* [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
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
* 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
* 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
* 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
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!
Thanks to PJB3005
cl
experimental: SDQL2 has been refactored to a datum!
rscadd: A new SDQL2 panel has been added to admin tabs, for tracking, VVing, and halting SDQL2 queries.
rscadd: SDQL2 documentation is now available in SDQL_2.dm
rscadd: SDQL2 now has MAP added. MAP will cause the query to execute on whatever is specified in MAP, whether it's a variable or a procedure call (which will grab the return results), etc etc.
rscadd: SDQL2 now has a superuser mode, for uses outside of admin button pressing. This causes it to operate without admin protection wrapping.
rscadd: SDQL2 now supports options, including ignoring nulls in select or forcing it to operate in high priority mode, which lets it use 95% of the tick instead of obeying the Master Controller's tick limit. USE WITH CAUTION. Also includes a mode for blocking proccalls
rscadd: SDQL2 now supports TRUE/FALSE.
rscadd: To use options, append OPTIONS to the query. Available are "PRIORITY" = HIGH/NORMAL, "SELECT" = FORCE_NULLS/DISABLE or 0/FALSE, "PROCCALL" = ASYNC/BLOCKING.
/cl
Also displaytimetext is refactored.
cl YoYoBatty
add: Added a ghost verb that lets you t-ray view underfloor objects
admin: Checking plumbing verb checks every atmospheric component instead of just pipes
code: Check plumbing verb is less snowflakey
/cl
variable allows for proc calls and technically the call option just uses variable to parse out it's function (even if you provide something that makes no sense)
Spiritual successor and extension to #17798, an almost entire rebuild of the SQL ban system backend and interface.
Bantypes are removed per #8584 and #6174. All bans are now 'role bans', server bans are when a ban's role is server. Admin bans are a column, meaning it's possible to ban admins from jobs.
Bans now have only an expiry datetime, duration is calculated from this when queried.
unbanned column is removed as it's superfluous, checking unban status is now done through checking unban_datetime. unban_round_id column added. Each ip and computerid columns rearranged so ip is always first, like in other tables. Bans now permit a null ckey, ip and computerid.
Ban checking is split into two procs now is_banned_from() does a check if a ckey is banned from one or more roles and returns true or false. This effectively replaces jobban_isbanned() used in simple if() statements. If connected a client's ban cache is checked rather than querying the DB. This makes it possible for a client connected to two or more servers to ignore any bans made on one server until their ban cache is rebuilt on the others. Could be avoided with cross-server calls to update ban caches or just the removal of the ban cache but as is I've done neither since I think it's enough of an edge case to not be worth it.
The second proc is is_banned_from_with_details(), this queries the DB for a role ban on a player's ckey, ip or CID and returns the details. This replaces direct queries in IsBanned.dm and the preferences menu.
The legacy ban system is removed.
The interfaces for banning, unbanning and editing bans have been remade to require less clicking and easier simultaneous operations. The banning and jobban panel are combined. They also store player connection details when opened so a client disconnecting no longer stops a ban being placed.
New banning panel:
Key, IP and CID can all be toggled to allow excluding them from a ban.
Checking Use IP and CID from last connection lets you enter only a ckey and have the DB fill these fields in for you, if possible.
Temporary bans have a drop-menu which lets you select between seconds, minutes, hours, days, weeks, months and years so you don't need to calculate how many minutes a long ban would be. The ban is still converted into minutes on the DB however.
Checking any of the head roles will check both of the boxes for you.
The red role box indicates there is already a ban on that role for this ckey. You can apply additional role bans to stack them.
New unbanning panel:
Unbanning panel is now separate from the banning panel but otherwise functionally the same.
Ban editing panel:
Actually just a modified banning panel, all the features from it work the same here.
You can now edit almost all parameters of a ban instead of just the reason.
You can't edit severity as it's not really part of the ban.
The panels have been tested but I've not been able to get my local server to be accessible so ban functionality isn't properly confirmed. Plenty of testing will be required as I'd rather not break bans.
cl
admin: Ban interface rework. The banning and unbanning panels have received a new design which is easier to use and allows multiple role bans to be made at once.
prefix: Ban search and unbanning moved to unbanning panel, which is now a separate panel to the old banning panel.
/cl
fixes#41106 since it'll have it's own fucking location.
cl ShizCalev
add: Admins can now personalize their asay message color on servers with the feature enabled.
tweak: Moved some admin only preference verbs out of the Preferences tab and to a new admin preferences tab to help unclutter it / prevent accidental toggling of fun things.
/cl
Note that the start of the admin message will still use the default formatting just so it can be quickly recognized as an admin message and not an OOC one.
1. there was an option for cancel when the input already had a cancel button
2. hitting either of these cancels did nothing, and it continued on with the
transformation
3. there were some 1's and 0's that shoulda been TRUE and FALSE
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
cl MrDoomBringer
admin: Admins can now launch supplypods the old, slightly quicker way as well
/cl
Saves a few button presses, and some admins requested it.
Tested, should work fine.
cl Whoneedspacee
add: new arena attack where ash drake summons lava around you
del: removed old swooping above you, instead flies above you instantly
balance: ash drake now spawns temporary lava pools instead of meteors falling down
balance: ash drake takes twice as long to swoop down now that he instantly goes above you
balance: ash drake now moves twice as fast
balance: increases the odds of lava spawns in the lava pool attack
balance: increases fire line damage and decreases lava attacks direct damage
tweak: ash drake fire now shoots in the direction of the target
tweak: changes times of certain animations
tweak: changes sounds of meteor falling to lava creation
fix: a bug where ash drakes attacks did not damage mechs
imageadd: changes meteor icon to lava creation animation from lava staff
/cl
[why]: Ash drake is one of the easiest megafauna despite giving fairly better loot than others like legion. Also he's a fairly boring boss to fight since he spends most of his time in the air with attacks that can't really hurt you ever as long as you keep moving. I did this to make his fight more fun and less one dimensional.
MrDoomBringer
admin: Admins can now spawn things in ICly (as well as do a bunch of other cool new stuff) using the Config/Launch Supplypod verb!
code: also supplypods have been refactored
* Ports paradise's modular buildmode
* Axes logout callback of buildmode
* AnturK's changes
- Code formatting
- Gives mob to throw args
- Selection overlays are on ABOVE_LIGHTING_PLANE to be visible on space
Other:
- Doubleclicks of observers and AI no longer "double-tap" click
intercepts
tl;dr: we have lists of playermobs on the z-level, which generally have fewer player mobs to iterate through. If we use them, we can get rid of the z-level checks too. On the off-chance that something plays a sound in nullspace, we can skip pretty much everything. The client-check can go too, there are no playermobs without a client.
This is frequently called from inside a loop. Probably no measurable performance impact but I sleep easier knowing we don't do this. Also includes a helper define for getting a client from a clientful thing.
I also shuffled some things around for more nano-optimizations.