* Spyglass sanity check on dropped / equipped (#69283)
you can put things on / take things off of people who don't have clients.
* Spyglass sanity check on dropped / equipped
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* GAGS most radio encryption keys (#69104)
* the radio star
* I think it's funny that I've had the same contrast problem on all of my GAGS PRS
* oops forgot to make the RD's key unique
* fine
* what if I said please
* swaps translation key to be in line with the other new ones
* GAGS most radio encryption keys
* Fixes our modular encryption keys as well!
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Ranged analyzer qol (#68703)
* Ranged analyzers can now read up to 15 tiles away, and will scan the floor you click on, even if you don't directly click on the floor.
* Ranged analyzer qol
Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
* Fix tape recorder printing out transcripts phat enough to crash your game. (#69121)
About The Pull Request
Tape recorders can hold 10 minutes of say logs and then transcribe them.
People say a lot of things in 10 minutes.
These transcriptions can be quite large.
These transcriptions have a lot of spans, which get sanitised away to nothingness JS-side. This causes a lot of client-side JS processing on paper for transcripts that go super saiyan beyond the character limit.
This can hang peoples' games up when they're running SS13 on their Samsung SmartFridge.
This PR paginates printed transcripts.
* Fix tape recorder printing out transcripts phat enough to crash your game.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Removes ComponentInitialize()
* Fixes a leftover merge conflict marker
* Fixes the oversight that came from the upstream merge skew
* Fixes all of the instances where we used ComponentInitialize() when we shouldn't've been
* Fixes CI being broken because of the HEV suits
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)
fixes 114 cases of mapload not being passed to initilaize
* Fixes 118(give or take) cases of mapload not being passed to initilaize
* Fixes a lot (give or take) cases of mapload not being passed to initilaize
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* [GBP No Update] Perish, individual logging runtime (#69024)
missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* [GBP No Update] Perish, individual logging runtime
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* Makes the universal recorder display the correct amount of silence on playback. (#68681)
About The Pull Request
Currently, when playing recorded audio on the universal recorder, whenever it skips over silence it displays 10 times the actual length of the silence. This is because the var responsible, "playsleepseconds", is actually a value in deciseconds. This PR simply converts from deciseconds to seconds when printing the "skipping silence" message, without touching the underlying functionality.
01
Before: incorrect time value reported
02
After: correct time value reported
Why It's Good For The Game
This bug makes the universal recorder's playback slightly confusing, as it reports incredibly long silences where there were none. Having the bug fixed makes this feature work properly.
Changelog
cl
fix: Universal recorder now properly reports length of silence in seconds instead of deciseconds
/cl
* Makes the universal recorder display the correct amount of silence on playback.
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>
* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again
* Fixed a bunch of info variables in map files
* Alright this is why I wanted this merged yesterday
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Ladders take left/right clicks to go up or down (+ extra balance and QOL) (#67913)
You now left click to climb up and right click to climb down a ladder. A delay of 1 second has also been added, since otherwise it'd take only one click to immediately move vertically and would be much more spammable.
Ghosts still use the old radials, because their right clicks are bound to the default byond popup menu.
* Ladders take left/right clicks to go up or down (+ extra balance and QOL)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs
* wew
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code
* Delete storage.dm
* yippee
* shit
* holy shit i am stupid
* more fixes
* fuck
* woops
* Add a long-range version of the gas analyzer (#68051)
* Add a long-range version of the gas analyzer, a tier 2 engineering variant of the analyzer.
* Remove our version
* new iicon??
* CORRECTLY NAMED new icon
* remove old node
Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
* Fixes for AI detector (#68301)
Fixes multitool detection
Also modifies the uplink description to reflect the changes made to the multitool and makes the HUD mode into toggleable detection mode, and removes the unused hud code
* Fixes for AI detector
Co-authored-by: Couls <coul422@gmail.com>
* Makes pAI screen alert actually work (#68118)
Currently, when a pAI personality is submitted, it's supposed to show an alert screen briefly with flick. This doesn't work. So I've changed it to a 5 second overlay instead, and this does work.
* Makes pAI screen alert actually work
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.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>
* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes health analyzers not properly pointing out robotic/prosthetic limbs. (#67532)
Fixes#66401
* Fixes health analyzers not properly pointing out robotic/prosthetic limbs.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Move more silicon-relevant logs to silicon logs (#67340)
Moves a bunch of logs that were silicon-related but logged to game.log to silicon.log.
* Move more silicon-relevant logs to silicon logs
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
* Reimplements breathedeep's scan into atmozphere. (#67438)
* AtmoZphere tablet app now has the previous functionality of the BreatheDeep cartridge's scanning ability, meaning you can swap to analyzer mode to analyze with right-click.
* Reimplements breathedeep's scan into atmozphere.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* Small refactor to how analyzer's last atmos gasmix data is made (#66928)
* Refactor how the analyzer works a bit
* less copypasted code
* Use tool type properly
* test driven development
or as i like to call it not having to compile
* old_gasmix_data -> last_gasmix_data
* proper args on the signal
* fix attack self not updating
* Small refactor to how analyzer's last atmos gasmix data is made
Co-authored-by: vincentiusvin <54709710+vincentiusvin@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>
* Genetic Scanner shows active mutations, allows genetics to recycle unused mutators (#66424)
* Attempt to clean up genetics code and to add functionality that seems that should have been there:
* Fixed some variable names
* Genetic scanner now properly shows all mutations mob has
* Genetic scanner highlights (bolds) active mutations
* Made DNA Console description something less generic
* Made Genetic Scanner description more straightforward about syncing database
* Added option to recycle unused activators
* GeneticsRefactoring
Co-authored-by: MrNihil <33802925+MrNihil@users.noreply.github.com>
#65523 made some changes to bodypart names that messed with the grammar of a few messages around the codebase by inserting the species of a bodypart where it's really not needed. For example:
For most general combat/health cases, we don't need to worry about the species of a bodypart. So, this changes combat and wound messages back to simply displaying the relevant bodypart zone being attacked/affected. See below:
dreamseeker_2022-04-10_02-05-55.png
Let me know if I missed any!
Why It's Good For The Game
Better grammar
Changelog
cl Ryll/Shaps
spellcheck: Wound and combat messages will no longer mention the species of an attacked bodypart when not appropriate
/cl
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* updateDialog and updateUsrDialog cleanup (#66494)
This PR focuses on cleaning up two procs - updateDialog and updateUsrDialog. Both of which are/were used updating for old HTML UIs. As these UIs got converted to TGUI over time, these old code fragments started to pile up, often due to coders simply overlooking them. This resulted in them being dead code doing nothing when called, or randomly opening up windows when they shouldnt, for example when a vending machine is screwdrivered and UI cannot even be interacted with.
However, there were also some desirable uses - like opening a window when an ID is inserted into civilian bounty console, which you are then gonna obviously use to pick a bounty. I kept these uses and replaced them with proper ui_interact, so they now always work, instead of them working only when you had them set as a currently used machine on mob. The list of these changes is:
Civilian Bounty Console will now always bring up its UI when you insert the ID.
Air Alarm and APC will now always bring up its UI when you unlock their controls.
Portable Chem Mixer, Chem Dispenser, Chem Heater, Improvised Chem Heater, Chem Spectometer and Chem Master will now always bring up their UI when you add or replace beaker to them.
Two old /Topic calls were cleaned up as well, as they were no longer relevant.
Removes dead or outdated code, adds sensible UX when working with certain UIs.
* updateDialog and updateUsrDialog cleanup
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
* unit test for /obj/item/stack singular_name (#66378)
Checks if all non-blacklisted stack items have singular_name set, because apparently that's pretty important
Gives it to a few ones that didn't
* unit test for /obj/item/stack singular_name
* fix
Co-authored-by: capsaicin <84609863+capsaicinz@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>