## About The Pull Request
esc manually calls keyup without mousepos
## Changelog
🆑
fix: fixed a runtime error with the escape menu
/🆑
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Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
Tiviiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii's pr had debug
code left in it, this removes that. what I get for not fine toothing
this shit #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.
/🆑
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Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
## About The Pull Request
### work started 12/12/2023
you may alt-click action buttons to bind them to a key
these are subject to click cooldown and if an action successfully
triggers click cooldown is triggered so you cant instantly do multiple
alt-click again to unbind
## Why It's Good For The Game
moving your mouse to the top left corner to do combat is not good
gameplay
## Changelog
🆑
qol: you may altclick action buttons to bind them to a key
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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## About The Pull Request
This is a REALLY hot proc, takes up to like 2% of total cpu at highpop
Let's micro it then
First, clients do not go null at random. It's not predictable per say
but it is consistent.
We can use this understanding to remove a bunch of null checks here
For loops are expensive. So rather then doing one each keyLoop, let's
cache the client's intended move direction on the client. Simplifies
some other code too
There is no sense running a turn call if it would have no effect, let's
be more intelligent about this
## Changelog
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🆑
refactor: Fucks with how movement keys are handled. Please report any
bugs
/🆑
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About The Pull Request
Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.
Splits game preferences into its own window.
Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.
This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.
Fixes#60823Fixes#28907Fixes#44887Fixes#59912Fixes#58458Fixes#59181
Major TODOs
Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc
A lot of specialized testing so that people's real data don't get corrupted
Changelog
cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
About The Pull Request
Ports tgstation/TerraGov-Marine-Corps#2977, overrides click proc to return focus back to chat bar using winsets also ports tgstation/TerraGov-Marine-Corps#1904 which has two sets of defaults for hotkey and classic mode
fixes#47672fixes#47659
much credit to @Rohesie and the TGMC team for a bunch of these improvements
Why It's Good For The Game
lets the non-hotkey players walk and talk again
Changelog
cl
add: Custom keybinds will now check what style (classic / hotkey) you prefer when resetting if you use classic mode make sure to reset your keybinds to default!
add: multiple keybind support
tweak: non-hotkey mode keeps focus on chat
fix: pressing 4 as cyborg now properly cycles
fix: AI location hotkeys now work again
/cl
* fixes modifier hotkeys and adds alternative move intent toggle
* Fixes pulling keybind
* make the wrappers look more like the old popup windows
* it was the freaking save file
* bump up save file version
* reset keybindings to default
* custom keybindings
* Update _lists.dm
* Update robot.dm
* modify weights and clean up some vars
* Update say.dm
* Apply suggestions from code review
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
* some review changes
* formatting
* include focus hack, remove me_wrapper, give default keybinds to new characters, misc fixes
* revert hack and more reviews
* remove another focus hack
this was causing issues with the keydown proc returning early
Sanity checks + flood checking.
Changes keys_held to a rolling buffer instead of a list of arbitrary size. This limits held keys to 15, I recommend not holding keys with your toes personally.