- Instead of using expensive getFlatIcon() calls, character previews are now shown using screen objects in a second map window.
- Edited skin to add a named window for preferences setup that contains a browser plus a new map window to show the previews.
- Mannequins are still generated the same way, but now a MA is applied to four screen objects which are shown in the second map window.
- The screen objects are deleted on close of the preferences window. So we do make sure to close it when spawning.
I was poring over the markings list as usual, inspired this time to draft a donkey but was woefully struck by a lack of equine markings. Neigh, this cannot be! So I took to resolving the issue post-haste.
The muzzle is flexible goes quite well with draconic designs too. Recommended to use with the Sergal bodytype for best results.
Adds short/terrier & thin/jackal Vulpkanin ears (dual-colourable)
Adds a dual-colourable tail inspired by Ward-Takahaski cybernetics.
Adds a few markings:
--> Vulp Short Nose (shifted 1 pixel closer to the face in the east/west sprites)
--> Vulp Alt. Face (Vulpine facial hair but in marking form)
--> Taj Alt. Nose (Tajaran nose marking but colour mult & the same colour in all dirs)
--> Talons (Inspired by Ward-Takahashi Spirit markings)
--> Claws (Inspired by Ward-Takahashi Spirit markings)
- Move overmap defines to _defines folder. Rename old file to turfs.dm since that is what it contains.
- Definition of overmap event objects and the overmap event handler.
- Upgrades to SSevents and SSskybox to tie in the overmap events.
- Enhancement to /datum/event itself to support affecting_z and victim ship.
- Upgrade to the five event types used on the overmap to support new vars.
- Upgrade to dust and meteor spawning code to support targeting z-levels.
- Rendering the characters involved creating mannequin mobs, prior to SSAtoms init these would not be initialized and thus have no DNA. This prints many warning messages, causes runtimes, and ultimately the icon does not render correctly.
- Its fixed here since it seems that needing to use mobs prior to initialization is a pretty unique edge case. Comment added to explain to future us.