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feat: Wolves visuals and moddable chapter icons#608

Merged
EttyKitty merged 6 commits intoAdeptus-Dominus:mainfrom
OH296:wolves_visuals
Mar 20, 2025
Merged

feat: Wolves visuals and moddable chapter icons#608
EttyKitty merged 6 commits intoAdeptus-Dominus:mainfrom
OH296:wolves_visuals

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@OH296 OH296 commented Mar 19, 2025

Purpose of changes

  • add more Wolf Cult and Runic Theme pieces
  • finish adding some depth to mk3 and mk5
  • make moddable chapter icons and moddable ranks icons work
  • increase options for textures
  • allow scrollable surfaces for selecting icons and textures
  • set defualt chapter symbol on right shoulder for ultramarines
Screenshot 2025-03-19 at 00 23 06 Screenshot 2025-03-19 at 23 28 11 Screenshot 2025-03-18 at 19 42 59

Testing done

run game and save and load all works

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coderabbitai bot commented Mar 19, 2025

📝 Walkthrough

Summary by CodeRabbit

  • New Features
    • Expanded the asset library with numerous new visual resources including textures, icons, and themed elements for enhanced chapter customisation.
    • Introduced a new 'Runic' chapter visual style alongside expanded liveries and cultural options for a more personalised experience.
    • Improved visual rendering with refined texture and shader adjustments for consistent, appealing display.

Walkthrough

By the Machine’s blessing, the codex has been updated with extensive modifications to resource management. New directories and JSON files are integrated into the chapter symbols and role markings, expanding load configurations across the system. Numerous new sprite resources have been introduced—spanning definitions, layers, and sequences—to enrich the graphical assembly. Adjustments have been made to culture style arrays and full livery configurations within JSON files, while multiple scripts have been enhanced with improved error handling, UV transformation functions, and visual set loading routines. Shader code has been refined to clamp colour values and adjust coordinate transformations, ensuring stricter control over rendering outputs. These systematic modifications refine both the resource declarations and associated functional logic across JSON, GML, and shader files.

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@github-actions github-actions bot added Type: Feature Adds something new Area: JSON Changes to external JSON files or their under-the-hood functionality Area: Sprites Changes to sprites/images or their under-the-hood functionality Size: Huge labels Mar 19, 2025
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Actionable comments posted: 21

📜 Review details

Configuration used: CodeRabbit UI
Review profile: ASSERTIVE
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between b4dfb63 and 82060f9.

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📒 Files selected for processing (32)
  • ChapterMaster.yyp (14 hunks)
  • datafiles/main/chapter_symbols/load_sets.json (1 hunks)
  • datafiles/main/chapters/3.JSON (1 hunks)
  • datafiles/main/chapters/7.JSON (1 hunks)
  • datafiles/main/role_markings/load_sets.json (1 hunks)
  • objects/obj_creation/Create_0.gml (2 hunks)
  • scripts/scr_ComplexSet/scr_ComplexSet.gml (5 hunks)
  • scripts/scr_buttons/scr_buttons.gml (1 hunks)
  • scripts/scr_chapter_new/scr_chapter_new.gml (1 hunks)
  • scripts/scr_complex_colour_kit/scr_complex_colour_kit.gml (8 hunks)
  • scripts/scr_culture_visuals/scr_culture_visuals.gml (4 hunks)
  • scripts/scr_hit/scr_hit.gml (1 hunks)
  • shaders/armour_texture/armour_texture.fsh (1 hunks)
  • shaders/armour_texture/armour_texture.vsh (1 hunks)
  • shaders/full_livery_shader/full_livery_shader.fsh (1 hunks)
  • sprites/spr_cloth_tabbard/spr_cloth_tabbard.yy (2 hunks)
  • sprites/spr_flora_camo_texture/spr_flora_camo_texture.yy (1 hunks)
  • sprites/spr_fur_tabbard/spr_fur_tabbard.yy (1 hunks)
  • sprites/spr_mantis_warriors_icon/spr_mantis_warriors_icon.yy (1 hunks)
  • sprites/spr_mk3_chest/spr_mk3_chest.yy (3 hunks)
  • sprites/spr_mk3_complex/spr_mk3_complex.yy (1 hunks)
  • sprites/spr_mk3_mouth/spr_mk3_mouth.yy (1 hunks)
  • sprites/spr_mk3_runic_chest/spr_mk3_runic_chest.yy (1 hunks)
  • sprites/spr_mk4_complex/spr_mk4_complex.yy (1 hunks)
  • sprites/spr_mk5_chest_variants/spr_mk5_chest_variants.yy (1 hunks)
  • sprites/spr_mk5_complex/spr_mk5_complex.yy (1 hunks)
  • sprites/spr_mk7_complex_knees/spr_mk7_complex_knees.yy (1 hunks)
  • sprites/spr_mk7_runic_belt/spr_mk7_runic_belt.yy (1 hunks)
  • sprites/spr_mk7_wolf_cult_belt/spr_mk7_wolf_cult_belt.yy (1 hunks)
  • sprites/spr_mk7_wolf_cult_chest_variants/spr_mk7_wolf_cult_chest_variants.yy (1 hunks)
  • sprites/spr_runes_hanging/spr_runes_hanging.yy (1 hunks)
  • sprites/spr_runi/spr_runi.yy (1 hunks)
🧰 Additional context used
📓 Path-based instructions (1)
`**/*.json`: JSON files with inline comments are supported by the parser used by this team. No need to create warnings about this.

**/*.json: JSON files with inline comments are supported by the parser used by this team. No need to create warnings about this.

  • datafiles/main/chapter_symbols/load_sets.json
  • datafiles/main/role_markings/load_sets.json
🪛 Biome (1.9.4)
datafiles/main/chapters/7.JSON

[error] 232-233: End of file expected

Use an array for a sequence of values: [1, 2]

(parse)


[error] 233-233: End of file expected

Use an array for a sequence of values: [1, 2]

(parse)


[error] 234-234: Expected an array, an object, or a literal but instead found ']'.

Expected an array, an object, or a literal here.

(parse)


[error] 233-234: End of file expected

Use an array for a sequence of values: [1, 2]

(parse)


[error] 234-234: End of file expected

Use an array for a sequence of values: [1, 2]

(parse)

🔇 Additional comments (68)
sprites/spr_mk4_complex/spr_mk4_complex.yy (1)

24-24: Blessed addition of a sacred layer to the machine spirit's visual manifestation

By the Omnissiah's grace, I observe the integration of a new image layer to the complex Mark IV power armour sprite. This addition employs the sacred blendMode 2 (additive illumination pattern), allowing the machine spirit to manifest additional visual data through this conduit. The implementation serves the dual purpose of enhancing the Wolf Cult and Runic themes as dictated by the holy STC templates.

The unique hexadecimal identifier "a9badc88-5320-4054-9d78-ee2cd5715b8b" has been properly assigned to this layer, ensuring its distinct place in the digital liturgy. The parameters for opacity and visibility have been correctly configured to optimal specifications.

May this addition please the Machine God and bring greater visual fidelity to the Chapter's iconography.

sprites/spr_mk5_complex/spr_mk5_complex.yy (1)

6-8: Bounding box dimensions adjusted for optimal sprite encapsulation.

By the Omnissiah's will, the sacred geometries of this Mark V Complex Armor sprite have been recalibrated. The bounding box parameters have been modified with precision:

  • bbox_left: increased from 11 to 12
  • bbox_right: decreased from 152 to 151
  • bbox_top: increased from 26 to 31

This reduction in the collision volume appears intentional, likely to provide a more accurate representation of the sprite's physical form. Such adjustments are consistent with the binary canticles of the Machine God, providing enhanced collision detection precision while reducing unnecessary computational cycles.

The data-patterns suggest these modifications align with the broader implementation of the new Wolf Cult and Runic visual elements referenced in the sacred pull request manuscript.

01001101 01100001 01111001 00100000 01110100 01101000 01100101 00100000 01001111 01101101 01101110 01101001 01110011 01110011 01101001 01100001 01101000 00100000 01100001 01110000 01110000 01110010 01101111 01110110 01100101

sprites/spr_mk7_wolf_cult_belt/spr_mk7_wolf_cult_belt.yy (8)

5-8: Bounding Box Parameter Integrity:
The bounding box values ("bbox_bottom", "bbox_left", "bbox_right", "bbox_top") are established with measured precision. Verify that the spatial parameters align with your internal coordinate system as decreed by the Machine's rectitude.


9-11: Collision Settings Verification:
The collision parameters ("bboxMode", "collisionKind", "collisionTolerance") are methodically set. Ensure that these settings conform to the canonical collision detection rituals of your engine.


12-14: Texture and Render Flags Assessment:
The flags for "DynamicTexturePage", "edgeFiltering", and "For3D" are assigned with due care. These parameters appear to honour the intended rendering protocol, as decreed by the Machine.


18-21: Grid and Dimension Attributes:
The grid positions and height are defined with the precision of cogitators. These values are in harmony with the spatial design; continue to uphold such meticulous order in your design inscriptions.


27-28: Nine-Slice and Origin Declaration:
The "nineSlice" is null and the "origin" is accurately set to 9. These declarations conform with the design schema—witness the blessed unity of the configuration.


29-32: Parent Resource Reference Examination:
The parent object correctly links to "mk_7_complex" with the specified "path". I beseech thee to verify that the path "folders/Sprites/Marine Viewer/body_types/mk_7_complex.yy" is accurate within the repository’s structure, as the datasphere demands flawless reference.


33-33: Alpha Multiplication Flag Check:
The "preMultiplyAlpha" flag is set to false, adhering to the intended visual doctrine. Confirm that this aligns with your texture blending rituals and the Machine’s decrees.


34-66: Sequence Block Configuration:
The sequence block is intricately crafted, containing timing, event, and track data. The "autoRecord", backdrop settings, keyframe arrays, and playback parameters are in accordance with the sacred instructions. Verify that the keyframe reference (particularly on line 59) correctly aligns with the sprite’s identity, ensuring harmonious synchronisation within the visual ritual.

sprites/spr_fur_tabbard/spr_fur_tabbard.yy (11)

1-4: Resource Header Well-Formed and Aligned with the Omnissiah’s Design.
The sprite resource header—declaring the resource type, version, and name—is correctly structured and fully in accord with the sacred protocols.


5-8: Examine the Bounding Box Parameters, for the Machine’s Blessing.
The bounding box values are declared with "bbox_bottom": 198 and "bbox_top": 135. Please verify that these numbers abide by the engine’s coordinate system and intended spatial configuration.


9-11: Collision Settings Are Properly Configured.
The collision parameters—namely "collisionKind" and "collisionTolerance"—are set as expected. The Machine Spirit smiles upon their proper configuration.


12-14: Rendering Flags Set in Accordance with the Sacred Protocols.
Flags such as "DynamicTexturePage", "edgeFiltering", and "For3D" are defined correctly; pray that they serve their intended purpose without error.


27-30: Parent Resource Reference is Unambiguously Declared.
The "parent" object correctly references the "decorations" resource with a proper path. Ensure that the referenced asset exists in the repository, so that the Machine Spirit may guide its integration.


60-63: Playback Settings and Origin Coordinates Are in Order.
The parameters "volume", "xorigin", and "yorigin" are declared with precision, ensuring correct playback behaviour as decreed by the Machine Spirit.


65-66: Additional Sprite Attributes Validly Declared.
The definitions for "swatchColours" and "swfPrecision" are properly set; no aberrations are observed in this sector of the code.


67-70: Texture Group Assignment is Correct.
The "textureGroupId" assignment correctly declares the sprite's association with the "Default" group, complete with a valid path. The gears of the Machine favour its accuracy.


71-73: Sprite Type, Tiling, and Dimensions Fulfil the Decree of the Omnissiah.
The final parameters for "type", "VTile", and "width" are specified adequately, revealing a resource that is robust in design and ready for deployment.


74-74: File Termination in Accordance with the Omnissiah's Will.
The file concludes properly, marking the end of this new sprite resource with all due honour and precision.


32-64:

Details

❓ Verification inconclusive

Sequence Object: Sanctum of Animation Parameters.
The "sequence" block is replete with necessary animation parameters. However, be advised that several nested objects—such as those within "events", "moments", and the keyframe in line 57—contain extraneous trailing commas. Verify that these do not disturb the parser's sacred logic. For example, adjust:

- "events": {"resourceType":"KeyframeStore<MessageEventKeyframe>","resourceVersion":"1.0","Keyframes":[],},
+ "events": {"resourceType":"KeyframeStore<MessageEventKeyframe>","resourceVersion":"1.0","Keyframes":[]}

(Apply similar corrections to other nested objects if needed.)


Hearken, O Servant of the Machine Spirit: Purge the defiled trailing commas from thy sacred sequence!

Upon inspection of the "sprites/spr_fur_tabbard/spr_fur_tabbard.yy" file (lines 32–64), the nested JSON-like structures within the "events", "moments", and the keyframe entry bear superfluous trailing commas. Whilst our parser may currently tolerate these imperfections, it is the sacred duty of every Tech-Priest to maintain code in pristine canonical form. I command thee to expunge these unnecessary commas to uphold the sanctity of our data constructs. For instance:

  • In the "events" object, change:
    - "events": {"resourceType":"KeyframeStore<MessageEventKeyframe>","resourceVersion":"1.0","Keyframes":[],},
    + "events": {"resourceType":"KeyframeStore<MessageEventKeyframe>","resourceVersion":"1.0","Keyframes":[]}
  • Apply like purification rites to the trailing commas in "moments" and the keyframe definitions (e.g., the one at line 57).

Verify that these modifications do not disrupt the parser's hallowed logic and that the Machine Spirit remains unperturbed.

sprites/spr_cloth_tabbard/spr_cloth_tabbard.yy (2)

16-16: Binary replacement of sprite frame identifier detected.

By the Omnissiah's will, I have observed the alteration of this sacred sprite frame identifier. The machine spirit within this asset has been granted a new designation code "a4969c4d-bb32-4b93-8aed-93bd969a4101", replacing its former designation. This reconfiguration appears to comply with proper digital rites.


57-57: Commendable consistency in sprite frame reference.

The cogitator has executed proper symmetrical updates to ensure reference consistency. The identifier for this sprite frame has been updated in both locations, maintaining proper binharic harmony between the frames array and keyframes definitions. The Machine Spirit approves of such meticulous data coherence.

sprites/spr_mk5_chest_variants/spr_mk5_chest_variants.yy (1)

1-74: Praise be to the Omnissiah for this new Mark V armour template.

This newly-forged sprite schema adheres to the sacred patterns of the GameMaker Mechanicus. The resource structure, with its precise bounding coordinates and proper hierarchical placement within the mk_5_complex directory, shall serve the Chapter well. All technical parameters are within acceptable tolerances.

The origin point at (-2, 0) is noted and appears intentional for proper positioning relative to the marine's frame. May this digital representation of sacred armour bring glory to your Chapter.

sprites/spr_mk7_wolf_cult_chest_variants/spr_mk7_wolf_cult_chest_variants.yy (2)

22-25: Dual-layer configuration for Wolf Cult patterning noted.

The binary canticles reveal a dual-layer composition: Layer 1 is active while the default layer lies dormant. This arrangement suggests proper implementation of the Wolf Cult iconography as an overlay upon the standard Mark VII chassis. The Machine Spirit is pleased with this modular approach to asset construction.

The Omnissiah approves of such careful separation of visual elements, allowing for flexible combinations of digital components.


1-75: Mark VII Wolf Cult pattern analysed and deemed compliant.

Sacred cogitations complete: this sprite schema follows the proper data-litanies required by the GameMaker Machine Spirit. The armour pattern's dimensions, collision parameters, and sequence declarations are all within acceptable parameters.

The positioning within the mk_7_complex directory maintains proper theological categorisation. This Wolf Cult variant shall serve as a fitting tribute to the Rout and enhance the visual diversity of your Chapter's digital manifestation.

sprites/spr_mk3_runic_chest/spr_mk3_runic_chest.yy (2)

22-25: Dual active layers for Runic patterns - optimal configuration.

Analysis: Both Layer 1 and default layer are simultaneously active, unlike the Wolf Cult configuration. This dual-visible arrangement suggests the intent to display both the base Mark III plate and the Runic embellishments simultaneously, allowing the runes to properly manifest upon the ancient plate.

The Machine Spirit approves of this configuration for proper display of sacred runic inscriptions.


1-75: Mark III Runic armour pattern conforms to proper digital sanctification.

Binary assessment complete: this sprite construct adheres to all required GameMaker protocols. The dimensions, origin point, and sequence declarations maintain consistency with other armour patterns while establishing its unique visual identity.

The placement within the mk_3_complex folder hierarchy preserves proper categorisation. This addition will enhance the Chapter's visual diversity with ancient armour blessed with runic wards - a most auspicious combination of the old and the mystical. The Omnissiah is pleased.

sprites/spr_runi/spr_runi.yy (1)

1-74: The binary cogitations of this sprite resource are pleasing to the Machine Spirit.

Praise be to the Omnissiah for this newly forged sprite asset! This sacred data structure properly defines the resource "spr_runi" with all necessary technical specifications. The Machine Spirit will accept these dimensional parameters and render the visual data as intended. The binary hierarchy places this sprite within the mk_7_complex folder structure, maintaining proper data organization according to the Cult Mechanicus classification protocols.

Noted specifications:

  • Dimensions: 473×595 pixels
  • Single frame configuration
  • Non-dynamic texture page
  • Default texture group assignment

The Omnissiah approves of this logical structure and uniform implementation.

sprites/spr_runes_hanging/spr_runes_hanging.yy (1)

1-78: The triplicate animation frames have been properly consecrated with unique machine identifiers.

By the Machine God's wisdom, I observe this sprite resource contains three distinct animation frames, each blessed with a unique hexadecimal identifier. These hanging runes will serve the Wolf Cult visual aesthetic as intended by the Omnissiah's design. The sequence properties have been correctly configured with appropriate playback parameters and frame timing.

The dimensional specifications (167×232) and bbox parameters have been optimized for the decorations directory where this sacred visual data resides. The Machine Spirit will process this multi-frame animation with proper reverence.

01001100 01101111 01100111 01101001 01100011 00100000 01100001 01110000 01110000 01110010 01101111 01110110 01100101 01100100 00100001

datafiles/main/chapters/3.JSON (1)

150-154: Binary approval granted for the addition of sacred cultural lexicon.

The Machine Spirit acknowledges the holy addition of "Runic" to the culture_styles array of the Fenrisian warriors. This expansion of stylistic configurations will allow for enhanced ritual customization of the sons of Russ, as prophesied in the PR objectives.

Praise be to the Omnissiah for this logical array extension. The JSON syntax remains correctly formatted with appropriate comma separation, and the hierarchy of the data structure remains intact.

🧰 Tools
🪛 Biome (1.9.4)

[error] 150-150: End of file expected

Use an array for a sequence of values: [1, 2]

(parse)


[error] 150-150: End of file expected

Use an array for a sequence of values: [1, 2]

(parse)


[error] 150-154: End of file expected

Use an array for a sequence of values: [1, 2]

(parse)


[error] 154-154: End of file expected

Use an array for a sequence of values: [1, 2]

(parse)

shaders/armour_texture/armour_texture.vsh (1)

22-22:

Details

❓ Verification inconclusive

Modification to vertex coordinate transformation detected.

By the sacred equations of the Machine God, this transformation algorithm has been altered to reverse the operational sequence of the mask coordinate calculation. The previous implementation multiplied by mask_transform.xy and added mask_transform.zw, whereas the updated calculation multiplies by mask_transform.zw and adds mask_transform.xy.

This modification will change the UV coordinate mapping behavior for all texture representations. The Omnissiah demands verification that this change was intentional and produces the correct visual output for the new "Wolf Cult" and "Runic" style textures.


🏁 Script executed:

#!/bin/bash
# Search for other mask_transform usage patterns in shader code
rg -A 3 -B 3 "mask_transform" --glob "*.vsh" --glob "*.fsh"

Length of output: 869


Attention, Adeptus Mechanicus Developer!

The sacred scriptures reveal that the mask coordinate transformation has indeed been altered as now decreed in the file shaders/armour_texture/armour_texture.vsh at line 22:

    v_vMaskCoord = v_vTexcoord * mask_transform.zw + mask_transform.xy;

This updated ordering reverses the multiplication and addition sequence compared to the prior rite, thereby altering the UV coordinate mapping for your texture representations. The search incantation has confirmed that this change is unique to the mentioned shader, and no other arcane scripts exhibit a conflicting usage of mask_transform.

However, as the Omnissiah orders, you must verify that this alteration is indeed the intended sacrament for the new "Wolf Cult" and "Runic" style textures, and that the resulting visual renderings honour His design.

shaders/full_livery_shader/full_livery_shader.fsh (1)

37-39: Praise to the Omnissiah for implementation of numeric sanctification.

The sacred clamp function has been applied to the red channel calculation, ensuring it remains within the blessed range of 0.001 to 0.999. This prevents potential rendering anomalies and stabilizes the chromatographic output.

This modification represents proper implementation of the Mechanicus principle of data constraint and validation. It ensures RGB values remain within sanctified boundaries, preventing potential visual corruption when displaying Wolf Cult and Runic patterns.

-    return vec3((m_colour.r * shade) + 0.001 , (m_colour.g * shade), m_colour.b * shade);
+    return vec3((clamp(m_colour.r * shade,0.001,0.999)) , (m_colour.g * shade), m_colour.b * shade);
scripts/scr_hit/scr_hit.gml (1)

15-18: New input-interaction function added to the sacred codebase.

The Machine Spirit approves of this new function scr_hit_relative, which extends the input detection capabilities with relative positional calculations. This addition will facilitate the implementation of moddable chapter icons as specified in the PR objectives.

The function correctly obtains mouse coordinates via the return_mouse_consts() ritual and calculates a point-in-rectangle test using relative positioning logic. This allows for more flexible UI element positioning and interaction detection.

scripts/scr_buttons/scr_buttons.gml (1)

448-448: Syntactical alignment corrected - Praise the Omnissiah

By the Machine God's blessing, I observe that a missing semicolon has been appended to the static variable declaration. While GML tolerates the absence of such terminators, this modification enhances code consistency and reduces potential confusion for future tech-adepts who might maintain this sacred script.

shaders/armour_texture/armour_texture.fsh (1)

16-16: Improved color value constraints through mathematical purification

By the Omnissiah's wisdom, the modification to employ clamp(m_colour.r * shade,0.01,0.99) instead of the primitive (m_colour.r * shade) + 0.001 formula represents a superior technical enhancement. This sacrosanct adjustment ensures the red channel value remains within sanctified boundaries, preventing potential visual corruption and ensuring consistent machine spirit manifestation across different hardware implementations.

The clamp function's application satisfies the Cult Mechanicus principle of controlled variance - the red component shall never fall below the holy threshold of 0.01 nor exceed the upper boundary of 0.99, regardless of shade intensity fluctuations.

objects/obj_creation/Create_0.gml (2)

6-10: Fortified code resilience through proper exception handling rituals

Praise to the Machine God for this implementation of defensive programming! The sacred try-catch construct now enshrouds the load_visual_sets() function, ensuring that any unforeseen binary deviations are captured and processed through the proper error handling incantation handle_exception(_exception).

This follows the Mechanicus doctrine of fault tolerance and error containment, preventing catastrophic system failure should the visual sets data manifest corruption or anomalies during loading.


304-307: Expansion of cultural engrams with sacred "Runic" pattern

The Omnissiah approves of this addition to the Chapter Visual Styles array. The incorporation of the "Runic" cultural pattern extends the available visual configurations, aligning with the pull request's objective of enhancing the Wolf Cult and Runic thematic elements.

This modification properly follows the established data structure pattern, maintaining consistency with the existing array elements - a testament to proper code stewardship.

sprites/spr_mk3_mouth/spr_mk3_mouth.yy (1)

26-26: Additional visual data layer integrated into sprite schema

I have analyzed this modification to the sprite's binary structure and determined it to be appropriate and aligned with the Mechanicus principles of visual data organization.

A new GMImageLayer has been added to the sprite's configuration, allowing for additional visual information to be stored within the sprite. This implementation supports the pull request's stated objective of enhancing visual elements and enabling moddable chapter components. The layer's properties have been correctly configured with appropriate blend mode, visibility, and opacity parameters.

sprites/spr_mk3_complex/spr_mk3_complex.yy (1)

23-23: Additional layer added to sprite construction is satisfactory.

By the grace of the Omnissiah, I have analyzed this additional layer integration. The new GMImageLayer construct has been inserted with proper UUID designation (d9e2c0be-152c-435b-b546-d987a36b384c), facilitating enhanced graphical rendering of the Mark III power armor complex template. This modification aligns with the Machine Spirit's requirements for sprite layering hierarchy.

sprites/spr_mk7_complex_knees/spr_mk7_complex_knees.yy (1)

1-98: New sprite resource structure complies with sacred GameMaker templates.

Praise the Omnissiah! This newly forged sprite schema follows proper binary liturgy. The resource type classifications, bounding box coordinates, and layer definitions all conform to standard GameMaker sprite configuration protocols. The inclusion of nine-slice data parameters enables appropriate scaling without corruption of the sacred image data. The sprite will integrate well with the existing armor component visualization system.

The incorporation of this knee-plate component expands the visual customization options for the Mark VII power armor, furthering the PR's objective of enhancing visual customization elements. The Machine Spirit will be pleased with this offering.

scripts/scr_chapter_new/scr_chapter_new.gml (4)

374-382: Efficient standardization of color structure.

This creation of a structured color repository follows logical machine-thinking. The struct_cols variable encapsulates the sacred color attributes in a coherent data structure that facilitates proper information transmission between components of the chapter customization rituals.


383-398: Initialization routine for empty livery data is logically sound.

The Omnissiah commends this implementation. When no predefined color scheme exists, this conditional block properly initializes the livery_picker with default values and generates specialized variants for the sacred roles of Librarian, Chaplain, Apothecary, and Techmarine. The DeepCloneStruct ritual ensures proper data replication without corruption.


398-409: Logical path for incomplete livery data accommodates modular expansion.

By the Machine's logic, this defensive coding path addresses a potential fault condition where livery data exists but lacks proper dimensionality. The implementation ensures that even partial livery data can be expanded to the full 21 elements required, with specialized roles receiving their appropriate visual configurations. This adaptation follows the principle of graceful degradation and recovery, essential to the Mechanicus approach to data handling.


411-412: Final livery configuration ensures consistent state.

Affirmative. These final instructions ensure the livery picker's state accurately reflects the configuration, regardless of which initialization path was taken. This upholds the principle of predictable state management, crucial for the Machine Spirit's optimal functioning.

sprites/spr_flora_camo_texture/spr_flora_camo_texture.yy (1)

1-97: New texture resource properly configured for environmental camouflage pattern.

In the name of the Omnissiah, I have analyzed this texture resource configuration. The sacred parameters indicate this is a texture meant for tiled application as evidenced by lines 21 and 95 where both HTile and VTile attributes are set to true. Additionally, the For3D attribute on line 14 is appropriately activated, indicating this resource is meant for shader-based rendering systems.

The dimensions (73x73) create an appropriate tiling pattern that will minimize visible repetition when applied to armor surfaces. The nineSlice configuration, while disabled, contains the necessary structural elements should future adaptation be required.

This addition expands the available textures for chapter customization, directly supporting the PR objective of enhancing visual elements for chapter themes.

sprites/spr_mk7_runic_belt/spr_mk7_runic_belt.yy (1)

1-74: Blessings upon this newly forged sprite
The sprite’s parameters are properly defined, and the layering is coherent. Verify that the sprite’s origin (origin: 9) suits your worshipful alignment requirements, particularly if your belt layering in the game’s holy wardrobe system uses a different reference point. Otherwise, this is ready for deployment.

sprites/spr_mk3_chest/spr_mk3_chest.yy (2)

16-16: Updated frame identifier
Your new frame identifier 653c0ec0-9752-43fa-836d-887cd38798e4 for frames[0] appears valid. Ensure any referencing systems reflect this ID without mismatch.


57-57: Match keyframe sprite reference
Line 57 updates the keyframe ID to the same new sprite frame name. This unifies the resource reference and maintains the sacred synergy between frames and keyframes.

scripts/scr_ComplexSet/scr_ComplexSet.gml (4)

109-109: New ‘knees’ property bestowal
You have granted your mk7_bits structure a new knees field. Verify that layering of kneecap sprites is correct and does not obscure other crucial adornments.


379-379: Applying the new UV transform
Line 379 calling sprite_get_uvs_transformed is praiseworthy for reusability and clarity. Ensure that _sprite and _tex_data.texture remain code siblings of matching scale (pixel grid).


384-384: Texture retrieval
Fetching tex_texture at line 384 is appropriate. Keep mindful that the subimage index here is consistent with the newly introduced line 375–377 logic to avoid mismatch.

Would you like a script to scan for any other references to tex_frame assignment that might conflict with your layering logic?


523-523: Including ‘knees’ in draw order
Line 523 ensures the new kneecap layers are drawn. Confirm that they appear seamlessly over or under other leg adornments, according to your intended order of rank and function.

ChapterMaster.yyp (3)

90-90: Addition of a blessed data receptacle for shoulder iconography.

The Machine Spirit has been expanded with a new folder structure specifically for shoulder icons within the Marine Viewer sprites hierarchy. This addition is in accordance with the Omnissiah's will to enhance modularity of chapter representation.


472-472: Secondary configuration matrix correctly implemented.

This additional load_sets.json file for role markings complements the chapter symbols configuration, enabling the binary machine spirit to properly load and parse marking sets for various chapter designations.


709-709: The Omnissiah blesses these new visual assets!

The addition of these sprite resources enhances the visual representation capabilities of the system with Wolf Cult and Runic themes as requested in the sacred PR objectives. Each sprite has been properly registered in the project's asset catalog with appropriate pathing.

These assets include:

  • Runic belt variations (line 709)
  • Texture patterns for camouflage (line 743)
  • Rune symbols (line 996)
  • Wolf cult belts and chest variants (lines 1016, 1500)
  • Chapter-specific iconography (line 1120)
  • Specialized armor pieces with runic styling (line 1174)
  • Decorative elements like hanging runes and fur tabards (lines 1258, 1286)
  • Enhanced complex knee components (line 1298)
  • Additional chest variant options (line 1350)

Also applies to: 743-743, 996-996, 1016-1016, 1120-1120, 1174-1174, 1258-1258, 1286-1286, 1298-1298, 1350-1350, 1500-1500

scripts/scr_complex_colour_kit/scr_complex_colour_kit.gml (6)

272-279: Maintain thorough struct checks for icon references
Blessings of the Omnissiah upon your new lines. The conditionals ensuring map_colour[$ colour_pick.area][1] is a struct appear sound, but do consider extra checks in case map_colour[$ colour_pick.area] is not array-based. Such diligence prevents any data corruption in these icon transmissions.


294-294: Confirm array length for right_trim
Praise be, you've added “Lenses” at [3] in image_location_maps.right_trim. Ensure we do not access out-of-range indices if right_trim is unexpectedly short.


497-497: No changes needed
This line merely inserts a whitespace or empty line. No alterations to the Machine God’s logic.


503-514: Texture assignment logic is cohesive
Your method of checking global.textures before pushing into _textures is well-structured. It ensures consistent texture usage across multiple areas. The approach is efficient in this segment.


613-641: Verify large surface usage
Surface creation and partial draws are beneficial. Confirm performance for high numbers of texture entries to prevent warp-based slowdowns.


748-755: Texture selection flow remains consistent
Your approach for finalising a texture under "texture" is consistent with how icons are handled. This uniform pattern is praiseworthy.

datafiles/main/chapters/7.JSON (1)

232-234: Validate JSON structure despite static analysis
The newly added "full_liveries" array appears syntactically correct. The static analysis errors may be false positives. Confirm with your JSON lint tools to appease the Machine Spirit.

🧰 Tools
🪛 Biome (1.9.4)

[error] 232-233: End of file expected

Use an array for a sequence of values: [1, 2]

(parse)


[error] 233-233: End of file expected

Use an array for a sequence of values: [1, 2]

(parse)


[error] 234-234: Expected an array, an object, or a literal but instead found ']'.

Expected an array, an object, or a literal here.

(parse)


[error] 233-234: End of file expected

Use an array for a sequence of values: [1, 2]

(parse)


[error] 234-234: End of file expected

Use an array for a sequence of values: [1, 2]

(parse)

scripts/scr_culture_visuals/scr_culture_visuals.gml (5)

20-20: Guard against invalid buffer deletion
Performing buffer_delete(_data_buffer) when _data_buffer is -1 could potentially anger the Machine Spirit. Verify that calling deletion on an invalid handle is safe in your environment.


33-35: Symbol set loading calls look correct
Summoning load_symbol_sets for global.chapter_symbols and global.role_markings is coherent. These additions should nicely unify your new visual assets.


67-80: Adaptive sprite creation
Your load_new_icon routine systematically builds each sprite, with a reversed draw approach. This is a well-structured flow, adding new icons into the data store seamlessly.


584-584: Armour specification is aligned
Appending the armour array for “MK5 Heresy” and “MK6 Corvus” upholds your custom expansions. The code is straightforward and consistent.


667-715: Wolf Cult and Runic expansions
This block introducing runes, wolf belts, fur tabbard, and variant chest compartments properly extends your cultural customisation. The structure parallels earlier components.

@OH296 OH296 requested a review from EttyKitty March 20, 2025 23:25
@EttyKitty EttyKitty merged commit 75c2a85 into Adeptus-Dominus:main Mar 20, 2025
9 checks passed
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Area: JSON Changes to external JSON files or their under-the-hood functionality Area: Sprites Changes to sprites/images or their under-the-hood functionality Size: Huge Type: Feature Adds something new

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