## About The Pull Request
- ~~The DB schema version define was set to 5.30, the changelog readme
said the latest was 5.28, and the sample insert query in the readme said
it was 5.31~~ (fixed in #91127) Changes the define and readme to 5.32
- Add new entry in readme to rename `character` column in `manifest`
table to `character_name`, because `character` is a reserved word in SQL
and every insert query is failing
- Changed the initial roundstart manifest queries from
number_of_players_readied_up individual insert queries to one mass
insert because I suspect this is add several extra seconds to the start
time
## Why It's Good For The Game
fix yes :)
## Changelog
🆑
server: increment DB schema version to 5.32
server: changed column name in manifest table from character to
character_name because the former is a reserved word
fix: changed round start manifest DB queries from dozens of individual
inserts to one mass insert
fix: hopefully fixed some lag on round start
/🆑
## About The Pull Request
This is something I wish I could just ignore and move on from but it
bothered me enough to make this PR so here we are
## Changelog
Nothing at all anyone will ever notice besides the people looking at
this file in the repo
## About The Pull Request
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))
I made a few exceptions for bundled and generated files
## Why It's Good For The Game
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## Changelog
## About The Pull Request
This adds a `manifest` table to the database, basically a databasified
version of the `manifest.txt` log.
## Why It's Good For The Game
This is less of a game feature and more of an admin & Statbus tool. We
currently do not have a good way to see who played which character in a
given round. This aims to fix that.
~~Drafted because I'm not sure on some of the typecasting for the
`special` and `latejoin` columns, I would like someone to give that a
once-over.~~ We good.
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## About The Pull Request
Crimes are now logged in db
Logging:

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## Why It's Good For The Game
idk
we logging citations but not crimes, and i wanted to log the crimes too
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## Changelog
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🆑 Rengan
server: The crimes are now logging in the database.
/🆑
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## About The Pull Request
smallint is 2 bytes, increased it to mediumint which is 3 bytes
Issue has not cropped up yet as theres only 15 flags right now, but
there can be up to 24 in dm side soooo
```
DEBUG-SQL: MySqlError { ERROR 1264 (22003): Out of range value for column 'flags' at row 1 } | Query used: INSERT INTO admin_ranks
- (rank, flags, exclude_flags, can_edit_flags)
```
my mysql is broken so I havent tested the update query but how bad can
it be :clueless:
## Changelog
🆑
server: An issue where more than 16 admin flags could not exist in the
DB has been corrected
/🆑
---------
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
## About The Pull Request
I'm adding a score that tracks which types of fish you've caught across
multiple rounds. To do so, I had to add a new score subtype that manages
the score value not being a number. Thankfully the achievement code is
fairly flexible so not a whole lot had to be done, although I've to add
a new column to the achievements table in the DB, because the 'value' is
for integers, while we need one for text strings ~~(the contents of the
list are converted to text with a delimiter before being saved cuz I'm
not sure if and how our DM slash SQL integration handles using lists
directly and I don't want to waste time finding it out)~~.
EDIT: It's mostly done beside the reviews that are going to point out
things that need to be changed. The UI changes are done. It's time for
reviews.
Here are screenshots of the UI with all fish still uncatched beside one
(I've since then the typo on its name and removed an extra zero from the
index number, as well as a nit with the spacing between cells):


## Why It's Good For The Game
We have about dozens over dozens of different fish in the game now, many
of which are just fluff anyway. It's getting to the point it's perhaps
doable to add a score or something to be a braggard about.
## Changelog
🆑
add: Added a new score that keeps track of all different fish that
you've caught between shifts.
server: Added a new schema table to store the aforementioned entries and
the ckeys associated to them, with an additional timestamp column.
/🆑
Do not merge this without coordinating with your server's host.
## About The Pull Request
Slightly refactors the way we handle IP intel.
You can still use the old data stored in the database.
Adds the ability to automatically reject connections determined by
config flags.
## Why It's Good For The Game
We used to have IP intel to check for VPNs, although it was disabled due
to being bad and unhelpful.
This refactor should make it much more manageable for hosts and admins.
## HOSTS BEWARE
This adds a new SQL table `ipintel_whitelist`
Look at the schema!
## Changelog
🆑
admin: The return of IPIntel
/🆑
---------
Co-authored-by: MrStonedOne <kyleshome@gmail.com>
Co-authored-by: oranges <email@oranges.net.nz>
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## About The Pull Request
Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.
Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.
Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.
Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?
My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?
Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.
Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑
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## About The Pull Request
you now put the jsons into the folder at strings/exoadventures
no adventures have been lost i think
also deletes the example_adventures folder since theyre just duplicates
of the adventures in the other folder now
## Why It's Good For The Game
having it database based meant you had to ping someone with database
access to add it which isnt exactly optimal for contributions
## Changelog
🆑
code: exploration drone adventures are now file-based and not
database-based
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
For the longest time, the only way admins could moderate the library was
by using statbus's external tool.
But a few months back statbus went down, and ever since then they've
been sitting lost. Shit sucks.
The whole external thing has been bugging me for a while, so let's fix
all that yeah?
This pr adds a new verb to the admin tab that allows admins to
ban/restore books from the library.
It includes expanded (ckey) search, faster response times, in tool book
viewing with and without markdown rendering, and viewing of deleted
books.
This is accomplished with a special subtype of library consoles, stored
on the admin datum.
It shouldn't let you do anything without +BAN, rip my live debugging or
whatever.
I've also hooked into (and fixed) Ned's existing library actions log,
and added viewing support to the ban/restore pages.
This logs banning admin, ban time, ban reason, etc.
As a part of this, I've fixed/expanded on the existing UIs.
I've added ID search to all existing consoles, and fixed an existing bug
with the visitor console not supporting category search (shows how many
people actually use the thing)
Changes to the library_action table were pretty minor. The ckey column
was too small, so longer keys just caused it to fail on ban. Bad.
That and the ip address column was signed, which wasted space and was
non standard with other tables.
https://user-images.githubusercontent.com/35135081/235344815-8e825ba9-52cf-44e8-b8e2-a2aeb5d47276.mp4
- Downloads a portable MariaDB (doesn't pollute your main system)
- Sets up a database with a random password on port 1338 (configurable)
- Installs the initial schema
- Every time after, will run updates
Major versions right now explicitly escape hatch, because those
historically come with something like a Python script, and I do not want
it to pretend to work.
---------
Co-authored-by: san7890 <the@san7890.com>