Before it wouldn't update skin colour or eye colour, and ended up breaking the sprite such that C.M.A wouldn't have an effect on it after.
Now it works perfectly fine, C.M.A works just fine too before and after
STAGE 2: Refactors Morph
So you change gender first and thus can actually access male beard styles, then you choose hair style and hair colour, then beard style and beard colour, then skin tone or body colour at the very end.
STAGE 3
Adds Head Accessory, Head Accessory colour, marking style and body accessory to Morph and C.M.A.
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.
Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
- 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.
Tested and it turns out it looks pretty good. The purpose of this commit
is that most of the facial markings work quite well together in pairs
given proper colouring and can look pretty sweet, so why not
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.
I'd missed this bit before where for the preview icon (only) it was
still using the skin colour to generate the horns. Fixed it up so the
preview icon is accurate.
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
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
I was a bit sketched out 'cause #2910 changed some files that this PR
deals with, so I made changes to accommodate that which was done in
#2910.
tl;dr this pr won't mess with the work done in #2910 now