Commit Graph

46 Commits

Author SHA1 Message Date
Toastgoats 5ed6407462 Ethereal Pirates (Re-pr) (#76554)
Other pr had some weird check failure, making a new pr to see if it
fixes it.

## About The Pull Request
After he ended up finishing his pirate pr before I could, SethLafuente
graciously offered to let me roll my in-progress pirate pr into his
overall pirate expansion project.

This pr essentially adds a new faction of pirates, along with a new
subspecies of Ethereals a-la silverscales.

- The Lustrous:

A unique subspecies of Ethereal, with years of exposure to bluespace
dust mutating them into crystalline abominations sporting a new pointy
head, pressure resistance, and a permanent bluespace prophet brain
trauma. They're still as fragile as ever, but far more capable of
getting in and out of sticky situations.

- Geode Pirates:

A hollowed out asteroid manned by three Lustrous, equipped with
switchblades, traitor PKAs, jump boots, two teleporting turrets, and an
upgradable bluespace launchpad.

However, they lack proper armor and ship defenses, forcing them to adopt
a coordinated hit-and-run playstyle.


![asteroid](https://github.com/tgstation/tgstation/assets/63932673/1ab420fd-4bf3-4a54-94be-fde73cf66edf)

![shuttle](https://github.com/tgstation/tgstation/assets/63932673/00574b29-54be-4efb-b6d6-0085c3bc5cfb)

![piratas](https://github.com/tgstation/tgstation/assets/63932673/d1586a30-a1e5-42e0-b16b-9793db1340ad)
## Why It's Good For The Game

When I started working on this project, I wanted to implement this
faction to cover for the loss of psykers and as a means of creating a
"rock-paper-scissors" system to how standard pirate playstyles would
work; with default pirates being offensive, Silverscales defensive, and
Lustrous mobile.

With Seth's pr, things are a little different now, but I still believe a
glass cannon mobility-focused pirate faction would be a welcome addition
to the pirate roster.
## Changelog
🆑
add: Adds the Lustrous, ethereal pirates in a big bluespace geode!
sound: Unique scream sound for the Lustrous species.
image: Unique head icon for the Lustrous species.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-07 23:48:47 +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 6977a041a9 Do not add external organs if not needed and not rendered. (#75963) 2023-06-20 06:48:45 +00:00
Mey-Ha-Zah 640686b127 Chaplain suits (#75984)
## About The Pull Request

Updates Nun, Eastern Monk, and Holiday Priest chaplain outfits.

![image](https://github.com/tgstation/tgstation/assets/28636915/05d0e961-83b8-46ed-9ffc-848e94d0ac46)

Credit: https://github.com/EricZilla for the Eastern Priest Item sprite.

## Why It's Good For The Game

Updates some old outdated sprites.

## Changelog
🆑
image: Updated Eastern Monk, Nun, Holiday Priest Chaplain Suits.
EricZilla helped.
/🆑
2023-06-13 15:16:21 +02:00
ZephyrTFA 8d6b5d8366 routine codebase maint
This reverts commit bcc649462a.
2023-06-13 03:20:36 -04:00
Youtubeboy139 bcc649462a Pink Security (#75946)
## About The Pull Request

ATTENTION:
In celebration of government sanctioned Pride Month as well as Breast
Cancer Awareness, NanoTrasen has temporarily swapped out the uniforms of
the Security Department with pink variations. Reminder, laughing at
security officers wearing this new uniform is ~~encouraged~~ frowned
upon and will be met with ~~praise~~ disciplinary actions in the form of
~~increased~~ docked pay.


![Screenshot_2023-06-09_140823](https://github.com/tgstation/tgstation/assets/609886/d5c0ac1c-61fb-4215-a211-daad4b341aa7)
## Why It's Good For The Game
https://www.youtube.com/watch?v=ZyhrYis509A

## Changelog
🆑
add: Added security specific gloves
image: Changed all standard security uniforms pink
/🆑

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2023-06-13 03:18:56 -04:00
Youtubeboy139 92f9113201 Belt resprite with soul? Blasphemy! (#75901)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

The classic belts have been a staple of SS13 as a whole for years, all
the way back since /TG was first created. They have pooled downstream to
many other smaller servers with little to no change (except for the rare
few) to their overall design. This PR aims to give the old belts some
fresh life while retaining the soul that makes them that staple. Better
shading, more defined shape/color, just an overall facelift.

![Screenshot 2023-06-06
231153](https://github.com/tgstation/tgstation/assets/609886/c7b447a2-cb7e-4fd0-b4a8-549a46918a76)

![Screenshot 2023-06-06
224628](https://github.com/tgstation/tgstation/assets/609886/bca70b5d-ee56-4168-849e-cc06cfaebeda)

Link to OLD belts for comparison 

https://cdn.discordapp.com/attachments/326849939240124419/1116113448259031040/image.png

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Replaces a ~~depreciated~~ classic sprite with a better, more modern
sprite.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Added new EMT belt (really just renamed the Paramedic belt path)
image: Added new EMT belt sprite
image: Added shiny new belts and detective/syndicate holsters (`onmob`
sprites included)
image: Removed old, unused red military belt sprite
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-08 01:23:48 +00:00
zeroisthebiggay 53c4e59ebe the cooler daniel: ninja's katana looks cooler when on the belt (#75719)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/43571008/997b9394-d858-43bf-86fd-28f035b3d718)

i made this a long ass time ago for when i ported tg ninja to a
different codebase and i repurposed the katana sprite to look cool and
edgy when on the belt but never actually brought it to here

i thought it looks nice
## Why It's Good For The Game

it looks better and is more visually telling than just the generic 'this
is a katana' belt sprite
## Changelog
🆑
image: energy katana on belt
/🆑
2023-06-07 18:39:34 -04:00
axietheaxolotl 65bae6e1ed Medkits-- resprited-- AGAIN. (#75683)
## About The Pull Request

wow look, medkits have been resprited again!!!


![image](https://github.com/tgstation/tgstation/assets/86872535/c93845b1-14a6-49e7-b27d-d05d9c4fbe11)


![image](https://github.com/tgstation/tgstation/assets/86872535/79335de8-e644-4b16-b753-823274177662)
## Why It's Good For The Game

idk, is it? it is. it looks better.
## Changelog
🆑 axietheaxolotl / viro
image: new medkit sprites, again.
/🆑
2023-05-28 11:05:42 -03:00
Jacquerel 1a918a2e14 Golem Rework (#74197)
This PR implements this design document:
https://hackmd.io/@Y6uzGFDGSXKRaWDNicSiEg/BkRr176st
Put briefly, this will remove every existing golem subtype and
consolidate golems into a single species with cool new sprites.
NOT implemented from that PR is the ability to eat Telecrystals, I
couldn't come up with an appropriate visual that can stack with the
existing ones, but that should be a reasonably trivial add for a future
artist & developer.

New Golems have a food-based mechanic where their hunger decays pretty
quickly and can only be replenished by eating minerals. They start
moving slower as they get hungrier, until eventually they become
completely immobilised and need to be rescued.
Eating different kinds of minerals will visually change your sprite and
give you a special effect in a similar way to old golems, but temporary.
While transformed, you can't eat any other kind of mineral which would
transform you (but can still consume glass).
To see the full list of effects, look at the hackmd above.

In service of these sprites working I have refactored the
`species/offset_features` feature by killing it and delegating that
responsibility to limbs instead. Rather than applying an offset to items
due to your species, it is due to your weird head or arms. This makes
overall more sense to me, but it inflates the code changes in this PR
somewhat.
It doesn't make a lot of sense to atomise unfortunately because that
code also seemed to be entirely unused until I tried to use it in this
PR, so you wouldn't be able to tell if my changes broke anything. I
might make a downstream sad by doing this.

All of the actual numbers in this PR are made up and only loosely
tested, it will need some testmerges to gather feedback about whether it
sucks or not.

Other relevant changes:
I reworked how bioscrambling works based off bodypart bodytypes, to
automatically exclude golem limbs in either direction. There's really no
way to have those work on humans or vice versa. Organs still fly though.
2023-05-07 22:45:20 +00:00
iwishforducks 2c8ecdab3f Stowaway Changelings (Latejoin Changelings) (#74670)
## About The Pull Request

Adds a latejoin form of Changeling flavored as a stowaway.

## Why It's Good For The Game

We don't have a latejoin form of Changelings. It ups the paranoia that
anyone can be a Changeling, latejoin or not. They're also one of the few
non-progression antagonists which would work perfectly as a late join.

## Changelog

🆑
add: Stowaway Changelings will now appear as a late join form of
Changeling.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2023-05-03 08:50:45 -07:00
Jacquerel 6b6d9fe152 Hides worn PDAs (#74838)
## About The Pull Request

PDAs no longer have a visible appearance on your character when equipped
in the belt or ID slot.


![image](https://user-images.githubusercontent.com/7483112/232916683-02e41ece-6c70-4cac-b242-24fb60b6c41a.png)

![image](https://user-images.githubusercontent.com/7483112/232916703-40d0fc65-ed25-4a7b-97be-e09c5925ba44.png)

Pictured:

![image](https://user-images.githubusercontent.com/7483112/232915339-ae3b9879-9415-476f-ba89-a7e59bd6a749.png)
Me uh... not visibly wearing a PDA?

## Why It's Good For The Game

There's virtually no game advantage gained by knowing whether someone is
or is not wearing a PDA, and even if there were they could just as
easily have it in a pocket or other storage slot.
They create visual noise on your sprite and are an accessory that
virtually everyone always has, making the game look worse.
When ID card sprites were restored as part of a bug fix when introducing
missing worn icon unit testing, they were intentionally hidden again for
similar reasons.

## Changelog

🆑
imagedel: you can no longer tell if someone is wearing a PDA by looking
at them
/🆑
2023-04-20 08:26:15 -07:00
thgvr 08898964e6 Updates Lizard Sprites & New Digitigrade Sprites (#74549)
## About The Pull Request
Hi.
This pr contains work that is a collaborative effort between myself,
Halcyon, Mqiib and `2cents#8442` for the original leg-work (Ha Ha, Get
it?), ultimately finished by myself.

Here's a preview!


![image](https://user-images.githubusercontent.com/81882910/230306775-23e673ee-933e-4aef-a5ac-ba61bf7a1ee1.png)

And here's some side previews!


![image](https://user-images.githubusercontent.com/81882910/230309069-7770b6d7-933e-4648-b6be-e1631ab631aa.png)

## Why It's Good For The Game

Lizard sprites have not been updated since their inception in 2016. They
will now be updated and be much more consistent with everything else.

Signed off by @optimumtact

## Changelog
🆑
imageadd: Lizards have been resprited, as well as Digitigrade sprites.
Please remember to update your colors to account for this.
/🆑
2023-04-07 12:04:53 -07:00
Mey-Ha-Zah 9e11f73136 Lavaland Monster Sprite Update (#74299)
Updates most Lavaland mob sprites, merges some icon files and adjusts
the pathing.
## About The Pull Request

Updates Most Lavaland Mob Sprites with work provided by Sheets.
Merges, splits, and moves a few icon files and icons to adjust for the
new icons.
Repaths the dmi locations and pixel shifts for the adjusted sprites.

Examples:

![image](https://user-images.githubusercontent.com/28636915/228048074-2971537a-04b9-435c-b323-b5717ca20bdc.png)

![image](https://user-images.githubusercontent.com/28636915/228048092-8570a869-41d1-4229-971b-da96d852d397.png)

![image](https://user-images.githubusercontent.com/28636915/228048113-28809a4f-07cf-4487-a70e-b1e348c3affc.png)


## Why It's Good For The Game

Better quality sprites are better to look at.
Putting sprites that are the same type in the same file is much saner.

## Changelog
🆑
imageadd: added new lavaland sprites, moved some sprites to a new
location, adjusted pixel shift for the updated sprites, adjusted the
name of some sprites.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-04-06 00:58:38 +01:00
itseasytosee 8ab74525c1 Brings the monkey back down (body horror edition/addition.) (#73325)
## About The Pull Request
Let me paint you a story.
A long time ago monkeys once rested their feet on the floor, this was a
time of bliss and peace. But sometime around the horrors of making
monkeys subtypes of humans did an atrocity occur.

![image](https://user-images.githubusercontent.com/55666666/217657059-5c960ab4-c3de-493c-ac12-28de99b43d7f.png)
**The monkeys were moved up.**
I thought this was bad, and alot of people on the forum tended to agree
with me

![image](https://user-images.githubusercontent.com/55666666/217657707-120354c7-b1a5-4d93-8813-8e10e142bd92.png)
This was do to some purpose of adjusting them so it could be easier to
fit item sprites onto them instead of preforming the hours of work
refractoring to make the heights of the items dynamic and adjustable. A
simple pixel shift may have sufficed, but you see, such a change would
NEVER allow the frankensteining of monkey and human features together.
This is that refractor.

In essence, the following is now true.
A top_offset can now be generated for a human based on a varible on
their chest and legs. By default, and as is true with human legs and
chests, this variable is ZERO by default. Monkey legs and chest have
NEGATIVE values proportionate and onto how much smaller their sprite is
compared to humans. Other bodyparts, as well as any other accociated
overlays, or clothing will automatically be offset to this axis. THIS
MEANS THAT MONKEYS ARE ON THE FLOOR. But is means something else too.
Something more freakish,


![image](https://user-images.githubusercontent.com/55666666/217659439-bc0b1a35-76c8-4490-b869-770180605822.png)
**What abominable monsters**, unreachable by players as long as we can't
stitch monkeys and humans together (oh but just wait until the feature
freeze ends)
Oh but you might be thinking, if legs can make a mob go down.
can it make a mob

**go**
**up??**

**OH NO**


![image](https://user-images.githubusercontent.com/55666666/217707042-0d53022f-d93a-4262-a5ce-ef15a99eb897.png)

![image](https://user-images.githubusercontent.com/55666666/217707060-779f5901-ab90-4a64-9ca7-0b147e24f099.png)

![image](https://user-images.githubusercontent.com/55666666/217707821-23d7457c-5881-40ae-8d9d-c9fbd645aba6.png)

These lads are stepping, and have been implemented solely for proof of
concept as a way to flex the system I have created and remain
inaccessible without admin intervention.

But really, when all is said and done, all this PR does in terms of
player facing changes is move the monkey back down.

![image](https://user-images.githubusercontent.com/55666666/217708365-b6922a6d-08d0-4267-8713-4f8dac29038e.png)
Oh and fixed monkey husked which have been broken for who knows how
long.

![image](https://user-images.githubusercontent.com/55666666/217708464-5a9b6f89-4223-4ae5-a21e-3a274a9f8db8.png)
## Why It's Good For The Game
The monkey is restored to its original position. Tools now exist to have
legs and torsos of varying heights. Monkey Husking is fixed.
## Changelog
🆑 itseasytosee
fix: Monkeys ues the proper husk sprites.
imageadd: The monkey has been moved back down to its lower, more
submissive position.
refactor: Your bodyparts are now dynamically rendered at a height
relevant to the length of your legs and torso, what does this mean for
you? Not much to be honest, but you might see a monkey pop up a bit if
you cut its legs off.
admin: The Tallboy is here
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-02-27 09:35:07 +01:00
Mothblocks 09cfba5feb Optimize cardboard cutouts saving 1.5s+ on init times (#73404)
New regression in init times. Closes
https://github.com/tgstation/dev-cycles-initiative/issues/32. CC @Fikou

- Instead of creating a human and icon for *every* cardboard cutout when
initialized, only creates the one we're actually using. When you're
about to use a crayon, creates all of them.
- Instead of using getFlatIcon, uses appearances directly.
2023-02-18 22:58:35 -07:00
Jacquerel fe896a2e55 Fixes new regal rat sprite & removes duplicate file (#73306)
Removes a duplicate file which was preventing the new regal rat sprite from being used.
2023-02-10 15:24:57 -03:00
Rhials ef335f7d1f It Came From Outer Spess: Adds midround changelings, delivered by an absolutely disgusting changeling meteor (#73018)
## About The Pull Request

Adds a new dynamic midround opportunity and random event - Space
Changeling.


https://user-images.githubusercontent.com/28870487/215284465-f5c5c1b1-b83d-471a-89be-1b65a4d2f2d4.mp4

If you are fortunate enough to recieve this role, you will be stuffed
into a changeling meteor and hurled at the side of the station. With no
crew identities, no access, and no equipment, you'll have to rely on
your **free** organic space suit and armblade to infiltrate the station
and get settled.

With no disguises to fall back on, the midround changeling experience
may lead to some very unfavorable situations. It's not unlikely that
you'll be spotted making your way inside, or that someone will see the
impact site and cause a panic. This role is not easy, but keep in mind
that you also have nothing to lose in the event that you use Lesser
Form/Headslug.

Aside from the starting circumstances, you have the same objectives and
capabilities as a roundstart changeling. Getting inside of the station
will be the hard part, but from there you can do what changelings do
best and blend in.

<details>
<summary>A brief note on the free stuff you get:</summary>
<br>
You get the organic space suit and armblade for free. The space suit is
absolutely vital, but I decided that the armblade should be given for
free as well. It's necessary for breaking open windows or airlocks and
getting access to the station, since otherwise your options are limited
to arrivals/departures. Having to pay a 2 point tax to avoid walking
naked into the main hallways of the station and getting gibbed is lame,
and with the added difficulty of the role I think it's fair.
</details>

Also, this is my 100th PR here! :)

## Why It's Good For The Game

Adds midround changelings in a WAY COOLER way than just making a random
crew/new arrival a changeling.

Lets people experience Hardmode Changeling, and test the adaptability
and flexibility of the most versatile antagonist even harder than
before. Losing the option to bypass the whole shape-shifter thing by
disguising as your crew identity presents a welcome change to the
formula.

Adds a teensy bit more midround variety, so we stop getting Nightmare At
The Thirty Minute Mark every round.
## Changelog
🆑 Rhials
add: Midround changeling spawn event.
add: Changeling meteor. It has a present for you.
/🆑
2023-02-04 03:17:15 -08:00
Shadyyy66 214174874c [NEW GHOST ANTAG] The Paradox Clone (#71141)
## About The Pull Request


![image](https://user-images.githubusercontent.com/114319683/200192566-e596ab83-8180-4f4c-a799-6e68e435fd43.png)

[DESIGN DOC]
https://hackmd.io/@tGKknGe5Q7qtddEspif79g/BJ3w9QLri/edit

Bluespace technology has destabilized the very fabric of reality, even
time itself!

Sometimes during a shift, it's possible for a PARADOX CLONE to spawn
somewhere on the station (usually maintenance). This paradox clone has
the exact appearance and DNA as a random crew member on the station,
wearing the same clothes they were at the start of the shift, including
their ID.

To maintain timeline coherency, the paradox clone must now hunt down and
kill the original and take their place or die trying, if the original
survives they have failed.

The only thing the paradox clone spawns with is a mechanical toolbox
that helps them from being stuck in maints if their ID doesn't have
maints access.
## Why It's Good For The Game

The inclusion of this antag encourages good crew coordination and adds a
less destructive, more personalized antag to the roster.

This antag rewards good detective work, as both the clone and the
original are identical in every way, and will therefore require a
detective to break out their detective skills to figure out who the
clone is.

Also a possible tie-in with the Chrono Legionnaires in the future.
## Changelog
🆑
add: Time and space has destabilized even further due to Nanotrasen
bluespace research, now, on occasion, clones from different timelines
can appear on the station and hunt you down to maintain timeline
stability! Beware the Paradox Clone!
/🆑

---------

Co-authored-by: 1bw0kopy <xz2rbf23@protonmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2023-01-29 19:17:06 +00:00
Halcyon 604d3080f3 Fixes headsets not using their proper worn sprites (#72953)
## About The Pull Request

You're probably wondering "They had worn icons?"
Yes, yes they do. No one fucking noticed.


![headsets-export](https://user-images.githubusercontent.com/81479835/214505362-3e8cd173-ff09-4163-a820-69f1b86c6423.png)
## Why It's Good For The Game

Missing sprites fixed.
## Changelog
🆑
fix: Headsets now have their old worn sprites back, did you ever notice
it?
/🆑

---------

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2023-01-29 19:43:05 +08:00
Mothblocks 54eae1e713 Fix signal override merge skew (#72882)
Caused by https://github.com/tgstation/tgstation/pull/72517, with
https://github.com/tgstation/tgstation/pull/72561 raising an error that
was being hidden before

This changes equip logic somewhat so that set_wearer was being called
twice.

I don't think this should be being run in visualsOnly at all, as it does
a ton of stuff like registering signals, updating UI, etc etc etc. Don't
have time to investigate further.
2023-01-22 10:34:56 +00:00
Fikou 519bf69869 Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517)
## About The Pull Request
revive of #68760
this time a proc, not an element
this time supports cardboard cutouts
this time supports mob corpses

![image](https://user-images.githubusercontent.com/23585223/211064291-81070650-189f-4afa-8116-81b687e3ea35.png)

## Why It's Good For The Game
prevents these icons ever being outdated, they'll always look what they
are supposed to, saves spriting work

## Changelog
🆑 Fikou, a hood by Viro
refactor: humanoid mobs and cardboard cutouts automatically generate
their sprites, they no longer will be outdated
/🆑

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-01-18 20:04:10 +00:00
dawsonkeyes 25559a8c42 Fixes and buffs Metal Hydrogen golems (#72482)
## About The Pull Request

Metal Hydrogen golems as of now are quite literally not even immune to
_space_ and _the cold_, despite their description insinuating the exact
opposite and their manner of creation being more time-intensive than any
other golem. This PR fixes that, putting them on-par with all other
golems in regards to temperature and space immunity, whilst also
_hugely_ buffing them so they're not simply an antimagic version of
adamantine golems - instead, they're now most metal golems rolled into
one power-wise, with the armor of diamond golems as is befitting.

Also, I fixed their colors and wording (metal hydrogen isn't a
_mineral_, it doesn't naturally occur)

## Why It's Good For The Game

Creating metal hydrogen golems is not wholly difficult if you understand
atmospherics and practice safety in doing so, but compared to all other
golems they are _woefully_ underpowered and nigh-useless in most
practical applications. Adamantine golems are better in effectively
every way, and they're the standard for easily-created golems. Properly
fixing them and buffing them to ensure they're worth making is an
effective way to make metal hydrogen a more worthy endeavor for
atmospherics, and also metal hydrogen is simply cool.

## Changelog

🆑
fix: metal hydrogen golems no longer die to low pressures and cold
temperatures
fix: metal hydrogen golems are no longer solid white, and are now the
actual color of metal hydrogen
balance: metal hydrogen golems are also now immune to most environmental
threats, and get more armor
/🆑

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2023-01-12 09:58:13 -08:00
ShizCalev 747dfd49d9 [ready] unit tests all worn icons (#72370)
Fixes #71692

🆑 ShizCalev
code: Added a unit test for ALL worn icons.
fix: Fixed a bunch of broken worn icons!
/🆑
2023-01-03 12:57:56 -08:00
Fikou 16d2ffa446 tweaks the ninja modsuit helmet (#72259)
## About The Pull Request
the ninja modsuit helmet was weirdly inconsistent across the different
directions, all of them had different elements that werent seen in other
directions
this pr makes it consistent across all, and slightly tweaks the design

## Why It's Good For The Game
i like it :)

## Changelog
🆑
imageadd: tweaks the ninja modsuit helmet
/🆑
2022-12-28 00:04:40 +01:00
MrMelbert 5005f036a6 Makes flags_inv better at actually hiding things when used on non-suit clothing (#72107)
## About The Pull Request

`flags_inv` contains a series of flags which dictate which items can be
seen / which items are rendered when it is worn. This lets you hide
things that shouldn't be visible, stops weird bugs

Right now it really doesn't work to hot. Most of the flags aren't
checked so a lot of silly things happen.

Here's an example, which was broken for 2 reasons


![image](https://user-images.githubusercontent.com/51863163/208569339-6bc07fb2-ccd4-4251-9aef-77f53afd7c5c.png)

1. it was using the wrong var
2. nowhere checked that the shoes were hidden

So, I went through and made the `update_x` procs consistently check when
the slot is actually hidden.


![image](https://user-images.githubusercontent.com/51863163/208569388-a6cefe71-9b41-4263-95b7-24fee2d76e63.png)

Much better?

~~It's actually still broken. It's hiding the arms for some reason. But
that's for another PR?~~

## Why It's Good For The Game

Flags that exist should work as expected.

## Changelog

🆑 Melbert
fix: Wedding dresses no longer render their shoes over the dress
fix: Things which have inv flags set should more consistently actually
hide the things they mean to hide
/🆑
2022-12-26 21:59:16 -08:00
lizardqueenlexi 76bc975ba9 Jellypeople and stargazers use the correct eyes sprite. (#72175)
## About The Pull Request

Jellypeople and stargazers both have three eye sockets on their sprites,
but due to the way eyes work, they use the incorrect eyes on their
sprite. This leads to both of these species looking fairly ugly, with
the wrong arrangement of eyes. This PR adds a unique eyes organ, "jelly
eyes", to these two species. This organ has no special properties, but
makes them properly display three eyes.


![image](https://user-images.githubusercontent.com/105025397/209075852-226ef72d-4f67-4b59-8438-c9aa72d07976.png)
_The current jellyperson eyes appearance vs. the new one, in obnoxious
pink for visibility._


![image](https://user-images.githubusercontent.com/105025397/209075951-23f317ab-63e7-482a-b843-b9a0246d3231.png)
_The new "jelly eyes"._

Incidentally, jelly eyes _can_ be implanted into other species to give
them three eyes. This can look somewhat odd depending on how a
particular species's eye sockets are drawn, but this is also an
extremely niche interaction - so most _likely_ not a problem.
## Why It's Good For The Game

The jelly eyes _already_ have existing on-mob sprites, so I can only
assume they stopped working due to a refactor in how eyes worked. These
species look better with the correct eyes sprites restored.
## Changelog
🆑
fix: Implemented "jelly eyes" to make jellypeople and stargazers use the
proper eyes sprite.
/🆑
2022-12-24 13:19:55 +01:00
MrMelbert be8bbf4c55 Fixes husk appearances not working, adds a screenshot test for it (#72190)
## About The Pull Request

Fixes #72159

Before this proc used to early return when the limb was husked
The leg refactor changed it to no longer early return and as a result it
overrided the generated husk icon with a normal limb icon
So I just wrapped even more of the proc in `!is_husked`, since like most
of it is not supposed to run

Screenshot tests husks too

## Why It's Good For The Game

Husks are good(?)

## Changelog

🆑 Melbert
fix: Husked bodies look husked again
/🆑
2022-12-24 02:37:37 -08:00
Time-Green 2130cf589a Fixes podperson hair colors, adds individual layer colors (#71683)
This was broken completely by a certain scaly coder

Now it works again! Previously the hair was the inverted color of the
body, but it should've been the same and only have the front layer be
inverted

Also makes it possible to render layers with different colors

🆑
fix: Podperson hair isnt fugly anymore
code: External organs now support different colors for different layers
/🆑
2022-12-17 00:11:59 -08:00
ChungusGamer666 5a1ce081de Reworks how legs are rendered yet again because it was very convaluted i hated it (#71721)
## About The Pull Request

The previous method for masking legs properly involved quite heavy icon
manipulation and I didn't like it.
To fix this, I simply made two bodypart layers get used for rendering
legs, a low layer (for the leg that should be hidden behind the other in
a given dir) and the normal bodypart layer.
This still involves icon manipulation, as the unnecessary dirs need to
be cropped properly for the low layer and normal layer, but this should
be a considerably simpler and more reliable system.
Additionally, this fixes the issue of husks not having their legs masked
for whatever reason.

## Why It's Good For The Game

Legs still overlap properly, but the code no longer gives me migraines.


![image](https://user-images.githubusercontent.com/82850673/205526975-8bec2dec-d78f-4409-8e26-56b5a7ea3cc2.png)

![image](https://user-images.githubusercontent.com/82850673/205526992-79356c01-f2f7-4fc3-8753-ce73ca059307.png)

## Changelog

Not player facing, unless something went wrong and i failed to notice.
2022-12-13 22:13:42 -05:00
ShizCalev 6bb879a599 sets pdas to use the pda worn icon again (#70748)
* PDA tablets now have a worn PDA icon again, which was lost in the transition to tablets.
2022-10-26 06:22:57 -04:00
axietheaxolotl 2fea0a5947 SECURITY RESPRITE - DARE. (#69948)
Brand new sec sprites. Done by yours truly. Revival of #68024.

Resprited Items:

Security Jumpsuit
Security Skirt
Warden Jumpsuit
Warden Skirt
HoS Jumpsuit
HoS Skirt
HoS Formal Uniforms
Armour Vest
Security Winter Coat
Warden Jacket
HoS Coat
HoS Parade Coats
HoS Wintercoat
Security Belt
2022-09-18 23:27:08 -07:00
John Willard a02ae46bb4 Fixes SaturnX (#69765) 2022-09-08 17:28:50 -07:00
Profakos ba0366210e Sentience preference selection and antag datum (#69569) 2022-09-07 17:59:50 -07:00
tralezab 39885334ea Removes Thieves (#69304) 2022-08-19 21:39:58 -07:00
Imaginos16 f1c9fc3bed New Sneaker Sprites by Any%! (#69134)
imageadd: Resprites all magboots!
imageadd: Resprites Sneakers!
2022-08-13 15:23:39 -04:00
Imaginos16 c7e5ca401c Improved Medical Tools and Medkits by Onule! (#69109)
imageadd: Completely resprites all medkits!
imageadd: Completely resprites all medical tools!
2022-08-12 16:56:58 -04:00
Imaginos16 6b3586226f Medical Resprite Two - Making This Right (#69047)
imageadd: Resprites the entire medical department (again)!
2022-08-07 21:58:17 -04:00
Twaticus f90b433a4f The GAGening: Families edition (#68725)
Co-authored-by: TWAT <twaticus.tg@gmail.com>
2022-08-01 22:48:56 -07:00
Y0SH1M4S73R 196250c8f7 Concentrated barbers aid can give hairless species hair + fixes hair updating once and for all (probably) (#68580)
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
2022-07-25 03:21:23 -07:00
Imaginos16 e1be797c25 New Satchel and Backpack Sprites! (#68524) 2022-07-18 16:52:32 -07:00
Seth Scherer caef4900b5 Removes the Families gamemode (#68480) 2022-07-17 17:47:02 -07:00
John Willard c882c59779 Fixes Thief's preference icon (#68107)
* Fixes thief's prefs

* screenshot test
2022-07-04 18:03:54 -05:00
GoldenAlpharex 4a8ba544ea Snails have eyes again (#68013)
* Fixes snail eyes being errors

* Fixes the screenshot for the snails (smh there was an error in there Mothblocks)
2022-06-27 17:13:30 -04:00
Mothblocks f82b5b320b Fix thieves icon (#67692)
* Fix thieves icon

* Update screenshot tests
2022-06-11 17:57:28 -04:00
Mothblocks 7cab049dd1 Screenshot tests (#67679)
Adds screenshot visual testing workflow and scripts.
2022-06-11 00:02:30 +02:00