Commit Graph

136 Commits

Author SHA1 Message Date
Pieter-Jan Briers
a5de12e4cf Inhands for multitool and screwdriver
Also makes power debug tool its own thing.
2020-04-25 13:55:16 +02:00
Pieter-Jan Briers
f636303b8e Import proper reinforced wall sprites. 2020-04-25 12:10:43 +02:00
Pieter-Jan Briers
2734abbe20 Import command airlocks and move all airlock sprites to new directory. 2020-04-25 11:40:17 +02:00
Pieter-Jan Briers
9753c80958 Mop sprites and wet floor sign. 2020-04-24 23:43:52 +02:00
Pieter-Jan Briers
bd88fdc5b6 Bar sign is now unshaded when lit.
Made by wrestlingforme in spritebus.
2020-04-24 21:55:39 +02:00
Pieter-Jan Briers
290b3595bc Handcuff props. 2020-04-24 14:59:03 +02:00
Pieter-Jan Briers
5a09e91ca3 Arcade prop. 2020-04-23 23:51:15 +02:00
Pieter-Jan Briers
c07c0c0032 Taser prop. 2020-04-23 23:51:01 +02:00
Pieter-Jan Briers
ee87e56d55 Bartender ID card. 2020-04-23 17:08:18 +02:00
Pieter-Jan Briers
b6d82c9186 Import TG armor vest. 2020-04-23 17:08:06 +02:00
Pieter-Jan Briers
228f3b8a09 Bartender uniform. 2020-04-23 16:47:31 +02:00
Pieter-Jan Briers
7cb7e03ff6 Import colored jumpsuits from TG.
Including the holy grey jumpsuit.
2020-04-23 16:41:45 +02:00
Pieter-Jan Briers
4239e8c687 Remove ugly Eris grey jumpsuit. 2020-04-23 16:40:43 +02:00
Pieter-Jan Briers
6cad18bff4 Potted plants from TG. 2020-04-23 13:56:16 +02:00
Pieter-Jan Briers
74a4cc63cc Utensils. 2020-04-23 01:40:18 +02:00
Pieter-Jan Briers
f5a9a953a9 Import bar sign sprites from TG. 2020-04-23 00:16:09 +02:00
Pieter-Jan Briers
8fbf5eae72 Wood chairs, wood tables, bar stools, more sprites from Eris. 2020-04-23 00:15:38 +02:00
Pieter-Jan Briers
b343f61268 Imports wooden flooring from Eris. 2020-04-22 17:49:42 +02:00
Pieter-Jan Briers
ef4bde5399 Import a bunch of vending machines from Bay.
Not all, I got lazy.
2020-04-22 01:50:53 +02:00
metalgearsloth
60ce5b5089 Add puddles / reagent spills (#743) 2020-04-21 20:23:12 +02:00
Injazz
8f580ecc1b Visually updates contents of the beaker
also adds new syringe sprite from eris
also adds colors to ALL reagents
2020-04-09 16:43:56 +05:00
Swept
3b06ec8126 Fixed pixel aspect ratio on SMES 2020-03-25 23:16:38 -07:00
Decappi
a1357a1ff3 #391 Done Lathe animations (#774)
* Draft PR, do not merge

* Lathe now uses animations. Timing is still wrong, code is very wet, repetitions and unused layers are there.

* Removed (unneeded?) PowerDeviceVisualizer from the lathe
Refactored & Renamed code and variables
Renamed animation names

* WIP protolathe animation

* Working protolathe animation.
I still don't like the solution though.
2020-03-15 17:55:20 +01:00
Swept
ae5924072f I can see clearly now (#778)
* Updates and crafting recipe

* Updated descriptions
2020-03-06 20:08:02 +01:00
Swept
3e9b93faee Adds Skub (#740)
* Added Skub

* Added Skub crafting recipe
2020-02-28 14:58:25 +01:00
Swept
37c13099ad Fixes a problem with gloves (#754) 2020-02-28 14:57:25 +01:00
moneyl
1b7860aeda Add injectors + injected reagent metabolism via BloodstreamCompo… (#730)
* Add BloodstreamComponent and BloodstreamSystem

New component for metabolizing reagents that other organs like the stomach pass their input reagents to.

* Change StomachComponent to put ingested reagents in bloodstream after delay

Now StomachComponent does not metabolize any reagents. Instead, it tracks how long each reagent has been inside it, and once they pass "digestionDelay" they'll be put inside the bloodstream, where the bloodstream will handle metabolism of the reagent.

* Add reagent injectors

Injects reagents straight into the bloodstream when used on mobs with bloodstreams. Also allows draw/inject from beakers. Does not support drawing blood/reagents from the bloodstream yet.

* Address code review

Make use of `Loc` static class instead of using `ILocalizationManager`. Localize InjectorToggleMode enum properly.
2020-02-24 01:47:33 +01:00
metalgearsloth
847acd6401 Fix gun sprites and names (#734)
Addresses #606

Sprites fixed so no short versions used (for now) and some of the extra states were removed (clarissa).

When I originally PR'd pascal case wasn't the decided name so I also updated the IDs.
2020-02-23 14:44:15 +01:00
py01
b2b8021d9b Adds rsi sprites for bureaucracy items, fixes pen and paper spri… (#711) 2020-02-17 00:16:06 +01:00
adrian
9544099c99 Paper and pen (#582)
* A very basic paper and pen implementation

* Removes SharedWriteComponent

* Update ContentNetIDs.cs
2020-02-12 00:01:05 +01:00
Swept
b554d8cc8c Fixed the ce gloves sprite (#654) 2020-02-09 10:42:59 +01:00
AJCM-git
7d4dc85a6a Adds animation time to OuterClothing (#652)
* Adds animation time to OuterClothing

* Fixed golem
2020-02-09 10:41:32 +01:00
ike709
73a9b2af89 Basic equipment for all jobs (#573) 2020-01-29 19:14:35 +01:00
AJCM-git
b167107c8b /TG/ ID sprites (#570)
*  This adds /TG/ ID sprites

* Applying suggestions

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-01-29 19:13:53 +01:00
Pieter-Jan Briers
f95c5b7921 Adds job icons to the job list. 2020-01-24 16:31:18 +01:00
Pieter-Jan Briers
9beb7e48d4 Implement female uniform masking. 2020-01-21 18:11:15 +01:00
Pieter-Jan Briers
77fcc4a673 Use TG human sprites. 2020-01-20 15:13:03 +01:00
DamianX
a4e369e629 added Character Setup (#511)
* added Character Setup

* whoops

* reverted unrelated changes

* Made everything work post-rebase

* Removed unused PreferencesChanged event

* nope, don't need this

* HumanoidProfileEditorPanel -> HumanoidProfileEditor

* Set initial data for hair pickers

* Fixed nullable warning

* Renamed LooksComponent -> HumanoidAppearanceComponent

* Renamed LooksComponentState -> HumanoidAppearanceComponentState

* Final renaming maybe

* Use a human-like dummy instead of a real human

* Change preferences structs back to classes
2020-01-18 01:54:13 +01:00
Pieter-Jan Briers
e0a4735fe2 Switch to TG hair sprites.
This removes the need for a separate shader because they're multiply-based instead of additive like /vg/ or Bay.
2020-01-12 02:04:13 +01:00
Pieter-Jan Briers
411c23c46e Item status! 2020-01-09 00:28:04 +01:00
Pieter-Jan Briers
a7f86a4333 Clear out some unused sprites. 2019-12-04 01:10:24 +01:00
Víctor Aguilera Puerto
fedc0ad71c Adds playable instruments, IDropped, IHandSelected and IHandDese… (#368)
* Instrument test.

* Midi stuff

* Some more work

* This actually works now!

* update

* Midi Audio works!

* Lots of stuff, and cool interfaces for items

* Update

* Fix a few things

* It just works

* Move textures to another folder, remove placeholder description from instruments

* Fix warning

* Use renderer enum

* Instruments now use DisposeRenderer method, and send MidiEvents as they receive them. Deletes InstrumentSystem whoo.

* Fix incorrect sprite paths

* Instruments take midi file size check into account when enabling/disabling midi playback buttons

* Fix crash when pressing drop on empty hand.

* Use new renderer return values for midi/input

* Xylophones are no longer handheld instruments, fix their sprites.

* Use new API

* Remove nfluidsynth from solution

* Timing information

* Use IGameTiming.CurTime for timestamps instead
2019-11-25 00:11:47 +01:00
Ephememory
d63c879404 Crowbar floor tiles and placement (#429)
* Adds tile removing behavior to CrowbarComponent.
Add FloorTileItemComponent.
Add genhit.ogg
Add tile.png for testing

* fixes

* Gives ContentTileDefinition a default value for tile item to drop.
Adds a few more tileitems.

* Changes per review request

* move stack.use and if statement
2019-11-23 22:10:05 +01:00
DamianX
3a7a3a89ba Added hair, facial hair, magic mirror (#452)
* Added hair, facial hair, magic mirror

* I forgot to commit the textures lmao

* Use shader to fix hair color blending
2019-11-23 21:55:46 +01:00
metalgearsloth
58709d2d26 Add power cell and weapon chargers (#430)
* Add power cell and weapon chargers

Functionality's similar to SS13. The cell charger won't show the discrete charging levels because effort to not make it spam appearance updates over the network.
There's some stuff I wasn't sure on:
1. Updating power? Particularly around fixing rounding
2. Duplicating the full and empty sprites as I couldn't figure out a way to not have AppearanceVisualizer throw if the state isn't found
3. I made a BaseCharger abstract class under the assumption that when a mech / borg charger is added it would also inherit from it.
4. GetText currently isn't localized

* Address PJB's feedback

Updated the BaseCharger
* Change nullref exception to invalidoperation
* If the user doesn't have hands it will just return instead
2019-11-21 23:48:56 +01:00
Pieter-Jan Briers
841bb101c5 Visualize melee weapon cooldowns in HUD. 2019-11-12 01:43:11 +01:00
metalgearsloth
de148fc98f Add hunger and thirst (#363)
* Add hunger and thirst

Based on the SS13 systems.
Food (Nutriment) / Drink -> Stomach -> Hunger / Thirst

* Cleanup rebase

* Cleanup stuff that was prototyped

* Address feedback

Still need to add a statuseffects system in a separate branch

* More cleanup on nutrition

Fix Remie's feedback and also damage tick.

* Re-implement nutrition with master

* Updated to use the StatusEffectsUI update
* Removed all clientside components as they only receive the UI updates now
* Implemented PR feedback
* Had to make a slight adjustment to the chemistry SolutionComponent given it doesn't have an Owner, same with Solution

Still TODO:
* Metabolisation effects
* Change drink contents to alcohol / wine etc.
* Add items to the dispensers
* For transparent containers use RecalculateColor

Could probably genericise DrinkFoodContainer as well to be a temporary item dispenser

* Fix broken bottle parent
2019-11-11 22:20:03 +01:00
metalgearsloth
63611cef80 Port Discordia shoes (#422)
Where no icon was found used the equipped sprites
Also updated the vending machine prototypes but more items will need adding in the future.
2019-11-09 12:09:42 +01:00
metalgearsloth
0b5759abe6 Port Discordia gloves (#419)
Still need descriptions on the items to be done but the groundwork is there.
Could also do with layers for stuff that should light up in the darkness but I wasn't entirely sure what should and shouldn't.
2019-11-06 17:23:35 +01:00
moneyl
e8679d9308 Add chemistry sprites. Move existing ones into RSIs (#401)
* Add chemistry sprites and move existing ones into RSIs

There are already a few chemistry sprites that are sitting loose in folders. More of them will be needed soon such as pill and other chem machine sprites. This adds RSIs with chemistry sprites from CEV-Eris and moves existing ones into the relevant RSIs.

* Separate machine screens into their own sprites.

Separates screens and machines into their own sprites.
2019-11-03 15:33:23 +01:00