Commit Graph

1670 Commits

Author SHA1 Message Date
brainfood1183
062d3c656e New Tiles (2 maintenance specific and 1 new wood). (#12193)
* new maint specific tiles

* merge

* merge

* merge

* merge

* Update Resources/Textures/Tiles/attributions.yml

Co-authored-by: Moony <moony@hellomouse.net>
2022-10-25 13:27:06 -05:00
Morb
a08bee4470 Add jester suits (#11451)
* Add jester suits

* Add jester shoes sprites

* make SQUEAK

* inheritance is good, inheritance is good, inheritance is good
2022-10-24 13:04:55 -05:00
Moony
023f1ae602 Even more tiles (again) (#12172)
* i should probably commit this.

* i forgot the rivets 😢

* OVERLAYS

* Fix some color inconsistencies.

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
2022-10-24 11:33:31 -05:00
Cheackraze
a512a77046 Zookeeper (#12020)
* jumpsuit sprite

* hat and meta to match

* pda

* id card

* update spawner jobs.yml

* update identification_cards.yml

* Update pda.yml

* update jumpsuits.yml

* zookeeper job yml

* zookeeper icon

* update hats.yml

* woops fixed hats.yml

* fix id cards yml

* job spawner icon and json

* update map yml

* update departments yml

* job icon meta.json

* comes with the hat

* real

* real

* localization

* fix spawner jobs yml

* playtime tracker

* kettle spawn

* Revert "kettle spawn"

This reverts commit 37c241cb31a6f186f31a73f168a93649423e839a.

* kettle spawn

* service locked windoor

* updated sprites and updated meta.json thanks to EmoGarbage

* meta.json

* Update Resources/Textures/Objects/Devices/pda.rsi/meta.json

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Update Resources/Textures/Objects/Misc/id_cards.rsi/meta.json

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* credit to EmoGarbage404 and alphabetized

* license

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2022-10-23 14:42:25 -05:00
DrSmugleaf
186cf6f495 Add missing source field in Textures/Tiles/attributions.yml (#12155) 2022-10-23 04:47:30 +02:00
DrSmugleaf
21266d0f54 Fix missing comma in Textures/Tiles/attributions.yml (#12154) 2022-10-23 04:38:01 +02:00
Morb
cc3f9d631f Remove yml boilerplate for crates (#11982) 2022-10-22 15:37:27 -07:00
Nairod
60be1b7cf2 More sec duffle bag sprite consistency (#11922) 2022-10-22 15:14:19 -07:00
Willhelm53
a6be9e75dc Blue Shark Soft Toy! (#12047) 2022-10-22 14:58:18 -07:00
Nairod
8da57fb16a Handgun belt sprites (#12081) 2022-10-22 14:53:43 -07:00
Moony
ed8efa08b0 Even more tiles (#12140)
* tile gaming

* TRIM

* fucking BOM

* wood trim and some doobles

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
2022-10-22 13:21:36 -05:00
Moony
5f5aea6aed Replace the floor tiles for realsies this time. (#12125)
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
2022-10-21 18:53:25 -07:00
Nairod
50d8ed6c89 Spare headsets for the HoP (#11954)
* textures and fill yml

* texture meta edit

* box id fix, locker fill, vendor fill

* whitelist fix
2022-10-16 13:21:02 -05:00
themias
b567c34e92 Add voice trigger for modular grenades (#11449) 2022-10-17 04:44:50 +11:00
Nemanja
9363674bd5 Bad 2 Da Bone [Skeleton Tweaks] (#11669)
Co-authored-by: Kara <lunarautomaton6@gmail.com>
2022-10-15 15:06:01 -07:00
Nairod
33734833ed Over-ear headsets for CE, RD and QM (#11919)
* textures and metas

* entities and fills
2022-10-14 23:11:58 -05:00
Leon Friedrich
436131e9f4 Fix compat mode stealth shader (#11833) 2022-10-11 11:55:19 +11:00
keronshb
386c7f9223 Cardboard Box and Stealth Components (#11569) 2022-10-10 09:17:53 +11:00
Vordenburg
e17e08f344 Add mountain wall recolor of asteroid rock for mappers. (#11729) 2022-10-09 12:49:53 -07:00
YanehCheck
c9e470e24e Removed a weird offset in closed_toilet_seat_up.png (#11711) 2022-10-05 21:53:41 -05:00
TaralGit
0d3a22cffa New sprites for pirate and deckard revolvers (#11481)
Co-authored-by: and_a <and_a@DESKTOP-RJENGIR>
2022-10-03 18:57:10 -07:00
ninruB
5a4d2fb064 Combat boots, but cool. (#11652) 2022-10-03 18:01:43 -07:00
Francesco
a00d180c32 feat: Ports the Tomb of the Unknown Employee (#11664) 2022-10-02 14:26:46 -07:00
Nemanja
b8ba867456 advanced parts recipes (#11541) 2022-09-26 21:45:36 -05:00
Flipp Syder
5a0a04bde7 Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
2022-09-22 17:19:00 -05:00
Morb
db7e84b7c7 Add salvage & botany backpacks (#11445)
* Add salvage & hydroponics backpacks

* Fix path

* Add new salvage backpacks to starting gear

* Add new botany duffle to starting gear

* Add botany duffle to hydrobe vending
2022-09-22 14:02:30 -05:00
Nemanja
635142aa1c ian fortnite burger (#11435) 2022-09-20 19:16:59 -07:00
lapatison
d5f562648b Opened soda can texture fix (#11420) 2022-09-19 16:47:45 -07:00
Nemanja
5c330dd401 Folding Chairs (#11398)
* folding chair

* rsi moment
2022-09-18 12:47:31 -05:00
Nemanja
4fe4ba1575 wall mounted lockers (#11382) 2022-09-17 13:05:39 -07:00
Morb
80da7edecc Add variants of equipped headsets sprite (#11240) 2022-09-16 07:43:18 -07:00
ChilbroBaggins
86f63a17d4 Rasta hat (#11269)
Co-authored-by: Jeff <velcroboy333@hotmail.com>
2022-09-16 07:40:49 -07:00
Justin Trotter
6bf45709e9 Add access locks to gas canisters (#10575) 2022-09-16 07:06:29 -07:00
theashtronaut
6ffa54026c Add lock and unlock icons to verb in LockSystem (#11336) 2022-09-15 16:26:49 -07:00
keronshb
e90e8052c4 Beam Component and Lightning Component (#10196) 2022-09-16 01:49:01 +10:00
Illiux
3722106cd4 Add 2 bottle boxes to chemistry lockers (#11298) 2022-09-15 08:17:32 -05:00
wrexbe
34dfba2619 Move slot UI files around (#11282)
* Move files around for themes
2022-09-14 17:13:28 -07:00
Morb
d6f37244f6 Lawyer fashion (#11249)
* Update lawyer black suit sprites

* Update lawyer blue suit sprites

* Update lawyer red suit sprites

* Update lawyer purple suit sprites

* Add lawyer jumpskirt analogs

* Add laceup shoes

* Add laceup shoes to lawyer, librarian and musician

* Add skirt to lawyer starting gear

* Add new clothes to lawdrobe

* Add criminal lawyer suit

* Move good suit & rename jumpsuits to just suits

* Fix good suit ids in lawdrobe
2022-09-13 23:47:08 -05:00
themias
d36a58dd2e Add visualizer to hot coffee and tea (#11211) 2022-09-11 20:53:48 -07:00
Kevin Zheng
45349e3c0d Add gas recyclers (#9934)
* Add RemoveVolume()

RemoveVolume(vol) captures the common pattern of:

    air.RemoveRatio(vol / air.Volume)

Change existing code to use this method where appropriate.

* Add gas recyclers

Gas recyclers catalyze the conversion of CO2 and N2O to O2 and N2. The
gas recycler component takes waste gas from the input net and releases
the result into the output net.

To make things more fun, the input net must be pressurized to 3 MPa and
heated to at least 300 C; otherwise, no reaction will occur.

Game-mechanic wise, gas recyclers contain the catalyst for the
conversion reaction, and therefore, requires no external power. However,
the external pumps and heaters required to make the reaction happen
still do.

* Fix gas recyclers

Fix negative sqrt, fix pressure check after remove.
2022-09-11 18:02:01 -05:00
Nemanja
380e9e92aa miasma sprite tweak (#11006) 2022-09-11 00:00:42 -07:00
TaralGit
47dd0ff2e8 Advanced laser gun and four resprites (#11102)
Co-authored-by: and_a <and_a@DESKTOP-RJENGIR>
2022-09-10 23:46:38 -07:00
LordEclipse
b6b11bdc93 Change Quartermaster job icon to command blue (#11148) 2022-09-10 23:40:14 -07:00
Nemanja
7199defdff among pequeno (#11115)
* among pequeno

* better colors + fucked up sprites oops

* Update meta.json

* copy*right* and price 3
2022-09-10 19:08:16 -05:00
Nemanja
15c5096575 updates painting copyright (#11152) 2022-09-10 15:30:36 +10:00
rolfero
d7b31865ff APC construction updated, uses electronics (#10987)
* APC construction and deconstruction
Construction action GivePrototype

* APC needs screwing + sprites

* apc framework, working construction recipe

* Energy swords hot

* APC changes

* APC construction/deconstruction

* removed comments

* Revert "Energy swords hot"

This reverts commit 75228483abb3cc6252118b319bc8949d5198362d.

* Renamed function for clarity

* Fixed the last step not showing in the construction menu

* Some fixes

* Update Content.Server/Power/EntitySystems/ApcSystem.cs

Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>

* Update Content.Server/Construction/Completions/GivePrototype.cs

Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Structures/Power/apc.yml

Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Structures/Power/apc.yml

Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>

* Update Content.Server/Power/Components/ApcElectronicsComponent.cs

Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>

* Update Content.Client/Power/APC/ApcVisualizer.cs

Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>

Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>
2022-09-09 20:27:41 -07:00
Nemanja
226072f592 Add 10 new Paintings (#11081)
* 6 paintings

* 4 more

* goof with aseprite
2022-09-06 20:54:08 -05:00
Leon Friedrich
35a142965d Firelock ECS + some other stuff. (#8366)
* firelock rejig

* dont error failed resolves

* fix

* less resolves

* switch fire and pressure messages

* update

Co-authored-by: wrexbe <wrexbe@protonmail.com>
2022-09-05 22:55:33 -07:00
lapatison
99357f7ef4 CBURN tweaks (#10887) 2022-09-05 19:49:56 -07:00
metalgearsloth
0286b88388 NPC refactor (#10122)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
2022-09-06 00:28:23 +10:00