Commit Graph

1055 Commits

Author SHA1 Message Date
Kyle Spier-Swenson
641b880a8d Fix cdn rsc (#52886)
I was converting this to use length so it didn't have to care if the list existed or not, and forgot to remove the .len. this broke cdn .rsc files because length(num) returns 0.
2020-08-12 15:58:20 +12:00
Kyle Spier-Swenson
8df93ba39e [Ready] CDN browser assets! (#52681)
Rewrites the asset_cache system to handle sending assets to a CDN via a webroot.

see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md

Fixed a lot of bugs with assets, removed some dead code.

Changes:
    Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport.
    Added subsystem call for when the config loads or reloads.
    Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5).
    Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets
    Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.).
    The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly.
    Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt
    To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url.
    Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly.

cl
refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue.
admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare).
config: New config file, resources.txt, (must be loaded by an $include statement from the main config)
server: The external_rsc_urls.txt config has been moved to the main config system.
/cl
Porting notes:

Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode.

Requires latest tgui.

The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load.

/tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae
2020-08-12 13:51:43 +12:00
nemvar
7f5b6e3b34 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.
2020-08-11 22:25:29 -03:00
Timberpoes
26afd77419 Species code can go fellate itself (#52774)
Fixes #51787
Fixes #44981

Species code is the fucking worst.

Lizard tails and spikes are broken outside of admin intervention and neither work nor apply when spawning into the game from the main menu.

Functionality was broken in #49062
Functionality was further broken in #49771

This code makes my soul hurt. I don't have the time or patience to refactor it. This should work around all the functionality broken in the above two PRs until such a time as someone fixes this mess.

If anyone does that, may God have mercy on their soul, for this code has none.
2020-08-10 17:09:11 -03:00
TiviPlus
b4fe4f717b Refactors area stuff (#52751)
-bitfielded a bunch of bools on /area, I left some untouched cus they get called a lot
-Unused vars
-Fixed a var pretending to be a fake bool
-Probably more
2020-08-10 16:31:59 -03:00
Ryll Ryll
b7ae6fc64d Refactors Temporal Scarring, changes how it works, removes longtimer quirk (#52688)
* changes temporal scarring

* hhh why is there no ckey

* note

* oops

* fixed
2020-08-10 16:29:27 -03:00
Timberpoes
19c3bbde31 Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.
2020-08-07 12:23:42 -03:00
Kyle Spier-Swenson
59e666078f 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.
2020-08-04 19:34:11 +02:00
Ryll Ryll
46dd89b07a [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 23:19:30 -03:00
skoglol
d9b88f5f66 Fixes keybind fuckup (#52406)
* Fixes keybind fuckup

* Right fix
2020-07-21 22:05:56 +02:00
skoglol
c2c6227fc8 Bumps minimum savefile version, fixes some forgotten hotkeys (#52312)
* Bumps minimum savefile version, fixes some forgotten hotkeys

* Removes job flags
2020-07-21 19:45:24 +02:00
L
9ee2907a68 runechat emotes 2020-07-19 22:11:44 -03:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
ShizCalev
254536072e [s] sanity checks vv_edit_var() values (#52255)
cl ShizCalev
fix: Added some sanity checking for varedit values.
/cl
* sanity checks vv_edit_var() values

* this should be an or

* one more fix
2020-07-16 10:20:41 +12:00
tralezab
7af27992b5 [READY] Mafia Documentation and Improvements (#52065)
* controller doc'd

* k traitors work, can't target themselves and sounds for gamestart is louder

* ARGUMENTS!

* missed one tee hee

* better sound playing, ghosts can hear the game sometimes

* removal of "= null"

Co-authored-by: ラッピ from PSO2 <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* clearer explanation

Co-authored-by: ラッピ from PSO2 <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-07-08 16:44:42 -04:00
ShizCalev
2d475a877a Removes duplicate backpack preference setting (#51783) 2020-06-24 09:38:18 +02:00
nemvar
b87f65d95e Converts ALL typepaths to lowercase (#51642)
* 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
2020-06-17 20:47:57 -03:00
Tümer Türkmen
e314669651 ooc no longer checks if message is ic if round hasn't started (#51660)
* pog

* fixed

* oops
2020-06-16 12:18:04 -04:00
AnturK
24abb2ebf9 Adds keybindings sanity. (#51627)
* Adds keybindings sanity.

* Whoops

* clears the key if it's unsed
2020-06-15 20:54:18 +08:00
Jordan Brown
63f6fa1f16 Merge pull request #51592 from deathride58/skidbgone
[s] Fixes a pair of DoS vectors.
2020-06-13 14:15:09 -04:00
deathride58
af9e728589 autodoc compatibility 2020-06-12 13:56:57 -04:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
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.
/🆑
2020-06-12 23:47:33 +12:00
deathride58
282852d261 Fixes a pair of DoS vectors. This isn't very urgent since skids haven't picked up on these specific ones yet, but now that I'm making this set of PRs, it's only a matter of when now. 2020-06-11 23:43:14 -04:00
Jordan Brown
495ab46854 Merge pull request #51419 from Rohesie/vars
More variable declarations moved to their object definition 4
2020-06-09 20:59:05 -04:00
Tad Hardesty
829e95896e Replace BSQL with rust-g, paramaterize all queries (#51255)
cl
refactor: BSQL has been replaced with rust-g, improving SQL reliability and safety.
/cl

Queries were parameterized as much as possible. Careful code read by someone else also versed in SQL would be a good idea. Things seemed fine spot-testing roundstart, library, bans, and polls, but more stress-testing may be useful.

Also updates rust-g to v0.4.5:

    Improved Linux .so detection
    Perlin noise functions

Also updates Travis script to bionic.
2020-06-08 16:00:07 +12:00
L
4e5306f754 More defines moves 2020-06-01 20:18:44 -03:00
BeeSting12
b0a17333f3 fixes grammar (#51387) 2020-06-01 03:04:12 +02:00
Rohesie
9768c09637 Client vars (#51325) 2020-06-01 02:42:18 +02:00
PrimordialOoze
60a9158a9b Better Player Ignore (#51353)
* Revamp the player ignore system

* Move a variable definition out of a loop

* Replace a |= with +=

* Improve some code

* Fix some code

Co-authored-by: Local <none>
2020-06-01 01:01:40 +02:00
Ryll Ryll
6bf874839a Adds new body type pref (#51058)
* 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
2020-05-29 14:25:01 -03:00
MrDoomBringer
3546417d7f Improves player retention by leveraging existing assets to incentivize higher average playetime (#51297)
* 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
2020-05-27 18:29:42 -04:00
nemvar
8aa8d867a4 Fixes scaling names (#51311) 2020-05-27 23:09:07 +08:00
Qustinnus
cab62745bb fuck (#51250) 2020-05-26 22:19:31 +08:00
LemonInTheDark
a08f2113a4 Unfucks smallscreen, removes my stupidity (#51266)
* slightly less SHIT FUCK SHIT FUCK

* Turns out we do need this

* YaYeet

* That should do it
2020-05-25 23:38:10 -03:00
spessman-007
ab84042f94 [READY] Improve spelling (#51134)
* Improve spelling

* Spell isn't, ain't, shouldn't, hasn't, wasn't correctly

Co-authored-by: NewSta <spessman-007@users.noreply.github.com>
2020-05-25 02:13:37 +08:00
LemonInTheDark
1614501d23 Datum view and some other things (#51208)
* 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
2020-05-25 01:53:51 +08:00
Ryll Ryll
753af7bda5 Adds friendly commendations (#51217)
* with message

* remove message, neaten up
2020-05-25 01:49:12 +08:00
Jordan Brown
63e20801ed TGS chat usage cleanup
- Rename send2tgs to sent2adminchat.
- Move both chat procs to SSdiscord.dm.
- Fix bug when sending to TGS4 non-admin chats.
- Add DMdocs
- Improve notify command
  - Store mentions as strings
  - Disable command if config setting isn't enabled
2020-05-23 13:33:09 -04:00
Qustinnus
3803d6a817 Adds hardcore random mode: Earn your way onto a score-board with difficult random characters (#50606)
* start

* done

* done

* gold wheelchair

* mats

* icons

* Update code/datums/achievements/hardcore_random.dm

Co-Authored-By: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* fixes

* Update code/controllers/subsystem/processing/quirks.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* proc

* Update code/__HELPERS/roundend.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/__HELPERS/roundend.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* playtime stuff

* Update code/__HELPERS/roundend.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/__HELPERS/roundend.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/__HELPERS/roundend.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/datums/traits/_quirk.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/datums/traits/negative.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/client/preferences.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/client/preferences.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/client/preferences.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* fixes

* done

* fix

* removes u

* Update code/modules/client/preferences_savefile.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* overlay

* Update code/modules/mob/dead/new_player/preferences_setup.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/dead/new_player/preferences_setup.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* less braindead code

* woops

* Update code/__HELPERS/roundend.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/__HELPERS/roundend.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/controllers/subsystem/ticker.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* done

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-05-10 12:16:01 -03:00
Rob Bailey
a522c199c7 change default pref for viewport fitting (#50749)
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
2020-04-30 10:31:11 +12:00
Iamgoofball
c1aec94be8 Fixes the 50% time dilation on every server by removing demos, an admin only tool that is the laggiest thing on the planet for incredibly little gain. (#50658)
* Fixes the 50% time dilation on every server by removing demos, an admin only tool that is the laggiest thing on the planet for incredibly little gain.

* appeases the linter
2020-04-26 12:54:01 +12:00
Bobbahbrown
6578479184 [READY] Runechat: 'Runescape-like' Chat Message Overlays (It's back!) (#50608)
* 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
2020-04-25 15:48:10 -03:00
Ryll Ryll
ad3a5bc6a5 Add auto-deadmin timegate option + pref for admins to ignore cult ghost summon (#50460)
About The Pull Request

1 config change and 1 preference change:

    Adds a config option AUTO_DEADMIN_TIMEGATE that, when defined, only enforces config force-deadmins for all roles/sec/command/silicon/antag for the first X seconds in the round. After this time expires, the game will defer to the individual's deadmin settings.
    Adds a preference for admins to ignore being summoned by cult ghosts, starts disabled by default. Nice for when you're sitting around observing a cultist and don't want to be bugged by them suddenly summoning you!

I'm not 100% with dealing with prefs and configs but stock settings preserve previous functionality and must be manually enabled to have effect. Please look it over and offer advice if changes are needed!
Why It's Good For The Game

I don't like the auto-deadmin config option being on in the first place since it's annoying to get deadmin'd when I'm testing antag stuff, but I spoke to @Twaticus who indicated they like having it for roundstart, but agreed it was annoying when trying to test stuff later in the round. This is a simple compromise that lets config-controllers still force people to deadmin at the starts of shifts where most of the proscribed roles are assigned, while not bothering other admins who make themselves a blob at the thunderdome an hour in to test something.
As for the cult ghosts, I hate suddenly getting summoned as a cult ghost while I'm adminning, but other people like being able to be summoned while currently admin'd, so pref time.
Changelog

🆑 Ryll/Shaps
config: Added AUTO_DEADMIN_TIMEGATE which allows config force deadmin settings to only apply for the first X seconds in a round. Starts disabled
admin: New preference to ignore being summoned as a cult ghost while admin'd, starts disabled
/🆑
2020-04-19 21:42:41 +12:00
Kyle Spier-Swenson
b2872fa6bc Hubstuff (#50422)
cl Qustinnus
add: Hub visibility can now automatically turn on/off based on population (config-based)
/cl

did this for the headmins
2020-04-07 16:14:12 +12:00
Rob Bailey
c20a04543b Port of Replays from Yogstation (#48579)
* demos (ported from yogstation)

rustg update + write with no format

use external hook for logging

use proper log vars

fix + clarifying comment

don't start the log

release build of rust-g

fix something caught by the lint

Update code/__DEFINES/subsystems.dm

Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>

Update code/controllers/subsystem/demo.dm

Co-Authored-By: JJRcop <jrubcop@gmail.com>

Update code/controllers/subsystem/demo.dm

Co-Authored-By: JJRcop <jrubcop@gmail.com>

moves hooks out of a dedicated file

len = 0 to Cut(), remove semicolons

untyped loop

* updated rust_g

* 513 updates
2020-04-06 13:15:48 -04:00
Rohesie
6f7f3bab9f Client var moves (#50304) 2020-04-01 14:39:49 +08:00
Kyle Spier-Swenson
128859ab81 Smart Asset Cache - no more resending assets on round restart. (#49982)
The asset cache will now store json on the player's computer with info on what browser assets they have, all non-active assets (anything but .js(m) and .htm(l)) are reused in further connections. Browser assets in byond persist for an individual dream seeker instance, and are destoryed when the window is closed (so this only helps reconnects and round restarts) The data is stored in the client's asset folder to ensure its current and retrieved using javascript and sent back to the server using ajax(XHR).

The md5 of the asset files are generated on the server and stored on the client. It is used to validate the asset hasn't changed from a code update, and is not re-checked client side.

To ensure this can't be used by a malicious byond server to override javascript assets before redirecting people to /tg/ (where the attacker's javascript would then be allowed to run verbs and spoof topics) we do not mark javascript as pre-loaded when loading the client's asset cache json file on connection.
Other Changes

    I moved some things around, the asset cache file was getting thicc:
        Put new asset cache datums into code/modules/asset_cache/asset_list_items.dm
        Find the asset cache datum abstract definitions inside code/modules/asset_cache/asset_list.dm
    I fixed a bug where blocking asset sends would not block later calls to send the same asset while the send was still underway - todo: have it bind to the first send rather then initating its own.
    The small file sent to the client to verify it got all pending asset sends will no longer use random names. This should keep the client's asset folder from exploding with hundreds of random htm files, much to the joy of oranges.
    Passively loading assets no longer batches.
    Unified the two procs.
2020-03-26 22:05:43 +13:00
skoglol
0df6ed819b increases prefs bitflag sanitize to 24 bits (#49993)
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 #48978
Fixes #49988
Changelog

cl Skoglol
fix: OOC preferences should now be saving properly again.
/cl
2020-03-17 12:23:35 +13:00
KomradeSpectre
05b64182a9 Adds an End of Round Sound Toggle Preference (#49805)
* 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.
2020-03-14 12:34:04 +01:00