* yes this took me 3 minutes
* day one 50 gig patch
* move dis down to living level for muh events
* Update spawn_nest.dm
* Update simple_animal.dm
* Update simple_animal.dm
* more indepths spawners
* e
* woof
* Update spawn_nest.dm
* renames enable debug verbs to enable mapping verbs (#61725)
its such a stupid fucking name, the verbs are all mapping related, they are all in the mapping tab, nobody knows about them because its called debug verbs for some reason instead of mapping verbs
* renames enable debug verbs to enable mapping verbs
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* [s] Audits object say() uses to make handling text more safe (#61147)
Made all say()s deal with encoding, audited all uses of say() to prevent double encoding or like, manually inserting span().
I left some stuff without sanitize that only draws from the code, since it's hell to clean up otherwise. That
and I let admins do whatever the fuck they want
* [s] Audits object say() uses to make handling text more safe
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Refactors and improves SDQL spells (#60972)
SDQL spells have been improved in several ways:
- The behavior of executing SDQL spell queries using datums has been migrated to a component
- Projectile SDQL spells can now fire any subtype of /obj/projectile
- Touch SDQL spells can use any subtype of /obj/item/melee/touch_attack
- More robust parse error detection
- Parse errors while loading a file from json are displayed in a modal window, with the option to load whatever parts of the spell were correctly parsed (be forewarned, scrollable sections are scuffed, and the ones that appear in the parse error modal can only be scrolled through by drag-selecting the text within them)
- Fixes a bug with the names of variables within lists
- Compartmentalizes SDQL spell code into several .dm files.
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Refactors and improves SDQL spells
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Adds Manage Player Ranks verb
It works for Donators, Mentors and Veterans so far, and it shouldn't be too hard to add some more.
* Adds a temporary Cancel button while waiting for /tg/ to add optional X button to tgui_alert
* Funny copy-paste moment
* AAAAAAAAAAA
* pollution scrubbbies
* fires cause smoke, right? Also NSS journey has scrubbies
* washing things removes the smell!
* what the fuck were you doing last night
* Update temporary_pollution_emission_component.dm
* space turfs shouldn't have pollution
* Fix air now fixes smoke
* Update pollution.dm
* Update pollution.dm
* Update bonfire.dm
* Fixes an unclear invisimin toggle message for when it would be redundant (#60794)
Adds a check for observers to invisimin verb code.
Less admins thinking it's broken when it just tells them they are disabling it over and over as an observer.
* Fixes an unclear invisimin toggle message for when it would be redundant
Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
* Revert "[MIRROR] Refactors dbcore and limits the maximum amount of concurrent async queries to a variable amount (#6436)"
This reverts commit e2519525f9.
* Update time_track.dm
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Adds the ability to save/load circuits for admins. Adds the ability to duplicate modules in a round. (#60222)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Adds the ability to save/load circuits for admins. Adds the ability to duplicate modules in a round.
* a
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Drastic Lag Mitigation Subsystem: SSlag_switch (#59717)
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
* Drastic Lag Mitigation Subsystem: SSlag_switch
* mirrored the changes to the modular file
Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* Refactors dbcore and limits the maximum amount of concurrent async queries to a variable amount (#59676)
Refactors dbcore to work off a subsystem if executed async and limits the maximum amount of concurrent async queries to 25.
This has been tested locally on a mysql docker image and there were no crashes (as long as you didn't run it with debug extools) + data was getting recorded fine.
Why It's Good For The Game
May or may not resolve terry crashes, however, each query creates a new thread which takes up 2mb, preventing the game from using that 2mb. This can lead to ooms if they stack up, e.g. due to poor connectivity. This solves that issue.
maintainer note: this did not actually resolve the crashes, but has value anyway. Crashes were sidestepped fixed by finding out Large Address Awareness works
cl
refactor: Refactors dbcore.dm to possibly resolve the crashes that happen on Terry.
/cl
* Refactors dbcore and limits the maximum amount of concurrent async queries to a variable amount
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* SDQL Spells & Menu to Give Them to Players (#58118)
SDQL spells are spells that execute an SDQL query. This requires a config flag to be enabled in game_options.txt. When enabled, admins with debug verbs have the ability to open a menu allowing them to define all the relevant vars for the spell, including icons and spell requirements.
It also fixes a bug with superuser SDQL queries always runtime if they try to call a proc.
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Adds SDQL Spells & a Menu to Give Them to Players - Take 2: Commit Cleanup
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>