* Arconomy Adjacent Content: Newscaster Refactor Omega
* Fixed all of the issues that resulted from the repathing
* Fixed our modularized priority_announce.dm
* Deleted newscaster.dm because it was still there due to two comments that weren't overly important
* Fixed merge conflicts for delta
* Fixed a bunch of skyrat maps so they compile :)
* I forgor a few more maps
* Add newscaster_bounty for our newscaster sprite (#12344)
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Changes the default ghost lighting, makes it a preference (#65352)
* Changes the default ghost lighting, makes it a preference
I think the way ghost lighting looks right now is really crummy.
It's dark enough you can see where the shadows should be, but it's just
bright enough for everything to look like dog poo
A lot of what makes the game look nice is the depth of the lighting
and if we just hide that for observers we're shooting ourselves in the
foot.
I'm also making it a game preference, so if someone wants to have bad
opinions they can easily.
* Changes the default ghost lighting, makes it a preference
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Adds a colorblind accessability testing tool (#65217)
* Adds a colorblind accessability testing tool
I keep finding myself worrying about if things I create will be parsable
for colorblind people. So I've made a debug tool for approximating
different extreme forms of colorblindness.
It's very very much a hack. We can't do the proper correction required
to actually deal directly with long medium and short wavelengths of
light, so we need to rely on approximations. Part of that means say,
bright things being brighter then they ought to be. S not how people
actually experience things, but it's not something we can do anything
about in byond.
Anyway uh, it works by taking color matrixes, and using the plane master
grouping system floyd added to apply them to most all parts of the game
you would want to color correct.
There's some slight fragility here, but I couldn't think of a better way
of handling it.
We also need to deal with planes that have BLEND_MULTIPLY as their
blendmode, since that fucks up the filter. I've come up with a hack for
it, since I wanted to avoid breaking anything.
Oh and since I want it to apply to huds too I added plane masters to
represent them. I think that's about it.
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a colorblind accessability testing tool
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Going stealth mode now drops your orbiters, and blocks people from orbiting you. (#64968)
* Stealthmin buffs in favor of orbiters
* The project I'm doing is cool as hell but it's not in this PR
* No toggle orbitability
* Going stealth mode now drops your orbiters, and blocks people from orbiting you.
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Adds a seperate pick proc to work on lists (#65178)
Because of how arglist() works, _pick was only working on args matching
the format pick(1, 2 ,3)
Because this is logic that happens inside pick itself, and I can't
figure out the proper way to actually pass things in, I've created
_pick_list so admins have a sane way to pick from lists.
* Adds a seperate pick proc to work on lists
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes some code style issues for more free GBP (#65133)
* Fixes some code style issues for more free GBP
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Hardens painting saving against inconsistent state (#65024)
Should help when paintings lists gets zeroed unintentionally during the round for some reason.
Now it only deletes the painting file right before it writes the new file to prevent loss of data if anything runtimes or breaks.
* Hardens painting saving against inconsistent state
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Fixes heretic target assignment, also adds a debug verb to help debug objectives and similar (#64909)
Closes#64897
This PR adds a new debug button to spawn in a bunch of human dummies, assign them to one of each station job, and add them to the manifest to simulate a "full crew" on a live server.
This PR also fixes heretic target assignment. shuffle_inplace() doesn't return the list it shuffled, so the loops never functioned, and all targets were randomly picked instead of picked with the logic.
* Fixes heretic target assignment, also adds a debug verb to help debug objectives and similar
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Changes what appears for urgent ahelps to supportmins. (#64748)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Changes what appears for urgent ahelps to supportmins.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Fix: LogAhelp invalid integer - use ticket ID (#64875)
* Fix: LogAhelp invalid integer - use ticket ID
Co-authored-by: Aziz Chynaliev <azizonkg@gmail.com>
* Fire breath can be used without the ability to speak (+ code improvement) (#64796)
* fire breath can be done without the ability to speak + SPELL code improvement
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes progression scaling and other various problems with progression traitors. (#64503)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Fixes progression scaling and other various problems with progression traitors.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Adds direct support for weakrefs to vv (#64521)
* Adds direct support for weakrefs to vv
* Update code/modules/admin/view_variables/get_variables.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fine, have a readable name.
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds direct support for weakrefs to vv
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes a few runtimes with armor, spatial grids, and notes (#64514)
* Atoms (mostly new players caused by logout) can get deleted before spatial grid initializes.
* Fixes images when viewing your notes before SSassets initializes.
* Fixes abandoned crate runtime.
* Fixes armor runtimes on eating clothes (this really needs alternative solution)
* Fixes a few runtimes with armor, spatial grids, and notes
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* OPFOR PART ONE
* 0
* E
* E
* 0
* E
* e
* Update opposing_force_datum.dm
* E
* E
* Admin stuffs
* Admin control GUI
* E
* Chat
* 0
* Update opposing_force_datum.dm
* System messages, better admin chat procs, UI fixes.
* Update _basemap.dm
* who thought holding a ref to the client was a good fucking idea?
* 0
* Update opposing_force_datum.dm
* Update modular_skyrat/modules/opposing_force/code/opposing_force_datum.dm
* Equipment tab
* equipment part 2
* Tidy up, finishing up equipments panel, some font fixes
* clarity and continuity
* Update opposing_force_datum.dm
* more logic fixes
* Update opposing_force_datum.dm
* weeee
* Update opposing_force_datum.dm
* chat commands
* 0
* ee
* Update opposing_force_datum.dm
* Itemspawning
* Assassinate objectives only need one kill
* new commands
* Update opposing_force_datum.dm
* f
* weee roundend report
* E
* ew
* E
* E
* more fixes
* E
* E
* Update opposing_force_datum.dm
* Update opposing_force_datum.dm
* Fixes
* request opfor
* Update admin_procs.dm
* Update adminhelp.dm
* Update opposing_force_datum.dm
* fex
* admin info panel, approve checks, queue position checks
* panel improvements, better logging format
* Barboza equipment list Vol 1 (#10386)
* Update opposing_force_equipment.dm
* silly little changes to the silly little code
i doubt this will be seen by anyone teehee
* OpFor Prep Balance
Shotguns have been prepped into opfor catalog. Model 23-37 is now an 8 rounder pump action, M2 is untouched as a semi auto peacekeeper variation and SAS14 is semi auto as it was meant to be
* OpFor Prep Balance
Shotguns have been prepped into opfor catalog. Model 23-37 is now an 8 rounder pump action, M2 is untouched as a semi auto peacekeeper variation and SAS14 is semi auto as it was meant to be. 23-37 keeps its beanbag load while M2 comes with slugs as a proper combat shotgun
* Gear Pass 1
* Mag Variety for SAS14
Since its gonna be an opfor exclusive why not add some choices. Refilling its ammo is nigh impossible so here comes new mags!
* Gear Pass 2
yes I 'code' in github web
* Gear Pass 3
just martial arts and some stuff for today, tomorrow i add the discord suggestions
* opfor equipment up the ass
woo spider
* descs for everyone
* g357
* altyn
* Gear Pass 4
syndicakes and nri
* Item Variety Document for Opfor
* gunman loadout
* gunman update
* Gear Pass 5
gear harder
* Update opposing_force_equipment.dm
* big typo fuckup fix
* lcoat desc fix
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* DocNameChange
also no more shamwow
* Update opposing_force_equipment.dm
* Update modular_skyrat/modules/sec_haul/code/guns/guns.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/sec_haul/code/guns/guns.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update items.dm
* Update opposing_force_equipment.dm
* Update modular_skyrat/modules/opposing_force/code/items.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* More Categories and Expanded Title
Adds loadouts and explosives tab, increases title limit to 40 instead of 20 for objectives
* Apply suggestions from code review
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: dawsonkeyes <76002401+dawsonkeyes@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Automatic changelog generation for PR #10386 [ci skip]
* E
* Update opposing_force_equipment.dm
* E
* Update items.dm
* Vol2Remastered (#10413)
* Update modular_skyrat/modules/opposing_force/code/opposing_force_datum.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Bye bye high-frequency sword
* Fixed the space cash too
* Review comments
* Update counter.dm
* general antagonist ban
* opfor ban
* Update opposing_force_subsystem.dm
Co-authored-by: ErdinyoBarboza <erdinyobarboza@gmail.com>
Co-authored-by: dawsonkeyes <76002401+dawsonkeyes@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* borer midround, balance, and objective
* adds borer bannable
* okay fine
* I hate this
* added the cage
* why
* admin foolery
* add borer egg to uplink, 20 at 20 minutes
* add to uplink
* 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
* Fixes an oversight in database code and cleans up telemetry (#64177)
As it is right now, we never actually clear the temporary list processing_queries
So if the subsystem is for some reason unable to complete a run, we will just whip right back around to it again
If it's been long enough, this could even cause horrific log spam. There was just now a manuel round with roughly 30k undeleted query errors. not good.
But what was actually not deleting you may ask?
Well
When you create a db request, a 5 minute timer starts. after those 5 minutes are up, the request is qdeleted by the db subsystem
This is to prevent the creation of unused requests, and to handle requests that are never cleaned up
Telemetry code was creating all of its db requests inside a for loop that could check tick, and then later
attempting to call them in series
Since requests by default sleep, this almost always lead to undeleted queries, which harddel'd given long enough periods
I've fixed this by moving the data gathering away from the query creation
Why is it good for the game
I was working on atmos code, happy, safe in my delusion, when suddenly I got a ping from tattle freaking out over 200 undeleted queries a second
This resolves that issue, so I can once again live in peace
Changelog
cl
admin: Telemetry code will spam you with undeleted query logs much less often now!
server: Improved how the db subsystem handles undeleted queries, should never have an incident like that again
/cl
* Fixes an error in telemetry queries (#64205)
* Hardsynced time_track.dm with upstream
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Removes IAA & IAA pinpointer code improvement (#64008)
Since the gamemode isn't wanted here, even just to maintain (and especially now that progression Traitors are being added which will break IAA even more), I'm gonna give my alternate idea to just remove IAA entirely.
This is also to help downstream, as any plan on just 'adding it downstream' is kinda screwed over by it TECHNICALLY still being upstream, and its code conflicting with my own, even if it is just broken and unmaintained.
* Removes IAA & IAA pinpointer code improvement
* Removes IAA & IAA pinpointer code improvement
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* stealthed admins no longer count on the orbiting menu (#63940)
Currently, you can tell if someone is being orbited by a stealthed admin by checking the orbit menu and seeing if there's an extra orbiter compared to what you see visually orbiting them. This makes it so stealthmins don't contribute to the orbiter count to avoid that.
* Stealthed admins no longer count as orbiters in the orbit menu
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Misc admin tools improvements (#63665)
About The Pull Request
This PR makes a few small tweaks to admin tools that I think frequent users may appreciate.
Adds the "Find Updated Panel" button to the player panel, which bring up that ckey's newest PP if one exists. Useful for when the person you're inspecting has changed mobs so you don't have to search for their new mob to get their new panel.
Adds VV and TAG links to all the entries in the Get-Contents right click verb. This should make checking and editing someone's gear easier, since you don't have to VV the person -> their satchel -> their survival box -> their oxygen tank for example, you can just click the VV link for the tank directly.
Lets you ignore punctuation in the F6 player search menu. This was a request, so if you have a silicon named "H.E.R.A.", you can now pull it up by just searching "hera". Also ignores spaces, but I doubt that'll cause any issues.
* Misc admin tools improvements
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Stops the equipment menu from runtiming if the outfit has a skillchip (#63929)
* Stops the equipment menu from runtiming if the outfit has a skillchip
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Removes monkey mode, neuters Jungle Fever into Jungle Flu
* Fixing the conflict
* There you go one-click antag
* Whoops forgot one
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes admins being able to use the JMP verb as a new player (#63835)
they should NOT be able to do this
* Fixes admins being able to use the JMP verb as a new player
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>