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
* Moves TgsInitializationsComplete call to immediately after world/New()
* Subsystem PreInit data directory audit
* world/New data directory audit
* Needful here too
* Remove SS_NO_INIT from SStitle
* Don't create banlist.bdb for SQL banning
* Stop creating legacy notes file
* Moves iconCache from data to tmp
* 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.
* -Fixed intelli potions requiring you to have Xeno toggled on in special preferences to be notified.
-Split xenos, intelli potions, and mind transfer potions into separate roles for a more precise role management.
* -Made sentience potions and mind transfer potion roles bannable from jobban panel.
-Gave Sentience potion role its own toggle in game preferences.
* Fixed bad reference
* Cleaned up role references
* Cleaned up a few defines
* Cleaned up more defines
* Adds note_severity and updates dbconfig. New SQL stuff too.
* whoops please don't hack into my database >:^(
* UI change, changed how it's stored in the DB, removed some queries when it returns, changed stuff to key.
* Update sql_message_system.dm
* this was not defined
* random indent
* wait how did this get here
* okay enough web edits I promise
* just kidding I got u
* Update common.css
* Added buttons, changed UI again, standardized the inputs, added severity for appearance bans, fed the dog
* forgot about the banning panel
* added an asset cache
* corrects asset datum var name
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.