* healing staff sprite
* new back slot and move all big things to whis slot
* replace ring to staff
* caster sowdown! Mole rebalance
* loadouts fix
* fix weapon rotation
* Update spawners.yml
* add notification for dependent wearables being dropped
* fix dropped item popup redundancy
- did a check to see if any item was dropped, instead of making a notification for each item being dropped.
* change popup to client-only variant
* fix redundant messages, add plural locale string
* fix conventions, fix locale input to be more intuitive
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Co-authored-by: Justin <justinbrick1@gmail.com>
* Everything but the submodule
* stuff I forgot
* heat
* missed lights
* behonky
* LocId
* I guess it was a skill issue?
* predicted audio
* It works with lights now
* Borg equality
* Gorilla gauntlet grants protection from anomaly returned damage when attacking it
* woops, there we go
* NONE
* Use DamageModifierSets, remove Behonker damage
* Reviews dealt with
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Co-authored-by: plykiya <plykiya@protonmail.com>
* Add BreakOnDropItem, update do afters, remove unnecessary declarations
* bola
* Changed my mind about the nuke
* gennies too
* Make the comments more clear.
* Sorry for the trailing commas
* Revert "Sorry for the trailing commas"
This reverts commit e60fd9a30977393df3344948e6d5c0ce035723cd.
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Co-authored-by: plykiya <plykiya@protonmail.com>
* 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
* Create CP14HandDisplacementMapComponent.cs
* idk if it works, we need goblin first
* some clean up
* add goblin species sprites
* basic goblic species prototype
* hairs, ears
* typo
* hand displacement maps
* shoes displacement
* shirt displacement
* head displacement. Add support different size maps
* +dummy
* eyes displacement
* pants displacement
* gloves displacements
* cloak and mask displacement (final)
* belt displacement!
* add nose customization
* +2 ears customization
* init magic container system
* charging and discharging
* add energy regenerator
* thaumaturgy glasses, scanning energy
* add energy quartz prorotypes and sprites
* light power controller
* commit special for _des
* simple normalizer crystal slot
* YEEEEEEE BOIII, examined crystalls inside things
* кристал теперь видно, когда он вставлен в стабилизатор
* TryUseCharge приборами
* hello deserty, how are you doing?
* rename regenerator to EnergyDraw, allow draw from slot
* normalizer жрет magic energy файналли
* Update normalizer.yml
* visual polishing
* Update crystal.yml
* Make wielding automatically drop the item on your other hand
* Fix docs
* Remove redundant parameter
* Fix not deleting virtuals on fail
* Make count freeable hands method
* Add popup when dropping item
* Hardsuits and softsuits count as having shoes for step triggers
* Add softsuit tag prototype
* Change to suitEVA tag
* Get rid of softsuit tag, found suitEVA tag
* Full pass of ShoesRequiredStepTriggerImmune
* Adds check to outerClothing for ShoesRequiredStepTriggerImmune
* return
* fuck Dionas
* Convert to comp, space dragons immune as well
* Merge conflict
* Merge conflict
* fix leftover tags
* empty spaces
* turns out the dragon didn't need it
* minor optimization
* Add access for system, add comp to baseShoes, check slotflags for every slot besides pockets
* fix
* fuck it we ball
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Co-authored-by: Plykiya <plykiya@protonmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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.