* new roles
* Madness rename
* hop judgement override
* hop vote fixed, travis happy
* hop fixed
* Update code/modules/mafia/_defines.dm
Co-authored-by: Fikou <piotrbryla@onet.pl>
* highly experimental random setup system
* hop cannot reveal before any voting is possible, lmao
* this shit actually works lmfao
* removes forced_setup, nightmare detection immune
* whoop
* removes setups!
* OK, finally kind of done with all this minus the incoming reviews
* adds hop's ability to their text, removes old var
* bundle?
* Update tgui.bundle.js
* role fixes (roleblock not working on a few)
* eep
* fuck
* potato's review
* Update tgui.bundle.js
* ffff
* bundle
* rohesie's review
* eureka
* updates doc, removes debug stuff
Co-authored-by: Fikou <piotrbryla@onet.pl>
* pre-removal of mafia_game_signups
* redoes the whole joining system, start of the role popup datum
* MAPMERGE 💪
* bundle fix + working on a fix
* even more testing
* lobby working, fail text, comments out 2>3 player test setup
* mapmerge
* uhhh maybe?
* updates mafia controls panel
* megafix + megafeature pack
* lint, small fix bundle. should compile after this
* bye test setup
* big changes, no revs yet though
* godmode, why not
* bundle frick off man
* SORRY
* doesn't send rev messages and mafia messages if they don't exist
* removes revs, improves tgui by a shit ton
* mostly mafia panel stuff
* maps + improvements
* disables this map because bugs
* bundle, take that
* Apply suggestions from stylemistake code review
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* 1/2 review
* bad maps gone
* goodbye game ID
* e
* finally done
* voila
* don't forget bundle!
* e
* last commit before i irrevocably BOUNDS myself to death
* Rebuild tgui
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* New tgui based orbit menu
* Update tgui.bundle.js
* Safely check len if orbiters is null
* Add a search bar
* Rename Antagonists to Ghost-Visible Antagonists
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
* Move ghosts below alive
* Rebuild tgui.bundle
* Update as per stylemistake's feedback
* Cosmetic stuff
* Rebuild tgui
* Replace localeString with faster alternative
* Update tgui.bundle.js to latest upstream
* Hitting enter in the search bar will now snap you to orbit the most relevant result
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* 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
* 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
The client variable can be nulled at any point between proc calls during Login(), at the very least between parent calls for sure. That can produce dirty additions to mob lists among other less problematic runtimes.
This attempts to handle it.
🆑
tweak: Ducts can now be hidden under tiles
code: tile hiding is now an element and way cooler and sexier
/🆑
Ducts can now be hidden under tiles
Plumbing machinery connects can now be hidden aswell
Plumbing can now also be properly mapped in without breaking anything
Plumbing component now uses the normal overlay systeem instead of being a weird exception
You can now add the /datum/element/undertile element to instantly make something hidable under tiles when appropriate.
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
/🆑
* Unicode support Part 2 -- copytext()
This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.
I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````
with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.
This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.
* Makes the code functional
* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.
* Removes ninjaspeak since it's unused
* Makes all CanPass procs call parent
* Makes CanPass more extendable and gives the mover a say in the matter
* Replace CanPass with CanAllowThrough to use the new system
Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`
* Simple optimization pass
* Pipe init runtime
* Modular computer explosion runtime.
* Waterbottle thrown by explosion runtime.
* Spark runtime. Should systems continue after deletion ?
* restore ghost appearance runtime
* parallax update timer runtime.
* borg unbuckling runtime
* surgery cancel runtime. FALSE is not a null.
* relic self deletion runtime.
* dog collar runtime
* Another part of that buckled_mobs robot runtime.
* Let's go over all of these
* free ()
Co-Authored-By: MrPerson <spamtaffic@gmail.com>
Co-authored-by: MrPerson <spamtaffic@gmail.com>
* Adds sorting to most input() lists.
* Sorted some global lists, added more input sorting
* Should now use correct sort everywhere.
* compiles
* Last fixes.
* Refactors screen object update_icon to call parent
And makes update_icon an /atom proc
* Cleans up some missed null checks
The student teaches the master