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3 Commits
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19c2327893 |
I promise It's Not Wallening™ + New Tile Variations (#5169)
## About The Pull Request As the second half of https://github.com/Bubberstation/Bubberstation/pull/4918, this pr is apart of my effort to comprehensively resprite many common assets to be more cohesive in style and whatnot. The extra tile variations are just thrown in for more mapper freedom. They're not deserving of an entire pr dedicated to them. ## Why It's Good For The Game Skyrat's walls and windows are for the most part ripped from other codebases. While they have done a serviceable job, their implementation is not all encompassing and many variations of the standard walls/windows they intend to replace are simply not accounted for (namely indestructible variants). Not to mention, with walls specifically, what has been implemented is incredibly tedious to modify as they do not use automated icon cutting. Instead, the dmi is manually built and false wall variations are added to them. On top of replacing almost every wall and window tile, walls that were previously bereft of icon smoothing, now have the capability to do said smoothing. Also it's not wallening™. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="2304" height="1600" alt="image" src="https://github.com/user-attachments/assets/94c3ef7b-d754-4754-aac1-4ac36cc81086" /> The tile variations: <img width="1216" height="896" alt="image" src="https://github.com/user-attachments/assets/cbc6707e-5258-4cbc-9a79-befaea5efb4e" /> <details> <summary>Contextual Examples</summary> **Station** <img width="1216" height="960" alt="image" src="https://github.com/user-attachments/assets/98357cc3-0b2b-4da4-b148-0aa8005b7efd" /> <img width="1216" height="960" alt="image" src="https://github.com/user-attachments/assets/bef30efd-ae88-49f3-b706-fe34d1df97a7" /> <img width="1216" height="960" alt="image" src="https://github.com/user-attachments/assets/933786f6-a6f8-4fab-b222-fbcef88a440f" /> **Centcom** <img width="1216" height="960" alt="image" src="https://github.com/user-attachments/assets/7c92c645-4fdb-4e05-91c3-100508fcf0da" /> **Shuttle** <img width="1216" height="896" alt="image" src="https://github.com/user-attachments/assets/3304c842-8bac-40b0-8024-7c6616717331" /> **Plastitanium** <img width="1088" height="576" alt="image" src="https://github.com/user-attachments/assets/cb252aab-b501-4218-bd0d-ab60492676a4" /> <img width="448" height="704" alt="image" src="https://github.com/user-attachments/assets/434bceb2-4884-4d2a-826b-b524ec054a56" /> **Necropolis** <img width="1216" height="960" alt="image" src="https://github.com/user-attachments/assets/aed42870-c4a4-4255-9ff0-7544127469f5" /> **Assorted With Notes** <img width="1216" height="704" alt="image" src="https://github.com/user-attachments/assets/01f826ee-ca4d-44dc-bc9f-9057f71cb9ea" /> Many variations of wall replacements were not previously accounted for. The most immediate one I could think of were the indestructible wooden walls in the Ghost Cafe. <img width="1216" height="960" alt="image" src="https://github.com/user-attachments/assets/1ad067c3-840c-4f78-a24d-b597dfc34743" /> <img width="1216" height="960" alt="image" src="https://github.com/user-attachments/assets/d0f44e35-46fe-4c38-865c-c3421a2c2282" /> The "interior" of many of the wall sprites were kept intentionally flat and dark as to more convincingly sell perspective*. <img width="382" height="318" alt="dreamseeker_Cy4kIapjp6" src="https://github.com/user-attachments/assets/fa5bd972-4a44-4eef-9faf-8992a768f144" /> The standard walls are an exception to this rule as they need to be readily apparent to unscrupulous ne'er-do-wells with mesons. </details> </details> ## Changelog 🆑 Robwo add: Added new variations to small tiles and pod floors image: Almost all of the wall and window sprites have been redone image: The palette of wooden platforms now more closely match wooden floors image: New bronze table sprites fix: Fixed rock wall sprites being incorrectly (un)colored fix: Decal painter now sprays our override decals. /🆑 --------- Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> |
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5efeedbad9 |
[TM First] Paint Canvas Refactor (powered by the Universal Icon Editing Framework) (#94797)
## About The Pull Request This PR adds a universal framework for editing sprites, and adds an example implementation by way of porting paint canvases to it. This should have no impact on serializing paintings in the database. As part of this canvas refactor, zooming in and out of a canvas is now handled entirely on the client side. The paint palette component has also been refactored to allow a variable number of colors up to the specified maximum, instead of populating all color slots to start out with. Some features of the sprite editing framework are unused in this PR, as they were not necessary for feature parity with the current implementation of paintings. However, they remain present for use in future PRs, such as a PDA painting app that was separated out of this branch for atomicity. These features include: - Eraser tool - Undo history - Layers - Multi-dir icon support Support for animated icons is not present, but planned to be added when a new feature needs it. ### New Painting UI Screenshot: <img width="1210" height="596" alt="NewCanvasUiDemo" src="https://github.com/user-attachments/assets/4181745b-716b-4068-b3a2-d2491e5abf09" /> ## Why It's Good For The Game This framework opens the possibility for a wide variety of new features, such as Goofball's planned tailoring mechanic. Additionally, the consolidation of all the controls into a single window should make painting more user-friendly. ## Changelog 🆑 refactor: Painting has been significantly refactored with a new UI that should provide every painting control you need without having to unfocus the UI window. Please report any issues. refactor: Items that can store paint palettes now start with no colors. Colors can be added to and removed from the item's palette, up to the number of colors they previously stored. /🆑 --------- Co-authored-by: Jordan Dominion <dominion@tgstation13.org> |
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834245ecdb |
creates more deticated folders for tools and weaponry and move dm files into them (#94804)
## About The Pull Request Hello hello the evil folder mover goat is back, i will destroy years worth of muscle memory. Items is an folder alot of stuff that really didn't get a spefific location. Items/Weaponry Contains Shields.dm Items/Weaponry/Melee Contains (Most of the extra dm files come from me splitting misc/weaponry.dm into its own categories killing offf weaponry.dm in its whole) baseball_bat.dm, baton.dm, chainofcommand.dm, chainsaw.dm, claymore.dm, dualsaber.dm, energy.dm fireaxe.dm, high_frequency_blade.dm, his_grace.dm, katana.dm, knives.dm, misc.dm, powerfist.dm, sabre.dm soulscythe.dm, spear.dm, supermatter_sword.dm. Items/weaponry/ranged Contains flamethrower.dm, pnuematic_cannon.dm, throwing_star.dm items/tools Contains control_wand.dm, extinguisher.dm, inducer.dm, spess_knife.dm, theft_tools.dm items/tools/engineering Contains airlock_painter.dm, decal_painter.dm, paintable_decals.dm, crowbar.dm, screwdriver.dm, weldingtool.dm wirebbrush.dm, wirecutters.dm, wrench.dm items/tools/janitorial Contains broom.dm, janitor_key.dm items/tools/medical Contains bodybag.dm, cane.dm, defib.dm, reflex_hammer.dm boxcutter.dm is merged into knives.dm Kitchen.dm renamed into kitchen utensils and moved into food and drinks module surgery_tray.dm moved into surgery module banhammer/extendo hand moved from weaponry into toys.dm balloon mallet moved into clown_items.dm ectoplasm moved from weaponry.dm into soulstone.dm (since thats the resulting residue when a shade dies, and not really a weapon) ## Why It's Good For The Game So things are way easier to navigate ## Changelog |