* renames metal sheets to iron sheets
* Merge branch 'master' into upstream-merge-56643
* yay metal
* Update DeltaStation2_skyrat.dmm
* a
* Update CentCom_skyrat_z2.dmm
* a
* a
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* The Great Radio Rework: NTNET Part 1 of many.
* Update airlock.dm
Co-authored-by: WarlockD <warlockd@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Arcononomy: Personal Departmental Cargo Ordering (#53881)
Alright crew, here's the 4-11. This adds a new Modular Computer app, that works functionally identically to the cargo console. but before we delve into that, lets hit the adjacent aspects first.
Cargo Packs now contain a new variable, access_view, that is only applied to cargo packs viewed in this app. It determines the access level required to be able to see those individual packs, in the same way that you need certain accesses to open certain crates anyway. This means that outside of certain inter-departmental crates that see overlap in who can/should be able to order it, heads can browse and purchase crates based on their department's needs and wants.
The cargo ordering console has been renamed on the DM side. Because now that there's another, similar cargo ordering DM that was going to get confusing fast, as just calling it "Console" gets on my nerves and is harder to spot on VSC for me and everyone going forward forever.
Cool, back to buying stuff. heads of staff can download the cargo ordering app on tablets and laptops only, and it gives them access to purchase cargo using their department funds. These purchases are made against the user's department budget, and enables purchasing supplies with cargo without needing to beg them to use their money on your junk, adding it fully to the cargo shuttle's next load, while still giving cargo the first right to refusal if they wanted to, for some reason.
From there on out, cargo's responsibility is primarily getting the goods you bought to you, which is technically already their job!.
* Arcononomy: Personal Departmental Cargo Ordering.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Adds a bunch of looping audio to computers, grav-gen and telecomms. (#54324)
* Adds a bunch of looping audio to computers, gravegen and telecomms.
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Arconomy: Trims out some of the worst bounties, replaces them with tasks that require basic amounts of effort. (#54097)
add: Science has been given a more experimentally themed set of bounties.
del: Much of the old science bounties were discontinued.
del: ...As have the glass shard and cheese honker assistant bounties.
* Arconomy: Trims out some of the worst bounties, replaces them with tasks that require basic amounts of effort.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Unhardcodes Modular PC icons (#54158)
* Changes modPC program icons to not be hardcoded
* icons
* tgui.bundle.js, we meet again
* Makes Modular PC icons not hardcoded in NtosMain.js, and fixes them not showing up
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Enforce preserving parent proc return values across ui_act call stacks
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fix runtime with NTOS apps and improve code involved (#53779)
There exists a specific state where ui.open() can be called yet the
result would be a null window and such behaviour would be intentional.
The following CRASH in ui.send_asset() would thus be misleading,
because send_asset() was called after open().
This PR adds more information to the CRASH about when the failure state
can occur, makes open() return a value based on whether it actually
opened a new pooled window or not, and makes sure modular computer apps
don't send_assets unless a new pooled window was created.
* Fix runtime with ntos apps and improves code involved in the runtime
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes a runtime for ModPCs running Plexagon Access Management without a secondary card slot (#53597)
As said by the title.
Also fixes an oversight where the Plexagon HR Core app (job management) was reading worn ID rather than inserted ID.
Also adds names to differentiate between primary and secondary card readers so both show on the screwdriver remove menu.
Also makes using IDs on a modPC actually call the InsertID proc, so that having the secondary ID come first in the list of parts doesn't give it priority.
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
* Fixes a runtime for ModPCs running Plexagon Access Management without a secondary card slot
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities
Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
* Support for expansion-class modPC hardware (#52644)
* Support for expansion-class modPC hardware
* end of the line
* As requested
Did anyone know that the tablet vendor was attaching the wrong ModPC printer? I bet no one knew that.
* update
* Support for expansion-class modPC hardware, a modPC hardware item required for the atmos scanning app, and reworking ID card slots in a related fashion
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* Color standardization, vars moved, and signals (#52574)
Defined all the existing light_color values.
Moved their definitions to colors.dm
Made white the default color. It was so already, but that was very obscured.
Moved the atom light-related variables to the atom definition.
Wrapped changes to variables such as light_color into procs that report the event through signals.
Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
Cleaned up a little bit of code in where new variables were defined before redefinitions.
This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.
There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.
* Color standardization, vars moved, and signals
Co-authored-by: Rohesie <rohesie@gmail.com>
* How did this take me like 3 hours but the bounty UI took 4 weeks like fuck
* Uses style's suggestions for UI cleanup.
* Rebuild TGUI
* Squiggly Brackets No. 1
* Squiggly Brackets No. 2
* Rebuilds tgui also sorry style I got lazy
* Another tgui update
* GREP?
* Rebuilds tgui again
* Rebuild yet again
* How'd you like a nice tender lambchop?
* Take me HOOOOOOOME country ROOOOOADS
* Updates with Anturk's changes.
* Removes unnecessary flex element
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Synux
* cleanup
* I bet this merge conflicts
we hate tgui.bundle
* extra bits
* Syndix
* small fixes
* Summary (required)
* this linter drives me up the wall
* final touchups
* Forgot this thing
* Pipe init runtime
* Modular computer explosion runtime.
* Waterbottle thrown by explosion runtime.
* Spark runtime. Should systems continue after deletion ?
* restore ghost appearance runtime
* parallax update timer runtime.
* borg unbuckling runtime
* surgery cancel runtime. FALSE is not a null.
* relic self deletion runtime.
* dog collar runtime
* Another part of that buckled_mobs robot runtime.
* Let's go over all of these
* free ()
Co-Authored-By: MrPerson <spamtaffic@gmail.com>
Co-authored-by: MrPerson <spamtaffic@gmail.com>
Hey you, punk Are you hip with modular computers?
...What's that, you think there's nothing to do on that old tablet of yours? Whoah brochacho, don't dump that tablet in the trash, and check out the new gaming app that's sweeping the station!
* Improve tgui fatal error reporting
* Keyboard passthrough in tgui
* New Rapid Pipe Dispenser interface
* Update README with new components
* Release held keys when browser window loses focus
* Power Monitor Interface, NtOS theme and core components
* Yet another CSS rework
* Fix Table, Chart stubs for IE8
* NtOS Main interface
* Supermatter Monitor interface
* Tweak NT color, color + sort gas bars
* Adds sorting to most input() lists.
* Sorted some global lists, added more input sorting
* Should now use correct sort everywhere.
* compiles
* Last fixes.
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)
this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.
also applies materials to everything, with fixes, which can close#46299
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
* refactor wip
* rerolling and qol
* space not valid
* travis be nice
* comment?
* new tablet sprites
* Start on uplink screen
* new suit sprite
* paper
* merge conflict
* Auto stash before merge of "contract-reroll" and "tgstation/master"