- The current, file-based ban system is now a legacy system, the use of which is strongly discouraged for servers, which are constantly online.
- Added a database-based banning system, with a new baning panel, accessible through the 'banning panel' verb. Servers, which use this new banning system, will get the new panel up even if they use the old 'unban panel' or 'display job bans' verbs. These remain there for legacy support purposes. (Panel screenshot below)
- The most notable benefits of the new system are the ability to add offline bans, meaning the person does not have to be connected for a ban to be applied to their name. The second benefit is the ability to look up all previous bans that the person had.
- The major disadvantage is the complete incompatibility between the old and new system, meaning you have to either do a lot of copy-pasting or playing around in code to sync the old system with the new one. Servers upgrading to this system might want to consider a purge of all bans, if they don't want to go through this. Due to the incompatibility, there are no transition tools provided. Please contact me (errorage/rageroro) in #coderbus for help in syncing your database. The /tg/ legacy and database systems have been synced.
- The server configuration defaults to use the legacy system, as the new one requires the database to be set up. Please hash BAN_LEGACY_SYSTEM in config.txt as explained, to use the new system. If the database connection fails, the server reverts to the legacy system.
If any bugs or errors appear with either the legacy or new ban system, please let me know ASAP. The same applies if there are any syncronization problems between the legacy and new system, resulting in banned people unbanned or unbanned people banned.
Panel screenshot:
http://www.kamletos.si/new%20ban%20panel2.PNG
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5034 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed pulse rifle, energy sword, blackhole and mob spawning
- Fixed 'reload admins' not properly updating the 'admins' list, which made adminwho fail, along with some other things.
- Fixed a bug, which prevented admin from even being loaded properly in some circumstances, in the database admin system.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5027 316c924e-a436-60f5-8080-3fe189b3f50e
- Standardized the database library code
- Deleted a few unused database related files (karma and forum activation), so they won't get in my way later. They work off of no longer existent database tables.
- Made it so the server maintains a constant connection with the database, which is established on world/New() and never broken, until the server ends. If 5 consecutive database connection attempts result in no connection getting established, the server will not attempt any more connections. Made all existing database connections use the global continuous connections. Currently we need two, as we have two databases, but the old database is going to get moved into the new one.
- Fixed the spaghetti-like report in the permissions panel, which happened when someone had many permissions enabled.
- Added database connection reports to display to dream daemon on server startup.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5015 316c924e-a436-60f5-8080-3fe189b3f50e
>tried to make the comments less confusing.
>Removed the procs for rebuilding the lists (they weren't meant to be used and half were broken anyway).
>added a directory. It maps ckey to client like so directory[ckey] = client. It could be used for PMs, banning, and various other admin tools rather than using \ref[]
>var/list/admins is now a list of clients whom are admins.
>var/list/admin_datums is what var/list/admins used to be. A map from ckey -> admin datum
Most of this is so I can add modular admin ranks in a non-horrendous way and fix some existing issues.
>var/list/client_list is now var/list/clients (laziness sorry)
>removed some needless loops and stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4951 316c924e-a436-60f5-8080-3fe189b3f50e
>Replaced dd_text2list, dd_text2listcase, tg_text2listcase and tg_text2list with text2list and text2listEx. text2list will return a list of each and every character in the string if you set separator=""
>added return_file_text(filepath) which returns text from a file after doing some checks: does the file exist? is the file empty? It prints helpful error messages to the world.log if it runs into problems
>Replaced dd_file2list(filepath, seperator) with file2list(filepath, seperator). It just calls text2list(return_file_text(filepath), seperator). rather than copypasta
>Replaced time_stamp() so it's not as retarded
>Lots of the world setup stuff uses file2list now, rather than file2text -> sanity -> text2list
>Added error() warning() testing() procs. These print messages to world.log with a prefix. e.g. ## ERROR: msg.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4948 316c924e-a436-60f5-8080-3fe189b3f50e
Conflicts:
code/datums/disease.dm
code/modules/reagents/Chemistry-Reagents.dm
icons/turf/areas.dmi
maps/tgstation.2.0.9.1.dmm
yep, this time going to merge map updates before making map changes >.>
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
-Fire made more deadly, as the flames will add more damage and a fire can spread more quickly.
-Fire can break windows now, meaning they can potentially extinguish themselves by opening a window to space.
-Increased the delay for atmos to process a cell and airgroup, will help with the lag for 50 player servers.
-Minor tweaks were made.
--Plasma needing a bit more before displaying its overlay.
--Pressure can now damage you at 550 kPA. This was because it wasn't viable to set the pumps to over-pressurize a room and potentially kill people.
--High pressure warning shows at 325.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4869 316c924e-a436-60f5-8080-3fe189b3f50e
Pretty much finished surgery system.
-working appendectomy, bone surgery, eye surgery, face surgery, brain surgery (humans only) and metroid core surgery.
-moved operation stages tracking vars to one op_stage datum. Left brain opstage var alone because way too many things reference it.
-added bone gel and bone setter.
-added check for surgery tools, so new doctors won't beat shit out of patients on optable too often.
-pretty much emptied surgery_tols.dm, it was unneeded by this point.
Still need to test it more, slap sanity checks everyfuckingwhere.
Also more literate messages written with help of trained monkey (faux).
-The firedoor wasn't updating the freelook camera. When I looked at it I couldn't figure out why it was using it's own "rebuild" code, supposedly it only updates the air that it set in the dir variable but the current map doesn't utilize it at all (firelocks with a dir of 8 which are lined horizontalally), and you would have to have two thick wide firelocks to make it effective. I've commented it out and I'll put it back in if we have problems.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4832 316c924e-a436-60f5-8080-3fe189b3f50e
- Tested with various damtypes/locations/mobs but if i'm a dumbass and overlooked a problem feel free to punch me and revert this
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4762 316c924e-a436-60f5-8080-3fe189b3f50e
Chem smoke will say what reagents are in the chem_smoke.
Added a more_info ? to the last fingerprint that touched the grenade.
Added a more_info ? to bomb's last fingerprint and the attacher.
Admins get a warning message when someone summons guns.
Added a jump link to bomb's activation location.
Added a jump link to chem smoke's activation location, it will also show you the area's name.
-NarSie won't follow mobs in another Z level.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4719 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed an issue with the Upgrade Camera malf module.
-Fixed an issue with HTML codes in whisper.
-Ghost ears and eyes default to 0.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4700 316c924e-a436-60f5-8080-3fe189b3f50e
-You can't show messages to dead/clientless AIs by putting a page of paper up to the camera.
-Ghost following will get a list of mobs from getmobs, it'll sort it by mob type and by name.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4679 316c924e-a436-60f5-8080-3fe189b3f50e
All /world/ stuff that I've found is now in code/world.dm instead of being scattered throughout the code in 6-7 files.
*****IMPORTANT*****
This means that hub.dm is now part of world.dm. Server hosts using the hub will likely have to redo the hub/password variables!
Again, that stuff is now located in code/world.dm
*******************
The tester list has been removed as it is not in use.
/code/defines
- Moved atom.dm code into /code/game/atom.dm and atom_movable.dm
- Moved hub.dm code into /code/world.dm
- Moved the /defines/tanning into objects/item/sheets/leather.dm
- Moved /defines/area/ into game/area/
- Moved turf.dm code into the code/game/turfs folder and divided it up into meaningful places
A lot of the files in /code/game were placed in new areas since they really didn't have a reason to be there.
- algorithm.dm:
- - The world stuff is in world.dm.
- - countJob() and AutoUpdateTK() were removed entirely (unused).
- - AutoUpdateAI() is now in /mob/living/silicon/ai.dm
- atom_procs.dm was split into atom.dm and atom_movable.dm
- cellautomata.dm
- - World stuff was moved into world.dm
- - Atom stuff was moved into atom.dm and atom_movable.dm
- - Atom verbs were moved into code/game/verbs/atom_verbs.dm
- chemistry.dm
- - Beaker box code was moved into storage/misc.dm
- - The trash can and 'alechemy' paper were removed. (unused)
- Landmarks.dm was moved into /objects/effects/landmarks.dm
- prisonshuttle.dm, specops_shuttle.dm, syndicate_shuttle.dm and syndicate_specops_shuttle.dm have been moved into game/machinery/computer/
- status.dm and topic.dm code were moved into world.dm
- step_triggers.dm are now in objects/effects/step_triggers.dm
- throwing.dm was split into appropriate files (carbon mob code, atom_movable.dm, ect)
- vote.dm is now in code/datums
/code/game/asteroid was split up.
- turf.dm was moved into game/turfs/simulated/asteroid.dm
- artifacts were split up
- - Wish granter is now in game/machinery
- - The stealth box is gone (unused)
- - The list of 'space suprises' was moved into astroid.dm
- asteroid.dm, being the only file left, was moved into /code/game
and finally...
modules/mob/organs files are now in code/datums/organs
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4659 316c924e-a436-60f5-8080-3fe189b3f50e
New Borgs now sync with the AI with the fewest associated borgs. So, say there were 3 AIs and 6 borgs, each would get two each.
Cyborg cells now default to 7500 (like the transform procs do), this is so admin-spawn borgs don't end up with 1500-charge cells with a max of 1000-charge.
Default lawset is asimov rather than an empty lawset
pulsing a borg's sync wire will cause it to randomly pick an AI.
As a borg, your laws are shown to you at login.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4641 316c924e-a436-60f5-8080-3fe189b3f50e
-Made the Chief Engineer's cigarette spawn unlit. It was causing runtimes and everyone else spawns with unlit cigarettes.
-Updated changing AI name so it changes the eyeobj and the PDA, removed the PDA name from ai/life.dm()
-Removed a useless comment in uplinks.dm
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4636 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed some other occurrences of this happening. If you find any, please post it here: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=9955
or let me know in #coderbus.
-Split up the Core() verb a bit.
-When sending messages to Centcom or the Syndicate, with the communications console, it would never reset itself since it resets the wrong variable. I've given it the correct variable and I made the cooldown 10 minutes instead of a minute.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4629 316c924e-a436-60f5-8080-3fe189b3f50e
-Sorted the following admin commands/verbs:
Get Key, Get Mob, Jump to Area, Jump to Key, Jump to Mob, Player Panel, Player Panel New, Send Mob, Show Player Panel, Show Traitor Panel
-Because of the recent player poll, electrified grilles will now shock you when you bump into them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4560 316c924e-a436-60f5-8080-3fe189b3f50e
Cleaned up the files themselves.
Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder.
There's two instances of me not following the exact file structure.
- /obj/item/brain has been moved to a file in mob/living/carbon/brain
- /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special
Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them.
Next up: Finish the files in the weapon folder, then start moving defines down.
My god I hope I havent broken everything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
Comments for lighting:
Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
by using the var/tag variable and moving turfs into the contents list of the correct sub-area.
Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity
(through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an
update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
turning it back on with lighting_controller.processing = 1.
Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
at runtime)
Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
costs.
Known Issues/TODO:
admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
No directional lighting support. Fairly easy to add this and the code is ready.
When opening airlocks etc, lighting does not always update to account for the change in opacity.
Explosions now cause lighting to cease processing temporarily.
Moved controller datums to the code/controllers directory. I plan on standardising them.
"Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb)
Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
-I've added some cameras to rooms that should have cameras but were previously depending on other camera's using their X-Ray vision in order to see into a room.
-AIs have a multitool in their contents that they can use to interact with the telecommunication machines.
-Added "Follow" for observers. Works the same as AI tracking without checking if they can track.
-Added a range to how far Cyborgs can interact with machines. This is to stop Cyborgs from interacting with machines through cameras, which could be used to easily disable the AI.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4531 316c924e-a436-60f5-8080-3fe189b3f50e
* Merged speech bubbles and pain flashing
* Merged Signaler Dead man switch.
* Merged give verb.
* Merged alien languages
* Merged stuttering, slurring.
* Merged Git Revision Info.
* Fixed mutantraces not having hair/eyes
* Fixed Soghun's not being able to change hair colour.
* Fixed savefiles not saving species.
* Shut up vending machines.
* Added colour to species talk.
-TCommsat machines no longer use their Z level to check if they can receive the signal or not. Instead, they use listening_level. It defaults to 0 for machines that don't change the value. If it is 0 when the telecomms machine's New() is called it will set itself to it's Z level.
-This allows you to manually change the value to other Z levels. I call this an off-site relay. I've added an off-site relay on the satelitte for the station and removed the one in the communications room.
-Players can create an offsite relay with two receivers, two broadcasters and, if necessary, a relay. Why two receivers and broadcasters? Otherwise any player can go to the Ruskie/Mining relays and turn them into off-site relays for the station! It would harm the TCommsat's usefulness. Instead, you will have to setup another broadcaster and receiver if you want to do that. Though it may be pointless, if someone sabotages the Commsat they would have destroyed/depowered the other machines there too.
-About the option to have an offsite relay, there is only a single Z level that you can lock onto at the moment and that's the station. Gameplay wise, the TCommsat is orbiting the station and if we do get the away missions then it would not make sense for the TCommsat's broadcaster/receiver signal to be able to pickup there. More sense if the Receivers and Broadcasters from there
are sent here... maybe. I don't know, seems more fun this way.
-Fixed an issue that doesn't let the Engineer Borg (or Borgs with multitools) be able to link machines with their multitool module.
-All-In-Ones do not have a Z level restriction. They can pick up ALL signals and send ALL signals (to Z levels 1-10)
-Fixed an issue with the player being unable to remove frequencies from the filter.
-Added support for additional interaction options for certain machines. To use it, create a new Options_Menu() and Options_Topic(href, href_list) for your machine.
-Added EMP_ACT to Telecommunication Machines. I've also added an event called "telecommunications_blackout()", it will loop through all telecomm machines, in telecomms_list, and EMP_ACT them. The EMP will last 2 minutes. Currently only admins can use it.
-Fixed issue 831
-Changed the map. The station no longer has the station relay, it is now on the Satellite. There's an empty room now, it should be used for something after the feature freeze.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4522 316c924e-a436-60f5-8080-3fe189b3f50e
There are many files, folders and chunks of code in areas that make absolutely no sense and thanks to the defines being located mostly in a completely separate file, it can be damn-near impossible to find something. Before moving defines to where the rest of their code is located; I'm going to move some code around into places that actually make sense to begin with. I'll mainly be focusing on the code/game/objects folder.
This commit mainly lays the groundwork for the work I'll be doing by adding in the effects, structures, decals and turfs folders. I'll slowly be moving appropriate files and code into these folders. I may end up moving machinery into 'objects' and mech stuff into its own module folder but I'll ask for some opinions on coderbus before doing that.
I've also gotten rid of the /magic/ folder. I've moved the library stuff into its own folder in modules/library, the cult stuff is now in gamemode/cult with the rest of it and musician.dm is now in objects/structures since the piano is a structure apparently.
I think I've got the hang of how DM and SVN handles folders and files but it's quite possible that something will break simply by svn committing it oddly. Please let me know if that's the case!
Remember to clean compile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4513 316c924e-a436-60f5-8080-3fe189b3f50e
Station-heads who are monkied now count as 'dead' for round completion.
- This previously applied to revheads but not station heads.
Changed get_all/living_heads to pull from the mob list instead of the player list.
- It was causing players to get skipped by the check-antag verb admins have if they were disconnected.
Runtime fix by Erro for:
runtime error: Cannot execute null.show inv().
proc name: done (/obj/effect/equip_e/human/done)
source file: inventory.dm,562
usr: Nodrak Davis (/mob/living/carbon/human)
src: the human (/obj/effect/equip_e/human)
call stack:
the human (/obj/effect/equip_e/human): done()
the human (/obj/effect/equip_e/human): process()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4509 316c924e-a436-60f5-8080-3fe189b3f50e