* Changelog Overhaul
* SQL Update
* This is why I hate merge conflicts
* Comment Correction
* Farie Fixes + Tested with blank DB
* Colours + Titles
* Colour tweaks
* I fell victim to my own CI Chains!
* Cleans up the remains of the old changelogs
* Fixes formatting
* Kyet Changes
* Date
* Initial Commit - Trying to add DC to Travis
* Forgot to chmod
* This took too long
* Farie Fixes
* Fixes new code
* Job factions are fucking smelly
* Loadouts work again
* Runtime fixes
* Handlers converted, now to fix 3532 compile errors
* 3532 compile fixes later, got runtimes on startup
* Well the server loads now atleast
* Take 2
* Oops
Add in feedback message
Update client defines.dm
keep it as bool I guess
Update karma.dm
Make it persistent
Update karma.dm
Update karma.dm
Update preferences.dm
make it compile, include kyet's suggestions
fix some things with the help of dtx
No front-end changes. This just means that mob colours now take up less columns in the database, incur less processing (reduced rgb() calls) and reduces the amount of code dedicated to them.
Required SQL Change:
ALTER TABLE `characters` ADD `autohiss` TINYINT(1) NOT NULL AFTER `gear`;
Ingame changing of auto-accent level is no different.
This peference can be different on each of your characters.
Players:
- The only thing that you should notice is that your backpack options
have changed. Instead of being "None", "Backpack", "Satchel", and
"Satchel Alt", there are 6 options:
- "Grey Backpack": Ensures you always recieve a plain grey backpack.
- "Grey Satchel": Same as the above, grey, plain, satchel.
- "Grey Dufflebag": So you don't have to rush the locker room, I
guess. Just kinda ransacked it from /tg/. Happy to revert it, please
do not post a five paragraph text wall calling me a shitlord
powergaming hitler-loving furry.
- "Leather Satchel": It's a leather satchel. What the hell did you
think it was?
- "Department Backpack": Gives you the department's default backpack.
Grey for most jobs.
- "Department Satchel": It gives you the department's default
satchel; A grey satchel if the department doesn't have one.
Coders:
- The above means this needs a minor SQL change:
```
SQL goes here
I'll write a query later
Can't be bothered now
Kill me please
```
- This is a cleaner method of handling job equipment than
"M.equip_or_collect" x 1000. Jobs specify a '/datum/outfit' datum,
which defines all of the things to equip to the user.
- Minor note: equip_or_collect will no longer ever generate a plastic
bag. It will instead just drop stuff on the floor if it can't stuff it
into a mob. If this is even slightly a point of contention, more than
happy to revert it; It was just requested by Fox.
- Addendum: This also has the effect of making it so that labcoats
are just thrown onto the floor if you have a loadout suit. It's not
really avoidable. Uniforms and suits are equipped before the
backpack.
- Changes from /tg/:
- Changed all of the "H.equip_to_slot_or_del" calls into invoking a
new "equip_item" proc; This is used to support a new variable called
"collect_not_del". Job outfits use this, it makes it so that the
system calls equip_or_collect instead of equip_to_slot_or_del. The
idea being that job items should never be lost to the void,
especially because they can conflict with loadout items.
TODO:
- Retrofit "Equip Mob" verb to use this for all of the non-job options
- Fully implement head announcements(?)
- May be best for a second PR that addresses all of the real issues
with our current job system
( Now go reread that SQL code block :) )
If you want to have a name like ARMA-420 in game you previously had to
manually set it every round because it wouldn't load properly from SQL
because reject_bad_name doesn't like no numbers.
Changes that.
By turning it into its own preference. The verb stays in the ghost tab, except it now operates by checking client preferences.
Needs
ALTER TABLE `player` ADD `ghost_anonsay` TINYINT(1) NOT NULL DEFAULT '0' AFTER `lastchangelog`;
to add it to the SQL