33 Commits

Author SHA1 Message Date
Ben10Omintrix 64baa1979d Basic mulebots. last basic bot refactor (#95899)
my watch has ended

<img width="401" height="256" alt="ffffff"
src="https://github.com/user-attachments/assets/a539203c-020b-4ad8-b034-f69ec0eafa78"
/>



## Changelog
🆑 Profakos (originally pulled from their branch, did massive chunk of
this), Ben10omintrix
refactor: mulebots have been refactored. please report any bugs
/🆑
2026-06-11 23:58:13 -07:00
san7890 8f73588d9a Blood Drunk Miner Basic Boss Refactor - "Similar Enough" Edition (#94728)
## About The Pull Request

I thought megafauna were hard to refactor into simple mobs, and they
kinda are, but also enough work has been done on them through various
refactors (e.g. mob abilities) that it's not _too_ bad, but I didn't
really relish working on it.

Regardless, it's refactored! A few more of the ol' simple mobs flushed
down the toilet, with a bunch more features to make porting over more
`megafauna` to the basic mob's `boss` framework even simpler. There's
some weird patterns that are introduced in here to better fit the old
system's parity, but I don't really mind having done that since it's
more important to get stuff out of the simple mob framework and into
something a bit easier to work with and extend.

Here are all of the changes I can recall having made:

* A lot of the documentation regarding the blood drunk miner did not
actually meet reality. The current refactor reflects what the code was
actually doing, not what was documented.
* The code regarding using the saw's `melee attack chain` stuff wasn't
changed. Sorry but I can't even start to unravel that, I just overrode
the whole attack thing because it's not really incorporable from what I
was finding.
* Basic mobs operate differently than simple mobs, thus this mob will be
"harder" for a shorter amount of time as people are not used to the
current timings/pathfinding behavior/cooldowns/etc. of the modern blood
drunk miner. The overall difficulty didn't feel too different to me in
my playtesting, but changes can certainly be made if someone can tell me
which variable to fix.
* Basic Bosses now appear in the orbit menu as mob POIs, parity with
megafauna
* Basic Bosses can now use the boss music component.
## Why It's Good For The Game

Cleans up the code by incorporating it into a modern framework that
already accounts for a lot of the stuff that was taken for granted 8-9
years ago when this was first implemented, and tries to keep any
possible number the same in doing so. Should be much easier to add new
graphics or overhaul the boss's AI to transform it into something even
more interesting should someone choose to do so.

Let me know if I fucked up with signals/ai behavior patterns/etc.
somewhere as it's been a while since I touched this stuff and I had to
clean out a lot of cobwebs in my brain to get to this implementation.
## Changelog
🆑
balance: Miners Beware: Blood Drunk Miners have been refactored into
basic mobs. This means their timings and such may be a bit more
unpredictable than what you're used to. The difficulty should be about
the same, but do approach with caution lest you get devoured...
/🆑

Hopefully more people can pitch in with refactoring megafauna now... not
too bad anymore after I fixed some of the jank...
2026-01-12 01:36:54 +00:00
SmArtKar c0acaf7b01 Fixes admin's ckey search in orbit sometimes failing (#92183) 2025-07-19 10:36:41 -06:00
John Willard 0a49e07859 Spirit realm ghosts can't observe (#90556) 2025-04-14 23:31:12 -04:00
Holoo 2c49da04c7 Fixes auto observe parallax being white (#89885)
## About The Pull Request
Fixed parallax being white when observing someone in auto observe mode
Closes https://github.com/tgstation/tgstation/issues/43866
Closes https://github.com/tgstation/tgstation/issues/75855
Proof:


https://github.com/user-attachments/assets/72ce4ffd-e319-443d-aa6b-ed31cd2c2c69
## Why It's Good For The Game
I prefer not to be flashbanged when observing  
## Changelog
🆑
fix: fixed white space when observing in auto observe mode
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-03-14 10:19:27 -07:00
SmArtKar 10abeb0ab1 Allows admins to filter observable mobs by ckey (#88922)
## About The Pull Request

Adds ckey sorting akin to how you can look someone up by their name or
job in the observer menu, only available for admins.

## Why It's Good For The Game

Wine said it would be mad useful, no reason not to - they can already
observe people by ckey via the ``Who`` verb, this just adds a cleaner
way to do so.

## Changelog
🆑
admin: Admins can now filter observable mobs by ckey
/🆑
2025-01-11 18:53:52 +01:00
SmArtKar e61f1315c6 Fixes admin observe showing all antags as revs upon enabling Real Name Display (#88859)
## About The Pull Request


![image](https://github.com/user-attachments/assets/3c905e9d-15b4-467a-a896-99766cee690c)

Also made job colors in job sorting mode work, and tooltips no longer
hide antags' jobs.

## Why It's Good For The Game

Kinda weird seeing all antags show up as revs, should make admins' lives
easier.

## Changelog
🆑 SmArtKar, AnturK
admin: Fixes admin observe showing all antags as revs upon enabling Real
Name Display
/🆑
2025-01-03 04:05:39 -08:00
mcbalaam e28ca62ee8 Makes all antags visible to an admin in the orbit menu (#88433)
## About The Pull Request

As the title says, makes all antags visible to an admin in the orbit
menu.

## Why It's Good For The Game

Makes it easier for admins to observe the round and act preventive in
case an antagonist goes too far. A nice QOL addition.


![cooltext471483565189453](https://github.com/user-attachments/assets/c0842cd6-5b4f-4abb-980e-1e7f9d404098)

## Changelog

🆑
qol: Now all antagonists are visible to an admin in the orbit menu!
/🆑
2024-12-14 00:50:57 +01:00
tonty d5daa9c9b8 [NO GBP] Renames mob/camera to mob/eye and makes everything follow suit (#87684)
## Why It's Good For The Game

Clarity and consistency regarding DM's systems. 
Internally, `eye` is used for anything that controls the client's view.

![image](https://github.com/user-attachments/assets/7d1291e1-7a6a-4736-a14b-97834e89846f)
How `eye` is used in DM is consistent with how we use the term, so I
figured this would add clarity.

Being named mob/camera also makes it unclear exactly what it's doing.
The name implies that it would function similar to how mob/camera/ai_eye
does, but most of the time it's only used as... an eye.

My ulterior reason for this PR is that I want to clean up
mob/camera/ai_eye and it's subtypes after this.
## Changelog

🆑
server: mob/camera has been renamed to mob/eye, which may break
downstreams
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-09 10:57:45 +00:00
SmArtKar c5ac7b7297 Ghosts once again can see people's true names and roundstart jobs (#84951)
## About The Pull Request

#83186 made it so ghosts are fooled by disguises, like wearing a mask
and an ID. This PR fixes that behavior, instead always displaying the
person's real name and their face/ID name (if their face name is somehow
different from real name) in brackets.

Additionally, this PR makes orbit menu prioritize "real" job name and
icon, aka the ones the person spawned with. If they don't have an
assigned job, it will fall back to current behavior of looking it up
from their ID. Also, searching people includes both their fake and real
name.

## Why It's Good For The Game

Ghosts really, really shouldn't be fooled by wearing a gas mask and an
ID. **Especially** admin ghosts.

## Changelog
🆑
qol: Ghost orbit menu now always displays person's real name and their
roundstart job and cannot be fooled by disguises.
/🆑
2024-07-17 13:15:54 -07:00
Jeremiah a3940a4a96 Updates to orbit ui [READY] (#83186)
## About The Pull Request
Pretty big orbit ui refactor.
Check changelog for full list of features.

<details>
<summary>screenshots</summary>

In game
![Screenshot 2024-05-15
133935](https://github.com/tgstation/tgstation/assets/42397676/60c2fc95-9fc5-4417-8477-d6fdae589100)

Sort by department
![Screenshot 2024-05-15
133951](https://github.com/tgstation/tgstation/assets/42397676/96114884-3c10-4b03-a042-c19b25485bf3)

Did you know ninjas had a hud icon that hasn't worked for four years?

![image](https://github.com/tgstation/tgstation/assets/42397676/74f1414e-df57-4586-8cfd-0a154b560b83)

Criticals

![image](https://github.com/tgstation/tgstation/assets/42397676/b6ed9b94-bab3-4878-9a18-345efad9b92d)

Orbit blade


https://github.com/tgstation/tgstation/assets/42397676/99681548-bfb3-4895-9c95-3b650df71107

</details>

## Why It's Good For The Game
Some QoL for the orbit menu, giving more info on where action is and
isn't.
Removes more of the uselocalstate hook which is deprecated anyways
## Changelog
🆑
fix: Fixed an issue preventing space ninjas from having a hud icon
add: ORBIT UI CHANGES:
add: AFK players are greyed out.
add: Living NPCs now display health.
add: Icons displayed are now based on hud icons, which includes icons
for player-visible antagonists
add: You can now sort by job department (click health icon)
add: Round ending "critical" items will be listed at the top.
add: Click the settings button to expand for more info
add: Your current orbit target is highlighted.
/🆑
2024-05-17 09:04:24 +12:00
san7890 bae1aef3b4 Refactors Regal Rats into Basic Mobs (more titles edition) (#77681)
## About The Pull Request

I literally can't focus on anything nowadays, so I just did this to
break a never-ending chain of distress. Anyways, regal rats! These
fellas are mostly player controlled, but did have _some_ AI capabilities
(mainly tied to their actions), so that was incorporated too. Everything
should work as-expected (as well as look a shitload cleaner).

Instead of doing weird and awful conditional signals being sent out, I
made the `COMSIG_REGAL_RAT_INTERACT` (not the actual name) have a return
value so we can always rely on that working whenever we have that signal
registered on something we attack. I also cleaned up pretty much every
proc related to regal rats, gave them AIs to reflect their kingly nature
(and action capabilities (as well as move the action to
`mob_cooldown`)).

Since I thought they needed it, Regal Rats now get a special moniker!
This is stuff like "the Big Cheese" and what-not, like actual regents in
history. That's nice.
## Why It's Good For The Game

Two more off the list. Much better code to read. Way smarter rats with
spawning their army as part of a retaliatory assault (war). More sovl
with better regal rat names. The list goes on.
## Changelog
🆑
refactor: Regal Rats have been refactored into basic mobs. They should
be a bit smarter and retain their docility (until attacked, in which
case you should prepare to get rekt by summoned rats), and properly flee
when they can instead of just sit there as you beat them to death. The
framework for them interacting with stuff (i.e. opening doors while
slobbering on food) is a bit more unified too, now. They also have
cooler names too!
/🆑

FYI: Beyond a few code touchups, I haven't touched the actions at all. I
do not believe myself to be enthusiastic about fixing anything involving
the actions code as of this moment so that this PR is more overbloated
unless it's unbelievably stupid or easy to fix.
2023-08-18 23:09:07 +01:00
Jeremiah 5e80257423 Refactors crew records (#72725)
## About The Pull Request
I have attempted or otherwise started this project at least 4 times. I
am sick of it being on my calendar. The code needs it. I need it.

- This makes crew records a proper datum rather than assigning
properties record.fields.
- General, medical, and security records are merged.
- Did some slight refactoring here and there for things that looked
obvious.
- Wanted states are now defined (and you can suspect someone through
sechud)
- pAI (unrelated but annoying) had some poorly named exported types that
i made more specific
- Job icons are moved back to the JS side (I wanted to get icons for
initial rank without passing trim)

<details>
<summary>previews</summary>

Editable fields & security console

![CM6d74brnC](https://user-images.githubusercontent.com/42397676/213950290-af6cfd76-eb8b-48e9-b792-925949311d9a.gif)

Medical records

![bFJErsvOaN](https://user-images.githubusercontent.com/42397676/214132534-59af1f8c-9920-4b51-8b27-297103649962.gif)

Look and feel of the more current version

![cxGruQsJpP](https://user-images.githubusercontent.com/42397676/214132611-0134eef0-e74c-4fad-9cde-328ff7c06165.gif)

</details>

## Why It's Good For The Game
TGUI'd some of the worst UIs in the game.
Creating new records is made much simpler. 
Manifest_inject is made readable.
Probably bug fixes

## Changelog

🆑
refactor: Crew records have been refactored.
refactor: Medical records -> TGUI
refactor: Security records -> TGUI
refactor: Warrants console -> TGUI
qol: Players are now alerted when their fines are paid off.
qol: Cleaned up sec hud examination text.
qol: Adding and deleting crimes is easier.
qol: Writing crimes in the console sets players to arrest.
qol: You can now mark someone as a suspect through sec hud.
/🆑

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-01-24 18:34:27 +00:00
Jeremiah 85a0d42b7d Better groups for antagonists (#72576)
## About The Pull Request
Better categorizes antagonists into groups for the orbit UI, admin
traitor panel.
Permanently hostile antags were intermixed in the "Alive" section, and
it was sometimes tough to see what's going on.
To do this, many minor antags needed new antag datums which were added
with fluff objectives as a bonus.

Group Name | Antags
--- | ---
Syndicate | Nukies, battlecruiser crew, lone op
Extradimensional Abominations | Nightmare, morph, pyro
slime
Spaceborne Leviathans | Space dragon, (spawned) carps
Invasive Overgrowth | Venus human traps
Arachnid Infestation | Spiders
Eldritch Horrors | Cult constructs, revenant 

( = New antag datum, proper orbit category, new objective text)

<details>
<summary>Screenshots (outdated)</summary>

Antags get more tooltip info
![Screenshot 2023-01-08
173344](https://user-images.githubusercontent.com/42397676/211233179-d0e9229c-0f2e-4cd3-838b-fc0c5255ec9c.png)

Populating space dragon + carps (now leviathans)
![Screenshot 2023-01-08
235526](https://user-images.githubusercontent.com/42397676/211267252-2a86f8bc-4b4a-4ad6-81ed-f6b2e72d8fc0.png)

Detail to distinguish job & rank
![Screenshot 2023-01-08
233608](https://user-images.githubusercontent.com/42397676/211267334-60cabefc-b768-4a8e-8d4b-74b3d4fd45b1.png)

New categories in action
![Screenshot 2023-01-09
131003](https://user-images.githubusercontent.com/42397676/211408962-2e3c3cb9-f08e-4e27-a765-6485fe5064b0.png)

Organized Traitor Panel 

![Screenshot_20230109_113453](https://user-images.githubusercontent.com/42397676/211392793-a9e6c170-60de-46bc-b0b6-02d74d45e42d.png)

</details>

## Why It's Good For The Game
Better UI, observer experience, admin panel. 
It's now very obvious when something is hostile from the orbit panel.

## Changelog
🆑
qol: The orbit menu now sorts antagonists into groups more effectively.
Some get new named groups.
admin: Traitor panel should have slightly more sane categories.
add: Many minor antagonists now have "objectives".
refactor: Refactors code in several antag datums.
/🆑

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-01-20 11:18:30 +13:00
NamelessFairy e9930877bc Deadchat controlled mobs/objects now appear in the orbit menu. (#72628) 2023-01-13 22:35:14 -08:00
vincentiusvin 1532156d0e Rescale SM health from 900 to 100, UI improvements, visual changes. (#72252)
Rescaling because i saw someone think that the number on the supermatter
UI are actually the percent damage over time, which is wrong.

Added delta symbol to damage and energy since they actually denote
change, not the actual value.

Chose the numbers that look good instead of doing a 1:1 rescale of the
old one (i.e. im dividing or multiplying things by 10 instead of 9). In
practice this means I'm lowering the damage cap but increasing damage
over the board for atmos (since it's mostly divisors). Lowered the
damage overall for external stuffs.

A bit of modification on the filter helpers to suit my needs. Added
documentation because I'm awesome.
2023-01-01 13:32:33 +00:00
tralezab 74ffc6c09c Point of Rat Focus (Important Focus on Rats from Important Points of View Orbit Menu for Regal Rats) (#71597)
Regal rats, while uncontrolled by players, are a point of interest
- They're the first monster to show up in an area that's otherwise empty
(in my case, a desert)
- There are no other monsters in the same biome as them
- They have a unique ability: they spawn chests when killed
- Their loot includes a rare drop
2022-12-11 21:39:52 -06:00
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
Jeremiah 03f2f3e2b0 Orbit refactor + features part dos: Icons, health bars. (#70580)
* orbit refactor + features

* Via suggestion

Co-Authored-By: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-Authored-By: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* cleanup

* readds heatmap optional + bug fix

* fixes bugs

* naming conventions

* what

* indeed

* modular via suggestion

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>

* nice

* pai fix

* misc searching

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-10-19 22:23:13 -04:00
Jeremiah 9ecf77ca28 Adds extended tooltip information to observables in the orbit ui (#70547)
A continuation of #68389 which addresses an issue that still bothers me to this day:

The orbit menu displays a player's name as a combo of name id transform. It can get lengthy to a point where the names clip the entire screen (as buttons do not multiline).

This PR shortens excessively long player names on the orbit menu and adds a tooltip that will show extended info like full name, health and job titles.

Mostly drawn from concerns brought up in the original.
2022-10-16 11:05:39 -07:00
Jeremiah d84f881159 Completely rewrites the orbit screen (#68054)
I set about refactoring Orbit.js when I just decided to scrap it and maybe add in some different functionality.

This PR:
- rewrites orbit from the ground up in typescript
- color coded list + scrollable + wider
- adds some styling and effects to gauge "threat": icons change, buttons change color
- fixes button text overflow
- fixes issue where scrolling hides the search header
- fixes similar antags being grouped separately (nukie and nukie leader, etc)
2022-07-03 16:43:57 -07:00
Mothblocks ae427c0058 Remove the auto updating in the orbit menu and bring back manual refresh (#63790) 2022-01-05 07:01:48 -08:00
Timberpoes 16d541e975 [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby. (#61509) 2021-09-22 15:54:15 -07:00
Emmanuel S 21707c549b Orbit Menu: Auto-Observe mode, Refresh button, Alive/Ghost counters (#54031)
Observe, Refresh, alive/ghost count, and no more [ghost]

Apply suggestions from mr jaredfogle

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
mister jaredfogle

yes? he built? tgui it
2020-10-07 19:52:51 +03:00
Emmanuel S a9e1c2e387 Orbit menu checks ghosts recursively, ghosts have orbit counters (#53826)
* Recursive Orbit Checker


UI change


len -> length()


Rebuild tgui

another len -> length()

* tgui
2020-09-27 01:37:42 +03:00
Timberpoes 1f23cc281d Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
2020-09-26 11:52:39 -03:00
Wayland-Smithy 666d1e75c5 Rename orbiters.orbiters list to something sane (#53416) 2020-09-05 11:58:42 -03:00
Kyle Spier-Swenson 8df93ba39e [Ready] CDN browser assets! (#52681)
Rewrites the asset_cache system to handle sending assets to a CDN via a webroot.

see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md

Fixed a lot of bugs with assets, removed some dead code.

Changes:
    Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport.
    Added subsystem call for when the config loads or reloads.
    Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5).
    Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets
    Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.).
    The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly.
    Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt
    To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url.
    Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly.

cl
refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue.
admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare).
config: New config file, resources.txt, (must be loaded by an $include statement from the main config)
server: The external_rsc_urls.txt config has been moved to the main config system.
/cl
Porting notes:

Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode.

Requires latest tgui.

The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load.

/tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae
2020-08-12 13:51:43 +12:00
Aleksej Komarov 0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
jdawg1290 62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Timberpoes 3d2aa32810 Limit scope of locate 2020-07-08 16:40:00 +01:00
Timberpoes 761c1a9e03 Orbit feex 2020-07-08 11:24:00 +01:00
Jared-Fogle 1d045501f2 New tgui based orbit menu (#51585)
* New tgui based orbit menu

* Update tgui.bundle.js

* Safely check len if orbiters is null

* Add a search bar

* Rename Antagonists to Ghost-Visible Antagonists

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>

* Move ghosts below alive

* Rebuild tgui.bundle

* Update as per stylemistake's feedback

* Cosmetic stuff

* Rebuild tgui

* Replace localeString with faster alternative

* Update tgui.bundle.js to latest upstream

* Hitting enter in the search bar will now snap you to orbit the most relevant result

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-06-14 00:14:31 -04:00