* [SDQL2] Adds selector arrays
* SDQL2 documentation spec updated slightly
* SDQL2 selector array docs + tweaks
If a single list is the only result of a MAP statement,
meaning objs.len == 1, AND it's a list, it will unwrap
the result from its containing list and return it directly.
The selector array logic keeps track of the state of the query
when it starts the first Search. It won't change the state back
to Execute until the top-level is reached, which sets a var
to keep track.
* SDQL2 MAP change from objs.len to length(objs)
* [SDQL2] Reverts MAP list unwrap
* [SDQL] Move (expr) from expr, unary_expr to var
This should result in the same functionality but instead of expressions and unary_expressions processing sub expressions, variables do
This means that expression->value->variable is now completely recursable
* [SDQL2] Update selector list documentation
* fixes secrets topic check_antagonist
* removes code related to check_antagonist topic that doesn't work or does nothing
* changes the name of the button in the secrets panel
* removes old secrets panel topic check_antagonist
* player panel antag button no longer relies on secrets topic
* player panel antag button no longer relies on secrets topic
* readds something i shouldnt have removed
About The Pull Request
Fixes several annoying and unintentional things about asay.
Fixes#43370
Changelog
cl Nervere
fix: Default color for when custom asay colors is not enabled is now orange, not red.
fix: Asay is now properly bolded in lightmode.
fix: Asay is now properly bolded in darkmode.
tweak: Default color for when custom asay colors is enabled is now orange, not black.
/cl
closes#43370
Now you can set the mode after the round starts, to be saved as the
default for next round and on
Otherwise you can now choose rather or not the mode change is for the
current round only or saved as the new default mode.
* fuck you whoever made the last icon it was garbage
* ticket log fixes
* ticket log fixes
* changes colors from hardcode per line to a define
* some nicer darkmode colors
* asay and ooc name default fixes
* fuck you appveyer build again
* slight brightening of the default font color
* properly fixes tip of the round being hard to read
Last pr, i changed it from always looking at living player count, to only looking at living player count in certain situations. These situations came up often enough that it was subverting the intent of the extreme popcap and in some cases allowing 15 players extra on bagil.
It still exempts anybody currently in the round (even dead) reconnecting after disconnecting, except people who observed from lobby.
* better darkmode v1
* ever better colors
* slightly improved tip color + fixed scrolly bug
* updates skin.dmf as well as some small color tweaks
* slightly tweaked more readable info and admin shit
* span_class fix
* merges ooc fixes
* whoops
* MC and ticket screen fix
* no default darkmode
* skin fixes
* more obnoxious adminpm
* more obnoxious adminshit
* skin revert to ensure proper light theme.
* prevents weirdness with default whiteness
* Adds toggleable darkmode to the game! (Use the toggle darkmode verb if you want to use light mode)
* Removes a random linechange
* Undo unintentional changes
* Changes some forced font tags to use spans, which won't break darkmode.
* Fixes up some problems I found while testing
Darkmode is no longer default (this caused some issues with people getting a broken chat)
* Darkmode sucks less now
* Darkmode button now works again
This will exempt anybody who was once joined into the round, this means people who were assigned at round start or latejoined. even if they died, got gibbed, suicided, or ghosted. This does not exempt people who observed from lobby.
* If both the extreme and hard caps are active, extreme popcap applies to connected players, not living players.
I also have it using the connected players, and not the living players, if the amount of living players can not increase (queue active, entering disabled, round hasn't started, etc).
I also have it allowing the connection if the hard cap is active but has not been hit.
* Redundant if check
* So it occurs to me that IsBanned() gets called by byond on connected players sometimes.
Uses lazy access on inner lists (had to make lazy access work on inner lists @cyberboss you won't like this but lazyaccess is useless if you can't use it on inner lists)
Byond only does full stickyban matching when the server has a valid hub password set or compiled in, so now we have to remove it during init.
Supports disabling stickybans for a round, exempting a key from matching a stickyban, and it now also detects rogue stickybans before anybody currently connected even gets disconnected. (new matches trigger a 5 second sleep and abort enforcement if enough other new matches happen in that timeframe)
* Play Internet Sound respects start time
For example, adding &t=400 to youtube links.
Doesn't try to parse the start time, youtube-dl does that for us already. Will probably work on most sites not just youtube.
* [Play Internet Sound] now supports end time too
Switched event handler for start to loadeddata from canplay
loadeddata fires when the first frame is available
this is quicker and more consistent than canplay, which tries
to predict at least a few moments of playability being
available before it fires
* [Internet Sound] music_extra_data now starts null
CID defaults to always checked.
Use IP and CID from last connection now defaults to enabled unless all the default checked values are provided.
Use IP and CID from last connection now only fills in checked values, rather then forcing both IP and CID.
Use IP and CID from last connection no longer triggers an error if the user can not be found, instead asking the banning admin if the want to continue (same behavior as when this happens without that option checked).
The main reason behind this is that your avg 1 to 2 day ban shouldn't impact everybody on the same network, especially when it comes to colleges and shared internet. The old system worked such that ip bans were only possible on perma server bans, this still gives full flexibility.
There is now a bitflag that controls all the ways a species can be
selected from the different methods of changing species, xeno spawn,
pride mirror, magic mirror etc.
The soviet and capitalist golems are no longer selectable from the pride
or magic mirrors (just the badmin one)
interesting thing I found, androids and synths (including military
synth) are acheivable via xeno extracts!