* Squashes Commits, has BEPIS, Techs, TGUIs, Rewards, and fixes.
* Makes rewardable techs a variable in all_nodes, and removes RnD Points rewards from the minor reward pool.
* Fixes conflict with pubby and beam icon.
* Review comments and basic cleanup A
* Review Comments and basic cleanup B, also cleans up icon states to work fluidly.
* Map Update
* Indentation, flipped Update_decal_path, and rebuilds tgui
* One last clean up of icon_state, adds the last bit of changes from review, and that should be everything.
* Alright last change for real I swear 105%
* Last change, adds simple sanity check for silicons.
* Moved Human and card variables into ui_interact.
* Fixes map conflict
* Alright Review Round 2 Part A, Fixes Grammar, splits polycircuit into it's own file, UI QOL improvements, Withdrawing credits, changes from arbitary values on the mini RLD, etc.
* More review bits, Part 2:B. Easier returns for less processing, Defines, fixes the merge conflict and updates the UI with new buttons. Just need to figure out Button Mapping for the UI and Duplicate prevention.
* Implemented duplicate tech protection. Yeet.
* Get back in there you
* Alright why are you breaking on me god damnit.
* It's optimized, closer to god, nearly perfect, all together it's ready to ship.
* Cleans up all of the decal painter, shorter, cleaner, works around all the turf_decal quirks.
* Tab spacing on github will look fucky
* More review changes.
* Uses use_power == ACTIVE_POWER_USE instead of powered except for the UI
* Modifies the amount of research gained per Strange Object scanned, adds bad things
* Reduces the amount of research produced passively
* Increases spawn rate for strange objects and adds 2 guaranteed spawns to each map
* I'M WEB EDITING AND NOBODY CAN STOP ME
* Refactor
Improves the code for the solar panels a lot. It's still pretty bad but to make it better I'd have to dive into powernets.
Solar panels visually rotate a full 360 degrees instead of being locked to ordinal directions only. In 513 this uses vis_contents, in 512 it uses a regular overlay that needs to be reset constantly.
Adds a signal from the sun SS when the sun moves.
Timed tracking is now measured in degrees per minute instead of degrees per hour.
Drops byond hub support and adds score and top 50 browsers.
Requires DB changes and manual creation of migration script if we want to keep old achievements so no random merges please.
About The Pull Request
A couple of users are having issues with goonchat failing to load so this is a fallback in the immediate send proc in the mean time.
Closes#47693 (sort of)
Changelog
cl
fix: Chat is properly sent to legacy window if goonchat fails to load again.
/cl
* Refactors antag datum hud giving code
* epic fail. this is a much better way to do it
* reduces copy and paste for clown mutation
* review additions
* didn't mean to put that there
* re-add check
* custom keybindings
* Update _lists.dm
* Update robot.dm
* modify weights and clean up some vars
* Update say.dm
* Apply suggestions from code review
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
* some review changes
* formatting
* include focus hack, remove me_wrapper, give default keybinds to new characters, misc fixes
* revert hack and more reviews
* remove another focus hack
this was causing issues with the keydown proc returning early
* Adds mutually exclusive Clown and Mime Fan traits based off of Spiritual quirk
* Adds positive moodlets for sitting in rooms, adds pins and moodlets for pins
Need to figure out why the progress bar for being buckled doesn't show up.
* I forgot that Spiritual is 1 point.
* Reverts examining for mood boost and room mood boost events
Two new always_load_with options for ruins.
Use PLACE_ISOLATED to load the secondary ruin part in separate z level.
Use PLACE_BELOW to load it on the z level below.
Exact same as my earlier PR, but it actually works - [https://github.com//pull/47212]
Changelog
cl
del: Removed all departmental budget cards except for cargo card
tweak: Cargo now gets 500 credits per paycheck
balance: Cargo can't amass infinite money from other departments
/cl
* Adds sorting to most input() lists.
* Sorted some global lists, added more input sorting
* Should now use correct sort everywhere.
* compiles
* Last fixes.
* Initial tgui-next commit
* Improve dev server, slight changes to layout.
* Add more components, fix dragging, finalize scrubber list
* Complete an air alarm interface.
* Multiple improvements based on feedback
- LabeledList now has a "buttons" prop, where you can put buttons.
- Improved Box and Flex components
- Whole UI is now dimmable if non-interactive
- Basic documentation of components (Box and Flex so far).
- Icon and Box now accept a "color" prop.
- Routing improved in "Layout" component, you can now specify whether an interface is scrollable.
* Less harsh dimming
* Redux, Toasts
- Fixed inconsistent backend updates with Redux.
- Added Toasts which are currently unused, but are functional.
* acclimator + ai airlock ui
* Add a progress bar component, implement resizing
* Fix a zero in title bar
* Add a linter to keep shit tidy, fix danger level mapping, add some more docs
* better ai door interact ui
* final ai airlock interface
* Fix issues with code, enforce hard 120 line length cap, automerge binaries
* Implement hot module reloading
* Fix progress bar, add color support
* Fix ProgressBar baseline alignment issues
* Remove unwanted padding on the bottom of the LabeledList.
* Component improvements
- Fix baseline issues with Button and ProgressBar components
- Box how inherits props from Box
- Atomic colors and Button colors are now auto-generated, all range of colors supported
* Chem Dispenser UI, animated numbers, more style fixes
* Add an IE8 polyfill
* Intermediate state of fixing IE8
* Lots of shimming and general misery
* Fully working old TGUI chainloader for IE8, more pipeline improvements
* Support title-less Sections
* Delete Yarn, use Lerna for workspace management
* Improve maths and animated numbers
* Fix loss of focus for scrollable content, activate buttons with keyboard
* Attempt to bust the cache, grab focus on keyboard presses too
* Fix hot module replacement by manually pulling replaced modules.
* backend logging
un-nuke line endings
changes without insane line endings
* helper procs + href support
* slight optimization
* compiles
* Redux, Hotkeys, Kitchen Sink (for UI testing), Tabs component
* Push logs to backend, small kitchen sink changes, tab fixes
* Update component reference in README
* Small fixes
* Next bunch of IE8 fixes, PureComponent optimization for Inferno
* Delete old tgui html
* Log the event of loading the old tgui
* Enable tgui logging on server by default
* Final solution
* Extract routes into a separate file, fix ChemDispenser bug
- Chem dispenser was needlessly disabling transfer amount buttons
* Disable baseline alignment for vertical tabs
* Fix tabs and box units
- Tab content was not taking full page width
- Box can now accepts strings as units, which will be treated as raw style values.
* Fix tgui on Terry
* Fix sending all logs with an "error" flag
* Some macro UI component changes and improvements
- Refer to README.md diff to see what's new
* Tooltip component
* Add support for themes, nanotrasen logo is back
* Clockwork theme hotfix
* Slight adjustment to logo positioning
* Actually proper solution for logo positioning
* Fix color maps
* tgui-next thermomachine interface
* tgui-next canister interface
* Add icon_class_name proc to asset cache
* Lots of stuff backported from actioninja's repo
* Cleanup oopsies
* Cargo UI adjustments
* Nuke lodash
* Minor fixes and cleanup
- Remove local Inferno package in favor of upstream Inferno
- Fix "initial" prop on AnimatedNumber
- Force fancy=0 for IE8
- Click-through dimmer
* Add a bat file for dummies
* podlauncher interface fix
* Update README, assert code dominance
* Clarify usage of event handlers in Inferno
* Document LabeledList.Divider
* Fukken grammar
* fixes cellular emporium readapt button not working
* fixes incorrect action on button in atmos control interface
* remove unneeded data from airlock electronics ui
* Set +x mode on bin/tgui
* Fix filename cases
- They were untracked by git on windows
* Ignore package lock, make batch more robust
- package-lock.json is very random and unreliable as fuck. Yarn was better.
* Build tgui-next in travis
* bruh
- fixes tgui error reporting
* logging cleanup + always log
* Nanotrasen fires the Wave Motion Gun at the Clock Cult
* Fixes a random changelog appearing from the reebe void.
* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.
* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.
* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron
* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
* Fixed multi-z throwing and changed isliving in stairs.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
* Openspace can no longer be deepfried.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
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
All mobs in GLOB.player_list have clients attached and there is in fact a fair amount of code that is working fine without checking client on things in player_list. This pr just removes a bunch of checks for client when iterating over player_list.
About The Pull Request
does what says on title, becomes a securitron that can shoot people
removes ed209 cell because it doesnt do anything why does it even exist
fixes ed209 crafting using dragnets
sadly, removes lasertag mode from ed209, but ive never seen anyone use it and it made everything a lot more confusing
eds now shoot you even if youre lying down because i guess that you could rest before to avoid getting shot but im not 100% sure
Why It's Good For The Game
fixes tons of horrifying copypaste
also fixes some minor things
Changelog
cl
del: Lasertag EDs have been removed
code: EDs are now not a horrifying mess of copypasted securitron code
balance: EDs now still shoot you if you're lying down
tweak: you no longer need a battery to make an ed209
fix: fixes ed209 crafting using dragnets instead of disablers
/cl