* Vote System: Approval Voting (#73749)
## About The Pull Request
Approval Voting is a system in which voters can select as many maps as
they want, instead of selecting only one. Final tallies show how many
votes each map received, and the winner is the map with the most
support.
## Changes since https://github.com/tgstation/tgstation/pull/73413
- Custom votes can now be started using either system
- Icon during AV votes indicating your selections
- Map population filter counts active players and participating ghosts
https://user-images.githubusercontent.com/83487515/222580901-61506cc3-dc42-4435-9775-1e6291a3f734.mp4
## Why It's Good For The Game
First-past-the-post (our current voting system) has flaws such as
creating a bunch of wasted votes, in that a large number of selections
ultimately have no impact and for example, a map can win a 3 way race
11/10/10, even though 2/3 of the votes were not for that map. This leads
to people having to vote strategically, and perhaps not what their true
choice is.
Approval Voting solves this by instead allowing the player to select all
the maps they would like to play, so they can vote for their true
preferred choice, as well as alternates.
For example, a player that wants Metastation, is okay with Icebox, and
doesn't want Delta may feel pressured to vote Icebox if it's in a 2 way
race with Delta.
AV lets them vote for Meta, and Icebox or as many others as they want as
their alternates and creates a more fair outcome of a map vote.
Map population filter removing AFK/lobby screen dwellers gives a better
number of active players so as to not trip the map filter's population
cap earlier than it should.
tl;dr: Less of this

## Changelog
🆑 LT3
rscadd: Added new multi-vote system
balance: Map votes are now calculated using multi-vote instead of the
old single-vote system
admin: Admins can now use either multi-vote or single-vote for custom
votes
code: Map choice filtering uses active player count, not all connected
clients
/🆑
* Vote System: Approval Voting
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Blacksmithing!
THIS SHOULD, SHOULD BEING THE KEY WORD, add blacksmithing as a job along with their workstations on our 4 maps. Their workstations are in beta and currently they share access with curators.
* wood added
forgot to add wood
* Working Blacksmith
Blacksmith.Dm moved to modular_zubber/jobs/job_types/
landmarks.dm for blacksmith moved to modular/zubber/game/object/landmarks
temporary ID_Trim added to /modular_zubber/datum/id_trim/jobs.dm
Blacksmith now spawns in the correct location. But is lacking relvant apperal. Also didn't touch plasmamen.
* Move Blacksmith to Cargo instead of Service and Give plasmamen the right suit
Blacksmith should now be considered Cargo. Starting with pants and boots instead of shorts and shoes.
* undoes map changes
* Update VoidRaptor.dmm
* Update VoidRaptor.dmm
* Update IceBoxStation.dmm
* Update IceBoxStation.dmm
* Update IceBoxStation.dmm
* fuck this shit so fucking hard holy shit who MADE AUTO MAPPING I WANT THEM DEAD
* all but tram trimmed up and smithed
* should be final mapping changes, hopefully, also fully removes automapping and adds skyrats auto mapped stuff to the default maps, besides barbers, for now.
* its back,,,,
* automap test yay
* fixes what i assume is a typo
* automapper gone?>!!?!?!?!
* ITS BACK
* *sobbing and crying sounds*
* is the nightmare over?
* test
* test over
* NO MORE HAIRCUTS!!!! for now
* gdsfYEASLGHJKF FUCK EAH
* CATPAWAS
* KILL
* heg,,h,,m
* kills my hopes and dreams
* Update _basemap.dm
* typofix
* it donut exist
* Give the blacksmith a more appropriate Mail list.
* fixes a small mapping error with the zlevels
* fixes another weird mapping error.
* Adds blacksmith area, new blacksmith heirlooms
Adds the new area to be placed on maps.
Adds appropriate heirlooms.
* Adds the new areas to the DME.
* Update IceBoxStation_bubber.dmm
* Update IceBoxStation_bubber.dmm
* Update IceBoxStation_bubber.dmm
* Repaths modular stuff into the right folders, let's bite the bullet now.
Also adds access for barbers.
* Blacksmith access mapping helper
* Update tgstation.dme
* New blacksmith shop for Deltastation!
* NT Consultant returned to Delta
* Delta Update (bones & sinew)
* Unit test fixes
* Tramstation Blacksmith
* Tramstation Barber
* Update tramstation_bubber.dmm
* super crazy icebox changes
* icebox fixes
* fixes
* Final blacksmith area change
* icebox pipenet fix
* .dme out of order fix
---------
Co-authored-by: JimmyDrop <85446983+ShamanSliph@users.noreply.github.com>
Co-authored-by: KathrinBailey <kat892@outlook.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
* Medical/Security records now use the max/min age.
* merge conflict
* Refactors crew records (#72725)
I have attempted or otherwise started this project at least 4 times. I
am sick of it being on my calendar. The code needs it. I need it.
- This makes crew records a proper datum rather than assigning
properties record.fields.
- General, medical, and security records are merged.
- Did some slight refactoring here and there for things that looked
obvious.
- Wanted states are now defined (and you can suspect someone through
sechud)
- pAI (unrelated but annoying) had some poorly named exported types that
i made more specific
- Job icons are moved back to the JS side (I wanted to get icons for
initial rank without passing trim)
<details>
<summary>previews</summary>
Editable fields & security console

Medical records

Look and feel of the more current version

</details>
TGUI'd some of the worst UIs in the game.
Creating new records is made much simpler.
Manifest_inject is made readable.
Probably bug fixes
🆑
refactor: Crew records have been refactored.
refactor: Medical records -> TGUI
refactor: Security records -> TGUI
refactor: Warrants console -> TGUI
qol: Players are now alerted when their fines are paid off.
qol: Cleaned up sec hud examination text.
qol: Adding and deleting crimes is easier.
qol: Writing crimes in the console sets players to arrest.
qol: You can now mark someone as a suspect through sec hud.
/🆑
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* I've got something that now actually works
Just got to incorporate the records into what players can actually see.
* Turns out that client has already been transferred after all
* Adds the past records in the TGUI records (they're kinda ugly but it works, so y'know)
* Whoops
* Hate you too sometimes Prettier
* Fixes ghost roles using LITERAL records, which caused problems
* Fixes the leaks caused by ghost roles not getting their name right because of the stupid freaking special() proc
* I hate list operations man they're so stupid
* Fixes the stars on the crew manifest!
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adds a config option for warning clients about older builds (not just older versions) (#73549)
## About The Pull Request
MSO was being tsundere about this and it seemed useful, so here we go
## Changelog
🆑
config: Added a warning build config setting, you can now lightly
repremand but not block clients with older builds but fine major
versions
/🆑
* Adds a config option for warning clients about older builds (not just older versions)
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Starlight Polish (Space is blue!) (#72886)
<!-- 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
Adds support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them
#### Adds render steps
An expansion on render_target based emissive blockers.
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely
Fixes shuttles deleting z holder objects
#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color
This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight
This requires a bit of extra work, see later
This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)
The emissive blocking floor stuff requires making a second render plate
to prevent double scaling
Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon
#### Makes things in space blue
We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright
This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee
#### Makes glass above space glow, and some other stuff
Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.
Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.
#### Modifies partial space showing to support glow
Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.
We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.
#### Makes appearance realization's list output ordered
I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that
## Why It's Good For The Game
Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more
<details>
<summary>
Old
</summary>



</details>
<details>
<summary>
New
</summary>



</details>
## 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
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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
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🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑
<!-- 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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---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* update modular
* Update _decal.dm
* Update _decal.dm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Makes some improvements to how AI can use JPS with movement loops (#72685)
## About The Pull Request
This PR makes some changes to how JPS is used in movement loops, as it
was causing a variety of issues:
- Fixed some code where JPS would fail because the path is still being
made. Instead, the movement loop will now wait.
- Reduced the subsystem wait for the pathfinder subsystem from 2 seconds
to 0.1 seconds. @ LemonInTheDark told me that this is better, I'll update
this with a better explanation once I squeeze it out of him :D
- Allows you to provide an initial path to the movement loop, in case
you pre-calculated one while making a plan.
## Why It's Good For The Game
Makes working with JPS a bit easier when making AI.
---------
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Makes some improvements to how AI can use JPS with movement loops
---------
Co-authored-by: CapybaraExtravagante <110635252+CapybaraExtravagante@users.noreply.github.com>
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Station traits won't roll twice (#73174)
## About The Pull Request
Station traits can't roll twice in the same round.
They currently have blacklist for traits that can't roll together, this
makes them not roll with themselves too.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/61873
Station traits are not made with rolling twice in the same round in
mind, and is just a waste of trait points, or will just be annoying
(like in the issue report's case)
## Changelog
🆑
fix: There will no longer have 2 of the same station trait roll twice in
the same round.
/🆑
* Station traits won't roll twice
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Smugglers satchels will no longer spawn inside the holodeck. (#73164)
## About The Pull Request
Once the holodeck is activated the floors become un-removable thus
rendering smugglers satchels in-accessible, I'm pretty sure its
unintended to place smugglers satchels on the holodeck as the turfs it
uses don't allow for any player interaction.
I also got rid of some single letter variables.
## Why It's Good For The Game
Placing things that are intended to be accessed in inaccessible
locations seemed like an oversight to me.
## Changelog
🆑
fix: Smugglers satchels will no longer spawn inside the holodeck.
/🆑
* Smugglers satchels will no longer spawn inside the holodeck.
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
[NO GBP] Lazy Template Cordoning | Double Runtime Fix (#72709)
## About The Pull Request
Adds automatic cordoning to block reservations.
Also fixes an issue where ChangeTurf would cause SSicon_smoothing to
throw runtimes by calling QUEUE_SMOOTH regardless of initialization
completion
## Why It's Good For The Game
## Changelog
---------
Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Fix BUCKET_POS for ticklags with non-integer reciprocals (#72928)
## About The Pull Request
If the ticklag setting has a non-integer reciprocal, like 0.4, timers
will be inserted into the past because the fractional component gets
rounded down. This is bad.
Change originally made on a Bay codebase but it should work here too.
Probably no real impact on mainline TG servers because the commonly-used
ticklags like 0.2, 0.25, 0.33333, 0.5, etc. have integer reciprocals, so
dividing by them always just multiplies by an integer.
## Why It's Good For The Game
Inserting timers into a bucket in the past (behind the
`practical_offset`) causes a warning/unexpected behavior and should
probably be avoided; the best fix I can think of for it is just rounding
up so that it's placed in the closest *future* bucket.
Co-authored-by: Penelope Haze <out.of.p.haze@proton.me>
* Makes the game-alert message also display the round ID
* Makes the fact that it's the round ID a little more obvious
* Actually I think this will be cleaner.
Makes station traits less common (#56726)
The chance for station traits overall has been reduced, while the
weight of some traits have been changed.
# Conflicts:
# code/datums/station_traits/neutral_traits.dm
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Adds a visualizer for lighting object updating. Optimizes the same (#67678)
It occured to me, we didn't have a good way to "see" what turfs were actually being updated
Figured I'd fix that
I've also added some debug vars on SSlighting to make testing with/without some checks easier
Speaking of which, I've added a second check to lighting corner updating
Basically, if our past and current cached rgb values are the same, there's no point updating
This is possible because static lighting is relative. If you've got a
TON of blue, it'll outweight the red and green you have in smaller amounts
We also do some rounding to ensure values look right
Similarly, if you've got roughly the same lighting, and a bit of something you already have a lot of is added, you're not likely to actually enter a new "bracket" of color
Anyway uh, it's hard to profile this, but I've seen it help quite a bit, mostly with things like emergency lighting that updates lighting in small amounts often, and in constricted spaces.
To some extent just comes down to map design
(cherry picked from commit a6d4e180ad)
# Conflicts:
# code/modules/lighting/lighting_object.dm
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. (#72110)
So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!
Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.
But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.
It also made it much harder to organize new memories keep it clean for
stuff like downstreams.
So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.
Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.
This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.
To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.
Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?
🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑
* Modular!
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
You can no longer instantly build carving blocks/mineral doors (#72429)
You can no longer instantly build carving blocks/airlocks
Added replaced a few 1's with true's
## Why It's Good For The Game
SO YOU DONT PLOP DOWN 20 STRUCTURES WHILE A OFFICER IS CHASING YOU
FORTNITE STYLE
## Changelog
🆑 Improvedname
fix: fixes being able to instantly build carving blocks/mineral doors
/🆑
Co-authored-by: jughu <melvin2626@live.nl>
[READY] DRAMATIC SHUTTLES!! You can now fly around the shuttle (#71906)
You can move around shuttles during transport now! Instead of them
teleporting you instantly into deepspace, you can move around somewhat
depending on your space-mobility and grip-strength.

**Please watch the demonstration aswell, it should answer most
questions:**
https://www.youtube.com/watch?v=Os77qDOVSXE
Interactions:
- Being within armsreach of a wall or solid object means you 'cling',
where the shuttle pull is very weak and you can basically run around the
shutt;e (but dont fuck up or you're gone)
- Being in range of nothing gives you a very heavy pull, you can barely
resist if you have a decent jetpack
- Objects are instantly power-yeeted
- Being pulled or riding something excempts you from hyperspace pull
- Touching a space tile while being on hyperspace dumps you in
deepspace, you either go back to the shuttle or enjoy deepspace
- On shuttle hyperspace tiles are a lot less dangerous, and will instead
launch and freeze you instead of teleporting you into deepspace
- In-case it wasn't obvious, you can rest outside the shuttle as long as
something is blocking your path. I think it's funny but I might nerf it
🆑
add: You can now fly around the shuttle during transit! Woohoo! You can
either cling to the side or grab a jetpack and try and keep up with the
shuttle! Carps can move around freely in hyperspace
qol: Increased shuttle hyperspace size from 8 tiles to 16
/🆑
- [x] Find a way to detect when a shuttle arrives and do something with
the shit left in hyperspace
Things I will do in another PR:
- Engines spit fire and hurt (almost finished but I want to keep this
small)
- Random shuttle events. You might run into dust meteors or migrating
carps OR A CHANGELING INFILTRATOR
- Hyperspace turfs on the shuttle pull you under the shuttle
It's so much more immersive than being instantly teleported into
deepspace. It gives you a chance to recover if you get spaced or for
daredevils to look cool
It's also just very cool idk
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* Experiment with holding hard references to objects being qdeleted in 515 (saves 1.1+ seconds on init times, more on prod) (#72033)
## About The Pull Request
Adds `EXPERIMENT_515_QDEL_HARD_REFERENCE`, which will queue to the GC
subsystem using hard references rather than `\ref`. This is only
possible in 515 because of the new `refcount` proc. `\ref` is very very
slow and has some nasty knock on effects, so removing its usages where
possible is good.
This is an explicit opt in define because I want to give us the ability
to test 515 on live while only testing 515 itself, not our experimental
changes. We have a few more of these we want to do so I made a separate
file for them. They're auto-defined in unit tests so we see them with
the alternate test runner. In a perfect world we'd test both on and off,
but eh.
Closes https://github.com/tgstation/dev-cycles-initiative/issues/10
* Experiment with holding hard references to objects being qdeleted in 515 (saves 1.1+ seconds on init times, more on prod)
* fix missed underbarrels
* HEV radio
* Keeps gc_destroyed from getting updated on every step thru the gc queue. (#72401)
Keeps gc_destroyed from getting updated on every step thru the gc queue.
Fixes logic that assumed gc_destroyed is the time the object first
qdel'ed. it used to get updated on each stage of the garbage controller
and there are 3 stages.
Added list index defines for the inner gc item list.
* test fix
* final fix
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* Renews a bunch of old roundend new reports that got lost. Plus, some roundend report QoL for cult and revs. (#71284)
A few roundend reports got lost from moving to dynamic and other prs.
This PRs re-allows them to occur. Namely: "Wizard Killed" (lost in
dynamic), "Blob nuked" (lost in dynamic), "Cult escaped" (lost in cult
rework), and "Nuke Ops Victory" (station destroyed via nuke) (lost from,
what I can see, an oversight / accidental swap of report values).
Additionally, small roundend report QOL for cult: Removes antag datums
from spirit realm ghosts after being dusted, so they do not show up on
the report. And in reverse, heads of staff who were dusted / destroyed
in revolution rounds are now also shown in roundend reports.
Some of these reports are dead, which is is a shame because I think
they're cool and fun.
🆑 Melbert
qol: Successfully fending off a blob now has a cross station news report
again. More pressing reports will take priority over it, though.
qol: Successfully killing a wizard (and all of their apprentices) now
has a cross station news report again.
qol: If more than half of a cultist team manages to escape on the
shuttle (rather than summoning Nar'sie), they will send a unique cross
station news report. This is still a loss, by the way. Summon Nar'sie!
qol: Nuclear Operatives successfully nuking the station now has its
unique cross station news report again, and no longer uses the generic
"The station was nuked" report.
qol: Nuking the station to stop a blob infection now has a unique cross
station news report again. Good luck convincing admins to allow this.
qol: Cult ghosts from "Spirit Realm" no longer persist on the cult's
team after being desummoned, meaning they will not show up on roundend
report.
qol: Heads of staff will now always show up on revolution roundend
report - even if their body was fully destroyed.
/🆑
* Adds support for Rulesets having intrinsic template requirements (#72339)
Title
Ensures that we load templates for a ruleset before we attempt to place
or cache characters for that ruleset
Also makes wizard and abductor async load their template to improve
(apparent) loading times for them
This is the only thing left that I can think of that would cause antags
like nukies and abductors to spawn in wrong
This should not be player facing
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Sends a toast notification when initializations complete. (#72465)
## About The Pull Request
Initialization is significantly slowed down by the presence of clients,
though when testing features, you need to join the server. I've been
told that some devs (particularly Mothblocks) are alt-tabbed out of
Dream Daemon while doing dev work, meaning that they are liable to miss
initializations completing, causing an effective slowdown in the dev
cycle. Mothblocks said it would be nice if there was a way to produce a
desktop notification when initialization completes.
I originally intended to add a function to rust_g that would produce a
Windows toast notification with a button allowing you to immediately
launch Dream Seeker. However, I couldn't find a reliable way to detect
if the OS version was Windows 7 or earlier, so running this function on
such an OS would cause a rust panic (which I was told is only a problem
because MSO probably still uses Windows 7).
Fortunately, PowerShell scripts can access the necessary .NET APIs to
produce toast notifications on Windows 10, while also failing more
gracefully than crashing the host process. So I recreated the
functionality I intended in PowerShell.
Toast notifications will only be sent on Windows, if the
TOAST_NOTIFICATION_ON_INIT config flag is enabled, AND there are no
clients on the server.
**Note for downstreams:** If you want the toast notification to have
your downstream's icon, copy it, scale the copy down to 16x16, and
either rename it "tg_16.png" or change that path in the call to
`world.shelleo` to the name of the new file.
Video Demo:
https://user-images.githubusercontent.com/12720844/210492033-963923d7-a1de-4326-9c9f-4f0c0b71d1a5.mp4
## Why It's Good For The Game
This isn't really a line item in the Dev Cycles Initiative, but even if
Mothblocks was exaggerating the benefits, it would still be a
significant speedup in the dev cycles.
## Changelog
No player-facing changes.
* Sends a toast notification when initializations complete.
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Quirks are passed an incoming client when applied, allowing quirks to read preferences in `add` and `add_unique`. Renders visual quirks on the preference menu dummy.
* fixes quirk order to match upstream
* Modular quirk updates
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Crafting/Cooking menu update
* Yeeted away all of the merge conflicts, time to fix the code
* Okay, now it compiles, and after testing, it seems to work just fine
* Actually, early addition of an upstream fix, so those that don't have hunger can still open the cooking menu
* Fixes the units tests by removing the extra comma in the Stuffed Muli Pod recipe
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Automatically insert current year for TGUI bluescreen (#72490)
## About The Pull Request
Title
## Why It's Good For The Game
Less hassle
## Changelog
* Automatically insert current year for TGUI bluescreen
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* Small changes to some card-related debug verbs (#72361)
## About The Pull Request
Test Card Distribution debug verb has been altered slightly to prevent
runtimes. Backing out of any one of the menus would send null as an
argument, and cause a runtime.
The Validate Cards verb now returns a message if no errors are found. I
kept mistakenly clicking this verb thinking it was the Cardpack
Distribution one, and would get confused whenever nothing happened. Now
it returns a message!
Also converts some of the stuff I touch into snake case because pretty
code is nice.
## Why It's Good For The Game
Closes#66987. Feedback for the random debug buttons I accidentally
click is good.
## Changelog
🆑 Rhials
fix: backing out of the Test Card Packs debug menu will no longer cause
a runtime
fix: Validate Cards debug verb now gives feedback if no errors are
detected.
/🆑
* Small changes to some card-related debug verbs
Co-authored-by: Rhials <Datguy33456@gmail.com>