- Adds a configuration option for loadout points.
- Fixes the blue plaid skirt lacking its own unique type, causing
runtimes due to the mismatch between its display_name and
initial(display_name).
- Fixes the gear selection table using a fixed width.
- Fixes the restrictions column not consistently being added.
- Fixes the header and footer lacking the proper column span to account
for the restrictions column.
Adds a chat text warning when a client connects to the server with a
version of BYOND which is at least one major version behind what is
current.
E.g we've declared the standard to be 510, and they connect with 509.
This warning does not actually stop them doing anything. It just tells
them to go update their BYOND.
This does not support minor versions (e.g: 510.1347) because the
client's "byond_version" var only reports the major version number.
Still, should help remind people who return to the game after an absence
to update their client before playing.
* Initial Checkin
- Creates two new admin-only jobs, "Nanotrasen Navy Officer", and
"Special Operations Officer". The former is for IC investigations by
admins of situations on the Cyberiad, and spawns in the admin room. The
latter is for leading/overwatching ERT teams, and spawns at the ERT
office.
- Neither of these jobs are accessible to normal players, either on
join, in preferences, or as a random job.
- When they are spawned, no announcement is made, and they do not show
up on the crew manifest.
- In other news, the "select equipment" debug verb has also been
adjusted so that NT Navy Officers get the same equipment either way.
* Fixes teleporter on admin station so that admins can use it to teleport directly to bridge
* Fixes CC jobs not always displaying CC HUD icon for sechuds
* Adds an implant that dusts someone on their death
* Tweaks
Changes:
- CC officers now spawn with an internals box in their backpacks, like
everyone else.
- CC officers now get dust and death alarm implanters in their backpacks
on spawn, rather than automatically having the implants in their bodies.
This enables admins to test things on admin station without worrying
about dusting or having their deaths broadcast.
- Dust implants no longer provide death alarm functionality.
- Dust implants no longer process().
- Dust implants are now based on explosive implants, and can be manually
activated via deathgasp.
- CC officers now spawn with CC headsets that are named 'centcom
headset'.
* Deletes CC encryption key
* Switches to using imp_in.dust()
* bicon regex run
* Remove all \black
* Goonchat from /vg/ / Goon
Whoo!
Special thanks to @Tastyfish for the macro2html thing so all of our
horrible color macros keep working and don't fail horribly <3
* Fixes and changes n stuff
- Made ping sane again (the fuck PJ)
- Updated chat CSS
- Fixed like one problem with a color macro
* whoops
* Restore /vg/'s pingloop stuff (used to avoid fucking up is_afk)
* Strip problematic tags from tcomm scripts
- <audio>
- <video>
- <iframe>
- <script>
* Fix human examine icon
* Name hotkey elements
* Removed old stylesheet
* 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
Job skirts now only cost 3 points, any further job skirts selected will
not count towards points. Yes, you still spawn with multiple skirts if you
are in a position that has them, no, I can't fix it.
Basics
- Allows you to select up to 10 items in the character menu
- Saved per-character
- The items will be spawned when you join
- Some items may have job limitations
Included Items
- Accessories
- Scarf
- Black Scarf
- Christmas Scarf
- Dark Blue Scarf
- Green Scarf
- Light Blue Scarf
- Orange Scarf
- Purple Scarf
- Red Scarf
- Striped Blue Scarf
- Striped Green Scarf
- Striped Red Scarf
- White Scarf
- Yellow Scarf
- Zebra Scarf
- Cosmetics
- Blue lipstick
- Jade lipstick
- Purple lipstick
- Red lipstick
- General
- d20
- Uniforms and Casual Dress
- Blue Plaid Skirt
- Purple Plaid Skirt
- Red Plaid Skirt
- Atmospherics Skirt
- Black Skirt
- Cargo Skirt
- Chemist Skirt
- CMO Skirt
- Engineer Skirt
- HOS Skirt
- Medical Skirt
- QM Skirt
- Roboticist Skirt
- Scientist Skirt
- Security Skirt
- Virologist Skirt
- Warden Skirt
- 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.
Ensures the first choice posed to the user is one of companies that only
offer one model and single entries for companies that offer more than
one model
continued: Monitor changing verb will now only show a list of monitor
styles available for the monitor head brand you are using.
For example, if you chose any of the regular monitor heads (default
morpheus or anything suffixed with mtr.) you will get a list of IPC
standard monitor styles and nothing else.
However, if you chose the hesphiastos alt head (which is also a monitor,
but of a different style) the list will be populated with the monitor
styles suitable for that hesphiastos head, but none others (not even the
ipc standard ones, since those don't fit and hesphiastos alt. isn't in
the models_allowed list)