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IconForge: rust-g Spritesheet Generation (tgstation#89478)
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## About The Pull Request

Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (tgstation/rust-g#160).

This is a rough port of
BeeStation/BeeStation-Hornet#10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

### TG MAINTAINER NOTE


![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

### Batched Spritesheets

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

#### Caching

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

### Universal Icons

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

### Other Stuff

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

## Why It's Good For The Game

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.


![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)


![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:


![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

### Comparison for a single spritesheet - chat spritesheet:

**Before**


![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**


![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

## Changelog

:cl:
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/:cl:
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itsmeow authored Mar 3, 2025
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16 changes: 16 additions & 0 deletions code/__DEFINES/assets.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,16 @@
#define ASSET_CROSS_ROUND_CACHE_DIRECTORY "cache/assets"
#define ASSET_CROSS_ROUND_SMART_CACHE_DIRECTORY "data/spritesheets/smart_cache"

/// When sending mutiple assets, how many before we give the client a quaint little sending resources message
#define ASSET_CACHE_TELL_CLIENT_AMOUNT 8

/// How many assets can be sent at once during legacy asset transport
#define SLOW_ASSET_SEND_RATE 6

/// Constructs a universal icon. This is done in the same manner as the icon() BYOND proc.
/// "color" will not do anything if a transform is provided. Blend it yourself or use color_transform().
/// Do note that transforms are NOT COPIED, and are internally lists. So take care not to re-use transforms.
/// This is a DEFINE for performance reasons.
/// Parameters (in order):
/// icon_file, icon_state, dir, frame, transform, color
#define uni_icon(I, icon_state, rest...) new /datum/universal_icon(I, icon_state, ##rest)
15 changes: 15 additions & 0 deletions code/__HELPERS/_lists.dm
Original file line number Diff line number Diff line change
Expand Up @@ -845,6 +845,21 @@
.[i] = key
.[key] = value

/// A version of deep_copy_list that actually supports associative list nesting: list(list(list("a" = "b"))) will actually copy correctly.
/proc/deep_copy_list_alt(list/inserted_list)
if(!islist(inserted_list))
return inserted_list
var/copied_list = inserted_list.Copy()
. = copied_list
for(var/key_or_value in inserted_list)
if(isnum(key_or_value) || !inserted_list[key_or_value])
continue
var/value = inserted_list[key_or_value]
var/new_value = value
if(islist(value))
new_value = deep_copy_list_alt(value)
copied_list[key_or_value] = new_value

///takes an input_key, as text, and the list of keys already used, outputting a replacement key in the format of "[input_key] ([number_of_duplicates])" if it finds a duplicate
///use this for lists of things that might have the same name, like mobs or objects, that you plan on giving to a player as input
/proc/avoid_assoc_duplicate_keys(input_key, list/used_key_list)
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1 change: 1 addition & 0 deletions code/__HELPERS/files.dm
Original file line number Diff line number Diff line change
Expand Up @@ -111,6 +111,7 @@ GLOBAL_VAR_INIT(fileaccess_timer, 0)

/// Save file as an external file then md5 it.
/// Used because md5ing files stored in the rsc sometimes gives incorrect md5 results.
/// https://www.byond.com/forum/post/2611357
/proc/md5asfile(file)
var/static/notch = 0
// its importaint this code can handle md5filepath sleeping instead of hard blocking, if it's converted to use rust_g.
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3 changes: 3 additions & 0 deletions code/controllers/configuration/entries/general.dm
Original file line number Diff line number Diff line change
Expand Up @@ -704,6 +704,9 @@
/datum/config_entry/flag/cache_assets
default = TRUE

/datum/config_entry/flag/smart_cache_assets
default = TRUE

/datum/config_entry/flag/save_spritesheets
default = FALSE

Expand Down
6 changes: 6 additions & 0 deletions code/controllers/subsystem/asset_loading.dm
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,7 @@ SUBSYSTEM_DEF(asset_loading)
flags = SS_NO_INIT
runlevels = RUNLEVEL_LOBBY|RUNLEVELS_DEFAULT
var/list/datum/asset/generate_queue = list()
var/last_queue_len = 0

/datum/controller/subsystem/asset_loading/fire(resumed)
while(length(generate_queue))
Expand All @@ -16,7 +17,12 @@ SUBSYSTEM_DEF(asset_loading)

if(MC_TICK_CHECK)
return
last_queue_len = length(generate_queue)
generate_queue.len--
// We just emptied the queue
if(last_queue_len && !length(generate_queue))
// Clean up cached icons, freeing memory.
rustg_iconforge_cleanup()

/datum/controller/subsystem/asset_loading/proc/queue_asset(datum/asset/queue)
#ifdef DO_NOT_DEFER_ASSETS
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10 changes: 10 additions & 0 deletions code/controllers/subsystem/processing/greyscale.dm
Original file line number Diff line number Diff line change
Expand Up @@ -43,6 +43,16 @@ PROCESSING_SUBSYSTEM_DEF(greyscale)
CRASH("Invalid colors were given to `GetColoredIconByType()`: [colors]")
return configurations[type].Generate(colors)

/datum/controller/subsystem/processing/greyscale/proc/GetColoredIconByTypeUniversalIcon(type, list/colors, target_icon_state)
if(!ispath(type, /datum/greyscale_config))
CRASH("An invalid greyscale configuration was given to `GetColoredIconByTypeUniversalIcon()`: [type]")
type = "[type]"
if(istype(colors)) // It's the color list format
colors = colors.Join()
else if(!istext(colors))
CRASH("Invalid colors were given to `GetColoredIconByTypeUniversalIcon()`: [colors]")
return configurations[type].GenerateUniversalIcon(colors, target_icon_state)

/datum/controller/subsystem/processing/greyscale/proc/ParseColorString(color_string)
. = list()
var/list/split_colors = splittext(color_string, "#")
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4 changes: 2 additions & 2 deletions code/datums/achievements/_achievement_data.dm
Original file line number Diff line number Diff line change
Expand Up @@ -76,7 +76,7 @@

/datum/achievement_data/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/simple/achievements),
get_asset_datum(/datum/asset/spritesheet_batched/achievements),
)

/datum/achievement_data/ui_state(mob/user)
Expand All @@ -96,7 +96,7 @@
.["progresses"] = list()
.["user_key"] = owner_ckey

var/datum/asset/spritesheet/simple/assets = get_asset_datum(/datum/asset/spritesheet/simple/achievements)
var/datum/asset/spritesheet_batched/assets = get_asset_datum(/datum/asset/spritesheet_batched/achievements)
for(var/achievement_type in SSachievements.awards)
var/datum/award/award = SSachievements.awards[achievement_type]
if(!award.name) //No name? we a subtype.
Expand Down
3 changes: 3 additions & 0 deletions code/datums/browser.dm
Original file line number Diff line number Diff line change
Expand Up @@ -40,6 +40,9 @@
if (istype(name, /datum/asset/spritesheet))
var/datum/asset/spritesheet/sheet = name
stylesheets["spritesheet_[sheet.name].css"] = "data/spritesheets/[sheet.name]"
else if (istype(name, /datum/asset/spritesheet_batched))
var/datum/asset/spritesheet_batched/sheet = name
stylesheets["spritesheet_[sheet.name].css"] = "data/spritesheets/[sheet.name]"
else
var/asset_name = "[name].css"

Expand Down
6 changes: 3 additions & 3 deletions code/datums/components/crafting/crafting.dm
Original file line number Diff line number Diff line change
Expand Up @@ -504,7 +504,7 @@
var/static/list/sprite_sheets
if(isnull(sprite_sheets))
sprite_sheets = ui_assets()
var/datum/asset/spritesheet/sheet = sprite_sheets[mode ? 2 : 1]
var/datum/asset/spritesheet_batched/sheet = sprite_sheets[mode ? 2 : 1]

data["icon_data"] = list()
for(var/atom/atom as anything in atoms)
Expand Down Expand Up @@ -581,8 +581,8 @@

/datum/component/personal_crafting/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/crafting),
get_asset_datum(/datum/asset/spritesheet/crafting/cooking),
get_asset_datum(/datum/asset/spritesheet_batched/crafting),
get_asset_datum(/datum/asset/spritesheet_batched/crafting/cooking),
)

/datum/component/personal_crafting/proc/build_crafting_data(datum/crafting_recipe/recipe)
Expand Down
39 changes: 39 additions & 0 deletions code/datums/greyscale/_greyscale_config.dm
Original file line number Diff line number Diff line change
Expand Up @@ -306,4 +306,43 @@
output["icon"] = GenerateBundle(colors, debug_steps)
return output

// ===============
// Universal Icons
// ===============

/datum/greyscale_config/proc/GenerateUniversalIcon(color_string, target_bundle_state, datum/universal_icon/last_external_icon)
return GenerateBundleUniversalIcon(color_string, target_bundle_state, last_external_icon=last_external_icon)

/// Handles the actual icon manipulation to create the spritesheet
/datum/greyscale_config/proc/GenerateBundleUniversalIcon(list/colors, target_bundle_state, datum/universal_icon/last_external_icon)
if(!istype(colors))
colors = SSgreyscale.ParseColorString(colors)
if(length(colors) != expected_colors)
CRASH("[DebugName()] expected [expected_colors] color arguments but received [length(colors)]")

if(!(target_bundle_state in icon_states))
CRASH("Invalid target bundle icon_state \"[target_bundle_state]\"! Valid icon_states: [icon_states.Join(", ")]")

var/datum/universal_icon/icon_bundle = GenerateLayerGroupUniversalIcon(colors, icon_states[target_bundle_state], last_external_icon) || uni_icon('icons/effects/effects.dmi', "nothing")
icon_bundle.scale(width, height)
return icon_bundle

/// Internal recursive proc to handle nested layer groups
/datum/greyscale_config/proc/GenerateLayerGroupUniversalIcon(list/colors, list/group, datum/universal_icon/last_external_icon)
var/datum/universal_icon/new_icon
for(var/datum/greyscale_layer/layer as anything in group)
var/datum/universal_icon/layer_icon
if(islist(layer))
layer_icon = GenerateLayerGroupUniversalIcon(colors, layer, new_icon || last_external_icon)
var/list/layer_list = layer
layer = layer_list[1] // When there are multiple layers in a group like this we use the first one's blend mode
else
layer_icon = layer.GenerateUniversalIcon(colors, new_icon || last_external_icon)

if(!new_icon)
new_icon = layer_icon
else
new_icon.blend_icon(layer_icon, layer.blend_mode)
return new_icon

#undef MAX_SANE_LAYERS
31 changes: 31 additions & 0 deletions code/datums/greyscale/layer.dm
Original file line number Diff line number Diff line change
Expand Up @@ -76,16 +76,34 @@
var/icon/copy_of_new_icon = icon(new_icon) // Layers shouldn't be modifying it directly, this is just for them to reference
return InternalGenerate(processed_colors, render_steps, copy_of_new_icon)

/// Used to actualy create the layer using the given colors
/// Do not override, use InternalGenerate instead
/datum/greyscale_layer/proc/GenerateUniversalIcon(list/colors, datum/universal_icon/new_icon)
var/list/processed_colors = list()
for(var/i in color_ids)
if(isnum(i))
processed_colors += colors[i]
else
processed_colors += i
var/datum/universal_icon/copy_of_new_icon = isnull(new_icon) ? uni_icon('icons/effects/effects.dmi', "nothing") : new_icon.copy() // Layers shouldn't be modifying it directly, this is just for them to reference
return InternalGenerateUniversalIcon(processed_colors, copy_of_new_icon)

/// Override this to implement layers.
/// The colors var will only contain colors that this layer is configured to use.
/datum/greyscale_layer/proc/InternalGenerate(list/colors, list/render_steps, icon/new_icon)

/// Override this to implement layers.
/// The colors var will only contain colors that this layer is configured to use.
/datum/greyscale_layer/proc/InternalGenerateUniversalIcon(list/colors, datum/universal_icon/new_icon)
return new_icon

////////////////////////////////////////////////////////
// Subtypes

/// The most basic greyscale layer; a layer which is created from a single icon_state in the given icon file
/datum/greyscale_layer/icon_state
layer_type = "icon_state"
var/icon_file
var/icon_state
var/icon/icon
var/color_id
Expand All @@ -94,6 +112,7 @@
. = ..()
if(!icon_exists(icon_file, icon_state))
CRASH("Configured icon state \[[icon_state]\] was not found in [icon_file]. Double check your json configuration.")
src.icon_file = icon_file
icon = new(icon_file, icon_state)

if(length(color_ids) > 1)
Expand All @@ -110,6 +129,13 @@
generated_icon.Blend(colors[1], ICON_MULTIPLY)
return generated_icon

/datum/greyscale_layer/icon_state/InternalGenerateUniversalIcon(list/colors, datum/universal_icon/new_icon)
. = ..()
var/datum/universal_icon/generated_icon = uni_icon(icon_file, icon_state)
if(length(colors))
generated_icon.blend_color(colors[1], ICON_MULTIPLY)
return generated_icon

/// A layer to modify the previous layer's colors with a color matrix
/datum/greyscale_layer/color_matrix
layer_type = "color_matrix"
Expand Down Expand Up @@ -153,3 +179,8 @@
else
generated_icon = reference_type.Generate(colors.Join(), new_icon)
return icon(generated_icon, icon_state)

/datum/greyscale_layer/reference/InternalGenerateUniversalIcon(list/colors, datum/universal_icon/new_icon)
var/datum/universal_icon/generated_icon = reference_type.GenerateUniversalIcon(colors.Join(), icon_state, new_icon)
generated_icon = generated_icon.copy()
return generated_icon
6 changes: 3 additions & 3 deletions code/game/machinery/autolathe.dm
Original file line number Diff line number Diff line change
Expand Up @@ -139,7 +139,7 @@

var/list/output = list()

var/datum/asset/spritesheet/research_designs/spritesheet = get_asset_datum(/datum/asset/spritesheet/research_designs)
var/datum/asset/spritesheet_batched/research_designs/spritesheet = get_asset_datum(/datum/asset/spritesheet_batched/research_designs)
var/size32x32 = "[spritesheet.name]32x32"

for(var/design_id in designs)
Expand Down Expand Up @@ -191,8 +191,8 @@

/obj/machinery/autolathe/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/sheetmaterials),
get_asset_datum(/datum/asset/spritesheet/research_designs),
get_asset_datum(/datum/asset/spritesheet_batched/sheetmaterials),
get_asset_datum(/datum/asset/spritesheet_batched/research_designs),
)

/obj/machinery/autolathe/ui_data(mob/user)
Expand Down
2 changes: 1 addition & 1 deletion code/game/machinery/computer/arcade/orion.dm
Original file line number Diff line number Diff line change
Expand Up @@ -143,7 +143,7 @@

/obj/machinery/computer/arcade/orion_trail/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/moods),
get_asset_datum(/datum/asset/spritesheet_batched/moods),
)

/obj/machinery/computer/arcade/orion_trail/ui_data(mob/user)
Expand Down
8 changes: 8 additions & 0 deletions code/game/machinery/doors/airlock.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1914,6 +1914,7 @@
name = "freezer airlock"
icon = 'icons/obj/doors/airlocks/station/freezer.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_fre
can_be_glass = FALSE

/obj/machinery/door/airlock/science
name = "science airlock"
Expand Down Expand Up @@ -2269,6 +2270,7 @@
icon = 'icons/obj/doors/airlocks/centcom/centcom.dmi'
overlays_file = 'icons/obj/doors/airlocks/centcom/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_centcom
can_be_glass = FALSE
normal_integrity = 1000
security_level = 6
explosion_block = 2
Expand All @@ -2277,6 +2279,7 @@
icon = 'icons/obj/doors/airlocks/centcom/centcom.dmi'
overlays_file = 'icons/obj/doors/airlocks/centcom/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_grunge
can_be_glass = FALSE


// Vault Airlocks
Expand All @@ -2286,6 +2289,7 @@
icon = 'icons/obj/doors/airlocks/vault/vault.dmi'
overlays_file = 'icons/obj/doors/airlocks/vault/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_vault
can_be_glass = FALSE
explosion_block = 2
normal_integrity = 400 // reverse engieneerd: 400 * 1.5 (sec lvl 6) = 600 = original
security_level = 6
Expand All @@ -2299,13 +2303,15 @@
overlays_file = 'icons/obj/doors/airlocks/hatch/overlays.dmi'
note_overlay_file = 'icons/obj/doors/airlocks/hatch/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_hatch
can_be_glass = FALSE

/obj/machinery/door/airlock/maintenance_hatch
name = "maintenance hatch"
icon = 'icons/obj/doors/airlocks/hatch/maintenance.dmi'
overlays_file = 'icons/obj/doors/airlocks/hatch/overlays.dmi'
note_overlay_file = 'icons/obj/doors/airlocks/hatch/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_mhatch
can_be_glass = FALSE

// High Security Airlocks

Expand All @@ -2314,6 +2320,7 @@
icon = 'icons/obj/doors/airlocks/highsec/highsec.dmi'
overlays_file = 'icons/obj/doors/airlocks/highsec/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_highsecurity
can_be_glass = FALSE
explosion_block = 2
normal_integrity = 500
security_level = 1
Expand All @@ -2337,6 +2344,7 @@
icon = 'icons/obj/doors/airlocks/abductor/abductor_airlock.dmi'
overlays_file = 'icons/obj/doors/airlocks/abductor/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_abductor
can_be_glass = FALSE
note_overlay_file = 'icons/obj/doors/airlocks/external/overlays.dmi'
damage_deflection = 30
explosion_block = 3
Expand Down
2 changes: 2 additions & 0 deletions code/game/machinery/doors/door.dm
Original file line number Diff line number Diff line change
Expand Up @@ -29,6 +29,8 @@
var/visible = TRUE
var/operating = FALSE
var/glass = FALSE
/// If something isn't a glass door but doesn't have a fill_closed icon (no glass slots), this prevents it from being used
var/can_be_glass = TRUE
/// Do we need to keep track of a filler panel with the airlock
var/multi_tile
/// A filler object used to fill the space of multi-tile airlocks
Expand Down
4 changes: 2 additions & 2 deletions code/game/machinery/doors/firedoor.dm
Original file line number Diff line number Diff line change
Expand Up @@ -790,7 +790,7 @@

/obj/machinery/door/firedoor/heavy
name = "heavy firelock"
icon = 'icons/obj/doors/Doorfire.dmi'
icon = 'icons/obj/doors/doorfire.dmi'
glass = FALSE
explosion_block = 2
assemblytype = /obj/structure/firelock_frame/heavy
Expand All @@ -805,7 +805,7 @@
/obj/structure/firelock_frame
name = "firelock frame"
desc = "A partially completed firelock."
icon = 'icons/obj/doors/Doorfire.dmi'
icon = 'icons/obj/doors/doorfire.dmi'
icon_state = "frame1"
base_icon_state = "frame"
anchored = FALSE
Expand Down
4 changes: 2 additions & 2 deletions code/game/machinery/flatpacker.dm
Original file line number Diff line number Diff line change
Expand Up @@ -212,8 +212,8 @@

/obj/machinery/flatpacker/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/sheetmaterials),
get_asset_datum(/datum/asset/spritesheet/research_designs),
get_asset_datum(/datum/asset/spritesheet_batched/sheetmaterials),
get_asset_datum(/datum/asset/spritesheet_batched/research_designs),
)

/obj/machinery/flatpacker/ui_static_data(mob/user)
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2 changes: 1 addition & 1 deletion code/game/machinery/telecomms/computers/message.dm
Original file line number Diff line number Diff line change
Expand Up @@ -270,7 +270,7 @@

/obj/machinery/computer/message_monitor/ui_assets(mob/user)
. = ..()
. += get_asset_datum(/datum/asset/spritesheet/chat)
. += get_asset_datum(/datum/asset/spritesheet_batched/chat)

#undef MSG_MON_SCREEN_MAIN
#undef MSG_MON_SCREEN_LOGS
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