* Better notifications
* Add buttons to del/move tabs in edit mode
* Add a <span> to emotes
* Fix duplicate IDs in VChat and add more logging
* VChat: Redone chat output in Vue.js
* Ported tg asset cache
* VChat DME Update
* Replace \image macro with bicon()
* NanoUI Subsystem Fixes
Don't do this, the asset subsystem does this for you
* Allow narrate/globalnarrate shenanigans
Allows HTML if your entire thing is HTML
* Disable bicon() icon object cache, and create text tag cache
* Ore Scanner is written incorrectly
Only revealed by vchat
* Fixes 2 VChat bugs
* Underline links in VChat
* Fix LOOC color
* VChat Improvements
Hopefully, anyway.
- Arbitrary font size setting
- Line height setting
- Multiple crush settings
- Rewrote how tabs work hopefully for performance
- Hidden messages are actually put elsewhere
- Attempts to correct chat backlog restore on rejoin
* Surgery steps to use <span>
* Some VChat Tweaks
- Chat remains between client reconnects if your client didn't close (so things like using the reconnect button, or autoreconnects at round end when that feels like working)
- The client doesn't send pings to the server, the server sends pings to the client. This fixes AFK measurements for AFK kick purposes.
- Turn latency indicator into a green/red indicator to show if you're connected, and when clicked will perform a one-time ping (and block doing it again for 10 seconds). It will display '?ms' if it never got a reply, or '999ms' if it did, but it was over 1s.
* Include date in filename for VChat log save
* Merge pull request #6767 from Cyantime/patch-2
Change chat export naming scheme
* Adds VChat tab saving
Saves every time you enter/exit edit mode. Persists between rounds, VChat reloads via verb, etc.
* Fix chat exporting when someone has used unicode
Only affects clients still using 512
* Use CLIENT_FROM_VAR for ease of code reading
* Update code/modules/client/asset_cache.dm
Co-Authored-By: Novacat <35587478+Novacat@users.noreply.github.com>
* Fix runtime when client disconnects before vchat loads
* Fix polaris version of command reports
* Fix LOOC color in oldchat
* Put some styles in various adminpm messages
* Round info and advanced who spans
* Fix missing tag-end
* Maybe fix images for linux and statpanel but also doom everyone
Co-authored-by: ShadowLarkens <ShadowLarkens@users.noreply.github.com>
Co-authored-by: Novacat <35587478+Novacat@users.noreply.github.com>
* Basic distillery uses logistic temp change
Basic distillery pings when at temp
Industrial distillery repsects gas laws
* Expands examine text to be informative
Adds verbs to distillery
* Tweaks distillery costs
- Ports the overmap, ships, sectors, and "landable" ships from baystation.
- Ports necessary computers to control ships and overmap shuttles.
- Shims missing machine and computer functionality pending future enhancements.
- Includes required new sprites and sounds.
unbranded is unlocked via research, while cenilimi is ordered on the cargo console
a 'bald' hairstyle is added for FBP teshari to use
a sprite fix for teshari torsos and far hand are also included, to avoid having holes in teshari that have prosthetic limbs
some minor fixes for the teshari nurse cap and eyepatch are also included
Keeps the same "bold if changed" functionality added in recent QoL improvements, but replaces the one-datum-instance per hint per device with a two number vars per device.
Largely ported from the work done at Baystation in Baystation12#17460 and later commits.
- Shuttles no longer require a separate area for each location they jump to.
Instead destinations are indicated by landmark objects, which are not necessarily exclusive to that shuttle.
This means that more than one shuttle could use the same docking port (not at the same time of course).
- Enhanced shuttle control computers to use nanoui if they didn't.
- Organizes shuttle datum code a bit better so there is less re-inventing the wheel in subtypes.
- Allows the possibility of shuttles (or destinations) that start on late-loaded maps.
- Deprecate the "extra" shuttle areas that are no longer needed and update shuttle areas in unit tests
This all required a bit of infrastructure improvements.
- ChangeArea proc, for changing the area of a turf.
- Fixed lighting overlays actually being able to be destroyed.
- Added a few utility macros and procs.
- Added "turf translation" procs which are like move_contents_to but more flexible.
(cherry picked from commit c837078105)
* Makes hacking window consider all hands instead of just the active one.
* Makes bottom indicators in hacking window go bold if they changed since the last refresh.
* Changelog
* Mobs can be incorporeal
Prevents step noises, getting shot, etc. Basically living ghosts. Feel free to add more places this should check, but I think this is a majority.
* Fix missing incorporeal floatyness
* Somewhat cleans up a piece of job code, makes new ID computers not be awful.
* Changes ROLE_ defines to DEPARTMENT_ to be clearer. Backports the new ID computer's assignment section of its UI to the old ID computer.
* Swaps back to southern cross map.
* Removes a block of commented code.
* Fix Air Pump loop sound stacking multiple times per pump.
Turns out that the # was so, so, so far off. It was acting as if it was 0.4 seconds per loop, for an 11 SECOND SOUND FILE.
My bad.
* Reduce it to 70 deciseconds, because I'm dumb.