Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
In an effort to make the way our sprites are organized make a little bit
more sense, this takes ALL the sprites in `icons/clothing` and moves
them over `icons/obj/item/clothing` or another appropriate file in the
case of non-clothing items.
A lot of these files had to be split since they lumped everything into
the same dmi which had to be changed since people, reasonably, expect to
find a hat in the folder named `hat` and not in the one where we're
supposed to keep uniforms in.
A lot of smaller files were also merged into already existing dmis where
it made sense.
Lastly, all the colourable items kept in `icons/obj/item/clothing` were
updated to the new palette. Those items were:
**Backpacks:**
- GD Sacred Icon
**Belts:**
- Fannypack
**Gloves:**
- Gloves
- Single Glove
**Hats:**
- GD Cowl
- GD Cube Hood
- Furred Crown
- Surgeon Cap
- Kippah
- Plain Hood
**Shoes:**
- Konyanger Gomusin
**Coats:**
- GD Eccentric Coat
**Uniforms:**
- Colourable Dress
- Shortsleeve Dress
- Evening Gown
- Open Shoulder Dress
- Assymetric Dress
- Tea Dress
- Long Sleeve Dress
- Colourable Scrubs
- Colourable Jumpsuit
Added armor defines
Converted raw strings use to defines
Added UT test to ensure people set the armor var correctly (to a list)
No player facing changes
* You can now ctrl+click on any worn clothing item that has accessories
attached to quickly open the accessory removal radial menu.
* Removing accessories with the radial accessory removal menu will now
reopen that menu until either all the accessories are removed, or you
click the close button.
* Plate Carrier armor accessories will now always render below other
accessories, so you don't need to shuffle everything to layer them
correctly.
Changes the slowdown of modular armour:
- The plate accessory slowdown has been changed from 1 to 0.4
- The leg guard accessory slowdown has been changed from 0 to 0.3
- the arm guard accessory slowdown has been changed from 0 to 0.3
When wearing a full set of armour, your slowdown should be equal to 1
which is the current slowdown, taking off the leg and arm guards will
now allow you to move faster at the cost of coverage. This allows better
customisation and gives more incentive to play around with the modular
side of the modular armour system. Note that this slowdown does not
apply to light armour like the standard corporate armour and similar.
- Changes the values of the Heavy Helmet normally given to
mercs/traitors, for some reason it had ballistic armour bullet
protection and riot armour melee protection, this was inconsistent with
the accompanying plate carrier as well as other heavy armour sets.
- Changes the values of the dominian imperial army flak vest to be equal
to corporate security armour and thus in line with other light armour.
- Changes the values of TCAF light carpace's to be in line with
corporate security armour as well.
These changes aim to further distinguish light and heavy armour types
and improve consistency in our modular armour system.
This is a remap of the TCAF Corvette offship, intended to be more
intuitive than the current one.
**This is up for review.**
Notes:
1. The combustion engine isn't the only source of power in the ship,
there's also a portable generator that should be able to produce enough
to keep the ship going.
2. This adds a few clothing and overmap sprites for use in the
ghostrole, credit to Noble for them, and it also consolidates a few of
the existing TCAF assets into a single faction file. It isn't
comprehensive, but it's more organised than it was.
3. The armoury has been diversified a little. It's now composed of two
blaster rifles, one bolt slinger, one combat laser rifle, one pump
shotgun, and one burst rifle, plus the PEAC and six blaster revolvers as
sidearms. The primary intention of the combat laser rifle, pump shotgun,
and burst rifle is to provide a little AP which blasters universally
badly lack, so the ghostrole should be decently competitive against
armour. My hope is it should be roughly as strong as the Coalition
Ranger ship in combat.
4. I'm not totally happy with the hangar, but I'm not satisfied with any
of the docking port designs I've been able to think of, so I'm running
with it for now. I do believe a docking port is generally preferable.
5. Per Trio, species restrictions are tightened a bit on the Decurion to
only cover humans, Skrell, IPCs, and Vaurca Warriors. Liable to be
changed. Vaurca workers have also been excluded from every combatant
ghostrole, playable only as technicians. I'll be prodding at adding
bulwarks too, but they're not currently included due to some fickleness
with giving them appropriate uniforms.
6. The sensors are the strong variant for the shuttle and ship, with the
idea that it should be particularly good at reconnaissance. I doubt
anyone would use the shuttle to scout the sector, but the sensors are
good to throw a bone in that direction.
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.
This brings an updated system from Baystation, hopefully with speed
increases.
Should be testmerged, ideally with #18895.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* Flagpatches on sleeves : Sleevepatches
Adds the ability to use the flip verb so you can wear flagpatches on your sleeve. No, I'm not making an entirely new verb.
* indent
* cooked
* Wildlands Flagpatches
Adds flagpatches for each of the Wildlands Successor states to the game, with the FSF, Pact, SFA, SPG and SSMD ones being selectable from the PMCG loadout (For use by Wildlands Squadron members).
Sprites by Dessysalta, who also gets credit for the idea. I'm just a code monkey.
* Never Forget...
* Grammar sucks
* Dessysalta's Proof Read
Thank you!
* Extra tab
* Update code/modules/clothing/suits/modular_armor.dm
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
* Update code/modules/clothing/suits/modular_armor.dm
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
---------
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>