Commit Graph
1772 Commits
Author SHA1 Message Date
96d5d8a319 [MIRROR] Fix verbs tab not getting updated in certain instances (#937)
* Fix verbs tab not getting updated in certain instances (#53876)

There are a number of methods of assuming direct control of mobs or giving other players direct control. I have made sure these now appropriately update verbs.

Shamelessly ripped the functionality from /mob/dead/observer/verb/reenter_corpse() - It seemed to do what I wanted to accomplish in the same context.

I couldn't find any other method to refresh the verbs tab.

* Fix verbs tab not getting updated in certain instances

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-23 13:55:50 +01:00
4b6cc9d088 [MIRROR] Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#830)
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305)

* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-09-17 02:05:30 +01:00
496811ef6c [MIRROR] Optimize stat panel and fix guardian verbs (#804)
* Optimize stat panel and fix guardian verbs (#53463)

Optimizes stat panel code for better performance, including icon caching and removing some unnecessary processing
Also fixes #53432
fix #53381
fix #53724
Changelog

add: icons are back on alt clicks
fix: horrible performance from alt clicking turfs with multiple objects
tweak:browser should notify the SS when it's ready to receive data

* Update statbrowser.html

* Apply suggestions from code review

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* hidden = TRUE

* almost ready

* Browser should notify when ready to receive data

* Apply MSO's suggestions

* reset cache if something in it gets deleted

* Fix runtime

* fix my stupid code

* send href_token when adding admin tabs

* fix an issue with cyborg suit topic

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* Optimize stat panel and fix guardian verbs

Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
2020-09-15 09:17:31 +02:00
2812a145d4 [MIRROR] The BEAUTIFUL Supplypod Renaissance Part 5: An Ode To Admins Everywhere (total UI overhaul) (#741)
* The BEAUTIFUL Supplypod Renaissance Part 5: An Ode To Admins Everywhere (total UI overhaul)

* Update tgui.bundle.js

* Update tgui.bundle.js

Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-12 00:50:51 +02:00
e60b9706b5 [MIRROR] Remove references to old singularity machines (#744)
* Remove references to old singularity machines (#53509)

Removes the singularity generator and the particle accelerator. The former had no sprite, and the latter only existed because of a leftover type path. This does not affect gameplay at all.

Removes the "Start Singularity" verb that was only intended for debug use.

Fixes #53508.

* Remove references to old singularity machines

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-09-11 23:15:33 +02:00
a1ac3a6b42 [MIRROR] Fixes admin tickets displaying as improper nouns (#696)
* Fixes admin tickets displaying as improper nouns (#53485)

Admin tickets were having "the" prepended to them when displayed in the status tab, because ahelps are treated as datums and BYOND likes to help out and treat them as nouns when printed. This resolves that.

* Fixes admin tickets displaying as improper nouns

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-09-09 08:13:00 +02:00
eda2759f6c [MIRROR] Make Cinematic verb cancellable (#655)
* Make Cinematic verb cancellable (#53411)

* Make Cinematic verb cancellable

Co-authored-by: Tad Hardesty <tad@platymuus.com>
2020-09-06 05:52:50 +02:00
5cda3c66e8 [MIRROR] Makes admin view obey the overlay limit. (#613)
* Makes admin view obey the overlay limit (#53293)

Caps admin view at 68x68, or 37, in order to prevent it creating more then 100 overlays, causing the parallax system to crash due to exceeding our overlay hardcap of 100

* Makes admin view obey the overlay limit.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-09-02 03:08:02 +02:00
71fff07a8a [MIRROR] select equipment now includes basic plasmaman outfit (#608)
* select equipment now includes basic plasmaman outfit (#53335)

* select equipment now includes basic plasmaman outfit

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-09-02 03:04:52 +02:00
c4c9dfabf6 [MIRROR] Fix various issues with browser statpanel (#580)
* Fix various issues with browser statpanel

* a

Co-authored-by: Tad Hardesty <tad@platymuus.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-02 02:42:40 +02:00
SkyratBotGitHubTiviPlus <TiviPlus>CoulsTiviPlus
ec09510459 Bools and returns super-pr (#53221) (#565)
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>
2020-08-30 05:12:59 +02:00
d36c3eb8cc [MIRROR] Adds bread smite and transformation animation helper. (#560)
* Merge pull request #53180 from AnturK/bread

Adds bread smite and transformation animation helper.

* Adds bread smite and transformation animation helper.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-08-29 20:32:26 +01:00
1c1ce7b055 [MIRROR] Browser Status Panel (#548)
* Browser Status Panel (#53112)

* Browser Status Panel

Co-authored-by: Couls <coul422@gmail.com>
2020-08-29 20:26:27 +01:00
465085004b [MIRROR] Adds a new admin smite, Dock Pay. (#510)
* Adds a new admin smite, Dock Pay. (#53138)

* Adds a new admin smite, Dock Pay

* Adds a new admin smite, Dock Pay.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-08-25 01:33:57 +02:00
d2778728a5 [MIRROR] Removes "availible" mispellings in codebase (#427)
* Removes "availible" mispellings in codebase (#53046)

* AVAILABLE

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Removes "availible" mispellings in codebase

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-08-19 20:14:11 -04:00
c0847d7efb [MIRROR] tgchat: Fix asay (#371)
* Merge pull request #53011 from stylemistake/tgui-chat-fix-asay

tgchat: Fix asay

* tgchat: Fix asay

Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
2020-08-17 23:31:43 +02:00
971b0ba1de [MIRROR] tgchat: Hotfixes, Message Annotations (#364)
* tgchat: Hotfixes, Message Annotations (#52947)

This PR changes the message pipeline a little bit to support list-based messages, which can be annotated with custom data. Function signature of to_chat was slightly changed as well:

// Plain text message
to_chat(client,
  type = MESSAGE_TYPE_INFO,
  text = "foo")

// HTML message
to_chat(client,
  type = MESSAGE_TYPE_INFO,
  html = "<span class='notice'>foo</span>")

Old to_chat format is still supported, but handle_whitespace, trailing_newline and confidential flags have no effect. confidential flag could still be revived though, if there is enough merit in it, for example to filter out confidential messages when saving a chat log.

The reason for using /list and not /datum, is because lists are plain faster, and there are minimal data transformations - these lists are fed directly to json_encode and sent to tgchat.

Plain text messages do not need to be HTML-escaped, which makes them safer and more performant than HTML messages. Plain text messages can be made interactive (or formatted with CSS) by custom-handling them in javscript based on message type and annotations.

It would be impossible to annotate every single message in the game (at the moment of writing, there are 9447 to_chat calls in the code), but it could be done selectively, for only those messages that are hard to classify by span classes (and there are still A LOT of them).
Please annotate more messages. Thank you.

    Fixes #52943
    Fixes #52908
    Fixes #52816

Changelog

cl
add: tgchat: Unread message count is now smarter and won't increase on other tabs if you have already read the same message in the active tab.
add: tgchat: Admin PMs are now properly annotated and can be filtered into separate tabs.
fix: tgchat: Fix: Highlighted message overlay no longer blocks clicks. Clicking a highlighted (F) link should work as it should.
fix: tgui: Fixed NTOS bluescreen due to calling .includes() on a stylesheet href which could be null on certain browsers.
code: tgchat: Chat schema bumped to version 5. All chat-related settings were reset to avoid breakage.
/cl

* tgchat: Hotfixes, Message Annotations

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-08-17 14:48:28 +02:00
d9b246cca9 [MIRROR] tgchat (#342)
* tgchat (#52426)

Replaces goonchat with a tgui based chat panel

    Fixes #52898
    Fixes #52663

It is as fast as goonchat was (if not faster in certain circumstances), and is very extensible. It has all the necessary code for sorting messages into categories, which means that one of the next features will be multiple tab support.

Additional features that you will get with tgchat right now:
    Massively faster server-side performance compared to goonchat, especially if batching multiple messages to one client.
    Message persistence across rounds and reconnects. (All messages are stored client-side in IndexedDB)
    More robust scroll tracking. If you scroll up, it will not change the scroll position on new messages like goonchat did.
    Multiple message combining. (Currently set to combine up to 5 messages over last 5 seconds).
    If using the highlighting feature, it highlights the whole message as well as the matching word.
    "Now playing" widget, with preview of the song title, a knob for adjusting the volume and a stop button.

Architecture is as following:
```
to_chat() -+
           |
        SSchat
   (queue, batching)
           |
  window.send_message()
           |
           v
+-------------+
| tgui-panel  |
|+-----------+|
|| tgchat    ||
|+-----------+|
+-------------+
```

Subsystem is basically goonchat, but without all the garbage that slows the servers down (string concatenation, double urlencoding, sanitizing, etc). Now, instead of all that, it's being slowed down by json_encode in /datum/tgui_window/proc/send_message, which IMO is completely worth it, and allows sending various templates and widgets to tgchat.

/datum/tgui_window abstracts the whole window away from you, establishes a nice message-passing interface between DM and JS, with two message queues on each side, automatically loads js/css assets for you, basically does everything. You as a developer only have to worry about sending/receiving messages and write javascript.

tgui-panel is a slimmed down version of tgui, and functions as a container for various widgets, and tgchat is one of them. It of course can be expanded with more stuff.

It's also a separate entry point and a JS bundle, so it's not bloating the main tgui bundle, and is currently sitting at about 230kB.

* tgchat

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-08-14 23:30:16 +02:00
e8bfe6eb68 [MIRROR] [Ready] CDN browser assets! (#312)
* [Ready] CDN browser assets! (#52681)

Rewrites the asset_cache system to handle sending assets to a CDN via a webroot.

see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md

Fixed a lot of bugs with assets, removed some dead code.

Changes:
    Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport.
    Added subsystem call for when the config loads or reloads.
    Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5).
    Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets
    Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.).
    The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly.
    Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt
    To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url.
    Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly.

cl
refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue.
admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare).
config: New config file, resources.txt, (must be loaded by an $include statement from the main config)
server: The external_rsc_urls.txt config has been moved to the main config system.
/cl
Porting notes:

Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode.

Requires latest tgui.

The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load.

/tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae

* [Ready] CDN browser assets!

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2020-08-12 11:32:37 +01:00
ee324ab3c2 [MIRROR] Cleanup up all instances of using var/ definitions in proc parameters. (#240)
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)

* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.

* Cleanup up all instances of using var/ definitions in proc parameters.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-08-07 18:26:21 +01:00
38c75c7573 [MIRROR] Ghost Pool Protection Admin Button (#226)
* Ghost Pool Protection Admin Button (#52683)

* Ghost Pool Protection

* okay

* Update tgui.bundle.js

* just a bit of feedback

* temporarily

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>

* Update GhostPoolProtection.js

* Update tgui.bundle.js

* my devserver broke

* okay done for real

* conflict resolution bundle

* Rohesies dope review

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>

* Ghost Pool Protection Admin Button

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-07 01:39:43 +01:00
2afc8586e6 Add check timer sources debug command (#108)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-07-28 19:10:17 +01:00
Kyle Spier-SwensonandSkyratBot ddb27d7140 adds pipelining to cross-server comm messages (#52447)
* adds pipelining to cross-server comm messages

One server blocking at the network level should not delay the other servers getting their message.

* Update adminhelp.dm

oh fun.

* try 3?

* Fuck it, string proc refs!

* Update adminhelp.dm

* Update adminhelp.dm
2020-07-26 13:38:26 -04:00
AzarakandGitHub 18655d6146 Merge pull request #55 from Skyrat-SS13/upstream-merge-52377
[MIRROR] All antag types are now recognized for admin chat
2020-07-26 01:13:06 +02:00
skoglolandSkyratBot 4d53731658 Merge pull request #52377 from Ryll-Ryll/antag
All antag types are now recognized for admin chat
2020-07-24 00:14:07 -04:00
a97c51b30b [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 22:20:09 -04:00
4b6500fb67 Makes all anchored changes use setAnchored(), COMSIG_MOVABLE_SETANCHORED now only sent if an AM's anchored var has changed for more reliable usage. (#52254)
* Converts everything to use setAnchored() + other fixes

* Fixed singulo debug

* singulo again

* forgot to move the vv_edit proc

* caught that this time :)

* changes

* Update code/game/atoms_movable.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-21 02:20:26 -03:00
ShizCalevandGitHub 58077a9516 Sorts client playtime panel alphabetically (#52264) 2020-07-19 17:23:20 +02:00
ShizCalevandGitHub 39c5af0fc7 Merge pull request #52276 from kriskog/tickets
Fixes some adminhelp issues
2020-07-18 00:44:12 -04:00
Aleksej KomarovandGitHub 0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
skoglol 7ff34fc128 excessive 2020-07-16 16:08:01 +02:00
skoglol fcf1f25301 sound back 2020-07-16 12:43:23 +02:00
skoglol 0194169631 Oh we got several procs 2020-07-16 12:36:28 +02:00
skoglol 7d3af73d12 Fixes some adminhelp issues 2020-07-16 11:57:40 +02:00
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
skoglolandGitHub 06c5a7afdf Merge pull request #51854 from MrDoomBringer/supplyprettypod
Please check out this EPIC OFFICIAL PR TRAILER before reading (very important)
https://youtu.be/4RckVdx20oQ
the video is kinda autistic

dont forget to upvote
About The Pull Request

All sprites and epic meme videos made with love by yours truly
Except for the 2 missile sprites. Those were taken and modified from NSV13 who in turn ported them from TGMC
nupod_all_decals

Anyways, this adds:
New pod, reverse-pod, and target indicator sprites
Pod-ground collision effects (impact craters basically)
Cool looking vapor trails a la the half-life 2 headcrab shells

And also:
Fixes seethrough pods not actually working
Makes reverse-mode a bit more predictable
Has some minor code improvements with how supplypod-reverse-mode works
2020-07-12 13:24:37 +02:00
Ryll-Ryll d64a45aa0b pranked 2020-07-11 00:57:12 -04:00
MrDoomBringer 719d3a1f45 first pass
WIP overlays


icon upd8


more


need to figure out whats going on with extractionpods


compile


the icon update


more!!


why are skillcapes broken


boat lmao


seethrough fix


Second drive-by


Code cleanup and improvements

Specifically surrounding contractor pods and reverse mode working properly
accidently left in an extra dmi whups


do the impossible see the invisible


new effect booster pack


MFW MRW Linter fail
2020-07-06 23:44:02 -04:00
BobbahbrownandGitHub 787d44e077 html moment (#51956) 2020-07-06 22:35:06 +02:00
ShizCalevandGitHub 5d42fcfcbb Fix some admin areacoord messages (#51865) 2020-06-27 10:16:10 -07:00
nemvarandGitHub b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
Ryll RyllandGitHub 0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
AnturKandGitHub 74ea449566 Fixes Get-Current-Logs (#51376) 2020-06-03 21:35:03 +02:00
nemvarandGitHub 6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
Tad HardestyandGitHub 5e37952b81 Fix name of SDQL arccos wrapper (#51087) 2020-05-25 02:15:13 +08:00
ab84042f94 [READY] Improve spelling (#51134)
* Improve spelling

* Spell isn't, ain't, shouldn't, hasn't, wasn't correctly

Co-authored-by: NewSta <spessman-007@users.noreply.github.com>
2020-05-25 02:13:37 +08:00
LemonInTheDarkandGitHub 1614501d23 Datum view and some other things (#51208)
* Datumizes all uses of change_view

* Cleanup and helper procs

* tweaks values to match the format, hint hint, (value - 0.5) works just fine

* And there's the rest

* woop, braindamage

* and one more

* fuck you menu file

* woops

* we should apply that

* fixes tooltip drift, thank you goon coders

* you can shake but you can't zoom
2020-05-25 01:53:51 +08:00
Ryll RyllandGitHub 753af7bda5 Adds friendly commendations (#51217)
* with message

* remove message, neaten up
2020-05-25 01:49:12 +08:00
Jordan Brown 63e20801ed TGS chat usage cleanup
- Rename send2tgs to sent2adminchat.
- Move both chat procs to SSdiscord.dm.
- Fix bug when sending to TGS4 non-admin chats.
- Add DMdocs
- Improve notify command
  - Store mentions as strings
  - Disable command if config setting isn't enabled
2020-05-23 13:33:09 -04:00
FikouandGitHub 57a93ea76a [s] does the html admin thing in a better way probably (#51221) 2020-05-23 01:44:34 -07:00