* Splits mutant_bodyparts.dmi into several subfiles. (#71408)
Splits the `mutant_bodyparts.dmi` file up, as was suggested, but not
implemented, in #69302.
The following new files were created in the `icons\mob\species` folder,
containing the listed sprites:
- `lizard\lizard_misc.dmi`: Snouts, horns, frills, and body markings.
Anything I didn't feel needed an entire file to itself.
- `lizard\lizard_spines.dmi`: Lizard spines, both animated and not.
- `lizard\lizard_tails.dmi`: Lizard tails, both animated and not.
- `human\cat_features.dmi`: Felinid ears and tails.
- `monkey\monkey_tail.dmi`: The monkey tail.
- `mush_cap.dmi`: The lone mushperson cap, so easily forgotten.
Additionally, I moved `wings.dmi` from `mob\clothing` to `mob\species`.
I'm not sure what it was doing there.
`mutant_bodyparts.dmi` was something of a mess, with parts from four
different species thrown together haphazardly. It probably made sense in
earlier days when "mutant humans" were few and far between, but
splitting it up makes it more intuitive to find these sprites, and
brings it in line with other species - namely, moths. It also means that
any future sprites of these types added will not bloat an oversized file
even more.
Moving the wings file to the species folder just makes sense, because
wings are not a type of clothing.
🆑
refactor: Removed mutant_bodyparts.dmi and distributed its sprites in a
more sensible and granular manner.
/🆑
* External Organ Rework: new bodypart_overlay system (#72734)
Bodypart overlays are now drawn by the new /datum/bodypart_overlay
datum.
External organs no longer draw anything and instead add a special
/datum/bodypart_overlay/mutant to the bodypart, which draws everything
Makes it way easier to add custom overlays to limbs, since the whole
system is now modularized and external organs are just one
implementation of it
I haven't moved anything but external organs to this new system, I'll
move eyes, bodymarkings, hair, lipstick etc to this later
New pipeline is as follows:
- External organ added to limb
- External organ adds /datum/bodypart_overlay/mutant to limb to
bodypart_overlays
- Limb updates its icon, looks for all /datum/bodypart_overlay in
bodypart_overlays
- Very cool new overlay on your limb!
closes#71820🆑
refactor: External organs have been near-completely refactored.
admin: Admin-spawned external organs will load with a random icon and
color
fix: fixes angel wings not working for non-humans (it was so fucking
broken)
fix: fixes external organs being invisible if they werent initialized
with a human
/🆑
External organs are cool but are pretty limited in some ways. Making
stuff like synthetic organs is kinda fucked. I tried and it was dogshit.
Now you can just give an icon state and icon and you're good (using
/datum/bodypart_accessory/simple)
Stuff like eyes, cat ears and hair seem like good choices for extorgans,
but don't quite work for it because their icons work a lot differently.
This solves for it completely since any organ (or object or whatever)
can add it's own icon to a bodypart.
Want to add an iron plate to someones head? Go ahead. Want a heart to
stick out of someones chest? No problem.
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Makes the whole thing compile, although it most likely doesn't work
* Whoopsie daisy
* Now it's starting to work
* ok monkey
* Fixes tails some more
* Moth wings should be wings not moth wings
* Podpeople hair, yeah.
* Okay no more handle_mutant_bodyparts()
* Removed an useless variable from is_hidden()
* Fixes some more can_draw_on_bodypart (I'm gonna have to fix it upstream too)
* Removes the second useless argument of is_hidden()
* No, cat tails are no longer allowed to be snowflake
* Removes some useless variables from humans
* Whoops I forgot to commit this one
* How did I miss this one?
* Okay, yeah, tails and some other stuff show up now. Pod people hair too. Just many of them don't. Good enough for today.
* Okay so after a lot of pain and suffering, many mutant_bodyparts are now functional
* Everything works, except for ears, some of the taur layering, and moth markings (which never worked it seems)
* Alright skintones seem to work rather well now(?)
* Okay, my bad, now they do
* Moth markings can't be selected and won't be added anymore (since they're broken and integrated into the regular markings system anyway)
* Spines are no longer just matching the color of the limb they're attached to
* Moves taur organ and bodypart_overlay out of the sprite_accessory file for taurs, and fixes the taur rendering
* Linters moment
* Alright, spines are working and overlaying properly now
They just need to have a FRONT overlay for the /tg/ ones if we want them to display above the lizard tails, we already have that for vox spines thankfully.
* Disables moth_markings for good
* Fixes some rendering bugs
* Makes ears work (almost, rest of the code has MODsuit stuff in it too :( )
* Made the MODsuit overlays work :)
* Fixed horns and spines
* Fixes all of the screenshot tests
* Removes the Body Markings option from Appearances, use Augments+ instead (because that one works and is just better)
* Bye bye handle_mutant_bodyparts(), I won't miss you :)
* Forgot to take this out, whoops
* Fixes the moth antennae being unticked
* Removes some commented code in a modular file
* Fixes part of the create_and_destroy unit test
* Fixes a pretty big issue that caused some sprite_accessories to be removed from the global list because of the alter_form action (deep copies ftw)
* Fixes the runtimes related to pod_hair
* Gives the vox a better look in the prefs menu
* Fixes the appearance of functional wings
* Makes synths able to access their robotic wings
* Podpeople don't cause runtimes during CI anymore
* Fixes the random appearance of locked functional wings
* Fixed cat and lizard tails using the /tg/ sprites (we have slightly modified ones)
* Fixes the coloring on multi-colored sprites
* Fixes the code for the screenshot of the mammal screenshots and preview, so it has a tail
* Fixes the screenshot tests for a few species
* Fixes tails going invisible when wagging
* Fixes a runtime with horns
* Fixes showing/hiding mutant bodyparts not working at all
* (Hopefully) fully fixes all the issues related to extra and extra2-related icon_states.
* Fixes synth stuff and starts working on pod hair again
* I DID IT PODPEOPLE HAVE HAIR AGAIN
* Fixes the podpeople hair showing up on more than just podpeople
* Fixes the IPC screens showing up on species outside of synthetics
* Fixes a runtime in the pod_hair and the synth_screen's apply_to_human
* Updates the screenshots for podpeople and synths
* Fixes an issue with a certain type of organs
* Fixes another runtime, whoops
* Fixes the markings from /tg/'s Body Markings not being available in our markings system
* Re-adds support for taur-variants of certain mutant bodyparts
* Hopefully fixes a few more runtimes
* Adds some debug variable in the code for now, likely to be removed later if really necessary. This will make my life easier.
* Whoops, that needed to be backwards. :clown:
* Fixes the top snouts not rendering at all
* Fixes the issues where bodytypes weren't handled properly, and thus snouts were getting squished
* Fixes the weird placement of the Xeno Head Emissives in the prefs menu
* Removes a no-longer-necessary override of post_set_preference() in the limbs_and_markings middleware
* Reverts an unnecessary SKYRAT EDIT inside of commented out code
* No longer creates a new body every time we change prefs in the prefs menu, we reusing now lads
I know there's commented out code but I'm going to remove that in another commit
* Removed some more dead code.
* Fixes jellyfish ears being all white
* Fixes plasmaman limbs not displaying because I accidentally hardcoded the limb_id for all augments to "robotic"
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Go away, I'm done with your code.
* Haha copypaste go brrrr
* Remove this dead code
* This annoys me too much after looking over my diff
* Tired of waiting, let's get this bread.
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* I hate coders
This includes myself.
* Web edit~
* I give up, this is the best I got
* Make species take their alternate language instead of uncommon! Make language selection reflect foreigner, if selected!
* Remove code that assumed old foreigner add proc was called
* whyaremidroundspawnshandleddifferentlythanroundstartswhatthefuck
* Apply suggestion!
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Address last review at long last
* Apply suggestions!
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Amortize the cost of creating preference assets by caching them per git revision on production, reducing best case init times by ~20 seconds (#63503)
Preference asset creation, which while consistently created in early assets, can be requested at any time before then and often is, currently takes about 15 to 25 seconds to produce. Because of extremely hard to reproduce BYOND icon bugs, most of this is done on the same tick.
Lowering the cost of initialization itself is very tricky. Some of it we can theoretically optimize, such as creating humans for antagonists, others we can't, such as the raw cost of icon blending.
Furthermore, adding new icons later down the line would just increase this initialization time even more.
Instead of optimizing the asset creation, which is an uphill battle, this instead chooses to amortize the cost by caching preference assets created per git revision. This means that preference assets will be created, with their long delay, only once whenever the code changes.
This is done on a config, defaulting to on so that production needs no changes, as the whole point of these being made at runtime at all is that it keeps assets/art styles consistent, and PRs making subtle bugs that break preference generation in some way is not uncommon. On development, your git revision will stay the same until you commit, no matter what code changes you make.
* Amortize the cost of creating preference assets by caching them per git revision on production, reducing best case init times by ~20 seconds
* Fixing another conflict :)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* fugitives now poll for a fugitive role, instead of being based on traitors (#63339)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* fugitives now poll for a fugitive role, instead of being based on traitors
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adding a newline so it doesn't mess up with Manage Player Ranks for downstreams
* Makes Veteran-only Quirks work, makes them display something in the Quirks menu too.
* Fixing linters
* There it goes, still kinda crazy that it still worked, I was lucky.
* initial commit
* whoops hahah you don't need that comment
* species check on the prefs menu
* species check actually works now, podpeople quirks
* goof was right
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>