About The Pull Request
Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
Did any surrounding text/number inputs as well
Added null choice support so users can press cancel.
Added some misc TGUI input fixes
Fixed custom vendors while I was there
I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game
Fixes#63629Fixes#63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog
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refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
I'm refactoring proximity monitors and fields, removing lots of bloat from both that's hardly even used. Proximity monitors no longer generate effect objects to track the surrounding area, should be less cpu expensive and easier to maintain (or phase out), read and use.
This PR also adds a couple components which may be needed for future stuff (for starters, the mirror reflection PR #62638 could use the connect_range comp)
Improving old old, ugly old code and adding some useful backend components. Tested and working.
More text inputs converted to tgui, TGUI text and number input now more sanely handles ENTER key being pressed, you can now press anywhere in the window to enter the input. TGUI text input now considers placeholder text for the default valid state. IE, if there is default text you can press enter immediately without having to rewrite it just to recheck validity. Fixes: useSharedState => useLocalState. not only was sharedstate not needed but it opened up the ui to vulnerabilities
Introduced by #63357, this caused the player panel mouseover behaviour
to stop working and malfunction.
I also added a big warning to the job defines so that people don't think
it's easy to just wander in and rename all the jobs for fun
The Tiananmen Square protests, known as the June Fourth Incident (Chinese: 六四事件; pinyin: liùsì shìjiàn) in China, were student-led demonstrations held in Tiananmen Square, Beijing during 1989. In what is known as the Tiananmen Square Massacre (Chinese: 天安门大屠杀; pinyin: Tiān'ānmén dà túshā), troops armed with assault rifles and accompanied by tanks fired at the demonstrators and those trying to block the military's advance into Tiananmen Square. The protests started on 15 April and were forcibly suppressed on 4 June when the government declared martial law and sent the People's Liberation Army to occupy parts of central Beijing. Estimates of the death toll vary from several hundred to several thousand, with thousands more wounded.
About The Pull Request
I have received exemption from the freeze by Oranges.
This PR was originally done for Skyrat-tg, as a bounty. Oranges took interest and Skyrat people approved taking it upstream so I did. (original PR Skyrat-SS13/Skyrat-tg#9912 )
Features:
This PR adds "field of view" mechanics, which by default don't do anything.
Once you pick up and wear a gas mask you'll notice a cone behind you.
That cone will hide all mobs, projectiles and projectile effects.
HOWEVER... hidden things in the cone (or for people who are blind or nearsighted) will play a visual effect.
The fov cone shadow density can be adjusted
Technicalities:
Originally a component, but by Watermelon's advice I have made this a datumized behaviour instead. (semi-component) This way it is faster, less memory use etc. Once again a component
People have native fov, which can be enabled by a config, by default it's off. (or by an admin verb)
People have fov traits, which add the fov impairings to you, gas masks do that now. All clothes have a support for possibly applying them.
Moves all things that should be hidden onto a new plane which is just above GAME_PLANE, that was we can efficiently filter them out of clients views.
Being dead or extending your eye view (xenobio console) will disable the FOV mask.
This PR was brought to you by Skyrat paying me aswell as rotational mathematics
Why It's Good For The Game
Oranges approves so it's good.
Changelog
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add: Gas Masks now limit your field of view
add: Added field of view mechanics. It's darkness can be tweaked by a pref
add: Blind, nearsighted and fov-limited people will now see sounds as visual effects.
/cl
About The Pull Request
Paintings can now do stroke painting.
Added painting management panel for admins.
Paintings now display author's character name, year of painting, medium and patron when hung on wall.
You can become new patron by paying more than the previous one.
Added painter's palettes to library vendor. (Sprites by @Mickyan )
Backend changes:
Images are now stored in /data/paintings/images/*.png instead of /data/paintings/[category]/*.png
Old categories are now just tags
Screens & Video
Changelog
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add: You can now become patron of your favorite painting by buying sponsorship from Nanotrasen Trust Foundation.
add: Painter's palettes are now available at library vendor.
qol: Can use strokes in paintings now
/cl
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.
About The Pull Request
Adds the admin who added the known alt to the known alts panel.
Changelog
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admin: The admin who adds a known alt is now logged in the table.
/cl
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
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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
About The Pull Request
See title.
Fixes#62672
Why It's Good For The Game
Allows us to keep the excellent ban video while nullifying the issue raised in #62672
Changelog
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admin: The banning video is now shown before the ban appeals link, instead of after, to improve visibility of the ban appeals link.
/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.
Now a short autoplaying video is included, that will explain to the user why they are no longer able to access tgstation resources.
It may be suitable to host the video on tgstation's cdn instead
See title.
Other players will no longer see other player's notes when they connect to the server.
Memos will still be shown to admins.
Things that I have tested in the making of this PR:
Notes of a player not being shown to other players definitely work
Notes of a player being shown to a player definitely work.
Memos are still shown to admins.
Closes#62348