Adds maintenance tablet apps (Health analyzer is one now too) (#71738)
About The Pull Request
Sprites were generously made by https://github.com/Tramzz
This was a branch I've been putting off for months because my hatred for tablet apps brought me to removing computer parts, tablets, and ntnet, however I've now returned (after a lot more procrastination).
Adds Maintenance tablet applications to the game, so far there's only three of them, for proof of concept;
The health analyzer app (the chem analyzer part is removed entirely) move away from being given to medical/geneticists/detectives/RD.
There is on exception, which is the CMO, who gets to have the application on their tablet roundstart. Maybe it could be given to their role disk as well?
A camera application:
image
image
MODsuit control application:
image
image
image
Maintenance applications stand out from normal tablet apps because they can't be downloaded off the App store, and instead can only be found in maintenance, with a one-use download, cloning the application from a disk to a computer, or vice versa, will delete the old one, meaning you can only have one application at once.
Why It's Good For The Game
This is more as a proof of concept for maintenance applications, but I also think that the analyzer application wasn't really that good as an app, you should either use a health analyzer or the wand in front of medbay, you shouldn't just have one in your tablet at all times because it makes it lame if your analyzer is stolen.
Changelog
cl JohnFulpWillard, sprites by Tramzz
add: Added Maintenance tablet applications, applications that can't be cloned or downloaded from the store, instead you can find one app in maintenance.
balance: The Analyzer tablet application is also a maintenance tablet application now.
/cl
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Log status display changes (#72762)
## About The Pull Request
Changing the status displays creates an entry in game.log of who did it,
and from where.
## Why It's Good For The Game
Seeing "LOL PENIS" on the status displays with no way to track it gets
old after a while.
## Changelog
🆑 LT3
admin: Changing the station status displays now generates a log entry
/🆑
* Log status display changes
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* fixes computers spamming fingers are too big warning. also fixes exploit when using programs w/ fingers that are too big. (#72698)
Fixes#72153🆑 ShizCalev
fix: You'll no longer constantly be spammed with messages if your
fingers are too big to interact with a computer's keyboard.
fix: You can no longer interact with programs that were previously
opened on a computer if your fingers are too big to use the keyboard.
fix: You can now look at computer screens even if your fingers are too
big to use the keyboard.
/🆑
* fixes computers spamming fingers are too big warning. also fixes exploit when using programs w/ fingers that are too big.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Minor improvements to mining order console
* merge
* Mining orders can no longer error and don't say they charge you (#71676)
- Mining orders now show the amount of mining points spent as the 'Cost'
instead of a flat 240 credits
- Mining orders now no longer have errors (including nothing being in
the crate at all) because they can't be sent back for a full refund.
- Mining orders no longer say they charged you if they haven't.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Researching now checks your techweb for availability (#72218)
## About The Pull Request
Currently RD consoles are hardcoded to check the Science techweb for an
available node to research it, and your unique techweb (if it exists) is
only checked for availability in ``research_node()``.
To fix this, I removed this snowflake check, since we're already
checking what we need to, when we need to.
## Why It's Good For The Game
RD consoles now should be working as expected when using different
research nodes (actually being able to research things Science hasn't
already researched).
## Changelog
🆑
fix: Researching now checks the techweb it's linked to for node
availability, rather than only the Science one.
/🆑
* Researching now checks your techweb for availability
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Changes the missing food icon test to cover ALL /obj's
* Update implant.dm
* Hopefully fixes all the failing integration tests!
* Fixes more missing icons
* Even more icon fixes
* Hopefully that was all of them
* Okay now SURELY that's all of them
* I'm tired of this shit man
* Hopefully that's all, for real this time!
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixes deaf mobs seeing PDA ringtones when they receive a message (#72084)
Deaf mobs will no longer see PDA ringtones when a PDA receives a
message.
* Fixes deaf mobs seeing PDA ringtones when they receive a message
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Fixes FRAME cartridges (#71875)
## About The Pull Request
The NTmessenger has been passing along itself to the send_virus proc
instead of the computer it is running on, which has caused runtimes, due
to computer programs not having certain variables. In addition, the
send_virus override for the frame cartrdige was missing an argument.
Lastly, the uplink code has not been actually assigned to the uplink, so
once it has been closed, it stayed closed. These have been fixed.
I have checked the other viruses, they seem to be working even after my
changes.
## Why It's Good For The Game
Fixes#71843
You can once again frame people, and maybe, tempt them.
## Changelog
🆑
fix: F.R.A.M.E. cartridges work again
/🆑
* Fixes FRAME cartridges
Co-authored-by: Profakos <profakos@gmail.com>
* TGUI Latejoin Menu!
* [PR PR] Fixes up the TGUI Latejoin Menu! (#18044)
* Makes Angel, Dragon and Robotic wings available in the preferences menu again (#18013)
Makes Angel, Dragon and Robotic wings available in the prefs menu again
* Automatic changelog for PR #18013 [ci skip]
* [MIRROR] Petrified human statues now drop a (stone) brain on destruction [MDB IGNORE] (#18026)
* Petrified human statues now drop a (stone) brain on destruction (#71816)
## About The Pull Request
Destroying a petrified human statue will now drop their brain, albeit a
little more statue-like.

Changed from original PR after talking w/ Fikou about it
## Why It's Good For The Game
While the combo *does* step on the toes of Smite, the statue+rod combo
is capable of fully removing you from the round without a way back very
quickly. This keeps the strength of the combo while not making it
entirely impossible to get back into the round.
## Changelog
🆑
balance: Destroying a petrified human statue will now drop their brain.
/🆑
* Petrified human statues now drop a (stone) brain on destruction
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Automatic changelog for PR #18026 [ci skip]
* [MIRROR] Chaplain armor beacon now uses radial + previews possible armor sets, plus some choice beacon code cleanup. [MDB IGNORE] (#18019)
* Chaplain armor beacon now uses radial + previews possible armor sets, plus some choice beacon code cleanup. (#71674)
## About The Pull Request
- The chaplain choice beacon now uses a radial to select the armor set,
instead of a list, giving the user a preview of what each looks like.

- Lots of additional cleanup to choice beacon code in general. Less copy
pasted code.
- All beacons now speak from the beacon with their message, instead of
some going by "headset message". Soul removed
## Why It's Good For The Game
I always forgot when selecting my armor which looks like what, and
choosing an ugly one is a pain since you only get one choice. This
should help chaplains get the armor they actually want without needing
to check the wiki.
## Changelog
🆑 Melbert
qol: The chaplain's armament beacon now displays a radial instead of a
text list, showing previews of what all the armor sets look like
qol: (Almost) all choice beacons now use a pod to send their item,
instead of just magicking it under your feet
code: Cleaned up some choice beacon code.
/🆑
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Chaplain armor beacon now uses radial + previews possible armor sets, plus some choice beacon code cleanup.
* update modular
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Automatic changelog for PR #18019 [ci skip]
* [MIRROR] Fixed an improper proc ref. [MDB IGNORE] (#18031)
Fixed an improper proc ref.
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Automatic changelog for PR #18031 [ci skip]
* Fiiix!
* Fuck
* [MIRROR] Windoors are vulnerable to a jaws of life [MDB IGNORE] (#18040)
* Windoors are vulnerable to a jaws of life (#71733)
## About The Pull Request
Windoors can be pried by a jaws of life now
## Why It's Good For The Game
Windoors are already immune to any kind of deconstruction outside of
bashing it, so making it immune to the jaws of life as well seems
excessive
## Changelog
🆑
balance: jaws of life can pry windoors
/🆑
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
* Windoors are vulnerable to a jaws of life
Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
* Automatic changelog for PR #18040 [ci skip]
* Automatic changelog compile [ci skip]
* [fix] fixes det revolver icons (#18049)
* Delete guns.dmi
* Add files via upload
* Automatic changelog for PR #18049 [ci skip]
* [MIRROR] Fixes fake links in Adminwho that led to "no_feedback_link" [MDB IGNORE] (#18027)
* Fixes fake links in Adminwho that led to "no_feedback_link" (#71804)
## About The Pull Request
Basically, sometimes, very rarely, it was possible for this to happen,
when it shouldn't be happening. I was wondering for a little while what
it was about, and then I finally downloaded my chat logs for a round and
realized what was going on. It should no longer happen.
## Why It's Good For The Game
Clickable links that lead nowhere (and thus don't do anything) aren't
very good for the game.
## Changelog
🆑 GoldenAlpharex
fix: There shouldn't be clickable names in Adminwho that don't do
anything anymore.
/🆑
* Fixes fake links in Adminwho that led to "no_feedback_link"
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fix: Self-Actualization Device Doubling Damage (#18015)
* Change adjustOrganLoss/BruteLoss/FireLoss to set
* Reverts my naive soluton
* Automatic changelog for PR #18027 [ci skip]
* Automatic changelog for PR #18015 [ci skip]
* Fix TGUI latejoin menu not closing properly, properly this time
* Oh yea, flavourtext requirement exists. Not that we actually have it enabled upstream.
* Revert "Merge remote-tracking branch 'upstream/upstream-merge-71883' into fixlatejoinmenu"
This reverts commit 3279e73418f95637162a2923b0431e9e26b43403, reversing
changes made to d46aab7b421fee94d49b57e863bfd8e0917fc43f.
* Fucking stupid code merge shit
* Cool newline bro
* Dumb stupid commented code
* Also this
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
* fix
Co-authored-by: Rimi Nosha <riminosha@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Adds a modular computer subsystem to shift modPCs away from radios (#71732)
## About The Pull Request
Adds the modular computer subsystem which is meant to replace mod PC's
reliance on networks and radios, specifically the network subsystem, the
ntnet interface, and /datum/ntnet. This PR removes station_root ntnets
entirely, but I tried to keep it small.
This PR also removes a ton of unused vars and defines, such as NTNet
channels that were unused (peer2peer and systemcontrol), atmos networks
(as they were removed a while ago) and NTNet var on relays (its stated
purpose is so admins can see it through varedits, but that's useless now
that it's a subsystem)
I also removed ``setting_disabled`` as a thing the RD can do, it turned
off ALL ntnet systems. However, this was when there were 4 different
ones, now that there's only 2 I thought it was redundant and he could
just click 2 buttons to close them.
## Why It's Good For The Game
``/datum/ntnet``, ``/datum/component/ntnet_interface``, and
``/datum/controller/subsystem/networks`` are all old-code messes that
depend on eachother and is hard for people to understand what exactly it
adds to the game. 90% of its features is allowing the Wirecarp app to
see all the ruins that spawned in-game, which I don't think is something
that we even WANT (why does the RD need to know that oldstation spawned?
Why should they know this anyway??)
This hopefully starts to simplify networks/ntnet to make it easier to
remove in the future, because surely there are better alternatives than
**this**
## Changelog
🆑
refactor: Modular computers NTnet and applications run on its own
subsystem, please report any new bugs you may find.
/🆑
* Adds a modular computer subsystem to shift modPCs away from radios
* Fixed contractor uplink
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED
* modular RegisterSignals
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Fixes the identification section not appearing in PDAs and improves its appearance just a bit (while also fixing some runtimes) (#71467)
## About The Pull Request
Yeah so turns out that #71420 broke the display of the identification
section in PDAs (and by extension, all modular (I guess not really
modular anymore) computers), because it forgot to remove a now unused
variable from the interface. However, while investigating this, I
strolled upon many more bugs and other general unresponsiveness of the
interface, so I went ahead and fixed those.
There's also no longer an empty set of `()` on both of the fields if
there's no ID inside of the computer anymore, because that was stupid.
## Why It's Good For The Game
Bug bad, fix good. Multiple fix, even better.
## Changelog
🆑 GoldenAlpharex
fix: PDAs (and by extension, modular computers) now can see the ID
section at the top of their main screen again, which means that PDAs can
have IDs imprinted on them again.
fix: Fixes the ID section not displaying anything when there wasn't any
ID inserted in it, even if it had an imprinted name and job.
fix: Fixes the "Eject ID" and "Imprint ID" buttons not being disabled
when there's no ID in the computer/PDA.
fix: There's no longer any empty () by in the "ID Name" and "Assignment"
fields of the ID section of computers when there's no ID in them.
/🆑
* Fixes the identification section not appearing in PDAs and improves its appearance just a bit (while also fixing some runtimes)
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Wirecarp mass PDA now edits the TARGET computer (#71483)
## About The Pull Request
Wirecarp's mass pda perms feature broke when I had switched 'target
computer' for the host of the application instead, likely due to a copy
paste error. This fixes that, allowing the RD to once again give people
PDA perms.
## Why It's Good For The Game
Wirecarp now works as intended.
## Changelog
🆑
fix: Wirecarp now lets you give people mass PDA perms again.
/🆑
* Wirecarp mass PDA now edits the TARGET computer
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes negative payment in NTpay & Encodes name param sent to admins in fax (#71491)
## About The Pull Request
NTpay wasn't validating negative input serverside, allowing for negative
payment to users(Negative - Negative = Positive, so it adds money to the
senders account.) Also encodes a parameter that was sent unsanitized to
admins.
## Why It's Good For The Game
## Changelog
🆑
fix: Fixes a NTPay exploit.
/🆑
* Fixes negative payment in NTpay & Encodes name param sent to admins in fax
Co-authored-by: CocaColaTastesGood <47264839+CocaColaTastesGood@users.noreply.github.com>
* Fixes all modular computers being called "processing unit" (#71478)
## About The Pull Request
That's it, really. The processing unit was giving its name to the
console, rather than it being the other way around.
## Why It's Good For The Game
It's nice when machines are named the way they're meant to be named.
## Changelog
🆑 GoldenAlpharex
fix: Modular computers will now no longer all be called "processing
unit", and will all have their own unique names once again.
/🆑
* Fixes all modular computers being called "processing unit"
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* quick reorder
* nakamura part 1
* nakamura finished maybe
* blacksteel does not actually make black steel
* renames the folder, special metals part 2 for blacksteel
* WHERE WE PLAY NOTHING BUT ROCK, ROCK, AND MORE ROCK
* file pathing
* blacksteel done
* nri surplus start
* interest stuff, company flags, nri surplus completion
* deforest medical
* theres gonna be multiple nakamuras actually
* donk co
* the prices are behaving strange
* those are a tad expensive
* im so confused
* ticks the other companies to see if maybe they're responsible
* also maybe that?
* on jod bro they just needed to all be the same name
* kahraman mining tools
* nakamura tools
* nt-bolt defense equipment
* the two g*n companies
* ammo company
* good lord what is happening in there
* STOP TALKING ABOUT GUNS, IM TIRED OF HEARING ABOUT IT
* hopefully the last few bits of gun-centricity (i don think that's a word
* price adjustment
* changes what can be a freebie
* those should be the other way around
* well that'd just make the descriptions incorrect now would it
* 1st batch of changes
* pt2
* oopsies (makes every test fail)
* then king minos told me "DIE" and I was like 💀
* some of those things could cause problems
* they even spelled asbestos wrong
* ultrakrill (funny)
* i hate this dumbass """"""advanced"""""" ammo box thing
* nakamura was a bit hard to get interest from
* not much a fan of how interest goes down
* those mod cores should be cheaper
* again fuck this stupid ''''''''advanced'''''''' ammo box shit
* price adjustment
* misinput
* Update accretion_incompatibility.dm
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Adds support for non-science techwebs (+Config) (#71070)
## About The Pull Request
This is an expanding of
https://github.com/tgstation/tgstation/pull/69708
Adds a config to not connect machines to a techweb at the start of a
round
Adds the ability to multitool a server to get its techweb in its buffer,
which can then be used on machines to sync them.
Adds support for some machines to not cry when they don't have a techweb
linked to it, in case they actually don't.
If the config to not have machines connected to the science server is
enabled, research servers will make their own techwebs instead. This is
barebones though and would need more work if this option is used.
For misc stuff:
- I replaced checking ``GLOB.machines`` for research servers, to instead
check ``SSresearch.servers``, where we can use ``as anything``.
- Removed unused vars on the RD server control
- I renamed the operating computer's .dm file to remove the capitalized
letter from it. It's now operating_computer instead of Operations.
## Why It's Good For The Game
This is adding support for 2 different cases that can be used in the
future:
1. Off-station roles, we can make roles like Oldstation have their own
techweb so they don't ruin science's efforts, or use their advanced
research to get things we don't want, or even possibly have some
blacklist webs for ghost roles (like teleporters) so that way we don't
need to have this dance where we have to give them a very specific
amount of materials for them to do things while not being able to get a
teleporter and leaving. I heard discussions that people wanted this a
while back, and one of the main things preventing this from happening is
the lack of support. Hopefully this is encouragement to make it a
reality, because I think it would be a really cool expansion of ghost
roles and a good way to prevent them from messing with the round in
progress.
2. Downstreams who want to do different things with Science. Personally
I made this PR with voidcrew(shiptest) in mind and think this would make
their lives easier. I didn't expand too much on this because I'm leaving
up mostly to the downstreams to figure out what they want to do with
these systems.
## Changelog
This generally isn't really player facing, since most of the changes
would only come into effect if the config is enabled??
🆑
fix: Research servers now only show servers connected to their techweb.
/🆑
* Adds support for non-science techwebs (+Config)
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes a bug where chunky fingers were preventing roundstart PDA use (#71301)
## About The Pull Request
Fixes#71180#70422 Removed the !allow_chunky check introduced by #66358 ,I've
re-added it.
I've tested this and can confirm PDAs are usable again while modular
consoles remain unusable.
## Why It's Good For The Game
Fixes a rather frustrating bug
## Changelog
🆑
fix: Roundstart PDAs can once again be used by people with chunky
fingers.
/🆑
* Fixes a bug where chunky fingers were preventing roundstart PDA use
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* Removes Syndicate cyborg's messaging app (#71134)
## About The Pull Request
Syndicate borg apps weren't changed to cyborg subtypes when those were
added in.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/71116
## Changelog
🆑
fix: Syndicate Cyborgs no longer have the PDA messaging app.
/🆑
* Removes Syndicate cyborg's messaging app
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Strays away from GLOB.machines when possible (#71100)
## About The Pull Request
This replaces needless GLOB.machines with more precise lists whenever
one existed, plus adding a new one for CTF machines.
## Why It's Good For The Game
GLOB.machines holds every single /obj/machinery in the game, so checking
the whole list for stuff is pretty big. This aims to cut that down by
using smaller lists whenever possible. I also gave CTF a new list
because it checked machines very often.
## Changelog
Nothing player facing.
* Strays away from GLOB.machines when possible
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Removes tablet cell parts (#71078)
## About The Pull Request
Removes cell parts and cell part cells, now tablets directly stole a
power cell in them, and uses regular stock cells like every other
machine in the game. This also makes it less confusing because people
are more used to stock cells over computer cells. Because cells
generally hold more power than computer ones, I bumped up the active
power usage from 50 to 75.
## Why It's Good For The Game
We are nearly finished removing all parts, holy cr*p
## Changelog
🆑
balance: Tablets now use regular cells instead of computer cells.
balance: Tablets no longer need a power cell component to hold power
cells.
/🆑
* Removes tablet cell parts
* Feex
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Re-adds the clown's PDA virus honking (#71035)
## About The Pull Request
Re-adds the Clown's virus disk's ability to make machines, airlocks, and
computers honk, which was removed in the transition from PDA to modular
computer.
Fun fact: This was broken for a long time, I had fixed it in
https://github.com/tgstation/tgstation/pull/64443 before it got
accidentally wiped off the face of the earth.
To anyone who isn't aware:
- Clown's virus disk has 5 charges
- You can use these charges to install viruses in computers, airlocks,
and machines if they're screwed open (computers dont need to)
- This will make them honk when used.
- You can get charges back by slipping people with the PDA while the
virus disk is installed in it (which it is by default)
- The max charges you can get at once is 5.
## Why It's Good For The Game
A feature that was lost in the PDA to modular computer transition, now
re-added. It's a cool feature and I personally would use it if I played
bad jobs.
Things actually working is a 🛩️
## Changelog
🆑
fix: Clown PDA virus disk can once again be installed in machines,
computers, and airlocks.
/🆑
* Re-adds the clown's PDA virus honking
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits.
* Removed all the conflicts, and started converting all the arms and legs to the proper typepaths
* Actually makes the game compile :)
* Makes the maps compile too!
* Early mirror of #71143 because it's more relevant to us
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* NtOS Emojipedia - PDA Emoji Messaging For All (#70829)
An Emojipedia app has been added to tablets, given to Mimes and Curators by default, allowing anyone to know all emojis. Additionally, emojis can be used in tablets by every job now.
* NtOS Emojipedia - PDA Emoji Messaging For All
* update emoji list to be valid
* animated emojis
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Fixes the messenger app not being responsive when certain buttons are clicked (#71077)
## About The Pull Request
The buttons to toggle the ringer, to toggle the sending/receiving and
the button to see message history all stopped being responsive, because
the information they were changing when pressed was wrongly kept in
`ui_static_data()` rather than `ui_data()`. Now, they're back in
`ui_data()`, and behave as expected once again.
## Why It's Good For The Game
A non-responsive TGUI interface is probably the saddest thing to see.
## Changelog
🆑 GoldenAlpharex
fix: SpaceMessenger was now updated to 6.4.8, bringing you more
responsiveness than ever (so long as ever is shorter than seven days
ago)!
/🆑
* Fixes the messenger app not being responsive when certain buttons are clicked
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixes detomatix's name (#71075)
## About The Pull Request
I accidentally replaced it with 'attacking_item' because i am demented
and can't stop abusing my clipboard.
## Why It's Good For The Game
🛩️
## Changelog
🆑
fix: Detomatix cartridges are no longer called attacking items.
/🆑
* Fixes detomatix's name
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Adds Station's Date To NTos Window (check the time+date on your tablet!) (#70754)
* The date and time is now displayed in NtOS tablets, showing the in-game date (540 years after current), bringing the feature from old PDAs over.
* Adds Station's Date To NTos Window (check the time+date on your tablet!)
Co-authored-by: san7890 <the@san7890.com>
* Add AltClick removes pAIs for tablets (#68251)
* Add AltClick removes pAIs
* Add context screentips for pAIs to tablets
* Fix screentip context syntax error
* Fix syntax error
* Merge remote-tracking branch 'upstream/master' into patch-10
* Refactor contextual screentips to work
* Fix runtimes
* Apply code review changes
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Add balloon alert to tablet items
* Refactor screentips to be more robust
* Change add_context to be more robust
* Add more balloon alerts
* Some idiot set user to null so I gotta remove this
* Change pen screentip to display inserted item
* Add screentip to insert items
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Add AltClick removes pAIs for tablets
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes some inconsistencies with computers (#70679)
* Modular computers now have their initial name if they don't have an idenfitication and job, which previously meant they would have the name ()
* Removes MACHINE modular computer's process, because all it did was update the name, then call computer's process. Now it just does what every computer does, BUT UpdateDisplay on ITEM modular computers will now update the machine's name.
* Additionally, I moved the modular computer processor's New to an Initialize, and removed the shutdown_computer code, because we already register update_icon signal to update the computer's appearance, why do we need to do it twice?
* Fixes some inconsistencies with computers
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>