Adds pointing at things with alt+rightclick uasing some hacky code wizardry, thanks to kaiochao on the byond forums.
Also adds simple spam control to pointing, and changes the point verbs from using View, to Range, which is mildly faster
Also adds the ability to alt+click to eject your ID from PDAs and many computers. Anything to save on laggy rightclicks
This is another Update to the API that adds / changes:
Unified Naming of API Comands and API Functions. --> They are now called "API Commands" across all files and the DB
Moves API Related procs from world.dm to api.dm
Adds a proc to write the API commands to the db (so there is no need to manually maintain the list of API commands)
The name change needs to be done before the API is live.
No changelog because there is already a entry
bugfix: "Space bears can now control their movement in space."
rscadd: "Bears are now stronger in space or low pressure, weaker in pressurised environments"
soundadd: "Rawr!"
rscadd: "Added more bears!"
rscadd: "Added a new severe event."
Fixes rounds always starting with the minimum amount of antags required. The issue was readied players not being counted properly, whenever the round started up. It was counting carbon mobs instead.
tweak: "Spiderbots no longer block movement."
tweak: "Spiderbots can now use airlock maintenance hatches."
rscadd: "PAIs can now have the owner's ID card scanned onto them to share access."
tweak: "PAIs can now use airlock maintenance hatches, but only on airlocks they have access to. Requires a scanned ID"
tweak: "Added new rodent speech verbs for PAIs"
tweak: "Positronic brains and MMIs outside of a chassis can now use ping/beep/buzz audio emotes."
tweak: "You can now click an ID in your hand to imprint your biometric data on it, if it's not present. This is only useful if you lose the ID you spawn with and get a new one made up."
Introduces a few updates from /tg/station13 with regards to runtime logging, and then modifies the runtime logging code to work properly. Developers now have access to both condensed and uncondensed runtime logs, with the former being updated at the end of each round.
This adds some useful functions to the API and redefines the way the params are checked.
API Versioning
Very important to be able to check from the client if the serverside API is still compatible with the client implementation
Refactored Params
Mark params as required / optional
Different types of params (string / integer / list / select / senderkey)
Name and description for params
API Function to get all the functions a specific ip/token combo is allowed to use
API Function to get details about a specific API function
bugfix: "LOOC, visible messages and visible emotes now work properly for contained mobs, including PAIs in card form, and any kind of held anima/nymph/drone"
bugfix: "MAJOR USABILITY FIX: Distant ghosts no longer see emotes from NPC mobs, like squeaking mice and clacking crabs. Ghost sight will now only show emotes from distant players, turning it on is now useful."
tweak: "LOOC Colour changed to an older one."
The RPED now functions properly in more cases, including the destructive analyzer. It can also now intake beakers for rapid exchange on machines that use them.
tweak: "Lethal damage of rubber bullets and beanbag shells reduced. They will be far less likely to cause broken bones and internal damage now."
tweak: "Halloss (Pain) from rubber and beanbag rounds is now blocked by armour."
rscadd: "Light Replacers can now be used on a box of lights to automatically refill them."
rscadd: "Added an Advanced Light Replacer, creatable at science. It sucks up broken bulbs into an internal storage, greatly expediting mass-light-fixing"
tweak: "Custodial cyborg module now comes with an advanced light replacer."
no more cult of nar'sie over the news
no more yelling over breaking cuffs
ninjas should start with a contract uplink now
fixing a missing bluesec sprite
Removing vox from the species you can select at character creation
Fixed the L6 SAW using the wrong ammo type when reloading
Fixes#526Fixes#202
bugfix: "Attempting to grab or pull bee swarms no longer works"
bugfix: "Fixed bee swarms still flying around when dead and appearing to be unkillable."
tweak: "Bees now take double damage from fire."
tweak: "Thick material clothing now protects against beestings."
tweak: "Beekeeping crate is no longer contraband in cargo."
Items added in this update:
Hand-me-down Bomber Jacket - superballs - Ash LaCroix
Dog Tags - Dylan Sutton - sircatnip
Racing Stripes - Ricochet - nebulaflare
First Shot - Gabriel Barcia - mrgabol100
Thunder Dome Pendant Ring - Jerimiah Stone - dominicthemafiaso
Traditional Jumper Dress - Sayyidah Al-Kateb - alberyk
In this update:
Returning old e-rifles from old code.
Changing regular energy gun to energy carbine
Adding back the energy pistol
Buffing a bit the heavy asset protection suit, and fixing more loadout related issues with the nt and syndicate assault teams
Reworked a bit the syndicate commando and deathsquad loadouts
Returning shotgun boxes, that works like speed loaders, from old code, now with unique sprites
Stun batons now emit light
changes:
tweak: "Surgeon and Crisis cyborg modules renamed to Medical and Rescue, Janitor cyborg module renamed to Custodial."
tweak: "Tweaked equipment of cyborg modules."
rscadd: "Grippers can now grab valid items inside any unsecure container"
This code merges in some baycode, coupled with various efficiency fixes of my own. Cleanbots will no longer infinite loop when created, their patrol routines have been vastly improved and they use very little resources. Tried to call AStar() as little as possible.
In this update:
Voidsuits have a better siemens_coefficient, the mercenary and wizard ones are far better.
Armor also had their siemens_coefficient buffed.
Security and the mercenary clothing also had a buff in their siemens coefficient.
Regular hos armor options should be all the same now, status-wise.
changes:
rscadd: "Added a Crash ability to exosuits. Uses the suit's mass to attempt to break through obstacles, sustaining some damage in the process."
tweak: "Buffed Ripley exosuit armor values significantly, and durand armour slightly. Firefighter ripley also buffed, but is slower than base ripley."
tweak: "Greatly increased the health values of some high-security airlocks."
bugfix: "Airlocks, tables, girders and windows now behave a bit more consistently when exploded. All airlocks are a bit more resistant to explosions when bolted."
rscadd: "Added some more narrator voices to exosuits."
rscadd: "Added some warning sounds for exosuits when low on power, or badly damaged."
tweak: "The power drain of EMPs used on exosuits no longer scales with the cell. A better power cell can now survive more EMP hits. Drain level is a little lower for the starting cell."
tweak: "EMP damage against exosuits reduced by 20%"
he /world/Topic() API has been rewritten.
General function:
The API is initialized upon roundstart and generates a list of possible api requests from /code/datums/api.dm
Once a request is made the following checks are performed:
If a query parameter is set (the function that should be called)
If the ip is ratelimited (or rate-limit-whitelisted)
The query is authenticated against the db using ip, function and key
If these checks pass, it is validated that the api command exists
Then the api command is called, all supplied params are passed through
Each API function returns 1 no matter if it failed or succeded
Additional info is provided in the statuscode, response and data vars
The statuscode, response and data are send back to the caller (through list2params)
The data var is json encoded before sending it back
This is not backward compatible to the current API
Current API Clients need to be updated
changes:
bugfix: "Newly protolathed/fabricated power cells now spawn with no charge."
rscdel: "Added entropy to all cell-charging operations."
tweak: "Most chargers are now faster. Cyborg charging stations are significantly slower."
bugfix: "Fixed newly spawned cells showing the incorrect charge state."
New PR to fix merge issues
Porting an event from tg. Scrubbers get clogged and eject some chemical smoke with potentially fun effeects
I looked through chemsmoke code while doing this, and found it wanting, so i improved it. Added a duration input, adjusted all uses of chemsmoke in the code. Generally gave them all higher durations, chemsmoke grenades were a disappointing poot
Adds a new mundane event, false alarm.
It picks a random moderate or severe event and fakes its announcement without actually running the event.
Three minutes later, CC sends another announcement apologising for the false alarm
Also added an event var allowing events to exclude themselves from being picked for faking
In this new gun patch:
-rewritting bolt action rifles, so they are less shotgun like, also new sounds for them!
-adding a spin cylinder verb for the revolver
-jamming mechanics for guns, only the ghetto .45 pistol will use them atm
-minor changes to renegades, removing big shotgun that won't make it really stealthy, and heisters, by adding more guns.