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117 Commits
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f601a6ddaf | Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 | ||
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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. /🆑 |
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21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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067d8f9680 | Reorganizing the non-game UI (#95383) | ||
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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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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. |
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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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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> |
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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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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 # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py |
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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 /🆑 |
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baf3837ae8 |
Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx |
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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). /🆑 |
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5e629dff04 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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bc91442dc4 | Adds hotkey to close all UIs (#93049) | ||
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b348b617a3 |
Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts: # README.md # code/__DEFINES/admin.dm # code/__DEFINES/melee.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/economy.dm # code/datums/components/crafting/crafting.dm # code/datums/elements/crusher_loot.dm # code/modules/antagonists/pirate/pirate_shuttle_equipment.dm # code/modules/clothing/suits/_suits.dm # code/modules/escape_menu/leave_body.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/mineral_scanner.dm # code/modules/mob/living/living.dm # code/modules/plumbing/plumbers/pill_press.dm # tgui/packages/tgui/interfaces/Vending.tsx |
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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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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> |
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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> |
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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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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> |
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18342a0f44 | [no gbp] Fixes tgui say input focus, again (#90608) | ||
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2d57348b6f |
Deshittifies looking up/down (#90479)
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com> |
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47bfab81a6 | [no gbp] Fixes tgui say input focus, again (#90608) | ||
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8ea77e734d |
Deshittifies looking up/down (#90479)
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com> |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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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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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.  ### 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>    Redrawn UIs now have themed clothing slots    </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! /🆑 |
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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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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> |
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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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b1778a49ea |
[MIRROR] Fullscreen QoL (#28305)
Fullscreen QoL Co-authored-by: Aylong <69762909+AyIong@users.noreply.github.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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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> |
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7f8752be14 | Admin Verb Datums MkIII | Now with functional command bar (#82511) | ||
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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> |
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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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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  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> |
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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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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> |
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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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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> |
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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. |
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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> |
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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> |
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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 /🆑 |
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0428f4a19c |
Convert LOOC/whisper to TGUI (#21174)
* TGUI this b * less dark |
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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> |
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[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> |