Commit Graph
115 Commits
Author SHA1 Message Date
Crazylemon64 cbd52db2be A couple buildmode fixes
The runtime when not placing a valid path is now replaced with a warning
message

The HUD icon for buildmode is no longer covered up by item actions
2018-07-26 21:47:40 -07:00
tigercat2000 a6ebad6b18 Add Picture in Picture & AI Multivis support
tgstation/tgstation#28360
tgstation/tgstation#37695

This commit adds a system for picture-in-picture UI windows using
vis_contents, a new feature to BYOND 512. Essentially, it allows you to
make UI windows that show an area of turfs. It also refactors how
cameranet visibility works, and makes the Adv. Camera Console code a bit
cleaner and more inheritance-based, especially with it's action buttons.

Currently, this is hesitantly implemented on AIs. They gain two new
UI buttons - "Enter Multicam Mode", and "Create Multicam". When they go
into Multicam Mode, they see a background of animated binary numbers,
and they are allowed to create an infinite amount of these picture in
picture windows, which subsequently creates an aiEye for each one. They
are able to control each AI eye individually, by first clicking on the
PIP window to select it as "active" and then using the normal arrow key
controls. The PIP windows can be freely resized and moved around the
area.

The AI implementation may be considered controversial; Thus, it's locked
by default, requiring an administrator to var-edit "multicam_allowed" on
the AI before it is able to use the function. Otherwise, the buttons
just do nothing and alert the user to "Contact an administrator to use
these". There's not really any easy way to completely hide the UI
elements until they are available.

As this relies on 512 features, Travis has been bumped up to use 512.
2018-06-05 22:37:28 -07:00
Fox McCloud 5c4aa9b3fd Removes All Weapons 2018-04-15 16:25:56 -04:00
uraniummeltdown 8f26d5b8b6 rename __DEFINES/mob.dm to __DEFINES/mobs.dm
make environment_smash into bitflags
add obj_damage for simple animals
make default max_integrity and obj_integrity INFINITY for non-defined objects, until we can move more objects to obj_integrity/take_damage() system
adds examining objects to roughly check damage
more obj_defense.dm procs
tables can be attacked with items, glass tables have a narsie_act()
fixes, changes to make it compile
2018-03-04 13:52:55 +05:00
Fox-McCloud e9e1f2de8e remove that button! 2017-07-19 12:20:36 -04:00
Fox-McCloud 77375fc1c4 Breathing is Now Handled on Lungs 2017-07-19 03:28:21 -04:00
Fox-McCloud 585db8ba28 Breathing Tube Augment 2017-06-27 23:02:48 -04:00
Sam 7cf499dcc1 Adds movement intents 2017-06-10 10:12:14 +01:00
Sam 4d57fff5c9 Updates Intents 2017-06-10 09:43:36 +01:00
Tigercat2000 09ff33ed49 /datum/browser Check Known Languages + UI button
This converts the "Check Known Languages" verb to use a
datum/browser-based UI (as opposed to the plain browse()), and adds a UI
button to most mobtypes to get to the language menu.
2017-04-24 12:07:57 -07:00
Krausus 65627091b3 Optimizes and adds missing limbs to health dolls 2016-08-03 18:38:37 -04:00
Fox McCloudandGitHub ceced8c832 Merge pull request #5095 from tigercat2000/ACTION_BUTTONS
Action Button Update
2016-07-19 23:40:51 -04:00
Tigercat2000 56a09db739 Action Button Update
- Refactors action button backend
   - Action buttons are no longer checked on Life(), items are responsible
     for adding/removing/updating them.
   - Item action buttons are no longer a static action_button_name define,
     items define actions_types, which is a list of paths.
   - Items can now have multiple action buttons.
     - This is handled by new arguments to ui_action_click, the first
       parameter is the user, the second is the path of the action datum
       that was invoked.
 - Refactored how internals function
   - You may now directly switch internals without breaking anything.
   - The internals icon has been updated to be more consistent.
 - Added action buttons for jetpacks
 - Added action buttons for oxygen tanks
 - Uses-based implants now qdel() themselves when they run out of uses.
   This is somewhat a buff to traitor implants, but it's such a minor
   change. The actual reasoning is so that the action buttons are properly
   removed.
 - Fixed a bug with the "Boo" spell which resulted in IsAvailable failing
   for certain ghosts.
 - You can now shift-click on movable HUD elements to reset them to the
   proper position (thank fucking christ)
2016-07-18 13:23:01 -07:00
SamCroswell 0466499f86 Personal Crafting - Initial Commit 2016-07-15 16:25:37 -04:00
Tigercat2000 71e5344a98 Mass replace 2016-07-07 19:34:02 -07:00
TheDZDandGitHub 36aaa78b76 Merge pull request #4610 from monster860/ui_plane
Puts UI on it's own plane
2016-06-19 13:38:01 -04:00
KasparoVyandFox McCloud 3dba1b2886 Noir Doesn't Grey out HUD, Adds Remaining Glasses for Vox, 'Yi' to Vox-pidgin syllables & Framework for Icon-based Skin Tone, Fixes #3138, Greyscales Vox Hair (#4614)
* Ports #9294 and #9322 from VG: 'Yi' to Vox-pidgin and Framework for Icon-based Skin Tone (Feat. Vox) and Glasses/Goggles for Vox.

Both ported PRs by Intigracy.

Also adds all remaining in-use glasses/goggle sprites for Vox. I cleaned up the code a bit while I was in there. Otherwise, that's it.

Furthermore, randomizing skin tone doesn't seem to work for Vox despite their being specified in the conditional lists and s_tone being not null.

* Morph Support

* CMA Support

* Ports Intigracy's vgstation13/pull/9460, Noir Vision No Longer Greys Out HUD.

* Fixes Positioning of Vox Jensen Shades East+West facing Sprites.

Fixes Heist Goofery

Game-mode (not one-click antag) Heist tweaked and returned to working order now that I've found out how to test the actual game-mode (after temporarily adjusting the population requirement).

Vox Raiders won't spawn in with whatever socks were in their selected spawn-character's preferences anymore.

Additionally, the set_species proc now zeroes out skin tone if the species doesn't have skin tone to avoid goofing up the icons on initial generation.

Also condenses the code in preferences_setup character creation icon generation. Made it use the individual species' skin-tone handling procs instead of code snowflaked into preferences_setup.dm.

* No More Vox Tail Colours, but they can Colour Their Hair.

* Removes unneeded 'src's and retroactively prohibits colouring tails on species without HAS_SKIN_COLOR.

Colouration won't be applied to src's tail unless HAS_SKIN_COLOR is in
src's species bodyflags.

* Tidies up some Lists in CharPrefs and Retroactively Prohibits Vox Hair Colouration

* Reverts unnecessary commenting out of vox armalis post-spawn handling parent call.

* Adds Emerald and Azure Vox Skin Tones.

* Stealthy Wryn Typo Fixed.

* Greyscales Vox Head+Facial Hair and Adds More Default Colours in Species Definitions

* Gives Vox Raiders Default Hair Colour and Fixes Bug where Roundstart Raiders don't get Random Skin
2016-06-19 11:35:36 -04:00
monster860 64ea452f20 Puts UI on it's own plane 2016-06-06 17:12:28 -04:00
Tigercat2000 0f70e6810b -tg- OOP Hud Refactor
- Added 4 new HUD styles
 - Humans recreate their hud if they change their UI pref mid-game
 - Refactored how objects are added to the client screen
 - HUD's are now handled by subtype and mob/proc/create_mob_hud()
 - HUD visibility is no longer chained directly to the F12 button, it's a proc on HUD datums now
 - Mobs only create/destroy their HUD when necessary, not every Login()
 - Destroyed aim-mode, it didn't work and I couldn't make it work.
 - Renamed all of the screen1_x.dmi files to screen_x.dmi
 - Removed screen1.dmi, screen_gen.dmi now handles generic icons.
2016-04-21 20:28:08 -07:00
Tigercat2000 78f53553f8 Reduce lines by removing blank lines added by PJ's script 2016-04-05 08:25:57 -07:00
Tigercat2000 9d430844c3 Replace most (if not all) output << operators with to_chat(user, message)
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.

Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
2016-04-05 08:15:05 -07:00
Aurorablade 29eba99eeb FUCK YOU FUN CODE 2015-12-04 22:34:25 -05:00
Aurorablade 42f912e238 Conflict fixes 2015-12-02 00:54:10 -05:00
Aurorablade 0e485cd893 conflicts 2015-12-02 00:21:20 -05:00
Aurorablade a451932e74 Fized intents, gun toggle is odd... 2015-11-30 00:17:38 -05:00
Aurorablade 58195b8e85 Screen object cleanup 2015-11-29 07:04:21 -05:00
Tigercat2000 633a9e68b4 Merge remote-tracking branch 'upstream/master' into third_times_the_charm_questionmark
Conflicts:
	code/modules/mob/living/carbon/human/human.dm
	 ^ This shit is haunted. It's conflicted on two branches for 0
	 reason, the automatic merge wouldn't work on the fucking end of
	 file.
2015-10-19 16:13:51 -07:00
Tigercat2000 ccdae149bb -tg- pull refactor
This commit does the following:
 - Overhauls how pull works. It is now based on a mob verb,
   mob/verb/pulled()
 - Makes the pull icon much more responsive. It is now updated whenever a
   mob starts or stops pulling an object, and instantly updates.
   - This required HUD changes. God help me.
2015-10-10 11:15:52 -07:00
Tigercat2000 545c38a79b Merge remote-tracking branch 'upstream/master' into third_times_the_charm_questionmark
Conflicts:
	code/game/objects/items.dm
2015-10-08 11:16:30 -07:00
Fox-McCloud b312ff41db More Destroying Tweaks 2015-10-06 23:29:51 -04:00
Tigercat2000 4fc91429e5 Baystation Rigsuits
This commit adds baystation's rigsuit system on top of our own hardsuits;
Our own hardsuits still function fine and are around, but these are
available to admins. Next commit will contain balancing and player
implementation stuff.
2015-10-05 16:42:00 -07:00
Tigercat2000 8c97846746 -tg- style inventory update, stripping update
This commit does the following:
 - Updates a few of our inventory procs to -tg-'s latest
 - Nukes the equip_e system from orbit
 - Fancy UI for stripping people now
 - Nuked fucking kitten ears from their snowflakey bullshit update_icons
   shitty fuck fuck FUCK
 - NUKED FUCKING METAL DETECTORS AHHHHHHHHHHHHHHHHHHHHHHHHHH
2015-10-04 16:53:48 -07:00
Fox-McCloud 56ed8c1a7e Pass III 2015-09-18 21:15:08 -04:00
Tigercat2000 be92665871 Replace magic intent words with defines, grab fixes
This commit does the following:
 - Replaces all instances of magic intent words, like "harm" and
 "help" with defines, I_HELP, I_DISARM, I_GRAB, I_HARM

 - Fixes a few manual grab instances left over in attack_alien, they
 will now used grabbedby()
2015-09-07 11:51:00 -07:00
Markolie 5dc034719d Port Bay's silicon law manager 2015-08-31 02:18:49 +02:00
Markolie 73e94b5dc4 Alarm system overhaul 2015-08-02 07:13:03 +02:00
Markolie c2cbaa7627 Add borg headlamp, add movement states for surgeon/miner bot, add jetpack overlay to all miner borgs 2015-07-30 19:33:49 +02:00
AnturKandTigercat2000 568d289a67 Generic Action\Action Button System
This commit ports the GAABS from -tg-station13. The GAABS allows for
generic, movable, hud elements for spells, powers, and items.
2015-05-11 09:32:08 -07:00
Spacemanspark bb8dadb56b Squishing commits 2015-04-11 14:46:15 -05:00
Spacemanspark cb94ac8a3d Remove's the ability to put someone on walk mode. 2015-04-11 11:40:59 -05:00
Markolie 8a41ab2025 Taking off mask disables internals 2015-02-28 19:51:14 +01:00
Markolie e1f0d0fec7 Bug fixes, add atmos watertank 2015-02-25 19:47:04 +01:00
Markolie 672305e034 Adds a "params" parameter to attackby(), so it keeps track of pixel_x and pixel_y among other things 2015-02-22 22:12:11 +01:00
Markolie 3b072b5a62 Remove click delay from most things 2015-02-22 18:47:58 +01:00
Markolie ad167dc541 Announcement system overhaul, crew monitor system overhaul, add portable crew monitor 2015-02-16 19:03:29 +01:00
Markolie 8fae0f029f Accessory overhaul 2015-02-08 14:29:10 +01:00
Markolie 37b86cd8f1 Xenos gamemode rework 2014-12-13 02:08:22 +01:00
Markolie aa68b2e160 AI/Cyborg HUD fixes, lets Vox's pick name when spawning, fixes Beepsky's/ED-209's ID'ing issue 2014-12-06 01:26:59 +01:00
Markolie d0e9752931 AI HUD color update, add icon for sensors 2014-12-04 22:20:32 +01:00
Markolie 30c1960fe8 Adds Syndiborg to NukeOps, enables shortcuts for borgs/drones, notifies the AI of borg changes 2014-11-23 07:52:38 +01:00