* Allows you to offer an item to only one person with Shift+Ctrl+Click (#65441)
You can click someone directly with shift+ctrl+click to offer an item only to them. This is in contrast with pressing G, which offers the item to every adjacent carbon mob.
Also fixes a runtime where the Give screen alert on a potential recipient was trying to remove itself on proximity loss after the Offering status effect had already done it.
Removes duplicate range check on Give screen alert that was causing the runtime as Offering status effect takes care of it.
Also adds a check after clicking the screen alert to take something to make sure we're not dead or incapacitated, so dead people can no longer take things.
Also adds a screentip for this functionality.
Also adds some more checks to give() to make sure we can do it before sending the message to players that we're offering something.
* Allows you to offer an item to only one person with Shift+Ctrl+Click
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Low/no power screen alert tooltips tell you where the recharging stations actually are (#65467)
* Low/no power screen alert tooltips tell you where the recharging stations actually are
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Fixes hud objects being hidden by blindness (#65385)
They have a higher plane then fullscreen overlays, but unfortunately for
me, they were rendering to the game plane, which is below
RENDER_PLANE_NON_GAME. I was therefore getting hit in the nuts.
Hate this timeline
* Fixes hud objects being hidden by blindness
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>
* Machinery attack_paw() gives feedback for no damage attacks (#65306)
* Machinery attack_paw gives feedback for no damage attacks
* I am growing stronger
* Makes messages consistent and read better
- Cleans up shitty code
* hmm
* Adds it to hulk object attack message
* Machinery attack_paw() gives feedback for no damage attacks
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Contextual screentips -- Screentips now show you what items/objects can do (#64502)
Adds the foundational system for contextual screentips, which will show you what you can do with objects/items, including through context, such as what you are holding.
Provides several helper elements for most use cases, and applies it to a handful of common objects in order to show the full breadth of the system.
Changes screentips preference from on/off to on/off/only with context. Players who originally had it on off will have it migrated to only with context, though can re-disable it.
* Contextual screentips -- Screentips now show you what items/objects can do
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Mining MODsuit Rework (#64688)
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags
Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:
Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
* Mining MODsuit Rework
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Add new surgery tgui (#64579)
* Move element to component, start UI, move assets into their own directory
* Complete UI
* Stop when another surgery is started
* Set your real zone since I forgot you actually need to start the surgery too
* Bring this back since I was just removing it as part of a cleanup for asset cache, but I can't prove it's not used anymore
* Remove unnecessary constructor I was using for something else
* Fix signal override
* Add new surgery tgui that provides a built in body zone selector and doesn't let you start surgeries if their body is covered. Replaces some stuff with balloon alerts
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes aiming at the click catcher. (#64147)
My PR to fix pixel aiming broke aiming when you were aiming at obscured turfs.
The click catcher was properly modifying the click target to be the turf under the click location,
but it was passing the `ICON_X` and `ICON_Y` variables on unmodified.
This means that instead of being measured from the bottom left corner of the turf you clicked on they were being measured from
roughly the bottom left corner of your screen.
This makes the click relevant click parsing proc also update the ICON_X and ICON_Y values of the click modifiers.
* Fixes aiming at the click catcher making you shoot up and right of your target.
* Update fullauto.dm
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* MOD update: Modular Cores
* Fixing all dem conflicts
* Okay now it's going to compile too
* Fixing some Trigger() (they triggered me)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Stamina indicator HUD for humans (#64011)
imageadd: Added a stamina indicator to the human mob's HUD.
* Stamina indicator HUD for humans
Co-authored-by: Jack LeCroy <3073035+jacklecroy@users.noreply.github.com>
* TK no longer tries to interact with your hud (#63882)
* fix tk by adding a blacklist
* Update code/datums/mutations/telekinesis.dm
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* god damn you fikou
* TK no longer tries to interact with your hud
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Fix Transparent Floors Multi Z clipping (#63878)
Fixes#63770 (Objects on Lower Z level appearing on top Z level when under glass tiles)
This fixes some MultiZ issues that were discovered after I made #62875 (566b9ee1d8). I never setup a new plane for the transparent turfs and because of this any objects, icons, or sprites that were offset from the boundary of the turf would make any bottom Z level stuff appear on the current Z level.
We want stuff to look normal.
* Fix Transparent Floors Multi Z clipping
Co-authored-by: Tim <timothymtorres@gmail.com>
* Dullahan Partial Refactor: They Work Again Edition (#63696)
So, a few months ago I was like "hmm there's something weird going on with party pods...", which got me looking into important_recursive_hearers or something like that. I spoke about it in the coding channel and Kyler actually fixed it before I did. But I also caught a similar glitch with Dullahans, so I decided to investigate...
Two months later...
I present to you a partial unfuckening of the Dullahans, in that I made them fully functional once again:
They only hear speech through their head (not sounds, sadly, someone else would have to tell me how to do that because I otherwise really wouldn't know how to do it in a sane way), they speak through their head, runechat-included.
When you spawn a Dullahan, you're set to look through the Dullahan's eyes (so from their head), and that doesn't reset when you log off and back in, or admin-ghost and come back in your body.
When you're looking through your head, your view will no longer be reset to your body upon entering a locker, which is nice to avoid not being blind while looking through your body.
Dullahan heads no longer look completely lifeless and without organs. They have eyes that don't look dead and that even match the player's intended eye color.
Dullahan can now properly examine things from their head, which was intended and 100% not functional.
Dullahan heads now speak with the proper name of their owner, instead of having a random name attached to it at round-start.
Dullahan heads are also now properly named too.
Dullahans can now properly whisper, sing and do all these funny things that they were unable to do before.
Dullahan whispers will now properly respect the range of the whisper.
Dullahans can now succumb in hardcrit by whispering, as intended. This potentially fixes other species that worked similarly not being able to succumb, like abductors, although I didn't test if they normally could, I just know they absolutely will be able to now.
When switching from Dullahans to a different species, your old head will no longer stay behind.
I also added a proc for species to do some code when we get a ckey login in our mob, which could potentially be useful for other stuff in the future, but it was necessary here as the view is reliant on the client, which we want to ensure doesn't get weird view glitches like having their head's vision overlay while actually being centered on their body.
I also made it so say() now takes a range argument, which is 7 by default, just so things that aren't humans can also whisper and do all those kinds of things. Going with that, there's probably a few more things that will be able to be done better thanks to this, although I haven't tested every edge case with this, but I doubt it will make much of a difference in the future.
* Dullahan Partial Refactor: They Work Again Edition
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Telekinesis HUD fix (#63544)
* You can no longer get mood debuffs by checking your mood with telekinesis
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@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: Tom <8881105+tf-4@users.noreply.github.com>
* Field of View and Blindness improvements [bounty + upstream push]
* Update death.dm
* almost done
* Update fov_handler.dm
* Face mouse when in combat mode, fix
* Fixes the category for the fov admin verb. #63401
* Fixes objects with bad planes and FoV bugs #63412
* pain
* there we go
* face pref
Co-authored-by: Azarak <azarak10@gmail.com>
* Fixed spelling of possession, separate, and cemetery (#63203)
Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"
* Fixed spelling of possession, Separate, and Cemetery
Co-authored-by: Doctor Pope <84367152+Dr-Pope@users.noreply.github.com>
* Gasmaks tint and tint calculation update (Oranges approved edition) (#62947)
About The Pull Request
Gasmaks apply a darkening overlay similar to the welding one but much lighter and open.
Without mask
nomask
With mask
covid
With mask and sunglasses
image
Note that other items that apply tint haven't been changed if worn on their own (sunglasses don't darken the vision) but will increase the darkening effect if staked (mask + sunglasses will give an even darker overlay).
Oranges' approval
dad2
Why It's Good For The Game
All upside and no downside are no fun.
Changelog
cl
balance: gasmasks give a slightly darkening overlay, effect will stack with other items that have tint.
code: tint code has been updated to properly work.
/cl
* Gasmaks tint and tint calculation update (Oranges approved edition)
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Instant cameras can now be used as circuit shells. (#62810)
A circuit and shell components have been given to instant cameras around the station, so they can now be used for wiremod. There's no new wiremod design here since they can already be printed at any autolathe.
@ Watermelon914 also told me a while ago that items should be given the shell component and not the usb port one.
Outside of the sci department and more specifically the protolathe and component printer, there's currently a lack of objects that can be used as circuit shells, which means wiremod is more or less limited to its own printables and the less versatile, higher end usb ports around the station. This is a small step toward a more inclusive wiremod that can use station devices for circuits building.
* Instant cameras can now be used as circuit shells.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Add disabling footstep sounds and parallax to the lag switch panel (#62999)
At the last Toolbox Tournament, @ MrStonedOne pointed out some big performance consumers. Some are disablable through easy means, but others were not. This adds two easy ones to the mix.
* Add disabling footstep sounds and parallax to the lag switch panel
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Replacing more C-style for loops with the faster, traditional ones. (#62908)
* Replacing more C-style for loops with the faster, traditional ones.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>