* 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:👁️
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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>
* Renames Supermatter grenade to singularity grenade. Removes explosion from Singularity Grenade.
* Adjusts Singularity Grenade to account for engine changes, small buff to max range
* Adjusts further
* fix order
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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
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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>
* hypereutactic textures
* adds hypereutactic blade
* adjusts attack speed and damage
* adjust attack speed and adds movement modifier
* Adds structural damage
* Readjusts the attack rate to be 0.8
* Adds Hypereutactic blade to the upliink
* Adds use delay and structural damage, fixes disappearing wielded sprite
* Changes wideAngleAnimation to 180 and range to 2.5
* Adds copyright. Changes range to 2.0
* Required wield
* Changes reflect chance to 100%
* Comments for future todos
* Description update
* Removes duplicate mapping
* removes from uplink
* Reorder and remove indents
* 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 storage sprite for gorilla gauntlet
* Specifies a heavier hitsound for gorilla gauntlet
* Modifies gauntlet icon and storage sprite
* Updates credit to my new username
* 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