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 :) )
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
- Adds a `donators` table for our patreon supporters.
- Intended to be half-automated, half-manual, in order to correlate
patreon accounts to ckeys. Uses the `active` field so that supporters
don't have to have their ckey associated every time they stop and
restart their donations.
- Current actions:
- Donators at tier 1 or greater get a palm tree next to their name in OOC
(toggleable)
- Donators at tier 1 or greater get +5 loadout points.
- Known issue: Loadout points will not update if the table is
modified during a round where the user has already logged in, due
to preference datum caching. There's not really any good way to fix
this, unfortunately.
Tajara ears are on their head now, fixes a crash bug with tail wagging
with body accessories that are split-rendered, adds secondary
hair/facial hair themes, fixes issues with human/skrell arm/lower body
sprites etc.
- Made use_exp_restrictions_heads_hours text2num'ed in configuration.dm,
rather than on use
- Converted all exp_types to #defines, instead of magic strings
- Moved exp_jobsmap to jobs.dm
- Replaced has_exp_for_job with job.available_in_playtime, which returns
- Changed <BR> -s to <LI>s, for proper HTML lists
- Made update_exp less indented, easier to read
- Fixed potential runtime in admin/topic.dm when calling exp window on a
non-existent mob
- Made job preferences screen tell you how long until you unlock each
locked job, in hours or minutes as appliccable
- Changed SQL storage format because mediumtext does not support default
''
- Converted exptimer() into a roundstart hook proc
Missed body tag
Typo fix
You can now colour the webbing of webbed Unathi frills independently.
Morph and CMA support has been included.
Splits tigerhead sprites into 3 versions in order to better fit the
different ears of the three species that can use it.
Adds Tajara inner ear and muzzle colouration as head markings, adds muzzle colouration for Unathi (sharp and round) as head markings, adds belly colouration for Tajara and Unathi as body markings.
Fixes issue where the Unathi stripe marking name in sprite_accessories was incorrect.
Also fixes a bug where setting your IPC's head to 'normal' gave it a random screen style that was often not compatible with the monitor head.
Does a bit of tidying up in tail generation mainly, but also in icon skin-tone handling and just about everywhere else I ended up working.
Adds ears to Tajara heads. Removes ears from tajara hairstyles.
Removes the now pointless Tajaran Ears hairstyle and renames the Tajaran hair objects appropriately.
Adds a Vulpkanin Body Marking and some Tail Markings.
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
Does the following:
- Adds 'chromeless' mode (NanoUI defaults to using this)
- Window borders disappear, replaced by in-browser elements for
minimize/close/move/resize.
- You *must* move/resize slowly when using this mode, or it can have
unexpected results, as the JavaScript cannot keep up as well as the
native windows movement.
- StatusGroups are now transparent: This looks nice. That's about it.
- Body background switched to a .svg format for the NanoUI Logo.
- Coder things:
- Nano's JavaScript now has a new class, NanoWindow
- NanoWindow handles all of the chromeless work. It'll be used to
replace portions of NanoStateManager later.
This commit adds a modular system for selectable body accessories. These
accessories are currently split into two primary groups,
"/body_accessory/body" and "/body_accessory/tail", for "body" sprites and
"tail" sprites respectively. (also known as a subtype just for vorestation
taur sprites)
Basically, this allows for selectable tails. This commit doesn't include
any subtypes, which will cause the startup hook to fail. The only subtypes
this actually includes is a snake 'body'.
Admins can select any tail, regardless of species restriction. Admin-only
subtypes are simply defined by not adding any species to the whitelist.
Note, as this system uses the body color system, admins may also use the
body colors at any time regardless of race.