* Resprites the captain's antique laser pistol
* Adds artist credit
* Improves icon outline and shading
* Replaces new sprites with something more resembling the in-game version
* Update Displacement Map Visualizer.lua
* Add files via upload
* Fix background layer being offset
This was caused by not taking the cel's own bounds into account.
Aseprite doesn't make an image layer "full size" if it only covers a
small part of the sprite.
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Rodents can be Faxecuted (executed via Fax machine)
* use brute instead of new group.
* fax visuals now use tags for mouse and hamster instead of comps
* fix for ubuntu, damn ubuntu bane of my life
* cant copy hamlet, can now faxecute mothroaches.
* fix
* fix
* fixes
* removed ifs now using switch, removed hastag now using string.
* fixes and no more switch
* cleanup
* more cleanup
* fix
* cleanup
* moved damage out of faxmachine and into own system and component.
* changes
* fixes and done i think.
* tidy
* Fixes
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add a handy security radio
I've always wanted to have a handy security radio in game and I thought it would be cool to have one in game.
Demonstation can be found in here: https://youtu.be/VQOLiTQAmKc
* Merged radio files and changed sprite location
* Fixed RSI not having license and copyright
* Added a chance to spawn in security closets
All security closets will have 50% chance to spawn a handy security radio in it
* Update radio id
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Change id in locker spawn
* Change id in locker spawn
* Changed id to RadioHandheldSecurity as suggested
* Add radio to vending machine instead of locker
Removed radio from lockers and added it to security vending machine
* Fixed radio not having a sprite
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Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Some of prototypes don't specify their deconstructTarget node, which
made them show the deconstruct verb as deconstructTarget is set to
"start" node by default. This patch makes attempt to check if is it even
possible from current construction node to reach specified
deconstructTarget.
Fixes#27330
(cherry picked from commit 8442a9142c28917553fb35c6e63695fcbfc62fe2)
It would try to pry the door and fail to resolve a prying component on the entity trying to open the door.
(cherry picked from commit 6eb681958be3bec1bf7798866237c0f2f79d98d2)
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.
(cherry picked from commit 2f7d0dedbded99a8f3f538c887c3c17aaa667501)
* Add test for failing and then successfully starting nukeops preset
* Make test independent from nukeops
* Fix nullable error
(cherry picked from commit 46d6bf18a830dde81530f4bdea73839ee77fd965)
* first draft loooong hair
* *added the old dress item *added old dress to the theatrical performances create
* updated spooky long hair name
* fixed an oopsie made when updating item names
(cherry picked from commit c6d935497ce26d957103685129c32d7c7ab8db0f)