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feat: Hazard stripe fix and adding of more armor textures#985

Merged
OH296 merged 1 commit intoAdeptus-Dominus:mainfrom
CassieCaster:texture-fixes
Aug 23, 2025
Merged

feat: Hazard stripe fix and adding of more armor textures#985
OH296 merged 1 commit intoAdeptus-Dominus:mainfrom
CassieCaster:texture-fixes

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@CassieCaster
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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.

Yep, that's how simple it is.
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coderabbitai bot commented Aug 21, 2025

📝 Walkthrough

Summary by CodeRabbit

  • New Features

    • Added two new camouflage textures (Pixel and Woodland) to the Marine Viewer, tileable in both directions and 3D-ready.
  • Improvements

    • Updated the Hazard texture settings (origins and sequence metadata) for more consistent display and playback.
  • Chores

    • Updated project resources to include the new textures.

Walkthrough

By 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

Cohort / File(s) Change summary
Project resources update
ChapterMaster.yyp
Added spr_pixel_camo_texture and spr_woodland_camo_texture entries to the resources list, each pointing to their sprite .yy paths.
New camo textures
sprites/spr_pixel_camo_texture/spr_pixel_camo_texture.yy, sprites/spr_woodland_camo_texture/spr_woodland_camo_texture.yy
Added two 180x180, single-frame, HTile/VTile-enabled sprites in MarineViewer texture group; default origins/bbox; sequences length 1.0 with single frame track.
Sprite metadata update
sprites/spr_hazzard_texture/spr_hazzard_texture.yy
Replaced frame/layer UUIDs; updated frames track keyframe IDs; added GMSequence fields: volume:1.0, xorigin:0, yorigin:0.

Estimated code review effort

🎯 2 (Simple) | ⏱️ ~10 minutes

Possibly related PRs

Suggested labels

PR: Feature, PR: Sprites, Size: Medium

Suggested reviewers

  • Blogaugis
  • EttyKitty

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@github-actions github-actions bot added Area: Sprites Changes to sprites/images or their under-the-hood functionality Size: Medium Type: Feature Adds something new labels Aug 21, 2025
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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.

📥 Commits

Reviewing files that changed from the base of the PR and between 17f1c9d and 1758ba9.

⛔ Files ignored due to path filters (8)
  • sprites/spr_hazzard_texture/58ee1e71-509f-4b0e-ab39-17c8da2a0687.png is excluded by !**/*.png
  • sprites/spr_hazzard_texture/ae06e8a7-34d7-4e6f-87e7-adef654eb7c4.png is excluded by !**/*.png
  • sprites/spr_hazzard_texture/layers/58ee1e71-509f-4b0e-ab39-17c8da2a0687/ef1f92c3-6086-487a-a4a8-c38f6098016b.png is excluded by !**/*.png
  • sprites/spr_hazzard_texture/layers/ae06e8a7-34d7-4e6f-87e7-adef654eb7c4/3baf4d60-c33b-4a8a-a630-7c0ae7fed205.png is excluded by !**/*.png
  • sprites/spr_pixel_camo_texture/ac0bc65d-eedb-4038-8246-9d648cc471a8.png is excluded by !**/*.png
  • sprites/spr_pixel_camo_texture/layers/ac0bc65d-eedb-4038-8246-9d648cc471a8/fc4e0770-9f64-4233-9bc2-1e43eda609c0.png is excluded by !**/*.png
  • sprites/spr_woodland_camo_texture/84d3070e-3990-4645-82fd-0e5bef034f40.png is excluded by !**/*.png
  • sprites/spr_woodland_camo_texture/layers/84d3070e-3990-4645-82fd-0e5bef034f40/33d3ce3c-a730-49af-b57c-695abc0d76f5.png is 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.

Files:

  • ChapterMaster.yyp
  • sprites/spr_woodland_camo_texture/spr_woodland_camo_texture.yy
  • sprites/spr_pixel_camo_texture/spr_pixel_camo_texture.yy
  • sprites/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.yy
  • sprites/spr_pixel_camo_texture/spr_pixel_camo_texture.yy
  • sprites/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 intact

Layer 3baf4d60… is present, visible, blendMode 0, opacity 100%. Nothing heretical detected. Proceed.


93-95: Keyframe correctly re-targeted to new frame

Track channel now references ae06e8a7… with a fresh keyframe id; sequence integrity preserved. Litany of Consistency completed.


15-16: Frame GUID swap verified; assets in place

Omnissian 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.png

Referenced GUIDs in spr_hazzard_texture.yy:
• ae06e8a7-34d7-4e6f-87e7-adef654eb7c4
• 3baf4d60-c33b-4a8a-a630-7c0ae7fed205
• a1a3706c-b282-4c02-b619-9782da359759

All 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-formed

Resource metadata, bbox 0–179, For3D true: aligned with existing texture conventions. Blessed by the Machine Spirit.


20-21: Tiling flags correctly enabled for seamless use

HTile 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 for

All 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 pattern

Dimensions, bbox, For3D all match the MarineViewer textures. Omnissiah approves.


20-21: Seamless tiling configured

HTile/VTile enabled as required for repeatable camo sampling on armour meshes.

Also applies to: 109-110


15-16: All image assets confirmed present

The servo-scans of sprites/spr_pixel_camo_texture reveal the required PNG files for GUID ac0bc65d-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 Approved

By 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.yy exists 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

@Blogaugis
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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.

@CassieCaster
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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.

@OH296
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OH296 commented Aug 23, 2025

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.

Screenshot 2025-08-23 at 03 48 10 scr_complex_colour_kit simply slam any new textures into here

@OH296
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OH296 commented Aug 23, 2025

will in mean time merge this

@OH296 OH296 merged commit a8ba9ec into Adeptus-Dominus:main Aug 23, 2025
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@OH296 OH296 changed the title feat: hazard stripe fix and adding of more armor textures feat: Hazard stripe fix and adding of more armor textures Aug 23, 2025
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Area: Sprites Changes to sprites/images or their under-the-hood functionality Size: Medium Type: Feature Adds something new

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3 participants