Commit Graph

358 Commits

Author SHA1 Message Date
SkyratBot
b8d9874c27 [MIRROR] Converts all A && A.B into A?.B (#1292)
* Converts A && A.B into A?.B (#54342)

Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.

* Converts all A && A.B into A?.B

Co-authored-by: ZeWaka <zewakagamer@gmail.com>
2020-10-13 23:19:25 +02:00
SkyratBot
7f0f78475d [MIRROR] [s] Reworks the sanitize_ooccolor proc (#1207)
* [s] Reworks the sanitize_ooccolor proc (#54221)

* Reworks the sanitize_ooccolor proc

* regex

* cleanup

* grammer is herd

* [s] Reworks the sanitize_ooccolor proc

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-08 19:08:06 +02:00
SkyratBot
ff0815d152 [MIRROR] unbinding movement and communication should work now (#1101)
* Merge pull request #54101 from Couls/silence-wench

unbinding movement and communication should work now

* unbinding movement and communication should work now

* Update preferences.dm

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-01 20:49:36 +02:00
SkyratBot
42741df8c4 [MIRROR] Fixes some keybind setting ambiguity (#1076)
* Fixes some keybind setting ambiguity (#53992)

* Fixes some keybind setting ambiguity

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-09-30 14:16:54 +02:00
SkyratBot
cf76ee5b1a [MIRROR] Communication hotfix (#1062)
* Communication hotfix

* bah

* Update preferences.dm

Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-30 01:12:57 +02:00
SkyratBot
1713561d4b [MIRROR] Rebindable communication(OOC, Say, Me) (#1055)
* Rebindable communication(OOC, Say, Me) (#54035)

 OOC, Say and Me is now rebindable

* Rebindable communication(OOC, Say, Me)

* Update preferences.dm

* wowee

* aaa

Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-30 00:50:37 +02:00
SkyratBot
621a822227 [MIRROR] Separates mothpeople antennae into a mutant bodypart (#976)
* Separates mothpeople antennae into a mutant bodypart

* we

* Update moth_wings.dmi

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-25 14:38:52 +02:00
Azarak
fb6720c7f9 [SEMI-MODULAR] Customization (#675)
* 1

* a

* aaa

* aa

* aint got no pancake mix

* hhh

* aa

* hhh

* taurssss

* aaa

* organ partss

* genitals wip

* aaaaa

* h

* a

* mutation dna

* fixed limbs rendering

* mammols

* and thats wings and snouts

* a

* markings except they dont render yet oooooh

* woo lots of markingas

* Body marking sets!

* loadout part 1

* marking re-write. part 1 of loadout

* Loadouts, fully functional, but no customization

* Loadouts readyy

* Default features + savefiles

* Examines

* Fixes genital visibility

* Fixes husking colors

* Fixes very custom loadouts

* Fixed organ colors and bepis icon states

* Fixes genitals save/load

* Species part 1

* Just markings

* Voxes!

* Vox fixes, more validation, better randomisation

* markings refactor, languages

* Some fixes

* Missing accessories, some fixes

* Fixes, underwear toggles, examine for kinky bits

* updates code to master

* travis travis travis

* does this help???

* traaaavis

* Update species.dm

* Inches

* missing whitelines

* small fix

* more small fixes

* Preview preference bug fix

* commentomodularization

* Update tails.dm

* hoo boy

* Update preferences_savefile.dm

* Update species.dm

* Lizard fix!

* Update sprite_accessories.dm

* Update code/modules/mob/living/carbon/human/emote.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>

* Update code/modules/mob/living/carbon/human/human_update_icons.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>

* Update code/modules/mob/living/carbon/human/emote.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>

* Update code/modules/mob/living/carbon/human/species.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>

Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-09-16 03:40:00 +02:00
SkyratBot
6438128953 [MIRROR] Adds a recommended fps option. (#309)
* 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.

* Adds a recommended fps option.

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
2020-08-12 11:31:48 +01:00
SkyratBot
9eadc70c44 [MIRROR] Fixes lizard tails and spines. (#272)
* 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.

* Fixes lizard tails and spines.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-08-10 23:21:57 +01:00
SkyratBot
cb3c031e54 [MIRROR] Refactors Temporal Scarring, changes how it works, removes longtimer quirk (#264)
* Refactors Temporal Scarring, changes how it works, removes longtimer quirk (#52688)

* changes temporal scarring

* hhh why is there no ckey

* note

* oops

* fixed

* Refactors Temporal Scarring, changes how it works, removes longtimer quirk

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-08-10 23:16:22 +01:00
SkyratBot
ee324ab3c2 [MIRROR] Cleanup up all instances of using var/ definitions in proc parameters. (#240)
* 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.

* Cleanup up all instances of using var/ definitions in proc parameters.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-08-07 18:26:21 +01:00
Ryll Ryll
a97c51b30b [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 22:20:09 -04:00
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
2d475a877a Removes duplicate backpack preference setting (#51783) 2020-06-24 09:38:18 +02:00
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
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
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
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
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
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
skoglol
eb075ffc59 Sets more sane default keybinds 2020-02-16 14:29:37 +01:00
AnturK
8e94ad36a1 Fix santize_hexcolor (#48716)
This whole helper is a mess. Maybe I should just replace it completely 
instead.
2020-01-12 19:13:00 -08:00
Rob Bailey
ba876548f3 Revert "[ready] Smooth-ish move rising: revengeance" (#48156)
Reverts #47817

People are complaining about motion sickness and I don't know what the issue is.
2020-01-04 23:58:31 +13:00
Jordan Brown
b679b35bca Fixes false positive quirk cap trigger (#48452)
The positive quirk cap failure will only trigger when attempting to add more positive quirks
2019-12-30 22:49:38 +01:00
BadSS13Player
184d055cca Creation of AIs and silicon law changes are now reported in deadchat (#48216)
About The Pull Request

This PR adds deadchat notifications for law changes of AIs and unsynced borgs (listing the full new lawset), uses of AI/Cyborg Upload and the creation of new AIs.
Why It's Good For The Game

The AI is one of the most important players in the round, so it only makes sense that players watching in deadchat are kept up to date on its laws, especially hidden laws since they are never stated.
Changelog

cl
add: Silicon law changes are now reported in deadchat.
add: The creation of new AIs is now reported in deadchat.
/cl
2019-12-27 08:26:55 +13:00
AnturK
3388205dda Keybinding update fix (#48316) 2019-12-21 00:56:19 +01:00
Rob Bailey
798bbd3d99 [ready] Smooth-ish move rising: revengeance (#47817)
* Smooth movement

Squashed commit:

[870d550fff] updates a variable name to not shadow a parent variable

[65131a9a4b] redundant

[7c85f7b87e] override based pulling and pushing

[60a9760c4b] unnecessary when it's done via an override

[0a67dfb3cb] removes a redundant manual override

[7f25104fed] pushing

[2bfd9973eb] eh

[fca7155245] cast properly

[ad4b9ad8ab] compile fix

[c28fde4bfb] some wonkiness with pulling fixed

[0e028d30b3] buckling fix + finer rounding

[8f93df2bbe] dragging + buckling fixes

[1541e1ce78] small optimization

[bda72345dd] smoother movement

fix to dragging being fucky

vehicle fix

orbiter fix

eof newline

cleanup

comment cleanup

stupid hack

bunch of tweaks/hacks + 60 fps default oh god

potential fix for orbiter issues (in a shitty way)

early override for some cases

unset orbit

multiply instead of add offset

no

no more timescale scaling and higher multiplier

meant to include this in last commit

comment

* clamp to 6, 1.25 multiplier

* (poorly) fixed buckles not always propagating

* get rid of some debug prints whoops

* fixes an infinite loop

* syntax + update savefile instead of interpreting 0 different

* uuuh
2019-12-05 02:34:46 +00:00
AnturK
c2e89e88bf Fixes preference instantation runtime (#48048) 2019-11-30 04:13:24 -08:00
Coul
0b4d5918b9 keybindings save file fix 2019-11-15 03:46:31 -05:00
Couls
26a61a489c ports TGMCs click hack for non-hotkey players ports classic keybinds from TGMC (#47670)
About The Pull Request

Ports tgstation/TerraGov-Marine-Corps#2977, overrides click proc to return focus back to chat bar using winsets also ports tgstation/TerraGov-Marine-Corps#1904 which has two sets of defaults for hotkey and classic mode
fixes #47672 fixes #47659

much credit to @Rohesie and the TGMC team for a bunch of these improvements
Why It's Good For The Game

lets the non-hotkey players walk and talk again
Changelog

cl
add: Custom keybinds will now check what style (classic / hotkey) you prefer when resetting if you use classic mode make sure to reset your keybinds to default!
add: multiple keybind support
tweak: non-hotkey mode keeps focus on chat
fix: pressing 4 as cyborg now properly cycles
fix: AI location hotkeys now work again
/cl
2019-11-14 09:22:33 +13:00
Shaps
e42c0591b8 Clean up admin moreinfo (#47681)
Agendered spessmen are no longer highlighted on the (?|F) more info 
thing. Also deletes a useless list in preferences file I forgot to 
remove a while ago.
2019-11-09 09:30:31 -08:00
Couls
971ef6a416 Custom movement hotkeys and restore macros for T, O and M (#47626)
* Custom movement hotkeys and restore macros for T, O and M

* stray comma

* update movement keys on SSinput initialize

* use cardinals
2019-11-07 18:07:17 -05:00
Couls
070bb5e69c Port Custom hotkeys from TGMC (#47003)
* custom keybindings

* Update _lists.dm

* Update robot.dm

* modify weights and clean up some vars

* Update say.dm

* Apply suggestions from code review

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* some review changes

* formatting

* include focus hack, remove me_wrapper, give default keybinds to new characters, misc fixes

* revert hack and more reviews

* remove another focus hack

this was causing issues with the keydown proc returning early
2019-11-03 01:35:30 -07:00
skoglol
0de1546927 Ui styles default back to midnight 2019-10-25 17:09:32 +02:00
skoglol
938e66f62c Adds sorting to most input() lists (#47117)
* Adds sorting to most input() lists.

* Sorted some global lists, added more input sorting

* Should now use correct sort everywhere.

* compiles

* Last fixes.
2019-10-22 04:28:42 -07:00
skoglol
b68abe7e6d Adds random character when antagonist preference (#46952)
About The Pull Request

Well known statics rejoice! You can now choose to have random name/body/age/gender whenever you roll roundstart antagonist.

Since player mobs are generated before antag datums are handed out, I added a list that collects minds chosen as antags during pre_setup() to keep track of this.

"Other" was also missing from the random gender, added it.

Wizard, clown op, nukeop, latejoin and midround antags are excempt.
Why It's Good For The Game

Some static namers get metagamed to the extreme when antagonists, this should help alleviate that while allowing them to keep static naming for the RP. Keep in mind all conversion, midround and latejoin antag rolls are excempt, this is not a guarantee someone is a non-antag.
Changelog

cl Skoglol
add: Random name/body/age/gender when roundstart antagonist preference added.
add: Random gender will now have a chance of picking "Other".
/cl
2019-10-13 17:00:17 +13:00
Names Are Hard
057be7fdf2 Adds phobias as roundstart quirks (#46524)
* Phobia as quirk

* Changed value

* Valueless again

* Moved to neutral

* Actually gives trauma roundstart
2019-09-27 00:26:51 -07:00
cacogen
1f010e7144 Selectively randomisable characters (#46108)
* Selectively randomisable characters

* it's a list now

* this doesn't work

* it's totally fucking fucked mate big time

* it works

* so sick of this goddamn pull request and yes i know this is a retarded way to do this it didn't work the other way

* anturk forestalls the inevitable suicide

'associative lists are more performant'

* final changes anturk requested

'remove all the "in randomise" and it's ready'
2019-09-06 08:50:12 +02:00
Twaticus
9dfa78cb47 Underwear color (#45630)
About The Pull Request

    Changes our current underwear selection to greyscale so you can color them any way you like, just like hair.

    Removed duplicate underwear types that only served as a few color options(female_yellow, male_blue, ect.) Underwear with designs are unaffected(female_uk, male_commie, ect.)

    Added a new option in dressers to change underwear color.

    Changed some underwear names to fit the new option(female_red is now female_lace, ect.)

A9hAqkxgin
If all is well i plan on adding this to undershirts and socks too.

also HUGE thank you to nonfictiongames for the help!!!!
Why It's Good For The Game

More character customization in roleplaying game GOOD
Changelog

cl
add: Underwear can now have any color. (Your character will most likely be nude now so check your prefs!!)
add: Underwear color option in dressers
tweak: changed some underwear names
imagedel: deleted duplicate underwear

/cl
2019-08-09 11:04:58 +12:00
StonebayKyle
5092bf94f4 Adds a species randomizer to character setting screen (#45658)
* WIP (not working) version of species randomizer in character settings

* Adds a WORKING species randomizer to character settings

* Re-orders random species code to be ahead of random name and random body code.

* Fixes species naming conventions by forcing random name onto those who choose to always be a random species

* Fixes dumb html mistake
2019-08-08 01:50:52 -07:00
tmtmtl30
28f1567835 Adds unused mothman markings (#45575)
Ripped the sprites from the wing files and added them as character creator options.
2019-08-02 17:17:21 -07:00