies meta.json files and adds artist credit
* Adds wieldable component to a bunch of weapons
* Moves shotgun inhands and wield inhands to their own folders (because its the only way the sprites would work)
* Removes the wieldable component from some guns
* Adds wielding sprites for wieldable guns that didnt have them
* Adds gun wielding bonuses and base innaccuracy to wieldable guns.
* Corrects wielded accuracy to be default accuracy instead of perfect
* Makes the drozd smg and bulldog shotgun wieldable
* Makes nukie c20r wieldable and adds sprites
* Adds BaseGunWieldable
* Makes all the newly wieldable gun use the base inheritable
* Adds accuracy to smgs to resolve inheritance conflict
* Makes all wieldable shotguns require wielding to fire because of a bug involving spread innacuracy
* Adds wield bonus message on examine
* Resprites the captain's antique laser pistol
* Adds artist credit
* Improves icon outline and shading
* Replaces new sprites with something more resembling the in-game version
* Check for CRLF in actions workflow
Make emisse weep
* Copy paste bottom text
* I would like to thank StackOverflow for this spite PR.
* Mention file name in message because the workflow tab doesn't display it.
* dos2unix everything
Add missing uranium and AP magazine and box sprite layers. Add uranium and AP projectile sprites. Fix whitelist issue that made .45 pistol mags not go in secbelt.
* Bullet Class indicators
* New Practice Sprite
* Removed re-specified values
* fixes up whitespace to get this merged
---------
Co-authored-by: deathride58 <deathride58@users.noreply.github.com>
* working on depleted uranium shotgun ammo
* added depleted uranium to more ammo
* Last changes and additions
* Forgot something, theoretically resolved the merge conflict too
* Nerfed the DU munitions, renamed em to uranium because it's not really DU
* made the ammo more expensive, also fixing the crash at the same time
* Fixed the last error, theoretically at least
* Revert "Fixed the last error, theoretically at least"
This reverts commit a875d2ac320478e4cb407564d704d915d0ef158b.
* copyright changes, small sprite changes, last references of depleted uranium removed
* Revert "copyright changes, small sprite changes, last references of depleted uranium removed"
This reverts commit 93a12bf20bc72581a0bdc32a3cdc7d887f50de3f.
* Update meta.json
* Update meta.json
* Update lathe.yml
* Update arsenal.yml
* clustergrenades go boom
* Small tweaks
* Some tweaks and soaplet
* clustergrenadesystem changes and launcher types
* small tweaks
* typo
* whitespace
* rsi edit
* another typo
* add containers
* Some changes related to merge
* Forgot to change name
* Made changes based on review
* Removed new china lake ammo based on feedback in other PR
* Unneeded nested loop moment
* Nested loop needed after all moment
* DB texture on back changed
* cheese
* test
* CR20 Syndie Sling
* NT slings implemented
* finished SMGS, starting on Laser Weapons
* added more laser slings
* laser weapons done
* small changes to laser weapons and pie cannon slings
* added chinalake and l6 slings
* finished launcher catagory, almost finished rifle catagory
* almost done, just missing the heavy sniper
* Replaced L6, Chinalake and Heavy Sniper resprite because my old heavy sling was ugly af
* all slings done
* added copyright to the .meta files
* Revert "cheese"
This reverts commit a1f7ac7b70709a6789a7b6fc0dc00a2c0734b83a.
* fixed sln file, in theory at least
* Solutions on thrown spears/shot arrows
Spears inject their solution on thrown hit.
Arrows now have 5u solution storage that is injected when it hits target.
* Whoops, wrong arrow.
Instead of base arrow, I accidentally modified the 'regular arrow'
* spear and arrow solution graphics
Spears and arrows now show what they are doped with when they are on ground. (just like beakers)