Balloon alerts sourced from turfs will now properly only show on one turf.
get_atom_on_turf() will now CRASH() if passed a turf instead of an atom/movable. I look through all uses and made sure any place that may send a turf won't, but it SHOULD be fine.
About The Pull Request
Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.
Splits game preferences into its own window.
Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.
This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.
Fixes#60823Fixes#28907Fixes#44887Fixes#59912Fixes#58458Fixes#59181
Major TODOs
Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc
A lot of specialized testing so that people's real data don't get corrupted
Changelog
cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
Requested by oranges and inspired by the upcoming event. A new subsyetem, non-processing (for now), aimed at providing some toggle switches that can be flipped as a last ditch effort to save some CPU cycles by sacrificing some non-critical mechanics. Below you can see each individual toggle.
Screenshot of the admin panel:
image
Surely there are more opportunities for toggles I missed, but adding new ones is not very difficult at all.
Why It's Good For The Game
Better performance during extreme pop, I hope.
Changelog
cl
code: Introduces the Lag Switch subsystem for when a smoother experience is worth trading a few bells and whistles for. Performance enhancement measures can be togged by admins with the Show Lag Switches admin verb or enabled automatically at a pop amount set via config.
config: Added a new config var: number/auto_lag_switch_pop
Currently only applies to beakers changing amounts as a proof of concept of an action that we can't really provide any non-text feedback on, as opposed to something you could have different sounds for.
Inspired by SS14.
Why It's Good For The Game
In the right place, balloon alerts will let you keep your eyes on the game itself, rather than constantly looking at the chat. This is especially important when chat messages will collapse into each other. This is in most cases warranted, but can make other cases (such as changing beaker amounts) confusing.
Changelog
cl
qol: Changing a reagent container's transfer amount will now give you feedback in the form of text on the container itself.
/cl
This PR aims to make the HTML folder a little more organized, as well as remove a few unused files.
Why It's Good For The Game
Doesn't change anything for the player, however makes the files more organized.
## About The Pull Request
Changes up some layer and plane defines for no particular reason lol
## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm
We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.
There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.
Hi codeowners!
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Adds a MAPTEXT macro that wraps the given text in the maptext class, the thing we use for Runechat to make it so you can actually read it. Everything that sets maptext now uses this.
Previously your chat messages would be obstructed by the blackness of blocked turfs, aswell as dark lighting and some other effects. This fixes that
It still has backdrop ambient occlusion like it used to.
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
Changes the object runechat text is overlayed onto from the talker, to the closest thing to the turf the talker is in.
This means if someone is talking in a locker, you can see it. Ditto for radios in people's packs.
* 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