Commit graph

44 commits

Author SHA1 Message Date
Morb0
3e015c6f67 Merge remote-tracking branch 'refs/remotes/wizards/master' into upstream-sync
# Conflicts:
#	Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/detdrobe.yml
#	Resources/Prototypes/Entities/Clothing/Masks/specific.yml
#	Resources/Prototypes/Entities/Mobs/NPCs/slimes.yml
#	Resources/Prototypes/GameRules/midround.yml
#	Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml
#	Resources/Prototypes/Roles/Jobs/Security/warden.yml
#	Resources/Prototypes/StatusEffects/health.yml
#	Resources/Prototypes/StatusIcon/antag.yml
#	Resources/ServerInfo/Guidebook/Antagonist/Antagonists.xml
#	Resources/ServerInfo/Guidebook/Antagonist/SpaceNinja.xml
#	Resources/ServerInfo/Guidebook/Engineering/AME.xml
#	Resources/ServerInfo/Guidebook/Engineering/AccessConfigurator.xml
#	Resources/ServerInfo/Guidebook/Engineering/AirlockSecurity.xml
#	Resources/ServerInfo/Guidebook/Engineering/Atmospherics.xml
#	Resources/ServerInfo/Guidebook/Engineering/Construction.xml
#	Resources/ServerInfo/Guidebook/Engineering/Engineering.xml
#	Resources/ServerInfo/Guidebook/Engineering/Fires.xml
#	Resources/ServerInfo/Guidebook/Engineering/NetworkConfigurator.xml
#	Resources/ServerInfo/Guidebook/Engineering/Networking.xml
#	Resources/ServerInfo/Guidebook/Engineering/PortableGenerator.xml
#	Resources/ServerInfo/Guidebook/Engineering/Power.xml
#	Resources/ServerInfo/Guidebook/Engineering/Shuttlecraft.xml
#	Resources/ServerInfo/Guidebook/Engineering/Singularity.xml
#	Resources/ServerInfo/Guidebook/Engineering/TEG.xml
#	Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml
#	Resources/ServerInfo/Guidebook/Science/TraversalDistorter.xml
#	Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml
#	Resources/ServerInfo/Guidebook/Security/Forensics.xml
#	Resources/Textures/Objects/Specific/Hydroponics/chili.rsi/produce.png
2024-04-26 11:19:50 +03:00
Nemanja
161fd6c83c
Mega Antag Refactor (#25786)
* Mega Antag Refactor

* last minute delta save

* more workshopping

* more shit

* ok tested this for once

* okkkkk sure

* generic delays for starting rules

* well darn

* nukies partially

* ouagh

* ballin' faded and smonkin wed

* obliterated the diff

* Spread my arms and soak up congratulations

* I've got plenty of love, but nothing to show for it

* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity

* ok this junk

* OOK!

* fubar

* most of sloth's review

* oh boy

* eek

* hell yea!

* ASDFJASDJFvsakcvjkzjnhhhyh
2024-04-25 11:31:45 +10:00
Morb0
6fc8c1cd54 Merge remote-tracking branch 'upstream/master' into master-syndicate
# Conflicts:
#	Content.Packaging/ServerPackaging.cs
#	Resources/Prototypes/Accents/word_replacements.yml
#	Resources/Prototypes/Entities/Clothing/Neck/mantles.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml
#	Resources/Prototypes/Maps/marathon.yml
#	Resources/Prototypes/Maps/packed.yml
#	Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml
#	Resources/Prototypes/Roles/Jobs/Security/detective.yml
#	Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json
#	Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json
#	Resources/Textures/Clothing/Head/Helmets/paramedhelm.rsi/meta.json
#	Resources/Textures/Clothing/Mask/plaguedoctormask.rsi/meta.json
#	Resources/Textures/Clothing/Neck/Cloaks/capcloakformal.rsi/meta.json
#	Resources/Textures/Clothing/Neck/mantles/capmantle.rsi/meta.json
#	Resources/Textures/Clothing/Neck/mantles/cemantle.rsi/meta.json
#	Resources/Textures/Clothing/Neck/mantles/cmomantle.rsi/meta.json
#	Resources/Textures/Clothing/Neck/mantles/hopmantle.rsi/meta.json
#	Resources/Textures/Clothing/Neck/mantles/hosmantle.rsi/meta.json
#	Resources/Textures/Clothing/Neck/mantles/rdmantle.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Armor/lingarmor.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/icon-open.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/icon.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/inhand-left.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/inhand-right.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-left.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-right.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon-open.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/inhand-left.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/inhand-right.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-inhand-left.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-inhand-right.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon-open.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/inhand-left.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/inhand-right.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/open-equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_gene.rsi/equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_gene.rsi/icon.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_gene.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_robo.rsi/equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_robo.rsi/icon.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_robo.rsi/inhand-left.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_robo.rsi/inhand-right.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_robo.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/equipped-OUTERCLOTHING-reptilian.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/open-equipped-OUTERCLOTHING-reptilian.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_viro.rsi/equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_viro.rsi/icon.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_viro.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Coats/rndcoat.rsi/equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/rndcoat.rsi/icon.png
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coat.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatatmos.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcap.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcargo.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatce.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcentcom.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatchem.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcmo.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatengi.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatgen.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coathop.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coathos.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coathydro.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatjani.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmed.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmime.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatminer.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatparamed.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatqm.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrd.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrobo.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsci.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsec.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatviro.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatwarden.rsi/meta.json
#	Resources/Textures/Clothing/Shoes/Boots/combatboots.rsi/meta.json
#	Resources/Textures/Clothing/Shoes/Specific/bling.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/atmosf.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/capformaldress.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/operative_s.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/atmos.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/capformal.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/centcom_officer.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/centcomformal.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/hosformal.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/journalist.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/operative.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/psychologist.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/reporter.rsi/meta.json
#	Resources/Textures/Mobs/Animals/regalrat.rsi/meta.json
#	Resources/Textures/Objects/Storage/boxes.rsi/meta.json
#	Resources/Textures/Objects/Weapons/Guns/Battery/antiquelasergun.rsi/meta.json
#	Resources/Textures/Structures/Doors/Airlocks/Glass/atmospherics.rsi/meta.json
#	Resources/Textures/Structures/Doors/Airlocks/Standard/atmospherics.rsi/meta.json
#	Resources/Textures/Structures/Doors/Airlocks/highsec/highsec.rsi/meta.json
#	Resources/Textures/Structures/Furniture/chairs.rsi/meta.json
#	Resources/Textures/Structures/Holo/holofan.rsi/meta.json
#	Resources/Textures/Structures/Holo/wetfloor.rsi/meta.json
2024-03-27 01:12:55 +03:00
DrSmugleaf
4790ccba19
Hide empty marking categories in the markings picker (#26377)
Hide empty marking categories
2024-03-24 15:01:51 +11:00
Morb0
b70efe1fa8 Merge remote-tracking branch 'upstream/master' into upstream-sync
# Conflicts:
#	Content.Client/Audio/ContentAudioSystem.cs
#	Content.Server/GameTicking/GameTicker.RoundFlow.cs
#	Resources/Prototypes/Catalog/Fills/Lockers/security.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml
#	Resources/Prototypes/Datasets/Names/first_male.yml
#	Resources/Prototypes/Entities/Clothing/Shoes/specific.yml
#	Resources/Prototypes/Entities/Mobs/NPCs/pets.yml
#	Resources/Prototypes/GameRules/roundstart.yml
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json
#	Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/diagonal.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/diagonal_checker_a.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/diagonal_checker_b.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/herringbone.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/meta.json
#	Resources/Textures/Decals/Overlays/greyscale.rsi/minitile.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/minitile_checker_a.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/minitile_checker_b.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/minitile_diagonal.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/minitile_diagonal_a.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/minitile_diagonal_b.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/mono.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/offset.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/offset_checker_a.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/offset_checker_b.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/pavement.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/pavement_checker_a.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/pavement_checker_b.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/pavement_vertical.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/pavement_vertical_checker_a.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/pavement_vertical_checker_b.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png
#	Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png
#	Resources/Textures/Objects/Materials/Sheets/glass.rsi/meta.json
#	Resources/Textures/Structures/Furniture/chairs.rsi/meta.json
#	Resources/Textures/Structures/Wallmounts/signs.rsi/meta.json
#	Resources/Textures/Structures/Windows/directional.rsi/meta.json
2024-03-08 16:05:59 +03:00
metalgearsloth
c5486873db
Shuttle console + FTL rework (#24430)
* Add shuttle interior drawing back

Just do it per-tile she'll be right, at least it's done with 1 draw call.

* Revamp shuttle console

* Bunch of cleanup work

* Lables sortito

* dok

* Pixel alignment and colours

* Fix a bunch of drawing bugs

* Shuttle map drawing

* Drawing fixes

* Map parallax working finally

* weh

* Commit all my stuff

* mic

* deez

* Update everything

* Xamlify everything

* uh

* Rudimentary blocker range

* My enemies have succeeded

* Bunch of changes to FTL

* Heaps of cleanup

* Fix FTL bugs

* FTL

* weewoo

* FTL fallback

* wew

* weh

* Basic FTL working

* FTL working

* FTL destination fixes

* a

* Exclusion zones

* Fix drawing / FTL

* Beacons working

* Coordinates drawing

* Fix unknown map names

* Dorks beginning

* State + docking cleanup start

* Basic dock drawing

* Bunch of drawing fixes

* Batching / color fixes

* Cleanup and beacons support

* weh

* weh

* Begin pings

* First draft at map objects

* Map fixup

* Faster drawing

* Fix perf + FTL

* Cached drawing

* Fix drawing

* Best I got

* strips

* Back to lists but with caching

* Final optimisation

* Fix dock bounds

* Docking work

* stinker

* kobolds

* Btns

* Docking vis working

* Fix docking pre-vis

* canasses

* Helldivers 2

* a

* Array life

* Fix

* Fix TODOs

* liltenhead feature club

* dorking

* Merge artifacts

* Last-minute touchup
2024-03-03 18:39:19 +11:00
Morb
a5504424c4
Update sposnors system (#1475) 2023-10-02 19:06:17 +03:00
Morb0
34a8740819 Merge remote-tracking branch 'upstream/master' into upstream-sync
# Conflicts:
#	.github/workflows/build-test-release.yml
#	Content.Client/Humanoid/HumanoidAppearanceSystem.cs
#	Content.Shared/Humanoid/HumanoidAppearanceComponent.cs
#	Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs
#	Resources/Prototypes/Entities/Clothing/Shoes/boots.yml
2023-10-02 02:18:19 +03:00
Morb
195c402ef1
[Major] Moving out Queue, Verifications and Sponsors (#1435) 2023-10-01 14:59:40 +03:00
DrSmugleaf
a44fa86b68
Update trivial components to use auto comp states (#20539) 2023-09-28 16:20:29 -07:00
Morb0
13b3bfa217 Merge remote-tracking branch 'upstream/master' into upstream-sync
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/update-wiki.yml
#	Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
#	Content.Shared/Humanoid/HumanoidCharacterAppearance.cs
#	Content.Shared/Humanoid/Markings/MarkingPrototype.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Resources/Prototypes/Entities/Clothing/Hands/gloves.yml
#	Resources/ServerInfo/Guidebook/Engineering/AME.xml
#	Resources/ServerInfo/Guidebook/Engineering/Atmospherics.xml
#	Resources/manifest.yml
2023-09-24 12:56:24 +03:00
Morb
835bde4c6e
Sex restriction for markings (#19894)
* Add sex restriction to markings

* Apply to existing systems
2023-09-19 16:56:10 -04:00
Morb0
e21ee44f9e Merge remote-tracking branch 'upstream/master' into upstream-sync
# Conflicts:
#	.github/CODEOWNERS
#	Content.IntegrationTests/Tests/Preferences/ServerDbSqliteTests.cs
#	Content.Server/VoiceMask/VoiceMaskSystem.cs
#	Resources/Prototypes/Datasets/verbs.yml
#	Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml
#	Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml
#	Resources/Prototypes/Maps/aspid.yml
#	Resources/Prototypes/Maps/barratry.yml
#	Resources/Prototypes/Maps/cluster.yml
#	Resources/Prototypes/Maps/kettle.yml
#	Resources/Prototypes/Maps/origin.yml
#	Resources/ServerInfo/Guidebook/Cargo/Salvage.xml
#	Resources/Textures/Structures/Furniture/chairs.rsi/meta.json
2023-09-13 16:51:52 +03:00
metalgearsloth
5a0fc68be2
Content update for NetEntities (#18935) 2023-09-11 09:42:41 +10:00
Morb0
9a4db6ca8d Merge remote-tracking branch 'upstream/master' into upstream-sync
# Conflicts:
#	Content.Client/Preferences/UI/HumanoidProfileEditor.xaml
#	Content.Server/Doors/Systems/AirlockSystem.cs
#	Resources/Prototypes/Catalog/Fills/Lockers/heads.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/security.yml
#	Resources/Prototypes/Entities/Mobs/Species/diona.yml
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/qm.rsi/equipped-INNERCLOTHING.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/qm.rsi/icon.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/qm.rsi/equipped-INNERCLOTHING.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/qm.rsi/icon.png
#	Resources/Textures/Tiles/attributions.yml
2023-08-11 03:09:35 +03:00
metalgearsloth
1f3a4bec1b
Fix marking color bands (#18934)
I'm not entirely sure what happens, I know it's markings being loaded from DB with the same ID as a prototype that was modified don't jive, but I'm not entirely sure if it's the best fix.
2023-08-09 21:34:01 -06:00
Morb0
4b873cf1cd Merge remote-tracking branch 'upstream/master' into upstream-sync
# Conflicts:
#	Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml
#	Resources/Textures/Tiles/plating.png
2023-08-06 06:33:32 +03:00
metalgearsloth
ead47c541d
Fix humanoid appearances for placement manager (#18291) 2023-08-05 14:25:47 +10:00
faint
076d2e339b Merge remote-tracking branch 'wizards/master' into upstream-sync
# Conflicts:
#	Content.Client/Administration/UI/AdminMenuWindow.xaml.cs
#	Content.Client/LateJoin/LateJoinGui.cs
#	Content.Client/Power/PowerMonitoringWindow.xaml.cs
#	Content.Client/VendingMachines/UI/VendingMachineMenu.xaml.cs
#	Content.Server/VoiceMask/VoiceMaskSystem.cs
#	Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml
#	Resources/Prototypes/Entities/Objects/Misc/paper.yml
#	Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml
#	Resources/Prototypes/Roles/Jobs/Security/security_officer.yml
#	Resources/Prototypes/secret_weights.yml
#	Resources/Textures/Clothing/Back/Backpacks/security.rsi/equipped-BACKPACK.png
#	Resources/Textures/Clothing/Back/Backpacks/security.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Vests/kevlar.rsi/equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Vests/kevlar.rsi/icon.png
#	Resources/Textures/Clothing/OuterClothing/Vests/kevlar.rsi/inhand-left.png
#	Resources/Textures/Clothing/OuterClothing/Vests/kevlar.rsi/inhand-right.png
#	RobustToolbox
2023-07-10 07:03:24 +03:00
TemporalOroboros
3ac4cf85db
Cleaner BoundUserInterfaces (#17736) 2023-07-09 02:02:17 +10:00
Morbo
1b79af1fc2 Merge remote-tracking branch 'upstream/master' into upstream-sync
# Conflicts:
#	Content.Client/Changelog/ChangelogManager.cs
#	Content.Client/Doors/AirlockVisualizer.cs
#	Content.Client/Humanoid/SingleMarkingPicker.xaml.cs
#	Resources/Prototypes/Entities/Clothing/Shoes/boots.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml
#	Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml
2023-04-23 16:02:09 +03:00
Flipp Syder
c29968372e
Adds validation bool for setting humanoid skin color (#15360) 2023-04-23 19:16:59 +10:00
DEATHB4DEFEAT
078963127b
add search to marking editors (#15526) 2023-04-18 22:44:37 -07:00
Morbo
c58729755f Merge remote-tracking branch 'upstream/master' into upstream-sync
# Conflicts:
#	Content.Server/Chat/Managers/ChatManager.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs
#	Resources/Textures/Clothing/Back/Satchels/hydroponics.rsi/equipped-BACKPACK.png
#	Resources/Textures/Clothing/Back/Satchels/hydroponics.rsi/icon.png
#	Resources/Textures/Clothing/Head/Helmets/light_riot.rsi/equipped-HELMET.png
#	Resources/Textures/Clothing/Head/Helmets/light_riot.rsi/icon-on.png
#	Resources/Textures/Clothing/Head/Helmets/light_riot.rsi/icon.png
#	Resources/Textures/Clothing/Head/Helmets/light_riot.rsi/inhand-left.png
#	Resources/Textures/Clothing/Head/Helmets/light_riot.rsi/inhand-right.png
#	Resources/Textures/Clothing/Head/Helmets/light_riot.rsi/meta.json
#	Resources/Textures/Clothing/Head/Helmets/light_riot.rsi/on-equipped-HELMET.png
#	Resources/Textures/Clothing/Head/Helmets/light_riot.rsi/on-inhand-left.png
#	Resources/Textures/Clothing/Head/Helmets/light_riot.rsi/on-inhand-right.png
#	Resources/Textures/Clothing/OuterClothing/Armor/riot.rsi/equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Armor/riot.rsi/icon.png
#	Resources/Textures/Clothing/OuterClothing/Armor/riot.rsi/inhand-left.png
#	Resources/Textures/Clothing/OuterClothing/Armor/riot.rsi/inhand-right.png
#	Resources/Textures/Clothing/OuterClothing/Armor/riot.rsi/meta.json
2023-03-24 05:48:43 +03:00
Nemanja
e4fc696e62
Sort markings alphabetically by name (#14778) 2023-03-23 16:03:20 +11:00
Morbo
892634065a Merge remote-tracking branch 'upstream/master' into master-syndie
# Conflicts:
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml
#	Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml
#	Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml
#	Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/captain.rsi/inhand-left.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/captain.rsi/inhand-right.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/captain.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/cargotech.rsi/inhand-left.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/cargotech.rsi/inhand-right.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/cargotech.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/ce.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/chemistry.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/cmo.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/detective_grey.rsi/inhand-left.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/detective_grey.rsi/inhand-right.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/detective_grey.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/hop.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/hos.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/hos_parade.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/hydro.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/medical.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/paramedic.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/qm.rsi/inhand-left.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/qm.rsi/inhand-right.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/qm.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/rnd.rsi/inhand-left.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/rnd.rsi/inhand-right.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/scientist.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/security.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/warden.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/captain.rsi/inhand-left.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/captain.rsi/inhand-right.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/captain.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/cargotech.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/ce.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/centcom_officer.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/chemistry.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/cmo.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/detective_grey.rsi/inhand-left.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/detective_grey.rsi/inhand-right.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/detective_grey.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/hop.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/hos.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/hos_blue.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/hos_grey.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/hos_parade.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/hydro.rsi/inhand-left.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/hydro.rsi/inhand-right.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/hydro.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/medical.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/paramedic.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/qm.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/rainbow.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/rnd.rsi/inhand-left.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/rnd.rsi/inhand-right.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/salvage.rsi/inhand-left.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/salvage.rsi/inhand-right.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/salvage.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/scientist.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/security.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/security_blue.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/warden.rsi/meta.json
2023-03-14 05:18:41 +03:00
csqrb
b3a327988f
Fix slime hair translucent (#14478)
* fix

* move
2023-03-11 13:04:58 -08:00
Morbo
82a466f4ff Merge remote-tracking branch 'upstream/master' into upstream-sync
# Conflicts:
#	Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
#	Content.Shared/Humanoid/HumanoidAppearanceComponent.cs
#	Content.Shared/Humanoid/HumanoidCharacterAppearance.cs
#	Resources/Audio/Announcements/license.txt
#	Resources/Prototypes/Entities/Mobs/Customization/Markings/cat_parts.yml
#	Resources/Textures/Objects/Storage/boxes.rsi/meta.json
2023-03-07 18:54:29 +03:00
csqrb
8b3d7728d7
Marking default coloring (#13039)
* Marking coloring WIP

* EnsureDefault now supports coloring!

* Now markings have coloring when they get added

* Many things

* yml files

* cleanup

* Some requested changes

* Nullable type and WIP caching

* Time to resolve that thing with deprecated hair fields

* Latest reviews + im still trying to use these hair markings

* FirstOrDefault thing and Tattoo docs

* IDK

* It's now works a bit more properly in preferences GUI

* THEY SYNCING! However preferences GUI still broken and doesn't work properly

* Markings now updating when changing in GUI. However they still don't work properly with bald humanoids

* Forgor...

* Default hair-colored markings will not color to hair if there is no hair

* Fixed default colors for customizable markings

* Fixed bug in prefs GUI that set current hair to null

* Now markings that must match skin color because of limb (e.x. Slimes) - will match skin color

* final tweaks: if hair uses skin color then markings will use skin color as hair color (slimes)

* fix

* fixed dirty. no more funni invis bug

* Mirrors and client profile loading

* default colors soon TM

* review + better coloring

* Hardcode is gone

* diona markings

* oh my god

* fixed CategoryColoring

* cool fallback, clean up and some other tweaks

* code style

* more style

* a
2023-03-04 18:59:07 -08:00
Morb
b66709887d
Add colored chat names (#844) 2023-02-19 16:01:57 -08:00
Morbo
8bff10af81 Merge remote-tracking branch 'upstream/master' into upstream-sync 2023-01-27 21:05:54 +03:00
Leon Friedrich
e8838af395
Fix humanoid appearance error (#13721) 2023-01-26 18:04:58 -04:00
Morbo
f3bd98ceed Merge remote-tracking branch 'upstream/master' into upstream-sync
# Conflicts:
#	Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs
#	Content.Server/Zombies/ZombifyOnDeathSystem.cs
#	Content.Shared/Humanoid/HumanoidComponent.cs
#	Content.Shared/Humanoid/SharedHumanoidSystem.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml
2023-01-25 22:46:52 +03:00
Leon Friedrich
48bcd30ef9
Makes humanoid appearance component networked. (#13009)
Fixes https://github.com/space-wizards/space-station-14/issues/12248
2023-01-24 11:38:19 +11:00
Morbo
cdfcfe6722 Merge remote-tracking branch 'upstream/master' into upstream-sync 2023-01-22 00:07:21 +03:00
Visne
c6d3e4f3bd
Fix warnings and code cleanup/fixes (#13570) 2023-01-19 13:56:45 +11:00
Morbo
13d74575f3 Merge remote-tracking branch 'upstream/master' into upstream-sync 2022-12-25 20:25:04 +03:00
Nemanja
faca40b8d5
more component ref removal + combining server/client comps (#13178)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2022-12-25 05:28:21 +01:00
Morb
6ad4a10b29
Repository cleanup (#631) 2022-12-10 12:10:27 -08:00
Morb
e025a5ded1
Rework sponsor markings (#593) 2022-11-27 08:13:01 -08:00
Morb
9c9af7567e
Sponsors markings (#552) 2022-11-15 11:22:06 -08:00
Flipp Syder
0e1a190e0e
Humanoid fixes (#11538)
* humanoid sexmorph sprite restoration

can't believe i broke sex/gender AGAIN

* fixes default species appearances with no profile, tweaks randomization to no longer randomize species

* A

* fixes an oops

#11494
2022-09-26 14:46:57 -05:00
Flipp Syder
b7206b9053
skin color differences now actually dirty a humanoid's appearance (#11485) 2022-09-23 17:16:17 -07:00
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