* WIP
* More wip
* Numbers
* More WIP
* Improve
* Add QDEL_IN_CLIENT_TIME
* More WIP
* Getting there
* Absolute communism
* More stuff
* More states
* MrPerson's suggestion
* Makes it work, now we just need the dmi
* No, that's the null icon_state
* More better
* Fix script
* Turns out we don't need an empty dmi to start with
* Upload a much more complete dmi. Now we just need the identicons
* Fix
* Add the credits tool
* THE FULL DMI
* Mistake
* No need to resize the image if it's already 32x32. Also download the right one in the first place.
* It's oranges
* Transparent opacity
* Make per client
* Run at roundend
* Make tgstation-server great again!
* Speed things up some
* Fix up the verb
* Final touches
* Remove the unecessary .sln
* PraiseRatvar -> Frozenguy5
* New age coding
* Bigger gulps
* Ports Paradise Job exp system
* changed to use json_decode and json_encode as recommended by oranges
* updates changelog
* Reee cyberboss
* Changes to use a seperate table
* Updates database changelog
Changes to use mediumint
* Back to wip we go.
Changes sql stuff to how mso suggested
Attempts the changes requested in the other pr.
* work on stuff.
* work on stuff.
* Renamed proc for time remaining.
Fixed updating time amounts.
Added delay to fix firing at roundstart
* exp is now stored in a global list, and only updated to the db at round end.
* some stuff
* Added button to toggle exempt status on a player.
Still need to make it update the db
* REEE Jordie.
Undoes delaying exp updating to round end.
Adds the updating filtering to the update_exp_client proc which is used again
* Lowers a bunch of the times needed.
* Makes tracking per job instead of per department.
Department time is now calculated from job time.
* Whoops forgot to update master first. Lemme save this
Reverb should play cheeki breeki to people
* I think I did this right.
Too tired to test atm.
Busy rewatching twintails ni narimasu
* Removes var from proc arguments
Fixes database stuff
* Does some requested changes.
Makes special_role be tracked instead of bundled under special.
* Done, but need to refactor how it handles ghost roles.
* Less false data wew
* Changes
* Updates db version
More changes
* More changes
* More changes
* revision fix
* OOPS
* fix schemas
* Makes SQL error logging handled by Execute
Gang role tracking now strips out the gang name and is generic.
Click catcher now supports mousemove/mousedrag. Basically, mouse location can now be captured even if the user isn't mousing over a visible location
Added procs to allow for projectiles to be fired with just an angle for pixel projectiles, instead of requiring a target turf and pixel x/y
Added procs to get angle of user's mouse from their viewpoint (Time to rework gang machine guns again!)
Beam rifles now have different zoom modes
Free directional zooms out and tracks the angle of your mouse from the center of the screen. However, you can't target with very good accuracy on this (Shots can't be properly aimed on non dense objects/lying down mobs.)
Locked directional zooms like free directional but doesn't automatically turn if your aim changes.
Center view, just increases your view in all directions (2x weaker)
No zoom mode, in which you just retain your normal view.
You can select beam rifle zooming rates to be instant or stepped.
Stepped zooming rates zoom out 5 tiles per second. This will likely help with people not being able to use it without lagging because their computers aren't as beefy!
Beam rifles no longer require zoom to be fired
Beam rifle aiming beams now instantly update instead of on process
Beam rifle aiming beams are now one object instead of 150. This'll help with the lag caused by it during gameplay that I've observed.
Angular penalty reduced by 0.1 for a nice even number.
Instances of client.view = have been replaced with client.change_view() as that'll properly update the click catcher
Hopefully shooting yourself in the face when you hit a blob tile or whatnot is fixed with the new and improved code..
* Adds locations to speech and related communications
Refactors how logging is handled for these.
* changes
* ahhhhh
* preemptive merge conflict undoing maybe?
* Let's not delay this further
Ready | Not Ready | Observe is now a three way toggle
The player ready status has been refactored into an ENUM of the three
states, READY, NOT_READY and OBSERVING
if the tickerstate is at least PREGAME they will spawn as observers,
before then you can only register your interest in observing.
All the observer code has been centralised into a single
make_me_an_observer proc on new_player mobs
Ready | Not Ready | Observe is now a three way toggle
The player ready status has been refatored into an ENUM of the three
states, READY, NOT_READY and OBSERVING
if the tickerstate is at least PREGAME they will spawn as observers,
before then you can only register your interest
* Ghosts now have a language menu
🆑 coiax
add: Ghosts can now modify their own understood languages with the
language menu.
/🆑
- Language menu is now on /atom/movable, and can be opened by any atom
with the `open_language_menu` proc.
- Used for testing, and simulating what various station members hear.
* Language holders, I
* Language holder, II
* Dos line endings
* MIND LANGUAGES
* Fixes some mobs not having language holders in their minds
* Shadow languages
* How did you lose the holder?
* Mob level IC->Open Language Menu verb
* Gives draconic to silicons
* Lazy breeki
* Use of pre-initialized global lists for languages
* Fixes bugs with lazy holders