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.
changes:
Changed a lot of string building to use lists & Join() - this should reduce the number of strings generated at runtime.
Fixed a bug where the incidents menu was not populated.
Changed color boxes to use CSS & divs instead of one-cell tables.
This PR contains bugfixes for:
Drones being able to transmit empty messages when talking in local drone chat ("dronesay")
A possible runtime in dronesay, caused by a null-reference in player_list, or a mob not having a client
Underwear and Socks selection in Character Setup breaking when switching genders.
Character loadout is now sanitized each time before it gets displayed. Invalid selections will be reset to "None", when changing the character's gender.
The system used to be of complexity O(n^2). Essentially two for loops running per every argument. Which ended up being surprisingly slow (there were instances where I saw the argument parser as using quite a lot of CPU time).
This replaces it with a more linear algorithm. It's somewhere near O(n) where n is the length of the unparsed query. Which is more stable and faaaster. This comes with two changes, however:
Parameters inside the query now have to be delimited from both sides with : (colons). The alternative to this would be to use something like $n or just assume that space marks the end of a marker. Only the former is workable, the latter would break a few queries already.
Arguments in the argument array no longer have to be prefixed by : (colons). So, while in the query you would write :thing:, you'd initialize the array of args as: list("thing" = somevar). It could be made to work without it, but eh, I think this is fine.
Argument validation is slightly weaker. What I mean by this is that with the old system, unused keys would result in an error. This is no longer a thing. Missing keys will still result in an error, however.
One more improvement: double delimiting removes an edge case where if key A partially covers key B, depending on the order, key A would mangle key B.
Updated and tested all queries that I could find. So this should be good.
-ports bay newest loadout system, which is pretty much a tab of their own, with different sections instead of a single list
-adds code that allows for several tweaks of custom loadout, like color, item path and contents
-adds dumb lunchboxes that can be filled with some food selection
-adds the option to select pre-filled vacuum-flasks or flasks
-also tries to fix the issues with xeno gear again
-may fix#1493
-fix missing the nuke disk being deleted when put inside any container
-fix several references to bay lore, like nyx and etc
-add some missing splint related code
-added fireandglory's hammer weapon to uplink and heist
-tries to unfuck the designs.dm
Update the schema
Modify player_preferences and character related tables
Readd the incidents + missing CCIAA tables to it
Fix loading
Fix saving
Make it impossible to edit character name after a while
Sanity check so you cannot enter without a valid (saved) character
Fix New Character button
Remove debug messages
Fixes#600Fixes#588
The long waited sock update;
Socks are being added as another underwear like option, with some exclusive ones for females. Only humans (and squish) can have them atm.
Also, I am nearly sure this will work.