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* feat * only clothing * fix * Revert "fix" This reverts commit 858c3f8. * fix * reversal * removed double namespace * ehhh * wrong robust toolbox * typo
* Initial commit * Separate ranged and melee * Move to controls tab
* Fix * Add safe guard
Add EditorHidden member
Co-authored-by: Rory Flowers <roryflowers@github>
Like scratching an itch
…lds (space-wizards#41396) Resolves 43194; part ass. and temp con. validation
AAAAAAAAAAAAAAAAAAAAA Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Refresh UI on canister startup * Rework DirtyUI to not fail during tests on fake canisters * Feedback from Discord
Removes a vestigial shutdown handler When opporozidone removes the RottingComponent, the PerishableComponent's RotNextUpdate is set to 0 - and then it undergoes a period of catch-up to the current time. If the entity is susceptible to rot in that interval, it'll accumulate 2 minutes 30 seconds worth of rot, per second. This gets worse the longer the server has been running, as there's a greater value in _timing.CurTime to catch up to. This handler seems to be vestigial from the MiasmaSystem and does not seem to be necessary for anything anymore.
This is an alternative to space-wizards#42540 that doesn't remove them from the game entirely. I don't personally take issue with this kind of content being in the game, but do think the loadout bloat is a bit extreme. They now have a small chance (2%) to show up in lockers around the station. They generally spawn in job-appropriate lockers. Intern jobs spawn in their "main" job's lockers. Misc jobs without lockers (e.g. reporter) have been moved to a maints loot table.
…ards#41252) * Move character preview handling into a specialized control Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com> * Restore job name that I accidentally removed from character picker buttons * Just resolve dependencies the standard way --------- Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com> Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
HOW IT FEELS TO DO SISYPHUS' JOB FOR HIM refactor fixes; removed appearance rando for now append CD records functionality to DB visual layer fixes & golobby fix whatever red dot AND I HOPE WE BOTH DIEEEEEEEEEEEEEEEEEEEEEEEEEEEE save me they them mokrill ; my bals hurt
Visual Nubody (The Ghost of Wolfie Ascends)
…tion-14 into pre-solution
i hate this uhhhh Impstation Drinks & Foods few imp ones i missed NF fixes more fixes remove doubled metabolism on soap solves all problems i solve all problems for real except the one i just deleted oops fix fails
Upmerge 2026 Chunk I - 24th Jan
fix syndicate oven flatpack smell boop fix all the linter errors except the scary one oops these too fix?? my brain is huge and my meat is massive AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH this should just work hubris
Upmerge 2026 Chunk II - 10th Feb
…into upmerge-feb12-26
Upmerge 2026 Chunk III - 12th Feb
…into skeleton-variants
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add support for spawning skeletons via entity table
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!!!ignore this PR being disgusting it'll be fine when upmerges are done
About the PR
i wantd to make skeletons of every species so i did that. these will be randomly chosen from when a closet skeleton rolls. most skeletons will play identically to normal closet skeletons, but species like allulalo and decapoids will retain their single handed restriction. basically, they're all identical, except for when that wouldn't make sense.
this is a draft for now because i don't want to have to remake a million yml files when nubody is done
Why / Balance
rattle me bones!
Technical details
kodepiia and diona skeletons have displacements because their bodies are fucked up and scary shaped. i dont know yet if i actually can make closet skeletons roll a random species yet, i havent done any of the actual implementation.
POTENTIALLY ASKED QUESTIONS
Q: Why did you skip Grays?



A: Imagine peeling a grape. You know what it looks like, right? Now imagine cutting it in half. No surprises there. Still the same. Now imagine you could see through grape skin. You wouldn't be surprised. It's not interesting. It's just the same, all the way through. It's all the same. Just wet flesh filling a thin membrane. Nothing else. No matter how hard you try you'll never find anything of note. It's all just the same.
Q: Why did you skip Ants and Apids and Goblins?
A: i didnt feel like makingg them
Q: This doesn't line up with how I imagined my character's skeleton.
A: you can kill me
Q: Trees and bugs and squids dont have bones you buffoon!
A: Wrong
Q: Why didnt you resprite the human skeleton/why do they look so different from the human skeleton
A: I DONT KNOW!!!!!!!!!!!!!!!
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🆑 Doop, portfiend