* 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.
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Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* WIP markers
* get the easy ones out of the way
* oops you too
* additional issues
* sanity
* Update rig_wiring.dm
* Update rig_wiring.dm
* Update power.dm
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* WIP swoopie fix
* no self suck
* Update vacpack.dm
* Update vacpack.dm
* Update vacpack.dm
* fixes CPR on self
* Fixes shoes
* Fixes leash issue
Fixes#18979
* Fixes looping sounds
Fixes it so that if a looping sound returns NULL or FALSE for its get_sound (i.e. geiger counters) they don't play(), meaning they don't send a sound that motion tracking can see.
* Makes paralysis and stunned count for incorp movement
* Fake flowers
* Fixes borg items turning brown
* Update industrial_reagent_waste.dm
* teshari rigfix
* Fixes urns and cyborgknives
* Update find_spawning.dm
* Makes telecube spawn mated
* Update inducer_vr.dm
* Update find_spawning.dm
* Fixes drop everything admin command
* Adds strip mine
* Update robot.dm
* typooo
* flarefix
* Update find_spawning.dm
* Makse archaeological_find abstract
This only spawns if a runtime occurs
* 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
* click code start
* snake_span
* Update click.dm
* Update click.dm
* Update click.dm
* Update click.dm
* Fixes borg ctrl_click
Also implements allowing blocking of items being ctrl_clicked
* Makes the statpanel not annihilate peoples ratelimiter
Statpanel calls aren't really user controlled (and 180 of them get sent upon loading, as each verb counts as a topic calls when it calls Send-Tabs) so let's not count it towards the user when they log in.
* window hitby fix
* runtime fix for protean rigs that have been qdel'd
* mecha paintkit fix
* start off by default
* Fixes welder and make sprite purple
* Cut overlays of previous thing before we swap!
* cellfix
* Absorbed fix
* 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>
* 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>
* Clothing fallback
Makes clothing have a fallback in the event of a custom species file not having the appropriate icon state.
* some logging
* Metamorphic Config
* Consolidates all the /suit sprites
* replace these
* these
* final
* suit item consolidation
* No config
* Fixes this
This got messed up during a decon
* Update sprite_sheets.dm
* Upports some sprites
* Adds station hardsuits and additional modules to RND. Fixes a protean bug regarding pressure and thermals not being correct when assimilating a suit.
* Created new sprite state for the Faraday Protection Shield
* Code style adjustments for vision.dm and passive_protection.dm
* Removed Research requirmement, but upped the cost and made the research a discount.
* fix these while we're here
makes it so science mechfab can make it
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Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Techwebs
* Add basic stock parts
* Techweb production machines
* Circuit Imprinter
* More work
* More designs
* More designs, nodes'
* More more
* Better sorting for designs
* Add the exosuit fab'
* More conversions
* More and more and more
* mechfab parts
* Modsuit Designs
* Pinnace baron
* Equipment
* more mechfab
* vehicles
* more mecha
* Micro mechs
* Update mechfab_designs.dm
* no time
* zero
* Update mechfab_designs.dm
* Prosthetics Fabricator and fixes
* Update maps to use new parts
* Whoops, fix a few maps
* Fix lint error
* Port scene tools
* Fireworks~~
* Don't label the sex toys as sex toys
* Fixup maps in TGM format
26517b7122: maps/virgo_minitest/virgo_minitest-1.dmm
Automatically commited by: tools\mapmerge2\fixup.py
* Significant portion of designs converted
* Fix paths
* Fix tgui lints
* Just a whole bunch of designs
* Almost doneeee
* ALL DESIGNS CONVERTED
* Merk all of the old stuff
* Fix a few errors
* Fix more errors
* MORE FIX
* Make server control work
* Undo changes to archive
* Fix a TODO
* Make disks work
* Start the long process of finishing the node tree
* One more oops
* All mechfab designs
* Add departmental protolathes
* Down to 200 designs unsorted
* FINISH TECHWEBS
* Fuck whoops
* Remove the debug verbs
* Little map tweaks
* Fix mousedrop
* More map fixes
* Upstream bug lmao
* guess CI hates this
* Fixup maps in TGM format
fe062e7bc4: maps/tether/tether-03-surface3.dmm
Automatically commited by: tools\mapmerge2\fixup.py
* I gotta stop committing this
* Change scree requested
* Make science able to print implants too
* Fix ghost spawns
* Move NSFW gun
* Merk partbundles, make janus module work
* Pretty animation when you complete the tree :)
* Don't display designs you can't print
* Move security protolathes to warden's office
* Make servers recover from power failure gracefully
* Make fabricators drop their mats on the ground when destroyed
* Ore Silo
* Make CI happy
* Fixup maps in TGM format
fe062e7bc4: maps/tether/tether-05-station1.dmm
Automatically commited by: tools\mapmerge2\fixup.py
* Fix MC crash
* Make experiscanner work for borgs
* I REALLY gotta stop committing this
* Make scientists and the RD spawn with an experiscanner
* Lock NIFs behind scanning mice
* Make Biome happy
* Allow scanning Cocoa and Kendrick in case they can't find mice
* Change from Kendrick to Ratthew, ;help maint, or Brick
* Change the name of the /rat/pet class so the experiscanner is more helpful
* Add departmental_flags to a bunch of things
* Remove a few things from security's techfab
* Add a second engineering lathe to atmos
* Fix runtime recycling rig modules, add name to cost sequence
* Add a discount experiment for scanning slime cores
* Change some fluff and shuffle chameleon clothes to bluespace yadayada
* Make closets alt click immune
* Do a bunch of sorting
* Silly
* Hopefully fix all infinite material bugs in techwebs
* bad merge
* quick ai fix
* fix some robot stuff
* axe downlaod fully
* list
* no ref
* easier readable
---------
Co-authored-by: C.L. <killer65311@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Begin
* Begin 2
* move to tsx
* fix that UI
* fix gib
* bunch of fixes
* fix this one
* Nicer ahelp bot text formatting
* clean up all inputs
* .
* fix MC tab
* fix ore spawn
* with rare
* More filter stuff
* Cleaned up world
* Fix
* ummm
* .
* fix that
* .
* Begin
* Begin 2
* move to tsx
* fix that UI
* fix gib
* bunch of fixes
* fix this one
* clean up all inputs
* Nicer ahelp bot text formatting
* .
* fix MC tab
* fix ore spawn
* with rare
* More filter stuff
* Cleaned up world
* Fix
* Added missing props
* useContext fix
* .
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* part 1
* Cleanup
* text
* webbing
* Eh these values seem fine
* Bonus damage to mobs
* if we have a mind, dont take bonus damage
* Less VR overrides
* vendr
* no.
* fixes guncode
why are overrides a thing
* Update gun.dm
* wtf lmfao
* more protean fixes
* some more adjustments
* if weclose a tab and have it open, return to status
* Update rig.dm
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Makes oxygen tanks able to be used in voidsuits again
Actually incorporates and lets you use the oxygen tank that is INSIDE OF THE SUIT without it being put into your suit storage. When I was bugfixing and saw it just spew the oxygen tank out into the suit storage slot I thought to myself 'what is even the point'
Rigsuits can already do this and are superior in every way (they splint all your limbs, they have integrated oxygen tanks, self cooling, among other things), so let's let voidsuits have a little buff
* POCKET_ALL_TANKS