- 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.
changed the new human call instead of using set_species incidently dropping the number of delete from ~50 to ~10 per monkey cube.
added a limit to monkeycube expand to only expand one every 0.2 second instead of doing them all at once in the event of a mass expand.
Blob is now "level 5 biohazard", spacevine is now "level 7 biohazard",
viral infection is now "level 7 viral biohazard" and viral outbreak is
now "level 7 major viral biohazard". This is very close to how it was
originally, the only changes being (A) viral infection moving from 5 to
7, which the other viral event was already at anyway, and (B) viral
outbreak being called 'major viral' instead of just 'viral' so outbreaks
and infections are subtly different. This makes it a little easier to
distinguish blob (now the only 5) from the others, and still preserves
the numbered levels, making the handling of virus events slightly more
consistent in the process. If you want to stick with numbered levels,
I'd like to split them up a bit more (as tigercat suggested), but I
cannot make new sound/AI/outbreak*.ogg files, so this is a compromise
which makes blob a little easier to distinguish, makes viruses more
consistent, and does so without requiring new sound files.