Corrects the chat restriction on using ASII characters only. (This PR was created for Skyrat-TG, but the collaborator of that repository asked me to adapt this PR for tgstation.)
This will fix#54598
In the original code, the chat client uses only ASII standard characters, which is very limited in its capabilities. For example, does not allow you to use specialized characters, which would have taken the atmosphere of the old messengers, as well as regional characters. The lack of regional characters complicates the game for non-English-speaking servers. For example, the Russian-speaking player community Space Station 13 The Fluffy Frontier uses the original Skyrat-tg build. And the players of this community almost do not use the chat client to communicate due to the fact that they can not use Cyrillic characters.
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.
admin topics for updating available jobs weren't logged at all and that was kinda dumb
john willard logged the console to game which i disagree with so i want to move that also
About The Pull Request
This has been a bug since before I knew how github worked, and I've been working on IAA recently, but thought this was a good change to do on its own.
This also possibly allows future PRs to have certain factions not get codewords, if that's something anyone is interested in.
This also removes give_codewords() - I think this was added specifically for Malf AI, but since that has been split into its own Antagonist, it was never used and was just sitting idle without reason to exist.
And finally, this is my first time genuinely working with TGUI, this PR my excuse to start learning it.
This is what the menu looks like when not given an uplink;
image
Why It's Good For The Game
We have a var on whether to give codewords or not, but they get them regardless, which is dumb.
Changelog
cl
fix: Traitors who aren't given codewords will no longer notice them when said or have them in their antag menu.
/cl
Fixed not being able to disable specific antagonists randomly.
For me, this meant I was unable to toggle cultist and traitor. This might've been a migration bug, though it's safe to just sanitize it on read.
When explosions got refactored, this stopped harming mobs because it lacked a check. Goof must have missed this, but it's also probably not as simple to put everything back as it was. This mostly restores old behaviour by putting the relevant code into on_hit() and out of Bump() when handling living mobs, since it's a projectile and all. I don't know if the values I added are appropriate but given that the old behaviour was a high damage localized explosion, it almost certainly isn't far off.
fixes#61244
* refactors borg reskinning
* shits fukt
* drinking champgne
made of an angel's
tears and pain
but i feel celestial
* drinking champagne
made by the angel
who goes by the name
of glittering gabriel
* written in the stars
* i hate maintainers! i hate maintainers!
people driving fancy cars look like biddles in the stars
* Update code/modules/mob/living/silicon/robot/robot_model.dm
* bitch
## About The Pull Request
Fixes#61594#59556 changed atmos tanks so that they do not automatically connect to adjacent pipes, but can support up to 4 directional connection, and merge with neighboring tanks to form one large one. Old tanks would connect based on their dir variable. New tanks would not. A work around was to varedit both dir *and* initialize_direction variables to the same value in the map editor - but this is not expected behavior for mapping.
This adds a check for mapload in the tank's initialize proc. If the tank is initializing during mapload, dir will be copied to initialize_directions (as it is in most other atmos devices), and the tank will connect in the specified direction(s).
The behavior of player constructed tanks is unchanged.
## Why It's Good For The Game
The primary purpose of these large, constructed atmos tanks is to provide a bulk source of gas to a map, such as a plasma tank for the incinerator, or air supply tanks to ruins or disconnected parts of the station. This enables them to be readily used for their purpose.
This fixes the 41 broken atmospheric tanks currently mapped in the codebase.
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
Adds 2 new elements, one for slowing down pulling of dangerous objects (dispenser tanks and canisters), and one for preventing hostile attacking of elements in a typecache.
Also updates the obj_flags bitfield 'cause I thought I was gonna use that, but I didn't.
Adds these elements to spiders and space carp (from space dragon)
So I fucked up in #61541 (a86e939bd4) - I didn't test/know Inacusiate/Oculine to know thats what the code was for.
Snowflake code in their on_life specifically there in case inacusiate/oculine was drank.
I thought about trying to make it something all organs did, rather than reverting my change, though I can just revert it if thats preferable.
Eyes/Ears can now be repaired with Inacusiate and Oculine again.
First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!
Link to the README for how the new spawner system works.
Added the following new random mapping spawners:
pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner
Removed deprecated wizard trap, vault, and armory spawners.
Admins can now revert (most) station traits before a round starts, as well as setup the station traits that will run next round.
Previously, admins had no control over this system, making it sometimes painful for running planned events.
It is not feasible to update the station traits of the current round, considering some apply pre-roundstart, but it is doable to edit the station traits of the next round.
Admin circuit components were limited in their utility due to the setvar, getvar, proccall, and signal handler components only being able to operate on atoms. I have improved them by adding the datum datatype, which is used exclusively by the aforementioned components in place of the atom datatype their target port currently uses. Furthermore, an option for the expected output type has been added to the getvar and proccall components. This option defaults to any.
About The Pull Request
Hallo! This is part two of my PDA update, where I take the old hokey colors that were just left in to not rock the boat, and changes them to better fit the current aesthetic of the game. It also makes the captain's PDA have some more fanfare, without even adding a sprite, I just did a funny trick with the layers.
In addition to that, I have updated the sprite for the survival pen, and made it so QMs start with one in their PDA.
bespoke final
peen
Why It's Good For The Game
The old PDA colors on the new PDA sprites were odd in a few places, this fixes that. I spent about a week or so going to different players of the different jobs and departments getting their input on what colors they'd like their PDAs to be, and now the best looking options that make sense, will be added in! Woo!
Also I just think the QM having a emergency shovel is kind of cool, and its a really neat item that deserves just a little more love, so why not?
Changelog
cl
expansion: Updated old GAGS colors for the PDAs based on user feedback
imageadd: Updated appearance of the Survival Pen
expansion: The Quartermaster now starts with a Survival Pen because its flavorful. Survival Pen has also been updated to use the fancy font, since, its fancy.
/cl
About The Pull Request
Original pr: yogstation13/Yogstation#4988
This sprite's origins...
HAVE BEEN FOUND!
Thank you grimm-hollowknight!
Why It's Good For The Game
Blutarch Mann found it and he is correct in that it is a hilarious and excellent borg sprite
Changelog
cl grimm-hollowknight, ported by tralezab with a few overlays
imageadd: New borg sprite, from Yogstation!
About The Pull Request
Changes the drop code handling from being in pickup (requiring some shitcode to work) to instead handle the same code in equip. This behaviour is nonsense, but it at least now works as intended.
fixes#61281
Why It's Good For The Game
Shit ruin with bad loot and bullshit like this
Changelog
cl
fix: Stickmen flatguns now properly drop out of your hands when picked up, as intended.
/cl