* Large amount of work; Animal taming, shearing. Random animal spawns on sif grass/forest turfs. New PoIs, thermal poncho.
* Combat drone DMI moved to drones folder. Mining Drone subtype added. "Tameable" with ores, will collect and store ores when not in active combat.
* 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>
- This will let us react to the change appropriately.
- While we're here, lets define some constants so we can stop using bare numbers.
- Always use those constants when calling update_use_power()
* Adds Imperion sprites.
* Adds more Xenoarch sprites (most from Schnayy)
* Adds Precursor tech and Anomaly tech.
* Adds Precursor and Anomaly machine components. Machines tweaked to allow usage.
* Bioprinter can print random-species organs with Precursor tech.
* Adds Verdantium, Lead, and Marble to mining.
* Marble rebalanced to compensate.
* Tweaks Xenoarch find spawning
* Xenoarch can now find Imperion circuits (useless for now).
* Xenoarch can now find boats, and sometimes an oar, of a random material.
* Particle smasher added to make Morphium, Valhollide, and Supermatter.
* Morphium and Verdantium coins added.
* RnD machines can accept more materials. No recipes tweaked.
* Fixes 6 pAI faces
PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing.
* Fixes the PDA Halogen Scanner's tendency to be number one.
* Unfolded pAIs can be picked up
Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options.
* Adds the Gigaphone, a suped-up Megaphone.
* Constant Chip has a sprite
* Fireaxe cabinets find their fireaxes in initialize(), rather than new()
* Speeds up alcohol
* fixed mining cloak not being in loadouts
* Admin Supermatter Setup now closes the monitoring room shutters (#5442)
* Admin Supermatter Setup now closes the monitoring room shutters
* Fixes a copy-paste error
* Begins work on lightning.
* Fixes#5447 (Deadspy submap not overwriting mapgen) (#5448)
* Map fix
* fixed deadspy.dmm
* Added Squid plushies of varying colours
I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm
and obj/toy.dmi
* Added hat functionality to Squid plushies
I added the ability to wear my Squid plushies as hats. They're damn good hats.
* Replaces Skrell namegen (#5453)
Created a first name list for Skrell, to replace the syllable assembler.
Created a surname list for Skrell to replace the syllable assembler.
Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler.
* Mechoid makes mistakes. Fix telepathic gigaphones.
* Lets people be colorblind
Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players.
* Whoops, worded that wrong
* Adds beams to the Type var list for View Variables.
* Unfuck my Master
* Adds beams to the Type var selection in View Variables.
* Finishes thunderstorms.
* Adds logging.
* APC Sprite Change
- Port from Virgo recolored slightly to match closer to the old sprite
- Addition of directional sprites for the APCs
* Refactors supply controller.
Supply consoles now run nanoUI
* Missing '
* [Excitedly updates changelog]
* btw i use arc
* Removes supermatters from cave PoIs.
* Holomap Port
- Port of Holomaps from Virgo
* Changing species (via ling or admin button) should no longer ruin your HUD
* Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format
* Removes empty file, gives the QM a control console again (Was replaced with an ordering console)
* Hopefully fixes some tool-conversion things
* Makes the Northern Star still compile
* Keeps NS up to date
* Taj and Unathi should have explorer mask sprites now
* Corgi rune now summons the corgi in a flash of harmless lightning
* Forces mech construction to work with the is_tool() procs
* Various things and floors no longer associate with dirt
* MultiZ falling tweaks
* Fixes the clusterbang grenade
* Added new hairstyles
* Added new hairstyles
* Fixes spelling of Strike in Lightning Strike admin verb
* I don't know how we keep breaking falling
* Hallucinations now use the old system again, but with the more modern components.
* Ambience Refactor (#5476)
* Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg
* Apparently that file is still used, not worth the salt to remove it.
* Changelog
* The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown
* Corrects noted issues
* Add some missing sprites for xenoarch excavation.
* Become thwarted, thot.
* Fixes the Ultra AC2's burstfire bug.
* The Major Bill's shuttle is actually contagious now.
* penguins are from earth
capitalize this, anewbe, i dare you
* Mechoid's a butt
* Adds new job/department specific teshari clothing to the loadout (#5481)
* adding the new department specific teshari outfits
* Slightly cleans up hooded suit code (#5471)
* FBPs can have brute damage repaired externally again
* Windoors fix
* Cleans up some largecrate code
* Weather refactor.
* NanoUI makes me sad.
* Drinking more booze gets you drunk faster
* 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
* 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
* Converts more simple_animal mobs to simple_mob
* Submap correction
Makes hivebots a bit smarter, shifts stats around, adds a few new sprites thanks to Mechoid, and adds a few new types.
Adds verbs that can be used as a player hivebot, to get them to follow you.
Spider eyes can now be seen clearly in the darkness, which looks spooky.
* 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.
* Merge two not-really conflicts
Thanks git, that whitespace conflict was super important?
* DME merge
* Added defines for mobs used by simple animals.
* Lost a slime along the way
* Disable debug settings
* HONK!!!
* Remove redundant hostile decls
* Replace loc= with forceMove in old SA code
I guess I should think of the children.