* Fixes species uplinks (#64816)
I was fucking deranged when I originally made this. I not only didn't actually include the assigned species to the uplink's ui data, but I made the code add each objective item to the uplink list twice. This fixes both of those problems, and makes it more readable.
Fixes a mistake I caused.
Closes#64806 (Species-Restricted uplink items don't appear)
Role-restricted and species restricted items can be purchased again.
Species-restricted items no longer appear in surplus.
* Fixes species uplinks
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Add new surgery tgui (#64579)
* Move element to component, start UI, move assets into their own directory
* Complete UI
* Stop when another surgery is started
* Set your real zone since I forgot you actually need to start the surgery too
* Bring this back since I was just removing it as part of a cleanup for asset cache, but I can't prove it's not used anymore
* Remove unnecessary constructor I was using for something else
* Fix signal override
* Add new surgery tgui that provides a built in body zone selector and doesn't let you start surgeries if their body is covered. Replaces some stuff with balloon alerts
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Patch icon choosing in the chem dispenser and chem press (#64137)
* patch style for chem master, chem press
* Patch icon choosing in the chem dispenser and chem press
Co-authored-by: Alex <sasichkamega@gmail.com>
* Amortize the cost of creating preference assets by caching them per git revision on production, reducing best case init times by ~20 seconds (#63503)
Preference asset creation, which while consistently created in early assets, can be requested at any time before then and often is, currently takes about 15 to 25 seconds to produce. Because of extremely hard to reproduce BYOND icon bugs, most of this is done on the same tick.
Lowering the cost of initialization itself is very tricky. Some of it we can theoretically optimize, such as creating humans for antagonists, others we can't, such as the raw cost of icon blending.
Furthermore, adding new icons later down the line would just increase this initialization time even more.
Instead of optimizing the asset creation, which is an uphill battle, this instead chooses to amortize the cost by caching preference assets created per git revision. This means that preference assets will be created, with their long delay, only once whenever the code changes.
This is done on a config, defaulting to on so that production needs no changes, as the whole point of these being made at runtime at all is that it keeps assets/art styles consistent, and PRs making subtle bugs that break preference generation in some way is not uncommon. On development, your git revision will stay the same until you commit, no matter what code changes you make.
* Amortize the cost of creating preference assets by caching them per git revision on production, reducing best case init times by ~20 seconds
* Fixing another conflict :)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
* Fixes typos in span, other html elements
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Remove tgfont from pipeline, build it to git (#63358)
* Removes tg-font from main build pipeline, adds static asset version
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Paintings improvements. (#63170)
About The Pull Request
Paintings can now do stroke painting.
Added painting management panel for admins.
Paintings now display author's character name, year of painting, medium and patron when hung on wall.
You can become new patron by paying more than the previous one.
Added painter's palettes to library vendor. (Sprites by @ Mickyan )
Backend changes:
Images are now stored in /data/paintings/images/*.png instead of /data/paintings/[category]/*.png
Old categories are now just tags
Screens & Video
Changelog
cl
add: You can now become patron of your favorite painting by buying sponsorship from Nanotrasen Trust Foundation.
add: Painter's palettes are now available at library vendor.
qol: Can use strokes in paintings now
/cl
* Paintings improvements.
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Doubles slow asset send rate (#62845)
Newer byond clients now properly batch up `browse_rsc` sends so this clogging up the `browse()` queue is less of a concern.
* Doubles slow asset send rate
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
* removes double spaces before symbols
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Uses regex datums and macros for text-manipulation (#61042)
* Uses regex datums and macros for text-manipulation
* a
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* add support for GAGS to design asset list generation (#60366)
* Add support for GAGS to design asset list generation
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
* Tidy HTML folder (#58761)
This PR aims to make the HTML folder a little more organized, as well as remove a few unused files.
Why It's Good For The Game
Doesn't change anything for the player, however makes the files more organized.
* Tidy HTML folder
Co-authored-by: Celotajs <81999976+celotajstg@users.noreply.github.com>
This pull request converts the changelog to TGUI.
Note: Old unused changelog files will be automatically removed on the next changelog run
Why It's Good For The Game
More consistent UI, ability to view all historic logs.
Changelog
cl Celotajs
refactor: Converted the changelog popup to TGUI
/cl
Co-authored-by: Celotajs <81999976+celotajstg@users.noreply.github.com>
* tgui strip panel + strippable element (#57889)
Completely removes show_inv and replaces it with /datum/element/strippable. It takes a list of instantiated /datum/strippable_item which communicate which slots are available and how to interact with them. This element has been added to humans, alien humanoids, parrots, and corgis.
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* tgui strip panel + strippable element
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Fixes that painting asset runtime that happens every time. (#56746)
Painting titles are not guaranteed to be unique, especially between categories.
* Fixes that painting asset runtime that happens every time.
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Revives old Mafia PR adding security, a mind bogglingly large amount of refactors, some documentation, and other niceities (#56199)
* Revives old Mafia PR adding security, a mind bogglingly large amount of refactors, some documentation, and other niceities
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* No more magical transformation of condiment containers on reagent change (#54102)
* Removal of magical transformation of condiment containers on reagent change.
Instead allows to set specific style for condiment bottle when creating via CondiMaster.
* Codestyle fixes
* DMDOC comments.
Also removed var/useramount and proc/isgoodnumber from /chem_master
* Recompiled tgui.bundle.js after rebase
* No more magical transformation of condiment containers on reagent change
Co-authored-by: MIK517 <jetpack11@gmail.com>
* HERETICS: Balancing Mega patch - Changes to ash, flesh ascension and much more!. (#53655)
* HERETICS: Balancing Mega patch - Changes to ash, flesh ascension and much more!.
Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>