Commit Graph

3956 Commits

Author SHA1 Message Date
Watermelon914
9fecca8556 Fixes lua error logging and a few timer.lua functions (#82160)
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## About The Pull Request

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merging your PR! -->
Lua errors don't get logged when `call_function` is called

Timer.start_loop was just straight up broken due to me not properly
testing it, so this fixes that.

## Why It's Good For The Game

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especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->
Makes debugging lua scripts easier. Also fixes bugs.

## Changelog

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observed by players or admins you should add a changelog. If your change
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🆑
fix: Fixed lua error logging.
fix: Fixed the SS13.start_loop function not working properly.
/🆑

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---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2024-03-23 13:40:33 +01:00
Bilbo367
466b3df048 Refactor removing unused defines. (#82115)
## About The Pull Request

Refactors a lot of the unused defines.

## Why It's Good For The Game

Refactors a lot of the unused defines.

## Changelog
Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-22 21:29:35 -06:00
Watermelon914
fe3c2edddd Moves lua off of the timer subsystem and onto its own internal scheduler. (#82131)
## About The Pull Request
Lua uses the timer subsystem, which can end up holding the entire timer
subsystem if lua is creating a lot of timers.
The solution to this is to use an internal scheduler instead so that the
load gets placed onto the lua subsystem.

## Why It's Good For The Game
Performance improvement when using lua scripts.

## Changelog
🆑
refactor: Auxlua no longer uses the timer subsystem to get stuff done,
lua scripts shouldn't slow down timers anymore.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2024-03-22 10:59:16 +13:00
Ghom
bd8a641a5a map exporting now supports puzzle pieces and similar (#81759)
## About The Pull Request
What it reads on the tin. `puzzle_id` vars and the such are now
supported by the map exporting verb.

## Why It's Good For The Game
If anyone ever so wishes to export maps with puzzle doors and stuff.

## Changelog
N/A
2024-03-21 20:32:24 +00:00
MrMelbert
5f2f9e67ad Add compile option for compiling in MAP_TEST mode, which disables common annoyances when testing new maps (#81697)
## About The Pull Request

Adds `MAP_TEST` compile flag. 

This compile flag blocks common things which make it difficult to test a
map.

Things this applies to: 

- Rats no longer spawn. 
- Rat spawning will (obviously) break up the powernet, which is
INCREDIBLY annoying when trying to test if all the rooms of the station
are wired correctly (or testing which rooms lose power first, etc)

- Light tubes no longer break on initialize. 
- Random light breakages can easily cause mappers to accidentally over
light a room.

- Roundstart command report is not printed. 
- Might be a personal preference, but it's kinda annoying to hear the
alert over and over again.

- Random events do not trigger. 
- Some events such as gravity generator outage can trigger with 0
population.
   - Random camera breakage event can cause over-placement of cameras. 
   - Other stuff tends to just get in the way. 

- Station traits do not trigger. 
- Probably the biggest annoyance. Many traits modify the map in some way
which disrupts testing.

- Roundstart landmarks don't self deletes. 
   - Allows mappers to use sdql to find them. 

- Mapping verbs start enabled. 

Obviously more things can be added if they come up.
2024-03-07 16:57:47 -05:00
Jacquerel
94482850a2 Adding a blood brother via the team panel sets it up correctly (#81799)
## About The Pull Request

In a recent round, it was noticed that it's kind of annoying and fiddly
for an admin to add someone to a blood brother team (for instance, if
they had to recreate someone's mob to fix a different issue).
Now if you add someone to a blood brother team via the teams panel, it
will set them up as a blood brother properly.

It's probably in the future worth examining this behaviour for other
team antags as well.

I also added a link to the Team Panel to the Antag Panel because I had a
skill issue and kept forgetting how to access it.

Finally, the conversion logging looked all kinds of fucked, so I fixed
it. I will be honest: I don't know what that list does but the arguments
it was recording were both wrong and didn't make any sense.

## Why It's Good For The Game

Makes admin lives easier.
Using this panel you can now add sapient Ian to a blood brother team.

## Changelog

🆑
admin: Made it easier for admins to adjust blood brother teams using
admin tools.
fix: Correct blood brother conversion logging.
/🆑
2024-03-06 16:09:56 -07:00
13spacemen
357799c8a5 Removes Orbit Polling Component, SSpolling improvement (#81748)
When I made SSpolling, jlsnow gave me his blessing to delete the orbit
polling component [where you orbit something for 20 seconds before it
chooses a ghost from the orbiters]
It's only used in a few places like soulstones replacing
jobbanned/inactive players, etc.

Also upgraded SSpolling; you can now place a little icon on the sides in
the chat message, chat message looks a lot nicer, the alert pic and the
jump target don't have to be the same anymore, and I made it be able to
pre-pick candidates since 90% of the use cases would just want 1
candidate

Also prints to chat who the chosen one was

Also made slime intelligence potions ask the user for a reason, which
will be displayed in the alert poll
2024-03-06 08:24:36 +00:00
Kyle Spier-Swenson
0269c4be44 Protected admins can skip 2fa if the db is down. (#81823)
This is basically only admins inside of the .txt and for /tg/station,
only includes heads like the headmins and headcoders

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-04 19:00:14 -07:00
Zergspower
d68ef829ad Universalizing ruin names (#81737)
## About The Pull Request

This is not player-facing, however it's a good QOL that i made for
downstream modular ruins. The pick-list of maps makes it a bit..
annoying to really grab a ruin quickly - so all this does is add an ID
to the front of them for Space, Lava and Ice respectively.

## Why It's Good For The Game
## Changelog
:cl:Zergspower
admin: renames ruin names to have an identifier in front of it
refactor: converts map plate and jump to ruin to tguilist
/🆑
2024-03-04 16:17:15 -06:00
John Willard
aace5f46f4 You can do more things while floored (#81641)
## About The Pull Request

While on the floor, you can:
- Use the UIs of Atmos machinery (except thermomachine and bluespace gas
vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins
- Close extinguisher cabinets with Right-Click
- Click and drag yourself onto a photocopier to climb onto it.

I also changed all instances of ``ui_status`` to have all the args it's
being passed, I was messing with it a bit but it's gonna be for a later
PR.

## Why It's Good For The Game

It's an extra layer of harmless realism, also nice QoL for people who do
not have functional legs and do not have a wheelchair.

## Changelog

🆑
qol: You can use atmos machines, holopads, crayons, spray cans, and
disposal bins while floored.
fix: You can close extinguisher cabinets while floored.
fix: You can climb onto a photocopier from the floor.
/🆑
2024-02-26 18:34:20 +01:00
Holoo
c6f137fdb4 Minor update to admin secrets panel (free antags for everyone) (#81292)
## About The Pull Request
Remakes a button in admin secrets panel from everyone is traitor to
everyone is admin chosen antag.


## Why It's Good For The Game
Slightly better buttons for admin to push


## Changelog
🆑
admin: remade everyone is traitor into everyone is antag in secrets
panel
/🆑
2024-02-08 20:52:12 -08:00
LemonInTheDark
0a496f180c Refactors fancy type generation (#81259)
## About The Pull Request

[Refactors fancy type
generation](3f218ac7b7)

Ok so we have this proc that generates concatenated names for types so
admins have a nice list to sort through.

The trouble is this is done by, for each type, iterating all possible
replacements, and seeing which ones apply (with expensive string
operations)

A clean run of this applied to all datums takes about 3.5 seconds on my
pc.
This sucks.

Ok so can we do better. Well, yes, pretty easily.

Rather then, for each potential type, iterating all the options, let's
build a zebra typecache (a lookup list of type -> string to use), and
use that.
Then we can use a list of replacement -> the bit to tear out to figure
out what to remove.

This works quite well. It does mean that we're doing it based off the
type tree and not type paths, so if we didn't have a replacement for
like, mob, it'd look weird, but we don't have cases like that so it's
fine.

Or well we sorta did, didn't have anything for atom movables or areas,
but I fixed that so sall good.

Anyway, we only need to do this work once. It takes about 0.3 seconds on
my machine, so we can cache it.

Just this on its own would technically slow init, since we have a some
code that's running this proc off static, but we can just not, that's
fine (technically saves init time too since we don't have to burn 0.1
seconds on it anymore).

This brings the cost of generating this list for all datums from 3
seconds to 0.16, assuming we have the static pre generated.

We could in theory pre-generate just like, all the strings? 
But I don't think the cached cost is high enough for that to be a real
problem. IDK open to other thoughts

Oh also I had to reorder the strings in that list, cause
zebra_typecacheof has reverse priority. s life

[Updates stat tracking macro to work at world
start](1fbfb701a1)

It for some reason doesn't actually get anything this early, but now at
least the logging would in theory function

## Why It's Good For The Game

Better response times for admins, faster code, more better
2024-02-08 14:28:18 +01:00
Zephyr
c76df7f37a Station Goals are now handled by SSstation instead of a global list (#81177)
## About The Pull Request

You can now get station goals in a slightly better way over using a
`locate() in` call on a global list.
The Meteor Satellite goal no longer stores a giant list of ALL OBJECTS
in view. And now correctly only counts turfs.
## Changelog
🆑
fix: Meteor Satellites no longer erroneously count every piece of paper
as a protected turf.
fix: As a result the station goal is slightly more difficult
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-01-31 20:47:09 +01:00
John Willard
eb957bf46f Newspapers now use TGUI (#80991)
## About The Pull Request

Newspapers work as a static newscaster that is not affected by things
like D-notices and changing wanted issues after its been printed. It
doesn't store comments or get any updates after its been printed.
You can also scribble on the paper to leave notes on a specific page,
which is a feature I have never seen in my life but it is still here I
guess.

Minor things I've added:
- Sound effect when printing the newspaper in the first place
- 2 second do-after when scribbling just for some player feedback and
consistency
- Balloon alerts
- Context tips for scribbling and burning

I also fixed an issue with wanted issues on newscasters when there isn't
an image.
As a minor note, I replaced the instances of ``content`` in Buttons I
saw in newscaster's UI because it's marked as deprecated.

Too lazy to take a video sorry


![image](https://github.com/tgstation/tgstation/assets/53777086/6944965e-e949-4c22-a6a2-1dbe2f2d09c4)

![image](https://github.com/tgstation/tgstation/assets/53777086/5af44877-6170-424d-9766-46d1ad9f77be)

![image](https://github.com/tgstation/tgstation/assets/53777086/5c5cdfc5-541a-417e-a60d-9522227d0687)

## Why It's Good For The Game

Fixes an issue with newscasters and makes newspapers use a nice TGUI
that feels more responsive than before.
Helps further https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA even more.

## Changelog

🆑
refactor: Newspapers now use TGUI.
fix: Fixed the newscaster's wanted section showing a non-existent photo.
/🆑
2024-01-25 09:07:53 -05:00
LemonInTheDark
5d9488cd2a Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition (#80845)
## About The Pull Request

Yello!
This one is reasonably quick, tho I did some fixes too

This is the big one, fixes the buildmode tool sometimes locking disabled
for the whole round.
We do this by replacing the static var on buildmode with global var and
a global proc
This keeps a harddel on the buildmode datum from permalocking is_running
to TRUE

Also makes flipping the var BACK if something breaks significantly
easier for admins, so that's nice

Alright, smaller things now

Fixes lists of numbers failing to encoded improperly This was fixed on
shiptest, we failed to actually port their most recent revision
Fixes the shuttle flag not actually working because it used istype
instead of ispath
Changes obj_blacklist to a typecache for optimization's sake
Renames/moves some vars around to prevent weird double typing things
Removes a checktick in key gen, it's just costing more time then it
would save in overtime
Properly handles lists. We were only doing var encoding one layer deep,
need to do it alll the way down

Alright, now the optimizations

This proc is fucking HOT, and it's for really dumb reasons

This is a text gen proc, and it makes the mistake of generating text and
concatinating it with MORE text.
This is HORRIFICALLY EXPENSIVE because byond caches strings (can only be
one of each) and string churn fucks up that caching system something
fierce
Moving from strings to lists of strings we join at the end takes us from
like idk 100 seconds to save bare metastation to like 1.5
This is applied basically everywhere for obvious reasons

While I'm here, storing keys in a flat list and then using find to find
them, then using that index to lookup into another flat list is a bit
silly. Let's just make it an assoc list. Faster lookup, cleaner.

Oh also rather then iterating over all the vars on an object, let's
iterate over just the ones we care about yeah?

Let's see... no sense genning a key we'll never use, and having suffixes
be often non existent is silly just embrace the slight mess.

That's it I think, this takes us from 100 seconds to save metastation to
2.5 seconds to save ALL of metastation (I removed the vars limiter so I
could make sure var saving didn't fuck me up)

## Why It's Good For The Game

Cleans up some issues that we failed to port the fixes for, MASSIVELY
optimizes this (so it can finish in like 5/10 seconds and not 300!) and
ensures admins can always use the thing and don't risk dropping their
pet buildastation to the void.

Worth noting, this tool really should not be used for station mapping
outside an event context. It produces sorta buggy var edits, and WILL
fail to pull over context for shit. Please don't use it as such

Profiles (csv files I promise)

[Before](https://github.com/tgstation/tgstation/files/13853313/profiler.json)

[After](https://github.com/tgstation/tgstation/files/13853271/profiler.json)

I'd include my line by lines but I don't know how much you'd get out of
them. Here's an image tho


![image](https://github.com/tgstation/tgstation/assets/58055496/3f3148c5-8b1e-4bda-aa65-3983f9944a91)

## Changelog
🆑
fix: The map saving tool will no longer lock up and prevent all further
action at random
fix: Map saving now takes on the order of seconds, not minutes
fix: Fixes an issue with lists that caused strongdmm to report saved
maps as broken
/🆑
2024-01-20 10:14:45 +00:00
Kyle Spier-Swenson
8703eac50d split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941)
## About The Pull Request

Situation: areas have a list of all turfs in their area.

Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune

Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.

replaces `area.get_contained_turfs()` with a few new procs:

* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.

The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.
2024-01-18 12:16:12 -05:00
LemonInTheDark
a3bb400816 Optimizes Reftracking (Bigly) (Plus harddel fixes) (#80443)
## About The Pull Request

### Reftracking BS

Alllright so reftracking is slow, really really slow.
That's a problem for me, both because I want it to be fast so I can more
efficiently torture players by running it on live, but also because it
impedes both local and CI runs.

So I've set out to micro optimize the DoSearchVar proc, one of the
hottest in the game.
I've done this in a few different ways.

#### The simple shit

Removing redundant proc args
Yeeting assoc arg setting (extra cost)
Moving if statements around to prioritize the more common case
Ignoring empty lists.

#### The not simple shit

Throwing our snowflake list checking into the sun
(Background, byond has some special lists that cannot be accessed like
an assoc list, trying to will lead to runtimes)
The way we handle this involves inspecting their ref string, and it eats
a LOT of time.

Faster then to mark all the lists we know are special by var name, and
then use try/catch to detect and silence anything that sneaks through
(this is on the order of like 1/3 per run, kinda curious what they are
tbh)
Thanks to MSO for the idea for this btw.

Removes the vars and logic that tied ref searching to clients. 
It's not how this code is used, and it slows everything else down for
really no reason

Added support for handing in a known "hanging reference" count, and then
searching for that.
This lets us early exit the ref search if we find everything we were
looking for, which is REALLY powerful, and why I asked for refcount() in
the first place.

### Harddel Fixes

[Fixes some harddels w gulag stuff born of the 515 one way ref
issues](046d7daa03)

[Ensures proximity cameras clean their ref to their proximity datum if
it's
deleted](ff607e9ccb)

[Deleting a pipe connected via the gas_machine_connector datum to a
machine should also delete that machine (harddel
fix)](9eecca22e7)
## Why It's Good For The Game

All this combined speeds up refsearching massively, on the order of
hundreds of seconds, and makes it far less time consuming for both CI
and running on live.
I'll be bullying some servers semi soon, want to see what I can cut out.
2024-01-16 02:17:03 +01:00
SyncIt21
8a1b4e8d01 Remove unused output var from sql_message_system.dm (#80951)
## About The Pull Request
Fixes this
![Screenshot
(382)](https://github.com/tgstation/tgstation/assets/110812394/39f8ae38-0632-4429-9d46-3355d16b9e86)

## Changelog
N/A
2024-01-15 22:05:46 +01:00
Ghom
43fe8dd349 fixes null plane debuggers for admins (#80939)
## About The Pull Request
Yeah, why would we delete the plane debugger while the admin is active?

## Why It's Good For The Game
Broken debugging tool.

## Changelog
N/A
2024-01-14 11:07:29 +01:00
LemonInTheDark
2ed5a9fca0 Fixes the "Saw this admin message" button not working (#80908)
## About The Pull Request

Wrong fuckin name brother (also topic doesn't automake textnums into
nums)

## Why It's Good For The Game

Closes #80020

## Changelog
🆑
admin: Confirming that you have read an admin message now uh, works.
it's been 2 years bros
/🆑
2024-01-13 16:13:45 -07:00
ArcaneMusic
006b61f08b Adds a Debug command to stop all weather. (#80848)
Atomizing out of #78524 as a result of that PR being too big and this
was quite easy to do.

## About The Pull Request

This adds a debug (admin) command that allows you to stop all weather
effects that are going on across the map in a given instance. This is
useful for when you are testing something on lavaland and need the storm
to stop, or if you otherwise had some other kind of weather effect
interfering with testing something. It's worth noting this directly
calls end() on the active weather effect, meaning that for more
complicated weather that may have different side effects, it may need
some extra finess, but as of current writing no weather does anything
interesting in their wind_down() procs.

## Why It's Good For The Game

God weather is so annoying while testing lavaland, plus this is just
straight admin and testing tooling so there's no harm.

## Changelog

🆑
admin: Added a new admin verb that ends all active weather within the
weather subsystem.
/🆑
2024-01-11 00:23:19 -05:00
MrMelbert
279904e079 Saves some free lag by removing some in area (in world) loops (#80644)
## About The Pull Request

Goes through and changes some `in area` / `in a` loops to use
`get_contained_turfs` to cut down on `in_world` loops. Saves some free
lag.

## Changelog

🆑 Melbert
fix: Some things which affect everything in an area are less laggy, the
"all lights are broken" station trait especially
/🆑
2024-01-04 02:13:48 +01:00
lessthanthree
aada68392a Make server announcement OOC [NO GBP] (#80741)
## About The Pull Request

Makes the server admin announcement use tgchat's OOC colors and stops
using announcement.ogg, so players don't mistake it for a Centcom
announcement.


![image](https://github.com/tgstation/tgstation/assets/83487515/32b965a3-58df-45d5-9238-fdb954c8448e)


![image](https://github.com/tgstation/tgstation/assets/83487515/3174d8c9-4194-4a96-844b-d92a6723dce2)

## Why It's Good For The Game

Melbert was right.

## Changelog

🆑 LT3
fix: OOC announcements will now be in shown in OOC colors
/🆑
2024-01-04 02:01:20 +01:00
Bloop
73d8721951 Fixes some runtimes in pathfinding (and bonus) (#80735)
## About The Pull Request

Found these while running a test server all night. I am not sure if the
second one really causes issues because `.` is being set to something
but it is is certainly polluting the runtime logs.

Also fixes an unrelated runtime with one of the admin verbs, where it
would runtime if you canceled out of the input prompt.

## Why It's Good For The Game

Less runtime spam.


![IklvTShHJB](https://github.com/tgstation/tgstation/assets/13398309/2441ad6b-67b7-4d65-83a3-eabba4516fe9)


![veGkt0Eyul](https://github.com/tgstation/tgstation/assets/13398309/e99eced9-89e6-4065-93d9-578795ddbd8d)

## Changelog

🆑
fix: fixes some runtimes in pathfinding code, as well as one in the give
direct control admin verb
/🆑
2024-01-03 15:13:37 -05:00
Yaroslav Nurkov
98f489a33d Map export admin verb/buildmode (#80326)
## About The Pull Request

The base for the PR was taken from
https://github.com/shiptest-ss13/Shiptest/pull/206 and thank them for
that.

The point of this verb is to save pieces of the map to your computer for
further use. It's not that necessary, but rarely, it can be useful.

[Video](https://i.imgur.com/M6mdDTC.mp4)

## Why It's Good For The Game

Transferring buildings from one round to another, preserving the decor
made in the game.

## Changelog
🆑 Vishenka0704
admin: The ability to export a part(or z-level) of the map has been
added.
/🆑
2024-01-02 14:40:42 -07:00
Bloop
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.
2023-12-30 03:54:07 +01:00
Timberpoes
8a6f660141 Fixes runtime which prevents Sentience Fun Balloons working. (#80536)
## About The Pull Request

Fixes #80534

```
[2023-12-23 19:23:03.446] RUNTIME: runtime error: Cannot read "sentience fun balloon".layer
 - proc name: poll candidates (/datum/controller/subsystem/polling/proc/poll_candidates)
 -   source file: code/controllers/subsystem/polling.dm,90
 -   usr: Bob Stange (/mob/dead/observer)
 -   src: Polling (/datum/controller/subsystem/polling)
 -   usr.loc: the floor (166,47,1) (/turf/open/floor/iron)
 -   call stack:
 - Polling (/datum/controller/subsystem/polling): poll candidates("Would you like to be test?", "Sentience Potion Spawn", "Sentience Potion Spawn", 100, "shuttle_denizens", the sentience fun balloon (/obj/effect/fun_balloon/sentience), /list (/list), "sentience fun balloon", "Sentience Potion Spawn")
...
```

Classic off-by-one error, except instead of a mathematical error it was
a logical error.


`/datum/controller/subsystem/polling/proc/poll_ghost_candidates_for_mobs(...)`
called `poll_ghost_candidates` with an incorrect number of args,
omitting the `flashwindow` arg and causing `pic_source` to be passed as
`flashwindow` and `role_name_text` to be passed as `pic_source`.

Since `role_name_text` is a string, this causes the above runtime as the
code tries to access the `.layer` member of the string. Which strings
don't have. Because they're strings.

I added the missing `flashwindow` arg and tidied up the base proc call a
touch back at the sentience balloon layer, since I noticed it was using
named args out of order which - while valid - could cause issues in any
future refactor or copypasted code.
## Why It's Good For The Game

Sentience Fun Balloons work again!
## Changelog
🆑
fix: Fixed an issue with polling ghost roles to control multiple mobs
that prevented Sentience Fun Balloons from working as intended.
/🆑
2023-12-24 23:49:47 +01:00
Ghom
f3983e3901 Color matrix defines for filters and identity (#80320)
This PR converts the procs `color_matrix_identity`,
`color_matrix_lightness` and `color_matrix_contrast` into
defines/macros. Also adds in defines for common color matrix filters.

I don't like how `color_matrix_identity` is a one-line proc with no arg.
Also these help people identify the sort of color matrix filter is being
used.
2023-12-24 20:14:01 +00:00
13spacemen
908d6f1a2b Better Ghost Selection (#80283)
## About The Pull Request
Revived my old PR https://github.com/tgstation/tgstation/pull/68901

Replaces the annoying tgui alert popup "Do you want to be X? | Yes | No
| Never for this round" that is hard to read and steals window focus,
with a nice clean alert in the top right that counts down. If it's the
same event/mob they stack with 2x, 3x, etc. It also shows how many
candidates/ghosts are signed up.

The poll alerts have screentips too, they countdown and show if you're
signed up, how many people are signed up, if you chose "never for this
round" (which is cancelable)
## Why It's Good For The Game
![Screenshot 2023-12-13
030302](https://github.com/tgstation/tgstation/assets/46101244/04061a6b-cd9a-4546-9d71-bba6a6b70d87)

Way easier to see what role is available, you get a nice pic of the role
and get it's name in big text, you can cancel "never for this round",
and you can cancel signing up for a role before the timer is up
## Changelog
🆑
refactor: Ghost roles now offer ghosts a clickable poll button. Ghosts
can select a role, deselect it, alt-click it for "Never For This Round",
can cancel "Never", can see the countdown, and can see how many other
people are signed up for the role poll.
/🆑
2023-12-22 11:44:55 -08:00
lessthanthree
f2ba7a8e94 Admin server announcement uses new announcement span (#80403)
## About The Pull Request

The current admin announce is just notice span text, which is easily
missed mixed in with all the other white noise of the chat box.
Currently admins have to fill it with linebreaks or manually add their
own spans to increase visibility.

This updates the admin announcement proc to use the new alert box divs,
similar to other announcements, making it more visible.

## Why It's Good For The Game

Admin server-wide announcements are generally things you want the
players to notice


![image](https://github.com/tgstation/tgstation/assets/83487515/460bacbb-3a7f-4855-9e16-24b1533f61bd)

## Changelog

🆑 LT3
admin: Server wide admin announcements now use an alert box like other
announcements
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-12-19 20:06:53 +00:00
Fikou
2125aae0c4 adds head of staff job flag (#80415)
## About The Pull Request
as we added a command role that isn't a head of staff, itd be good to
untie some checks from the command department
so i added a job flag for that, and moved what made sense to different
traits that are added to head of staff minds

## Why It's Good For The Game
revs (the gamemode not the players) shouldnt care about the bridge
assistant existing

## Changelog
🆑
fix: bridge assistant no longer passes some head of staff checks
qol: if you steal a command member's liver, you can now sabre better!
/🆑
2023-12-18 16:07:25 +01:00
Fikou
a3fa541e2e Bridge Assistant Station Trait (#80279)
## About The Pull Request
adds a station trait which adds a new role, the bridge assistant
he is designed to help commandeer the bridge and help out other heads
when needed. he is armed with the mini energy gun (the one heads used to
have on kilostation), a flash, a toolbelt (with an inducer), some cool
shades and a swanky scarf.
as he is a nerd he is weak and unable to twohand weapons, preventing him
from wielding the fire axe.
currently he does not have a mindshield but he cannot roll antag
he currently has access to the bridge, announcement console, eva,
teleporter, gateway, maint, and a weapon permit (somewhat (not really
other than for nerds) interestingly this is the first job that isnt
assistant that doesnt have access to any lathes, so he doesnt have orm
access unlike all the other jobs (except assistant))
the trait also makes a coffee machine spawn on the bridge
here is some useful art of your role

![image](https://github.com/tgstation/tgstation/assets/23585223/905e5527-9069-4226-b160-8dedd1ea7b74)
and ingame screenshots

![image](https://github.com/tgstation/tgstation/assets/23585223/0aa537ac-a791-4249-a702-490584919fd9)

![image](https://github.com/tgstation/tgstation/assets/23585223/eb93e2d1-0291-4ade-9208-b1c0b68648c7)

![image](https://github.com/tgstation/tgstation/assets/23585223/1d3c2f11-8ac0-4ee9-91a5-176f81a08dcb)


## Why It's Good For The Game
Adds upon the station trait job system with a straight forward role that
IS just a human (unlike the cargorilla), and is pretty basic with no
custom assets or whatever other than hud icons
Having the bridge assistant in some rounds seems like a neat way to
protect it since it gets fucked up in like half the time, while also not
having enough mechanical depth or gameplay as to warrant it as a
permanent role

## Changelog
🆑
add: Bridge Assistant job accessible from a station trait.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-12-16 20:02:45 -05:00
san7890
9f27ab5572 SDQL2 Query doesn't automatically bake in span_admin() (#80221)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/34697715/81d1b517-6b69-4303-b389-5c41f0b806c6)

this shit is UGLY to see in Discord, let's not automatically bake in
`span_admin()` every time we send this stuff out and only use it in the
context where it matters (sending the message results `to_chat()` to an
admin who is actually in the game)

## Changelog

irrelevant
2023-12-13 11:49:40 +00:00
Time-Green
53d2b41711 [NO-GBP] Fixes highlander gibbing the whole server (#80263)
Highlander was just deleting or dropping everything, including your
bodyparts and organs

🆑
fix: Highlander wont gib every person anymore
/🆑
2023-12-12 15:51:08 -07:00
san7890
f39d539b32 Refactors Object Possession into a Component (moar modular, less /mob vars) (#80160)
## About The Pull Request

We have two verbs that allow any given mob to take control of an object
and move it ephemerally, `/proc/possess()` and `/proc/release()`. These
ones leveraged two vars present on every `/mob`: `name_archive` and
`control_object`. I don't like having vars clog up my VV and this just
injected snowflake behavior in a lot of spots - let's just make it a
component that'll clean everything else up.

This also opens up the ability to have more objects be under mob control
without giving someone verbs that spit out to the blackbox as an admin
verb + logs + message admins but that's a later thing. This just subs in
the behavior in a nice way.

Also, since it's a component, I added a small QoL that we can support
now: A screen alert that allows you to get out of the possession early
without navigating the stat panel for the specific verb. I think it's
neat. You can also trigger the aghost keybind if that's something you
want as well.

Also also, nothing actually ever cleaned up `control_object` by setting
it to null. This means that in the old framework, if a mob got qdelled
during a possession, that would have triggered a hung ref harddel. That
won't happen anymore.
## Why It's Good For The Game

Two less variables taking up crud space in the VSC debugger + view
variables panel. Better behavior injection that is far more reusable.
Component handling this behavior allows for better extensibility of this
function in the future.


![image](https://github.com/tgstation/tgstation/assets/34697715/a84238af-e014-4cff-9b4b-6cbaa36c44fd)
## Changelog
🆑
admin: Object Possession has been reworked, please report any potential
bugs.
qol: Object Possession should now throw a screen alert for you to
unpossess the object instead of you having to search the stat-panel for
the "release obj" verb. You can still use the verb but it's a lot nicer
now. Aghosting will also work now.
/🆑
2023-12-09 17:28:19 -05:00
Time-Green
54ab1e3936 Organ movement refactor *Un-nullspaces your organs* (#79687)
<!-- 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. -->

closes #53931, #70916, #53931

## About The Pull Request

Organs were previously stored in nullspace. Now they are stored in their
prospective bodyparts. Bodyparts are now stored in the mob.

I've also had to refactor a lot of code concerning organ movement.
Previously, organs were only moved into bodyparts once the bodyparts
were removed. To accomodate this change, two major distinctions have
been made:

**Bodypart removal/insertion**
Called only when an organ is taken out of a bodypart. Bodypart overlays,
damage modifiers or other changes that should affect a bodypart itself
goes here.

**Mob insertion/removal**
Called when an organ is removed from a mob. This can either be directly,
by taking the organ out of a mob, or by removing the bodypart that
contains the organ. This lets you add and remove organ effects safely
without having to worry about the bodypart.

Now that we controle the movement of bodyparts and organs, we can fuck
around with them more. Summoning someones head or chest or heart will
actually kill them now (and quite violently I must say (chest summoning
gibs lol)).


https://github.com/tgstation/tgstation/assets/7501474/5efc9dd3-cfd5-4ce4-b70f-d0d74894626e

I´ve also added a unit test that violently tears apart and reconstructs
a person in different ways to see if they get put toghether the right
way

This will definitely need a testmerge. I've done a lot of testing to
make sure interactions work, but more niche stuff or my own incompetence
can always slip through.

## Why It's Good For The Game

<!-- 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. -->

A lot of organ work is quite restricted. You can't C4 someones heart,
you cant summon their organs and a lot of exceptions have to be made to
keep organs in nullspace. This lets organs (and bodyparts) play more
nicely with the rest of the game. This also makes it a lot easier to
move away from extorgans since a lot of their unique movement code has
been removed and or generalized.

I don't like making PRs of this size (I'm so sorry reviewers), but I was
in a unique position to replace the entire system in a way I couldn't
have done conveniently in multiple PRs

## 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. -->

🆑
refactor: Your organs are now inside your body. Please report any issues
with bodypart and organ movement, including exotic organ, on github and
scream at me
fix: Cases of unexpected organ movement, such as teleporting bodyparts
and organs with spells, now invokes a proper reaction (usually violent
death)
runtime: Fixes HARS runtiming on activation/deactivation
fix: Fixes lag when species swapping
/🆑

<!-- 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,
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the changes rather than a summary of the PR's contents. -->
2023-12-09 17:50:46 +00:00
John Willard
edbc7c5622 PDA update (Messenger works while dead, Microwave works, etc). (#80069)
## About The Pull Request

This is an update that touches many more things all at once (compared to
my other PRs) meant to make PDAs in general feel more consistent and not
take away from one of the experiences we want to encourage: interaction
between players.

1. Replaced all checks of a 'pda' with a 'modular pc'. This means
technically (though not done in-game currently) other modpcs can hold an
uplink, and microwaves can charge laptops.
2. Speaking of microwave, they now don't break and require
deconstruction if the cell is removed mid-charge.
3. When a Mod PC is out of power, it will now allow the Messenger to
work (which now also doesn't consume any additional power), if the app
exists on the PC. Here's a video demonstration


https://github.com/tgstation/tgstation/assets/53777086/7ae12f81-a271-49b8-95fa-2ba54d2e2d1f

4. Flashlights can't be turned on while the cell is dead
5. I replaced a bunch of program vars with ``program_flags`` and renamed
``usage_flags`` to ``can_run_on_flags``.
6. Added a debug modPC that has every app installed by default. Mafia
had some issues in the past that were unknown because Mafia wasn't
preinstalled with any tablet so was never in create & destroy nor in any
other unit test. This was just an easy solution I had, but PDAs should
get more in-depth unit tests in the future for running apps n stuff- I
just wanted to make sure no other apps were broken/harddeling.

## Why It's Good For The Game

Currently when a PDA dies, its only use is to reply to PDA messages sent
to you, since you can still reply to them. Instead of just fixing it and
telling players to cope, I thought it would be nice to allow PDA
Messenger to still work, as it is a vital app.
You can call it some emergency power mode or whatever, I don't really
mind the reason behind why it is this way.

When I made cells used more on PDAs, my main goal was to encourage
upgrading your PDA and/or limiting how many apps you use at once, I did
not want this to hit on players who use it as a form of interaction.
This is the best of both worlds, I think.

The rest of the changes is just for modularity, if some downstream wants
to add tablets, phone computers, or whatever the hell else, they can
still get just as far as PDAs should be able to get to, hopefully.

## Changelog

🆑
add: PDAs with a dead power cell are now limited to using their
Messenger app.
fix: Microwaves now stop charging PDAs if the cell was removed
mid-charge.
fix: Microwaves can now charge laptops.
fix: PDA Flashlights can't be turned on while the PDA is dead.
fix: You can now hold a laptop up to a camera (if it has a notekeeper
app installed) like PDAs already could.
/🆑

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-12-09 13:05:13 +01:00
san7890
655245393a Turns the "Admin Permission Elevation Notification" into a macro (#80149)
## About The Pull Request
Turns this boilerplate message into a centralized macro because this
code is important, but not so important that every coder know the nitty
gritty details of it. In case someone wants to add more logging/handling
(or update the message), there's now a central macro to update for all
nine events in which we check.

This shouldn't break anything because it's the exact same thing we were
doing previously and the early return checks are still all there, but it
does work on my machine regardless ✔️


![image](https://github.com/tgstation/tgstation/assets/34697715/db4405d3-e57d-4c29-8a01-b32ba185041b)
2023-12-06 18:00:35 -08:00
san7890
b0be5d4c8a Reworks invisimin variable to a trait (#80121)
## About The Pull Request

This was a variable that existed on the `/mob` level despite only ever
being altered in one place. Perfect to just make a trait since it's all
managed in one spot anyways (and no other code is really reliant on this
flag being flipped, it's just for the code to know to add/remove
invisimin status).

I also tweaked some messages so they could be more consistent, lmk if
that should be changed
## Why It's Good For The Game

Less not-useful stuff to scroll through in View Variables, better
scoping of a variable to an intended location.
## Changelog
Not necessary
2023-12-05 02:22:54 -05:00
distributivgesetz
274eb2a52e Removes Clone Damage (#80109)
<!-- 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

Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.

Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed

<!-- 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

Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.

Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.

Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?

My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?

Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.

Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.

<!-- 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. -->

🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑

<!-- 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
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2023-12-04 14:42:43 -08:00
Timberpoes
835ca92007 Moves the new "Turn Target into MMI" verb into a VV dropdown option and rewrites the code around it. (#80097)
## About The Pull Request

Removes the Turn Target into MMI verb and re-adds it as a VV dropdown
option.

Rewrites the code around this to support what is effectively an
admin-forced action, which MMI code previously didn't support cleanly.
## Why It's Good For The Game

#79896 added a new debug verb, unfortunately because of how that debug
verb was defined (it has args for a target mob in the proc params) it
automatically gets added to the right click context menu instead...


![image](https://github.com/tgstation/tgstation/assets/24975989/26529f7c-4393-45cc-a8e2-7aa2405384a2)

Which is not ideal for admins as they're one misclick away from just
deleting a mob.

This moves it to the VV dropdown menu for humans and rewrites the code
behind it, which previously relied on the MMI attackby proc which
expects a user and thus has side effects as a result.

This new code is more suited to an admin force-insertion than the old
code which removed the brain and forced the now brainless mob to insert
its former brain into the MMI (with the potential to fail on user input
for the now brainless mob).


![dreamseeker_VUBPYXOmEJ](https://github.com/tgstation/tgstation/assets/24975989/89e8b1ab-15f7-4187-a5db-b064b0861014)
## Changelog
🆑
admin: Removed the "Turn Target into MMI" right click context menu verb
entirely, and instead added the same command as a VV dropdown on human
mobs.
/🆑
2023-12-03 15:25:45 -07:00
distributivgesetz
f8b41f9442 Changes occurrences of recieve in code to receive (#80065)
## About The Pull Request

I've stumbled across this enough to finally go through the entire
codebase and fix it. I left out changelogs simply because rewriting
history logs is bad.
## Why It's Good For The Game

I find it pretty annoying because I stumble across words that are
misspelled for a few seconds, and I'm likely not the only one who feels
like this. Less spelling mistakes in code are better.
## Changelog
🆑
spellcheck: Occurrences of "recieve" has been changed to "receive".
/🆑
2023-12-02 14:50:57 -07:00
Mothblocks
714ff3ec54 Remove /datum/game_mode, we SSdynamic now [again] (#79965)
I don't remember what was hard about this last time it took me like 20
minutes this time so I'm scared.

Removes dynamic simulations, only I have used them and it's a lot more
complicated now with this. I plan on making Dynamic simulations a part
of moth.fans anyway
2023-12-02 10:25:48 +13:00
Autisem
f187c5229d Fix bug where MMI's cannot open doors (#79896)
## About The Pull Request

While #69556 did fix it for posi brains. it did not account for MMI's
meaning only posi brains got fixed

as a bonus, im throwing in a shitty debug command because MMI's put all
there logic in attackby

## Why It's Good For The Game

bugs bad

## Changelog
🆑
admin: A new debug verb to turn yourself into an MMI(almost the funniest
thing)
fix: MMI's inside mechs can now properly open doors like there posibrain
counterparts
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-12-01 13:47:10 +01:00
san7890
25229440c6 Adds Mob Tag data to log messages + player panel (#79994)
## About The Pull Request

Closes #79969 

In administration, things shouldn't be _required_ to have unique names.
I think that searching by ckey/key in logs should still work fine but I
can see the value in having the mob tag (which is also exposed in places
like `debug.log`, and in public spots too like `hallucinations.html`)
being added with all this data for even more trimming if you wanna find
all the rule-breaking stuff someone does as a very specific mob.

Anyways, the player details datum tracks both the name as well as the
mob tag in an associated list that we can access in order to do work
with it in stuff like the player panel.

We do this by the following
* Rework the player details list to be associated, as well as updating
all instances of the proc that sets this list.
* Make the code for handling duplicates a bit more explicit so it
actually works.
* Make the formatting in the player panel better as well.
* Also add the mob tag information to wherever we might need to log it
via a new proc `key_name_and_tag()`
* Also adds this information to the per-player player panel

## Why It's Good For The Game

Better administration tools, should be more helpful when it comes to
filtering as well as post-mortem cross-comparison for coders in order to
find out exactly _which_ mob was problematic when looking at debug.log
or whatever you may have.

```txt
[2023-11-28 01:25:37.434] GAME-SAY: San7890/(Katie Yossarian) (mob_2759) (DEAD) "deez nuts" (Primary Tool Storage (138,140,2))
[2023-11-28 01:25:39.478] GAME-SAY: San7890/(Katie Yossarian) (mob_2759) (DEAD) "as big chungus" (Primary Tool Storage (138,140,2))
[2023-11-28 01:25:40.617] GAME: *no key*/(Katie Yossarian) (mob_2759) *no key*/(Katie Yossarian) is no longer owning mob Katie Yossarian(/mob/dead/observer) (Primary Tool Storage (138,140,2))
[2023-11-28 01:25:40.618] GAME-ACCESS: Mob Login: San7890/(Katie Yossarian) was assigned to a /mob/living/carbon/human
[2023-11-28 01:25:40.624] GAME: San7890/(Katie Yossarian) (mob_2760) Client San7890/(Katie Yossarian) has taken ownership of mob Katie Yossarian(/mob/living/carbon/human) (Primary Tool Storage (138,140,2))
[2023-11-28 01:25:42.305] GAME-EMOTE: *no key*/(chasm lobstrosity) (mob_88) chitters. (Lavaland Wastes (126,178,3))
[2023-11-28 01:25:42.435] GAME-SAY: San7890/(Katie Yossarian) (mob_2760) "i hate it here" (Primary Tool Storage (138,140,2))
[2023-11-28 01:25:43.058] GAME-COMPAT: ADMIN: San7890/(Katie Yossarian) admin ghosted.
```


![image](https://github.com/tgstation/tgstation/assets/34697715/bbcfb021-2d1f-4e6b-8844-63c6ea4e4bd1)


![image](https://github.com/tgstation/tgstation/assets/34697715/8ae02f7c-8b68-45f9-94c0-41d679bc0b69)

this was taken over three rounds ignore discrepancies

i'm rather fond of having this information in the per-player panel
because otherwise you need to
A) scroll through the F6 window until you find your match
B) pull up three different VV windows

## Changelog

🆑
admin: The Player Panel should now contain the unique mob tag associated
to a certain mob that a player might inhabit at one time, which is
stored on their player details datum on their client (which is
guaranteed to always exist).
admin: The "Old Names" details of a player is now visible in their own
personal per-player player panel.
/🆑
2023-12-01 05:58:47 +00:00
Fikou
d21ba28b8b turns triple ai mode into a station trait (#79995)
## About The Pull Request
removes the triple ai mode secret and makes it into a station trait

## Why It's Good For The Game
it seems to be an interesting way to spice up the gameplay of a given
round

## Changelog
🆑
add: turns triple ai mode into a station trait
/🆑
2023-11-29 19:02:15 -08:00
san7890
73d526c797 Adds localhost case to the Player Panel (#79999)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/34697715/2fd2b8fd-dc86-4150-8f0f-b8ac6a5dc03c)

This always confused me debugging on local, the thing in the parenthesis
is supposed to the be the IP Address of the client currently in the mob.
However, local hosts have a `null` IP Address (BYOND thing). So, let's
add handling to this so this little thing won't be so confusing anymore
## Why It's Good For The Game


![image](https://github.com/tgstation/tgstation/assets/34697715/b365e107-cfcf-497c-92da-f5930666cbb0)

Better.
## Changelog
Not really relevant.
2023-11-29 10:27:03 -05:00
lessthanthree
e0fe93936d Fixes secrets panel disease outbreak button (#79946)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/79866

Hadn't been updated to the new system where candidates are found during
round event setup. Changes the failure message for clarity on why it
fails, and sends a message to admins same as a successful outbreak.

## Changelog

🆑 LT3
fix: Disease outbreak: classic spawned from the admin secrets panel no
longer fails to start
fix: Disease outbreak provides a message about why it fails to start
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-11-27 23:13:51 -05:00
MrMelbert
566c7ba9c2 Removes some code soul (IF YOU ARE COPY PASTING THIS...), replaces it with a macro (#79935)
## About The Pull Request

Replaces all instances of `SSblackbox.record_feedback\("tally",
"admin_verb", 1, (.+)\)` with `BLACKBOX_LOG_ADMIN_VERB($1)`

This makes so the funny comment isn't necessary. 

It also reveals one location which someone did not heed the comment, the
`debug_controller` proc copy+pasted the line but did not change the
fourth argument. PEOPLE DON'T READ!
2023-11-26 20:17:04 -07:00
LemonInTheDark
1d6533c525 Bumps compile to 515 (#79134)
## About The Pull Request

LSP supports it, let's GOOOOOO
I've removed the 515 tests since they're stable, alongside the libcall
wrapper. left the rustgcall wrapper cause yaknow memes
Just removed all the 515 and 514 particular define wrappers. gaming

## Changelog
🆑
server: Minimum compile version has been bumped to 515. clients still
support 514 but we're gonna start using 515 restricted features for
serverside now.
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-11-25 21:03:29 -08:00