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75 Commits
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6e9f2ccfc0 |
Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts: # .github/workflows/compile_all_maps.yml # .github/workflows/run_integration_tests.yml # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/_onclick/hud/credits.dm # code/controllers/subsystem/networks/id_access.dm # code/datums/diseases/advance/advance.dm # code/datums/diseases/advance/symptoms/heal.dm # code/game/machinery/doors/door.dm # code/game/objects/structures/crates_lockers/closets/secure/medical.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/modules/antagonists/malf_ai/malf_ai_modules.dm # code/modules/jobs/job_types/_job.dm # code/modules/loadout/categories/accessories.dm # code/modules/loadout/loadout_helpers.dm # code/modules/loadout/loadout_items.dm # code/modules/loadout/loadout_preference.dm # code/modules/mob/living/silicon/robot/robot_defense.dm # code/modules/mod/mod_theme.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/reagents/reagent_containers/cups/drinks.dm # code/modules/shuttle/mobile_port/variants/supply.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png # icons/hud/screen_full.dmi |
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c771360e00 |
Removes tgui fancy mode as a preference, we're only fancy now (#94389)
## About The Pull Request This defaults every tgui to fancy mode and removes the preference entirely. ## Why It's Good For The Game If you look through the code you'll find comments like these > //some browsers (IE8) have trouble with unsupported css3 elements that break the panel's functionality, so we won't load those if a user is in no frills tgui mode since that's for similar compatability support We're far and away from IE8, therefore our need for compatibility support, so I think it's valid to remove this so called 'no frills tgui mode'. It's tied into the event message system with every backend update, so there's a tad less overhead. ## Changelog 🆑 del: TGUI now defaults to fancy mode, there is only fancy mode. Welcome to the future. /🆑 |
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8aa39b75f0 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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ce50179f7c |
Mind readers can read what people are typing (#93059)
## About The Pull Request When a Mind Reader examines someone who is typing, it will show them what they are actively typing <img width="518" height="97" alt="image" src="https://github.com/user-attachments/assets/8d54aa56-85fc-4e03-b0a3-bfb8e475beff" /> No, it won't read OOC messages. ## Why It's Good For The Game Your next line is, "This sounds really funny for gimmicks like security interrogations or fortune telling, or for getting the jump on someone as they try to get the jump on you, or just to be a badass by finishing people sentences" ## Changelog 🆑 Melbert add: When a mind reader examines a mob, they'll get a glimpse into what that mob is currently typing, before they even send the message. qol: Mind Reader now groups up all the information it gives you in a box admin: Mind Reader now logs everything the reader gleamed from the read-ee /🆑 |
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9aefd83689 |
makes various uis more compatible with high dpi monitors, adds a preference for smaller windows (#90418)
## About The Pull Request various uis (tgui-say, vv, player panel, anything using `/datum/browser`) would not correct for dpi. they now do we also have a preference to allow you to have smaller windows that are zoomed out, instead of larger windows that are not zoomed #### of note, this does require a small change to the usage of css viewport units, like `vh` and `vw`. they need to be fed through the `vp(100vw)` function first. there was only one such unit in the codebase on 4k monitor with 200% scaling: fixed (pref on default)  pref disabled  ## Why It's Good For The Game 516 fucked with uis again and this unfucks them a bit ## Changelog 🆑 qol: there's a new UI preference called UI scale which allows people that use windows scaling to have their UIs original size with the contents zoomed out, instead of the default, which is the UIs being larger with the contents "normal" size fix: various UIs did not respect windows scaling, they now do /🆑 --------- Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> |
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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2691b9a721 |
makes various uis more compatible with high dpi monitors, adds a preference for smaller windows (#90418)
## About The Pull Request various uis (tgui-say, vv, player panel, anything using `/datum/browser`) would not correct for dpi. they now do we also have a preference to allow you to have smaller windows that are zoomed out, instead of larger windows that are not zoomed #### of note, this does require a small change to the usage of css viewport units, like `vh` and `vw`. they need to be fed through the `vp(100vw)` function first. there was only one such unit in the codebase on 4k monitor with 200% scaling: fixed (pref on default)  pref disabled  ## Why It's Good For The Game 516 fucked with uis again and this unfucks them a bit ## Changelog 🆑 qol: there's a new UI preference called UI scale which allows people that use windows scaling to have their UIs original size with the contents zoomed out, instead of the default, which is the UIs being larger with the contents "normal" size fix: various UIs did not respect windows scaling, they now do /🆑 --------- Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> |
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79a26d26e5 |
Fix some instances of trying to directly qdel lists (#90227)
## About The Pull Request this fixes a bunch of code incorrectly calling qdel directly on a list, and adds a stack trace to qdel if someone does pass a list to it ## Why It's Good For The Game because I'm pretty sure qdel ends up calling fucking `del()` as `/list` is not a `/datum` ## Changelog No user-facing changes. |
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de62e75433 |
[516] Fix TGUI input text max_length (#90039)
## About The Pull Request Fixes default max_lenght on TGUI input text. Chromium ignores symbols in maxlength attribute, so instead of infinity it was... 1. Without setting attribute, it was literally infinite (close enough)  Closes #89331 ## Why It's Good For The Game  ## Changelog 🆑 fix: Fixed TGUI text inputs, that's allows only 1 symbol instead infinity /🆑 |
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4dbeb010fe |
[516] Fix TGUI input text max_length (#90039)
## About The Pull Request Fixes default max_lenght on TGUI input text. Chromium ignores symbols in maxlength attribute, so instead of infinity it was... 1. Without setting attribute, it was literally infinite (close enough)  Closes #89331 ## Why It's Good For The Game  ## Changelog 🆑 fix: Fixed TGUI text inputs, that's allows only 1 symbol instead infinity /🆑 |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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c698196766 |
Remove the default max length from tgui_input_text. (#86692)
this should mirror `input() as text`, and `input() as text` has no default max length. Anything that needs a limited input must specifically request it to avoid collateral damage for inputs that don't need it (like admin verbs) |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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6768095f8f |
[MIRROR] fix: add support for multibyte chars for truncate, stripped_input, tgui_input_text (#29174)
* fix: add support for multibyte chars for `truncate`, `stripped_input`, `tgui_input_text` (#85313) ## About The Pull Request Add support for multibyte chars for `truncate`, `stripped_input`, `tgui_input_text`. Right now, on UI of `tgui_input_text` chars are counted, but on back-end - bytes. So I made it consistent. Also fixed that for `stripped_input`, which is used in case of disabled `tgui input`. While I was here, made `truncate` proc consistent too ## Why It's Good For The Game Tgui text input won't lie about the size of input ## Changelog N/A * fix: add support for multibyte chars for `truncate`, `stripped_input`, `tgui_input_text` --------- Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com> |
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7e7adf6583 |
fix: add support for multibyte chars for truncate, stripped_input, tgui_input_text (#85313)
## About The Pull Request Add support for multibyte chars for `truncate`, `stripped_input`, `tgui_input_text`. Right now, on UI of `tgui_input_text` chars are counted, but on back-end - bytes. So I made it consistent. Also fixed that for `stripped_input`, which is used in case of disabled `tgui input`. While I was here, made `truncate` proc consistent too ## Why It's Good For The Game Tgui text input won't lie about the size of input ## Changelog N/A |
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c54a263a8c |
Command bar typing indicators (client side html version) (#83081)
This uses a browser skin element to spy on the command bar and report back to the server what verb is currently in it and how many characters it has. it skips reporting if the text hasn't changed since the last report. im intentionally not providing the full text in the command bar to the server, while designing the system so new verbs can be given typing indicators by editing DM code, not html code. The report rate is once a second but this could be lowered or tweaked. Both the tgui say window being open and this system being active because the command bar starts with `say "` is undefined behavior, mostly the first one to end the indicator will just freeze indicators for the other one until it too ends its current indicator session. The system waits until something besides the `"` is in the argument to say. It is enabled for verbs `say`, `me`, and `whisper`. I don't actually know if this is the case for tgui say. this is a one line tweak anyways so let me know if this should be changed. [(This pr closes a bounty)](https://tgstation13.org/phpBB/viewtopic.php?p=726634#p726634) 🆑 MrStonedOne & Lilah Novi add: Say commands typed in the command bar now trigger typing indicators /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> |
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2bf57113df |
Command bar typing indicators (client side html version) (#83081)
This uses a browser skin element to spy on the command bar and report back to the server what verb is currently in it and how many characters it has. it skips reporting if the text hasn't changed since the last report. im intentionally not providing the full text in the command bar to the server, while designing the system so new verbs can be given typing indicators by editing DM code, not html code. The report rate is once a second but this could be lowered or tweaked. Both the tgui say window being open and this system being active because the command bar starts with `say "` is undefined behavior, mostly the first one to end the indicator will just freeze indicators for the other one until it too ends its current indicator session. The system waits until something besides the `"` is in the argument to say. It is enabled for verbs `say`, `me`, and `whisper`. I don't actually know if this is the case for tgui say. this is a one line tweak anyways so let me know if this should be changed. [(This pr closes a bounty)](https://tgstation13.org/phpBB/viewtopic.php?p=726634#p726634) 🆑 MrStonedOne & Lilah Novi add: Say commands typed in the command bar now trigger typing indicators /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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55d1c715e5 |
Pulls2 (#27514)
* New docking port sprites (#82729)
* Adds text to lootpanel items [no gbp] (#82722)
## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues
I clipped it at 5 because monke


## Why It's Good For The Game
Handy if youre in a rush and won't upgrade byond to fix the issue
## Changelog
🆑
fix: Lootpanel additions: Condensed item names for the quick of draw
/🆑
* Fixes tgui alert buttons (#82714)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Been on my mind for a long time
I did this while relatively inexperienced (how do I center a div etc)
Fixes an issue inherent to our stack implementation where reversing the
direction caused strange spacing issues. This effectively reverses the
extra margins in css so it looks identically spaced whether reversed/not
<details>
<summary>before/after</summary>
Before (normal buttons)

Before (large buttons)

After (normal buttons)

After (large buttons)

Long buttons (normal)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))

</details>
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Looks better, runs smoother, no clipping
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)
## About The Pull Request
Replaces the tools on the tables with 2 surgery trays.

## Why It's Good For The Game
Makes surgery a bit less painful in the surgery theatre, Using tools
from a tray is much nicer than having to open the context menu on the
piles of tools on the tables.
## Changelog
🆑
qol: Replaced the surgical tools in the Primary Surgery Theatre with 2
Surgery Trays.
/🆑
* Fixes smart pipe & cryo gas reallocation (#82701)
## About The Pull Request
**1. Smart Pipe Problem**
- Fill a pipe with any gas, plasma for e.g.
- Unwrench the pipe to deconstruct
- The pressure sends you flying but notice plasma is nowhere to be seen
from the now destroyed pipe
**2. Cryo pipe connector problem**
The gas gets reallocated when the object is deleted. We only want this
when its deconstructed not deleted to prevent any side effects
This PR fixes them
## Changelog
🆑
fix: smart pipes release their gases into the air when unwrenched
fix: cryo pipe connector component has no side effects of gas
reallocation when deleted
/🆑
* Fix Primal Instincts (#82741)
## About The Pull Request
#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something
## Changelog
🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑
* Fix handcuffing (#82760)
## About The Pull Request
Changed this to an early return but then didn't invert the condition
## Changelog
🆑 Melbert
fix: You can handcuff people with 2 arms and you can no longer handcuff
people with 0 arms
/🆑
* Gets rid of UNIT_TESTS compiler warning (#82695)
## About The Pull Request
Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```
You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24
This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.
I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes dropdowns better (#82697)
## About The Pull Request
Kind of a pain to work with, confusing people with its prop names (many
such cases!)
After recently discovering deathmatch it's very obvious to me how broken
it is, so I made it less so
(now comes with a complete ui upgrade!)
It now scrolls with the selection and to the selection on open, which
felt like major QoL
<details>
<summary>pics/vids</summary>
In motion

Deathmatch got some UI facelifts


Fixes #75741

</details>
## Why It's Good For The Game
Better UX
Bug fixes
Potential exploit patched (ui validation for ai voice changer)
Fixes #81506
## Changelog
🆑
fix: Dropdowns received some much-needed QoL, like having the scrollbar
follow your selection.
fix: AI voice changer now shows its current voice selection.
fix: Deathmatch screen has been touched up.
fix: Prefs menu has their dropdowns simplified, hopefully fixing issues
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fixes the NT SWAT helmet sprite (#82743)
* Mass Item Creation (#82455)
## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.
## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).
* Adds Retain volume flag on the ants reaction (#82718)
Fixes #82575
We'd expect feeding ants to always result in more ants I imagine.
* Borg movement now has sounds (#82704)
## About The Pull Request
adds sound effects to cyborgs when they move
Demo:
https://imgur.com/a/7Mu98pQ
Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑
* Use cell defined constants for various stuff (#82594)
## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.
## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑
* Plumbing machinery power & processing tweaks (#82702)
## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched
- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency
- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time
## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑
* Carps migrating through the station no longer idle so they don't get stuck after spawning until someone walks by. (#82744)
## About The Pull Request
Carps migrating through the station no longer idle so they don't get
stuck after spawning until someone walks by.
## Why It's Good For The Game
Bugfix for Carp Migrations.
## Changelog
🆑
fix: Carps migrating through the station no longer idle so they don't
get stuck after spawning until someone walks by.
/🆑
* Alt click no longer conflicts with mech suit [no gbp] (#82758)
## About The Pull Request
Get in the gundam shinji!!!
Context: Mech users hold ALT to disable strafe, which would trigger the
lootpanel to come up while committing war crimes (annoying!)
This prevents the panel from appearing and fixes the previous behavior,
meaning you can alt click your own mech to disable strafing.

It also makes toggling strafe a balloon alert with sound. Parties for
all occupants!!
## Why It's Good For The Game
Fixes #82753
## Changelog
🆑
fix: Mecha pilots are no longer bothered by incessant loot panels while
holding ALT for strafe disable.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds a Wizard-themed map to the deathmatch (#81640)
## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.
Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.
The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑
* Makes viewers() defines (#82767)
* Fixes Pseudo circuit delay & some missed cell define usages (#82771)
## About The Pull Request
- Fixes #82688
If the circuit cost is<= 1% of `STANDARD_CELL_CHARGE` then the delay is
5 seconds, if the circuit cost is >= 50% of `STANDARD_CELL_CHARGE` then
delay is 1 minute. All other delay values are interpolated in between
these 2.
- Pseudo circuits don't use power when used on cooldown
- Makes `INSPECTOR_ENERGY_USAGE_*` defines values use standard cell
values
## Changelog
🆑
fix: pseudo circuit adapter computes recharge delay durations correctly
& won't use power when on cooldown
code: uses standard cell defines for N-spect scanner
/🆑
* Lava/Plasma River tiles now immerse you in them (#82736)
## About The Pull Request
This adds the "immerse" element to lava tiles.

It's a tad hard to see because you're super on-fire, but it still looks
nice.
## Why It's Good For The Game
Eye candy, pretty...
## Changelog
🆑 Rhials
qol: Lava and plasma rivers now immerse you in them.
/🆑
* Adds `ALLOW_RESTING` to a bunch of items (#82761)
## About The Pull Request
Allows you to alt-click a bunch of items while resting.
Fixes #82788
## Why It's Good For The Game
Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet
Others are just sensible changes.
## Changelog
🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑
* Fixes sight range on lootpanel [no gbp] (#82765)
## About The Pull Request
When asked to make lootpanel visible at range they did not just mean
_any range_
AI alt click was a little weird (still is) but now it works
(TM BUG)
Fixes #82768
* Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)
[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)
All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity


Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.
The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.
By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.
Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.
Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Fixes dropdown displaytext not working for numeric values (#82778)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/82697 broke the prefs menu
downstream; we have a couple of dropdown choices that are numeric but
that make use of `display_names` to map those choices to appropriate
strings.
The code was assuming that `value` would always be a string when calling
`capitalizeFirst(value)`. Basically it should be doing
`display_names[value]` when `display_names` are present.
## Why It's Good For The Game
Fixes an oversight/bug.
## Changelog
🆑
fix: dropdowns that use display_names as an alias for numeric values
will no longer cause tgui bluescreens
/🆑
* [NO GBP] HPLC can purify inverted chems (#82727)
## About The Pull Request
- Fixes #82725
Inverted chems are now coloured green and classified as clean (like
before my general maintenance PR) which means they can be purified
again.
Only chems that are too impure to use & have an inverted chem value are
coloured red in the UI and not when they are just of the inverted type
## Changelog
🆑
fix: HPLC can purify inverted chems and are now coloured green(clean) in
the UI
/🆑
* Lathes compute their local storage size correctly (#82770)
## About The Pull Request
Basically we have to add the material container before we call parent
Initialize(which calls `RefreshParts()`), else the container doesn't get
initialized early and we skip over computing storage sizes
## Changelog
🆑
fix: off station & round start lathes with local storage don't have
infinite storage size.
/🆑
* Arcmining QoL: GPS component to scanned vents and vent(pin)pointer (#82724)
## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


</details>
## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑
* Fix oven tray runtime (#82782)
## About The Pull Request
Fixes a lil typo from the interaction refactors that broke the ability
to load oven trays from containers
## Why It's Good For The Game
squamsh bug
## Changelog
🆑
fix: loading oven trays from serving trays and other containers works
again
/🆑
* Fix flaky test detection (#82790)
- Add missing job pagination.
- Fix multiple jobs being able to fail if they aren't in
`CONSIDERED_JOBS`
* Add utf8 support for state laws button (#82789)
## About The Pull Request
Adds UTF-8 support for state laws HTML page. Now it supports more than
just English
## Why It's Good For The Game
Support for other symbols, such as cyrillic

* Update highest available sound channel (#82780)
Current channels are:
```
```
So, the highest available now is 1013
Updating the thing which everyone forgot for 7 years. Not that many
special channels were added either way
* Revert "Borg movement now has sounds" (#82795)
Reverts tgstation/tgstation#82704
The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.
* Use defines for "General Research" where it's not used (#82785)
## About The Pull Request
There is a define for it, so why not use it?
## Why It's Good For The Game
Defines good
* [READY] the unfuckening of clothing rendering (#79784)
refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item
one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/
fuck this 2003 bullshit
theres like several bugs here i fixed but i forgot them all and they are
small
* Allows vv investigate /appearance + better checking image (#82670)
* Fixes Alien Numerical Identifier Transfer System (#82762)
## About The Pull Request
Fixes #82756
I'm not sure what the root cause of the issue is or why it broke so
recently (this has been a thing since #49150) but I went and cleaned up
the code and ensured that we always reset the `name` to the `initial()`
value we have for it if we determine that we need to transfer over the
`numba` from the old xenomorph. This is done by a new proc which is a
lot less convoluted from the old system (always respecting var-edited
names and stuff like that) that should make it flow a lot better and
make it more hardy against double-addition of the `numba` to the name.
## Why It's Good For The Game
Having two numbers in your name is weird, should only have one.
[x] I tested this PR
## Changelog
🆑
fix: Evolved aliens should no longer have two numbers in their name.
/🆑
* [NO GBP] Fixes runtime in advanced camera console (#82699)
## About The Pull Request
We only unset machine if we have a user who has logged in
## Changelog
🆑
fix: Fixes runtime in advanced camera console when power is turned off
/🆑
* Refactors how basic ais do their success/failures (#82643)
* Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)
as the only meaningful reward
Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.
Reaching Legendary rewards you with the Golden Gloves.
I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635
But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.
- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).
- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.
- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).
- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!
So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.
(against boxers)
Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.
Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.
Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)
@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.
Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.
Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.
The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.
🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑
* Cargo ui refactor -> TS (#82745)
Refactors cargo ui, fixing some visual bugs, just making it look better
in general
Should be no gameplay effect other than it looking better
<details>
<summary>pics</summary>




Fixes #81442

Made a type grabber for backend data in case you want to make your own
typescript uis
`logger.log(getShallowTypes(data))`

Otherwise cargo's data is unreadable
</details>
Any UI over 500 lines should get broken up to reduce cognitive load
~~Any ui in javascript shouldn't exist~~
Cargo UI is better
Typescript
🆑
fix: Cargo's supply console has been upgraded visually.
/🆑
---------
Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Makes lavaland stone tiles prevent immersion (#82807)
## About The Pull Request
Adds the same trait that lavaproof rods have to the stone tiles, so
things can continue being visually outside of the lava
## Why It's Good For The Game
this shit looks goofy

## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑
* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)
Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits
- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
- If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.
🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑
* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)
## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑
* Fix all types of damage to the head causing brain damage (#82763)
## About The Pull Request
5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.
## Changelog
🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑
* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)
## About The Pull Request
If we say something is a Modal it should actually be a Modal
## Why It's Good For The Game
You can now use this system in other windows if you want.
Fixed the misnomer.
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)
## About The Pull Request
Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.
Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.
The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.
## Why It's Good For The Game
The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.
Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.
## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑
* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"
This reverts commit
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cf4cc89902 |
Revert of a Revert | ListInputModal (#82854)
This reverts commit
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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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9acf5bd821 |
Revert "Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it" (#82841)
Reverts tgstation/tgstation#82792 |
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b218130a2c |
Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)
## About The Pull Request If we say something is a Modal it should actually be a Modal ## Why It's Good For The Game You can now use this system in other windows if you want. Fixed the misnomer. --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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7f8752be14 | Admin Verb Datums MkIII | Now with functional command bar (#82511) | ||
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0a9c2a9663 |
[MIRROR] Fixes tgui text input trimming the last char if the input hits the max length (#26795)
* Fixes tgui text input trimming the last char if the input hits the max length (#81869) ## About The Pull Request There's a one character discrepancy between the maximum length in the tgui input panel and that of the copied text, that's because `copytext("123456", 6)` will actually return `"12345"`, cutting off the last digit, so we need to increment the `max_length` by one if we want the right amount of characters to be return. This is also somewhat detailed in the DM lang "bluebook", and is in line with how `list.Copy()` also works. ## Why It's Good For The Game This fixes the museum password pad, which trimmed the last character of the input because of this oversight. ## Changelog 🆑 fix: Fixed the tgui text input trimming the last character of the input if it hits the maximum length. fix: This also fixes the PIN pad leading to the right wing of the museum away mission. /🆑 * Fixes tgui text input trimming the last char if the input hits the max length --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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0ebeaf1907 |
Fixes tgui text input trimming the last char if the input hits the max length (#81869)
## About The Pull Request
There's a one character discrepancy between the maximum length in the
tgui input panel and that of the copied text, that's because
`copytext("123456", 6)` will actually return `"12345"`, cutting off the
last digit, so we need to increment the `max_length` by one if we want
the right amount of characters to be return. This is also somewhat
detailed in the DM lang "bluebook", and is in line with how
`list.Copy()` also works.
## Why It's Good For The Game
This fixes the museum password pad, which trimmed the last character of
the input because of this oversight.
## Changelog
🆑
fix: Fixed the tgui text input trimming the last character of the input
if it hits the maximum length.
fix: This also fixes the PIN pad leading to the right wing of the museum
away mission.
/🆑
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4c0fd903f3 |
[MIRROR] bindable action buttons (#26536)
* bindable action buttons (#81371) ## 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> * bindable action buttons --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> |
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683e2ecfbf |
bindable action buttons (#81371)
## 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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8eeca186df |
[MIRROR] Cleans up some extra args in Destroy() [MDB IGNORE] (#25907)
* Cleans up some extra args in Destroy() (#80642) ## About The Pull Request After https://github.com/tgstation/tgstation/pull/80628, these shouldn't be needed anymore right? ## Why It's Good For The Game Cleans up some vestigial code ## Changelog EDIT: Not player-facing. * Cleans up some extra args in Destroy() --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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f34174414d |
Cleans up some extra args in Destroy() (#80642)
## About The Pull Request After https://github.com/tgstation/tgstation/pull/80628, these shouldn't be needed anymore right? ## Why It's Good For The Game Cleans up some vestigial code ## Changelog EDIT: Not player-facing. |
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535a6859a7 |
[MIRROR] Fixes the typing indicator [MDB IGNORE] (#25475)
* Fixes the typing indicator (#80153) ## About The Pull Request It was very specifically broken by [this commit](https://github.com/tgstation/tgstation/pull/80122/commits/94d00aa526f31ed0bc8357f060d2c190d2ad87c7), because it wrongfully changed the logic. Now the typing indicator is back, it's no longer just the thinking indicator. ## Why It's Good For The Game Typing indicator is meant to be there, now it's back! No more awkward flickering! ## Changelog 🆑 GoldenAlpharex fix: The typing indicator has overcome its shyness and is now back to its usual form. /🆑 * Fixes the typing indicator --------- Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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c2e5e2f0a8 |
Fixes the typing indicator (#80153)
## About The Pull Request It was very specifically broken by [this commit](https://github.com/tgstation/tgstation/pull/80122/commits/94d00aa526f31ed0bc8357f060d2c190d2ad87c7), because it wrongfully changed the logic. Now the typing indicator is back, it's no longer just the thinking indicator. ## Why It's Good For The Game Typing indicator is meant to be there, now it's back! No more awkward flickering! ## Changelog 🆑 GoldenAlpharex fix: The typing indicator has overcome its shyness and is now back to its usual form. /🆑 |
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a22c5fde78 |
[MIRROR] Moves thinking_IC variable to a trait [MDB IGNORE] (#25441)
* Moves `thinking_IC` variable to a trait (#80122) ## About The Pull Request This was another boolean that was used to just manage stuff codeside that really was not accessed _too_ much and is ultimately not useful as a variable on `/mob`. This just moves it to a trait because it's only really used in a few spots for a similar intent+purpose. ## Why It's Good For The Game Less stuff to deal with in the average view variables window whenever looking at a mob, which is really nice and welcome. ## Changelog Doesn't concern players. * Moves `thinking_IC` variable to a trait --------- Co-authored-by: san7890 <the@san7890.com> |
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904c81bbcd |
Moves thinking_IC variable to a trait (#80122)
## About The Pull Request This was another boolean that was used to just manage stuff codeside that really was not accessed _too_ much and is ultimately not useful as a variable on `/mob`. This just moves it to a trait because it's only really used in a few spots for a similar intent+purpose. ## Why It's Good For The Game Less stuff to deal with in the average view variables window whenever looking at a mob, which is really nice and welcome. ## Changelog Doesn't concern players. |
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2b5cfd484f |
[MIRROR] Adds a user type to integrated circuits, refactors the list pick component. [MDB IGNORE] (#24827)
* Adds a user type to integrated circuits, refactors the list pick component. (#79412) ## About The Pull Request Added a user type to integrated circuits that can't be stored as a user type but can be typecasted to entity. Useful for components that directly ask for an input from the user, like the list pick component. Refactored the list pick component to use this user port and to also send failure signals whenever a success signal is not sent. Removed the triggered port for the list pick component. Also fixes a runtime that occurs with the list pick component if the list passed in only contains null values. ## Why It's Good For The Game Can't force a prompt onto people who haven't interacted with your circuit. ## Changelog 🆑 add: Added a user type to integrated circuits /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Adds a user type to integrated circuits, refactors the list pick component. --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> |
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00be4978ae |
Adds a user type to integrated circuits, refactors the list pick component. (#79412)
## About The Pull Request Added a user type to integrated circuits that can't be stored as a user type but can be typecasted to entity. Useful for components that directly ask for an input from the user, like the list pick component. Refactored the list pick component to use this user port and to also send failure signals whenever a success signal is not sent. Removed the triggered port for the list pick component. Also fixes a runtime that occurs with the list pick component if the list passed in only contains null values. ## Why It's Good For The Game Can't force a prompt onto people who haven't interacted with your circuit. ## Changelog 🆑 add: Added a user type to integrated circuits /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> |
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6eb14f1d54 |
[MIRROR] Nullchecks Client on tgui_alert() and siblings [MDB IGNORE] (#24703)
* Nullchecks Client on `tgui_alert()` and siblings (#79322) ## About The Pull Request Fixes #79321 ```dm /datum/tgui/proc/open() if(!user.client) return FALSE ``` The TGUI window won't even `open()` and do any work if we don't have a client, so let's just explicitly get the hell out of dodge if we don't have a client associated with a mob in these procs. Adding a `?` to handle the runtime in the linked issue only obfuscates the deeper issue because of the aforementioned code snippet. ## Why It's Good For The Game Clientless monkeys will still somehow be able to interact with stuff through their random behavior, and this is still plausible enough to show up on live servers every so often, so let's just patch it out early. These alerts are meant for player user input, so if we don't have a player, let's bounce. ## Changelog A player would never ever notice this. * Nullchecks Client on `tgui_alert()` and siblings --------- Co-authored-by: san7890 <the@san7890.com> |
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89ce531194 |
Nullchecks Client on tgui_alert() and siblings (#79322)
## About The Pull Request Fixes #79321 ```dm /datum/tgui/proc/open() if(!user.client) return FALSE ``` The TGUI window won't even `open()` and do any work if we don't have a client, so let's just explicitly get the hell out of dodge if we don't have a client associated with a mob in these procs. Adding a `?` to handle the runtime in the linked issue only obfuscates the deeper issue because of the aforementioned code snippet. ## Why It's Good For The Game Clientless monkeys will still somehow be able to interact with stuff through their random behavior, and this is still plausible enough to show up on live servers every so often, so let's just patch it out early. These alerts are meant for player user input, so if we don't have a player, let's bounce. ## Changelog A player would never ever notice this. |
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85a1aeac0a |
[MIRROR] Fixes tgui say flash on load [MDB IGNORE] (#24361)
* Fixes tgui say flash on load (#78879) ## About The Pull Request Hides the TGUI say window from popping up briefly during load ## Why It's Good For The Game Just annoying for it to "jump scare" players Fixes #75716 ## Changelog 🆑 fix: TGUI Say should no longer flash during initialization /🆑 * Fixes tgui say flash on load --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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4cc4f4828e |
Fixes tgui say flash on load (#78879)
## About The Pull Request Hides the TGUI say window from popping up briefly during load ## Why It's Good For The Game Just annoying for it to "jump scare" players Fixes #75716 ## Changelog 🆑 fix: TGUI Say should no longer flash during initialization /🆑 |
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a69dee69f3 |
Hide typing indicator for LOOC (#21859)
Update modal.dm |
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5ef86b3cad |
[MIRROR] Tgui say v1.1 [MDB IGNORE] (#21255)
* Tgui say v1.1 * skyrat edits * update modular --------- Co-authored-by: Jeremiah <42397676+jlsnow301@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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aa74657f69 |
Tgui say v1.1 (#75431)
## About The Pull Request "It's better! I promise!" When I wrote it, I was inexperienced and pretty angry. Not that I'm any better of a person now, but the code should be. I consolidated instead of relying on heavy abstractions. I simplified logic and wrote more tests. The result should look and feel much more like intended. The bundle size is reduced by ~43%. Types are much stricter. The logic and css classes are much more precise. No major style changes yet  ## Why It's Good For The Game Less javascript is better, and being even a few fractions of a second faster might make better gameplay ## Changelog 🆑 refactor: Tgui Say is rewritten, becoming "much more performant". Hey, that's what it says on the tin! I'm not from marketing! fix: Tguisay drag zones are now ever so slightly larger around the corner of the window fix: Pressing one of the chat open keys (T/Y/M/O) will no longer change channels if it's already open /🆑 |
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0428f4a19c |
Convert LOOC/whisper to TGUI (#21174)
* TGUI this b * less dark |
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bd3b4f5779 |
[MANUAL MIRROR] [NO GBP] Adds a UI state to number inputs because Im an idiot and I forgot (#20887)
[NO GBP] Adds a UI state to number inputs because Im an idiot and I forgot (#75103) ## About The Pull Request Title. ## Why It's Good For The Game I broke everything. |
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bf4926fec8 |
[NO GBP] Adds a UI state to number inputs because Im an idiot and I forgot (#75103)
## About The Pull Request Title. ## Why It's Good For The Game I broke everything. |
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e932d4d39a |
[MIRROR] Allows TGUI input datums to accept a ui_state as an argument [MDB IGNORE] (#20881)
* Allows TGUI input datums to accept a ui_state as an argument (#75029) ## About The Pull Request Title. Adds a new argument to the factory proc, the New(), adds a variable, and changes ui_state() to return that variable. The variable is always_state by default. ## Why It's Good For The Game It allows custom behavior to be injected into the ui_state logic of the basic input datums. This is good because there are circumstances where always_state isn't acceptable. Ex. you open tgui_input_list(mob/user), and the mob dies or is deleted. The list stays open, the contents can be picked, despite this not being what the author wants. With this PR, you can make sure the list closes and inputs are invalid in circumstances of your choosing without having to completely re-make the input procs via copypasting. ## Changelog 🆑 code: TGUI input datums can now accept custom ui_states /🆑 * Allows TGUI input datums to accept a ui_state as an argument --------- Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> |
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7cd1c47e67 |
Allows TGUI input datums to accept a ui_state as an argument (#75029)
## About The Pull Request Title. Adds a new argument to the factory proc, the New(), adds a variable, and changes ui_state() to return that variable. The variable is always_state by default. ## Why It's Good For The Game It allows custom behavior to be injected into the ui_state logic of the basic input datums. This is good because there are circumstances where always_state isn't acceptable. Ex. you open tgui_input_list(mob/user), and the mob dies or is deleted. The list stays open, the contents can be picked, despite this not being what the author wants. With this PR, you can make sure the list closes and inputs are invalid in circumstances of your choosing without having to completely re-make the input procs via copypasting. ## Changelog 🆑 code: TGUI input datums can now accept custom ui_states /🆑 |
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8e3d8cafbe |
[MIRROR] Admins can now customize the space vines event. Also fixes a space vine event bugs. [MDB IGNORE] (#20586)
* Admins can now customize the space vines event. Also fixes a space vine event bugs. * skyrat edit --------- Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |