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28 Commits
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475fe94750 |
Say verb & skin shenanigans (Pray is a hotkey, Whisper is in commandbar) (#95477)
## About The Pull Request Removes Say/Me/OOC/Pray/Whisper as stat panel verbs 1. Adds a hotkey for Pray, P by default, and also adds it to the list of say modes (so tabbing on tgui-say will show it) 2. Makes Whisper a button on the commandbar, which is literally just ``say "#``, letting players know it exists in a more direct manner. 3. You now need 2 characters to be considered "typing", so `#` for whisper won't cause you to start to think anymore. Also messes around with the skin a bit, moving the commandbar to be separate from the chat window, therefore not resizing if the chat window/stat panel splitter changes, since I was already messing with the command bar entirely I might as well look into getting this fixed. This will go even better with https://github.com/tgstation/tgstation/pull/95383 as it wont stretch the command bar when the stat panel is closed. https://github.com/user-attachments/assets/26cd9df0-7582-445e-9f67-c03d2c9cf46d Also adds a new Adminhelp submenu for the Pray button for additional visibility https://github.com/user-attachments/assets/64f31f86-92a2-4f04-b248-6bbe301919fe My current goal is the deletion of the IC tab so I've been trying to inch towards that. ## Why It's Good For The Game Moves Praying & Whispering into something that's more easily seen by newer players, and helps cut some of the more useless verbs out of the stat panel. This is also part of my project you can see more of here - https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view ## Changelog 🆑 qol: Pray verb is now a hotkey, Whisper is now a command bar button, and all say verbs have been removed from the stat panel. qol: Admin button on the escape menu is now its own section for praying, as well as seeing your latest ticket & admin notes. fix: Resizing the stat panel will no longer change the size of the command bar. /🆑 |
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b562341756 |
Adds an admin verb/hotkey to jump to the position of your aghost (#95675)
## About The Pull Request Adds an admin verb "jump-to-ghost" which brings your body to the current loc of your aghost, and a hotkey for this action which defaults to F4 https://github.com/user-attachments/assets/ac28d982-452c-4bd3-b89f-d837bb5df5d9 ## Why It's Good For The Game This is something I've wanted for a while for debugging/localhost stuff, and I imagine it'd also be pretty useful for admin hijinks, like event running or fixing things during a round It helps bridge the gap between the jump-to-turf context menu action and the somewhat slow and clunky to use jump-to-area, allowing you to teleport short off-screen distances without having to sort through a big list of areas ## Changelog 🆑 admin: Adds the jump-to-ghost verb, which brings your body to your aghost, it has a hotkey which defaults to F4. /🆑 |
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428c43fa5f | Screenshots now in keybindings properly (removes from skin) (#95152) | ||
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db424f9cc1 |
Changed keybinding "Unbound" string to "..." for better visibility (#95142)
## About The Pull Request A very small change that slightly improves the keybinds section by changing the word "Unbound" to "...", also known as the [ellipses](https://www.thepunctuationguide.com/ellipses.html). This PR only changes string names, no other mechanics, so everything else _should_ be working normally. Every string in the code matching "Unbound" has been changed, including one comment for clarity. There doesn't seem to be any issue with existing custom keybinds. All of mine transferred seamlessly, so no one should need to redo their keybinds. ## Why It's Good For The Game Better visibility. Rather than playing 'find the numpad bind' scrolling through a long list of ~100 keybinds, they show up a little easier now. This is also the standard in other games, but not always an ellipses - sometimes a double dash "--", but I figured there's already a dash "-" bind by default (for the A.I. to reconnect to its shell) so the ellipses might fit better. The ellipses is also commonly used for "awaiting input" of some kind.  ## Changelog 🆑 qol: Keybinding visual improvements: "Unbound" is grayed out and custom binds are highlighted in green for better visibility /🆑 |
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bc91442dc4 | Adds hotkey to close all UIs (#93049) | ||
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f91de19b44 |
Implements [OPTIONAL] Swap Left/Right hand, changes [OPTIONAL] default keybinds to accomodate (#92659)
## About The Pull Request - Adds **OPTIONAL** keybinds that lets you select a specific hand - Alters **OPTIONAL** default keybinds as such: - Q: Swap to Right Hand (replacing Drop item) - E: Swap to Left Hand (replacing Quick equip) - R: Quick equip (replacing Toggle Throw Mode) - ShiftR: Quick equip belt - X: Drop item (replacing Swap hands) - Swap hands is Unbound ## Why It's Good For The Game Swapping hands has always been somewhat awkward. Since it depends on the currently selected hand, swapping your hands requires you to look away from what you're doing and mentally process what you're holding and what you have selected. In the heat of the moment (like a fight) it's really easy to forget which hand you have selected and do something you did not want to do (like accidentally hug your target instead of attack them). This makes it so that, at the very least, you only need to check what you're holding. The **OPTIONAL** default keybinds **THAT ARE OPTIONAL YOU DON'T HAVE TO USE THEM** were altered so that new players use this new feature, hopefully alleviating some of the hiccups from learning hand swapping. ## Changelog 🆑 qol: Added [OPTIONAL] keybinds to for Swap Left/Right hands. Check your keybinds. [NOT OPTIONAL] /🆑 |
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379e2a0ee0 |
Refactor: Moves throwing and giving items from /mob/living/carbon to /mob/living (#91049)
## About The Pull Request Given the existence of basic mobs with hand slots, it feels like throwing and giving items shouldn't be something exclusive to carbon mobs, so I've pulled things around to make this happen. The only basic mobs with hands at time of writing are gorillas and dextrous holoparasites, but the inability to throw things when you're a gorilla just doesn't seem right to me. Some more details about what I've done here: - Made the dextrous component optionally enable throwing for the mob it's added to. - Moved offer/give item functionality to /mob/living (I can't see any reason why only carbon mobs should have this option) - Moved throwing and give item hotkeys from carbon to "human" (where all the other /mob/living hotkeys go) and, as a result, removed carbon hotkeys (nothing is left in them). - Moved throwing code and item offering code to its own file because living.dm is 3000+ lines long and should probably be broken up some day (I'm not brave enough for that) - Cleaned up an unused global signal that hasn't been used since dogs got moved to basic mobs. - Other miscellaneous cleanup where I noticed it. - In terms of testing: Tested using gorillas (only checked the dextrous holoparasite to confirm the button and hotkeys worked). Things that were working: - Can throw items if the mob is set up to allow it. - Can give items as a gorilla to a human, as a human to a gorilla, and as a human to a human. - Can give a high five to a gorilla (and the gorilla can receive it). Gorillas can't give a high five back, though (they don't have the emote), this already ballooned in scope, someone else can make that happen. - There are an alarmingly high amount of niche emote-into-item-into-giving behaviours I suspect half the playerbase or more aren't even aware of (does anyone offer their hand to someone to get them up off of the ground?) and I don't know if I broke any of them with this, but the fact high fives work gives me some hope they're probably still fine. ## Why It's Good For The Game Lets gorillas and dextrous holoparasites throw things and give things, but most importantly sets up more framework for any future dextrous basic mobs to also be able to do this. There's no real reason to keep this functionality confined to carbon mobs when dextrous basic mobs are a thing. ## Changelog 🆑 add: Gorillas can now throw things and offer items to players. refactor: Moved throwing and offering item code to be based on living mobs, not just carbon mobs. /🆑 --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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efe62c5a72 |
Pet Commands QOL . makes pet commands easier to use (#88495)
## About The Pull Request this PR improves the UX of pet commands a bit. i decided to expand on their radial menu. You can now hold shift and hover over your pet to display a menu of commands which you can choose from. alternatively, you can still type out commands in chat https://github.com/user-attachments/assets/9da7f7ea-58a3-4fd6-b040-45cc05cda51d ## Why It's Good For The Game makes pet commands easier to give out when you're managing more than 1 pet. also fixes the fishing command not working. ## Changelog 🆑 qol: holding shift and hovering over your pet will display a list of commands you can click from fix: fixes the fishing pet command not working /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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b02ff6e946 |
Fullscreen QoL (#84066)
## About The Pull Request Add hotkey for toggling fullscreen (F11) Add toggle fullscreen button to the skin buttons Also, fix little padding on the left and right, maybe that was the intention, so please tell me if this needs to be returned, screenshots bellow | Before | After(With padding) | After(Without padding/final result) | | - | - | - | |  |  |  | ## Why It's Good For The Game It is a little bit not convenient to search for the Toggle Fullscreen button in any of the tabs, I think no one will argue that the hotkey is more convenient ## Changelog 🆑 qol: Fullscreen mode can now be toggled by pressing F11 or the button at the top right /🆑 |
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9dc8c12cb0 |
Adds head-only target hotkey (#81222)
## About The Pull Request Adds a new optional hotkey that targets only the head and does not cycle to eyes or mouth. Currently the way the numpad hotkeys work on /tg/ is every key targets one body part... except 8. Numpad 8 Currently cycles through head-eyes-mouth, despite _**numpad 7 already handling mouth and numpad 9 already handling eyes**_. There's no head-only key. |
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f36fcbb385 |
Pocket keybinds! (#80173)
## About The Pull Request adds 2 (defaulted to ctrl 1 and ctrl 2) keybinds for quick equipping pockets (left and right) visual aid  https://github.com/tgstation/tgstation/assets/114047053/72596cf8-374d-40ac-9de1-20137dc959d4 ## Why It's Good For The Game There are already keybinds for suit storage, belt and bag. Having some keybinds for pockets should let you take things from your inventory with more ease. ## Changelog 🆑 add: Added 2 pocket quick equip keybinds /🆑 |
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b021f29172 |
Fix a runtime in toggle_move_intent keybindings (#78384)
## About The Pull Request The keybindings did not check if the mob was dead after the toggle_move_intent proc was moved to living mobs in #77820. ## Why It's Good For The Game Less runtimetytime. ## Changelog 🆑 fix: Fix a runtime when trying to cycle move intents with a hotkey as a dead mob. /🆑 |
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fcebe20043 |
Gives The AI Hotkeys For Disconnecting From and Reconnecting To A Cyborg Shell (#73871)
## About The Pull Request <img src="https://i.ibb.co/0cM6NHQ/Hotkey-PRImage2.png"> What it says on the tin. Gives the AI hotkeys to connect and disconnect from its shell. I'm open to suggestions for better default hotkeys, I made sure to choose out-of-the-way keys with no overlaps because I have a vague memory about code-side keybind conflicts leading to a threatened forkening and I don't want that. Also this is my first PR with more than 2 lines changed so I would appreciate a thorough and critical review of my code. ## Why It's Good For The Game Since there are so many AI player admins (Who are all universally gigachads btw) it would be convenient to them to have an aghost-hotkey analogue for the AI. This change was specifically requested of me by one of these admins in fact. I'm sure non-admin AIs would appreciate this convenience as well though. ## Changelog 🆑 qol: The AI now has hotkeys for its shells, make sure to bind them to your preferred keys in your keybindings menu, under game preferences. /🆑 |
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acfa5e4fdd |
TGUI Say: Upgrades chat input with modern features (#67116)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: iamgoofball <iamgoofball@gmail.com> Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> Co-authored-by: KubeRoot <6917698+KubeRoot@users.noreply.github.com> Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Co-authored-by: Iamgoofball <4081722+Iamgoofball@users.noreply.github.com> Co-authored-by: DomitiusKnack <56321744+DomitiusKnack@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com> |
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45eb682ee6 | Adds Datum Tagging for admins (#62982) | ||
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bcaf6bac6e |
Adds keybinds for moving up/down z-levels (#58345)
* movin' on up * removes unnecessary lines |
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93fdfa1ab4 |
Adds a hotkey that puts you in throw mode aslong as you hold it (#57331)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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9a32149912 |
Removed antiquated intent cycle hotkey for borgs (#56740)
The intent_cycle hotkey for borgs was left behind during the combat mode switch. It does nothing on its own, but existing as a default hotkey blocks the actual combat mode hotkey unless unbound manually. Closes #56668 Related to #56601 |
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398ec91b31 | Adds discrete keybindings for Enabling/Disabling Combat Mode (#56648) | ||
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707fc287b4 |
Replaces intents with combat mode (#56601)
About The Pull Request
This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:
Disarm and Grab intents have been removed.
Harm/Help is now combat mode, toggled by F or 4 by default
The context/verb/popup menu now only works when you do shift+right-click
Right click is now disarm, both in and out of combat mode.
Grabbing is now on ctrl-click.
If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)
Minor interaction changes:
Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game
Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.
In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.
The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog
cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
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f1e339b86d | Adds binds for targeting the eyes and mouth (#55299) | ||
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5e878f504c | Kills the quickswap shortcut (#55209) | ||
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1432662d57 |
Rebindable communication(OOC, Say, Me) (#54035)
OOC, Say and Me is now rebindable |
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fc75f2cb51 |
Makes locking movement a hotkey (#53771)
* kinda done * Update code/datums/keybinding/mob.dm Co-authored-by: Rohesie <rohesie@gmail.com> * Update code/datums/keybinding/mob.dm Co-authored-by: Rohesie <rohesie@gmail.com> * Update code/datums/keybinding/mob.dm Co-authored-by: Rohesie <rohesie@gmail.com> * Update code/datums/keybinding/mob.dm Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: Rohesie <rohesie@gmail.com> |
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9932c97226 |
Adds a keybind for resting (#53709)
Adds a keybind for resting, it's odd that there's bind for all the UI buttons such as Resist, Throw, Drop but there isn't one for resting. The default key is now U |
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0a1c90d186 |
keybind signal support, ported from TGMC (#52219)
* keybind signal support, ported from TGMC * Thank you linter * remove unused and extra defines * move signal defines up and fix emote keybind runtimes * Apply suggestions * Update keybinding.dm * Missed this one in the upstream merge * Ignore keybindings without names * back to the OG * Update living.dm * Update living.dm * got it * trailing newline * Update code/datums/keybinding/living.dm Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: Rohesie <rohesie@gmail.com> |