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Wall, Airlocks and Tile resprites #1470
Wall, Airlocks and Tile resprites #1470
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"Detla" V :blunt:
RSI Diff Bot; head commit edede2d merging into 18ed509 Resources/Textures/DeltaV/Decals/bricktile.rsi
Resources/Textures/DeltaV/Decals/trimline.rsi
Resources/Textures/DeltaV/Decals/wood_trim.rsi
Resources/Textures/DeltaV/Structures/Doors/Airlocks/Glass/atmospherics.rsi
Resources/Textures/DeltaV/Structures/Doors/Airlocks/Glass/basic.rsi
Resources/Textures/DeltaV/Structures/Doors/Airlocks/Glass/cargo.rsi
Resources/Textures/DeltaV/Structures/Doors/Airlocks/Glass/centcomm.rsi
Resources/Textures/DeltaV/Structures/Doors/Airlocks/Glass/command.rsi
Resources/Textures/DeltaV/Structures/Doors/Airlocks/Glass/engineering.rsi
Resources/Textures/DeltaV/Structures/Doors/Airlocks/Glass/external.rsi
Resources/Textures/DeltaV/Structures/Doors/Airlocks/Glass/glass.rsi
Resources/Textures/DeltaV/Structures/Doors/Airlocks/Glass/maint.rsi
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So many files changed holy shit let me go kill this PR and cut it into pices |
Noctyrn my brother in contribution, I'm reopening this |
I was going to do at a later date, need to make this less of a nightmare for maintainers to handle |
Marked as draft until we have more people to maintain a project of this size o7 |
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I hate to be the 'more work' guy but I'm going to suggest earlier rather than later:
RCD prototypes have a sprite specifier that determines their ui icon. Currently these point to a unique icon sprite - in the case of the airlock structure its the same sprite but nearest-neighbour squashed to add 5 pixel padding on the edges. You could either emulate this, or have the icons point to the new DeltaV sprites directly.
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Besides these 2, everything looks fine! I trust the automated tests for the rest.
Adei told me I wouldn't do it so I reviewed this. I looked at like 3 or 4 of the meta.json's, and they all seem fine.
Resources/Prototypes/DeltaV/Entities/Structures/Windows/tinted_windows.yml
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If it turns out to be too much to maintain, we can always revert |
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Reapproving :Godo:
You can run tests local
@noctyrnal before I merge this, was the only reason for the draft maintaining concerns? |
yeah, since it's an absolutely massive pr and I imagine just lil old me couldnt maintain it solo |
It isn't that massive when you disregard sprites. They don't add new wall textures every day and when they do, they don't tend to suddenly be mapped |
I concur, looking forward to continuing my work in the future hopefully in smaller PRs |
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Looking this PR from top to bottom, I think it's pretty good and safe to merge, with the changes made that null proposed. Sheer size (900 files) is pretty big, but remember - if we can't maintain it we can always revert.
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"Do it no balls"
~ Adei
Thank you Adei and Null, this is truly a high command sweep. |
it's all coming along... slowly every server will get it overall hooray |
I guess my opinion doesn't matter much, if at all, but I still hope for a miracle |
# Description Adds a prisoner headset box for warden's locker Reason: There's too much chaos in security and making radio headsets with pure encryption keys takes time and tools. More so cause by the time someone gets a perma punishment, its gonna be most likely late in the round and sec department will be dealing with a lot of things at the same time. --- <details><summary><h1>Media</h1></summary> <p> ![Content Client_LlH3OUGtCU](https://github.com/user-attachments/assets/ea20a648-9606-4104-9787-0766966bd358) ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: Added prisoner headset box to warden's locker.
About the PR
Resprites the basic walls, most airlocks and tiles and most deals, along with adding two new sets of decals. I intent on doing more PRs in the future to resprite more content.
Why / Balance
Provides Delta-V with a unique visual identity originating from SS13 forks with content either being fully ported, edited and ported, or wholly created by myself to match the style created with this PR.
Technical details
Media
Breaking changes
Changelog
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