Commit Graph

3651 Commits

Author SHA1 Message Date
distributivgesetz
589460244b Fixes weakref resolving in View Variables not working (#69375)
m
2022-08-25 01:24:44 -04:00
tattle
d91390a447 [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) (#69416)
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
2022-08-24 20:49:35 -03:00
Y0SH1M4S73R
57b10fcb64 Bumps auxlua to 1.2.1 (+ several other ui fixes and qol tweaks) (#69271)
* preparations for self-referential list conversion

* additional changes for the auxlua 1.1.1 update

* fixed a type in `SS13.await`

* bumps auxlua to 1.2.0

* bumps auxlua to 1.2.1
2022-08-23 23:21:39 -07:00
ShizCalev
3ba4d4784f adds location atom to deletion message (#69372)
Helps with debugging to know that a flash was deleted from engi borg #424 at robotics than just a flash was deleted at X,Y,Z.
2022-08-23 07:35:47 -07:00
san7890
42e0275d86 Obstructed Vents and Scrubbers? - Debug Them Out! (#68890)
* Obstructed Vents and Scrubbers? - Debug Them Out!

Hello there,

In _May of 2014_, Ikarrus wrote the following (here)[https://tgstation13.org/phpBB/viewtopic.php?f=11&t=327]:

"Avoid placing scrubbers and air vents under objects. It's better to leave them in the open and visible so people can use them."

How far we have fallen. However, during a review I did in the last week, I accidentally let one of these (in multiple occurrences!) slip past me:

I don't want that to happen again. It's especially hard when they're under tables, or big bulky lockers, and under computers sometimes! They're not obvious to the human eye, so we must rely on technology. This creates a new Debug Mapping Verb that will flag out any vent, scrubber, or canister port that is being obstructed by an invalid object (directionals and undertiles are excluded). It will be a gargantuan effort unlike anything you've seen to get rid of all of them, but at least this is the first stone in a grand arch.

* Updates some variable names, adds some more logging

* Update code/modules/admin/verbs/mapping.dm

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>

* Update code/modules/admin/verbs/mapping.dm

* no more single letter var

* early continue

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-08-23 01:07:26 -04:00
Seth Scherer
f1a363c825 Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers.
2022-08-18 22:08:44 -04:00
Kapu1178
2eccf3cea0 Cleans up update_icons, makes the update_icon_updates_onmob element bespoke, updates CODEOWNERS (#69179)
* I just realised this is all one commit.

* hail marry

* fix.

* FIXES IT FOR REAL

* Update code/datums/elements/update_icon_updates_onmob.dm
2022-08-16 13:50:21 -04:00
FernandoJ8
aa2eee2ded De-hardcodes randomize_human() and fixes some related issues along the way (#68876)
* First draft on this branch. Should work.

* Whoopsie

* Some fixes

* And again

* Final draft, question mark?

* Please enter the commit message for your changes

* Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

* please work

* Saving for the week offline

* Final draft

* Final final draft

* Oh and clean this up

* eah

* Okay, final for real.

* I lied.

* Sure thing boss

* clinclin

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>

* That's all of em I think

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-08-14 19:55:13 -07:00
Y0SH1M4S73R
6cc161e25b Lua UI improvements (#68887)
Atomized from #68816, with a little addition. Fixes some dumb formatting issues with the lua editor, adds a "jump to bottom" button when viewing the state log, and paginates the state logs.
2022-08-12 12:06:48 +03:00
Mooshimi
a3121f15c4 [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>
2022-08-10 07:56:40 -07:00
GoldenAlpharex
8c0ece3c17 Deadmin topic spam fix and fixes trailing MC panel after having deadmined (#68983)
* Removes redundant init_verb() call

* Fixes the MC tab not going away when you deadmin + runs Prettier on statbrowser.js

* Revert "Fixes the MC tab not going away when you deadmin + runs Prettier on statbrowser.js"

This reverts commit 2676d5f897cdc956b062f5d4785a7ebf2e1df8a9.

* Now prettier will only work inside of the tgui folder

* Actually makes the change for the MC tab sticking around forever
2022-08-09 08:41:26 +03:00
LemonInTheDark
f531e30962 Catches an edge case in ahelp replies (#69053)
It turns out if you hit reply to an ahelp before it was closed, and then
sent back the input() after close, you'd end up with a runtime leaking
your reply, and no feedback.

This catches that case, and instead forwards it to a new ahelp, so the
text isn't lost, and the closed ticket is respected

Approved by sitting headcatmin Timberpose

🆑
fix: Attempting to send back a reply to an ahelp after it is closed now sends the reply to a new ticket, rather then just dropping it and leaving you for dead with a runtime
admin: see above
/🆑
2022-08-07 13:35:28 +01:00
LemonInTheDark
4b0b64df6b Fixes admin recipients seeing double pm messages (#68977) 2022-08-05 06:57:56 -07:00
Mooshimi
b09f3868f8 individual LOG_GAME (#68683)
About The Pull Request

    replaces a ton of log_game with user.log_message so the log is added to individual and global logs.
    adds a few logs for individual LOG_VICTIM, LOG_ATTACK etc logging.
    adds logging for bluespace launchpad's tele coords being changed.
    took the word "has" out of log_combat, as it's extra and just lengthens the log.

Why It's Good For The Admins

It's extremely laggy to open game.txt so an alternative is individual game logs
Changelog

cl
admin: A lot of game logs will now also be in individual game logs, for convenience in log diving.
admin: Added logging for bluespace launchpad x and y offset changes, which go to individual game logs.
admin: Attack logs will now be slightly shorter, one useless word was removed.
/cl
2022-08-05 09:32:02 +12:00
Profakos
b5e57216ee Event menu rewrite (#68472)
About The Pull Request

kép

This PR does the following:

    Force event menu uses tgUI.
    Arranged events into categories, and added a little description to each. The descriptions appear as tooltips when you hover over the Trigger button.
    Rewrote how "Announce to crew?" works. It no longer pops up a panel after the event has been already announced. Instead, the admins select it via a checkbox, and the result is passed through an optional argument.
    announceChance's comment is tweaked a bit to reflect how it actually works at the moment.
    Moved rpgtitles to wizard events, where it belongs.
    Fake Virus and Electric Storms show up to observers, as I believe they are not as common as Space Dust or Camera Failure, and should be cancelable.

Potential issues:
This only solves half of #68408, I don't think admin triggering having a timer and a cancel button is a big issue, as it allows other admins to overrule you if needed, but if i is, I will try to fix it within this PR.

Fixes #68408. Events now spawn immediately, and the the announceChance is overwritten before it begins.

My choices for categories and descriptions might not be the best, feedback would be appreciated.
Why It's Good For The Game

The old spawn menu was completely unorganized, and you could only search using the browser search tool. I believe a built in search bar helps with this issue a bit. I also believe that organizing the events into categories, and adding descriptions will help with newer admins who might not be familiar with all events.
Changelog

cl
refactor: The Force Event UI has been refactored
refactor: Events now have categories and descriptions
refactor: Admin triggered events happen immediately
balance: Fake Virus and Electric Storms are shown to admins, making them cancelable
/cl
2022-08-05 09:18:14 +12:00
LemonInTheDark
59285861dd Refactors admin PMs to be hopefully more resilient (#68344)
* Begins refactoring admin pms, with a focus on runtime safety and ease of understanding

There's more I want to do here, mostly with spans and cleaning up sone
logic flow to be easier to understand

The primary thrust of it is making explicit any assumptions we make about values
This is important because this is sensitive code, and runtimes are not acceptable, since they both leak information and could lead to dropped ahelps, which is almost worse.

I'm also splitting the proc up into subsections, in an attempt to make it easier to reason about and work with
As a side effect of this, some operations need to be done more then once to avoid potential debugger escalation.

Related to this, I'm also no longer directly passing around client references through the procs. I instead pass the result of a pretty basic proc into each, to avoid issues with sleeping and such.

Oh, and I fixed a bug that made it impossible to reply to remote ahelp
responses. I hate this place.

* Converts all uses of the linkify span to a macro. One of these doesn't have a closing span, not sure if that's a bug or a feature

* Cleans up more logic embedded inside data, since this is critical code

Changes the backup for replying to someone who logs out, instead of
using the first person to send something to the ticket as our backup, we
use the recipient's ckey.

* some cleanup

* Converts a few more things over to the pattern

Reorganizes and deocuments sends_adminpm_message to be less hard to
track/read

* Cleans up a hanging proc that needed filtering

* Does a passthrough over tgs, makes stealthmin keys actually unique

* cleanup, screed at the top of the file

* cleanup, comments, etc

* Thanks trash, I can in fact not spell

* ok yeah I really can't spell

* updated comment to explain how code works

* messsage -> message spellcheck

* Nullchecking prevention

if for whatever reason someone in the future adds code that lummox says can sneakily allow for Logout() to execute between this and the last time client was checked, this could potentially runtime without nullchecking

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-08-01 20:58:15 -07:00
Y0SH1M4S73R
e72ec7445a Fixes a lua state null return related to the print wrapper, improves the lua editor ui formatting, and implements a stopgap lua lag fix (#68816)
This PR fixes this issue by making sure every proc called in the stack of /proc/wrap_lua_print which could sleep is called using INVOKE_ASYNC, and to prevent such problems in the future, marks all the wrappers as SHOULD_NOT_SLEEP(TRUE). I also figured out how to fix the dumb overflowing problem of the lua editor ui.

Due to lag concerns regarding lua states with a large number of global variables (including fields within global tables), I have made it so the global table and state log are hidden by default - they can be shown using a toggle button in the editor ui.
2022-07-31 10:09:01 +03:00
Fikou
2a12a84479 everyone is a traitor mode disables progression (#68841) 2022-07-30 05:03:37 -04:00
Mothblocks
cb24aa4cb5 Bump auxlua to 1.0.0 (#68729)
* Bump auxlua to 1.0.0

* This should be automated at some point, but meh

* Fix caps diff
2022-07-27 00:12:14 -04:00
Y0SH1M4S73R
196250c8f7 Concentrated barbers aid can give hairless species hair + fixes hair updating once and for all (probably) (#68580)
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
2022-07-25 03:21:23 -07:00
Jeremiah
86e801987e Reworks pAIs (#68241)
A pretty heavy refactor for pAIs that just spilled into a rework.

Attempts to fully document and organize backend code.
Fixes a large number of bugs left untouched for a decade.
Breaks down the frontend into subcomponents.
Rebalances their software modules.
(should) fix pAI faces get removed if you activate them during alert #68242
2022-07-24 16:18:59 +01:00
Y0SH1M4S73R
a6b4c3db8a [GBP no update] Mitigates lua-related harddels and fixes lua signal handlers for COMSIG_PARENT_QDELETING (#68677) 2022-07-24 00:56:17 -07:00
tattle
934728ac40 Add delay round end to the server tab (#68455)
* Add delay round end to the server tab

* Remove some copypaste

* Moved permissions checking

* remove hideable verbs

Co-authored-by: tattle <article.disaster@gmail.com>
2022-07-22 22:38:44 -04:00
Whoneedspacee
b92823ee46 Mob Ability Sequences Again Again (I swear this time) (#68382)
Adds the option for cooldown action sequences which has a list of sequence actions, the owner of the sequence doesn't have direct control over any of the actions in the sequence but is still considered the owner of the sequence actions, the main ability simply handles calling whatever those sub actions should do.

Adds melee cooldown times to cooldown actions.

Cooldown actions now use bitflags so an ability can share its cooldown to multiple other types of abilities

Cooldown times are now handled by the base activate proc, cleaning up copy paste of StartCooldown()

Reworks the admin verb for adding cooldown abilities to where it has significantly more customization (and tells you to mark the mob you want to modify instead of just doing nothing) and also allows for creation of the new sequences, allowing entirely new and unseen abilities to be formed out of existing ones. Also adds a verb for removal of mob abilities.
2022-07-19 18:08:05 -05:00
Y0SH1M4S73R
4e6e1f090e [Ready for Review] Admin lua scripting (#65635)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-07-19 15:45:23 -07:00
ShizCalev
9f9c73eeaf Adds addition test areas verb that filters maintenance areas out (#68484)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-07-17 18:54:28 -07:00
Seth Scherer
caef4900b5 Removes the Families gamemode (#68480) 2022-07-17 17:47:02 -07:00
san7890
af12c054c3 Updates Test Station Areas Verb to filter better (#68183)
* Updates Test Station Areas Verb to filter better

Hey there,

So, previously we ran a "blacklist" system to filter out the specific areas we never wanted to see, and only ever checked areas that were on a station Z-level. This worked great four years ago, but now we have IceBoxStation. IceBox mingles several different types of areas that would take too long to blacklist, so I chose to implement a "whitelist" in concurrence with it.

We now have all station areas be under the `/area/station` path, which is quite useful. So, this will now always check for a station z-level, ensure that it's not in the blacklist (areas that we never wanna check, like the holodeck, or the bomb range that I just added), as well as the fact that it's whitelisted as well. This is very useful because otherwise, IceBox Test Areas would have these massive lists full of redundant, useless area spam, so this should condense it down a bit.
2022-07-17 01:03:23 -07:00
John Willard
535d4b4802 Fixes internal/external organ for checks (#68045)
* Fixes internal/external organ for checks

Fixes many single-letter vars for organ for loops
Makes use of `as anything` more often
Fixes the comment for external_organs to explain what it actually is for
Fixes for loops checking internal_organs for external ones, as they aren't stored there (in dummy's harvest_organs, on_species_loss, and purrbation removal)
2022-07-16 21:44:15 -07:00
Thunder12345
d5449a5228 Revert "Fixes admin.fun list" (#68369)
Revert "Fixes admin.fun list (#68336)"

This reverts commit c17acd07e6.
2022-07-12 15:31:27 -07:00
Jeremiah
c17acd07e6 Fixes admin.fun list (#68336)
About The Pull Request

Many of the items in the list of admin fun were not actually categorized as Admin.Fun (and thus not appearing), and some admin fun procs were not even listed.
Why It's Good For The Game

Basically, more admin fun procs are available that were already in code but not listed
Changelog

cl
admin: Fixed many "admin.fun" listings that were incorrect or missing.
/cl
2022-07-12 22:46:00 +12:00
san7890
9f3035389b [s] Patches potential runtimes in AdminPM (#68324)
About The Pull Request

Hey there,

6e29689 seemed to work alright on my end, but apparently there are cases where current_ticket.id = NULL. This would cause runtime trace errors that would start to list out the first few words of most adminhelps. Fuck.

You probably could use recipient.current_ticket.id on the "else" portion but I woke up to this and I'm not 100% certain if that will null out at this time. Might also be apt to revert #68215 entirely?
Why It's Good For The Game

Those shouldn't show up in runtimes!
Changelog

Nothing particularly player facing.
2022-07-11 08:51:00 +12:00
san7890
6e29689e60 Adds the Ticket #ID To AdminPM Logs (#68215)
Hey there,

Statbus has been broken for 2 months+, and what I've been doing when I need to reference a ticket is to go into the raw-logs and parse it for the involved CKey. However, you tend to get a lot of noise searching for the signal when you filter in Notepad++, so I decided today would be a good day to have the Ticket #ID in all associated AdminPMs (which are already logged in ADMINPRIVATE).
2022-07-08 15:00:44 -04:00
MrMelbert
f8f3dbed98 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. (#67083)
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy

* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements

* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs

* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype

* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup

* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff

* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling

* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby

* kills proc_holder pt 6.75:
- minor fixes

* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events

* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors

* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes

* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing

* kill proc_holder pt 8.5:
- scan ability

* Adds some robust documentation

* kill proc_holder pt9:
- converts some / most mutations over

* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors

* Some set-unset sanity - going to need to test removing Share()

* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though

* Removes sharing from actions, docs actions better

* Some better documentation for spell and spell components

* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors

* kills proc_holder pt11.5:
- minor error fixing and sanity

* Method of sharing actions. Can be improved  in the future, needs testing

* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.

* Curse of madness bug I put in.

* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual

* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp

* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff

* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic

* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh

* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals

* kills proc_holder pt final:
- sdql spells
- no more errors!

* Bugfixes round 1

* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability

* Some accidental reversions + fixes

* Unit tests

* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore

* Wizard spell logging and even more refactoring
2022-07-01 02:01:02 -04:00
Salex08
100a9eeefb Adds cancel event option for midround random events (#68055)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-06-30 21:52:17 -07:00
san7890
c128c08a8b Fixes Icon for the Station Crash Effect (#67994)
Hey there,

Apparently when balloons were split out of `items_and_weapons.dmi`, this was left behind causing stuff like this to happen:

Pretty goofy, right? Let's update the DMI pathing to ensure we don't see the silly purple/white cube when we really want to see an effect that nearly no one knows of (it's the thing that helps you crash the shuttle into a station, I think?).
2022-06-26 20:12:19 -04:00
Gandalf
110edaa153 Security Level Datums (#67949) 2022-06-24 17:01:45 -07:00
FernandoJ8
d5d06b08ab Randomize_human now applies a proper name to non-humans (#67820)
* fix

* Update code/modules/admin/create_mob.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update code/modules/admin/create_mob.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-06-18 16:45:55 -04:00
Jeremiah
acfa5e4fdd TGUI Say: Upgrades chat input with modern features (#67116)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: KubeRoot <6917698+KubeRoot@users.noreply.github.com>
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: Iamgoofball <4081722+Iamgoofball@users.noreply.github.com>
Co-authored-by: DomitiusKnack <56321744+DomitiusKnack@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2022-06-16 17:21:21 -07:00
AnturK
fddb6ea124 Fishing, Version 1 (#67691)
Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.

Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:

Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:

Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.

Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.

Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.

Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:

Fishing portal sprite by @ArcaneMusic
Other sprites by @Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:

https://freesound.org/people/soundscalpel.com/sounds/110393/
https://freesound.org/people/soundslikewillem/sounds/343748/
2022-06-16 22:36:10 +01:00
Mothblocks
661674170a Adminwho now caches feedback links until admins are reloaded (and also works again) (#67307)
* Adminwho now caches feedback links until admins are reloaded

* Restore dbconfig

* Fix feedback links, make them query only if necessary, and not on load admins

* Wait longer before checking DB connection

* Back on my dbconfig shit

fixes (Adminwho is slower than it needs to be after feedback links) #67150.
also fixes (timber breaking feedback links totally by qdeling the datum too early) #67360.
2022-06-06 00:35:14 -07:00
Zonespace
06fb664b83 Allows modsuits to be used in outfit manager (#67310)
* Lets bag-fitting MODsuits be used in the Admin outfit manager
2022-06-03 12:00:15 -04:00
vincentiusvin
4a1eb42930 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.
2022-06-03 04:45:35 -04:00
vincentiusvin
ef036eb869 Assorted Ordnance Code+Map Quality Pass and QoL (#67097)
Three main things I do:

Reinforce the remap that i have made with code changes, making the atmos control devices sane and easy to put if someone else stumbles upon this part of the code again. (a4aea1e - f16e620)

Splits the ordnance areas and renames them, kills ordnance misc and things that have nothing to do with ordnance (anymore?) moves them to exp_lab (useful stuff here) and aux_lab (fluff stuff here like laser range in delta or second circuit lab in tram). (0c99f9f- 3c82a88)

Adds a roundstart program disk containing nt frontier to the ordnance office table. Added a hint to file manager there too to help give players a nudge on how to publish papers. (fd747dc)

First one: Makes mapping these things not require varedit, nicer for other people that dont know how the atmos control stuffs works.

Second one: Misc lab has nothing to do with ordnance jesus christ. Also ord hallway is now irrelevant, our ordnance labs are very far from box now. Will probably make downstreams a bit angry for a while though since they might not be fully up to date on the ordnance maps.

Third one: Pretty much justified it in the about section.

Why is this not atomic: This touches all five maps and needs code backing, so I might as well combine them into one maintenance PR instead of giving my peers merge conflict three times.
2022-06-02 17:15:17 -06:00
Wallem
12204f2943 GAGS-ifies ties, and removes inherent ties from some outfits. (#67053)
Removes the inherent ties from most civilian outfits with a single-color tie baked into them.
2022-05-30 22:02:25 -07:00
Kapu1178
6d470992cb This tail refactor turned into an organ refactor. Funny how that works. (#67017)
* Fuck you (refactors ur tails)

* Errors

* Wow. Pain.

* Fixes up probably everything

* finish up here

* Fixes hard del maybe

* original owner hard del

* garbage collection runtime

* suck my peen byond

* Mapped tails

* motherfucker.

* motherrfucker. again.

* Whooopppppsie

* yeah bad idea

* Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels.

* So anyways I repathed all organs

* Fixes

* really.

* unit test... test

* unit test-test but it passes linters this time because im a moh-ron

* I've lost track of what im doing at this point

* Hopefully fixes hard del?

* meh

* Update code/datums/dna.dm

* things n stuff

* repath from master pull
2022-05-30 21:18:34 -07:00
Urumasi
10c698abba Add new H.E.C.K. suit GAGS sprite, recolorable via spray can (#67217)
imageadd: The H.E.C.K. suit has a new sprite. (by Meyhazah)
add: You can now use a spray can to completely recolor the H.E.C.K. suit.
2022-05-30 15:36:20 -04:00
Timberpoes
4e6a9cf361 Fix a source of undeleted query spamming admin chat when gathering admin feedback threads from the database. (#67261)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-05-25 15:58:02 -07:00
Jolly
cfc2330528 [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
2022-05-23 13:01:19 -06:00
MrMelbert
e2e658db41 Refactors and sorts Nuclear Bombs and Cinematics. Fixes and unit tests nuke cinematics, and re-adds a missing malf ai cinematic. (#67144) 2022-05-21 22:49:06 -07:00