I got tired of having to walk new admin candidates through the admin buttons and telling them about all of the antiquated buttons they'd never use, so I'm doing my part and removing a bunch of the transformation bloat from the player panel. Below is the current menu
The only button admins I know ever actually use is the human rudimentary transformation one, and literally nothing else. Judging by how the options are a random choice of some of the station pets, these options probably haven't been updated since like 2012. In addition, the non-rudimentary transformations only work if you're a human, so not sure why they show up for non human player panels.
Here's the new pared down selection, I figured these would be the only useful ones from the bunch. They work no matter what mob the target was previously, whether it be another living mob or a ghost. In addition, I also cut out the transformation equivalents from the VV dropdown, because lord knows that menu keeps getting longer and longer. Lastly, I refactored stuff where possible without getting too trapped in cursed pre-MSO era admincode.
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.
* Makes PDA crew manifest and crew monitoring computer respect trims for ordering and sorting
* Fix static typecheck issue
* Added initial rank tracking for IC command
There is still the potential for false positives since the way diagonal
cameras were made didn't exactly line up with where their direction was.
However, this brings functionality back to parity with before the
dir-sanity PR.
Adds mapping debug verbs that pull info about how many food/stacks are in the world and on the station.
Puts them into happy little html uis to make em easier to read.
A stacks amount is it's actual amount, so the amount of items inside it, rather then the amount of stack groups
About The Pull Request
This is for the admin combo HUD. Players shouldn't notice any difference (except at roundend).
2021-11-09T16-27-26.mp4
Removes the ability to set custom antag HUDs for custom admin teams for complexity, though if there's a large enough demand I can try to bring it back in another PR.
Fixes#59767
TM candidate only so that I can make sure antags aren't getting leaked to people who shouldn't see them.
Changelog
cl
fix: Antag HUDs will no longer clear on deconversion if the player was another antag.
qol: Antag HUDs (as seen by admins and at the round end) will now animate between all antagonists, rather than just choosing the most latest.
/cl
This PR fixes a bunch of the code for load_map_config(), documenting it better and removing a deprecated (I hope) parameter that was also a security concern along the way, while also making another proc for just loading the default map config, which is supposed to always be functional.
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
bring code up to latest standards, move many procs to named files inside _HELPERS
no idea where to put some of these procs, help is appreciated
made more files to contain some unique code, deleted unsorted.dm, we can rest now
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
I spend a lot of my time adminning the servers alt tabbed when not much is going on, tabbing back in every 5-10 minutes to see what's happening or when I hear a bwoink. Sometimes I miss out on other admins asking me questions or trying to get my attention, and I'll only realize way later when I'm scrolling back up through the chat logs, if at all.
This PR adds the ability to @ other admins in asay by their ckey, which underlines the pinged name, plays a bloop sound (the one when a vote starts) and flashes their window icon if they're not tabbed in.
Adds some extra vars and logic to explosion code to make powerful logging entries that should help admins narrow down when explosives get misused.
Records this new info in the feedback database and bumps the explosion version +1 as a result of this.
I have made the admin sheanigean use a datum that registers the COMSIG_GLOB_CREWMEMBER_JOINED signal to give latejoins the traitor antag datum. I have also moved the global comsig at the end of AttemptLateSpawn(), which is necessary to stop latejoins who already rolled antag from getting the role and also make it work for non humans (though robots can't be latejoined as right now). For summon guns/magic, a ishuman check has been added, and the definition of the make_scottish() has been moved to living. This shouldn't affect how the other datums who use the same comsig work.
About The Pull Request
Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.
Splits game preferences into its own window.
Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.
This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.
Fixes#60823Fixes#28907Fixes#44887Fixes#59912Fixes#58458Fixes#59181
Major TODOs
Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc
A lot of specialized testing so that people's real data don't get corrupted
Changelog
cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
individual logging now relies on the global list of player details, instead of checking that client's player details which doesnt work if client is logged off
Admins can now give players a popup if they are not responding to tickets.
Popup is cleared when player replies or ticket is resolved/closed.
As more and more of the chat screen is made irrelevant, new players read it less and less.
This means that a lot of new players are ignoring ahelps, which is something I've encountered myself.
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>