Commit Graph

117 Commits

Author SHA1 Message Date
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
Emicchi 99232f41d4 Fixes keybinds menu capitalization (#96090)
## About The Pull Request

Fixes capitalization for "Target:" keybinds. Shoutout to nanacel for
pointing it out in discord

## Why It's Good For The Game

Grammar is cool

## Changelog
🆑

spellcheck: Target Left arm, Right arm, Left leg and Cycle head keybinds
are now capitalized properly.
/🆑
2026-05-18 11:21:56 -04:00
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
John Willard 067d8f9680 Reorganizing the non-game UI (#95383) 2026-05-09 15:06:03 +03:00
John Willard 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.
/🆑
2026-04-26 07:20:58 +03:00
Iamgoofball 34ed560bb7 Restores keybindings to their original defaults, moves the new per-hand bind options to Unbound by default. (#95698)
## About The Pull Request

Restores keybindings to their original defaults, moves the new per-hand
bind options to Unbound by default. Partially reverts #92659

## Why It's Good For The Game

I've seen approximately zero players say the new binds are better, and
quite a lot of older players report the new bindings are confusing or
harder to use. I'm also not convinced that burning 2 buttons on hand
swapping is better than having one button to swap between hands.

I understand having roguetown bindings as an option given that it's
currently eating all of SS13's pop right now, which is why I've left in
the bindings set as Unbound for now, but we should really just add
buttons for players to pick binding defaults, so that we can go "coming
over from Goon/Roguetown/Whatever flavor of the month you're from? Click
here for those bindings" and sidestep this issue entirely.

If someone can provide some data proving this is actually better for new
players, I'll close this PR, but until I see some hard data or testimony
from newer players that they find this new control scheme easier to
understand, I'm not convinced.
2026-04-13 12:42:16 -05:00
siliconOpossum 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.
/🆑
2026-04-09 16:17:35 +12:00
SmArtKar 16aef3a2fd Completely refactors HUD element management and datumizes inventory HUDs (#95119)
## About The Pull Request

This is a port/revival of Kapu's
https://github.com/DaedalusDock/daedalusdock/pull/883
By god, please TM this for a while, as HUDs are rather volatile and I
might've missed something (also the original PR had harddel issues, so
we should probably be on the lookout for those)

Instead of being stored in a metric ton of separate variables, all HUD
elements are now kept in a ``key -> element`` assoc list, and separate
category lists have been turned into a single ``group_key -> list of
elements`` assoc list for easier management.
This massively simplifies HUD creation and management, and allows us to
sanely dynamically modify HUDs without having to keep track of our
elements ourselves (harddel fuel)

I've also noticed that plasma vessels had... interesting, to say the
least, way of managing their HUD and in humans were unable to display
it, which I've changed (the element itself is displayed below stamina in
non-aliens, as latter occupies the spot where you'd normally see it)
Also fixes a bunch of minor unlikely to occur issues with HUD not
updating when it should've sometimes.

## Why It's Good For The Game

The two most important results of this is that A) we can fix the issue
with items larger than 32x32 not displaying properly in inventories (in
a separate PR) and B) this paves the way for datumized inventory slots,
although that is a separate nightmare
Some of this code is also actually over a decade old, and is an absolute
nightmare to work with.

## Changelog
🆑
qol: Non-aliens with an implanted plasma vessel now see their plasma
level in their HUD instead of just the stat panel
refactor: Refactored the entirety of HUD management code, report if
anything breaks!
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2026-04-02 15:20:55 -04:00
John Willard 428c43fa5f Screenshots now in keybindings properly (removes from skin) (#95152) 2026-03-11 16:07:37 -04:00
GregariousJB 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.


![unbound](https://github.com/user-attachments/assets/2f098852-f532-40e7-9266-6af00d60652c)
## Changelog
🆑
qol: Keybinding visual improvements: "Unbound" is grayed out and custom
binds are highlighted in green for better visibility
/🆑
2026-02-21 19:55:12 -05:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/compile_changelogs.yml
#	.github/workflows/stale.yml
#	SQL/database_changelog.md
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
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2026-02-12 23:50:09 -05:00
Jacquerel d8e62bc499 AI deploy to shell verb does not take an input (#94664)
## About The Pull Request

Fixes #94663 
It seems that using the "Deploy to Shell" verb as an AI will launch a
popup asking which mob in view you want to trigger the verb as, which is
obviously unintended behaviour.
I've resolved this by moving all of the behaviour to a proc which the
verb calls, so existing code which passes in a mob should still function
as it did previously.

There might be a different way to do this but I'll be honest I try not
to ever add verbs so I don't know what it is.

## Why It's Good For The Game

When you use a verb from the verb panel you implicitly expect to be the
mob using the verb, not to have to select yourself from a list first.

## Changelog

🆑
fix: AI shell deployment verb no longer requires you to select yourself
from a list first
/🆑
2025-12-31 11:53:27 -05:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
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2025-11-29 22:49:21 -05:00
John Willard 2ef5704c30 Adds a keybind for 'precise' dropping (like SS14) (#93790)
## About The Pull Request


https://github.com/user-attachments/assets/531f1456-72a1-4215-ae9e-4f4bf143b8c5

<img width="429" height="93" alt="image"
src="https://github.com/user-attachments/assets/1440fb60-a6b8-46c3-9bee-5a30017e2265"
/>

## Why It's Good For The Game

There's been SS14 players moving to SS13 and finding dropping in 14 is
better, which I kinda agree as it allows you to be more precise with x/y
dropping.

## Changelog

🆑
qol: There's a keybind (default is Ctrl+X, rebindable) for the drop
hotkey to drop where your mouse is (similar to SS14).
/🆑
2025-11-18 17:39:20 -07:00
xPokee 5e629dff04 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-03 07:05:54 -04:00
MrMelbert bc91442dc4 Adds hotkey to close all UIs (#93049) 2025-09-26 16:04:19 -04:00
nevimer b348b617a3 Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts:
#	README.md
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2025-09-07 00:37:52 -04:00
tonty 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]
/🆑
2025-08-25 22:00:25 -07:00
Cirrial fb69fbb8a2 Refactor: Moves throwing and giving items from /mob/living/carbon to /mob/living (#91049)
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.

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.

🆑
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>
2025-05-22 21:35:53 -04:00
TiviPlus 78bc9dba91 Keyboard presses (and thus keybindings) will now report the turf the mouse was over when a player presses or releases a key (#90480)
## About The Pull Request

Semi WIP cus I need to probably make an issue report for lummox, but
apart from that ready for review

Uses the new mouse-pos so we can combine it with screen size and size to
estimate very accurately the mouse position in turf terms. In future
also will need to add a way to continously poll the users mouse pos but
this alone is very useful

## Why It's Good For The Game

This isnt used yet, but the benefits are pretty damn obvious (hitting E
and dashing towards where your mouse??? 1990s features?????)

## Changelog
🆑
refactor: Added the possibility for keybindings to report the turf they
clicked on.
/🆑

---------

Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-05-22 21:17:28 -04:00
Cirrial 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>
2025-05-22 09:02:28 +02:00
TiviPlus d53fb89b86 Keyboard presses (and thus keybindings) will now report the turf the mouse was over when a player presses or releases a key (#90480)
## About The Pull Request

Semi WIP cus I need to probably make an issue report for lummox, but
apart from that ready for review

Uses the new mouse-pos so we can combine it with screen size and size to
estimate very accurately the mouse position in turf terms. In future
also will need to add a way to continously poll the users mouse pos but
this alone is very useful

## Why It's Good For The Game

This isnt used yet, but the benefits are pretty damn obvious (hitting E
and dashing towards where your mouse??? 1990s features?????)

## Changelog
🆑
refactor: Added the possibility for keybindings to report the turf they
clicked on.
/🆑

---------

Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-05-16 22:03:01 -07:00
Jeremiah 18342a0f44 [no gbp] Fixes tgui say input focus, again (#90608) 2025-04-29 18:04:57 -06:00
TiviPlus 2d57348b6f Deshittifies looking up/down (#90479)
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-04-29 17:55:19 -06:00
Jeremiah 47bfab81a6 [no gbp] Fixes tgui say input focus, again (#90608) 2025-04-20 13:41:52 +02:00
TiviPlus 8ea77e734d Deshittifies looking up/down (#90479)
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-04-15 19:20:29 +02:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
Ben10Omintrix 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
/🆑
2024-12-22 03:05:30 +01:00
SmArtKar 960ed29b0a Major UI update and theme redesign (#88498)
## About The Pull Request

This PR completely overhauls Midnight and Midnight-derived UIs, as well
as does some adjustments to the UI layout.


![image](https://github.com/user-attachments/assets/369a812a-9b6c-4d3f-8a5e-ba4fbc9f4d64)

### Major changes:
* All UI elements for Midnight/Midnight-derived themes have been redrawn
to be cleaner, with consistent palettes and up-to-date sprites
* Tiny equip E is gone - Drop action has been moved in its place,
freeing some space in the bottom right corner
* Four minor menu keys have been bundled with actions, now-vertical
floor change element taking their place
* Action palette (wide thing in the top left corner) is now hidden when
it has zero actions bound to it and the player isn't currently dragging
an action button.

I've also fixed some minor issues with how hand elements are rendered,
and given feedback to resist button (it now lights up when pressed or
when the hotkey is held down)

<details>

<summary>Some screenshots of new UIs</summary>


![image](https://github.com/user-attachments/assets/afc62225-2a21-45c7-8382-d35fe4ec9d6c)


![image](https://github.com/user-attachments/assets/d2ea6f1a-a9f6-4b98-8fc8-663b1e97a38f)


![image](https://github.com/user-attachments/assets/52ffa40d-f982-4ab1-8c81-1225666363ab)

Redrawn UIs now have themed clothing slots


![image](https://github.com/user-attachments/assets/a9421e2f-3979-4aec-b2cb-7066d2b997ce)


![image](https://github.com/user-attachments/assets/0bcb5e8e-a626-44ce-b7f3-2a195c128213)


![qrd5eRR](https://github.com/user-attachments/assets/356b7bf8-5f54-4f92-bea6-4a8ac36aa2e7)

</details>

## Why It's Good For The Game

Our UI icons are very outdated and compressed, with very large palettes
and odd transparency quirks, making adding new elements or redesigning
current ones quite hard and frustrating. A fresh coat of paint can take
user experience a long way.

As for moved elements, most people either equip things manually or use
the equip hotkey - E button is rather obscure and rarely used, while
drop button makes sense to be located near hands. Action palette just
takes up screen space most of the time, so there's no reason to not hide
it when you don't have any use for it.

## Changelog
🆑
qol: Resist button now has visible feedback.
qol: Readjusted UI layout.
image: Completely redrawn Midnight and Midnight-derived UIs!
/🆑
2024-12-18 21:54:57 +00:00
tgstation-ci[bot] 9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

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  - [x] #86070 - Reverted in 6c460bbc22827bdbc566b524b8e6a959cbb61c37

After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
SmArtKar e47ba6480f [NO GBP] Fixes examine balloons not being click transparent even while inactive (#85969)
## About The Pull Request
This solution sucks, but byond is after our mortal souls and I wasn't
able to find anything better. Something is very wrong with mouse_opacity
and the only working solution was making the plane master invisible
while its inactive.

Closes #85968

## Why It's Good For The Game

They no longer eat your clicks while invisible

## Changelog
🆑
fix: Fixed examine balloons not being click transparent even while
inactive
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-08-20 02:51:26 +02:00
LemonInTheDark 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?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## 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>
2024-08-14 09:07:45 +00:00
SkyratBot b1778a49ea [MIRROR] Fullscreen QoL (#28305)
Fullscreen QoL

Co-authored-by: Aylong <69762909+AyIong@users.noreply.github.com>
2024-06-21 10:20:19 +05:30
Aylong 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) |
| - | - | - |
|
![image](https://github.com/tgstation/tgstation/assets/69762909/3c8863dc-94cf-40e9-9eec-24fe548f1474)
|
![image](https://github.com/tgstation/tgstation/assets/69762909/ae167f4d-02e3-4b6d-874f-3b5c38d77bc8)
|
![image](https://github.com/tgstation/tgstation/assets/69762909/30a4ed6c-fc0f-468c-ab01-7c4b66551d0f)
|

## 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
/🆑
2024-06-20 20:45:38 -06:00
SpaceLoveSs13 a9ff046352 Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511)

* Modular stuffs

* Put some admin jump verbs back into the context menu | sorts area jump list again (#82647)

## About The Pull Request

See title.

## Why It's Good For The Game

Some admins wanted all the jump verbs back, aswell as making them not
AGhost you.
Also make the Jump To Area verb use a sorted list again

* Hey what if admins were allowed to use the player panel (#82682)

Re-adds the player panel verb to the verb panel.

* Controller Overview UI (#82739)

* Fixes a minor spelling mistake on the admin panel/verb list (#82747)

## About The Pull Request

Corrects `inisimin` to `invisimin`. This addresses #82728, but only
fixes one of the two issues mentioned

## Why It's Good For The Game

-1 spelling mistake

## Changelog
🆑
spellcheck: 'inisimin' verb corrected to 'invisimin'
/🆑

* Player Panel-age (#82757)

* Admin Forced Mob Rename and Preference Update (#82715)

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com>
2024-04-23 20:43:45 +02:00
Zephyr 7f8752be14 Admin Verb Datums MkIII | Now with functional command bar (#82511) 2024-04-12 12:27:09 -07:00
SkyratBot 4bc678b264 [MIRROR] Adds head-only target hotkey (#26416)
* 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.

* Adds head-only target hotkey

---------

Co-authored-by: Swift <jackwars4@gmail.com>
2024-02-08 21:54:29 +01:00
Swift 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.
2024-02-08 12:01:52 -06:00
SkyratBot 801fde3d4e [MIRROR] Pocket keybinds! [MDB IGNORE] (#25696)
* 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

![image](https://github.com/tgstation/tgstation/assets/114047053/595861f0-9a7b-4f86-8ad9-dd6bb197843c)

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
/🆑

* Pocket keybinds!

---------

Co-authored-by: uaioy <114047053+uaioy@users.noreply.github.com>
2023-12-17 21:56:52 -05:00
uaioy 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


![image](https://github.com/tgstation/tgstation/assets/114047053/595861f0-9a7b-4f86-8ad9-dd6bb197843c)


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
/🆑
2023-12-18 00:58:01 +01:00
SkyratBot 394b067204 [MIRROR] Fix a runtime in toggle_move_intent keybindings [MDB IGNORE] (#23791)
* Fix a runtime in toggle_move_intent keybindings

* Update mob.dm

* Update living.dm

---------

Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-18 20:15:50 -04:00
distributivgesetz 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.
/🆑
2023-09-18 23:38:23 +02:00
SkyratBot f8c5601160 [MIRROR] minor changes to living and mob vars [MDB IGNORE] (#23330)
* minor changes to living and mob vars

* Update mob_movement.dm

* Modular updates

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-26 04:21:42 -04:00
John Willard ef352ca731 minor changes to living and mob vars (#77820)
## About The Pull Request

Renames m_intent to move_intent and moves it to the living level
renames tod to station_timestamp_timeofdeath
removes stun_absorption and see_override as one was unused and the other
was never actually implemented

## Why It's Good For The Game

Many vars on the mob and living level were intended to be on the living
and carbon level, but weren't for one reason or another. Generally it
was out of laziness to ensure the mobs being checked for these vars were
the intended mobs, and there's some todo comments on how they want it
changed in the future, though it never happened.
I'm hoping to get these all down in the future, I originally wanted to
move ``stat`` from mob to living but it had hundreds of errors so I
didn't want to do it all here.

## Changelog

Nothing player-facing.
2023-08-26 02:24:15 +01:00
larentoun 3eb53be29e [REFACTOR] Pixel Shift Component (#22564)
* Pixel Shift - Move to Component

* oops return ais

* more refactor

* update authors

* remove more unused signals!

* one more little refactor

* update override and readme

* update dme

* move addcomponent to login

* review

* more review fixes

* more changes, now qdels on unpixel_shift

* remove unnecessary

* update readme

* return signal

* update documentation?

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-08-05 14:56:24 -04:00
SkyratBot 7c237947bd [MIRROR] Russian(and another) chat keybindings fix. [MDB IGNORE] (#21249)
* Russian(and another) chat keybindings fix.

* update modular

---------

Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-05-20 22:10:37 +00:00
Yaroslav Nurkov 5a830abf1d Russian(and another) chat keybindings fix. (#75463)
## About The Pull Request

This PR solves the problem with entering a server with a different (from
English) layout and not being able to use chat binds.
so far, alas, you need to re-login with the English layout.
https://i.imgur.com/WjixRVv.mp4


## Why It's Good For The Game

Resolves an issue for servers based on this build.

## Changelog
🆑 Vishenka0704
fix: fixed different from english keyboard layout to use tgui chat
/🆑
2023-05-16 17:11:12 -06:00
lessthanthree 0428f4a19c Convert LOOC/whisper to TGUI (#21174)
* TGUI this b

* less dark
2023-05-15 10:04:03 -07:00
Tom 6435018ba7 Add logging for manually changing your targeted zone (#72814) (#20787)
* Add logging for manually changing your targeted zone (#72814)

See title.
Surgery hud is exempt from this.

Requested by @Mothblocks

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>

* Delete 

---------

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
2023-04-26 10:44:01 -07:00
SkyratBot e2f43e53b9 [MIRROR] Gives The AI Hotkeys For Disconnecting From and Reconnecting To A Cyborg Shell [MDB IGNORE] (#19868)
* 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.
/🆑

* Gives The AI Hotkeys For Disconnecting From and Reconnecting To A Cyborg Shell

---------

Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>
2023-03-15 00:51:52 +00:00