Commit Graph

55 Commits

Author SHA1 Message Date
Tigercat2000
71e5344a98 Mass replace 2016-07-07 19:34:02 -07:00
Krausus
783536d278 Replaces ID photos with bicons 2016-07-07 01:25:56 -04:00
KasparoVy
f95655419c Refactors Hair so it's on the Head + Adds a Vox Hairstyle + Adjusts Vox Hairstyle Names for Consistency -- PASS 1
Also fixes a typo or two.

TO DO: FULLY TEST AND SWEEP FOR BUGS, ERRORS AND RUNTIMES
2016-04-30 08:12:41 -04:00
Crazylemon64
945dbe0f0e Woo everything's done 2016-02-01 09:19:05 -08:00
KasparoVy
b6af0dd02b TAIL FIX! Squashing all those commits...
- Adds blank icons with standardized timings for species tail wagging,
used in icon generation.
- Fixes tails overlapping arms/limbs + gloves, etc. when facing EAST or
WEST.
- Ensures tails will overlap stuff as normal only when facing NORTH so
as to avoid unwanted interference with the base sprite.
- Tails now appear in ID cards, overlaying things correctly.
- Tails now overlay and are overlaid by things correctly in preview
icons.
- Modifies the positioning of tail icon generation in the ID card
preview icon generation file.
- Modifies the positioning of tail icon generation in the player
preferences preview icon generation file.
- Breaks limb generation into its own layer, breaks tail generation into
a second layer that can be overlaid by limbs.
- TAIL_LAYER will now overlay the NORTH direction sprite of a tail now,
while TAIL_UNDERLIMBS_LAYER gets all remaining directions.

**AIMS TO DO THE FOLLOWING:**
- *ELIMINATE THE ISSUE IN #3183 WITH DUPLICATE TAIL ICON GENERATION*
- *ELIMINATE THE ISSUE IN #3183 WITH TAILS WAGGING TOO FAST/INCORRECTLY*
- *ELIMINATE THE ISSUE IN #3183 WITH BODY ICONS NOT RENDERING*

Missed a spot

Occurred when reformatting the code and reducing the number of pointless
variables

Missed a spot 2

Crash Fix

Fixes Spontaneous Tail Overlapping Limbs

Tiny Unathi Sprite Corrections

One pixel on the Unathi right arm east direction sprite was miscoloured
(used left arm west direction as a reference), and the animated Unathi
tails previously did not meet the body while naked-- appearing to float.

Fixes both

Finalizes Changelog

Cleans up Vox puke

Accommodates Admin Overrides to body_accessory Species Checks & Fix

Does the above
Elaborating on accommodation: Species getting body accessories that
wouldn't normally be getting body accessories will inherit the
Vulpkanin's default animation template as those are currently the only
tails we have to worry about right now
Elaborating on Fix: Adds a default animation template for Vulpkanin in
body_accessory as the animation timings for Vulpkanin tails there are
different from those in effects/species.dmi

Unathi Static Tail Fix

Adjusts north-direction Unathi static tail sprite, now attaches to the
body in the correct location.

This PR is now on Sale!

Significantly cheaper.

Now, it will only generate tail icons on a per-direction basis if the
user's species is flagged to have a tail that is overlapped by limbs
(TAIL_OVERLAPPED).

Otherwise, it just uses the traditional cheapo method of icon
generation.

This way, we have fixed wagging Voxtails at a lower cost.

Even Cheaper

If the user's species isn't flagged to have a tail that needs to be
overlapped by limbs, it won't divert limbs into their own layer as it's
unnecessary. Tested by spawning a member of every species, walking
around to see if there was any directional issues, wagging and *swagging
all tails-- all is still working as it should be.
2016-01-17 19:32:22 -05:00
Fox McCloud
274b9df69f Revert "Fixes Tails Overlaying Arms" 2016-01-10 08:04:07 -05:00
KasparoVy
0c0f505d82 Fix Pass 1
Issue: Facing north means the tail is overlayed by just about everything
but the body.
2016-01-08 16:33:57 -05:00
KasparoVy
366d05f745 Generalization + Features for Other Species
Turns horns into head accessories, fixes some species checks, gets
Tajara and Vulpkanin into the mix, ensures the system cannot be
exploited, adds species-specific body markings for Tajara, Vulpkanin and
Unathi.
2015-12-28 01:02:23 -05:00
KasparoVy
abb528366e Guts Tails (for now), adds Horn Colour Customization, Fixes Icon Typo, Cuts Old File, Adds Species Checks
Cuts tail markings to be implemented in another PR, adds the ability to
change the horn colour independent of the body colour and reworks the
code accordingly, drops the preferences_savefile.dm as it's unused
(@crazylemon64), adds some species checks just for uniformity
2015-12-27 19:43:12 -05:00
KasparoVy
5f72fff880 Final Pass
Breaks Facial Hair updates into their own proc and puts facial hair on
its own layer.
Works through everything that calls update_hair with the intention of
updating facial hair and adds update_fhair
Fixes the sprite names and colouring on all 'facial' and 'body marking'
aspects.

Fixes/implements proper ID photo/preferences preview picture generation.

To do: Tail marking customization possible rework, gutting in the
meantime
2015-12-27 05:45:25 -05:00
KasparoVy
be3bb885f2 Melting Snowflakes & (Adds/Changes Frills & Adds Body Markings) 2015-12-26 00:48:01 -05:00
KasparoVy
0f8f514671 Adds Unathi Horn and Tail Customization
Does not include tail colour correction.
In this iteration, the horns do not have their own colour-- they use the
skin colour.
2015-12-21 22:55:39 -05:00
ZomgPonies
fab7f1f6b0 exotic blood changes 2015-12-05 16:46:07 -05:00
Markolie
e96103a02b Fluff item clean-up 2015-09-25 04:31:30 +02:00
Markolie
b6e446c446 NanoUI traitor uplink 2015-07-28 06:28:01 +02:00
Fox-McCloud
f5ce957f33 qdel pass II 2015-07-11 02:10:31 -04:00
ZomgPonies
8ce0212850 Final fixes 2015-04-21 18:05:43 -04:00
ZomgPonies
91e8b909c0 Squish Squash 2015-04-04 14:27:53 -04:00
ZomgPonies
c693be1c57 Merge pull request #548 from tigercat2000/SlimeColorChanger
Allows slime people to change color in lobby.
2015-03-11 16:53:29 -04:00
Tigercat2000
b3c5963e3e Fix weirdness with datacore rendering HAS_SKIN_COLOR races as default
color
2015-03-11 17:24:04 +01:00
Tigercat2000
7da4efc494 Fix proc/update_preview_icon as well as ID images for colored slime people 2015-03-11 16:18:34 +01:00
Markolie
60e18d0c0e Major map overhaul, remove customs officer/nanotrasen recruiter 2015-01-12 02:23:45 +01:00
Markolie
bd11c78235 Replace every instance of NanoTrasen with Nanotrasen. 2014-11-29 21:01:29 +01:00
Markolie
7554748a26 Adds Mortician, vomit mask fix, fix for missing images for various jobs 2014-11-26 20:44:06 +01:00
JimTheCactus
ba3241fadf Merged getFlatIcon rendering from tgstation
Based on tgstation #2826. This is not all of it though.
2014-07-31 17:03:05 -04:00
mwerezak
264595d178 Fixes tails not rendering in record photos 2014-06-18 22:17:05 -04:00
ZomgPonies
f0ebf536c9 Renamed Atmos Tech to life support specialist due to new grav gen responsabilities 2014-05-20 16:12:36 -04:00
suethecake
10b7a2e8d9 Initial commit containing all the necessary code files that allow Tajaran, Unathi, and Skrell to change both their hair and body color to match. NO MORE GREEN/GREY!
Conflicts:
	code/modules/client/preferences.dm
	code/modules/mob/living/carbon/human/human_defines.dm
	code/modules/mob/living/carbon/species.dm
	code/setup.dm
2014-04-29 13:58:56 -04:00
Ccomp5950
cd201dc3a5 NanoUI Optimizations.
We won't regenerate the list for Manifests every tick while viewing the manifest, instead we have a global variable for it PDA_Manifest that we Cut() if there is a change to the manifest then when the next player goes to view the manifest on their PDA it will recreate the list that one time.

Some sections of the PDA will no longer auto-refresh every tick because...well that's dumb.

Modes that will no longer autoupdate at all:  Viewing medical/sec records, viewing notes (will update when you change them of course), and the station alert menu.
Modes that will only autoupdate every 5 ticks:  APC list (Because it's a huge fuck off list), the manifest, mulebots and secbots screens, supply requests/orders, and janitor supply locator)

Some other things that I just can't remember right now.

Conflicts:
	code/defines/obj.dm
2014-03-04 00:37:44 -05:00
Rob Nelson
f71c8c1a59 Datacore shit. 2014-02-04 03:13:23 -05:00
Rob Nelson
1b2d09bb2d More fixings.
Conflicts:
	code/game/machinery/computer/medical.dm
2014-01-20 01:09:03 -05:00
ZomgPonies
78f14f11cc New vending machine, enabling Ian clothes, bug fixes, map update 2013-09-28 01:38:18 -04:00
Zuhayr
b5d89b8929 Generalizes whitelist/species lists for datacore/preferences/new player code. Removes vox whitelist check from raid spawn. 2013-08-07 01:16:38 -07:00
Jamini
920b855f6c Added employment records.
Added employment records console.
Added circuit for employment records.
Added employment records consoles to every head of staff office. (Map)
Added a circuit spawn for an employment console in tech storage (Map)
Fixed pod 5.

Signed-off-by: Jamini <mobiousjami@gmail.com>
2013-07-24 22:23:50 -04:00
Mloc-Argent
cf53dd7a10 Revert "Adds in the Kida"
This reverts commit a2fddc0fc1.
2013-07-12 12:22:35 +01:00
Kilakk
1bce99656c Fixes crew manifests showing alt titles as misc 2013-06-23 13:26:25 -04:00
NicholasDV
a2fddc0fc1 Adds in the Kida
Adds in the Kida Race to all parts.
2013-06-13 18:22:05 -04:00
MisterBook
e05a20ad6f Putting VOX back in. 2013-06-07 12:31:38 -05:00
MisterBook
eab6f4fc44 Taser fix v.3.2
Now accounts for multiple layers of armor.

I've also commented out Vox stuff, while Zuhayr fixes it. Because, no compile.

I also fixed whistle.dm
2013-06-05 19:37:29 -05:00
Zuhayr
06f04e6374 Vox mutantrace, vox clothing, minor surgery mod for mutantrace specific surgery steps. Fixed captain's jacket sprite. 2013-06-05 17:35:38 +09:30
Asanadas
0a21e8a4f4 Whoops spelled internal affairs wrong. This pretty much overwrites the lawyer job with an Internal Affairs Agent, made to Cajoes guidelines to the best of my ability. New suit, messed up PDA, and loyalty implanted / answering to the captain to maybe they'll have more pull on the server.
Signed-off-by: Asanadas <asanadas@hotmail.com>
2013-03-21 02:59:29 -04:00
Zuhayr
1fe4cbb619 Added a mantle and robe for Unathi to wear, added weldermask vision reduction for Unathi helmets, changed instances of soghun to 'Unathi' where needed. 2013-02-20 00:24:26 -08:00
Whitellama
20bf7f6a2b Fixed the lack of job alt-titles in Crew Manifest 2012-11-21 22:02:18 -08:00
Ater Ignis
46bd2ce7e6 human icon generation update, tajarnan darkseeing
*lying icon generated from standing one
*sprites for dismembering major races (tajarnan,skrell,soghun)
*tajarnans can see in darkness better than others
2012-11-16 15:19:20 +04:00
SkyMarshal
9b3389145e Fixed some runtimes with mulebots, the security computer, and the medical computer, as well as readded the nice prompt the cloner gives to ghosts when they are being cloned. Fixed an odd compile error. 2012-11-08 14:49:01 -07:00
Chinsky
a2e83e962d Alternative titles system.
Custom character records.
Different clothing for alternative titles.
2012-10-31 08:40:51 +04:00
Chinsky
7ae59ba6f7 Slapped a few nullchecks near reported runtimes. 2012-10-21 16:41:44 +04:00
Chinsky
77d12b5e19 Added photos to security and medical records terminals.
Generated during record creation, smaller version of char setup preview code.
2012-10-21 05:45:36 +04:00
Cael_Aislinn
f1ddffcfb4 a bunch of alt_role_title stuff, this should lay the groundwork for making them job selectable
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 07:11:49 +10:00
elly1989@rocketmail.com
e0b538ea77 Runtime fix: getFlatIcon() - Will no longer runtime should overlays contain any nulls. (Interesting note: I was intending to fix this to try speed up update_icons() even more but it turns out BYOND really dislikes overlays += null. the optimisation took twice as long o.O)
Removed unused caching code from getFlatIcon(). We handle our own caching using datacore.dm

Runtime fix: datacore wasn't checking the type of object in the wear_id inventory slot. I've removed that so it now uses mind.assigned_role instead.
The following runtime has occured 1 time(s).
runtime error: undefined variable /obj/item/device/pda/warden/var/assignment
proc name: manifest (/obj/effect/datacore/proc/manifest)
  source file: datacore.dm,14
  usr: null
  src: the datacore (/obj/effect/datacore)

Runtime fix: staff-of-change projectiles were runtiminng when transforming somebody with implants. Cause: forgot a "continue" >.<
The following runtime has occured 4 time(s).
runtime error: Cannot modify null.layer.
proc name: wabbajack (/obj/item/projectile/change/proc/wabbajack)
  source file: change.dm,37
  usr: 0
  src: the bolt of change (/obj/item/projectile/change)



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4412 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 23:46:03 +00:00