## About The Pull Request
The NTmessenger has been passing along itself to the send_virus proc
instead of the computer it is running on, which has caused runtimes, due
to computer programs not having certain variables. In addition, the
send_virus override for the frame cartrdige was missing an argument.
Lastly, the uplink code has not been actually assigned to the uplink, so
once it has been closed, it stayed closed. These have been fixed.
I have checked the other viruses, they seem to be working even after my
changes.
## Why It's Good For The Game
Fixes#71843
You can once again frame people, and maybe, tempt them.
## Changelog
🆑
fix: F.R.A.M.E. cartridges work again
/🆑
## About The Pull Request
All investigate logs start with [src], which can be any atom. So
sometimes names and items get printed twice. Adds ckeys to the
investigate_logs of living mobs.

## Why It's Good For The Game
Better logging, includes the ckey for living mobs in investigate logs,
and fixes some investigate_death logs that weren't properly attributed
to mobs.
## Changelog
🆑 Tattle
admin: investigate logs include ckey of source (if applicable)
/🆑
Co-authored-by: tattle <article.disaster@gmail.com>
## About The Pull Request
Adds the modular computer subsystem which is meant to replace mod PC's
reliance on networks and radios, specifically the network subsystem, the
ntnet interface, and /datum/ntnet. This PR removes station_root ntnets
entirely, but I tried to keep it small.
This PR also removes a ton of unused vars and defines, such as NTNet
channels that were unused (peer2peer and systemcontrol), atmos networks
(as they were removed a while ago) and NTNet var on relays (its stated
purpose is so admins can see it through varedits, but that's useless now
that it's a subsystem)
I also removed ``setting_disabled`` as a thing the RD can do, it turned
off ALL ntnet systems. However, this was when there were 4 different
ones, now that there's only 2 I thought it was redundant and he could
just click 2 buttons to close them.
## Why It's Good For The Game
``/datum/ntnet``, ``/datum/component/ntnet_interface``, and
``/datum/controller/subsystem/networks`` are all old-code messes that
depend on eachother and is hard for people to understand what exactly it
adds to the game. 90% of its features is allowing the Wirecarp app to
see all the ruins that spawned in-game, which I don't think is something
that we even WANT (why does the RD need to know that oldstation spawned?
Why should they know this anyway??)
This hopefully starts to simplify networks/ntnet to make it easier to
remove in the future, because surely there are better alternatives than
**this**
## Changelog
🆑
refactor: Modular computers NTnet and applications run on its own
subsystem, please report any new bugs you may find.
/🆑
## About The Pull Request
- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
- The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.
- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.
## Why It's Good For The Game
- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication.
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


## Changelog
🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected.
/🆑
## About The Pull Request
**Comes with an UpdatePaths!**
Removes the tablet subtype, PDAs now replaces them entirely.
Nukie and Silicon tablets are now subtypes of the PDA instead, while
contractor ones were removed entirely as they didn't do anything and
were unused (though it wouldn't be hard to re-add).
Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi,
which is just larger icons of modular_pda. Each application requires an
icon state in both of these, for 2 different sizes, which makes it
annoying to make new applications, especially if it can also run on
computers/laptops.
### Icons
Because Silicon tablets are now a subtype of PDA, they use PDA icons
instead of tablet ones. Luckily for us, they already exist in code.

AI's don't use a tablet icon though, so they aren't affected.
## Why It's Good For The Game
There's very little difference between tablets and PDAs, PDAs overshadow
them in every single way, so at this point I don't see why we should
have both of these, and if you compare the two in usefulness and actual
in-game use by players, it's a no-brainer than the item all players get
roundstart and comes with a messenger should be the one we go with.
Also as said in the about section, when making an app you would need to
make icon states for the program running for all hardware it can run on,
which is Computer, Laptop, PDA, and Tablet.
Laptop is just a smaller computer icon
PDA is just a smaller tablet icon
However, you can't simply shrink the size of the icon, instead you have
to completely resprite the same app icon FOUR TIMES for it to not
bluescreen on all these different devices.
<details>
<summary>
Here's examples of it
</summary>
Computer (NOTE: *They share the same icon file as regular computers*)
<img
src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/>
Laptop
<img
src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/>
Tablet
<img
src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/>
PDA
<img
src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/>
</details>
If we wish to help in simplifying this, we should remove tablet icons
entirely, which means 1 less icon to worry about. To do this, we'd need
to resprite nukie PDAs, however I am very much not a spriter and never
tried GAGS, so I'll leave it to someone else to do.
## Changelog
🆑
del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon
and nukie tablets are now PDAs.
/🆑
## About The Pull Request
This PR implements a new add-on for mechs that functions as a
~~EMP-proof~~ borg security camera. Unlocked in Basic Robotics Research
node.
Mechs with a camera installed will have a unique diagnostic HUD blip.

Getting EMPd temporarily sets the camera's view range to 1.

## Why It's Good For The Game
Bodycam footage of the mech in action; AIs piloting a mech with this
add-on can actually see what's happening around the mech, much like
following a borg.
## Changelog
🆑
add: robotics now has access to a mech camera add-on, which installs a
security camera into the mech. bodycam footage from the big leagues!
qol: cyborg cameras should be more active with updating static when
moving (ideally down from 2.5 seconds to 0.5 between updates), make sure
to report any jank if you happen on some
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
Fixes#71514
Now when PDA's are deconstructed, the ID, PAI, computer disk, and
battery cell (if there are any inside) will all drop to the floor.
PDA's and modular computers that are destroyed have their behaviours
unchanged, this is only for deconstruction.
Also gives deconstructing a screentip and sets it to
wrench_act_secondary
## Why It's Good For The Game
oversight, screentips are good even if its for something you probably
wont do
## Changelog
🆑
qol: pdas have a wrench deconstruct screentip
fix: wrenching a pda no longer destroys all contents inside
/🆑
## About The Pull Request
Yeah so turns out that #71420 broke the display of the identification
section in PDAs (and by extension, all modular (I guess not really
modular anymore) computers), because it forgot to remove a now unused
variable from the interface. However, while investigating this, I
strolled upon many more bugs and other general unresponsiveness of the
interface, so I went ahead and fixed those.
There's also no longer an empty set of `()` on both of the fields if
there's no ID inside of the computer anymore, because that was stupid.
## Why It's Good For The Game
Bug bad, fix good. Multiple fix, even better.
## Changelog
🆑 GoldenAlpharex
fix: PDAs (and by extension, modular computers) now can see the ID
section at the top of their main screen again, which means that PDAs can
have IDs imprinted on them again.
fix: Fixes the ID section not displaying anything when there wasn't any
ID inserted in it, even if it had an imprinted name and job.
fix: Fixes the "Eject ID" and "Imprint ID" buttons not being disabled
when there's no ID in the computer/PDA.
fix: There's no longer any empty () by in the "ID Name" and "Assignment"
fields of the ID section of computers when there's no ID in them.
/🆑
## About The Pull Request
Wirecarp's mass pda perms feature broke when I had switched 'target
computer' for the host of the application instead, likely due to a copy
paste error. This fixes that, allowing the RD to once again give people
PDA perms.
## Why It's Good For The Game
Wirecarp now works as intended.
## Changelog
🆑
fix: Wirecarp now lets you give people mass PDA perms again.
/🆑
## About The Pull Request
That's it, really. The processing unit was giving its name to the
console, rather than it being the other way around.
## Why It's Good For The Game
It's nice when machines are named the way they're meant to be named.
## Changelog
🆑 GoldenAlpharex
fix: Modular computers will now no longer all be called "processing
unit", and will all have their own unique names once again.
/🆑
## About The Pull Request
NTpay wasn't validating negative input serverside, allowing for negative
payment to users(Negative - Negative = Positive, so it adds money to the
senders account.) Also encodes a parameter that was sent unsanitized to
admins.
## Why It's Good For The Game
## Changelog
🆑
fix: Fixes a NTPay exploit.
/🆑
So i left over some basic `/whatever/proc/format` uses in the original
PR this fixes it.
Notable exceptions to the rule:
- Paths in add_verb/remove_verb, we need full path instead of a name
there to access verb metadata so we can't use proc ref macros there.
- regex.Replace, found out that it does not accept call by name. Instead
i added new REGEX_REPLACE_HANDLER so we can at least try to mark these.
There's still leftover global procs that do not use GLOBAL_PROC_REF but
they functionally equivalent so that's for later.
I don't see any reasonable way to grep for this. But if you got any
ideas please share.
- Makes QDELETED use isnull(x) instead of !x, giving about 0.2 to 0.25s
of speed.
- Make disposal constructs only update icon state rather than go through
expensive overlay code. Unfortunately did not have much effect, but is
something they should've been doing nonetheless.
- Makes RegisterSignal only take signals directly as opposed to
allocating a fresh list of signals. Very few consumers actually used
this and it costs about 0.4s. Also I think this is just a bad API anyway
and that separate procs are important
`\bRegisterSignal\((.*)list\(` replaced with `RegisterSignals($1list(`
## About The Pull Request
Changes in this PR:
- Anyone can ping others, not only the Administrator. More people than
just the Admin need to get people's attention.
- Pings now have a 3 second cooldown delay, so you can no longer spam
it. You also can't ping if you're muted.
- The chat program is now under the Crew section of the store, rather
than 'Misc', because it's a crew thing wtf?
- Messages are now shown with the latest on top, removing the need in
the past to scroll down to see new messages.
- I also increased the channel name character limit by 6 so people have
some more leeway in their names.

## Why It's Good For The Game
Makes the NTnrc app more bearable to use and makes people actually able
to get other client's attention, and gives the Admins more 'power' over
their channel.
## Changelog
🆑
qol: The chat client is now listed under 'Crew' instead of 'Misc' in the
store.
qol: The chat client now allows anyone to use the ping feature, as long
as they aren't server muted.
qol: The chat client's messaging system now shows the latest messages on
top, rather than bottom. No more scrolling!
qol: The chat client now has a ping spam-prevention feature.
/🆑
## About The Pull Request
Fixes#41123
This gives mop buckets the same behavior as janicarts. This means it
inherits the same hotkeys, context screentips, etc.
Other niche changes:
- Fix reagent containers playing attack animation when transferring
reagents to mob bucket
- Fix syringes and droppers not updating the appearance of target when
used
- Regular mop bucket has the same RMB hotkey as janicart for wetting mop
## Why It's Good For The Game
One less bug off tracker. Better consistency with code.
## Changelog
🆑
fix: Fix reagent containers playing attack animation when transferring
reagents to mob bucket
fix: Fix syringes and droppers not updating the appearance of target
when used
qol: Regular mop bucket has the same RMB hotkey as janicart for wetting
mop
refactor: Refactor janicart to be subtype of mop bucket
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Bringing back a feature of legacy pdas that was criminally
underutilized!
Brings back legacy ringtones. Also, refactored update_ringtone to make
it more consistent to set a ringtone on a pda
## Why It's Good For The Game
Fun mixup, and it would be nice to see more than just \*\*beep** since
nobody sets their ringtone
## Changelog
🆑
add: Re-adds legacy job ringtones (clown, mime, jani, lawyer, science,
chaplain)
refactor: update_ringtone was modifed to accept strings, moving the old
functionality to update_ringtone_pref
/🆑
Co-authored-by: Candycaneannihalator <candycane@thisisnotarealaddr.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Removes the last computer part in the game: ID parts
Because this is removed, I also removed all computer hardware in the
game, and removed mentions of it in the game.
There is still 'hardware', as in Computer, Tablet, or Laptop.
Computers now all hold one ID slot by default, the only time a second ID
was needed was to use the access of both at once, and for the ID
modification application. This was now replaced with a new UI that only
has one tab, one ID slot:
https://user-images.githubusercontent.com/53777086/202801939-151b783f-75c8-46bf-a6c5-1b57b0d0da8e.mp4
## Why It's Good For The Game
Computer hardware is finally dead 🦀
## Changelog
🆑
balance: All modular computers now only have one ID slot, and cannot be
upgraded.
qol: The HoP's access application now only has one app, logging in will
directly modify the ID that's in it, making it less confusing to swap
back and forth.
/🆑
## About The Pull Request
This is an expanding of
https://github.com/tgstation/tgstation/pull/69708
Adds a config to not connect machines to a techweb at the start of a
round
Adds the ability to multitool a server to get its techweb in its buffer,
which can then be used on machines to sync them.
Adds support for some machines to not cry when they don't have a techweb
linked to it, in case they actually don't.
If the config to not have machines connected to the science server is
enabled, research servers will make their own techwebs instead. This is
barebones though and would need more work if this option is used.
For misc stuff:
- I replaced checking ``GLOB.machines`` for research servers, to instead
check ``SSresearch.servers``, where we can use ``as anything``.
- Removed unused vars on the RD server control
- I renamed the operating computer's .dm file to remove the capitalized
letter from it. It's now operating_computer instead of Operations.
## Why It's Good For The Game
This is adding support for 2 different cases that can be used in the
future:
1. Off-station roles, we can make roles like Oldstation have their own
techweb so they don't ruin science's efforts, or use their advanced
research to get things we don't want, or even possibly have some
blacklist webs for ghost roles (like teleporters) so that way we don't
need to have this dance where we have to give them a very specific
amount of materials for them to do things while not being able to get a
teleporter and leaving. I heard discussions that people wanted this a
while back, and one of the main things preventing this from happening is
the lack of support. Hopefully this is encouragement to make it a
reality, because I think it would be a really cool expansion of ghost
roles and a good way to prevent them from messing with the round in
progress.
2. Downstreams who want to do different things with Science. Personally
I made this PR with voidcrew(shiptest) in mind and think this would make
their lives easier. I didn't expand too much on this because I'm leaving
up mostly to the downstreams to figure out what they want to do with
these systems.
## Changelog
This generally isn't really player facing, since most of the changes
would only come into effect if the config is enabled??
🆑
fix: Research servers now only show servers connected to their techweb.
/🆑
## About The Pull Request
Syndicate borg apps weren't changed to cyborg subtypes when those were
added in.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/71116
## Changelog
🆑
fix: Syndicate Cyborgs no longer have the PDA messaging app.
/🆑
## About The Pull Request
- Fully heal can be passed a series of flags detailing what all is
healed by the proc. This allows for things to provide
almost-but-not-quite fully heals.
- Uses this in Adminordrazine, so that it stops being a pain to update
every time fully heal is updated.
This includes some small balance changes which i'll go over, nothing
extremely noticable.
## Why It's Good For The Game
Allows for more precise control over full heals.
## Changelog
🆑 Melbert
refactor: Fully heal can be passed a series of flags. As a result, some
things which previously did a full heal might heal slightly less, or
some things which did partial full heals might do slightly more.
fix: Adminordrazine will no longer completely break every facet of a
person
admin: Ahealing a changeling will refill all of their chems.
/🆑
## About The Pull Request
Fixes#71180#70422 Removed the !allow_chunky check introduced by #66358 ,I've
re-added it.
I've tested this and can confirm PDAs are usable again while modular
consoles remain unusable.
## Why It's Good For The Game
Fixes a rather frustrating bug
## Changelog
🆑
fix: Roundstart PDAs can once again be used by people with chunky
fingers.
/🆑
## About The Pull Request
Removes cell parts and cell part cells, now tablets directly stole a
power cell in them, and uses regular stock cells like every other
machine in the game. This also makes it less confusing because people
are more used to stock cells over computer cells. Because cells
generally hold more power than computer ones, I bumped up the active
power usage from 50 to 75.
## Why It's Good For The Game
We are nearly finished removing all parts, holy cr*p
## Changelog
🆑
balance: Tablets now use regular cells instead of computer cells.
balance: Tablets no longer need a power cell component to hold power
cells.
/🆑
## About The Pull Request
Re-adds the Clown's virus disk's ability to make machines, airlocks, and
computers honk, which was removed in the transition from PDA to modular
computer.
Fun fact: This was broken for a long time, I had fixed it in
https://github.com/tgstation/tgstation/pull/64443 before it got
accidentally wiped off the face of the earth.
To anyone who isn't aware:
- Clown's virus disk has 5 charges
- You can use these charges to install viruses in computers, airlocks,
and machines if they're screwed open (computers dont need to)
- This will make them honk when used.
- You can get charges back by slipping people with the PDA while the
virus disk is installed in it (which it is by default)
- The max charges you can get at once is 5.
## Why It's Good For The Game
A feature that was lost in the PDA to modular computer transition, now
re-added. It's a cool feature and I personally would use it if I played
bad jobs.
Things actually working is a 🛩️
## Changelog
🆑
fix: Clown PDA virus disk can once again be installed in machines,
computers, and airlocks.
/🆑
## About The Pull Request
This replaces needless GLOB.machines with more precise lists whenever
one existed, plus adding a new one for CTF machines.
## Why It's Good For The Game
GLOB.machines holds every single /obj/machinery in the game, so checking
the whole list for stuff is pretty big. This aims to cut that down by
using smaller lists whenever possible. I also gave CTF a new list
because it checked machines very often.
## Changelog
Nothing player facing.
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
An Emojipedia app has been added to tablets, given to Mimes and Curators by default, allowing anyone to know all emojis. Additionally, emojis can be used in tablets by every job now.
## About The Pull Request
The buttons to toggle the ringer, to toggle the sending/receiving and
the button to see message history all stopped being responsive, because
the information they were changing when pressed was wrongly kept in
`ui_static_data()` rather than `ui_data()`. Now, they're back in
`ui_data()`, and behave as expected once again.
## Why It's Good For The Game
A non-responsive TGUI interface is probably the saddest thing to see.
## Changelog
🆑 GoldenAlpharex
fix: SpaceMessenger was now updated to 6.4.8, bringing you more
responsiveness than ever (so long as ever is shorter than seven days
ago)!
/🆑
## About The Pull Request
I accidentally replaced it with 'attacking_item' because i am demented
and can't stop abusing my clipboard.
## Why It's Good For The Game
🛩️
## Changelog
🆑
fix: Detomatix cartridges are no longer called attacking items.
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Ok first if you don't want to read any further explanation you can watch
these two videos and you will understand all of the mechanical depth of
this change.
https://user-images.githubusercontent.com/55666666/194788103-8019dad8-7e44-4cc8-bc8f-0a4f8f00a357.mp4https://user-images.githubusercontent.com/55666666/194788109-345a3146-fb4b-4a2e-9c2a-e2ee786ba97d.mp4
### **Disclaimer: Effect on gameplay extremely limited and niche read at
your own risk**
Starting at the top, regarding the species datum, the vars attack_type,
punchdamagelow, punchdamagehigh, punchstunthreshold, attack_verb,
attack_effect, attack_sound, and miss_sound have been removed.
All bodyparts (not just arms) now have corresponding variables for how
they should act if utilized in an unarmed attack. The bodyparts vars are
correlated to their corresponding species. All arm type bodyparts have
been repathed through a common parent for the purposes of keeping
variables consistent. The same is true for the legs.
When a carbon begins an unarmed attack, it will check the carbon's brain
to see what limb should be used for the attack.
If the brain has no answers it will default to the arm that corresponds
to the active hand of the attacker. Currently in all brains except
monkeys, it check to see if the attackers target target is laying down,
and if so, call for a kick with the leg that corresponds with the
attackers active hand. If the attacker has no useable legs, or the
attacker does not have a corresponding leg to the active hand, or the
target is not laying down, the brain will simply default for an attack
with the active hand.
Monkeys brains (take note the difference between having a monkey brain
and being controlled by monkey AI) are the exception, they will simply
always choose their heads, and by default an attack with the head is a
bite attack.
As an example:
Previously ethereal would make attacks that used the verb "burn" and did
burn damage despite what limbs they possessed.
Now anybody with an ethereal limb will make an unarmed attack that does
burn damage and has all the same verbs as an ethereal would.
And finally, the chunky finger species trait has been moved over to the
species arms. Effect on other sources like insuls remains unchanged.
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
The main motivation is moving direct mechanical elements off of species
to, quoting tralezab here, "Make species like a blueprint."
Opens more opportunities for coders to add specific elements to limbs,
perhaps we could see a buff to unarmed strikes from robot arms, or a
species that headbutts people to death.
Also undeniably cool, and fixes some weirdness like fully auged
ethereals still doing their normal ethereal attack.
<!-- Argue for the merits of your changes and how they benefit the game,
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## Changelog
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🆑 itseasytosee
refactor: Elements of unarmed strikes are now limb dependent instead of
species dependent. Go rip off an ethereal arm, sew it onto yourself, and
burn some people.
/🆑
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Co-authored-by: itseasytosee <noodlenymphftw@gmail.com@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Macro Defines the On-Station Year
Hey there,
This PR just removes the repeating pattern of (GLOB.year_integer+540) across several different code files and replaces it with a macro `CURRENT_STATION_YEAR`.
In case we decide SS13 will need to take place in a new year, it'll be easier to do such, but it also helps with mistakes in year transcription should that ever be a thing.
* double the define - define trouble
* Removes HDD's entirely
HDDs have been removed, though the code for it is still currently lingering as it's required for portable disks. I'll have to find a solution to this one day, but as I am going to sleep, this is a problem for future me.
* starts on removing SSD
* updatepaths and kills off SSD
* update path :D
* Fixes to programs and icons
* Ready for review now
I read over everything I did and tried to fix anything I saw wasn't done right. Hopefully better comments now.
* merge conflict fix
* can't win them all
* takes viruses into account in paths, fixes it in snowcabin
* Renames the updatepaths
* removes the qdel loop
* accidentally new'ed programs twice
* Fix program's computer var
* destroy pen and disk, dont run kill program on something killed
* more fixes for pens and idle threads
* Fixes PDAs installing apps twice.
* simplifies inserted disk & PDA disk
* fuck's sake
* Use istype instead
* revert
* Revert "revert"
This reverts commit 9ede628c6fef9c7c86417234f6d8ada1ff9e2fef.
* why did that happen
* Update code/modules/modular_computers/computers/item/tablet.dm
* MC_SSD added to master lol
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Add AltClick removes pAIs
* Add context screentips for pAIs to tablets
* Fix screentip context syntax error
* Fix syntax error
* Merge remote-tracking branch 'upstream/master' into patch-10
* Refactor contextual screentips to work
* Fix runtimes
* Apply code review changes
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Add balloon alert to tablet items
* Refactor screentips to be more robust
* Change add_context to be more robust
* Add more balloon alerts
* Some idiot set user to null so I gotta remove this
* Change pen screentip to display inserted item
* Add screentip to insert items
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Modular computers now have their initial name if they don't have an idenfitication and job, which previously meant they would have the name ()
* Removes MACHINE modular computer's process, because all it did was update the name, then call computer's process. Now it just does what every computer does, BUT UpdateDisplay on ITEM modular computers will now update the machine's name.
* Additionally, I moved the modular computer processor's New to an Initialize, and removed the shutdown_computer code, because we already register update_icon signal to update the computer's appearance, why do we need to do it twice?
* How to conflict with PRs: A guide
* Removes unnecessary support for the now-removed job disks from Tablet's TGUI menu, and tablet's ui_act.
* Adds autodoc comments to computer files
* Removes the unused 'unsendable' var on computer files
* Generally improves code on tablets, now process isn't looping through every idle thread twice!
* Moves the check for program in idle_threads above checking if supported by hardware, because it's already running, so there's no need to check.
* eh
* revert a scipaper change
* Removes a ton of unused vars, re-organizes the rest
Removes a ton of unused vars from Modular computers
Re-organizes the rest, and adds autodoc comments to most of them
Moved 2 vars (saved_image and invisible) from the tablet to the messenger app, since that's where it was used. I didn't see the point of having these vars be on every computer anyways, only PDAs have the app.
Renames Clown's honk virus var
Makes Messenger app's saved image, actually used.
* static list and NODECONSTRUCT_1 check
* oops
* Moves a lot of modular computer attackbys to the cpu instead, which is what handles it all. This allows their parts to be removed and the console deconstructed/repaired once again.
* Creates some new defines for constant values in the Messenger app
* Created a new type of preference, text preferences, with a FeatureShortTextInput TGUI component
* Uses said new preference to re-add a PDA ringtone preference.
* Changing your PDA ringtone now has your current ringtone in your input box, like the previous PDAs used to.
* The incoming Messenger messages are now HTML encoded in message history, allowing it to display apostrophes and such.
* The prompt to send a PDA message now shows you the person you're trying to send a PDA message to.