Commit Graph

1425 Commits

Author SHA1 Message Date
nevimer
f9e9525dc8 Merge remote-tracking branch 'skrat/master' into upstream-jul-24
# Conflicts:
#	_maps/map_files/Deltastation/DeltaStation2.dmm
#	_maps/map_files/tramstation/tramstation.dmm
2023-07-24 20:11:34 -04:00
SkyratBot
a20ac85537 [MIRROR] Updates Lizard Sprites & New Digitigrade Sprites [MDB IGNORE] (#20399)
Updates Lizard Sprites & New Digitigrade Sprites

Co-authored-by: thgvr <81882910+thgvr@users.noreply.github.com>
2023-07-24 16:48:33 -04:00
SkyratBot
87458d1109 [MIRROR] Makes TTS blips/enabled into one pref [MDB IGNORE] (#22633)
* Makes TTS blips/enabled into one pref (#76558)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/53777086/6b06c212-060e-415f-b1fd-a6ac9f651627)

I actually do not know how to test this locally as I don't know how to
set TTS up, hope it works.

## Why It's Good For The Game

It's 2 buttons, one only works depending on the other, I don't think it
makes sense.

## Changelog

🆑
qol: The TTS and TTS Blips option is now one choiced preference.
/🆑

* Makes TTS blips/enabled into one pref

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-07-24 16:36:44 -04:00
nevimer
29d9d1a49f Merge remote-tracking branch 'skrat/master' into upstream-remake-stop-commiting-to-master
# Conflicts:
#	.github/CODEOWNERS
#	code/__DEFINES/footsteps.dm
#	code/game/objects/items/spear.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/language/language_holder.dm
#	code/modules/mob/living/carbon/human/species_types/abductors.dm
#	code/modules/mob/living/carbon/human/species_types/ethereal.dm
#	code/modules/mob/living/carbon/human/species_types/felinid.dm
#	code/modules/mob/living/carbon/human/species_types/lizardpeople.dm
#	code/modules/mob/living/carbon/human/species_types/plasmamen.dm
#	code/modules/mob/living/simple_animal/hostile/mining_mobs/goliath.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	modular_skyrat/modules/altborgs/code/robot_model.dm
#	modular_skyrat/modules/customization/modules/mob/living/carbon/human/species/hemophage.dm
#	modular_skyrat/modules/examinemore/code/examine_more.dm
#	modular_skyrat/modules/opposing_force/code/equipment/loadouts.dm
2023-07-19 02:18:09 -04:00
GoldenAlpharex
e5f29e7999 [MIRROR] SPECIES NUKING 2023 EXTRA: Makes skin tones a trait instead of a species variable [MDB IGNORE] (#22571)
* SPECIES NUKING 2023 EXTRA: Makes skin tones a trait instead of a species variable (#76410)

very similar to https://github.com/tgstation/tgstation/pull/76297, much
simpler though
removes the uses_skintones variable for similar reasons

Species variables are less useful and modular than traits.
If for some reason we ever add a mechanic that for some reason makes
your character use skin tones instead of whatever their original color
is, it will be much simpler to be handled.

not player facing

* Fixes all of the remaining issues

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-07-18 18:38:59 -04:00
GoldenAlpharex
9e1d33a309 [MANUAL MIRROR] SPECIES NUKING 2023: Head flags 3 & Knuckles: Fixes some growing pains with head flags [MDB IGNORE] (#22516)
* SPECIES NUKING 2023: Head flags 3 & Knuckles: Fixes some growing pains with head flags  (#76440)

Fixes https://github.com/tgstation/tgstation/issues/76422
This was caused by me somehow not using the wrapper there and not
noticing it

Also fixes hair gradients and facial hair gradients. I am pretty sure
they were uhh, being hidden behind the actual hair/facial hair. Oops.

Also also fixes spawning yourself as a human as admin and getting random
hair colors. That was just a failure to update the icon after updating
everything, I think?

Additionally, to totally babyproof all of this, ensures that head_flags
involved stuff gets applied AFTER species by creating a new preference
priority, and uses two separate wrappers to apply gradient style and
color.

Here's this absolute hellspawn to prove that everything works.

![image](https://github.com/tgstation/tgstation/assets/82850673/7ed29a68-cb60-4b28-996c-3be0e7331be8)

![image](https://github.com/tgstation/tgstation/assets/82850673/e57128be-0d7c-46ad-90dd-ee25981d0fea)

![image](https://github.com/tgstation/tgstation/assets/82850673/5c3619a8-fe6f-42b3-9fdc-12277d568e8d)

![image](https://github.com/tgstation/tgstation/assets/82850673/fdd13000-2220-47ad-8e02-44bc75a4a907)

Sorry for being so damn good at breaking this codebase.

Bugs are bad they make you mad

🆑
fix: Hair and facial hair gradients work again now
fix: Facial hair colors apply properly again
fix: Admin spawned characters will get hair color preferences applied
properly
/🆑

* Fixed a compile error (whoops)

* Whoops fixed that wrong

* Okay now I compiled and made sure it was fixed for real, I swear!

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-07-16 19:44:49 -04:00
GoldenAlpharex
db83be17da [MANUAL MIRROR] SPECIES NUKING 2023: Head flags 2: Electric Boogaloo (#76298) [MDB IGNORE] (#22506)
SPECIES NUKING 2023: Head flags 2: Electric Boogaloo (#76298)

Continues the work I started on
https://github.com/tgstation/tgstation/pull/76074
Fixes https://github.com/tgstation/tgstation/issues/73782

Implements a bunch of wrapper procs for hair style, facial hair style,
etc etc the whole nine yards.
Fixes many issues, especially with gradients because I did sloppy tired
code that didn't work there.
Makes head/get_limb_icon() not a disgusting mess (well, at least makes
it less of a disgusting mess).

Actually makes hair and lips depend entirely on the bodypart.

🆑
refactor: Head rendering code has been updated significantly... Again.
Please report any issues with hair, facial hair, lipstick and such.
/🆑

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-07-16 18:16:12 -04:00
SkyratBot
5d41bf7bb3 [MIRROR] Fixes some synthetic language oversights [MDB IGNORE] (#22498)
Fixes some synthetic language oversights

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-16 18:09:24 -04:00
SkyratBot
2f552919c1 [MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two

* Merge conflict resolution

* Modular path hell

* hmm

* Update 2022-10.yml

* Another modular thing

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-16 00:41:18 -04:00
GoldenAlpharex
d2f8331b78 Makes Suicide properly impossible when the config to disable suicide is active (#22314)
* Makes Suicide properly impossible when the config to disable suicide is active

* Yeah sure, I'm not the one that had done that code, just moved it.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-07-15 13:40:31 -07:00
SkyratBot
b8a9e30304 [MIRROR] Adds support for it/its pronouns [MDB IGNORE] (#22422)
* Adds support for it/its pronouns

* Conflicts

* Update new_player.dm

---------

Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-14 22:56:30 -04:00
GoldenAlpharex
7a827df807 [MIRROR] SPECIES NUKING 2023: Nukes species_traits, good night sweet prince [MDB IGNORE] (#22458)
* SPECIES NUKING 2023: Nukes species_traits, good night sweet prince (#76297)

IT'S OVER.

Species traits are a relic of a time before the trait system was added
to generalize this kind of behavior.
They are clunky and overall less useful than inherent_traits -
Converting these makes it easier to make these behaviors modular and
usable not only by species.

🆑
refactor: A significant species refactor happened, report any issues on
the github.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Makes it all work

* Fix widespread vampirism (#76414)

## About The Pull Request

Removing code you think is not necessary but is actually is always a
recipe for disaster (#76297)


![image](https://github.com/tgstation/tgstation/assets/51863163/8ea9fdcc-2f95-47d4-a00f-cc8ebeb319f9)

## Changelog

🆑 Melbert
fix: Fix everyone being vampires
/🆑

* Whoops, missed one!

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-07-14 21:38:54 -04:00
SkyratBot
ae36263265 [MIRROR] Bilingual can now choose their language [MDB IGNORE] (#22296)
* Bilingual can now choose their language

* Fix a merge error, removes a skyrat edit in favor of modular override

* uh what

* Moves the setup of GLOB.all_languages back into the subsystem + makes it load before SSAssets

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 14:26:00 -04:00
SkyratBot
7a504490f0 [MIRROR] SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart [MDB IGNORE] (#21991)
* SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart

* Makes it all compile, for now

* Fixes eye emissives not working right.

* Fixes the plasmaman head (oof conflicts)

* Fixes the screenshot tests

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-08 15:25:17 -04:00
SkyratBot
1c91f745cd [MIRROR] Adds Jaywalkers [MDB IGNORE] (#22235)
* Adds Jaywalkers (#76474)

## About The Pull Request

Adds Jaywalking as a prisoner crime
Also moved Mass Murder so it's alphabetically ordered.

## Why It's Good For The Game

I was pretty surprised such a serious crime was somehow overlooked.

But more seriously, I feel it fits the tone of this game to have
something a little silly there. Hopefully the warden and sec won't be
too hard on people put away for this crime.

## Changelog

🆑
add: Prisoners can now be jaywalkers
qol: reordered a crime so it appears on the choice list alphabetically.
/🆑

* Adds Jaywalkers

---------

Co-authored-by: YehnBeep <86855173+YehnBeep@users.noreply.github.com>
2023-07-04 15:49:17 -07:00
SkyratBot
31a1ad7eb3 [MIRROR] Removes redundant CID randomizer check [MDB IGNORE] (#22158)
* Removes redundant CID randomizer check (#76396)

## About The Pull Request
This check is redundant because 512 fixed the exploit it was designed to
check. Randomizers still exist, but this code doesn't apply to them
since they use a different method.

Someone else tried this before but got his shit slapped for it being his
first PR and there being a possibility he was removing it so he could
bypass it. I'm not banned and have no possible ulterior motives; I just
want to get rid of dead code.

## Why It's Good For The Game
I'd make an Old Yeller joke, but the code's already dead, so.

Fixes #43227

## Changelog

This is not a player-facing change.

* Removes redundant CID randomizer check

---------

Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-30 23:16:11 -07:00
SkyratBot
9ac12f0f60 [MIRROR] Maptext 2023 tweaks [NO GBP] [MDB IGNORE] (#22149)
* Maptext 2023 tweaks [NO GBP] (#76397)

## About The Pull Request

- In PR https://github.com/tgstation/tgstation/pull/76356 missed a few
bits of maptext around, such as shuttle signs and the supermatter. Small
text adjustments/fixes here.
- Large amount of feedback about the context tooltips. Increases size,
lightens default color as to not be too imposing.

🆑 LT3
qol: Context tooltip size increased
fix: Fixed remnants of old maptext code on various things
/🆑

* Maptext 2023 tweaks [NO GBP]

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-29 23:56:47 -07:00
SkyratBot
4d91adc2e6 [MIRROR] TTS Improvements: Improved Audio Quality, Pitch Adjustment, Preference Silicon Voices, Per-Character Voice Disable Toggle, Tongue Voice Filters, Reworked Silicon and Vending Machine Filters [MDB IGNORE] (#22120)
* TTS Improvements: Improved Audio Quality, Pitch Adjustment, Preference Silicon Voices, Per-Character Voice Disable Toggle, Tongue Voice Filters, Reworked Silicon and Vending Machine Filters

* [MIRROR FIX] Removes a skyrat edit that was upstreamed. (#22121)

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2023-06-29 18:43:50 -04:00
nevimer
76dedeb866 Merge remote-tracking branch 'skrat/master' into upstream-june-28-2023
# Conflicts:
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	tgstation.dme
2023-06-28 17:50:43 -04:00
Nerevar
6b57e50614 Makes Podpeople Hair Recolorable 3-D: The Revenge (#19908)
* wew

* hell yes fuck yes

* Replace podhair with modular tricolor podhair

Co-authored-by: Nerevar <12636964+Nerev4r@users.noreply.github.com>

* help me oh my god

* we're cooking

* done

* what if i were to purchase fast food

* yeah baby

* so true bestie

* let's fucking go

* screenshot tests updated

* wew

* thanks in_phaze !

* we put our whole coderussies into this

* weird but ok

---------

Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com>
Co-authored-by: Penelope Haze <out.of.p.haze@proton.me>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-28 15:59:19 -04:00
SkyratBot
27ef64f290 [MIRROR] Add UI preference menus for AI hologram and status displays [MDB IGNORE] (#22007)
* Add UI preference menus for AI hologram and status displays (#75740)

This adds two new dropdown menus for AI preferences with holograms and
status displays. It also sets these preferences if admins transform a
player into an AI.

* Add UI preference menus for AI hologram and status displays

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-06-23 14:37:52 +02:00
🦎
cf3c685bb7 Merge remote-tracking branch 'rodent/master' into 22-june-2023
# Conflicts:
#	.github/CODEOWNERS
2023-06-22 16:39:02 -04:00
SkyratBot
6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
nevimer
f6c63bdea1 Merge branch 'master' of https://github.com/bubberstation/bubberstation into overlay_june_13_2023
# Conflicts:
#	.github/CODEOWNERS
#	code/modules/cargo/packs/security.dm
#	code/modules/modular_computers/file_system/programs/jobmanagement.dm
#	code/modules/pai/pai.dm
#	modular_skyrat/master_files/code/datums/id_trim/jobs.dm
#	modular_skyrat/master_files/code/datums/traits/neutral.dm
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
2023-06-13 20:04:57 -04:00
SkyratBot
3f6d76a34d [MIRROR] feat: Respawn delay (optional) [MDB IGNORE] (#21736)
* feat: Respawn delay (optional)

* Update code/modules/mob/mob.dm

---------

Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-06-10 19:34:30 -07:00
SkyratBot
6d045b5469 [MIRROR] Restores mob tags to mob tag logging [MDB IGNORE] (#21618)
* Restores mob tags to mob tag logging (#75850)

## About The Why It's Good For The Game Pull Request Why It's Good For
The Game

These were accidentally removed from the log

## Changelog
🆑 Tattle
admin: mob tags are now part of the mob tag log again
/🆑

---------

Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* Restores mob tags to mob tag logging

* fix

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-07 13:48:22 +00:00
SkyratBot
524bbc8090 [MIRROR] Add glasses and icons to preference menu for nearsighted [MDB IGNORE] (#21563)
* Add glasses and icons to preference menu for nearsighted

* fix

* forgot modular edit

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-07 12:56:57 +00:00
SkyratBot
9d1a942556 [MIRROR] Confine Elevator Music to Elevators [MDB IGNORE] (#21469)
* Confine Elevator Music to Elevators (#75464)

Refactors elevator music to originate from an abstract object rather
than the elevator control panel.
Elevator music is applied while you are within a certain radius of this
object and cuts off immediately upon exiting (largely because as far as
I know you can't obtain playing sounds to fade them out in byond).
As a side-effect of this refactor it also isn't audible to ghosts at
all.

* Confine Elevator Music to Elevators

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-05-27 20:49:54 -07:00
SkyratBot
724d407af6 [MIRROR] Refactored the TTS subsystem to more properly handle message garbling. Added a volume preference for TTS. [MDB IGNORE] (#21353)
* Refactored the TTS subsystem to more properly handle message garbling. Added a volume preference for TTS. (#75559)

TTS subsystem refactor.
---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Iamgoofball <iamgoofball@ gmail.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>

* Refactored the TTS subsystem to more properly handle message garbling. Added a volume preference for TTS.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Iamgoofball <iamgoofball@ gmail.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>
2023-05-22 14:06:38 -04:00
SkyratBot
9052ca9827 [MIRROR] Mark client as QDELING [MDB IGNORE] (#21331)
* Mark client as QDELING (#75576)

Clients will now be marked QDELING while in the process of deleting.
Necessary for #75445

* Mark client as QDELING

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-05-21 22:51:37 -07:00
nevimer
759c2dd73a Merge remote-tracking branch 'upstream/master' into overlay
# Conflicts:
#	.github/CODEOWNERS
#	_maps/RandomRuins/LavaRuins/skyrat/lavaland_surface_syndicate_base1_skyrat.dmm
#	_maps/RandomRuins/SpaceRuins/bus.dmm
#	_maps/RandomZLevels/blackmesa.dmm
#	_maps/map_files/KiloStation/KiloStation.dmm
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	_maps/map_files/generic/CentCom_skyrat_z2.dmm
#	_maps/shuttles/skyrat/goldeneye_cruiser.dmm
#	_maps/skyrat/automapper/automapper_config.toml
#	_maps/templates/lazy_templates/wizard_den.dmm
#	code/__DEFINES/callbacks.dm
#	code/__DEFINES/jobs.dm
#	code/__DEFINES/~skyrat_defines/gun.dm
#	code/datums/components/fertile_egg.dm
#	code/datums/components/transforming.dm
#	code/datums/elements/bane.dm
#	code/datums/votes/map_vote.dm
#	code/game/objects/items/AI_modules/hacked.dm
#	code/game/objects/items/food/egg.dm
#	code/game/objects/items/melee/baton.dm
#	code/game/objects/items/stacks/sheets/glass.dm
#	code/game/objects/structures/flora.dm
#	code/game/objects/structures/morgue.dm
#	code/modules/antagonists/fugitive/hunters/hunter.dm
#	code/modules/antagonists/traitor/objectives/final_objective/final_objective.dm
#	code/modules/antagonists/traitor/objectives/kidnapping.dm
#	code/modules/art/statues.dm
#	code/modules/events/ghost_role/changeling_event.dm
#	code/modules/events/spacevine.dm
#	code/modules/mining/machine_redemption.dm
#	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/pistol.dm
#	code/modules/projectiles/guns/ballistic/rifle.dm
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_hemophage.png
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_human_felinid.png
#	code/modules/uplink/uplink_items.dm
#	code/modules/vending/autodrobe.dm
#	config/config.txt
#	config/game_options.txt
#	config/maps.txt
#	config/skyrat/skyrat_config.txt
#	html/changelogs/archive/2023-03.yml
#	icons/mob/clothing/feet.dmi
#	icons/mob/clothing/under/costume.dmi
#	icons/mob/inhands/clothing/shoes_lefthand.dmi
#	icons/mob/inhands/clothing/shoes_righthand.dmi
#	icons/mob/inhands/clothing/suits_lefthand.dmi
#	icons/mob/inhands/clothing/suits_righthand.dmi
#	icons/mob/species/human/human_face.dmi
#	icons/obj/clothing/shoes.dmi
#	icons/obj/clothing/under/costume.dmi
#	modular_skyrat/master_files/code/datums/components/fullauto.dm
#	modular_skyrat/master_files/code/datums/traits/negative.dm
#	modular_skyrat/master_files/code/datums/traits/neutral.dm
#	modular_skyrat/master_files/code/modules/clothing/under/jobs/security.dm
#	modular_skyrat/master_files/code/modules/projectiles/guns/ballistic/revolver.dm
#	modular_skyrat/master_files/icons/mob/clothing/under/civilian.dmi
#	modular_skyrat/master_files/icons/mob/clothing/under/civilian_digi.dmi
#	modular_skyrat/modules/aesthetics/guns/code/guns.dm
#	modular_skyrat/modules/aesthetics/guns/icons/guns.dmi
#	modular_skyrat/modules/blueshield/code/blueshield.dm
#	modular_skyrat/modules/blueshield/code/medkit.dm
#	modular_skyrat/modules/blueshield/code/special.dm
#	modular_skyrat/modules/customization/modules/clothing/under/misc.dm
#	modular_skyrat/modules/customization/modules/mob/living/carbon/human/species/hemophage.dm
#	modular_skyrat/modules/events/code/event_overrides.dm
#	modular_skyrat/modules/gunsgalore/icons/guns/gunsgalore_guns40x32.dmi
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	modular_skyrat/modules/manufacturer_examine/code/gun_company_additions.dm
#	modular_skyrat/modules/manufacturer_examine/code/manufacturer_component.dm
#	modular_skyrat/modules/mapping/code/mob_spawns.dm
#	modular_skyrat/modules/modular_weapons/code/rifle.dm
#	modular_skyrat/modules/novaya_ert/code/automatic.dm
#	modular_skyrat/modules/sec_haul/code/guns/guns.dm
#	modular_skyrat/modules/tribal_extended/code/weapons/bow.dm
#	tgstation.dme
#	tgui/packages/tgui/interfaces/OreRedemptionMachine.js
#	tgui/packages/tgui/interfaces/VotePanel.tsx
2023-05-20 21:59:27 -04:00
SkyratBot
7c237947bd [MIRROR] Russian(and another) chat keybindings fix. [MDB IGNORE] (#21249)
* Russian(and another) chat keybindings fix.

* update modular

---------

Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-05-20 22:10:37 +00:00
SkyratBot
6c9be73f51 [MIRROR] Adds TTS to the game. Players can select their own voices in preferences. [MDB IGNORE] (#21232)
* Adds TTS to the game. Players can select their own voices in preferences.

* [SEMI-MODULAR] [MIRROR FIX] Fixes the TTS PR. (#21267)

Fixes the TTS PR.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2023-05-19 01:47:19 +01:00
lessthanthree
0428f4a19c Convert LOOC/whisper to TGUI (#21174)
* TGUI this b

* less dark
2023-05-15 10:04:03 -07:00
SkyratBot
f0e19d11f9 [MIRROR] Makes chat helper procs async [MDB IGNORE] (#21163)
* Makes chat helper procs async (#75414)

As they are and fixes some SHOULD_NOT_SLEEP hits

See #75232

* Makes chat helper procs async

---------

Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
2023-05-14 22:26:59 -07:00
SkyratBot
05b4539fb8 [MIRROR] Fix SHOULD_NOT_SLEEP hit in /client/Destroy() [MDB IGNORE] (#21080)
* Fix SHOULD_NOT_SLEEP hit in /client/Destroy() (#75241)

See #75232

* Fix SHOULD_NOT_SLEEP hit in /client/Destroy()

---------

Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
2023-05-10 23:05:55 -07:00
SkyratBot
431bd25960 [MIRROR] the game is no longer mad every time a new emote gets added [MDB IGNORE] (#21028)
* the game is no longer mad every time a new emote gets added (#75244)

## About The Pull Request
makes it so stuff thats unbound isnt screamed at in the prefs check

## Why It's Good For The Game

![image](https://user-images.githubusercontent.com/23585223/236709145-006d8ee3-f929-4fb2-9052-08404a34ce7c.png)
idc bruh

## Changelog
🆑
fix: new hotkeys unbound by default (like emotes) no longer scream at
you when added
/🆑

* the game is no longer mad every time a new emote gets added

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-05-09 03:54:12 +01:00
SkyratBot
6719c7f63f [MIRROR] EMPs on robotic limbs will now disable them for 4-8 seconds rather than causing a 10-20 second full stun [MDB IGNORE] (#20818)
* EMPs on robotic limbs will now disable them for 4-8 seconds rather than causing a 10-20 second full stun

* yes

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:29:02 +01:00
SkyratBot
3ecc9f859d [MIRROR] Allows Export of your Preferences JSON File [MDB IGNORE] (#20894)
* Allows Export of your Preferences JSON File (#75014)

## About The Pull Request

Hey there,

This was spoken about in #70492 (specifically
https://github.com/tgstation/tgstation/pull/70492#issuecomment-1278069607),
and I have been waiting for this to be implemented for some time. It
never got implemented, so I decided to code it myself.

Basically, **if the server host doesn't disable it**, you are free to
export your JSONs as a player, right from the stat-panel. It's a pretty
JSON on 515 versions, too!

It's right here:

![image](https://user-images.githubusercontent.com/34697715/235251447-1c977718-51fd-4025-8d89-c60bffc379ec.png)

Here's what the prettified JSON looks like on 515.

![image](https://user-images.githubusercontent.com/34697715/235321061-4a217e26-c082-4bba-b54a-2c780defda0a.png)

There's a cooldown (default to 10 seconds) between exporting your
preferences.

#### Why is this config?

It's because in the past, a server host could always just file-share the
.sav or .json or whatever to the player, but they would have to do the
explicit option of actually bothering to make the files accessible to
the player. In that same line of logic, the server operator will have to
explicitly make the files accessible. This is mostly because I'm not
sure how good `ftp()` is at being a player function and wanted to have
some sort of cap/control somehow in case an exploit vector is detected
or it's just plain spammed by bots, so we'll just leave it up to the
direct providers of this data to elect if they wish to provide the data
or not.
## Why It's Good For The Game

Players don't have to log into Server A to remember what hairstyle they
loved using when they want to swap to Server B! That's amazing actually.
I always forget what ponytail my character has, and it'll be nice to
have the hairstyle in a readily accessible place (after I prettify the
JSON for myself).

It's also more convenient for server hosts to make player data like this
accessible if they really want to, too.

If we ever add an _import_ feature in the future (which would have to be
done with a LOT of care), this will also be useful. I wouldn't advise it
though having taken a precursory look at how much goes into it while
trying to ascertain the scope of this PR.
## Changelog
🆑
qol: The game now supports export of your preferences into a JSON file!
The verb (export-preferences) should now be available in the OOC tab of
your stat-panel if enabled by server operators.
server: Exporting player preferences is controlled by a configuration
option, 'FORBID_PREFERENCES_EXPORT'. If you do not wish to let clients
access the ftp() function to their own preferences file (probably for
bandwidth reasons?) you should uncomment this or add it to your config
somehow.
config: Server operators are also able to set the cooldown between
requests to download the JSON Preferences file via the
'SECONDS_COOLDOWN_FOR_PREFERENCES_EXPORT' config option.
/🆑

* Allows Export of your Preferences JSON File

---------

Co-authored-by: san7890 <the@san7890.com>
2023-05-02 15:27:19 -04:00
SkyratBot
e6076a610a [MIRROR] Fix code not compiling on prod. [MDB IGNORE] (#20412)
* Fix code not compiling on prod. (#74589)

(at)Mothblocks idea: make alt_tests a yml file and allow more generic alt
tests, like defines and shit. or we can put this on integration tests
and let windows build cover the normal/dev build case of preload_rsc = 1

* Fix code not compiling on prod.

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2023-04-07 22:19:01 -07:00
SkyratBot
46daee76f7 [MIRROR] Increase first connect responsiveness by delaying vox sound preload [MDB IGNORE] (#20396)
* Increase first connect responsiveness by delaying vox sound preload (#74559)

These were getting sent too early and clogged up the queue of resources
to send the client, delaying chat load if the client had no byond rsc
cache and the cdn was not enabled.

Also this way if the cdn rsc download happens quick enough than these
calls can become noops. (if byond isn't smart enough to do that now, it
will be.)

* Increase first connect responsiveness by delaying vox sound preload

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2023-04-07 16:29:16 -07:00
SkyratBot
496b82be71 [MIRROR] Adds VERB_REF and derivative [MDB IGNORE] (#20346)
* Adds VERB_REF and derivative (#74500)

## About The Pull Request

Apparently in (one) place in the codebase, we were still using stuff
like `.verb/example_verb` for stuff like `INVOKE_ASYNC()` and
`CALLBACK()`s, and I'm pretty sure this is one of those things that are
being phased out in 515 (like we had to deal with in
4d6a8bc537), so let's give it the same
treatment as we did `PROC_REF` in November 2022.

In order to make this work, I created a generic backend of define
macros, and then moved two things: `PROC_REF` and `VERB_REF` to just
leverage that backend as needed. This was done just so we didn't have to
copy-paste code in case we needed to update these macros in the future,
let me know if I should approach this a different way.
## Why It's Good For The Game

code don't break (or at least the compile-time assertions won't break)
when we inevitably fully shift to 515. whoopie!
## Changelog
Nothing players should be concerned about.

* Adds VERB_REF and derivative

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-05 11:34:08 -07:00
SkyratBot
78dad8f155 [MIRROR] Clients can't OOC until they have fully gone through New() [MDB IGNORE] (#20338)
* Clients can't OOC until they have fully gone through `New()` (#74493)

People are able to send OOC messages before `client/New()` is able to
fully set itself up. Let's guard against this by re-using the variable
we set at the end of New() and blocking any usage of the OOC verb if
they aren't set up. I made it a define so we can use it in other spots
as well if the occasion should call for it.

Define included in this PR can be (and probably should be when someone
has time) replicated in other spots where we need it.

* Clients can't OOC until they have fully gone through `New()`

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-04 19:00:11 -07:00
SkyratBot
6b348e28d2 [MIRROR] Fixes floating point inaccuracies in numeric preferences [MDB IGNORE] (#20229)
* Fixes floating point inaccuracies in numeric preferences (#74384)

## About The Pull Request

Floating point inaccuracy fun.

Since it's possible to have a `minimum`,`maximum`, and `step` that are
floats we need to round everything to `step` to ensure the comparison
operations work.

If we do not do this, there is no guarantee that `if(min <= number &&
number <= max)` will work correctly.

For example, in the linked issues, this manifested as the minimum value
(0.8) being considered invalid when the input was also 0.8.

Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/9507
Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/14394

## Why It's Good For The Game

Fixes an obscure bug that has gone unnoticed for a couple years.

## Changelog

🆑
fix: fixes floating point inaccuracies in numeric prefs
/🆑

* Fixes floating point inaccuracies in numeric preferences

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-04-01 03:25:41 +01:00
SkyratBot
3464b6bfb2 [MIRROR] Refactors Regenerate Organs, and a few organ helpers [MDB IGNORE] (#20094)
* Refactors Regenerate Organs, and a few organ helpers

* MERGE CONFLICTS

* GETORGANSLOT > GET_ORGAN_SLOT

* GETORGAN > get_organ_by_type

* lint repairs

* more lint

* Update tgstation.dme

* Update surgery_step.dm

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-01 02:51:06 +01:00
Gandalf
e4b4d4d3c0 MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333

https: //github.com/tgstation/tgstation/pull/74333
Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* var stuff

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* vars

* Update sol_fed.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-04-01 01:15:22 +01:00
SkyratBot
106c7c6636 [MIRROR] [s]Disable byond debug links [MDB IGNORE] (#20197)
* [s]Disable byond debug links (#74373)

* [s]Disable byond debug links

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2023-03-31 03:02:09 +01:00
SkyratBot
973af110eb [MIRROR] Adds preference for "Tagger" paint color. [MDB IGNORE] (#20132)
* Adds preference for "Tagger" paint color. (#74281)

## About The Pull Request

Per the title, this PR allows you to pick your starting paint color from
the "Tagger" quirk on the character preferences menu.

![image](https://user-images.githubusercontent.com/105025397/227810007-4706c743-31c2-47d8-80ac-e11687d36c00.png)

This replaces the starting color being random; it does not prevent you
from changing the color later as normal.
## Why It's Good For The Game

It's a minor quality of life change. This will mostly be helpful to
players who have some "signature" color they like to use, to prevent
having to manually select it (and possibly input a color code) every
round. It will be of less relevance to those who tend to select new
colors every round anyway.

Possible downsides are mainly adding another pref to the menu, although
this shouldn't be too much of an annoyance since it only appears if you
already have the relevant quirk. It does also remove the _ability_ to
have a randomly-chosen paint color, though I'm not sure if that matters.
## Changelog
🆑
qol: you can choose your default paint color for the "Tagger" quirk from
prefs.
/🆑

* Adds preference for "Tagger" paint color.

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
2023-03-29 22:28:25 +01:00
SkyratBot
96be018eb1 [MIRROR] Refactors Suiciding Variable Into Trait [MDB IGNORE] (#20017)
* Refactors Suiciding Variable Into Trait

* suicide

* https://github.com/tgstation/tgstation/pull/72919

MISSED IRROR

* better suicide handling

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 02:03:05 +01:00
GoldenAlpharex
702c3e2ce6 Total refactor of the way we handle and draw mutant_bodyparts (+ missed mirrors that motivated me to do this) (#19635)
* Splits mutant_bodyparts.dmi into several subfiles. (#71408)

Splits the `mutant_bodyparts.dmi` file up, as was suggested, but not
implemented, in #69302.

The following new files were created in the `icons\mob\species` folder,
containing the listed sprites:

- `lizard\lizard_misc.dmi`: Snouts, horns, frills, and body markings.
Anything I didn't feel needed an entire file to itself.
- `lizard\lizard_spines.dmi`: Lizard spines, both animated and not.
- `lizard\lizard_tails.dmi`: Lizard tails, both animated and not.
- `human\cat_features.dmi`: Felinid ears and tails.
- `monkey\monkey_tail.dmi`: The monkey tail.
- `mush_cap.dmi`: The lone mushperson cap, so easily forgotten.

Additionally, I moved `wings.dmi` from `mob\clothing` to `mob\species`.
I'm not sure what it was doing there.

`mutant_bodyparts.dmi` was something of a mess, with parts from four
different species thrown together haphazardly. It probably made sense in
earlier days when "mutant humans" were few and far between, but
splitting it up makes it more intuitive to find these sprites, and
brings it in line with other species - namely, moths. It also means that
any future sprites of these types added will not bloat an oversized file
even more.

Moving the wings file to the species folder just makes sense, because
wings are not a type of clothing.
🆑
refactor: Removed mutant_bodyparts.dmi and distributed its sprites in a
more sensible and granular manner.
/🆑

* External Organ Rework: new bodypart_overlay system (#72734)

Bodypart overlays are now drawn by the new /datum/bodypart_overlay
datum.

External organs no longer draw anything and instead add a special
/datum/bodypart_overlay/mutant to the bodypart, which draws everything

Makes it way easier to add custom overlays to limbs, since the whole
system is now modularized and external organs are just one
implementation of it

I haven't moved anything but external organs to this new system, I'll
move eyes, bodymarkings, hair, lipstick etc to this later

New pipeline is as follows:
- External organ added to limb
- External organ adds /datum/bodypart_overlay/mutant to limb to
bodypart_overlays
- Limb updates its icon, looks for all /datum/bodypart_overlay in
bodypart_overlays
- Very cool new overlay on your limb!

closes #71820

🆑
refactor: External organs have been near-completely refactored.
admin: Admin-spawned external organs will load with a random icon and
color
fix: fixes angel wings not working for non-humans (it was so fucking
broken)
fix: fixes external organs being invisible if they werent initialized
with a human
/🆑

External organs are cool but are pretty limited in some ways. Making
stuff like synthetic organs is kinda fucked. I tried and it was dogshit.
Now you can just give an icon state and icon and you're good (using
/datum/bodypart_accessory/simple)

Stuff like eyes, cat ears and hair seem like good choices for extorgans,
but don't quite work for it because their icons work a lot differently.
This solves for it completely since any organ (or object or whatever)
can add it's own icon to a bodypart.

Want to add an iron plate to someones head? Go ahead. Want a heart to
stick out of someones chest? No problem.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Makes the whole thing compile, although it most likely doesn't work

* Whoopsie daisy

* Now it's starting to work

* ok monkey

* Fixes tails some more

* Moth wings should be wings not moth wings

* Podpeople hair, yeah.

* Okay no more handle_mutant_bodyparts()

* Removed an useless variable from is_hidden()

* Fixes some more can_draw_on_bodypart (I'm gonna have to fix it upstream too)

* Removes the second useless argument of is_hidden()

* No, cat tails are no longer allowed to be snowflake

* Removes some useless variables from humans

* Whoops I forgot to commit this one

* How did I miss this one?

* Okay, yeah, tails and some other stuff show up now. Pod people hair too. Just many of them don't. Good enough for today.

* Okay so after a lot of pain and suffering, many mutant_bodyparts are now functional

* Everything works, except for ears, some of the taur layering, and moth markings (which never worked it seems)

* Alright skintones seem to work rather well now(?)

* Okay, my bad, now they do

* Moth markings can't be selected and won't be added anymore (since they're broken and integrated into the regular markings system anyway)

* Spines are no longer just matching the color of the limb they're attached to

* Moves taur organ and bodypart_overlay out of the sprite_accessory file for taurs, and fixes the taur rendering

* Linters moment

* Alright, spines are working and overlaying properly now

They just need to have a FRONT overlay for the /tg/ ones if we want them to display above the lizard tails, we already have that for vox spines thankfully.

* Disables moth_markings for good

* Fixes some rendering bugs

* Makes ears work (almost, rest of the code has MODsuit stuff in it too :( )

* Made the MODsuit overlays work :)

* Fixed horns and spines

* Fixes all of the screenshot tests

* Removes the Body Markings option from Appearances, use Augments+ instead (because that one works and is just better)

* Bye bye handle_mutant_bodyparts(), I won't miss you :)

* Forgot to take this out, whoops

* Fixes the moth antennae being unticked

* Removes some commented code in a modular file

* Fixes part of the create_and_destroy unit test

* Fixes a pretty big issue that caused some sprite_accessories to be removed from the global list because of the alter_form action (deep copies ftw)

* Fixes the runtimes related to pod_hair

* Gives the vox a better look in the prefs menu

* Fixes the appearance of functional wings

* Makes synths able to access their robotic wings

* Podpeople don't cause runtimes during CI anymore

* Fixes the random appearance of locked functional wings

* Fixed cat and lizard tails using the /tg/ sprites (we have slightly modified ones)

* Fixes the coloring on multi-colored sprites

* Fixes the code for the screenshot of the mammal screenshots and preview, so it has a tail

* Fixes the screenshot tests for a few species

* Fixes tails going invisible when wagging

* Fixes a runtime with horns

* Fixes showing/hiding mutant bodyparts not working at all

* (Hopefully) fully fixes all the issues related to extra and extra2-related icon_states.

* Fixes synth stuff and starts working on pod hair again

* I DID IT PODPEOPLE HAVE HAIR AGAIN

* Fixes the podpeople hair showing up on more than just podpeople

* Fixes the IPC screens showing up on species outside of synthetics

* Fixes a runtime in the pod_hair and the synth_screen's apply_to_human

* Updates the screenshots for podpeople and synths

* Fixes an issue with a certain type of organs

* Fixes another runtime, whoops

* Fixes the markings from /tg/'s Body Markings not being available in our markings system

* Re-adds support for taur-variants of certain mutant bodyparts

* Hopefully fixes a few more runtimes

* Adds some debug variable in the code for now, likely to be removed later if really necessary. This will make my life easier.

* Whoops, that needed to be backwards. :clown:

* Fixes the top snouts not rendering at all

* Fixes the issues where bodytypes weren't handled properly, and thus snouts were getting squished

* Fixes the weird placement of the Xeno Head Emissives in the prefs menu

* Removes a no-longer-necessary override of post_set_preference() in the limbs_and_markings middleware

* Reverts an unnecessary SKYRAT EDIT inside of commented out code

* No longer creates a new body every time we change prefs in the prefs menu, we reusing now lads

I know there's commented out code but I'm going to remove that in another commit

* Removed some more dead code.

* Fixes jellyfish ears being all white

* Fixes plasmaman limbs not displaying because I accidentally hardcoded the limb_id for all augments to "robotic"

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-03-16 13:07:24 +00:00