* i alone am the honoured one
* THROUGHOUT HEAVEN AND EARTH I ALONE AM THE HONOURED ONE
* hollow point
* nanana
* ssss
* tgsay final touches
* stuff
* tgui inputs
* help
* carpal tunnel syndrome
* ffff
* again and again and again and again
* hehehehe
* dsada
* readd sanitize
* whoops
* dsad
* nah fuck that
* sd
* fix
* ow
* remove prefs for testmerging
* oops
* oops 2
* fix that
* f
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* My heart is dragging me down into...
...oblivion!
* drifting closer to the edge but she won't have me
* ever round me we are dead before we meet her
* for the last time
* wake up in sweat
* n
* fff
* uff
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* tgui the beginning
* binaries and the like
* Bring in the last of it
* Example radio UI
* delete example
* NTOS Main Menu, start on manifest, tgui states
* tasks.json
* gunnery ui pt 1
* okay
* fix everything
* scss update
* oops
* manifest gigablast
* downloader part 1
* download prt 2
* NTOSDownloader final
* mfw committing to_worlds
* gunnery console pt2
* i cooked
* targeting (finished)
* one vueui down
* voting ui almost done
* MY MIND FEELS LIKE AN ARCH ENEMYYYY
* voting ui down
* photocopier
* ntos config + download fixes
* photocopier 2
* refactor define
* NTOS client manager + fixes
* fax machine final (it also uses toner now)
* marching forwards... left behind...
* ntnrc part 1
* canister
* add quotes
* portable pumps pt1 + more backgrounds
* oops
* finish the portable pump
* freezers
so I'll keep on pushing forward... you haven't seen the last of me... oooooooh...
* doors ui pt1
* finish doors UI (forgive me wildkins it's a bit of shitcode)
* vitals monitor, make things use labeled lists, new backgrounds
* mais j'envoyé aucun mayday...
* maglock pt1
* pour ça je me suis perdu...
* infrared
* fix that
* prox sensor pt1
* prox sensor
* signaler (this was actually pretty hard)
* atmos control pt1
* atmos control pt1.1
* atmos pt 2
* fuel injector
* multitool UI
* jammer
* list viewer
* APC
* portgen
* targeting console updates + SMES ui
* new themes, shield generator
* supermatter
* Add ore detector and (shitty) NTNet Relay
* orderterminal pt1
* orderterminal pt2
* smartfridge
* Add (air-)tank GUI update ore detector size
* Adds Transfer Valves
* Add AtmoScrubber
* analyzer pt1
* weapons analyzer pt2
* bodyscanner pt1
* bodyscanner pt2
* fix this shitcode
* seed storage
* appearance changer
* appearance changer final
* sleeper pt1
* sleeper
* gps
* vehicles
* chem dispenser
* lily request
* holopad
* tgui modules pt1
* ppanel
* damage menu
* fixes
* im here too now
* follow menu, search bars
* quikpay
* quikpay fixes
* circuit printer
* ppanel
* ppanel updates
* pai
* turret controls (i want to kill myself)
* tweak
* remove the boardgame
* guntracker
* implant tracker
* penal mechs
come close to me, come close to me
* chem codex
* pai radio
* doorjack
* pai directives
* signaler removal, sensors
* ghost spawner
* spawnpoint
* fixes
* teleporter
* one more to the chopping block
* account database
* remove divider
* scanner, atmos
* latejoin ui pt1
* latejoin
* records pt1
* RECORDS UI DONE
* delete interpreter & records
* CHAT FUCKING CLIENT
* data updates
* fix some things
* final UI, log
* basic nanoui fix
* antag panel
* remove vueui
* atm update
* vending update
* warrants, cameras
* ntmonitor
* time comes for all
* preserve this legacy
* bring that back (oops)
* rcon, ui auto update for computer UIs, remove rcon computers
* alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles)
* A LIKE SUPREME
* a
* power monitor
* lights on
* fuck this code, fuck nanoui modules, and fuck nanoui
* LEAVE IT OH SO FAR BEHIND
* fix alarm monitoring for synths
* I SAW IN YOU WHAT LIFE WAS MISSING
* comms console
* idcard and record updates
* turn the light on
* arcade
* pt2
* news browser
* static
* crusher
* f
* COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO
* codeowners & suit sensors
* html ui style removal
* make lint happy
* tgchat
* tgpanels pt1
* THE SOUL LONGS FOR OBLIVION!!!!!!!!!!!!!!!!!
* figure out why stat isnt working
* goodbye ping
* shhh
* stat updates
* An oath sworn in scors! Omni vortex lies!
* final almost edits
* fix that
* last skin adjustments
* resist and disorder
* i slowly get up and turn off the noise, already fed up...
* pleaseeeeeeeeeeeeeee
* THE CREDIT LARP IS NECESSARY
* i hold the keys
* RISE UP
* fix that?
* harry's suggestions xoxo
* runtime fix pt2
* You are the only thing that I still care about
* fix runtimes and cl
* whoops
* misc fixes
* fix that too
* adds build workflow
* f
* Update update_tgui.yml
* adds some needed steps
* ATM
* misc fixes and tweaks
* fixes 2
* make newscasters usable and fix use power on freezers
* turret control is clearer
* remove duplicate
* makes some verb tabs work properly
* makes verbs work properly for real
* sans moi
* fixes pt2
* fix the chat unnecessarily reloading
* fixes
* epic
* fixes
* fix missing consoles
---------
Co-authored-by: John Wildkins <john.wildkins@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
Co-authored-by: harryob <me@harryob.live>
* Ports SStyping from Nebula.
* the spook
* a
* fix
* bring the fanfare to its knees
* add a speech bubble type pref
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Adds ability to get server updates to Discord using webhook API, instead of complicated bot API. Simple config options make it a breeze to add / remove linked channels.
A client'd mob inactive for more than ten minutes (Aka alt-tabbed or maybe the player had an aneurysm while playing) will indicate such when examined.
A formerly client'd mob disconnected for more than five minutes will also indicate such when examined.
Merges the NanoUI subsystem with Nanomanager, as well as cleans up some nanomanager code.
Most of the files in this commit are changed as a result of removing the nanomanager global in favor of the SSnanoui global.
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
Removes BOREALIS I.
Implements HTTP POST requests, credit to Oisin100 from Yogstation13 for the ByondPOST.dll.
Implements the BOREALIS II datum and converts all calls to reroute to that.
Adds round logging to channel_announce channels.
------------------------------------------------------------
nanoui - For creating and updating browser UIs
manomanager - For managing nanouis
Includes the "D:\Development\SS13-TG\code\game\machinery\cryo.dm" rebuilt using Nano.
Templates are stored in /nano/templates
This code is in development, it's also not commented yet.
- Server will now send adminhelps to the admin channel, with information if there is no admins online.
- Server will inform the admin channel if the last admin online logs out.
- When a round ends, the server will alert the main channel, supplying some statistics.
Additionally, laid the groundwork for an external scripts system.
This is fully configurable/togglable in the config.txt file.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
>tried to make the comments less confusing.
>Removed the procs for rebuilding the lists (they weren't meant to be used and half were broken anyway).
>added a directory. It maps ckey to client like so directory[ckey] = client. It could be used for PMs, banning, and various other admin tools rather than using \ref[]
>var/list/admins is now a list of clients whom are admins.
>var/list/admin_datums is what var/list/admins used to be. A map from ckey -> admin datum
Most of this is so I can add modular admin ranks in a non-horrendous way and fix some existing issues.
>var/list/client_list is now var/list/clients (laziness sorry)
>removed some needless loops and stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4951 316c924e-a436-60f5-8080-3fe189b3f50e
Minds part2 - Carn loses her mind.
The way datum/mind stuff works has been changed a lot. I really can't explain everything. If you have any questions it'd just be easier if you leave a comment or ask me in coderbus.
Generally, minds now represent IC characters rather than following a client around constantly. Minds can change owners, mobs, (names WIP).
Technical babble:
The var/current and var/original variables of the mind datum must always be of type mob/living (or null). Please do not mind.transfer_to(ghost_mob). If you want to ghost somebody use ghostize()! It will do all the technical stuff for you.
mob/dead/observer/var/corpse was removed. mob/dead/observer/var/mind is now used as a reference to the last mind the player had (so respawning code has something to reference), but also because mind.current is a far more useful way of tracking a corpse. If somebody triggers a mind.transfer_to() call on your corpse, your mind will be tranfered to another mob/living or something...that will then be considered your corpse. This could allow for more interesting mind_transfers. For instance, the "raise corpse" rune ghostizes any player in the corpse to be raised and selectes a random dead player to take possesion of their character! The person possesing them will have all of their memories, objectives, etc. The poor guy who was originally the owner cannot re-enter body if there is another player in his body...but if that player is ghosted he can once again return. Exorcisms anybody?
Changes to cloning and hydroponics. I will likely have to rework these later as they're hacky as hell right now.
A lot of stuff is now handled by Login/Logout rather than in hundreds of different places. One such example, mind datums get their variables updated at Login and Logout.
Fixed a few minor bugs. I'll update the issues manually in a bit because I literally cannot think atm.
TL;DR guide:
-If you want to make somebody a ghost use ghostize(). Or you will need to find a doctor to stitch your bits back on. :)
-You don't have to worry about making minds. Simply doing key="carnwennan" or whatever will either: A) make a new mind and initialise it if there isn't one or B) take possession of the mind currently attached to the mob.
-It's safe to transfer a mind even if a key isn't in-body (e.g. they are ghosted/admin-observing etc!) Minds have an active variable which tracks whether they are currently synced with a key. This is to avoid dragging ghosts back into their bodies when say, a wizard mind_transfers them.
-Transferring a mind whilst var/active=1 will cause the following: mob.key = mind.key. So no need to do that separately (in fact you'll lag things if you do, so don't)
-If you do want to initialize a mind manually, say if you don't have a client to login to the mob yet, simply do new_mob.mind_initialize(). Simple! When someody is logged into that mob they will take ownership of the mind and it will sync up.
NOTE: a lot is probably broken since this is a pretty massive change. Please let me know asap (with actual info! Shouting at me, "IT BORKED HALP", doesn't help)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4342 316c924e-a436-60f5-8080-3fe189b3f50e
-Added in the proper list stuff for changeling stasis
-Added a verb to the debug list (Game Admin+) to check the mob lists instead of requiring the item (Works the same way)
Fixes Issue 708
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4240 316c924e-a436-60f5-8080-3fe189b3f50e
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...
Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)
These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.
Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.
If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.
Mob related in worlds before this commit: 1262
After: 4
I'm helping
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
- The IRC bot will now also send a message to IRC whenever a round starts with no admins online.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4039 316c924e-a436-60f5-8080-3fe189b3f50e
Tidied up the Login and Logout procs for mobs. Moved the sandbox buildmode stuff to mob/living/login.dm so you shouldn't have to log-out and back in to enable build mode.
Removed the logged_in variable for mobs as it was the most pointless thing ever.
Made the multikeying checks a separate proc. People are checked the second they get a new_player mob. Its notices are also less spammy.
Changed AllowUpload from the default. It now restricts uploads of over 1Mb to prevent admins uploading massive .Oggs and lagging the server to hell whilst it sends the ogg to 40+ players. Feel free to change the limit.
Moved some of the core client procs into one folder; they should really be together and not in /modules/mob/mob.dm and various other places. I will be giving the client stuff a belated spring-clean over the next few commits, just got to iron out some of the kinks.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3694 316c924e-a436-60f5-8080-3fe189b3f50e
Admins cat see if other admin has left the game.
The game actually checks for configuration variable guest_jobban (still be turned on by default).
Added white list for heads and some non-heads (as in guest jobbans). Add keys to file data/whitelist.txt and turn on the option USEWHITELIST in config.txt.
Cyborgs were added to the list of important jobs (for guests jobbans and whitelist).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1568 316c924e-a436-60f5-8080-3fe189b3f50e