Merge remote-tracking branch 'refs/remotes/upstream/master' into ed-27-04-2024-displacement-upstream
# Conflicts: # Resources/Prototypes/Entities/Mobs/Customization/Markings/human_hair.yml
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@@ -11,6 +11,7 @@ using Content.Shared.Item;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Serialization.TypeSerializers.Implementations;
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using Robust.Shared.Utility;
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using static Robust.Client.GameObjects.SpriteComponent;
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@@ -53,6 +54,7 @@ public sealed class ClientClothingSystem : ClothingSystem
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};
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[Dependency] private readonly IResourceCache _cache = default!;
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[Dependency] private readonly ISerializationManager _serialization = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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public override void Initialize()
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@@ -272,6 +274,7 @@ public sealed class ClientClothingSystem : ClothingSystem
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// temporary, until layer draw depths get added. Basically: a layer with the key "slot" is being used as a
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// bookmark to determine where in the list of layers we should insert the clothing layers.
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bool slotLayerExists = sprite.LayerMapTryGet(slot, out var index);
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var displacementData = inventory.Displacements.GetValueOrDefault(slot);
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// add the new layers
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foreach (var (key, layerData) in ev.Layers)
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@@ -311,10 +314,29 @@ public sealed class ClientClothingSystem : ClothingSystem
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// Sprite layer redactor when
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// Sprite "redactor" just a week away.
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if (slot == Jumpsuit)
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layerData.Shader ??= "StencilDraw";
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layerData.Shader ??= inventory.JumpsuitShader;
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sprite.LayerSetData(index, layerData);
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layer.Offset += slotDef.Offset;
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if (displacementData != null)
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{
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var displacementKey = $"{key}-displacement";
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if (!revealedLayers.Add(displacementKey))
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{
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Log.Warning($"Duplicate key for clothing visuals DISPLACEMENT: {displacementKey}.");
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continue;
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}
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var displacementLayer = _serialization.CreateCopy(displacementData.Layer, notNullableOverride: true);
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displacementLayer.CopyToShaderParameters!.LayerKey = key;
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// Add before main layer for this item.
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sprite.AddLayer(displacementLayer, index);
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sprite.LayerMapSet(displacementKey, index);
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revealedLayers.Add(displacementKey);
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}
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}
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RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
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