* Hovering your mouse over things now shows their name on the top of the screen (#56729)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Hovering your mouse over things now shows their name on the top of the screen
* a
* Update preferences_savefile.dm
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Make keybinding conflict spans less loud (#56707)
Each time new keybindings are added, we receive a message at the
beginning of each round telling us about keybindings we've set that
conflict with what the new ones default to. This is desirable. However,
it could take up less space while still drawing the eye.
* Makes keybinding conflict messages use smaller spans
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Re-balances quirk values to be less impossible to nuance (#56037)
negative quirks were impossible to create because there was zero nuance between how bad traits were, for example if you got light drinker and family heirloom, two relatively easy quirks to manage, you can get freerunner. This meant a ton of neutral quirks had to be neutral quirks because giving them even -1 points would make it too easy to get good traits. I've bumped up most quirks by x4 to allow for more nuance between what quirks are actually worth. With some of them being lowered (Like family heirloom and light drinker) as theyre not really supposed to be worth so much for so little.
quick log of changes for CB:
- Every quirk not mentioned had it's point value increased x4 (e.g. 1 -> 4, 4 -> 16)
- mime / clown fan is 2 points (change of -50% with this pr)
- musician is 2 points (change of -50% with this pr)
- depression goes from -1 to -3 points (change of -25% with this pr)
- nyctophobiagoes from -1 to -3 points (change of -25% with this pr)
- junkie from -2 to -6 points (change of 25% with this pr)
- frail from -2 to -6 points (change of 25% with this pr)
- smoker from -2 to -6 points (change of 25% with this pr)
- unstable -2 to -10 points (change of 25% with this pr)
* Re-balances quirk values to be less impossible to nuance
* Update tgstation.dme
* a
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Disconnect and Reconnect messages for deadchat (#55395)
adds messages to deadchat when a client with a mob disconnects or reconnects
* Disconnect and Reconnect messages for deadchat
* aaa
Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Properly sanitizes the pixel scaling pref (#54592)
It was being rounded to 1, which breaks one of the options.
I've added a float sanitize proc that accepts a degree to round to, I've set it to 0.5 in this case.
* Properly sanitizes the pixel scaling pref
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Keybinding Conflicts now wait 5 seconds before being announced (#54152)
* Keybinding Conflicts now wait 5 seconds before being announced
* Update preferences_savefile.dm
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* newly added keybinds no longer need savefile updates (#54050)
Keybinds check if there are any new keybinds when loading preferences now
If there's a conflict it doesn't bind the key to anything
* newly added keybinds no longer need savefile updates
Co-authored-by: Couls <coul422@gmail.com>
* Block movement now locks turning, migrate old save files to Ctrl (#53871)
The block movement key now correctly locks turning like it used to.
Old save files are now migrated to Ctrl if they didn't bind it to anything before. This correctly replicates the old behavior.
* Block movement now locks turning, migrate old save files to Ctrl
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#52515)
Automatic glide size adjustment based on move delay.
Essentially a port of https://github.com/yogstation13/Yogstation/pull/8132 but that was mostly my code with some fixes.
Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable.
https://file.house/0B3u.mp4
Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.
* Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut
Co-authored-by: Rob Bailey <actioninja@gmail.com>
* Adds a recommended fps option. (#52850)
Adds a recommended fps option. Setting fps to -1 now sets client.fps to RECOMMENDED_FPS.
Sets recommended fps as the default option for new players.
Current value for recommended fps is 40.
* Adds a recommended fps option.
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* Robust savefile versioning (#52549)
tl;dr: savefiles now update all character slots when the version is bumped, and saves the updated savefile to disk. It also backups the pre-update version. Later on we can look at just using this backed up version if the server's savefile version goes down, indicating a revert.
* [Ready] Robust savefile versioning
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
* tgdb
* tgdb
* Auto stash before cherry pick of "balance changes, enables burn surgery, various body improvements"
* moves unnecessary list out of client
* describes a var
* corrects
* im a player ok that means i play
* FINE
* you win this time, shaps
* makes floyd happy
* Update code/__DEFINES/misc.dm
* i was just playing cyberboss dont be mad at me
* changes one character in a comment
* Datumizes all uses of change_view
* Cleanup and helper procs
* tweaks values to match the format, hint hint, (value - 0.5) works just fine
* And there's the rest
* woop, braindamage
* and one more
* fuck you menu file
* woops
* we should apply that
* fixes tooltip drift, thank you goon coders
* you can shake but you can't zoom
About The Pull Request
Changes the pref for fitting viewport to automatic. This not being the default has always confused me, and should resolve some teething issues widescreen is having.
Changelog
cl
tweak: Auto fit viewport is now the default, and everyone's setting for this has been reset to the default. If you don't know what this means, it's safe to ignore.
/cl
* first-version
* let's do those recommendations first
* color moment
* reorganization, prefs
* certified layer moment
* virtual speakers BEGONNE
* remove naughty bits, better sizing
* gimme the message mode
* rename that pesky pref and hide chat bubbles
* exponential decay moment
* async moment
* fixes
* fixes
* the players have decided they don't want to hear themselves on radio
* Fix bug with holograms incorrectly rendering messages
* rohesie's suggestion
* Color tweaks
* hallucinating now shows message properly
* pref moment
* updates
* rohesie's suggestions
* fix moment number 5
* less smelly more epic
* unfix the fixes and refix them
* a conscious change
* return of the prefs
About The Pull Request
We didnt increase the sanitize range when we started using 24 bit bitfields, kept defaulting you if you happened to use any of the newer settings.
Why It's Good For The Game
Fixes#48978Fixes#49988
Changelog
cl Skoglol
fix: OOC preferences should now be saving properly again.
/cl
* how about yee(naw)
* Fixes an issue with order in preferences.dm and adds a null check in ticker.dm
* updates the savefile max ver and adds a condition for it in update_preferences
* Puts the call sound(round_end_sound) outside of the loop into a variable that we insert the reference into the loop.
* Unicode support Part 2 -- copytext()
This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.
I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````
with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.
This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.
* Makes the code functional
* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.
* Removes ninjaspeak since it's unused
* Smooth movement
Squashed commit:
[870d550fff] updates a variable name to not shadow a parent variable
[65131a9a4b] redundant
[7c85f7b87e] override based pulling and pushing
[60a9760c4b] unnecessary when it's done via an override
[0a67dfb3cb] removes a redundant manual override
[7f25104fed] pushing
[2bfd9973eb] eh
[fca7155245] cast properly
[ad4b9ad8ab] compile fix
[c28fde4bfb] some wonkiness with pulling fixed
[0e028d30b3] buckling fix + finer rounding
[8f93df2bbe] dragging + buckling fixes
[1541e1ce78] small optimization
[bda72345dd] smoother movement
fix to dragging being fucky
vehicle fix
orbiter fix
eof newline
cleanup
comment cleanup
stupid hack
bunch of tweaks/hacks + 60 fps default oh god
potential fix for orbiter issues (in a shitty way)
early override for some cases
unset orbit
multiply instead of add offset
no
no more timescale scaling and higher multiplier
meant to include this in last commit
comment
* clamp to 6, 1.25 multiplier
* (poorly) fixed buckles not always propagating
* get rid of some debug prints whoops
* fixes an infinite loop
* syntax + update savefile instead of interpreting 0 different
* uuuh
About The Pull Request
Ports tgstation/TerraGov-Marine-Corps#2977, overrides click proc to return focus back to chat bar using winsets also ports tgstation/TerraGov-Marine-Corps#1904 which has two sets of defaults for hotkey and classic mode
fixes#47672fixes#47659
much credit to @Rohesie and the TGMC team for a bunch of these improvements
Why It's Good For The Game
lets the non-hotkey players walk and talk again
Changelog
cl
add: Custom keybinds will now check what style (classic / hotkey) you prefer when resetting if you use classic mode make sure to reset your keybinds to default!
add: multiple keybind support
tweak: non-hotkey mode keeps focus on chat
fix: pressing 4 as cyborg now properly cycles
fix: AI location hotkeys now work again
/cl
* fixes modifier hotkeys and adds alternative move intent toggle
* Fixes pulling keybind
* make the wrappers look more like the old popup windows
* it was the freaking save file
* bump up save file version
* reset keybindings to default
* custom keybindings
* Update _lists.dm
* Update robot.dm
* modify weights and clean up some vars
* Update say.dm
* Apply suggestions from code review
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
* some review changes
* formatting
* include focus hack, remove me_wrapper, give default keybinds to new characters, misc fixes
* revert hack and more reviews
* remove another focus hack
this was causing issues with the keydown proc returning early
* Selectively randomisable characters
* it's a list now
* this doesn't work
* it's totally fucking fucked mate big time
* it works
* so sick of this goddamn pull request and yes i know this is a retarded way to do this it didn't work the other way
* anturk forestalls the inevitable suicide
'associative lists are more performant'
* final changes anturk requested
'remove all the "in randomise" and it's ready'
About The Pull Request
Changes our current underwear selection to greyscale so you can color them any way you like, just like hair.
Removed duplicate underwear types that only served as a few color options(female_yellow, male_blue, ect.) Underwear with designs are unaffected(female_uk, male_commie, ect.)
Added a new option in dressers to change underwear color.
Changed some underwear names to fit the new option(female_red is now female_lace, ect.)
A9hAqkxgin
If all is well i plan on adding this to undershirts and socks too.
also HUGE thank you to nonfictiongames for the help!!!!
Why It's Good For The Game
More character customization in roleplaying game GOOD
Changelog
cl
add: Underwear can now have any color. (Your character will most likely be nude now so check your prefs!!)
add: Underwear color option in dressers
tweak: changed some underwear names
imagedel: deleted duplicate underwear
/cl
* WIP (not working) version of species randomizer in character settings
* Adds a WORKING species randomizer to character settings
* Re-orders random species code to be ahead of random name and random body code.
* Fixes species naming conventions by forcing random name onto those who choose to always be a random species
* Fixes dumb html mistake