1. Clown and mime get their new name updated properly on their ID after
renaming
2. Added photo outfits to jobs missing it and some syndicate jobs :
Syndicate Officer
Syndicate Agent
Syndicate Nuclear Operative
Clown (no mask in photo)
Mime (no mask in photo)
Coroner
Barber
3. Agent ID description now update with chosen appearance
4. Agent ID photo taking now uses the same proc as a real ID photo, so
they actually look authentic.
The photo is no longer a snapshot of your current mob icon, but instead
forge a photo the same way IDs do, with an outfit matching the job
you've forged on the ID.
5. Agent ID age field when editing now defaults to your real age, as
other fields for it do
Fixes more compile errors. Down to 65 now.
updates << into to_chat
Down to 60 errors, also starts to port the codex gigas and law 666 for cyborg devils.
Fixes more compile errors. Down to 41 now.
Replaces timers with spawns, and <<s with to_chats
40 compile errors.
Down to 34 compile errors.
whoops, actually down to 34 now.
Down to 25 compile errors.
Down to 15 compile errors, I'llprobably need some help at this point.
Woo! Down to 7 compile errors.
Ported over devil hud. Number of errors up to 19.
WOO! It compiles. It's completely untested, but it compiles.
Adds devils to traitor panel
Implements iron, silver and salt banes.
implements flashing lights bane
Selling your soul prevents cloning, and some other methods of revival.
Implements harvest bane
Merged and sorted icons/obj/bureaucracy.dmi
Adds toy codex gigas
Fixes compile errors, adds codex gigas sprite.
Lots of bug fixes. Contracts work, devil revival is more consistant, etc
Adds missing icons for flaming contracts, summon pitchfork, summon wealth, employment cabinet, and sintouch.
Converts DEEP LORE explanations from hell to inferno incorporated.
Banishes the compile errors.
Devils come from hell again.
replaces offer drink obligation with a much more lore appropriate devil's fiddle reference
Also fixes contract bashing brain damage chance.
Undoes some changes I accidentally did to example config files.
Fixes up a few remaining bugs.
Puts in the codex gigas and employment contract cabinets.
-- Lemon - I kinda skipped this one, I'll patch it back in later because
map conflicts are suffering incarnate
Solves the devil law problem in a REALLY hacky snowflake way.
Fixes a few methods in which a hellbound can be revived.
Devils respawn with a limited number of appropriate items, instead of COMPLETELY naked upon corpse destruction. Also adds lines to example config.
Updates devil laws to be less hacky.
Objective to sintouch x mortals now greentexts correctly.
Contracts no longer cause brain damage. I didn't realize it was lethal on this codebase. Oops.
Splits dust(visual_only) into dust() and dust_animation() procs
Fixes some defines.
Adds undef statements to improve compile times.
Fixes race changes from demonic form changes.
Fixes small runtime error. (Which somehow didn't break anything?)
Implements lots of small changes/corrections suggested by CrazyLemon64
I still need to test these changes, along with other potential issues he brought up.
Fixes harvest bane and power contracts. Also adds a few </span> tag enders.
Corrects some edge cases with revival contracts.
Fixes compile error.
Reverts unneccecary change to item/weapon/reagent_containers
Cleans up the code for readability.
Prevents cloning of hellbound individuals.
Latejoins now properly have employment contracts added to employment cabinets (provided they still exist)
Infernal contracts are no longer rendered unreadable by fire and alcohol.
All fireproof paper remains readable after being fireballed, not just infernal contracts. (Though infernal contracts are the only fireproof paper atm)
Fixes an edge case problem with cloning.
Adds is_revivable proc to mind.
Removes snowflake code involving preventing soulseller resurrection.
Indulges in the sin of sloth, and copies tg's lazy list macros
Proc calls that transform the user no longer go to a null target
Fixes devil UI, human regression will keep appearance, and adds danceoff
Devil's base forms no longer suffocate inside the devil
Fixes runtimes, gets stuff working
The arch devil can now blast down walls with their pitchfork
EXTERMINATE ALL SPIRITS
Activates devil clause in voice of god
Fawks Mcclood
Feature P A R I T Y
Fixes devil bugs from testing
- Does a death refactor to make sure that diabolical resurrection works
- Walls no longer leave girders when blasted by the devil
- Getting a new body gives you a rudimentary amount of equipment to work
with to get out of maintenance or whereever
Does all the icons in a single commit on their own because icon
conflicts suck
Starting point of extra devil rebalance/fixes
Ports devil friends
Also oops tramples all over Fethas' corpse PR that's still up I need
to take care of that one
Styling fixes
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.
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.
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.
- 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.
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.
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