Commit Graph

3559 Commits

Author SHA1 Message Date
dragomagol
a364ce1e68 [READY] Podperson hair (sprites by Shiets!) (#65205)
Adds 10+ plant based hairstyles for podpeople to use in the form of an external organ.
2022-03-22 16:48:18 -05:00
LemonInTheDark
12a90800c5 Adds tooltips to /tg/c keywords. Adds support for chat embedded tgui components (#65383)
* Refactors tcg code a bit. Adds support for "keywords"

Idea is to allow card makers to embed tooltips in their card
descriptions.
These tooltips are defined in the keywords.json file
They can be referenced using {$keyword_name}

I've also done some refactoring to move more logic and state onto the
subsystem, and implemented a few keywords from the wiki

* New keywords, applies the old ones to the second card set

* Adds support for embedding react components in tgui chat

This is done by adding the data-component attribute to an html element
The value of that attibute is the component you want to use.
New components can be added by modifying the TGUI_CHAT_COMPONENTS list
in tgui-panel/chat/renderer.js.

Props can also be passed in in a limited capacity.
Any props you wish to pass must be added to
TGUI_CHAT_ATTRIBUTES_TO_PROPS.
This is due to a style restriction of html attributes, they cannot
contain an upper case char.
Use this list to convert between attibute compatible text and the prop's
name.

Props support 3 datatypes.
true and false can be passed by wrapping them in ""s. (Note to self add
a special char here to prevent colison with people just passing the
string true.
Numbers are supported in a limited capacity. Whitespace is not allowed,
but floats and ints are fair game.
And of course, strings are fully supported.

I've currently added support for Tooltip, since that's what I'm using
this for. Also added some tooltip html styles to the chat css.

* Implements the embedded component system to make tcg cards have nice pretty tooltips so people don't need to have the wiki open on one screen

* Adds documentation for embedding tgui components in chat, adds some protection against accidentially sending true as a bool

* Adds italitcs to the tooltips, moves the span stuff to a macro

* tGUI -> tgui, thank fikou

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

* Style suggestions

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

* Removes unneeded key from the components list

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

* Removes needless span

* Actually adds the tooltip, oops

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2022-03-15 11:36:31 +02:00
LemonInTheDark
dc20fa1c8c Changes the default ghost lighting, makes it a preference (#65352)
* Changes the default ghost lighting, makes it a preference

I think the way ghost lighting looks right now is really crummy.
It's dark enough you can see where the shadows should be, but it's just
bright enough for everything to look like dog poo

A lot of what makes the game look nice is the depth of the lighting
and if we just hide that for observers we're shooting ourselves in the
foot.

I'm also making it a game preference, so if someone wants to have bad
opinions they can easily.
2022-03-10 23:11:28 -08:00
LemonInTheDark
745426eff2 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>
2022-03-10 16:45:50 -08:00
Mothblocks
2a23a1d605 BRING BACK STICKY BANS WRONG REPO WRONG REPO WRONG REPO WRONG REPO 2022-03-06 11:49:13 -08:00
Mothblocks
36d9c48f48 Disable sticky bans cuz lag [NEED TO PUT THIS IN EVENT BASE] 2022-03-06 11:47:59 -08:00
Fikou
6e8d78125c player playtime improvements (#65272) 2022-03-04 12:17:58 -08:00
Seth Scherer
4e9731712a Dehardcodes SSmapping (#65077)
Essentially SSmapping had a list for each theme of ruin (space, lava,
ice, ice underground). These were all filled with an if statement
checking the ruin templates type. Now, i've given ruins a ruin_type var, which is then used to dynamically add to a single list of ruins, which separates lists of ruins by ruin type.
Good for downstreams who may have more ruin types
Changelog

cl
refactor: Dehardcoded SSmapping ruin types.
/cl
2022-03-02 17:32:43 +13:00
Mothblocks
ffd057aa49 Going stealth mode now drops your orbiters, and blocks people from orbiting you. (#64968)
* Stealthmin buffs in favor of orbiters

* The project I'm doing is cool as hell but it's not in this PR

* No toggle orbitability
2022-02-28 00:00:26 -05:00
adamsong
dbbbf547ad Fixes checking if the client is a turf (#65166) 2022-02-27 23:45:10 -05:00
LemonInTheDark
15e9d0485f Adds a seperate pick proc to work on lists (#65178)
Because of how arglist() works, _pick was only working on args matching
the format pick(1, 2 ,3)

Because this is logic that happens inside pick itself, and I can't
figure out the proper way to actually pass things in, I've created
_pick_list so admins have a sane way to pick from lists.
2022-02-27 13:16:38 +00:00
Ryll Ryll
ac2c251a73 Adds linking datums in asay (#65154) 2022-02-26 18:57:14 -08:00
MrMelbert
f20d2b1824 Refactors and fixes summon events/guns/magic (#64970) 2022-02-26 16:05:19 -08:00
Iamgoofball
95801c7035 Fixes some code style issues for more free GBP (#65133) 2022-02-25 00:36:17 -08:00
Iamgoofball
cbeaa81e60 Implements some missing SDQL 2 wrappers. (#65132)
Adds _winset and _winget as byond proc wrappers.
2022-02-25 06:30:40 +00:00
AnturK
81437eda3e Hardens painting saving against inconsistent state (#65024)
Should help when paintings lists gets zeroed unintentionally during the round for some reason.
Now it only deletes the painting file right before it writes the new file to prevent loss of data if anything runtimes or breaks.
2022-02-22 09:27:25 +00:00
MrMelbert
a6fca05560 Fixes heretic target assignment, also adds a debug verb to help debug objectives and similar (#64909)
Closes #64897

This PR adds a new debug button to spawn in a bunch of human dummies, assign them to one of each station job, and add them to the manifest to simulate a "full crew" on a live server.

This PR also fixes heretic target assignment. shuffle_inplace() doesn't return the list it shuffled, so the loops never functioned, and all targets were randomly picked instead of picked with the logic.
2022-02-20 09:23:18 +00:00
Ryll Ryll
9e8b1794ec Changes asay ping sound (#64994) 2022-02-19 16:43:15 -06:00
Timberpoes
f9428e07c6 Fix BYOND-related runtime in SDQL2 _new wrapper (#64895) 2022-02-18 01:03:47 -08:00
Watermelon914
2b11472f02 Changes what appears for urgent ahelps to supportmins. (#64748)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2022-02-14 16:11:52 -08:00
Aziz Chynaliev
22feb54230 Fix: LogAhelp invalid integer - use ticket ID (#64875) 2022-02-13 14:59:16 -05:00
John Willard
63ae8829d4 Fire breath can be used without the ability to speak (+ code improvement) (#64796) 2022-02-09 21:24:34 -06:00
Ghom
c5d2b2e51e Fixes layering issues brought by the FoV PR. (#63903)
* Fixed most (not all) incorrect planes and layers detected by the unit test.
2022-02-09 19:40:00 +01:00
Watermelon914
128d5e8ae0 Fixes progression scaling and other various problems with progression traitors. (#64503)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2022-02-06 12:12:06 -08:00
Jeremiah
30253cf6a8 Tgui input refresh (#64331) 2022-02-05 19:44:59 +02:00
Mothblocks
54ecdcc05b Always disable combo HUD on disassociate (#64662)
* Always disable combo HUD on disassociate

* Useless old comments
2022-02-04 19:36:29 +13:00
Ryll Ryll
48f37a3a5c Adds a config toggle for granting admin server profile access (#64408)
* adds allow_admin_profiling config entry

* Update config/config.txt

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

* per mso request, add the second define

* actually adds the second define

* allows through Profile requests if the config isn't init'd yet

* makes sure we're loaded

* Update code/game/world.dm

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2022-02-03 11:44:47 -08:00
AnturK
c244d6c69a Adds direct support for weakrefs to vv (#64521)
* Adds direct support for weakrefs to vv

* Update code/modules/admin/view_variables/get_variables.dm

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

* Fine, have a readable name.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-02-02 00:34:43 -05:00
AnturK
db4310d8c5 Fixes a few runtimes with armor, spatial grids, and notes (#64514)
* Atoms  (mostly new players caused by logout) can get deleted before spatial grid initializes.

* Fixes images when viewing your notes before SSassets initializes.

* Fixes abandoned crate runtime.

* Fixes armor runtimes on eating clothes (this really needs alternative solution)
2022-01-29 22:04:54 -05:00
Tim
14deaa41ed Remove code/__DEFINES/misc.dm (#63879)
This removes code/__DEFINES/misc.dm and moves all the defines to either:

another existing define file
new define file
local .dm file if the define was only used in one file
I also deleted defines that were not being used and added documentation to all of the ones that were moved out of misc.dm

Why was this needed? People were basically using the misc.dm file as a dumpster to toss all their defines into that was creating one giant mess. The defines have been organized into their proper groups and files now.
2022-01-23 14:30:27 -08:00
John Willard
dd5622ad68 Removes IAA & IAA pinpointer code improvement (#64008)
Since the gamemode isn't wanted here, even just to maintain (and especially now that progression Traitors are being added which will break IAA even more), I'm gonna give my alternate idea to just remove IAA entirely.
This is also to help downstream, as any plan on just 'adding it downstream' is kinda screwed over by it TECHNICALLY still being upstream, and its code conflicting with my own, even if it is just broken and unmaintained.
2022-01-13 00:56:38 -08:00
Jeremiah
a2fa7799f3 Removes swarmers from the game (#63989)
What the title says. But why?
I generally have a rule when making a contribution, that is "don't make the game less fun"
I'm not salting, I didn't die to a swarmer.
... Yet that's the problem. Swarmers are the griefiest antag in the game, but when you complain that they're annoying or unfun, you're doomed to hear "lol they can't even hurt you though."

WELL THAT ACTUALLY MAKES THEM WORSE. I would rather die to a hundred xenos and space dragons than be forced to untie myself in maintenance for 45 seconds while the shuttle leaves.
Why It's Good For The Game

Unfun game modes should be removed from the game.

    Being griefed by swarmers is annoying
    Playing as a swarmer is not very exciting either. Click on iron.

lastly, because oranges authorized it
Changelog

cl
del: Removes swarmers! The griefiest, lowest fun value antagonist is removed from the game.
/cl
2022-01-13 13:10:18 +13:00
LemonInTheDark
f8aad14ae8 Harddel Fix Pack #42 + Better Live Reftracking Support (#63877)
* Hard Del Fixes, Ref Tracking Changes
2022-01-12 22:46:13 +01:00
Ryll Ryll
dd667931b1 stealthed admins no longer count on the orbiting menu (#63940)
Currently, you can tell if someone is being orbited by a stealthed admin by checking the orbit menu and seeing if there's an extra orbiter compared to what you see visually orbiting them. This makes it so stealthmins don't contribute to the orbiter count to avoid that.
2022-01-12 18:58:45 +13:00
Ryll Ryll
071b6f05e8 Misc admin tools improvements (#63665)
About The Pull Request

This PR makes a few small tweaks to admin tools that I think frequent users may appreciate.

    Adds the "Find Updated Panel" button to the player panel, which bring up that ckey's newest PP if one exists. Useful for when the person you're inspecting has changed mobs so you don't have to search for their new mob to get their new panel.
    Adds VV and TAG links to all the entries in the Get-Contents right click verb. This should make checking and editing someone's gear easier, since you don't have to VV the person -> their satchel -> their survival box -> their oxygen tank for example, you can just click the VV link for the tank directly.
    Lets you ignore punctuation in the F6 player search menu. This was a request, so if you have a silicon named "H.E.R.A.", you can now pull it up by just searching "hera". Also ignores spaces, but I doubt that'll cause any issues.
2022-01-12 18:58:32 +13:00
Watermelon914
8fd85e9666 [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety (#63588)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: tgstation-server <tgstation-server@tgstation13.org>
Co-authored-by: gbfree <guillaumebfree@gmail.com>
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: ike709 <ike709@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: SuperNovaa41 <supernovaa41@protonmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Aziz Chynaliev <azizonkg@gmail.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: carshalash <carshalash@gmail.com>
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2022-01-11 15:47:10 -08:00
Seth Scherer
cb2119a812 Stops the equipment menu from runtiming if the outfit has a skillchip (#63929) 2022-01-11 16:15:18 -05:00
GoldenAlpharex
c6d616ff11 Documents and improves the variable names of the shuttle subsystem (#63946) 2022-01-11 16:08:34 -05:00
Fikou
f169aa5f7d Buffs the Clarke Mech (#63809)
* buffs the clarke mech

* better cooldown

* FUCK

* weed smoke
2022-01-09 11:56:35 -08:00
tralezab
62046d4981 Removes monkey mode, neuters Jungle Fever into Jungle Flu (#63763)
* adios!

* removes TRAIT_VENTCRAWLER_ALWAYS from flu

* Update transformation.dm
2022-01-07 00:30:38 -06:00
Seth Scherer
0fef8b8019 Fixes admins being able to use the JMP verb as a new player (#63835)
they should NOT be able to do this
2022-01-05 20:27:06 +00:00
GoldenAlpharex
c1e77e69e0 Fixes admin deadsay not showing up for admins in the lobby (#63652)
* Fixes admin deadsay not showing up for admins in the lobby

* Applied code review suggestion
2022-01-03 14:49:37 -06:00
Whoneedspacee
155bd7d9ab Mob Abilities (#63520)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-12-31 15:56:26 -08:00
Seth Scherer
add6479183 Possesing a mob no longer lowercases your ckey in admin messages #63686 2021-12-30 18:41:39 -05:00
Jeremiah
9c6fdb567d TGUI list conversions + bug fixes (#63354)
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 #63629
Fixes #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

cl
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
2021-12-31 11:07:28 +13:00
Fikou
7b38dd4ff7 MODsuits (#59109) 2021-12-24 12:00:24 -08:00
Jeremiah
dcab86ba2c More standard tgui input conversions (#63464) 2021-12-24 13:04:18 +02:00
Jeremiah
415e9dd7c1 Fixes typos in span, other html elements (#63510)
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
2021-12-23 17:06:01 +00:00
Ghom
12bf03aa08 proximity monitors cleanup (plus connect_range and connect_containers components) (#62755)
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.
2021-12-21 23:49:08 -08:00
Ryll Ryll
45eb682ee6 Adds Datum Tagging for admins (#62982) 2021-12-21 14:00:46 -08:00