* Startwork
* stopwork again
* AGAIN.
* Good place to call it for now
* Startwork but I actually put some work in
* The left list doesn't work, stop for now.
* God remind me to squash these commits later.
* Well, I think I can safely say I have actual work done now
* The post-Brisk iced tea patch.
* God damnit nothing works I hate this worl
* Good place to stop, stuck in a chronic error state
* I take it back now I need to sleep jesus god
* I am grown POWERFUL in my dispair
* FINALLY READY TO PR.
* Request order swap
* Update and tgui recompile
* Adds a kiosknet, so adding a new bounty alerts all the bountyboards
* Renames file, attempts to port to modular app too because fuck my life
* Fuckin feature creep I tells ya
* Removes an unused proc
* Rebuildin
* Hopefully updates tgui and fixes an easy runtime
* Finishes updating/conflicts
* Mapmerges my shit.
* Rebuilds tguiiiiiiiiiiii
* Updates tgui
* Updated once more
* merge conflict fixaroni
* God I wish that I had a game I was dedicated enough to finish in a single setting
* Rebuild of PR: You will (Not) compile
* Cobby's changes and Anturk's Suggestions.
* Should probably prevent a runtime.
* Rebuilds TGUI.
* Lets not delete my own files please god
* Style's changes
* ALL the warriors
* What if I didn't delete ZX's app sprites again
* Start workin on a text component later
* Makes some code suggestions, doing it all in UI will kill me
* tgui update
* DNM until I get this gosh darn text working.
* The changes that I need afaik
* And a tgui rebuild to boot
* When that program datum spoke to me, I felt that.
* Makes changes to text input sanity, Pray
* By god I think I've cracked the code.
* Had no idea you could atomize UIs like that, this is revolutionary
* Spaces
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* How did this take me like 3 hours but the bounty UI took 4 weeks like fuck
* Uses style's suggestions for UI cleanup.
* Rebuild TGUI
* Squiggly Brackets No. 1
* Squiggly Brackets No. 2
* Rebuilds tgui also sorry style I got lazy
* Another tgui update
* GREP?
* Rebuilds tgui again
* Rebuild yet again
* How'd you like a nice tender lambchop?
* Take me HOOOOOOOME country ROOOOOADS
* Updates with Anturk's changes.
* Removes unnecessary flex element
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Synux
* cleanup
* I bet this merge conflicts
we hate tgui.bundle
* extra bits
* Syndix
* small fixes
* Summary (required)
* this linter drives me up the wall
* final touchups
* Forgot this thing
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
* Initial update
* tgui ofcourse
* Small fixes
* More lint fix
* Updated to support signatures and adding to paper
* Sign and adding to paper work, need to tune it a bit though
* Ok, signatures and adding work, still working on stamps
* Stamps now, fix rotate and cleanup tommow
* Alrighty! Lets try for some testing!
* Stupid travis
* annnd the bundle
* Minor fixes
* DONE. Still have some code cleanup, but all the major features work now
* Requested changes cleaned up formating
* Dammmn you bundle!
* Fixed the preview issue
* Updated bundle
* Ok, some more fixes and clean up
* Ugh damn you tgui bundle
* Update tgui.bundle.js
About The Pull Request
It simply adds a new Modular Console Preset to the existing ones, fully outfitted to replace the current Identification Console in the Head of Personnel's Office and in the Bridge, and in most of the maps' Customs desks. Note that it doesn't replace them, it's just an asset right now so we can replace them with another PR, at the pace the map maintainers feel confident with. It has the ID Card Modification, Job Manager and Crew Manifest softwares on it by default, alongside the regular Chat Client.
The new Modular Console Preset can be found under /obj/machinery/modular_computer/console/preset/id, for all your map editing needs.
I'm planning to see if I can't make changes to the Departmental Consoles later on as well, so we basically can get rid of a console in every Head of Staff's office (except the HoP because there's only one), but that will require some additional coding to make it so it's not straight up some Identification Consoles that people with All-Access could use to print even more All-Access cards.
Why It's Good For The Game
I've basically just implemented something that I feel was meant to be implemented a while ago through the use of TGUI and Modular Computers, but never actually got done. The console doesn't have the glitches of the current Identification console, when you remove your ID after logging in and it just goes to a page saying that the address couldn't be found. The UI is much simpler, looks a lot better and is just overall an improvement.
Here's what the new UI looks like, for those of you that don't feel like checking out the PR in-game to know what it looks like:
image
image
Changelog
🆑
add: New Modular Console Preset added: /obj/machinery/modular_computer/console/preset/id
/🆑
About The Pull Request
Adds two new modular computer programs. Both use the same underlying parts;
-- Lifeline is an improved suit sensor tracker, showing where the target is on a grid if they're within 24 tiles. The scan button has a two-second delay (since the program has to check every humanoid in glob.human_list for trackability and we don't want that spammed). The app works pretty much how you would expect.
-- Fission360 uses the same processes as above but for the nuke disk and all nukes in the area (self destruct, beer, syndicate). Available only via emagging a tablet for the moment.
--
Rudimentary multiZ support exists, in the form of replacing the crosshairs icon with an up or down arrow (once it's visible within the circle) to indicate if the target is above or below, if both the target and the computer are on a station Z level of some sort. Also, the grid lines are exactly two-tiles apart.
Added support for programs to list special assets to load, so that we don't have to have every program loading all modular program assets. The radar apps use this to load the background grid and the too-far-away-to-display arrow.
Why It's Good For The Game
More modular apps are good. I'm hoping to see a syndicate-version of the modular tablet in the hands of nuke ops at some point, which is really where Fission360 will make sense. Otherwise, it's an extra tool for traitors with the nuke theft objective, I suppose.
Changelog
cl
add: Two new apps for modular computers are available: Lifeline for Medical, and Fission360 for anyone with access to the Syndicate repository. Lifeline is an improved suit sensors tracker, and Fission360 is the same but for nuclear-related things.
/cl
About The Pull Request
/area/proc/usage() attempts to give list-like access to a bunch of vars. Why not make it a list instead and avoid all the proc calls? Might be room for followup here, to do something to powered(), use_power() etc.
Some legacy machinery was ignoring the default machinery use_power pulling from the machine's power channel by default
Total power usage was unused, APCs ignored it in favor of calculating it themselves :)
I also renamed the defines because they were in the danger zone of being very common words.
Changelog
cl Naksu
code: optimized area power usage calculations.
/cl
About The Pull Request
Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.
Explosions have been refactored to do the actual exploding in a subsystem.
Credit to goon.
Here's some videos!
Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates
Changelog
cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
* Had to put this on hold due to critical FUCK from hydriponics
* Another thing I'm being dragged away from
* Finally finished and happy with the result
* Merge issues: IRRADICATED.
* Made the UI a Labeled List per Stylesugestion
* Apply suggestions from code review
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
* Fixes up compile issues and tweaks tooltip/disable
* Rebuild tgui
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Startwork.
* Time to break this later
* How do I map lists again
* So close I can almost TASTE ITTTT I GOTTA GET A MOVE ON WITH MY LIIIIFE
* Hey, it almost works!
* Finally actually ready to PR
* Nothing to see here but documentation and dead code
* Take 2.
* Revert "Take 2."
This reverts commit 0882d96a30ba79ebead4b5dd3e6f32e65bbf2a76.
* Cleans up tgui compile errors.
* WIP changes, still not happy with this for now.
* I am satisified.
* Rework that UI
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Automatic changelog compile [ci skip]
* Automatic changelog compile [ci skip]
* tablet good
* forgot something
* restoring what was lost
* hoping for the best
expecting the worst
* Why review when you can edit in place?
* Additions and fixes
* Here's hoping
* Why is this still here?
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
About The Pull Request
A PR now several weeks in the making that spiraled ridiculously out of control for something not many even use.
What else is new in NTOS hell?
I spent several days doing nothing but playing escape from tarkov so this took longer than expected I valiantly spent all night and day working on this, and barely finished it before The Deadline
the card ntos program was split into three programs, manifest, job management, and id card modification. It didn't make much sense for them all to be the same program imo, and made the project a bit more managable.
Airlock electronics saw some improvements as well since it uses this new access control section as well.
Yet again some new functionality and improvements to core components. Buttons now have an "altSelected" feature where instead of changing the color it adds a small white marker, among some other things.
There were a couple of small changes in inconsequential ways in other places, and datacore was refactored a tiny bit. Probably some other stuff I don't remember.
I would replace the old card console with a modular computer right now, but I know a few people actually use this program and want a bit of time to iron out bugs and inconsistencies before replacing the main job console with it.
Changelog
🆑
add: tgui-next NTOS card console, job manager, and crew manifest
tweak: airlock electronics interface is a little fancier
/🆑
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
* tgui next contractor interface
work
cleanup
more work
getting close now
final
build
more stuff for wanted messages
rebuild
spelling
* fixes
* rebuild
* fix
* disable button when contract not active or extraction enroute, disable limited when depleted