* Add files via upload
* Removes Noble Defines
* Mech Mini 'Revamp'. Will need playtesting. (#5480)
* Exosuits are now capable of holding more equipment, of specific types.
* Tweaks regarding feedback in staffside thread, other concerns.
* Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss
* Weapons only fit in universal combat slots.
* Adds smart magazine, magazine functionality
* Adds a new subset of grenades that shoot projectiles
* Low alpha now makes HUDs and tooltips not show up on you
* Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515)
* Update smartfridge.dm
* actually indicates which line solves the bug
* Adds a whole bunch of Exosuit weapons and other miscellaneous parts.
* Minifrags now use the small fragments mainly as they should.
* Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird.
* Touch stuff in reference to responses.
* NanoUI now processes again
* Initial Work: Manifest, Newsfeed
* Adds newscast viewing, manifest
* Cartridge devices
* Template progress
* Med records, Sec records, Emp records
* Cartridge work part 1
* Cartridge work: part 2
* Power monitoring console
* Cartridges have persistent, internal data
* Code to load element-specific data upon request, instead of serving all relevant data at once
* Janitorial Supply Locator
* Refactor crew manifest to a separate file
* GPS cartridge
* Reorganize GPS to proper organization, important comments
* Supply cartridge
* Status display access
* Merc blast door controller
* Appeases travis (Round 1)
* Appeases travis (Round 2)
* Headset sprites are now on the default ear, which is left
* Cleave changes, attack code cleanup
* Catching is no longer guaranteed, accuracy code is more general
* Adds a Neural implant for future implementation. Promethean brains have been updated to fit it.
* changelog
* Robots can attack things again
* Might help with air subsystem lag
* Ports the spinny throwing animation from Bay
* Cult heal modifier no longer does Shit-Tons of agony. Does mediocre agony on non-cultists.
* Defines.
* Headset sprite tweaks
* Shield Drone no longer auto-fails with Energy Relays.
* I'm an idiot.
* PoIs can be rotated in increments of 90 degrees
* Might fix the server startup error_handler runtime
* Cult Girders are back to being proper.
* Submaps can now be rotated to any cardinal direction (South is default)
* Should fix another runtime with tools
* Buffs the Vox
* Removes debug code (Yes, I'm an idiot)
* Ready for merge
* Fixes some bugs tangentially related to Vox code
* Ports /vg/ instrument frame work, adds client based sound pref
Also shifts sound files which is 98% of the bulk here.
* Helmets now show only certain hairstyles
* fixes the trailing tag, I think
* Scrubbers no longer automatically scrub phoron (#5512)
* adds manual changelog
* Adds new set of cyborg sprites for medical/science/default/security/combat (#5546)
* Refactor cargo trains, they're just normal trains now. Adds the Quad, and re-enables/fixes the Space Bike!
* communicator_header.tmpl now correctly includes Body
* Adds tails to Unathi rig suit sprites (#5551)
* supplycom/control drops the correct circuit
* Emags have an effect on cargo consoles
* The cybersuit is now a space suit.
* Map Bugfixes
- Fix for mislabeled c_tag cameras, first deck
- Fix for mislabeled c_tag cameras, second deck
- Fix for poi crashed containment shuttle mapping issues (terrain generation)
- Fixed wrong floor type on skipjack
- Fix for scrubbers pipe, central substation
- Fix for air supply pipe, chapel
- Fixed scrubber pipe, Engineering Drone Fab
- Fix for air supply pipe, Prison Wing
- Removed redundant supply and scrubber pipe, Security Auxiliary Dock
- Fix, Fore Aux Dock airlock pipe.
- Fix air supply pipe, library
- Fix, scrubber pipe, coffee shop
- Pipe fix, Medical maint
- Fix, supply pipe medical secondary storage
- Removal, redundant supply pipe, cargo maint
- Fix, virology scrubbers pipes
- Fix Xenobio and Xenoflora missing atmos connection to the main outpost
- Fix, missing atmos connections between Main outpost telecoms and main outpost atmos
- Fix for missing power wires, HoS Office, Warden Office, Heads of Staff Meeting Room
- New, random mouse spawner
- New, random mouse spawners added throughout maintenance on the station (maybe too many, maus station 13)
- New, 30 sheets of lead added to engineering
- Fix, POIs should now be rad protected and characters won’t be affected by the radiation event
* Fixes Lead Walls (#5562)
A material's ``radiation_resistance`` was never considered for calculating a wall's cached resistance to radiation. This fixes it. There is another issue involving r-walls not being better at stopping radiation than their normal-wall counterparts made of the same material but fixing that involves a lot of number adjusting to avoid the SM engine from getting twice as protective.
* Yet Another Circuit Update (#5549)
* Circuit updates, adds new components, improves printer, new assemblies.
* Finishes powernet circuit.
* Adds wearable assemblies.
* Finialization before merging with GLOB port.
* Finishes circuit update, hopefully.
* Forgot to undo map.
* Removes debug output.
* Readds size traits
* Signal pistol can be reloaded (#5566)
* Makes Blobs more useful.
* Rig and Spacesuit additions
- Added the 'military' Rigsuit from Bay.
- Added 'pmc' rigsuits
- Added exploration and pilot voidsuits along with alternate sprites (alternate sprites done by Naidh)
- Addition of suit cyclers for exploration and pilot voidsuits
None of these suits are currently accessible in game outside of admin bus. Currently only the pilot voidsuits have other species sprites. Exploration suits are missing sprites for Teshari (Naidh made some for their alternates but I have to add them) and the rig suits are human only. This is to be fixed in the near future, just wanted to get the make workload actually in the game first.
* Dermal implant doesn't cover hair
* Fixes a couple of tool related oversight/runtimes
* Fixes hand and leg cuffs
* Technically adds the Ore Redemption Machine
* Update combat.dm
* Boot knives fit in boots
* Adds tails to Unathi rigsuits (again)
* PoI fix
* Skrell names no longer contain spaces
* Descriptors now properly respect species differences
* Make the Statue NOT entirely immortal.
* Psychiatric Medication Fix (#5588)
* Psychiatric medications are faster when ingested
* Psychiatric med fix
* Updates changelog
* Tweaks emitters and Pacman
* Adds the Biopsy Scanner to the Surgery Kit (#5589)
* Adds the Biopsy Scanner to the Surgery Kit
Since it's actually used in a surgical operation, it should proooobably be in the kit. Iunno if the kit is really used here aside from antag shuttles, but they might as well have it.
* Added a missing comma
Missed a comma, might be what's causing issues. Iunno. It worked flawlessly in dream-maker.
* Adds some Holy drinks, and Promethean-safe drinks / acclimators. (#5574)
* Adds some Holy drinks, and Promethean-safe drinks / acclimators.
* Carbon + Water + Oil = Sludge
* TRUEFALSE & * removed
* Be Smart about damage things.
* Don't spawn things in Null please.
* Adds a generic proc to the mining vendor to add custom / blank entries.
* Keys now actually exist again.
* Species item slowdown changes
* Pose now shows up under descriptors
* Fixes Circuitry Glasses.
Button in HUD should work now.
* Phase rifle size correction
* Should fix the new bugs with webslinger spiders (#5612)
* Hyposprays can now have different sounds
* admin helps, but working this time.
* handle issue, GLOB staffwho
* admin list seems bork'd cleans up feedback messages
* Fixes grabs breaking defined mob pixel offsets.
Yeah.
* Custom RIG Framework (#5613)
* Framework for Custom RIG sprites.
* Fixfix
* line ending
* Text for handheld plushies when poked
Plushies now make sounds when poked. Squeak!
Ported from https://github.com/VOREStation/VOREStation/pull/4231
* Shotgun cycling animation framework
This adds the possiblity for empty sprites on all shotgun/pump/thing and for cycling animations.
https://cdn.discordapp.com/attachments/407267031562453032/488751327531368481/2018-09-10_18-43-05.gif
This particular weapon was made by a friend so i'll wait for their permission before porting it in.
* Add an animated rifle.
Nothing is particularly impressive except the animation.
* Fixes some bloodloss bugs
* Move almost everythign food related into the kitchen module.
Not moving reagents and tools.
* Minor issues fix.
* Remplace sprite hammer with pickaxe
This particular hammer had been sitting 'waiting for sprites' for 4 years at least. Could be a lot more really.
Fixeshttps://github.com/VOREStation/VOREStation/issues/4183
* Fix mislabelled posters.
https://github.com/VOREStation/VOREStation/pull/4310https://github.com/VOREStation/VOREStation/issues/3597
* Remove kobold.dm
This file has no sprites and is used nowhere. It does have some kinda cute emotes but without sprites it's useless and has been since 2017 and maybe much longer. I haven't found any references of it's origin either.
~~maybe virgo will do sprites i dunno~~
* Fix yes emote not working correctly.
It's a lazy fix but it works.
* Fixes chem master dumping reagents.
Previously, if you used a bluespace beaker and transferred all of it's contents, the chem master buffer would silently drop all of those chemicals without warning.
* Fixed smes terminal construction requiring more cable than used.
* Fixes laptop blocking grown adults.
* Fixes several typos with oxygen_pump.dm.
* Fix the condimaster not working.
Previously, you simply couldn't make any condiment using this machine. Now you can. There was just missing template which is back in with this PR. (Thanks aronai.)
This means you should consider remplacing it in your kitchens.
* Remove intensity from chemistry machines.
* Add a noise for mining scanners.
This should affects all devices using it too.
* Prevents people from HREF exploiting around the R&D console.
* Lock has a check already, so remove that.
* reeeeeeeee
* Fixes missing sprites when excavating rocks
* Xenoflora and Xenobio House Move
- Moves Xenoflora and Xenobio stationside, on first deck. Leaves the old labs still up planetside for the time being.
- Minor bug fixes, missing lights, mislabeled lockers in robotics, floor decals.
* Changes << to to_chat at request.
* wax staxs
* Fix plastic ashtrays only holding one butt. Now they hold 4butts.
jeez bill.
* Move surgery caps into their own selection.
* Fixes maploading
Imagine you're on the last iteration of this loop, you've done the final column of X coordinates and you're going to set maxx.
Would you want to set it to where you are now, the final X column... or would you want to add ONE MORE beyond the template size for some reason then set it to that?
This bug causes all templates that are the size of normal maps to fail to initialize any atoms if your template is the size of your normal maps, because it tries to obtain a square of size minx, miny, minz, maxx, maxy, maxz to initialize, however maxx is nonextant because it exists outside the bounds of the world. It also causes all submaps to initialize an additional column of atoms twice, or not initialize any if they spawn against the right edge of the map.
* More paths to Quick_Create
Add devices
Add guns
Add mecha_equipement
Add mecha_parts
Add reagent containers
Add specially food
Considering adding one for each clothing types such as under, head, above, gloves, glasses and so on.
* Bring back the traitor panel verb.
Now you don't have to right click on someone and open their player panel to reach it. How convenient!
* Graves (#5622)
* Adds support for closets storing closets, and graves
* More Grave Things
* Chnglog
* Polaris Vision Tweaks
* Fix a couple of ticket bugs
Don't show admin character names when they reply, and this proc appears to take different options on tg, so was fixed here.
* Prevent people from removing papers from any distances.
* Removes maintenance access from cleanbots
This should stop them from wandering into maintenance never to be seen or heard from again.
* Ports Vote to SMC
* Fixes two anchored-related bugs, taped papers and the medbay phone.
* Remove very annoying midi tools
* Magazines improvements (#5666)
* Give sounds to emptying magazines
* Clear some trash in the saber magazines
* The magazine NOW behaves correctly.
* The second half and more casing noises.
* Fixes all waistcoast being black when worn in the suit slot
* Makes RCDs Clean Again (#5679)
* Makes RCDs Clean Again
* Forgot a few things.
* Adds Mods/Dev perms to ticket permission checks (#5683)
* Fixes minor clipping issues in two cyberlimb sets
* Fixes minor clipping issues in cyberlimbs
* Fix wax appearing to be steel.
* Actually make the system work correctly this time.
Honestly this one is so much more clear than the other that we should always use it.
* Fixes new record bug. (#5685)
* Fix for duplicated loadout descriptions (#5694)
* Add files via upload
* Revert "Merge pull request #1 from Shophaune/plant-bag-ui-bug-fix"
This reverts commit 62a60d4f87, reversing
changes made to 6f909ce590.
* Borrowing Ibnesquik's descriptions to fix this issue quickly.
* Fixes PDA manifest excluding all non-syndie borgs (#5695)
* Fixes PDA manifest excluding all non-syndie borgs
I'm preetty sure the original PR had the opposite intention of what it actually did.
* Update obj.dm
* Update obj.dm
* Fixes duplication of corpses by holding and then cooking (#5693)
* Add files via upload
* Revert "Merge pull request #1 from Shophaune/plant-bag-ui-bug-fix"
This reverts commit 62a60d4f87, reversing
changes made to 6f909ce590.
* Fix for cooking mob duplication
* Actually this is a better method, thanks Baystation
Yeah they kinda fixed it three days ago way better than I did it so
* Ports the supermatter grenade, supporting code
* May or may not make movement seem smoother
* Fixes the Sleepy Ring
* Partially ports the GLOB system
* Fixes the bug(s) that allow meat bodies to have metal brains
* ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here
* Optimizes supply UI
* Transfer shuttle grammar fixes
* Fixes borked E and W fish sprites
* Fixes incorrect ETA in crew transfer announcement
* Ports descriptors from Bay
* Add files via upload
* Removes Noble Defines
* Mech Mini 'Revamp'. Will need playtesting. (#5480)
* Exosuits are now capable of holding more equipment, of specific types.
* Tweaks regarding feedback in staffside thread, other concerns.
* Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss
* Weapons only fit in universal combat slots.
* Adds smart magazine, magazine functionality
* Adds a new subset of grenades that shoot projectiles
* Low alpha now makes HUDs and tooltips not show up on you
* Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515)
* Update smartfridge.dm
* actually indicates which line solves the bug
* Adds a whole bunch of Exosuit weapons and other miscellaneous parts.
* Minifrags now use the small fragments mainly as they should.
* Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird.
* Touch stuff in reference to responses.
* NanoUI now processes again
* Initial Work: Manifest, Newsfeed
* Adds newscast viewing, manifest
* Cartridge devices
* Template progress
* Med records, Sec records, Emp records
* Cartridge work part 1
* Cartridge work: part 2
* Power monitoring console
* Cartridges have persistent, internal data
* Code to load element-specific data upon request, instead of serving all relevant data at once
* Janitorial Supply Locator
* Refactor crew manifest to a separate file
* GPS cartridge
* Reorganize GPS to proper organization, important comments
* Supply cartridge
* Status display access
* Merc blast door controller
* Appeases travis (Round 1)
* Appeases travis (Round 2)
* Headset sprites are now on the default ear, which is left
* Cleave changes, attack code cleanup
* Catching is no longer guaranteed, accuracy code is more general
* Adds a Neural implant for future implementation. Promethean brains have been updated to fit it.
* changelog
* Robots can attack things again
* Might help with air subsystem lag
* Ports the spinny throwing animation from Bay
* Cult heal modifier no longer does Shit-Tons of agony. Does mediocre agony on non-cultists.
* Defines.
* Headset sprite tweaks
* Shield Drone no longer auto-fails with Energy Relays.
* I'm an idiot.
* PoIs can be rotated in increments of 90 degrees
* Might fix the server startup error_handler runtime
* Cult Girders are back to being proper.
* Submaps can now be rotated to any cardinal direction (South is default)
* Should fix another runtime with tools
* Buffs the Vox
* Removes debug code (Yes, I'm an idiot)
* Ready for merge
* Fixes some bugs tangentially related to Vox code
* Ports /vg/ instrument frame work, adds client based sound pref
Also shifts sound files which is 98% of the bulk here.
* Helmets now show only certain hairstyles
* fixes the trailing tag, I think
* Scrubbers no longer automatically scrub phoron (#5512)
* adds manual changelog
* Adds new set of cyborg sprites for medical/science/default/security/combat (#5546)
* Refactor cargo trains, they're just normal trains now. Adds the Quad, and re-enables/fixes the Space Bike!
* communicator_header.tmpl now correctly includes Body
* Adds tails to Unathi rig suit sprites (#5551)
* supplycom/control drops the correct circuit
* Emags have an effect on cargo consoles
* The cybersuit is now a space suit.
* Map Bugfixes
- Fix for mislabeled c_tag cameras, first deck
- Fix for mislabeled c_tag cameras, second deck
- Fix for poi crashed containment shuttle mapping issues (terrain generation)
- Fixed wrong floor type on skipjack
- Fix for scrubbers pipe, central substation
- Fix for air supply pipe, chapel
- Fixed scrubber pipe, Engineering Drone Fab
- Fix for air supply pipe, Prison Wing
- Removed redundant supply and scrubber pipe, Security Auxiliary Dock
- Fix, Fore Aux Dock airlock pipe.
- Fix air supply pipe, library
- Fix, scrubber pipe, coffee shop
- Pipe fix, Medical maint
- Fix, supply pipe medical secondary storage
- Removal, redundant supply pipe, cargo maint
- Fix, virology scrubbers pipes
- Fix Xenobio and Xenoflora missing atmos connection to the main outpost
- Fix, missing atmos connections between Main outpost telecoms and main outpost atmos
- Fix for missing power wires, HoS Office, Warden Office, Heads of Staff Meeting Room
- New, random mouse spawner
- New, random mouse spawners added throughout maintenance on the station (maybe too many, maus station 13)
- New, 30 sheets of lead added to engineering
- Fix, POIs should now be rad protected and characters won’t be affected by the radiation event
* Fixes Lead Walls (#5562)
A material's ``radiation_resistance`` was never considered for calculating a wall's cached resistance to radiation. This fixes it. There is another issue involving r-walls not being better at stopping radiation than their normal-wall counterparts made of the same material but fixing that involves a lot of number adjusting to avoid the SM engine from getting twice as protective.
* Yet Another Circuit Update (#5549)
* Circuit updates, adds new components, improves printer, new assemblies.
* Finishes powernet circuit.
* Adds wearable assemblies.
* Finialization before merging with GLOB port.
* Finishes circuit update, hopefully.
* Forgot to undo map.
* Removes debug output.
* Readds size traits
* Signal pistol can be reloaded (#5566)
* Makes Blobs more useful.
* Rig and Spacesuit additions
- Added the 'military' Rigsuit from Bay.
- Added 'pmc' rigsuits
- Added exploration and pilot voidsuits along with alternate sprites (alternate sprites done by Naidh)
- Addition of suit cyclers for exploration and pilot voidsuits
None of these suits are currently accessible in game outside of admin bus. Currently only the pilot voidsuits have other species sprites. Exploration suits are missing sprites for Teshari (Naidh made some for their alternates but I have to add them) and the rig suits are human only. This is to be fixed in the near future, just wanted to get the make workload actually in the game first.
* Dermal implant doesn't cover hair
* Fixes a couple of tool related oversight/runtimes
* Fixes hand and leg cuffs
* Technically adds the Ore Redemption Machine
* Update combat.dm
* Boot knives fit in boots
* Adds tails to Unathi rigsuits (again)
* PoI fix
* Skrell names no longer contain spaces
* Descriptors now properly respect species differences
* Make the Statue NOT entirely immortal.
* Psychiatric Medication Fix (#5588)
* Psychiatric medications are faster when ingested
* Psychiatric med fix
* Updates changelog
* Tweaks emitters and Pacman
* Adds the Biopsy Scanner to the Surgery Kit (#5589)
* Adds the Biopsy Scanner to the Surgery Kit
Since it's actually used in a surgical operation, it should proooobably be in the kit. Iunno if the kit is really used here aside from antag shuttles, but they might as well have it.
* Added a missing comma
Missed a comma, might be what's causing issues. Iunno. It worked flawlessly in dream-maker.
* Adds some Holy drinks, and Promethean-safe drinks / acclimators. (#5574)
* Adds some Holy drinks, and Promethean-safe drinks / acclimators.
* Carbon + Water + Oil = Sludge
* TRUEFALSE & * removed
* Be Smart about damage things.
* Don't spawn things in Null please.
* Adds a generic proc to the mining vendor to add custom / blank entries.
* Keys now actually exist again.
* Species item slowdown changes
* Pose now shows up under descriptors
* Fixes Circuitry Glasses.
Button in HUD should work now.
* Phase rifle size correction
* Should fix the new bugs with webslinger spiders (#5612)
* Hyposprays can now have different sounds
* admin helps, but working this time.
* handle issue, GLOB staffwho
* admin list seems bork'd cleans up feedback messages
* Fixes grabs breaking defined mob pixel offsets.
Yeah.
* Custom RIG Framework (#5613)
* Framework for Custom RIG sprites.
* Fixfix
* line ending
* Text for handheld plushies when poked
Plushies now make sounds when poked. Squeak!
Ported from https://github.com/VOREStation/VOREStation/pull/4231
* Shotgun cycling animation framework
This adds the possiblity for empty sprites on all shotgun/pump/thing and for cycling animations.
https://cdn.discordapp.com/attachments/407267031562453032/488751327531368481/2018-09-10_18-43-05.gif
This particular weapon was made by a friend so i'll wait for their permission before porting it in.
* Add an animated rifle.
Nothing is particularly impressive except the animation.
* Fixes some bloodloss bugs
* Move almost everythign food related into the kitchen module.
Not moving reagents and tools.
* Minor issues fix.
* Remplace sprite hammer with pickaxe
This particular hammer had been sitting 'waiting for sprites' for 4 years at least. Could be a lot more really.
Fixeshttps://github.com/VOREStation/VOREStation/issues/4183
* Fix mislabelled posters.
https://github.com/VOREStation/VOREStation/pull/4310https://github.com/VOREStation/VOREStation/issues/3597
* Remove kobold.dm
This file has no sprites and is used nowhere. It does have some kinda cute emotes but without sprites it's useless and has been since 2017 and maybe much longer. I haven't found any references of it's origin either.
~~maybe virgo will do sprites i dunno~~
* Fix yes emote not working correctly.
It's a lazy fix but it works.
* Fixes chem master dumping reagents.
Previously, if you used a bluespace beaker and transferred all of it's contents, the chem master buffer would silently drop all of those chemicals without warning.
* Fixed smes terminal construction requiring more cable than used.
* Fixes laptop blocking grown adults.
* Fixes several typos with oxygen_pump.dm.
* Fix the condimaster not working.
Previously, you simply couldn't make any condiment using this machine. Now you can. There was just missing template which is back in with this PR. (Thanks aronai.)
This means you should consider remplacing it in your kitchens.
* Remove intensity from chemistry machines.
* Add a noise for mining scanners.
This should affects all devices using it too.
* Prevents people from HREF exploiting around the R&D console.
* Lock has a check already, so remove that.
* reeeeeeeee
* Fixes missing sprites when excavating rocks
* Xenoflora and Xenobio House Move
- Moves Xenoflora and Xenobio stationside, on first deck. Leaves the old labs still up planetside for the time being.
- Minor bug fixes, missing lights, mislabeled lockers in robotics, floor decals.
* Changes << to to_chat at request.
* wax staxs
* Fix plastic ashtrays only holding one butt. Now they hold 4butts.
jeez bill.
* Move surgery caps into their own selection.
* Fixes maploading
Imagine you're on the last iteration of this loop, you've done the final column of X coordinates and you're going to set maxx.
Would you want to set it to where you are now, the final X column... or would you want to add ONE MORE beyond the template size for some reason then set it to that?
This bug causes all templates that are the size of normal maps to fail to initialize any atoms if your template is the size of your normal maps, because it tries to obtain a square of size minx, miny, minz, maxx, maxy, maxz to initialize, however maxx is nonextant because it exists outside the bounds of the world. It also causes all submaps to initialize an additional column of atoms twice, or not initialize any if they spawn against the right edge of the map.
* Graves (#5622)
* Adds support for closets storing closets, and graves
* More Grave Things
* Chnglog
* Polaris Vision Tweaks
* Fix a couple of ticket bugs
Don't show admin character names when they reply, and this proc appears to take different options on tg, so was fixed here.
* Prevent people from removing papers from any distances.
* Removes maintenance access from cleanbots
This should stop them from wandering into maintenance never to be seen or heard from again.
* Remove very annoying midi tools
* Magazines improvements (#5666)
* Give sounds to emptying magazines
* Clear some trash in the saber magazines
* The magazine NOW behaves correctly.
* The second half and more casing noises.
* Fixes map and makes everything compile.
* A preface to my madness
Travis failed one of my PR's because I copied old code
that used /red /blue /green.
Because of this, I am going to find and replace every
instance of it that I find.
Also this is a test commit to make sure I'm comitting
to the correct branch.
* /blue /green /red replacements
Dear god.
A slow and painful death from acid is more fun than this.
I wouldn't wish this torture on my worst enemy.
And this is only the beginning
* Replace part 2.
Time to fix the human error.
* Fixes mismatches
* Sets macro count to 220
One above the current number of macros in the code.
* Fixes last of the mismatches.
* Removes spaces, replaces \black
Removes spaces
Replaces \black in a few areas where seen
Replaces \bold with <B> </B> where seen
* Updating macro count again
* More fixes!
* Issues fixed! For real this time!
I swear!
* Fixing all the merge conflict files.
Before: Mentors see ahelps they only see ckeys, no links no character names, etc.
Now: Character names shows up and I've added a mentor specific link bar so mentors can use the buttons they already have easily.
Adds a config option MENTORS which sets the variable config.mods_are_mentors
Adds a rights level of R_MENTOR which gets msay, private message, aghost, notes, and a new proc for checking for new players (requires database support).
If the confic option for mentors is set then
the ckeys listed in moderators.txt file will instead be set as mentors, you can still make moderators by adding them in admins.txt
staffwho will show Mentors instead of Moderators as the heading above the listing of non-admins.
Also: Players now get a message gently reminding them to click the name of the staff member to reply instead of ahelping over and over.
- Server will now send adminhelps to the admin channel, with information if there is no admins online.
- Server will inform the admin channel if the last admin online logs out.
- When a round ends, the server will alert the main channel, supplying some statistics.
Additionally, laid the groundwork for an external scripts system.
This is fully configurable/togglable in the config.txt file.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
- Added killswitches to all Enter() and Entered() procs to try to determine if movement is the source of all the constant lag we're having. Toggle the killswitch with the 'disable all movement' verb, available in debug verbs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5571 316c924e-a436-60f5-8080-3fe189b3f50e
Toggling these preferences in-game will update your savefile. Meaning that your preferences will persist between rounds.
Added some savefile_version updating stuff. It's pretty crude. If you're changing any of the savefile stuff just ask and I can change it/help.
Removed some unused client vars
Ghosts no longer hear ambience. Simplified ambience code.
Simplified lobby music code. It will no longer cause a massive queue of events (which would eventually balloon in memory use)
Moved ooccolor and sound_adminhelp back to prefs. It's easier and allowed me to remove the setupclient() stuff completely.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5143 316c924e-a436-60f5-8080-3fe189b3f50e
They include such procs as sanitize_integer(num, min, max, default) which will check num is a number, round num to make it an integer, then check if it is between min and max (inclusive). If it fails the bound-checks it will return default. There are others, have a look.
PERSISTENT PREFERENCES: Every ckey which connects to the game gets its own persistent /datum/preferences datum.
It is archived in var/list/preferences_datums = list("ckey" = datum)
At connect it is automatically associated with the client defines.dm (or a new one is created if it can't find an archived prefs datum). This means clients will ALWAYS have a var/datum/preferences/prefs which references this datum. So you can use it without checking if(client.prefs)
This has simplified only a few bits of code. It will however, allow us to make preferences like see_deadchat ghost_ears etc, persistent. So they will not reset when you DC.
SAVEFILES: Changed the player savefile code a lot. Hopefully I've not fucked it up too much. Every single variable loaded from saves is now sanity checked using the new sanity procs. This should help prevent savefiles becomming obsolete by sanitizing input to meet current requirements, without deleting all the ok variables and making you start from scratch >_> NOTE: I still need to sort out the savefile version stuff. I'll probably figure it out before the server updates anyway. It sees to be fine without it.
You can no longer choose your blood type. It is randomised (with each bloodtype having a realistic probability of occuring). This is to make blood analysis (detective/medical) less pointless. It is chosen as soon as you connect. It remains persistent throughout each round so you won't be able to change it by logging in/out over and over.
Replaces some copypasta code with is_afk() (still a fair bit to do)
There are new hyperlink shortcut things. _src_=vars will direct your hyperlink to viewvars. _src_=prefs to your preferences datum. (These are the only way to access those bits of code via links). This means that the overall amount of operations in almost every Topic has pretty much halved and is much prettier.
Replaced and removed adminplayervars from datum/admins/Topic. It was superfluous. They now all point directly to the viewvars code using _src_=vars
Removed the changelog popup at round start. Instead a button on your game-window will glow white if there are new updates. To peruse at your convenience. This will speed up connect times.
Removed the AFK_THRESHOLD define. It is integrated into is_afk() now.
TODO: remove the prefs stuff from mobs and clients and update code to use client.prefs to access that info.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5121 316c924e-a436-60f5-8080-3fe189b3f50e
Before, when making a link to an admin tool, you done this:
<a href='?src=\ref[C.holder];parameter=1;>link</a>
Now, we do not need to use a reference to direct it to places like usr or usr.client.holder (or client, but you never needed src for that anyway)
usr: <a href='?_src_=usr;parameter=1;>link</a>
holder: <a href='?_src_=holder;parameter=1;>link</a>
This basically allows us to move a LOT of code outside of loops as we no longer have to create a \ref for every recipient of the message. They can all be sent identical links. A simple example of this would be in pray.dm Although it's most noticeable in the adminhelp code which is vastly simplified.
Adminhelp name spotting code thingy...whatever... looks for ckey matches first, then surnames, then forenames. This is to stop it possibly weirding out if there is a station full of "Ed"s of "Sarah"s
Prayer code no longer loads a new icon into memory every time a prayer is sent. Use image() not icon()!
key_name() no longer needs a reference for it's admin_link argument.
message_admin() pretty much doesn't need those extra arguments for finding and replacing %holder_ref%. I've got to go through all the code to check before I remove it though.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5105 316c924e-a436-60f5-8080-3fe189b3f50e