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Clothing adding ver. 0.5 [120 commits later] #19
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Blundir
changed the title
Clothing adding [120 commits later]
Clothing adding ver. 0.5 [120 commits later]
Apr 9, 2024
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Why is this good for the game?
Actually the drip
Spriting
Clothing, uniforms, headsets, armor...
Changelog
Critical mass of job clothing
Dual-modes - second generation hardsuits, reverce engeneered from advanced syndicate suits. More mobility, more power.
Shield component refactor. Adding shield module to rigs.
Accesses for new job lockers added.
Staggered effect added. Initial tackle files added.
Armor tweaks, RD has random reactive armor
Backpack adding (backpack for every job that it needs)
Human and lizard resprite, female tweaks
Human girls don`t have beards, just like real ones, okey? Snap back to reality.
Work with prefs
QM is head of stuff
defib minor tweaks
jetpack minor tweaks
ID cards and PDA tweaks and resprite
Headsets tweak and resprite
Jobs nerf (no roundstart job related critical stuff)
Sec nerf (no roundstart batong, sunhud, protected radio and etc)
Garments and job stuff in closets (all job-related critical stuff now stores in their closets) tweaks
Corporate clothing for future implementation
Magboots and glasses logic tweaked
Webbing, badges, vendors and other little tweaks
🆑
rscadd: Added new things
rscdel: Removed basicly nothing (except my sanity)
wip: Having tackler issues and no actions for removing sealed suits from their users. Probably later.
tweak: tweaked hardsuits
soundadd: some sound for dual modes added
imageadd: a lot of sprites added
🆑