feat: glowing markings for nubody#873
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* no work yet * might be stupid but its okay * adding coauthor, removing debug additions Co-authored-by: widgetbeck <163376292+widgetbeck@users.noreply.github.com> * how did that newline get there * my nullable * i'll get you one day --------- Co-authored-by: widgetbeck <163376292+widgetbeck@users.noreply.github.com> (cherry picked from commit e6368c25d4473b7b40100e76e12b3e1a2e145cf2)
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should keep an eye on space-wizards/space-station-14#38528 but i think if that gets merged we just have to remove the macrocosm comments |
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worth noting is that the previous iteration of the imp version of shaded markings had it per marking, not per layer, so if you had any multi-part markings that were divided into one unshaded marking and one shaded marking it may now be worth combining them |
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should already be done, i only spotted the moth firefly one but i'll give it another look. thanks! |
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Ports functionality from Macrocosm for markings to have shaders, and in particular, unshaded layers, letting markings glow in the dark! Other shaders should be possible too.
Slimes, moths, diona, and vox's glowing markings will now glow again, and general glowing eyes and blush markings have been added.
Future PRs can expand glowing marking possiblities, potentially including making MKC screens glow in the dark.
Why / Balance
Flexibility in character customization that was originally lost to nubody/upmerges.
Technical details
Port of syndicate-ss14/macrocosm#2.
Resolves #750.
The change to the moth markings are uncommented, but I think once Imp upmerges to macrocosm they will make the same change.
I also think that a little check box in the color selection UI would also be great to have more flexiblity in making markings shaded/unshaded and reducing the number of prototypes, but that's a thing for later.
Media
Special glowing slime markings and the general glowing blush/eyes.
Changelog
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