🆑 ShizCalev
qol: Converted buckets (and naturally cleanbots) over to GAGs.
fix: Cleanbots built with a wooden bucket will now properly drop a wooden bucket when destroyed.
/🆑
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
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.
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
About The Pull Request
second part of #68417, which splits the suits.dmi, but this time focuses on obj items. everything stated in that pr applies to here aswell, it follows the same categorization.
Why It's Good For The Game
finishes the much needed splitting of suits.dmi, easing the minds of spriters everywhere and lowering the probability of future pr conflicts in this area
* the radio star
* I think it's funny that I've had the same contrast problem on all of my GAGS PRS
* oops forgot to make the RD's key unique
* fine
* what if I said please
* swaps translation key to be in line with the other new ones
About The Pull Request
Resprites various clothing items from the clothesmate with GAGs.
Organizes the clothesmate. Recolorable items on top, in the order of head, mask, neck, glasses, gloves, acc, belt, under, suit, shoes.
Adds a pair of jean shorts.
Tweaks some already GAG'd sprite colors.
Top: OG
Mid: Resprite in the style of the OG
Bottom: Random colors to showcase colorable channels
yoopp
sundress, tango, plaid, slacks(khakis), shorts, jeans, turtleneck skirt. scarf, large scarf, beanie. new jean shorts.
(excuse the inconsistent pantyhoes, hair, and ears i was already done screenshotting before i realized)
Why It's Good For The Game
Expands the amount of in-game customization while also cutting down on current and future sprites at the same time its like magic.
Changelog
cl
imageadd: Various clothing items have been converted using GAGs, making them recolorable. Check it out at your local clothesmate!
/cl
* Removes all thermal ballast piping from our maps
* Removes co2 recirculation from our maps, no reason to have it if ballast isn't a thing
* Removes all behavior that's linked to ballast
I don't think ballast is something that's useful to keep around, since
it functions to make cooling things harder for what amounts to no real
reason.
We still have space as an infinite source of cold, it's pointless to
gate it.
Anyway, this commit.
I'm removing all uses of two ports, cooling, efficency, work skipping, and
safeties.
This means dropping quite a lot of behavior.
There's no emag effect currently for instance, because it renabled some
previously buggy behavior that was caused by ballast, which I'm nuking.
Also doing away with metal h2, because even though I like the idea, it
has no purpose as of now.
Removing ballast has made a lot of the logic and checks that were done
in process_atmos pointless, so they can go too.
I'm keeping the barebones behavior of how power consumption works,
because I like it.
Efficency is going because it was almost always like 80% without
ballast, and I didn't think it was something worth having.
Cooling as a concept can go interestingly enough, because there's no
difference between heating and cooling, just the temperature we're
targeting.
I think that's about it? I'm also removing failure states, because they
too were linked to ballast
Oh, and I'm removing the redundant icon states and gags entries, since
well, they aren't used anymore. Also removed some from the js file
Converts PDA functions and applications over to modular tablets and devices, namely the messaging function. HREF data code is quite honestly clunky and difficult to work with, as I've definitely experienced whilst working on this. By moving from this system over the easier to read (and frankly, easier to add to) TGUI system, you get cleaner looking and more user friendly UIs and a greater degree of standardization amongst other UIs.
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Adds two suits and one hat based on moth lore and culture, available at the clothesmate. They are set up with GAGS and can be freely recolored
* Adds one curator bundle based on construction, themed after moth engineers. It gives a few tools, materials, and a suit with hidden pockets
* Adds a color matrix layer to GAGS
* Fixes default row value
* Passes along the last viable icon for color matrix use
* Removes stray nocache reference
About The Pull Request
Ever since I saw @EOBGames PR this, I've wanted it. I've needed it. I've been delaying some mapwork FOR this. This is an identical PR to #61689, just updated so that it's not conflicting with anything. I've done everything @Krysonism asked for from last time too. That's right spacemen, double beds are back, and more cursed then ever. Cursed to succeed that is!
Why It's Good For The Game
We. Don't. Have. Benches.
Benches are a hallmark of any public space! You can sit on them, sleep on them, stand on them, even sleep on them! Our stations have a ton of chairs, but chairs don't really communicate public that well. Benches do. As for the beds? Well Inept wants them, and you know what? I respect that.
cl
expansion: Sofas now include the Bench Type. These are buildable with 2 metal plates from the crafting menu.
expansion: Beds can now be rotated (flipped), and include the Double Bed Type. Miners can also make Double Pod Beds to really feel like an Alaskan King.
expansion: Bedsheets to match! Try to share those big blankets with a lizard if you see that they're shivering!
code: Stuff that lets you interact with the benches and beds in-game, so that you too can enjoy being a king.
sprites: Ports the Benches and Double Bed sprites from Skyrat
sprites: Flipped Beds
About The Pull Request
Hallo! This is part two of my PDA update, where I take the old hokey colors that were just left in to not rock the boat, and changes them to better fit the current aesthetic of the game. It also makes the captain's PDA have some more fanfare, without even adding a sprite, I just did a funny trick with the layers.
In addition to that, I have updated the sprite for the survival pen, and made it so QMs start with one in their PDA.
bespoke final
peen
Why It's Good For The Game
The old PDA colors on the new PDA sprites were odd in a few places, this fixes that. I spent about a week or so going to different players of the different jobs and departments getting their input on what colors they'd like their PDAs to be, and now the best looking options that make sense, will be added in! Woo!
Also I just think the QM having a emergency shovel is kind of cool, and its a really neat item that deserves just a little more love, so why not?
Changelog
cl
expansion: Updated old GAGS colors for the PDAs based on user feedback
imageadd: Updated appearance of the Survival Pen
expansion: The Quartermaster now starts with a Survival Pen because its flavorful. Survival Pen has also been updated to use the fancy font, since, its fancy.
/cl
Adds the sparring god. Your deity wants you to go out and spar people for self improvement.
Sparring
You can create contracts from paper as the chaplain. The contracts come with a set of conditions for the battle.
You can set which weapons are allowed.
You can set what you earn from winning.
You can set where you fight.
BOTH participants in the sparring match must agree to the terms for the fight to begin. Changing the terms will remove any other signatures on the contract, requiring them to review and willingly sign again.
Setting the stakes to be holy will give you favor for winning the fight. You can only do this once per person, so you can't farm points. You can use points on declaring new areas as arenas, or if you save up enough, buff your heart to keep fighting in dangerous conditions.
This fix was one hell of a debug journey. Icon.Insert() was the issue here but I'm not sure if it counts as byond bug in this particular case. When you insert a single frame icon, if an existing icon state of the same name exists normally it would be overridden. However different things happen if the icon that gets overridden has multiple frames. I'm not fully sure of the different behaviors but depending on what the icons consisted of you could get animated sprites where every frame was the same or appending frames to animated sprites in strange ways.
This has been fixed by making sure no Inserts are overriding existing icon states so that the strange behavior doesn't have to be dealt with.
The GAGS debug menu has been upgraded a bit on the way to fixing this bug. A toggle to automatically refresh icons when the dmi or json configuration are updated has been added and the step by step preview will only show steps now involved in the creation of the icon state you select.
This PR fixes the placeholder map sprite for lizard plushes. I included a map sprite in my original GAGS PR but I forgot a single character from the icon_state which made it not work and I didn't realize until after it was merged.
This PR adds temperature based coloring for atmos gas meters and freezers.
These values are based on the BODYTEMP icon warnings that you get when a room is too hot or too cold. There is also some minor code improvements where some of the icon heat and cold warnings were hardcoded values. I made this a constant in the __DEFINES.atmospherics.dm file that you can see below. These values have been applied to air alarms, thermomachines, gas meters, and species code.
This is a QoL update for atmos tech nerds. Instead of having to manually examine a gas meter or use an analyzer to determine what temperature is in the pipes you can rely on the colored icons to communicate that information rapidly. This should also help prevent harmful gas leaks where a person unwrenches a pipe without realizing there is hot gas inside it. And you should be able to troubleshoot a delaming SM faster and easier with these colors.
* base sucking functionality
* functional upgrade and upgrade refactor
* minor tweak here
* finish overhaul of upgrades, add gags-ified upgrades
* add documentation (you love to see it)
* update sucking sound
* do some of the requested cleanup, fix key going into trash bag, add right click func
Stationary gas tanks have been in a terrible place for a long time, this addresses some of the issues with a more balance focused change coming in a second mapping pr after this one.
Stationary gas tanks have been made constructable and act similarly to canisters in that they can be damaged, repaired, and over-pressurized to explode. Additionally, they can be made with any rigid material and their stats depend on that material. A glass tank is going to have far less pressure capability than one made of plasteel.
In terms of gameplay there are two main differences now: Adjacent stationary tanks will merge together both graphically and with their internal storage. Any port on any of the tanks can access this shared storage. Also stationary tanks no longer magically have many times the volume for gas as the tile it's in, instead they have a pressure cap and a normal amount of volume.
Of interest to coders this pr also adds a generic grouping datum that acts similar to how pipe networks work. It maintains a listing of all adjacent objects whose type falls within a specified filter. In this case it's used for the gas tanks to know of every other tank in the group. I'll be looking into spreading it's usage elsewhere where this can replace existing one off systems.
Some (de)construction:
First a glass tank is constructed which is then immediately damaged by the high pressure in the gas storage that is now shared. After repairing it for a moment another metal tank is built.
Suspenders were already basically given a greyscale sprite by me in the past, this converts them to GAGS allowing custom recolors of them through existing code already in place.
Wrapping paper has been put through GAGS. You can set the base color and ribbon color with right click, then apply it to a package.
Co-authored-by: coiax <yellowbounder@gmail.com>
This standardizes how values are read from the json for greyscale layers so that error handling can check for some additional things:
No extra keys in the json that are unknown
No missing keys that a layer needs to work
Values are the expected type for that key
A variety of error messages have been added for various ways the json can be malformed and should hopefully provide good feedback for anyone working with greyscale configurations.
This PR fixes a case where Cayenne's sprite was flickering an error sign when carrying a disk and correctly assigns icon state names to JSON gags files for carp mouth and wirecutters as per newest standards to prevent further issues with them in the future.
Makes datum materials support GAGS icons without too much configuration needed. You just need to specify a base config and subtype configurations can be for specific materials. I used the cleric mace as a testing item due to it having 2 distinct regions to color, so it got migrated to this system.
Moving forward we should not be using the regular color system for datum mat items as you can get conflicts with other code adding colors whereas with this the sprite has the base colors baked in.
Also I made the gold mace shimmer, for fun.