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Helmet Visors/Optics and built-in HUDs #4156
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
About the pull request
This PR adds various helmet visors and optics that you can cycle through for HUDs without goofy eyewear.
Video demonstration: https://cdn.discordapp.com/attachments/495285245877157906/1139189768597540905/2023-08-10_09-26-38.mp4
On the code side this PR allows for separate sources for HUDs that can be doubled up without one overriding the other. I'm certain this will require some testing and jank reduction and frankly my skill with associated lists and the HUD system is so-so. We'll see if I need to completely overhaul this.
Explain why it's good for the game
Movielike
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
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tags.Changelog
🆑 Morrow, Frans_Feiffer (beautiful sprites)
add: Added in built HUDs to various helmets
add: Sensormates used by squads without medical skills have been converted to buyable helmet optics
/:cl: