* Consolidation and Sorting Taurs
There has been an excellent consolidation of taur bodies, but the taur.dm file still has the big legs and long tails in them... which these are not taur bodies and have been evicted. Taur bodies have been broken into multiple files to improve readability. Tails will be receiving a similar break up later.
Some pathing was adjusted to make inheritence a lot easier. They've also been made alphabetical.
Prelude to Taur suits.
* Sorted Alphabetically now
* Update taur_animal.dm
* sprite maintenance
Kitsune given triple color zones like fox taurs
Feline sprites consistent for what they modify. Some of them were misaligned weirdly. Giant spider taurs have coloration where needed, and aren't colored, as are the CITADEL ported wolf taurs.
* Make sure this gets cleaned up to avoid confus
* actually y'know what, let's just do it.
Tails sorted.
Old, uncolored sprites removed:
squirrel, orange/red
stripe taj, brown
bear, brow
wisewolf
wolf grey, green, black
mouse pink
Changed sprites:
Cross fox (regular) has three color zones now
Wolf has the tail tip colorable now
Tucker0666 and HooDoo's snowflake stuff named to them
* TaurClothingCutter tool and assorted assets
Bastardized from the old Human Cutter tool made ages ago, permits cookie-cutting the custom sprited tauric suits (Made by Poojawa) into the taur shape, with padding to include certain extra details like bulk or Imperium Monk, etc.
Bedsheet is to be added after. More info in .md
* Begin Tailsock vars
Also adding praliminary bunny taur cutouts, it'll be further trimmed for sock positioning.
* We'll make the taur specific tailsock seperate
snip snip snip!
* unfucks feline taur sprites
Turns out someone decided that feline taurs each needed uniquely identical sprites. and didn't bother to give the regular version a normal tail wag.
Now it's just normal, normal (wag). Fat, fat (wag), Marking 1 (chest, belly, feet), Marking2 (chest and belly) and Marking2_2 (feet).
Tiger simplified in the same way.
* Copied some homework from RS
this allows for the sock to appear, sometimes.
* adjusting fox cutter
* Batch actionable suit cutting
Otie is prepped for this, but you shouldn't batch longs and shorts at the same time for sanity's sake. or if you do, just rename the short version sotie or something I guess
Mobius suit moved from fullsuits to coats, preserves a lot more of the overcoat look like this
* Fresh cutouts, moved relevant files
Now we can bother people for review assistance. yay!
* Update ATTRIBUTIONS.md
Yeah! I think this is correct. I dunno. Seems like a good idea I guess.
Gunlocker stuff is there because I'm gunna port that soon too.
* actually getting it to compile
* Tail sock toggle & sealed state for voidsuits
I'm crashing out from how poorly upkept digitigrade suits are, but this needs to be fixed in a different PR, I'll leave my distracted regular human mob suits in here.
When my legacy template is still in the files but it's missing like, 80% of suit sprites... probably a bunch of uniform sprites too. uhg.
* scrape up the last few missing suits
I'm absolutely going to end up doing digitigrade suits too. Fucking watch me.
* I sorted mob and mob_digi.dmi
Unused (returned nothing on a quick search) placed into mob_unsued just in case, but most of the digi ones are leftovers from my own work back at Citadel. Wew lad.
* resolve compile issues
* TODO: Strip out or Flick() emotes with old wag
We no longer utilize the randomize system because it just never bloody worked right. And few people, if any, want to do NINE different wag animations for 200+ tails. Nah bro. Yeet. Now a player's chosen custom tail will be asked for, instead of the base species one.
* lmao, belly suffication linter check....
* more sprite work, mostly to get socks rendering
Added wag states for husky, deer, otie taurs, icon_sprite_tag hijacked for its use for tailsocks on taurs, which was previously only saddlebacks.
The majority of the tails_animal base sprites have had their markings unified, the overlay is still drawn on top, but the base sprite needs to be whole or there's holes in the tailsock. It's ok. You can just layer your markings on top...
* Update taur_animal.dm
* Assign Tail sock colors and other vars
* orite the item version needs to match name wise
* Updates with missing suit sprites
the missing ones are probably never used but someone might use 'em
Adding batch action, single outfit option to the cutter that won't do the entire sprite sheet
* Update TaurClothingCutter.dm
* Adding ability to toggle the full suit or clipped
Because I know people will grumble otherwise. pff.
cleans up some of my mess too, how about that.
* Adds blood sprites for taur suits
* Update vorestation.dme
* Poking at resolving North tailface being hidden
Also preparing Bunny taur, Scoli, and Sloog sprites for taursuit conversion. polishing socks to exist accordingly.
We'll figure things out, slowly ~
* apply_tailsock_layer(reducing Kesh blood pressure)
<3
North facing works for regular tails, but not for taur tails, but that's fine, we're making exceptional progress.
* Adding support for more taurs
Bunny, Scoli, Sloog, Husky (and wolftg) taurs all now have working suit support.
bunny and husky had some modified fluff on the chest/butt respectively to fit the premade suits. Sloog needs custom shoes to fix the six leg vs four leg sprites. but that's for another day. the sock will cover the missing pixels anyway.
Fixed extra sprites for the spotted drake/lizard states, we really only ever need the single base sprite!
also a more progress on getting the sock marking section updated for north facement layering. as well as the vars for proper icon states. added a 'none' state to avoid null icon issues.
* Update taur_socks.dmi
* Update taur_reptile.dm
* few more tweaks
* refractor tail render code to mutable_appearance
Extremely overdue! I like this puzzle box of a project, honestly.
also cleans up a lot of the procs related to tail generation, vore tails, and even wings get covered in tailsock now, tied to the toggle.
* please for the love of fuck stop kidnapping taurs
* fiddle fiddle...
* fix missing markings. evicted surplus naga alt
seriously, two alt naga types that are literally identical in shape and first overlay. why tho.
* clipping code should work better now
Improved some taur clipping masks like Giant Spiders and Husky
removed extraneous bigsnaketail, smooth tail icons
Adds adorable bubble helms to tailmaw (anthro and naga) socks!
still fiddling with tailsock code. the amount of nonsense layer code is...
* Purge snowflake species to default to mob.dmi
Default support, tailsocks will render on space suits, digi suits won't hiccup. Snowflake icons in icons/inventory/suit/mob_<species>.dmi preserved if someone wants to adapt alternatives for the big Unathi shoulder pauldrons or whatever. No on-sprite tail needed!
Teshari obviously excluded from these changes, as well as Altevian
* ...fiddle increases
* Update update_icons.dm
* fiddle fiddle... fukkit bedtime
* IT WORKS
Yeet HIDETAIL, no longer needed!!!!!
Custom tailsock states specific to uncolored tails + snowflake
cleaned up tailsock marking overlays a bit better.
Peacock tail moved to general use.
Full backpacks still maximum layer appearance'd, don't know the fuck why. Use a sachel. Will impliment saddlebags at some point for every version of backpack.
* Cleaning up
added missing snaketail_stripes, makes sure do_coloration is respected for those bodies that won't need a sock
Missing states, BEGON!
Also we properly retire the old sprite_accessories_tail file. Shift bunny into taur_animal and the other rogue-star stuff into tails_long.
* Fixing some byond mischief
Sorted Update_icons a bit more, putting wing procs together, moving the flying proc checks to living_vr and human_powers_vr
forcing suits to clear their taurized stat more aggressively on equip and dropping. Removing the flip-flop check for making something taurized. Also cleaning up single letter vars
fixing a case of too-many-godamn-layers in the tailsock code. Also shoves north facing to actually drawing over backpacks on north face
Unless body designer code calls for all equipment to be re-equipped upon exiting the various methods, there will need to be a manual on/off of modified clothes to fix 'em. But if you're nude then you won't have this issue.
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* attempt to migrate all background prefs..
* compiles
* separate background and record prefs
* move some things for clarity..
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* starting work
* most generic
* more alerts
* remaining alerts
* many fixes
* fix
* properly set
* virgo doesn't use those lines?
* actually they are used
* smallfixes
* oops
* silence of the bots
* docs
* Part 1
* WIP
* The rest of these
* More stuff
* Whoops, did that wrong
* typo
* gweeen
* This all works
* SHOWER
* Rads
* awa
* rad
* Update life.dm
* edits
* Makes lvl 3 rads give you a warning.
You should already know by this point, but this makes it EXTRA clear you're getting fucked
* Update vorestation.dme
* aaa
* propagate
* gwah
* more fixes
* AAA
* Update radiation.dm
* Update radiation.dm
* mobs rads
* rads
* fix this
* Update _reagents.dm
* these
* Get rid of these
* rad
* Update config.txt
* fixed
* Update radiation_effects.dm
* next set of admin verbs
* invoke
* .
* a few more
* few more
* .
* few more
* some more
* move thos
* next
* some debug verbs
* axe the old mod loading
* del
* is local for some verbs
* few more
* .
* .
* .
* Add local narrate.
* Fixes this
Needed to be user.mob, since user is the client and usr was the old user.mob
* fixes
* .
* .
* .
* .
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* move ref lists from world new to ref list creation
* tg styl
* .
* next globals
* ugh
* some more
* pain
* .
* horror
* .
* .
* .
* shoe me
* ye
* .
* eh
* .
* .
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Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Remove unused news_articles system
* Rip out the webhook system
* Merk bot/
* Rip out old IRC code
* Move the malf_ai manual
* Clean up the tools folder
* Revert "Remove unused news_articles system"
This reverts commit b1295ce8fa714ea35d768365c267b4b60fcd2faa.
* Put these back
* Begin clickcode attack_self fix
Begins the work to make everything call back to parent for attack_self so that signals are sacred.
* Makes MORE things call the attack_self() parent
Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'.
* Finishes making the rest of attack_self call parent.
As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items.
* begone foul demon
* some more cleanup
* These
* GOD this was annoying
* yeh
* Fix this
* fLARES
* Thesee too
* toys!
* Even more!
* More fixes
* Even more
* rest of em
* these too
* Update syndie.dm
* hardref clear
* Update code/game/gamemodes/nuclear/pinpointer.dm
* Update code/game/objects/effects/mines.dm
* Update code/game/objects/items/blueprints_vr.dm
* Update code/game/objects/items/blueprints_vr.dm
* Update code/game/objects/items/contraband_vr.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/gunbox.dm
* Update code/game/objects/items/gunbox.dm
* Update code/game/objects/items/gunbox_vr.dm
* Update code/game/objects/items/gunbox_vr.dm
* Update code/game/objects/items/weapons/gift_wrappaper.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/gunbox.dm
* these too
* Update maintpanel_stack.dm
* angry warning
* Fixes packaged snacks.
Fixes improper var default.
* Special handling for these
* proper poly types
* Fixes magclaws
Makes the 'features' it had just part of base magboots that can be adjusted via varswap.
* Fixes jackets
Fixes https://github.com/VOREStation/VOREStation/issues/18941
* Small bugfix
Makes p_Theyre properly capitialize
Makes examine show proper wording
* Update gift_wrappaper.dm
* Swaps species.total_health for getMaxHealth()
* fix this as well
shock_stage is what they want to increase, NOT traumatic val as it gets reeset as soon as we have a shock tick
* removal of machine var
* shimsham
* deprecation warnings
* COMSIG_LIVING_HANDLE_VISION signal
* improved
* more cleanup
* more fixes
* this is fine
* fixed radios
* notices for now, tgui fix
* cleaned up hud and vision parent calls, adds COMSIG_LIVING_HANDLE_HUD
* radios use tgui now
* guestpass does not need machine anymore
* cloning machine doesn't use it
* this arcade machine is tgui too
* autolathe does not need machine
* remaining cleanup
* doc fix
* fix
* logout handling
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Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* this compiles
* more edits
* Upports OP21's immovable rod
Makes it NOT shit.
* actually enable this lol
* CLANG
* we all fall down
* break it
* stairs
* bye async
* makes doorcrushes less lethal
* more unluck!
* dice and stumble vore
* major version
* Update clang.dm
* More tweaks. BS Cracker
Makes bluespace cracker better code quality too
* Cut down on lists here
* Adds the traits
* glass shapnel
* Update unlucky.dm
* Modular Shock
* Charger and thrown
* Defib nat 1
* Gravity Falls
* gibby
* no longer gib, just hurt a LOT
* Better Washer
* Update washing_machine.dm
* Even less jank
* Moves some stuff around
* linters
* Update unlucky.dm
* Table stubbing
* fixes mirror break, evil only
* PIPEBOMB
* Update negative.dm
* Update mail.dm
* glasses fly off your face if you fall
* Update unlucky.dm
* evil beaker and spooky events in the dark
* Evil beaker spilling
* Unlucky people have custom maint loot
* Get sick while searching
* Update _lootable.dm
* whoop
* Update _lootable.dm
* washer will always wash
* Lowered to 5
* ash
* Update areas.dm
* get knocked
* picking up items
* Dice
* Update unlucky.dm
* Update code/game/objects/items/devices/defib.dm
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* Update code/modules/economy/vending.dm
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* Update code/game/area/areas.dm
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* Update code/datums/components/traits/unlucky.dm
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* Update code/datums/components/traits/unlucky.dm
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* Update code/datums/components/traits/unlucky.dm
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* Update code/datums/components/traits/unlucky.dm
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* Nicer damage
* these
* this
* mini DCS update
* Excludes
* Proper inherit
* Update unlucky.dm
* Update code/datums/components/traits/unlucky.dm
* These
* thes too
* user
* no hardrefs
* only these 2
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Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* the agony begins
* fixes
* signaling
* removed remaining attempt_vr
* corrected behaviors
* keep the history
* oop
* wording
* filter for intent here
* oop
* no harm in these either
* Update code/_onclick/item_attack.dm
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Get rid of old procs
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Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* to tg style
* unify drop proc
* protection and logging on qdeleted item pickup
* prevent stripping items from the inventory menu too
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Co-authored-by: Cameron Lennox <killer65311@gmail.com>
(#18485)
* Mop do_after
Makes mop do after allow multiple uses
* Update mop.dm
* fixes
* Gets rid of these unused vars
* cleanup
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Prevents insta-actions
* Do_after sanity
NOTE: NUKE do_after_action
* Update bonfire.dm
* The rest of them
Also fixes a tpyo
* no minitest :)
* .
* .
* Gets rid of the slowdown for now
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>