29 Commits

Author SHA1 Message Date
Roxy cbde7d6206 [BOUNTY] Character Preferences Reorganization (#5389)
This bounty was requested by @ArrisFairburne

Cleans up the character customization; various customization features
have been moved into three new tabs, "Character Basics" "OOC
Preferences" and "Silicon Preferences".

A ton of the character customization options (maybe 40%?) are stuff that
almost nobody would use on a regular basis. Options like mushroom caps,
frills, fluff, taur bodies, xenodorsal heads, etc. could be ignored by a
most players because they're irrelevant to their characters. Ideally the
most necessary stuff (basic furry parts, our required FTs, and
soundbytes for speaking) are the stuff the players see first, with more
stuff continuing to be available upon checking different tabs.

Silicon prefs are moved into their own tab because most characters are
carbons so they just won't ever need to bother with them.

<details>
<summary>Screenshots/Videos</summary>
<img width="1100" height="790" alt="basics"
src="https://github.com/user-attachments/assets/f84ce557-09fd-414d-a076-58569392a84b"
/>
<img width="1100" height="790" alt="visuals"
src="https://github.com/user-attachments/assets/0e184209-f6d0-43f7-8452-0ec409f13dba"
/>
<img width="1100" height="790" alt="lore"
src="https://github.com/user-attachments/assets/b0f8f74c-5b21-49f3-823a-8684015c7b61"
/>
<img width="1100" height="790" alt="lore2"
src="https://github.com/user-attachments/assets/114088bc-6f3f-4a83-b528-d0d14055426e"
/>
<img width="1100" height="790" alt="ooc"
src="https://github.com/user-attachments/assets/14333121-dc87-4396-a64d-fd2d07e86780"
/>
<img width="1100" height="790" alt="silicon"
src="https://github.com/user-attachments/assets/5992d37e-17ca-4854-a88a-f6cc87f27128"
/>

</details>

🆑 ArrisFairburne
qol: Cleaned up the character preference window.
/🆑
^ Conflicts:
^	tgui/packages/tgui/interfaces/PreferencesMenu/types.ts
2026-04-11 08:57:55 -06:00
itsmeow 8a7e6d059f Bumps rust_g to 4.0.0 / IconForge Improvements (#92333) 2025-08-04 20:53:34 -04:00
MrMelbert 19e53b97a8 Fixes the prefs dummy not updating for species features / Bald quirk prefs QoL (#89833)
![image](https://github.com/user-attachments/assets/b03901a2-1c2d-4793-9591-abe824a90fd5)

Fixes #89768
Fixes #89769

- Fixes the prefs menu not updating mobs

Organs are imprinted on insert, and SSwardrobe didn't reset this
imprinting status when taking out items.

Weirdly in the past (testing old commits) items withdrawn DID reset
imprinting status - or maybe they never set it in the first place?

- Lots of prefs now respect features

`is_accessible` is used when checking many features rather than the
prefs menu checking itself in the UI

- Bald quirk QOL

Just handy stuff like showing the wig in the prefs preview, pre-starting
with your hat attached

🆑 Melbert
fix: Preference dummy now properly updates when changing some species
features
qol: If you have the bald quirk selected, the wig shows up on the
preference dummy
qol: If you have the bald quirk selected, and your role starts with a
hat, the hat will start attached to your wig
/🆑
2025-03-12 17:34:23 -04:00
itsmeow 9ebcabb077 IconForge: rust-g Spritesheet Generation (#89478)
Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.

![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)

![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:

![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

**Before**

![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**

![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-12 17:10:20 -04:00
SmArtKar ab1440ad90 Adds eye color overrides, converts cult/weed/silverscale eye effects to use them (#87782)
## About The Pull Request

Eye color effects are now controlled via a new overrides system, which
should prevent conflicts between different sources - such as smoking
weed, becoming a cultist, stopping your weed and getting normal eyes
(and subsequently getting your red eyes back when you get deconverted)

## Why It's Good For The Game

Should ensure that different eye color effects don't collide between
each other. Also need this for a future feature I wanna add.

## Changelog
🆑
refactor: Eye color effects are now controlled via a new overrides
system, which should prevent conflicts between different sources.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-10 11:54:46 +00:00
Ghom 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
MrMelbert 5b3c32e5cf Adds informed default values for a bunch of preferences (to produce less outlandish random characters) (#84726)
## About The Pull Request

Goes through a bunch of character preferences and adds informed default
values which produce less wacky results.

Basically part 2 of #84443 . Preference randomization now results in a
character similar to that pictured in the original pr.

Of course, you can still make your character look as wacky as ever. 


![image](https://github.com/tgstation/tgstation/assets/51863163/0adef385-8a3d-46ed-b657-8c6712ec5ccf)

## Why It's Good For The Game

Basically, fully random characters look horrendous, and unless you're
playing a non-human, you stick out like a sore thumb if you hardcore
random or just decide to random appearance.

Ultimately, full-random people will stick out less, which I think is
good.

## Changelog

🆑 Melbert
qol: Random player characters now look less like rainbow vomit and more
like some of the most average people you know.
/🆑
2024-07-07 15:04:00 -04:00
san7890 5f44545da8 Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from GLOB to a datasystem (#82847)
This is just a revitalization of #80275.

## About The Pull Request

On the tin, basically demotes everything related to setting up and
storing these bulky lists generated from reading
`/datum/sprite_accessory` subtypes from living in a global space that
will instead be in a compartmentalized subsystem for accesses. Also a
lot of code modernization and micro-improvements (unquantifiable)

## Why It's Good For The Game

Same exact expected results, just accessed in a different way.


![image](https://github.com/tgstation/tgstation/assets/34697715/14627773-c9fb-45bd-8ce0-dee33cdd1d27)

There's a few reasons why I want this to happen.
* The `GLOB` space is too clogged. There are at least a thousand
variables on `GLOB`, and it's extremely painful to access stuff on
production/local through view variables when you're debugging stuff like
this. It's also painful when there is stuff that _should_ live on `GLOB`
that you might want to see in VV/Debugger but are forced to either have
to scroll a mile to find what you want or wait a long while for it to
load. The less bulky lists we have of stored initialized datums, the
better.

* `make_datum_reference_lists()` is a consequence of wack stuff like
this where we're reliant on certain things being initialized in the
`GLOB` portion of world initialization _before_ subsystems/static
variables load - most of these datum lists in the aforementioned proc
doesn't _really_ need to be ready to go before `world.New()` for
example. We'll sadly have to abuse `PreInit()` for now, but it really is
something that has to be ready to go due the critical dependence that
stuff like Preferences has on it.

* We don't have to have the procs live in a global namespace either.
Instead of passing in `GLOB.XList` or `DSstorage.XList` every single
time, we can instead just move the proc setup on the subsystem and use
`XList` in a more native fashion.

* It's easier to find what you need. To me, it's a lot nicer to
ctrl+click the DS and go to the variables to find something I'm looking
for instead of having to scavenge around for any footprint/trace of the
global I want to look for. This is more trivial than the other two, but
that's something I like to think about when I go to bed.

I also had to refactor a bit of the code to accommodate the limitations
of the new DS system, but it should be a lot cleaner anyways.

## Changelog

Not relevant

---

Also nothing should have broken but it's a good thing we have screenshot
unit tests to prove me wrong.
2024-05-02 01:14:18 +02:00
Cruix f31532ed89 Added a larger afro hairstyle (#78709)
## About The Pull Request

It's exactly 6 months from April 1st, so this is a date for very serious
PRs only.

We've all seen that one tip at the beginning of the round:

![tipoftheround](https://github.com/tgstation/tgstation/assets/16478175/0d8d93a9-53c0-4983-b698-28d4656973fa)


So the afro must be really big, right? Having one must be a very large
sacrifice in the realm of pixel-based combat, right?

WRONG.

![oldAfro](https://github.com/tgstation/tgstation/assets/16478175/deba5f9d-c93b-49eb-adf3-de8b05233b45)
This is the largest afro currently available. Absolutely pathetic. It's
not even the largest hairstyle in terms of pixel volume.

Here's a bigger one.

![afros_comp](https://github.com/tgstation/tgstation/assets/16478175/d39b755e-8fb1-4a12-8089-80de3a2b7be6)

![Afros](https://github.com/tgstation/tgstation/assets/16478175/beaf307c-79a1-45c6-8d03-19ea856e8340)

The sprite overlaps the tile above by 6 pixels, which is noticeable, but
not enough to interfere significantly with gameplay (apart from having a
sacrificially larger hitbox).

![Afros2](https://github.com/tgstation/tgstation/assets/16478175/4069d3ff-c08f-44c6-8275-4421c8f820ee)

This could already be done by creating a new .dmi file with larger,
non-square pixel bounds, but that's a less than elegant solution.
Instead, added a y offset var to hair sprite accessory datums.

## Why It's Good For The Game

The self-expressive merits of having more hairstyles should be
self-evident, so I will make a mathematical argument here.

Everyone knows that the coolness of an afro is determined by its volume.
As a 2-D sprite, the closet equivalent we have is area. An afro is,
approximately, a circle, so the area can be calculated as πR^2, with R
being the maximum distance from the top of the head to the top of the
sprite bounding box.

The current largest afro has a height of 6 pixels. This new afro has a
height of 12 pixels. As a result, impressiveness increases by a factor
of 4:

```math
coolness_{new\ \ afro} \over coolness_{old\ \ afro}
```
```math
π12^2 \over π6^2
```
```math
12^2 \over 6^2
```
```math
144 \over 36
```
```math
4
```

This means that, for the intrusion of a mere 6 pixels into our northern
neighbor's bounding box, we get **quadruple** the coolness.

## Changelog

🆑
add: Added Afro (Huge) hairstyle
/🆑

---------

Co-authored-by: Cruix <discoveryian2@gmail.com>
2023-10-15 18:48:57 +02:00
Cruix d1df5e1755 Fixed spritesheet images for sprite accessories with no icon_state (#78710)
## About The Pull Request

Some sprite accessories (such as bald and shaved) do not have icon
states, and these are stored as nulls in the GLOB lists. When generating
sprite sheets, nulls were simply returning the basic head icon without
scaling it in the same manner as the other sprites were scaled.

Old:

![Before](https://github.com/tgstation/tgstation/assets/16478175/e095dd8b-2fc2-4f7b-a176-7f0684629428)

New:

![after](https://github.com/tgstation/tgstation/assets/16478175/ea5b4583-58c5-42de-b5ea-367661ebb9e9)

## Why It's Good For The Game

Having some hairstyles be scaled differently in the spritesheets looks
bad.

## Changelog

🆑
fix: Some icons for selecting character preferences are no longer scaled
incorrectly.
/🆑

Co-authored-by: Cruix <discoveryian2@gmail.com>
2023-10-03 00:21:31 -04:00
Mothblocks 380ce9c300 Separate init_possible_values() from icon generation (#77660)
## About The Pull Request
`init_possible_values()` now only ever returns a list of values instead
of both values and icons. The responsibility of icon generation has
moved from this proc to a new `icon_for(value)` proc, which returns the
icon/typepath of an atom. A runtime is thrown if any value does not have
an icon.

This boosts production initialization times by 3+ seconds, but is
primarily done to allow for further optimizations of this process. As an
example, it is a mapping of value -> icon so that in the code that
executes this we can have more fine grained control over tick overrun.

As a bonus, fixes #67092.
2023-08-20 14:49:26 -07:00
Fikou fc4de530ce reorganizes the human sprite folder and replaces the human_basic sprite with an updated one (#77323)
instead of mob/species/human the icon folders are now mob/human/species,
this makes much more sense imo than having human stuff like hair or
bodyparts (which are a GENERAL thing, not human species only) be behind
a folder while you see shit like podperson hair and golem in the main
folder
the icon for human is replaced by the new sprites instead of the old
yellow guy with green eyes
2023-08-05 14:12:05 +00:00
ChungusGamer666 d85e44c69c SPECIES NUKING 2023: Head flags 3 & Knuckles: Fixes some growing pains with head flags (#76440)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/76422
This was caused by me somehow not using the wrapper there and not
noticing it

Also fixes hair gradients and facial hair gradients. I am pretty sure
they were uhh, being hidden behind the actual hair/facial hair. Oops.

Also also fixes spawning yourself as a human as admin and getting random
hair colors. That was just a failure to update the icon after updating
everything, I think?

Additionally, to totally babyproof all of this, ensures that head_flags
involved stuff gets applied AFTER species by creating a new preference
priority, and uses two separate wrappers to apply gradient style and
color.

Here's this absolute hellspawn to prove that everything works.

![image](https://github.com/tgstation/tgstation/assets/82850673/7ed29a68-cb60-4b28-996c-3be0e7331be8)

![image](https://github.com/tgstation/tgstation/assets/82850673/e57128be-0d7c-46ad-90dd-ee25981d0fea)

![image](https://github.com/tgstation/tgstation/assets/82850673/5c3619a8-fe6f-42b3-9fdc-12277d568e8d)

![image](https://github.com/tgstation/tgstation/assets/82850673/fdd13000-2220-47ad-8e02-44bc75a4a907)

Sorry for being so damn good at breaking this codebase.

## Why It's Good For The Game

Bugs are bad they make you mad

## Changelog

🆑
fix: Hair and facial hair gradients work again now
fix: Facial hair colors apply properly again
fix: Admin spawned characters will get hair color preferences applied
properly
/🆑
2023-07-01 14:15:25 +02:00
ChungusGamer666 614fab11b2 SPECIES NUKING 2023: Head flags 2: Electric Boogaloo (#76298)
## About The Pull Request

Continues the work I started on
https://github.com/tgstation/tgstation/pull/76074
Fixes https://github.com/tgstation/tgstation/issues/73782

Implements a bunch of wrapper procs for hair style, facial hair style,
etc etc the whole nine yards.
Fixes many issues, especially with gradients because I did sloppy tired
code that didn't work there.
Makes head/get_limb_icon() not a disgusting mess (well, at least makes
it less of a disgusting mess).

## Why It's Good For The Game

Actually makes hair and lips depend entirely on the bodypart.

## Changelog

🆑
refactor: Head rendering code has been updated significantly... Again.
Please report any issues with hair, facial hair, lipstick and such.
/🆑
2023-06-29 13:53:31 +00:00
ChungusGamer666 f030b3b5aa SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart (#76074)
## About The Pull Request

Title. 
I saw a comment on psyker code complaining about these species traits
(which admittedly, they suck) and heeded the call to turn all of this
crap into something defined almost entirely by the head bodypart.

## Why It's Good For The Game

Potential to simplify species code further in the future, by delegating
more visuals to bodyparts, which is where most of them should be
handled.

## Changelog

Should not be player facing, unless I fucked up.

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-06-22 10:23:19 +02:00
Zephyr ecbcef778d Refactors Regenerate Organs, and a few organ helpers (#74219)
## About The Pull Request

Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is

Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A

## Why It's Good For The Game
## Changelog

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-03-26 17:54:36 +01:00
tralezab 86deadc9b1 Fixes DNA Infuser's brain swapping, a little bit of qol, ui reworked (#71605)
## About The Pull Request

### Fixes

- Right now, the DNA infuser does not gracefully swap brains. With this,
it will!
- Fixes locked variable not working. **THIS DOES REMOVE BURNT WINGS, AS
ORIGINALLY INTENDED**
- Infuser now respects moving inside of it as exiting, it was never
intended to get you stuck inside
- Carp lungs work as intended
- Carp jaws work as intended (200 hours of testing btw), via a new
helper for changing no_equip_flags
- Properly undefs all defines in carp file
- fixes some missing args for the brain
- infuser logic checks for edible components, not food subtype for GORE
check

### QoL

- Added a new sound to the DNA infuser
- Dragging mobs into the dna infuser will place them as the subject if
they're carbon

### UI

New UI as well, with some instructions


![image](https://user-images.githubusercontent.com/40974010/204618671-7ed1b6cb-222b-44b7-aaf4-a0c9ad217bc2.png)


## Why It's Good For The Game

Bugfix good!

## Changelog
🆑
fix: fixed getting kicked out of your body sometimes when pursuing the
carp mutant
fix: and carp lungs working incorrectly
qol: better ui explanation on the infuser book
qol: can drag people into the infuser chamber
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-30 17:03:18 +00:00
skylord-a52 be0e6efdf6 [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane (#69302)
About The Pull Request

Reorganizes the entire icons/mob folder.

Added the following new subfolders:

    nonhuman-player (this was initially just called "antag", but then I realized guardians aren't technically antags)
    simplemob
    silicon
    effects (for bloodstains, fire, etc)
    simplemob/held-pets (for exactly that -- I wasn't sure if this should go in inhands instead)
    species/monkey

Moves the following stuff:

    All human parts moved into species, with moth, lizard, monkey, etc parts moved to corresponding subfolders. Previously, there were some moth parts in mob/species/moth, and others just loose in mob. Other species were similar.
    icemoon, lavaland, and jungle folders made into subfolders of simplemob
    All AI and silicon stuff, as well as Beepsky et al. into the silicon folder, simplemobs into the simplemob folder, aliens into the nonhuman-player folder, etc.
    Split up animal_parts.dmi into two bodyparts.dmi which were put in their respective folders (species/alien and species/monkey)

Code changes:

    Filepath changes to account for all of this
    Adds a check when performing surgery on monkeys and xenos, because we can no longer assume their limbs are in the same file
    Turns some hardcoded statues and showcases that were built into maps into objects instead

Things I'd like to do in the future but cant be assed right now:

    Remove primarily-antag sprites from simplemob/mob.dmi (Revenant, Morph, etc.) and put them in the nonhuman-player folder
    Split up mutant_bodyparts.dmi into different files for Tizirans, Felinids, monkeys, etc and put them in their own folders. Those may have once been meant primarily for mutated humans but that's now how they're being used right now.
2022-09-03 11:52:54 -07:00
Kapu1178 dcd84e1bdc It's 2 am and im having a manic episode so i fixed hair (#69092)
* 2 am coding

* lazylists like this are stupid

* reviews
2022-08-17 17:20:04 -07:00
Kapu1178 6d470992cb This tail refactor turned into an organ refactor. Funny how that works. (#67017)
* Fuck you (refactors ur tails)

* Errors

* Wow. Pain.

* Fixes up probably everything

* finish up here

* Fixes hard del maybe

* original owner hard del

* garbage collection runtime

* suck my peen byond

* Mapped tails

* motherfucker.

* motherrfucker. again.

* Whooopppppsie

* yeah bad idea

* Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels.

* So anyways I repathed all organs

* Fixes

* really.

* unit test... test

* unit test-test but it passes linters this time because im a moh-ron

* I've lost track of what im doing at this point

* Hopefully fixes hard del?

* meh

* Update code/datums/dna.dm

* things n stuff

* repath from master pull
2022-05-30 21:18:34 -07:00
SmArtKar 45b19cd314 Fixes most eye color effects not working (#67127)
* Fixes most eye color effects not working, adds eye refreshing to species' handle_body.
2022-05-27 09:41:32 -04:00
Zephyr 87d2703af4 Splits eye color into two vars | Heterochromia Quirk (#66164)
* refactor it back to a single organ but with different eye vars

* nOt In A LoOp

* forgot emissive overlay

* remove old obscured var

* quirk

* fine we do it like this, PAIN

* add applying_preference paramter to is_accessible and check for it when applying

* update dummy on quirk change

* client might not exist if we are applying the preference, because unit tests

* unique icon

* lazy webedit review

* revert is_accessible refactor

* mild stupid

* change the way heterochromia is applied

* better handling

* Apply suggestions from code review

* add apply to human behaviour

* hopefully fix that which the merge hooks broke

* Update code/datums/quirks/neutral.dm

* Web commit for shame

* Update code/datums/quirks/neutral.dm

* Update code/datums/quirks/neutral.dm

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>

* Update basic.dm

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2022-05-06 23:45:16 -04:00
Kapu1178 1d0eadcb12 Kapulimbs (#65523)
* i wanna go to bed so im pushing this

* It compiles but doesn't work yet

* It works!

* I WANT TO DIE

* Appease linters

* some CI fixes

* Address reviews + oversight

* Limb grower fix

* more icon fixes

* forgot to hit save

* I'm a dumbass

* Removes bodypart parent from unit test

* Fixes monkeys and CI

* Grammar pass

* I hate zombie code so much

* General code cleanup

* THE SHITCODERS ARE COMING FOR MY VARS

* THE UNIT TESTS ARE COMING FOR MY SHITCODE

* Reviews + skirts

* Removes an unused DMI

* Why didn't I do this in the first place?

* HAIR REFACTOR

* Haha whoops

* How did I miss this

* Admin spawned creatures now have their features

* Optimize me harder

* minor fix i need to push to merge master

* Fixes hair (maybe) and a runtime

* Maybe fixes mirrors

* Attempts to fix women

* Fixes hair on dismembered heads and a grammar change

* Caps lock did me dirty

* address reviews

* icon failures fix + missed reviews

* Fixes: Facehuggers and Regenerate_limb

* Fixes ethereal color pref appearance

* How the fuck did this not break everything else horribly?

* JESUS FUCKING CHRIST IM A MORON

* Fixes compile

* I'm not high I swear

* Im a dipshiiiit

* grumble grumble

* Fixes a visual bug with digitigrade legs. Adds \improper to roundstart species names. Added two new clothing-related helper procs. Renamed a couple procs to be more accurate. Adds SHOULD_CALL_PARENT(TRUE) to examine_more. Addresses reviews.

* Forgot this little readability thing.

* Updates CODEOWNERS

* Me when I forget how github works

* mapload me harder

* Last second fixes
2022-04-01 21:07:46 -04:00
Seris02 77ea00b5d7 makes the gradient color options not show if no gradient is selected (#63169) 2021-12-02 13:49:45 -08:00
Ghom 79c8b3a8ca Gradients can now be applied to facial hair too. (#62996)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-11-25 22:44:06 -08:00
Ghom a45ea1cb0b Hair gradient preference no longer shows for species that don't have hair (#62950) 2021-11-22 14:17:32 -08:00
Gandalf 9f8a5a96e7 Moves hair gradients to the preferences menu (#62102)
* Hmm yes.

* let's not make everyone have rainbow hair

* Update basic.dm

* Undoes the dyekit removal!

* Update tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/species_features.tsx

* Update tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/species_features.tsx

* Update basic.dm
2021-10-15 17:06:14 -07:00
Seris02 694c2999b0 makes it so the sanitize_hexcolors' default is 6 characters rather than 3 and gets rid of color_legacy (#61980) 2021-10-15 11:48:55 -07:00
Mothblocks 5a4c87a9fc tgui Preferences Menu + total rewrite of the preferences backend (#61313)
About The Pull Request

Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.

Splits game preferences into its own window.

Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.

This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.

Fixes #60823
Fixes #28907
Fixes #44887
Fixes #59912
Fixes #58458
Fixes #59181
Major TODOs

Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc

    A lot of specialized testing so that people's real data don't get corrupted

Changelog

cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
2021-09-15 10:11:11 +12:00