This PR is depending on #4868 for it's ui framework. This PR mostly makes new SSrecords subsystem responsible for storing records. This should replace old datacore.
Make new SSrecords.
Make things use SSrecords and whole code compile
Made VueUi button <vui-button> to push parameters as JSON, preserving client side data stricture.
Add new records console and admin record management.
I am mostly looking for feedback regarding SSrecords and it's data storage mechanism criticism (It's using lists for storage)
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
As title says this PR adds extra 6 logos to penwriting.
Added new paper logos for:
[logo_nt] - Regular NT logo
[logo_nt_small] - Small size NT logo
[log_zh] - Zeng-Hu, [logo_idris] - Idris
[logo_eridani] - Eridani
[logo_necro] - Necropolis
[logo_hp] - Hephaestus Industries.
[logo_be] - Beisel
Intent of this PR: make factions actually matter.
How we're going to do this:
Make factions limit job choices.
Make factions have alternative loadouts that override job uniforms
Make factions be visible in the employment records.
Revert existing faction loadout options or put them behind a preference, in favour of new shit.
Adds SSDocs, which manages randomly spawned documents.
These documents can be specified in a json file or in a database.
Adds /obj/random/document and adds /obj/random/document to the loot pool of /obj/random/loot.
Actually adding the notes to spawn is up to loredevs. If there are no notes to choose from, /obj/random/document will leave a blank sheet.
The notes can have HTML in them, meaning custom CSS and images. We're giving the loredevs a good bit of responsibility here.
Warning! Big Scary Change!
NTSL2+ is a re-work of NTSL.
The goals of this rework are to remove worries regarding server load, and make it impossible for a malicious program to crash the server.
The result is an asynchronous daemon based interpreted language, called NTSL2+.
The Daemon in question can be found Here
Features:
Programming Language worth considering a programming language
Limit-able execution - Unable to hold the server up
Runs on Modular Computers
Shitty in-game networking.
Players can finally write their own laptop programs I cannot stress that enough.
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
* Base work for the unathi robot subspecies.
* Adds metabolism species, kidney vars, and the robot unathi organs.
* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.
* First autakh implant power.
* Fixes the organs action button this time.
* Finishes more implants, and interactions with flashs and vaurca.
* Prepare for great changes.
* Drops the real bomb, boss.
* He who fights with monsters.
* Far more work into augments and limb removing powers.
* Limb verbs should be good now.
* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.
* Probably the last work on implants.
* Some extra touches.
* Some tweaks to the species.
* More fixes and adds kyre's sprites.
* More runtime fixes.
* Fixes the species name too.
* Fixes travis.
* Updates this file too to work with the new tools procs.
* Adds changelog
* Fixed changelog.
* Unathi hair and lore description.
* Some tweaks to this too.
* Locks away them for now, they will be released after we got all the events and etc done.
* Changes this chemical.
* Fixes an airlock runtime.
* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.
* Organs removal changes; can't take out the organ if it is too damage.
* Restricts them back again.
* Robotic organs now have the proper icons and names.
* Adds sprites for their organs and some extra tweaks.
* Fixes this missing icon.
* emp should also now hurt assited organs.
* Tweaks more organ related things.
* Fixes the head not being properly set as well.
* Fixes their flags.
* fixes the flag for real this time.
* Poze's review.
* Changes the au'takh organ buttons to don't be animated.
* Helps with adminbus or something.
* Fowl's requested changes.
* Fixes a typo.
* Robotic limb's brute and burn mods are now controlled by the limb model.
* Fowl's changes once more.
* Stops some spam.
* More grammar.
* No eal.
* Skull's review.
SMES now show how much of input they receive
SMES and APC estimates how much time it will take to deplete it.
Runtime map now uses its SMES, and it is wired to TEG's
Added Stack and Queue data structures for use
Multiple bugfixes:
Changes the kitchen maint access. Fixes#5398.
Readds the psych-skylight.
Fixes insufficient logging of a admin command.
Adds newscasters to the medbay. Fixes#5375.
Adds a properly configured vent to disposals. Fixes#5374.
Adds missing holopads to cargo
This pr adds a verb that allows admins to decide if they want to make the round spooky, without needing the active cultists, at their own will. Very useful for events.
Removes the phantom global definitions that Fowl found.
Fixes:
Game log in GELF not logging proper target.
Pylon attacks not detecting the actual firer of a damaging bullet.
A message in the mixer cooking machine.
A message in airbubbles.
A use_check sanity check in landmines.
Some messages in psych therapy code.
A view() checkk in psych therapy code.
CCIA being unable to announce incoming faxes in some circumstances.
Language whitelists potentially checking the whitelists of the last person to throw a tray in addition to the pref mob.
Fixes some messages/sounds with some custom items.
Fixes a message with digging into the asteroid.
Fixes electrocution code not properly checking for absurdly long hair.
Fixes a broken message in devour.
Fixes a targeting issue with player-controlled hostile ranged mobs.
Fixes failure behavior for modular RnD guns.
Fixes an intent safety check on gun aim.
Fixes the Harvester knock spell potentially not working.
This is honestly one of my biggest and most ambitious projects. I hope people are happy with this.
Custom kinetic accelerators are special, customizable mining weapons that are meant to give a sense of progression, and a sense of pride and accomplishment while mining. Each custom KA is made up of 3 or 4 parts:
The Frame (5 to choose from)
The Cell (5 to choose from, +1 traitor)
The Barrel (5 to choose from, +1 traitor)
The Upgrade Chip (7 to choose from, +1 traitor)
The sprites change with each addon, they are truly dynamic and there are so many combinations of parts that a miner can have. You can have several different builds for each desired mining style, it's quite a robust system.
You can have a KA that shoots slowly, but delivers high-penetrating shots that go through several walls of rock. You can have a KA that shoots REALLY fast, but precisely destroys 1 rock at a time. You can have an absolute canon of a beast, that destroys rocks in a 3 tile radius around it.
The parts can be obtained via research, via abandoned crates, or via RNG in the cargo warehouse. There are some custom KAs that spawn on the raider's ship, on the mercs ship, and a laser one on the merc's headquarters. That laser one can also be bought from the traitor uplink as well.
ERT get a class 4 KA for use in special operations, if they choose to use it.
Fixes#4780.
Fixes an issue where SA adult slimes were improperly considered organic mobs.
Fixes an issue where viscerators, malf drones, and spiderbots were not considered synthetic mobs.
This PR implements a system for manipulating a client's color safely and also ports a prioritization system for sorting client color from /tg/. Currently this PR also implements client coloration in the form of color blindness, namely:
Monochromacy
Deuteranopia
Tritanopia
Protanopia
DTP are mild brain traumas, whereas monocrhomacy is a severe brain trauma.
Furthermore, this PR removes the Needs Glasses prompt in character creation, and replaces it with a disability selector, allowing people to more closely refine their special little snowflakes.
Current disabilities available:
Nervousness
Nearsightedness
Deuteranopia
Tritanopia
Protanopia
Deafness
Muteness
Projectile hitscan effects moved to /effects/projectiles folder.
Most of projectile firing code and some of impact code refactored, and projectile hitscan effects refactored with ported TGcode (which is mostly TGcode I wrote anyways 😎)
Projectiles can now be fired at any angle, instead of just at the center of turfs!
Projectiles are now [in theory] 100% accurate down to 0.001 of a pixel.
A user ahelping creates a ticket. Any further ahelps while that ticket is open will go to that ticket (and either adminhelp or pm an admin assigned to the ticket, if one has taken it).
A user can close their own ticket up until an admin takes it.
Admins can take tickets either manually or just by replying to the PM.
An admin taking a ticket notifies other admins.
If another admin attempts to take or respond to an assigned ticket, they receive a notification asking if they would like to join the ticket or cancel (any number of admins can join a ticket).
When an admin finishes with a ticket, they must close it -- both for logistics and closure for the user.
If there is an open ticket assigned to an active admin, round end is automatically delayed (unassigned tickets or tickets assigned to disconnected or afk admins do not delay). Round end will automatically continue once all active tickets are closed.
Both staff and non-staff have access to a ticket panel listing tickets, their statuses, and their messages. Non-staff can only see their own tickets. This panel is optional and all features are available inline with chat.
changes:
The reagent and recipe lists have been moved fully into SSchemistry instead of a weird ref-shared global.
The reagent list is now sorted alphabetically, which should make dialogs that involve selecting reagents much nicer to use (such as Spawn-Chemical-Cartridge).
Butanol and Ethanol now share a parent: /datum/reagent/alcohol. Alcohol is an abstract type that won't be listed in any global reagent lists, and exists purely to pool code common to both butanol and ethanol.
Butanol-based drinks can now cause hallucinations, body temperature changes, and stimulation similar to ethanol-based drinks.
Reagent init is now in SSchemistry, both code-wise and init-stage wise.
* Repaths eyes, observers, dview, and new_players to /mob/abstract subtypes.
* Adds /mob/abstract, a base type for 'abstract' mobs that aren't meant to be directly affected by the game world.
changes:
You can now select in preferences if you want to take a generic (grey) bag instead of your job-specific variant.
Cleaned up some leftover bagcode from before the bag type vars.
This PR adds 2 subtypes of industrial and two subtypes of baseline, one for each cybernetics manufacturer. Sprites by BRAINOS.
other changes:
IPCs can now be flashed or flashbanged.
Admin spawn paths have been added for subspecies that did not have them.
IPCs are no longer slowed by being cold.
changes:
Atlas now logs init time per DMM.
Map Finalization now separately logs finalize & asteroid generation time.
Added Z_ALL_TURFS() macro to get a list of all turfs in a Z-level.
Misc. performance optimizations for SSminimap init.
* Openturf icon fixes and improvements
* more things
* Remove some pointless/bad layering/planing
* yeah well I didn't need this anyways
* Refactor Z mimickry to be at /turf
* more refactoring
* Cleanup, use turf/flags instead of z_mimic_flags
* Fix turf/Entered()
* misc optimizations
* fixes
* Major icon smoothing optimizations
* Speed up boot some more
* Fix AO
* Remove some redundant code
* Tie Z-lights to Z-mimic instead of openturfs
* Fix an opacity issue with no_mutate turfs
* Fix some issues with Z-mimic AO not properly clearing
* Fix some OT->OT changetuf bugs
* Add helpers for changing Z-mimic operational state on turfs
* Fix some merge issues, change how F_CUT smoothhint works a bit.
* indentation
* SSopenturf -> SSzcopy
changes:
Overlays now creates less temporary lists.
Falling no longer queues unsimulated atoms that wouldn't fall anyways (incl. LOs).
Pixel-shifted AO is now cached too.
Changed some references to get_map_cell() to macro equivalents in random maps.
Added smoothing hinting to the icon smoother, allowing for major performance improvements in common cases.
Space initialization no longer involves appearance churn (and is much faster as a result).
-adds towels, which you can find at the fitness room, or at the loadout with whatever color you want
-adds new undershirt options at people's requests
-adds a colorable sweater to the loadout, from baystation
-adds more flower hairpin options
-increases the max loadout points by five
-fix an issue with the tactical armor having the holster overlay when it should not
changes:
Z-levels below the surface now use 'rocky' ash instead of ash turfs. (Sprites from TG)
Fixed an issue where openturfs would incorrectly inherit their mimiced turf's gender.
Tweaked the names & descriptions of sand (now ash) and rock.
Reduced some pointless locate() calls in icon smoothing code for turf paths.
Replaced the empty space map with runtime Z expansion.
Fixes#2756.
changes:
Light fixture overlays are now cached.
BlendRGB is now cached (used by light fixture overlays)
Nightmode now only tints the bulb instead of both the bulb and the fixture itself.
changes:
Rechargers now briefly show a progress bar showing the current charge level of the device currently charging.
Examining a recharger will now specify what is in the charger.
Atoms can now mark themselves as requiring an icon update on initialize instead of overriding Initialize() just to call update_icon().
Charger code is now slightly more modular, using proc/get_cell() to get a ref to the power cell instead of hard-coded if-else chains for each supported type.