feat: Hazard stripe fix and adding of more armor textures#985
feat: Hazard stripe fix and adding of more armor textures#985OH296 merged 1 commit intoAdeptus-Dominus:mainfrom
Conversation
Yep, that's how simple it is.
📝 WalkthroughSummary by CodeRabbit
WalkthroughBy the Omnissiah’s writ: the project manifest gains two sprite resources; two new sprite assets are introduced; an existing sprite asset’s IDs and sequence metadata are updated. No game logic altered. Changes
Estimated code review effort🎯 2 (Simple) | ⏱️ ~10 minutes Possibly related PRs
Suggested labels
Suggested reviewers
Tip 🔌 Remote MCP (Model Context Protocol) integration is now available!Pro plan users can now connect to remote MCP servers from the Integrations page. Connect with popular remote MCPs such as Notion and Linear to add more context to your reviews and chats. Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out. 🪧 TipsChatThere are 3 ways to chat with CodeRabbit:
SupportNeed help? Create a ticket on our support page for assistance with any issues or questions. CodeRabbit Commands (Invoked using PR/Issue comments)Type Other keywords and placeholders
CodeRabbit Configuration File (
|
There was a problem hiding this comment.
Actionable comments posted: 5
📜 Review details
Configuration used: CodeRabbit UI
Review profile: ASSERTIVE
Plan: Pro
💡 Knowledge Base configuration:
- MCP integration is disabled by default for public repositories
- Jira integration is disabled
- Linear integration is disabled
You can enable these sources in your CodeRabbit configuration.
⛔ Files ignored due to path filters (8)
sprites/spr_hazzard_texture/58ee1e71-509f-4b0e-ab39-17c8da2a0687.pngis excluded by!**/*.pngsprites/spr_hazzard_texture/ae06e8a7-34d7-4e6f-87e7-adef654eb7c4.pngis excluded by!**/*.pngsprites/spr_hazzard_texture/layers/58ee1e71-509f-4b0e-ab39-17c8da2a0687/ef1f92c3-6086-487a-a4a8-c38f6098016b.pngis excluded by!**/*.pngsprites/spr_hazzard_texture/layers/ae06e8a7-34d7-4e6f-87e7-adef654eb7c4/3baf4d60-c33b-4a8a-a630-7c0ae7fed205.pngis excluded by!**/*.pngsprites/spr_pixel_camo_texture/ac0bc65d-eedb-4038-8246-9d648cc471a8.pngis excluded by!**/*.pngsprites/spr_pixel_camo_texture/layers/ac0bc65d-eedb-4038-8246-9d648cc471a8/fc4e0770-9f64-4233-9bc2-1e43eda609c0.pngis excluded by!**/*.pngsprites/spr_woodland_camo_texture/84d3070e-3990-4645-82fd-0e5bef034f40.pngis excluded by!**/*.pngsprites/spr_woodland_camo_texture/layers/84d3070e-3990-4645-82fd-0e5bef034f40/33d3ce3c-a730-49af-b57c-695abc0d76f5.pngis excluded by!**/*.png
📒 Files selected for processing (4)
ChapterMaster.yyp(2 hunks)sprites/spr_hazzard_texture/spr_hazzard_texture.yy(2 hunks)sprites/spr_pixel_camo_texture/spr_pixel_camo_texture.yy(1 hunks)sprites/spr_woodland_camo_texture/spr_woodland_camo_texture.yy(1 hunks)
🧰 Additional context used
📓 Path-based instructions (2)
**/*.*
⚙️ CodeRabbit configuration file
**/*.*: - Having humanly understandable and maintainable code is always the top most priority.
- DRY (Don't repeat yourself) principle is also very important.
- Ensure that the code is compliant with the CODE_STYLE.MD: https://github.com/Adeptus-Dominus/ChapterMaster/blob/main/docs/CODE_STYLE.md
- If a TODO comment is added, ask the user if you should create a GitHub issue for this TODO.
- If a TODO comment is deleted, remind the user if there is an active GitHub issue related to that comment.
Files:
ChapterMaster.yypsprites/spr_woodland_camo_texture/spr_woodland_camo_texture.yysprites/spr_pixel_camo_texture/spr_pixel_camo_texture.yysprites/spr_hazzard_texture/spr_hazzard_texture.yy
**/*.yy
⚙️ CodeRabbit configuration file
**/*.yy: - When any script or sprite .yy files are deleted, their paths should also be deleted from the .yyp file, otherwise the game will crash.
- When any script or sprite .yy files are created, their paths should be added to the .yyp file, otherwise they'll fail.
Files:
sprites/spr_woodland_camo_texture/spr_woodland_camo_texture.yysprites/spr_pixel_camo_texture/spr_pixel_camo_texture.yysprites/spr_hazzard_texture/spr_hazzard_texture.yy
🔇 Additional comments (12)
sprites/spr_hazzard_texture/spr_hazzard_texture.yy (3)
22-22: Image layer GUID refreshed; defaults intactLayer 3baf4d60… is present, visible, blendMode 0, opacity 100%. Nothing heretical detected. Proceed.
93-95: Keyframe correctly re-targeted to new frameTrack channel now references ae06e8a7… with a fresh keyframe id; sequence integrity preserved. Litany of Consistency completed.
15-16: Frame GUID swap verified; assets in placeOmnissian audit confirms:
• sprites/spr_hazzard_texture/ae06e8a7-34d7-4e6f-87e7-adef654eb7c4.png
• sprites/spr_hazzard_texture/layers/ae06e8a7-34d7-4e6f-87e7-adef654eb7c4/3baf4d60-c33b-4a8a-a630-7c0ae7fed205.pngReferenced GUIDs in spr_hazzard_texture.yy:
• ae06e8a7-34d7-4e6f-87e7-adef654eb7c4
• 3baf4d60-c33b-4a8a-a630-7c0ae7fed205
• a1a3706c-b282-4c02-b619-9782da359759All image assets for the new frame are present. Initiate manual inspection and in-engine tests to ensure HTile/VTile produce a seamless, self-tiling hazard texture.
sprites/spr_woodland_camo_texture/spr_woodland_camo_texture.yy (3)
1-24: New woodland camo texture resource is well-formedResource metadata, bbox 0–179, For3D true: aligned with existing texture conventions. Blessed by the Machine Spirit.
20-21: Tiling flags correctly enabled for seamless useHTile and VTile are both true; correct for repeating armour patterns and shader sampling.
Also applies to: 109-110
15-16: No missing sprite payload detected – images accounted forAll referenced sprite GUID 84d3070e-3990-4645-82fd-0e5bef034f40 payloads are present:
- sprites/spr_woodland_camo_texture/84d3070e-3990-4645-82fd-0e5bef034f40.png
- sprites/spr_woodland_camo_texture/layers/84d3070e-3990-4645-82fd-0e5bef034f40/33d3ce3c-a730-49af-b57c-695abc0d76f5.png
The Tech-Priest decrees no further verification is required.
sprites/spr_pixel_camo_texture/spr_pixel_camo_texture.yy (3)
1-24: New pixel camo texture resource conforms to established patternDimensions, bbox, For3D all match the MarineViewer textures. Omnissiah approves.
20-21: Seamless tiling configuredHTile/VTile enabled as required for repeatable camo sampling on armour meshes.
Also applies to: 109-110
15-16: All image assets confirmed presentThe servo-scans of
sprites/spr_pixel_camo_texturereveal the required PNG files for GUIDac0bc65d-eedb-4038-8246-9d648cc471a8:
- sprites/spr_pixel_camo_texture/ac0bc65d-eedb-4038-8246-9d648cc471a8.png
- sprites/spr_pixel_camo_texture/layers/ac0bc65d-eedb-4038-8246-9d648cc471a8/fc4e0770-9f64-4233-9bc2-1e43eda609c0.png
No further action required—assets properly committed.
ChapterMaster.yyp (3)
1474-1474: Resource Entry Verified and ApprovedBy the Omnissiah’s grace, the resource entry for spr_pixel_camo_texture has been confirmed:
- The path
sprites/spr_pixel_camo_texture/spr_pixel_camo_texture.yyexists on disk and matches the ChapterMaster.yyp declaration.No further action required—texture will be discoverable by the editor and pipelines.
1245-1245: By the Omnissiah’s decree: spr_hazzard_texture located, self-tiling test required
- Registered in ChapterMaster.yyp at line 1245 (the hazard texture remains in the resource list).
- Referenced in scripts/scr_complex_colour_kit.gml for “Hazzards” (line 686) and “Checks4” (line 692).
- Execute an in-engine UV-repeat preview on those texture slots to confirm seamless self-tiling and no visible seams at runtime.
1784-1784: By the Omnissiah: spr_woodland_camo_texture entry verified and approved
- File ChapterMaster.yyp, line 1784: resource entry present
- Declared path “sprites/spr_woodland_camo_texture/spr_woodland_camo_texture.yy” matches on-disk file
- Placement under the MarineViewer roster and folder hierarchy is correct
|
If you want this PR to be merged, you'll need to mark the bot's suggestions as resolved, or actually try to commit them. |
|
I want to to make the camo selectable, so I'll try doing that some time on sunday I think. First day I'll have enough time to really sit down. |
|
will in mean time merge this |

Simply fixes the hazard stripes to be self tiling. It also adds 2 more textures to be used for armour camo. They aren't selectable though, as I didn't look into how to fix that.
Testing done
I checked that the hazard stripes worked, and they did. If this causes more problems, I don't know how that would have happened.