General changes- Add references for female SUNBURN Fix the second reference of FLOWERS to correctly reference ROSEBUDS. Remove duplicate reference for bio_adrenaline Add references for eye colours added by DDA. Many many revisions to the tiled overmap. -There should be no more letters used instead of actual tiles. -Many buildings given references so they no longer appear like the mapgen it was templated from. (Farms were particularily troublesome for this.) -Many buildings adjusted to look more accurate, such as by adding parking lots, roads, and open sky tiles in appropriate sections. (The Military Base is probably the best example.) -Some changed entirely. (The Private Resort looked very strange as a cluster of houses.) Fixed the many incorrect uses of weighted variants instead of rotations. Changes for BN- Add references for overmap_path Add reference for the auger tool. Add references for AoE buckshot. Add references for the standard/large storage battery furniture. Add references for the improved solar panel furniture. Add references for the bionics BN absorbed from Aftershock (bn_bio_solar, etc) Add missing overlay_wielded tiles bot_turret_light, bot_turret_medium, bot_turret_longrange Add missing overlay_wielded tiles broken_turret_light, broken_turret_medium, broken_turret_longrange Add references to small/medium quadruped armors Changes for mods- Add references for the Packed AT4 mod. Add references for bio_armor_feet and bio_armor_hands from the CBM Fixes mod. Add tiled overmap references for the buildings in the vampire stuff redone mod. Changes to image files- normal_character.png: Remove the lower front section from the female long hairs. It ends up looking more like a long chin or beard. normal_items.png: Remove the red aura from the overlay_wielded RMES laser. The non-wielded tile doesn't have this aura, nor does either CMES tile. Remove the black line under the front of the light, medium, heavy, and winter survivor hood. -It looked like a big unibrow on its own, and caused very noticable graphical clipping when worn with night-vision goggles. normal_stuff.png: Rotate the landscaping supply store tiles 180 degrees to ensure they display properly with BN's tile rotation change. Changing the config alone was insufficient. Mirror the double-wide house fourth tide vertically. It appears to have been an error. -It does not exactly match when changing z level up to the roof version, but it is better than having it entirely wrong. todo- update the base tileset Add tile or alias for PATCHSKIN1/PATCHSKIN2 large_stuff.png lacks an open-sky tile for backgrounds: -Change background for military base tower overmap to open sky -Change background for fire watch tower overmap to open sky -Change background for migo-tower overmap to open sky -Change background for 2storyModern overmap to open sky -Change background for radio tower overmap to open sky -Change background for cs_car_showroom_2ndfloor and cs_car_showroom_roof to open sky. large_stuff.png forces a background for several tiles: -Change background for loffice_tower overmap to open sky -Change background for lighthouse overmap to open sky west facing urban_3_3 tile is abit funky Add in star fort overmap Add f_cardboard_door, f_cardboard_door_o, f_cardboard_floor, f_cardboard_roof -tileset lacks for these todo-new-- chemical_lab, chemical_lab_roof (doesn't seem to exist in my fork) s_lightindustry (doesn't seem to exist in my fork) orchard_processing, orchard_processing_roof orchard_stall, orchard_stall_roof municipal_reactor_b2 Notes for editing: cata_tiles.cpp says all tiles must have a foreground (fg) and background (bg) specified. Most lack the latter. If a background (bg) is not listed in an entry, it apppears to assume the id for bg is 0. This tile is supposed to be a transparency tile. For offset tiles, such as those in large_stuff this may cause issues. For the current image config, 10195 is the id for bg_shadow_item, which is appropriate for items on the ground. But not while carried or worn. From reading cata_tiles.cpp, every tile entry not flagged with "multitile": true, is set to "rotates": false by default. Except for items that are C_NONE, C_BULLET, or C_MONSTER. items in these categories are forced to rotate. (C_BULLET being bullet firing animations, not bullet items) (C_NONE includes anything that is overlay_wielded and overlay_worn)