-Added logging for admins editing objectives
-Added logging for admins adding new antagonists
-Changed the antag role assignment buttons to something more appropriate for the game modes. Will now tell you if someone is loyal (implanted).
-Added a isloyal() proc to check if a mob is loyalty implanted.
-Made the headrev message more noticeable
Resolves an issue where whitespace in names could cause a saveslot button to wrap to the next line.
Byond members:
can colour their name using the admin ooc-colour feature.
get a icon next to their name in ooc chat.
can choose their icon_state as a ghost.
get 8 saveslots
unlock_content tracks the return of IsByondMember(). This is to allow for easier testing/debug.
-Added traitor_scaling_coeff and changeling_scaling_coeff to server configuration files, allowing server operators to adjust the values to their preference.
-Updated changelog
-Turns out there was already a Gaussian PRNG proc already, used by mechs and turrets. I've replaced it with my one as mine has almost half the cost. (currently broken! still waiting for fixes to be pulled!)
-replaced between(min, val, max) with Clamp(val, min, max)
-get_turf(thing) now uses var/list/locs to locate its turf, rather than iterating up through loc of its loc of its loc...etc
-sign(num) moved to maths.dm
-InRange(val, min, max) replaced with IsInRange(val, min, max) (they were identical)
-Removed ismultitool() iswrench() iscoil() iswire() iswelder() iscrowbar() etc
-removed modulus(num) as abs() performs the same task! *roll-eyes*
-removed get_mob_with_client_list() as it is no longer needed (we have var/list/player_list now)
-removed get_turf_or_move() as it simply called get_turf
-removed get_turf_loc() as it was identical to get_turf()
*Additions:*
-The "Declare Ready" link in the lobby will automatically become "Join Game" if the round starts before you declare ready, so you don't have to click it twice
-As requested by errorage, you can now place air/oxygen tanks and fire extinguishers on Ian's back. Additionally, you can also place cardborg suit/helmets on him.
-Cleans up some shoe code and unused sprites from feet/suit .dmis.
-Adds a humanize() proc
-Changes monkeyize() proc to a child of mob/living/carbon (not implemented or tested with anything beside humans, though)
-Adds various options for monkeyize and humanize as binary flags
-Removed all instances of monkey transformation code being copy pasted (dna, changeling, adminverbs) and replaced them with monkeyize(). This fixed various issues with admin-verbs where mobs would ghost after transformation due to invalid use of transfer_to (mind transfer proc).
-Humans will now retain their old name if turned into a monkey and back provided their UE are unchanged
-Transformation from monkey into human will now deal the same amount of damage as human to monkey.
Signed-off-by: dumpdavidson <gtb.schmidt@gmail.com>
DNA modification uses normally distributed random numbers. Radiation strength dictates the standard deviation of the change in the hex character which is hit (higher output means greater chance for a large change) . Similarly, radiation duration dictates how likely we are to hit the hex-character we clicked on (longer duration means more likely to hit). Irradiation is strength*duration. All balancing is done via multiplier defines so you can rebalance it easily.
DNA blocks and structuring all use defines. Making modification/expansion easier. I'll likely expand this into a datum-based system to allow more interesting features, reduce code further and allow admins to interact with the way dna strings behave.
DNA strings can be spliced together using merge_text().
e.g. string 1: "Hello World"
string 2: "Seeya______"
result: "Seeya World"
This isn't used except for admin-spawnable SE injectors at the moment.
r_hair, g_hair, b_hair, r_facial, g_facial, b_facial, r_eyes, g_eyes, b_eyes were removed and made into 3 short hex-colors.
Skin tones now support colours other than shades of brown. I've had to restrict it heavily until other stuff is done. Skin tones include Albino Caucasian, Oriental, Mediterranean, etc.
Data disks and DNA injectors were reworked to use associative lists so transferring data is just a matter of doing list.Copy()
var/dna is now defined at /mob/living/carbon level. Only monkeys and humans may have dna currently. Support is there for all carbon-based lifeforms to have dna.
DNA modifier console has almost all controls on one screen.
UIs and UEs can be injected separately (appearance and name, respectively)
dna helper procs like ready_dna() and such were changed to make them more versatile. There is now a hardset_dna() proc as an alternative to ready_dna which can initialize dna with properties passed into it or update an existing dna string (useful for cloning and antag spawning)
Every block of SEs are in randomised positions.
Disabled automatic logging of world.log, as it produced undesirable behaviour.
Mr Muggles and God Emperor of Mankind disks removed.
Floor() removed. (it was completely uneccesary, that is what round() is).
Fixed spelling mistakes in modularchangling.dm (thanks tenebrosity)
Tanning removed from beaches (again)
Experimental: monkeys and humans do not have dna until first attempt to read dna (using check_dna_integrity(mob))
This is mainly due to the way everything is hardcoded into New().
Changelog.html updated
Signed-off-by: carnie <elly1989@rocketmail.com>
Removed overriding of event values via feeding in an associative list into datum/round_event/New(). Instead you can do basic initializations (i.e. feed it constants) by doing new /datum/round_event{variablename=5;}(). This method is handled well by the compiler (it's the same method the maps use), so it will detect unrecognized variablenames etc.
More complex initializations for post setup() stuff can be done by accessing variables directly Event.variablename = whatever;
round_events now have a processing variable, which effectively pauses them.
- Adds two new types of bans: admin tempbans and admin permabans. These ban types are in reaction to the rising number of banworthy admin issues. The original intent was to make admins unbannable ingame, so players could not spoof admin computer ids to get admins banned, with the assumption that admin issues will be rare and a big deal when they happen. They have however started becoming ever more common, so some tools are required to allow for admin self-policing.
- Each admin can have a maximum of one active admin ban (temporary or permanent) logged to their name. This is to prevent rogue admins from just banning everyone who could ban them. These bans are also not intended to be 'permanent-permanent'. They are intended to serve as a temporary fix, to get rid of rogue admins until the server host or another admin with rdp access (or +PERMISSIONS if you use DB_Admin) can deal with the rogue admin's removal. Once that is done, a normal permaban or tempban can be applied, and the admin permaban/tempban removed, restoring the banning admin's 1 allowed admin ban.
- Admin bans are considered a big deal, so they also send a message to irc, when they are applied.
- NOTE: Admin bans only check the connecting person's ckey. The risk of computer id spoofing still exists, so it's better not to have them check ips and computer ids. The admin abilities are given based on ckey anyway, so a ckey ban should be enough in most cases.
Other changes to bans
- Added a few variables to the funciton that adds a ban: maxadminbanchec (which is for admin bans and checks how many bans the admin can still apply); announceinirc and blockselfban (which prevents admins from applying the ban type on themselves. Currently applied for permaban, tempban, admin permaban, admin tempban)
- Changed the appearance ban database constant from APPEARANCE_BAN to APPEARANCE_PERMABAN, to make it more compatible with the ban log at http://www.ss13.eu/tgdb/banoverview.php
- Added a missing sanity check to topic.dm for appearance bans
- Renamed appearance bans to identity bans in admin panels (as per Pete's request)
Each turf in camera-range is marked with a maptext number indicating how many cameras can see that turf.
IMPORTANT: Changed the default fonts of the skinfile. This works around an issue with byond, where certain font-faces can cause HUGE increases in memory usage client-side, giving the illusion of lag, or severe crashes.
Before changing the font-face to 'Arial': using the camera range display verb would cause dream-seeker's memory usage to climb from 146,000 K to 800,000 K (and greater, but that is the limit of my laptop's pagefile, hence crashing my entire system)
After changing the font-face to 'Arial': using the same verb (with same code) resulted in negligible memory usage increase in dreamseeker, and works absolutely fine.
Status displays and such were not affected by this bug as they use a different font to the default set in the skinfile.
It did however affect stuff such as mining satchels, and may explain why some users found the game extremely 'laggy' or crashy