* Handlers converted, now to fix 3532 compile errors
* 3532 compile fixes later, got runtimes on startup
* Well the server loads now atleast
* Take 2
* Oops
Removes the old Vox undergarments
Adds species_fitting of undergarments (making all the Vox versions usable) to update_icons and character setup preview
Disables undergarments for Armalis
Fixes & adjusts some Vox undergarment sprites based on testing results.
Removes flesh from shredded Vox uniform sprites.
No front-end changes. This just means that mob colours now take up less columns in the database, incur less processing (reduced rgb() calls) and reduces the amount of code dedicated to them.
Fixes a bug with Vampire Shapeshift where you didn't get a name appropriate to your species and clarifies that you won't be taking on another species using this ability.
Ensures you won't be taking on another species using this ability by circumventing an exploit whereby someone could change their species in game preferences, shapeshift, and be another species.
Fixes a bug with DNA scramblers whereby you wouldn't get a name appropriate to your species. Adds marking resetting for consistency.
Desnowflakes preferences_setup.dm like I had done with preferences.dm.
When a new Vox spawns in, your tail won't suddenly break (become a
different colour).
Abstracts icobase/deform/tail from the species definitions a bit so
individual mobs can have a different icobase/deform/tail than other mobs
of the same species.
Previously, your markings would only randomize if you clicked the randomize button and were of a species that had body markings. Fixes that and tidies up the proc calls for marking randomization a bit.
Furthermore, a bug existed where if you changed a mob's species via CMA, the mob's cosmetic attributes (hair, hair colour, skin colour, skin tone, marking styles and colours, head accessory style and colour) will not have changed correctly. Delaying appearance update fixed that.
Finally, a mob's body will now correctly render as fat if they become fat and skinny if they become skinny and show deformities immediately.
Further explaining this fix: It required an override to be implemented in update_body that re-cached the mob's bodyparts in order to reflect changes to the limbs (i.e. fatness/slimness).
As for deformation, I just needed to modify the existing update_body() proc call.
Tajara ears are on their head now, fixes a crash bug with tail wagging
with body accessories that are split-rendered, adds secondary
hair/facial hair themes, fixes issues with human/skrell arm/lower body
sprites etc.
You can now colour the webbing of webbed Unathi frills independently.
Morph and CMA support has been included.
Splits tigerhead sprites into 3 versions in order to better fit the
different ears of the three species that can use it.
Adds 5 more Tajaran hair styles, sprites from Polaris and fixes an issue
where Tajara and Vulpkanin couldn't be bald in character preferences.
The alt head prefs bug became prevalent if you spammed the 'reload slot'
button on certain characters. They'd get an alt head and if you switched
slots it wouldn't go away-- breaking head icon generation. Woops. Not a
problem anymore because the var isn't initialized to null and is
corrected in the prefs screen. Also refactors the morph ability to use
the change_whatever procs from appearance.dm. Removes redundant
update_body from force_update_limbs.
Adds Tajara inner ear and muzzle colouration as head markings, adds muzzle colouration for Unathi (sharp and round) as head markings, adds belly colouration for Tajara and Unathi as body markings.
Fixes issue where the Unathi stripe marking name in sprite_accessories was incorrect.
Also fixes a bug where setting your IPC's head to 'normal' gave it a random screen style that was often not compatible with the monitor head.
Does a bit of tidying up in tail generation mainly, but also in icon skin-tone handling and just about everywhere else I ended up working.
Adds ears to Tajara heads. Removes ears from tajara hairstyles.
Removes the now pointless Tajaran Ears hairstyle and renames the Tajaran hair objects appropriately.
Adds a Vulpkanin Body Marking and some Tail Markings.
* Ports #9294 and #9322 from VG: 'Yi' to Vox-pidgin and Framework for Icon-based Skin Tone (Feat. Vox) and Glasses/Goggles for Vox.
Both ported PRs by Intigracy.
Also adds all remaining in-use glasses/goggle sprites for Vox. I cleaned up the code a bit while I was in there. Otherwise, that's it.
Furthermore, randomizing skin tone doesn't seem to work for Vox despite their being specified in the conditional lists and s_tone being not null.
* Morph Support
* CMA Support
* Ports Intigracy's vgstation13/pull/9460, Noir Vision No Longer Greys Out HUD.
* Fixes Positioning of Vox Jensen Shades East+West facing Sprites.
Fixes Heist Goofery
Game-mode (not one-click antag) Heist tweaked and returned to working order now that I've found out how to test the actual game-mode (after temporarily adjusting the population requirement).
Vox Raiders won't spawn in with whatever socks were in their selected spawn-character's preferences anymore.
Additionally, the set_species proc now zeroes out skin tone if the species doesn't have skin tone to avoid goofing up the icons on initial generation.
Also condenses the code in preferences_setup character creation icon generation. Made it use the individual species' skin-tone handling procs instead of code snowflaked into preferences_setup.dm.
* No More Vox Tail Colours, but they can Colour Their Hair.
* Removes unneeded 'src's and retroactively prohibits colouring tails on species without HAS_SKIN_COLOR.
Colouration won't be applied to src's tail unless HAS_SKIN_COLOR is in
src's species bodyflags.
* Tidies up some Lists in CharPrefs and Retroactively Prohibits Vox Hair Colouration
* Reverts unnecessary commenting out of vox armalis post-spawn handling parent call.
* Adds Emerald and Azure Vox Skin Tones.
* Stealthy Wryn Typo Fixed.
* Greyscales Vox Head+Facial Hair and Adds More Default Colours in Species Definitions
* Gives Vox Raiders Default Hair Colour and Fixes Bug where Roundstart Raiders don't get Random Skin
- 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.