# Description
Adds **almost two hundred** (192) new items to Loadouts, vastly
increasing the fashion content available to players. Most of them are
colorable, allowing for an insane amount of customization.
Most of the new clothing comes from Aurora Station, with ports from
World Server and Nuclear 14 as well. Also added were some unused clothes
to loadouts.
New loadout items count:
**Uniform:** 85
**Outer:** 31
**Head:** 18
**Neck:** 17
**Eyes:** 14
**Shoes:** 14
**Belt:** 7
**Security Eyewear:** 3
**Back:** 2
**Hands:** 1
## Technical Details
I had to touch C# for high heels, because I had to make sure they were
hiding the left foot and right foot layers and avoid a bug where the
Shitmed body part system enabled the feet layers again after the high
heels were equipped by the loadout system.
I added two new layers to all species, `innerBelt` and `innerNeck` which
are rendered below outer clothing so that the new belts and the neck tie
aren't rendered above jackets, coats and such.
## Lookbook
### New Outfits

Outfit information:
<details><summary>
[Top Left] Summer Days
</summary>
<b>Head:</b> fedora (colorable)
<b>Neck:</b> necklace (colorable)
<b>Outer:</b> slim cardigan, opened (colorable)
<b>Uniform:</b> long-sleeve A-line dress (colorable)
<b>Belt:</b> waist belt (colorable)
<b>Back:</b> purse, flipped (colorable)
<b>Shoes:</b> flip flops, alternative (colorable)
Note how the waist belt is covered by the slim cardigan, due to being in
the `innerBelt` layer.
</details>
<details><summary>
[Top Middle] Formalwear
</summary>
<b>Head:</b> small hair bow (colorable)
<b>Neck:</b> necklace (colorable)
<b>Uniform:</b> asymmetric dress (colorable)
<b>Hands:</b> evening gloves (colorable)
<b>Belt:</b> thin waist belt (colorable)
<b>Back:</b> purse (colorable)
<b>Shoes:</b> high heels (colorable)
</details>
<details><summary>
[Top Right] Boho-Chic
</summary>
<b>Head:</b> hair flower (colorable)
<b>Neck:</b> small necklace (colorable)
<b>Outer:</b> asymmetric coat, opened (colorable)
<b>Uniform:</b> midi dress (colorable)
<b>Belt:</b> waist belt (colorable)
<b>Back:</b> purse (colorable)
<b>Shoes:</b> flats (colorable)
</details>
<details><summary>
[Bottom Left] Nurse
</summary>
<b>Head:</b> nurse hat
<b>Neck:</b> round necklace (colorable)
<b>Uniform:</b> club dress (colorable)
<b>Hands:</b> evening gloves (colorable)
<b>Back:</b> purse (colorable)
<b>Shoes:</b> flats (colorable)
</details>
<details><summary>
[Bottom Middle] Smart Casual
</summary>
<b>Outer:</b> modern coat (colorable)
<b>Uniform:</b> pencil skirt and gym bra (colorable)
<b>Back:</b> purse (colorable)
<b>Shoes:</b> high heels (colorable)
</details>
<details><summary>
[Bottom Right] Slaycurity Officer
</summary>
<b>Head:</b> security beret
<b>Neck:</b> gold necklace
<b>Uniform:</b> evening gown (colorable)
<b>Hands:</b> evening glovs (colorable)
<b>Belt:</b> security belt
<b>Back:</b> purse, flipped (colorable)
<b>Shoes:</b> high heels (colorable)
</details>
### High Heels Footsteps
https://github.com/user-attachments/assets/c4b99407-0f9b-4fb5-910e-603c024d9598
The high heels footsteps are also present on the high-heeled boots, long
high heels and flats. Pets are now colorable too (look at the pink
mothroach in the video). Reasons why they'd be a specific color could be
a natural variation, being dyed by their owner, or genetic modifications
(however unethical the last two may be).
<b>Cowboy</b>

<b>Head:</b> slouch hat (colorable)
<b>Eyes:</b> hipster glasses (colorable)
<b>Neck:</b> suit tie (colorable)
<b>Outer:</b> vest (colorable)
<b>Uniform:</b> grey cowboy outfit (from Nuclear 14!)
<b>Hands:</b> gloves (colorable)
<b>Belt:</b> belt (colorable)
<b>Back:</b> leather satchel
<b>Shoes:</b> workboots (colorable
### Security Glasses Skins
<img width=240px
src="https://github.com/user-attachments/assets/b7c5dd03-ab00-4cff-9018-145271e48229">
Security now have three alternative skins for the security glasses to
personalize their looks. Thus, they should no longer have the problem
where every sec member's face looks samey because everyone had the same
security glasses.

From left to right: base security glasses, security aviators, big
security glasses, security visor glasses
<details><summary>
More Images
</summary>
<b>Skubsuit</b>

<b>Head:</b> artist beret (colorable)
<b>Eyes:</b> monocle (colorable)
<b>Neck:</b> suit tie (colorable)
<b>Outer:</b> blazer (colorable)
<b>Uniform:</b> amish suit (colorable)
<b>Belt:</b> belt (colorable)
<b>Shoes:</b> ankle boots (colorable)
Huh, skub.
<b>Rugged</b>

<b>Head:</b> green beanie (from Nuclear 14!)
<b>Eyes:</b> eyepatch (colorable)
<b>Neck:</b> small necklace (colorable)
<b>Outer:</b> sweater cardigan, opened (colorable)
<b>Uniform:</b> black flannel shirt and jeans (from Nuclear 14)
<b>Back:</b> grey satchel (colorable)
<b>Shoes:</b> workboots (colorable)
<b>The Rig Was Gamed From The Start</b>

<b>Eyes:</b> eyepatch, flipped (colorable)
<b>Neck:</b> short tie (colorable)
<b>Uniform:</b> checkered suit (from Nuclear 14!)
<b>Shoes:</b> fashion jackboots (colorable)
<b>New Dresses</b>
<img width=300px
src="https://github.com/user-attachments/assets/5289465a-b297-4bb2-b9be-27695ee36d2b">
<img width=300px
src="https://github.com/user-attachments/assets/e39e0acb-69ee-447b-ba78-5ccb9eac2497">
<img width=300px
src="https://github.com/user-attachments/assets/01c39422-3571-43ea-987d-e13e21dd6078">
<img width=300px
src="https://github.com/user-attachments/assets/02dc10f2-56da-440f-9b19-aa38e9cb9942">
About 48 new dresses/jumpskirts were added to loadouts.
</details>
# Changelog
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🆑 Skubman
- add: The Fashion Update is here. Almost two hundred brand-new clothes
have been added to Loadouts, like colorable suits, dresses, coats,
blazers, boots, necklaces, hats, glasses (including new Security
glasses), belts, a purse and more!
- add: Pets in the loadouts are now colorable. Go wild with pink
mothroaches, blue mice, green cockroaches and more!
(cherry picked from commit 6ba53e2ab9d648c05a943713af3d597347def3da)
# Description
This PR was originally going to be called "Psionic Refactor V3 Part 2,
Items Of Power", but I began getting shakes and started vomiting when I
saw the list of Components that make items do things when equipped, and
I had a conniption about how much code there is constantly being
repeated. So instead of this PR adding Items Of Power, I added a
universal modular generic system for making clothing items do things
when equipped and unequipped. Which hooks into the library of
TraitFunctions that we've previously created. I also added a few
"Inverse" versions of trait functions that can be used by these new
clothing functions.
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# Changelog
🆑
- add: Added a universal modular system for making clothing items DO
things when equipped and unequipped. This will be used for "Psionic
Artifacts" in conjunction with the Psionic Refactor V3.
-->
(cherry picked from commit 731e14f100d8161c0f8f7eb1bc5accc2abaa24da)
* Displacement Map Visualizer QoL (#27392)
* Update Displacement Map Visualizer.lua
* Add files via upload
* Fix background layer being offset
This was caused by not taking the cel's own bounds into account.
Aseprite doesn't make an image layer "full size" if it only covers a
small part of the sprite.
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Displacement maps now works on any layers (#27405)
* try
* pipupi
* Update ClientClothingSystem.cs
* Update vox.yml
* Update ClientClothingSystem.cs
* Fix Vox clothing in character creation menu (#29709)
Update vox.yml
* Vox displacement updates (#29824)
* more vox displacement maps
* A
* remove vox insuls sprites
* sci magboots
* Update vox.yml
* Update meta.json
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* Displacement maps big update (#30093)
* split logic into own system
* add support for different size displacement maps
* some clothes may not use displacement maps
* displacement maps spport hand sprites
* Update DisplacementMapSystem.cs
* rename things
* fuck stencilmask
* fix bugs
* no masks
* Update jumpsuits.yml
* fix species specific sprites
* Update ClothingSystem.cs
* shoes + ears displacement, some bugfix
* Update DisplacementMapSystem.cs
* Vox head displacement map (#30699)
* head displacement for vox
* fixe
* fix index stepping to avoid pushing front layers into back layers (#32553)
Co-authored-by: charlie <charlie.sc.wong@veiwsonic.com>
* Mothroaches can now wear hamster-wearable clothes + pet inventory tweaks (#28956)
* moth displacement + inventory tweaks
* Fix off by 1 on the head sprites
* Move files to main mothroach folder
* Fix mask up a bit
* Fix side mask sprites
* Change format because it changed forever ago
* fix mothroach spawner
* remove nyano femaleMask
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Charlie <mio780308@gmail.com>
Co-authored-by: charlie <charlie.sc.wong@veiwsonic.com>
Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com>
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# Description
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Adds `BeardTag = "HidesBeard"`
for helmets which cover entire head, masks which should hide beards and
such.
---
# Changelog
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🆑
- add: Added `HidesBeard` tag
# Description
Prevents players from picking up their own equipped clothing (via the
"put in hand" verb or otherwise) and thus bypassing the unequip delay
completely.
Does so by cancelling the GettingPickedUpAttemptEvent on equipped
clothing. This does not prevent unequipping the clothing normally, i.e.
by interacting with it in the inventory, or stripping clothing from
others.
# Changelog
No cl no fun - most people don't even know this was an option.
# Description
For some reason, ClothingSystem.TryEquip would return false if there's a
do-after to equip the clothing. This had caused all quick-equip attempts
on SMALL ITEMS to fail and ended up with every SMALL clothing item being
equipped into one of the pocket slots (which have no equip delays).
Also fixes quick swap - see the comments below.
# Changelog
🆑
- fix: Equipping clothing using the Z key works correctly again.
* add face bandanas
* oops
* make face bandanas butcherable, also one bite
* oops
* Add mouth IdentityBlocker to bandanas
* refactor to use foldablecomponent
* remove some leftover bits
* remove HamsterWearable until face sprite updated
* oops
* review changes
* remove a few unneeded bits
(cherry picked from commit b503fe586423773ed6484a9ead8ff21673dcdc66)