Commit Graph

1087 Commits

Author SHA1 Message Date
Nemanja
72e7a9ee93 RPED (#12008)
* RPED

* sound effect

* wires must be open

finished me appy slices yum yum

* Update Resources/Audio/Items/attributions.yml

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update attributions.yml

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-11-14 13:36:13 -06:00
keronshb
9613d4c46a SSXIV Title Screen (#12592) 2022-11-14 13:09:38 -06:00
Justin Trotter
c4dca43d78 salvage magnet status indicator (#12585) 2022-11-14 01:45:45 -06:00
Scribbles0
e0f9b06f9a Heterochromia (#12126)
* eye markings

* downsizes

* fixes reptilian.yml

* hopefully fixes files changed stuffs

* fix narcotics.yml
2022-11-08 15:16:12 -06:00
Justin Trotter
8c0b113fcf Pet internals (#12376)
* toggle other crew and pet internals

* oops
2022-11-08 15:04:06 -06:00
eclips_e
e09f0ffef0 Prayers Again (#10960)
* prayer system

* verbs

* localize

* Praying changes

* praying + cleanup

* Revert "praying + cleanup"

This reverts commit e8ee90f9f0be9a2eeb4d660359f0913c9e82aba3.

* Prayers (actually)

* forgot to remove this

* slight fixes

* veritius reviews

* I did it

* less HD images

Co-authored-by: Just-a-Unity-Dev <just-a-unity-dev@users.noreply.github.com>
2022-11-08 15:02:14 -06:00
Nemanja
df1ace61c3 Detective Coat Resprite (#12472)
* agent coat

* make it a resprite, actually

* copyright
2022-11-08 14:56:14 -06:00
metalgearsloth
fc9991cff2 Polish melee effects (#11653)
* Polish melee effects

* adjustments

* Animation changes

* Fix fist
2022-11-08 14:28:49 -06:00
Nemanja
fd9bedae9a New Species: Diona (#11497)
* new species: Diona

* more diona stuff

* dey breathing now

* test fixe

* fix a merge

* now actually fix the merge

* foobar

* oversight

* ok now the rest of em
2022-11-08 14:26:59 -06:00
Cheackraze
ec00589791 Practice Disabler (#12301)
* pewpew

* renamed the rsi and reparented off WeaponDisabler
2022-11-08 14:21:13 -06:00
Julian Giebel
e11cf969fa PDA UI refactor and cartridges (#11335)
* Work on cartridges

* Work on PDA UI

* Work on PDA UIs program list

* Work on PDA UI borders

* Add DeviceNetworkingComponent to the pda base prototype

* Fix submodule version

* Fix cartridge loader ui key

* Fix pda menu xaml

* Implement relaying ui messages

* Finish implementing the notekeeper cartridge

* Fix submodule version

* Fix errors from merging master

* Fix test failing

* Implement setting preinstalled programs

* Add some documentation to CartridgeLoaderSystem

* Add more doc comments

* Add localization to program names

* Implement review suggestions

* Fix background programs receiving events twice when active
2022-11-08 14:00:20 -06:00
Nemanja
273e0968e4 XenoArch [Science Overhaul] (#12204)
* multi-node xeno artifacts

* refactor existing artifact effects

* more tweaks to generation

* more shit plus fix tests

* more generation stuff plus threat levels

* doink

* now make it build

* defer the artifact activation to not cause errors

also pricing

* some changes

* all of the yaml + ui stuff for artifact analyzer

* machine linking and starting to make the ui functional

* artifact analyzer display

* a shit ton of artifact analyzer stuff

* more changes; making destroy work properly; progress bar tweaks

* getting shit going!

ALL RIGHT

* small tweaks that didn't help much

* Komm susser todd: the end of analysis

* recipes and hints and ui, oh my!

* add some in-game sources

gotta prepare for day 1 launch

* node data + ditch random seed in place of id

* bunch of triggers

* finish off the last few triggers

* implement machine examine verb

* knock, flicker, blink, throw

* shatter, foam, shuffle, heat

* fix all the shit i broke

* *some* of these have to be good, no?

25 effects

* callin' it there for effects

* comments + reword some trigger hints

* don't mind this little commit here

* byref event

* fix brokey node entry

* fix low pressure trigger

* mirror review plus fixing 0x40's bug

also the throw artifact threw incorrectly

* randomize the event message a teeny bit
2022-11-06 17:05:44 -06:00
ZeroDayDaemon
325ccc1c17 Add DamagePopup, Target Entities, And Practice Laser Gun (#12317) 2022-11-06 02:32:00 +11:00
rolfero
2ef33e11b6 Fixing some prototypes modifying components on init (#12385) 2022-11-06 02:28:44 +11:00
Vordenburg
b4fbc63132 Add necessary sprites for welder_mini. (#12368) 2022-11-03 16:22:56 -05:00
Vordenburg
784e0ab51f Make welder flames like proper unshaded lights. (#12320)
* Make welders use ToggleableLightVisualsComponent.

* Remove old code from ToolSystem.Welder.

* Update welder sprites.
2022-11-01 20:16:33 -05:00
brainfood1183
7d6fcfa959 New station map Origin (#11659)
* new map origin

* new map origin

* Revert "new map origin"

This reverts commit 3d36679b921d058c7bc7ff7202086aea966c43a6.

* merge

* merge

* merge

* merge

* merge

* merge

* merge

* new update

* update map reduce lights

* slight update

* update

* push

* update
2022-10-27 09:12:56 -05:00
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