* Blue organs for blue blood
* EYES GO IN THE HEAD
* Accidental upload
* Also accidental upload
* skreeching for the future
* SKREEEEEEEEEE
* THese are not the files you are looking for
* Sprite attribution
* Added more Vox customizations
* Adds Vox Head Markings
* Update meta.json
* stray comma, woe be upon ye
* added tiny pixel to visage left and right
* Added eyeliner ftl
* Removed duplicate FTL
how the fuck did this happen
* Added cheek marking
* Made tip marking look a bit better
* Fix eyeliner ID
* ok whatever shut up build test. mean to me
* changed underbelly to have more flat transparency
* didnt like how it looked so i adjusted it
* Adjusted base eyeliner color
* Fixed inconsistency with nightling head tattoo
* Updated V tattoo
* Delete chest_v.png
* fix yml
ITS EVEN FUNNIER THE SECOND TIME
* minor sprite fix
* Update head.png
* Re added stray pixel, added square cere beak
* Added hooked beak
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Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Vox displacement map fixes
* Adds neck displacement map and changes sprite layering to prevent the tank from rendering on top of a Vox's facial hair strangely
* does work?
* fix
* shrunk organs to normal size of small
* made brains and liver look better
* made stomach slightly less bright
* unique sprite for diona lungs + inhands
* unique sprite for vox lungs + inhands
* split logic into own system
* add support for different size displacement maps
* some clothes may not use displacement maps
* displacement maps spport hand sprites
* Update DisplacementMapSystem.cs
* rename things
* fuck stencilmask
* fix bugs
* no masks
* Update jumpsuits.yml
* fix species specific sprites
* Update ClothingSystem.cs
* shoes + ears displacement, some bugfix
* Update DisplacementMapSystem.cs
Requires https://github.com/space-wizards/RobustToolbox/pull/5023
This uses the new engine features (above) to add a displacement map shader. This allows deforming a sprite based on another sprite.
Primary use case is automatically adapting human clothing sprites to different species, something we want to make species like Vox a reality.
A basic example of wiring this up with Vox has been added. The system is however incredibly simple and **will** need more work by a content developer to select and toggle displacement maps when appropriate. I am leaving that to somebody else. For example right now the displacement map is applied even if a species already has custom-fit sprites for a piece of clothing, such as the grey jumpsuit for Vox.
Basic Aseprite plugins to help with authoring displacement maps have also been made.
* Slightly reorganizes Body yaml
* Slightly reorganizes Body yaml
* You can now monch all organs
* Rewrites Mobs/Species/.rsi meta.jsons and replaces some human organ sprites
* ReIDs organs and does some more cleanup
* Import bird sprites and define basic mob.
* SKREEEEEEEEE
* Move hair styles to new sprite accessory prototypes.
Basic stuff, no multi-species stuff yet.
* Vox hair styles and clothes
* Make HumanoidCharacterProfile.Default() a static default to fix tests.
Usages that wanted the previous random behavior now call Random().
* Remove names from hair style prototypes.
(They're in localization files)
* Update Content.Shared/Actions/ActionType.cs
(sk)reeee github
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>