* Removes the Exclamation Point from the Server Hop Verb (#67970)
Removes the Exclamation Point from Server Hop
Hey there,
Recently, I haven't been able to directly connect to Sybil. However, I am able to easily get onto Campbell, and use the Server Hop command to readily get over there. However, one small snag I've ran into is that the `Server Hop!` verb means that you have to type it in as `server-hop!` in the chat bar. This was really confusing to me the first few times because no other verb requires you input in the correct punctuation. So, I decided to prune out the exclamation point to get weird of this oddity.
* Removes the Exclamation Point from the Server Hop Verb
Co-authored-by: san7890 <the@san7890.com>
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* [NO GBP] Jetpack and spacedrift: Fixes and niceties (#66628)
* Jetpack and spacedrift: Fixes and niceties
Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.
Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.
I neglected to add support for that, so that's what this does.
There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.
It's a bit of a mess, I'm sorry about that.
Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet
* Makes dropping a pull while drifting carry the momentum into the pulled thing\
* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs
It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.
Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not
In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.
* Adds a jetpack component, uses it to unify all three versions of
jetpacking
I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it
* Fixes jetpacks stabalizing even without fuel
This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do
* Ensures turn_off always has a user)
* Shut pu
* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags
* Removes some redundant code, cleans up some messy stuff
* Removes redundant safety checking from jetpack code
* see above
* Removes redundant signals
* [NO GBP] Jetpack and spacedrift: Fixes and niceties
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Refactors firestacks into status effects (#66573)
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.
Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.
Also changed some related proc names to be snake_case like everything should be.
This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
* Hud Image Culling By Z Level: Theft edition (#65189)
* makes hud images only apply by z level
* makes some of the atom_hud procs have better names
* fixes warning with the hud_user list and adds better documentation
* better docs for hud_images
* removes TODOs
* docs for hud_list
* adds support for linked z levels so mobs can see lower ones
* fixes merge conflict and shittily makes only shocked airlocks get added
* adds support for setting images in the hud as active and inactive
* gets rid of unatomic spatial grid change
* maybe i should actually try COMPILING my changes
* fixes merge skew and makes it compile again
* fixes huds refusing to remove from users who changed z level
* improves z level and registration logic
* fixes antag huds not appearing
* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me
* Ensures that hiding a basic appearance also hides the atom's active list too
* Fixes antag huds going poof
Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it
This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.
Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.
* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list
* fixes mistake with hud_users list being set non associatively (bad)
* as anything in bot path loops
* Fixes merge skew problems
* Makes bot paths non global
This way they can show themselves to only the bot that "owns" them, ya
feel me?
* Fixes huds not showing up sometimes, cleans up some code
Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:
call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen
*cries*
* Renames add_hud_to_atom to show_to
My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars
* remove_hud_from_mob -> hide_from
* Nitpicks a few comments
* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh
* Moves check down, improves stack trace a bit
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
* small touch-up
* this should do it
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
* Adds MC initialization stages. Earlier stages can fire while later ones init. Fixes tgui chat reconnection banner showing during init. (#66473)
* Adds MC initialization stages. Earlier stages can fire while later ones init.
Removes TICK_LIMIT_MC_INIT config for barely doing anything to speed up init and being inconvenient to work with if fires and inits can happen at the same time.
* Adds MC initialization stages. Earlier stages can fire while later ones init. Fixes tgui chat reconnection banner showing during init.
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* Fixes the latejoin menu never closing (#65671)
Reverts 17c603f1d0
Turns out, we had one html menu left. So when tivi removed the proc we
used to close them on join, he broke one.
Someone make this tgui please, thx.
* Fixes the latejoin menu never closing
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Changes the default ghost lighting, makes it a preference (#65352)
* Changes the default ghost lighting, makes it a preference
I think the way ghost lighting looks right now is really crummy.
It's dark enough you can see where the shadows should be, but it's just
bright enough for everything to look like dog poo
A lot of what makes the game look nice is the depth of the lighting
and if we just hide that for observers we're shooting ourselves in the
foot.
I'm also making it a game preference, so if someone wants to have bad
opinions they can easily.
* Changes the default ghost lighting, makes it a preference
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes ghosts orbit animations not being reliable for the no floating trait (#65051)
Moved all the logic of adding the TRAIT_NO_FLOATING_ANIM to the orbiter component.
* Fixes ghosts not reliably bobbing when they should be bobbing
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Adds some more moth wings & antennae (#64293)
add: ports some moth wings & antennae from fulp
* Adds some more moth wings & antennae
Co-authored-by: redguy999 <61719178+redguy999@users.noreply.github.com>
* Fixes not being able to say ahelp in dchat (#63988)
* fix
* better code
* Fixes not being able to say ahelp in dchat
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Fixes runtimes when admin ghosting out of a camera eye (#63838)
observetarget is not guaranteed to exist
* Fixes runtimes when admin ghosting out of a camera eye
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Remove the auto updating in the orbit menu and bring back manual refresh (#63790)
* Remove the auto updating in the orbit menu and bring back manual refresh
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Ghosts can have colorful hair again! (#63129)
The PR that updated the codebase to no longer use legacy colors didn't check this specific proc, which is to my knowledge only used by ghosts lightening their hair color. That's it.
* Ghosts can have colorful hair again!
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Added alt jobs names actually doing something.
* Also add late join announcements.
* Fix custom roles showing up first in crew monitor
* Cleanup to match upstream changes
* Updates from review, also improve both tgui manifests
* Compromise for Skyrat edit notes vs JSX vs linter
* Compromise for optimization vs not making a horrible mess of passing client around
* Follow module rules
* Revert no longer true changed to customization readme
* Update dme
* Fixed comments for alt titles
* Exempts non-deadminned admins from all the chat filters so they can break the server rules and get banned if they want to. (#62944)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Exempts non-deadminned admins from all the chat filters so they can break the server rules and get banned if they want to.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Overhauls job eligibility checking and improves job debug logging.
* Fixing conflicts
* Makes Veteran the first check since it's the most likely.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adminwho and the status panel now shows when fellow admins are readied up in pre-game lobby (#62670)
* Adminwho and the status panel now shows when fellow admins are readied up in pre-game lobby
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>