## About The Pull Request
This won't actually do anything on live, since those are all set to
UTC±0 currently
Pins logging and IC uses of time2text to UTC±0 instead of using the
system timezone (byond default)
Timezones not being set to utc0 caused issues before (and is again)
All timezones are now passed explicitly to make it more likely it's
cargo culted properly at least
Deletes worldtime2text cus it was gameTimestamp default args
## Why It's Good For The Game
Server timezone changes probably shouldn't affect logging, round times,
file hashes, IC time, when you caught fish, etc
## Changelog
🆑
refactor: Logging and IC timestamps will now always use UTC±0 and not be
affected by server system timezone changes
fix: Station and round times will not longer be incorrect if the system
timezone is not UTC±0
/🆑
---------
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
* fixes signal circuit not working | refactors name of timer cooldown macros to be inherent, also docs them (#79367)
## About The Pull Request
Title
## Why It's Good For The Game
Less headache in the future for a macro thats not really obvious in what
it does
## Changelog
🆑
fix: signals in circuits now actually function
/🆑
* fixes signal circuit not working | refactors name of timer cooldown macros to be inherent, also docs them
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* Updates signaler investigate code | Adds some nice QOL changes for signalers | Enforces cooldown on signaler circuitry (#78974)
## About The Pull Request
See title.
If someone was abusing signalers previously to cause server lag, going
into list signalers would actually cause even worse lag as byond sat
there and processed thousands of items into a string over and over,
which would cause string format operations on longer and longer strings,
resulting in more and more overhead. This is bad.
So instead there is now a limit to the size of the list, currently I
have that set to 500 although I am open to increasing and even reducing
the number.
I have also made signalers slightly more intuitive by having the
cooldown actually displayed in the ui as a tooltip instead of just being
a secret feature you didnt know about unless you code dived. Also made
the cooldown actually respected by things such as circuitry where it
didnt even implement the cooldown and would happily send as many signals
as you had items connected to your proximity circuit.
## Why It's Good For The Game
Admins won't accidentally kill the server by trying to parse a lag
machines signal list. Players lagging the server? No, how about the
admins trying to fix it!
## Changelog
🆑
qol: signalers now tell you their cooldown and also use balloon alerts
/🆑
* Updates signaler investigate code | Adds some nice QOL changes for signalers | Enforces cooldown on signaler circuitry
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* Adds Radio Circuit Component Signaler to list-signalers (#76613)
## About The Pull Request
Fixes#76503
Probably important for this stuff to be logged.
## Why It's Good For The Game
Helps admins figure out the signallers that are signalling, and who
triggered the signaller.
## Changelog
🆑
admin: If a circuit component outputs a radio signal, it should now be
logged in list-signalers.
/🆑
* Adds Radio Circuit Component Signaler to list-signalers
---------
Co-authored-by: san7890 <the@san7890.com>
* Integrated the component printer into the integrated circuit UI. You can now link integrated circuits to component printers (#62287)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Integrated the component printer into the integrated circuit UI. You can now link integrated circuits to component printers
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Refactors how components are triggered and refactors how ports are ordered (#60934)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Refactors how components are triggered and refactors how ports are ordered
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* [s] Patch a server crashing exploit (#61057)
if you create a bunch of signallers then spam the send signal button you can grind the server to a halt at low numbers and crash it at high numbers of signallers
This is an imperfect fix as a proper fix would refactor signal datums to use a subsystem but I dont feel like rewriting all of signal code thank you very much
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* [s] Patch a server crashing exploit
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Input ports now connect to multiple output ports. Remove combiner. (#60494)
* tgui bsod
* debug disconnections
* prelim
* recomment
* set_value -> put ._.
* DAMN IT
* reinsert subsystem
* prepare
* unditch signals
* remove combiner
* remove combiner some more
* how did router.dm get here? deleting.
* These two COMSIGS should be one.
* critical typo
* inline cast
* have your signals
* Have your set_input & set_output.
* make compile
* upgrade save/load to n-to-n-wires
* have your documentation
* have your unsafe proc
* pay no attention to the compile errors
* unlist the ref
* paste my for block back in ._.
* fix manual input
* oops pushed too soon
* Have your !port.connected_to?.length
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* Input ports now connect to multiple output ports. Remove combiner.
Co-authored-by: Gurkenglas <gurkenglas@hotmail.de>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* Moves most circuit defines to files (#60705)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Moves most circuit component defines to files to reduce the amount of scattered code.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Refactors port types completely and adds the option type. Refactors options to use this new type (#60571)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Refactors port types completely and adds the option type. Refactors options to use this new type
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Circuit component descriptions and module names are now visible to the naked eye. (#60545)
* Circuit component descriptions and module names are now visible to the naked eye.
Co-authored-by: Gurkenglas <gurkenglas@hotmail.de>
* Adds the airlock shell, refactors USB code to be easier to use, implements USB cables for the binary valve and more. (#59728)
Adds the airlock shell. The circuit has full control over the airlock.
Refactors USB code to be easier to use for less experienced coders.
Implements USB cables for the binary valve to be able to open/close the valve.
Adds a private channel for radios that only lets circuits with the same owner's ID to interact with it.
* Adds the airlock shell, refactors USB code to be easier to use, implements USB cables for the binary valve and more.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Added circuit component UI details, added multiplexer and allowed inserting components directly into shells. (#59635)
Adds the multiplexer circuit component - en.wikipedia.org/wiki/Multiplexer
Circuit components can now be directly inserted into shells rather than having to take the integrated circuit out.
Special information can be accessed from components now through the "Info" button besides the eject button on a component.
* Added circuit component UI details, added multiplexer and allowed inserting components directly into shells.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>