refactors atom/var/flags to atom_flags and area_flags
moves NOBLOODY, NOBLUDGEON, and PHORONGUARD to item_flags instead of atom_flags
corrects various misapplied flags
* Adds linter defines to repo.
* Uncomments linter defines already in the code.
* Resolves unreachable code linter errors.
* Nukes decade+ old syndie specops code except for computer since that's mapped in?????
* Resolves procs has no parent linter error.
* Proc signature fixes
* Bad comments
* "In" danger
* Type safety
* Implied nested list abuse
* Top level ..() usage
* Sleepy coder typos
* Invalid kwargs calls
* Pointless returns
* Linter hacks (see full message)
Byond doesn't care and it has no effect but linter doesn't like var/proc
for holding references to procs, despite that it's valid byond code.
Also, the linter seems to have serious issues figuring out relative
proc names. This commit is a sort of take-it-or-leave-it thing. It's not
required, it just cuts down on warnings, but this code is valid DM code.
* WHATEVER THIS IS
* Trick dreamchecker linter into ignoring this file's sins in it's weird use of vars
* Fix list decoration syntax - Its a list, not list of lists
- To declare that a var is a list you can `var/list/blah = list()` syntax or the `var/blah[0]` syntax. Both do exactly the same thing. But if you do `var/list/blah[0]` that is just like doing `var/list/list/blah = list()`
* Hopefully stops the ai holder subtype folder from going quantum and sometimes changes capitalization over time, and incidentally causing 20+ linter errors.
* Fixes unwrapped negated object in list linter error.
* Resolves colon-like list accessing linter error.
* Turns linter on in linter config.
* Fixes closet indentation properly and cleans up suit storage unit switch.
Co-authored-by: Aronai Sieyes <arokha@arokha.com>
Co-authored-by: Leshana <Leshana@users.noreply.github.com>
This makes it identical to it's real-life counterpart, and brings some actual sprite improvements upstream from Virgo.
Earlyport of https://github.com/VOREStation/VOREStation/pull/8812 with an actual rename of the gas, ID, and sprite used.
* Move gameticker to subsystem folder before editing to track history thru rename.
* Refactor the gameticker into SSticker
- Instead of independently spawn'd while/sleep loops, it stores its state and lets the MC fire it.
- Convert relative path indentation procs to absolute path as per modern style standards.
- Break apart the inner loops into separate procs so you can see what is actually going on.
- It now shows up in MC tab, along with stats about what phase it is in.
* Revamp Start Now admin verb to actually wait until init is done before starting.
* Update Lobby stat panel to show voting and server init status.
* Fix: Only call autogamemode vote once.
* Spawn statistic_cycle off to not sleep SSticker.
* Add SStickere changelog
* Change to use to_world and add wrapping spans.
* Added filtering spans by specific request of Polaris.
- Please fasten your seatbelts, this will be a long one as it joins few older Bay PRs into one.
1. Ports https://github.com/Baystation12/Baystation12/pull/12626
- SMES units may now be damaged and destroyed. Charged SMES units fail quite violently. Damage can be fixed by welding tool.
- PSUs completely refactored, ghetto variant no longer exists.
- Cell rack PSUs now can be considered a hybrid between large battery charger and a SMES. They actually use the cells to store power (so you can hot-swap the cells to get more juice simply via the UI without deconstructing the whole machine), but in comparison to SMES have poor throughput and capacity in general (cells are simply too small). They are also somewhat limited in configuration options (lacks the precision electronics of a SMES). Better matter bin lets you put in more cells, up to 9.
- Cell rack PSU also has a mode that allows charge-balancing all inserted batteries (moves energy around so each battery has the same charge %)
2. Ports https://github.com/Baystation12/Baystation12/pull/11977
- SMES units now have full load balancing capability, getting rid of that annoying "One SMES charges at full, other SMES gets nothing" problem. If insufficient power is available on input, all inputting SMESes will now charge at same percentage. If more SMESes power a single output, they will all output equal percentage of their setting.
- This appears to have a pleasant side effect of fixing the issue where SMESes could starve APCs of energy. SMESes are ALWAYS last to input power on a powernet.
- This also appears to have fixed weird values displayed in SMES output/input load readings in the UI. By weird values i mostly mean inputs/outputs actually higher than the SMES is set to have.
3. Ports https://github.com/Baystation12/Baystation12/pull/18137
- SMES units (and subtypes, therefore effectively also PSUs from previous entry) can now have more than one terminal. This effectively allows a setup where two (or more) sources feed a single SMES, which then feeds the output. SMESes can not exceed input setting even with multiple terminals.
- Typical example of use in practice would be SMES that runs something important (for example an AI, telecomms, pick whatever you want). It could have one input from the power grid, and second input from a PACMAN generator set up nearby as a backup. Before the generator would have to be wired into main grid, therefore main grid would siphon off power from it. Now the generator can be separate and dedicated for whatever use you want.
* 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>
* 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.
* Edited white cane inventory/ground sprite, and changed in-hand sprites to ones from Yawn Wider
added a telescopic cane, ported from Yawn Wider (credit to gozulio)
ported the crutch item from world server
both new items were added to loadout
* Edited white cane inventory/ground sprite, and changed in-hand sprites to ones from Yawn Wider
added a telescopic cane, ported from Yawn Wider (credit to gozulio)
ported the crutch item from world server
both new items were added to loadout
also fixed config.txt fuckup
* fixed a spelling error
* Research QoL changes
* Reverts changes relating to blanket print times and Protolathe storage
* Actually changes the design print time.
Why do you hate me github.
* Fixes an enter key error caused by the editor.
* Actually does all of the things I needed to do like a smart person
Which apparently I am not.
* Fixes a newline
Because goddamn it the online editor hates me too.
* 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 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
- Heavy rework of the wilderness, minor adjustments to mining and outpost z-levels. To get to the wilderness you now have to travel through the mine z-level to do so, follow the green flagged path through the mine.
- Shuttles can now land at a site near the entrance to the wilderness. Removal of the mine shuttle landing pad to move it to the wilderness.
- New addition of warning sign, thanks to Schnayy.
- Bugfixes for Heist shuttle not going back to raider post, light overlays on shuttle areas, and certain shuttles not leaving behind floor tiles when they should.
* Fixes#4632.
* 1:27 am coding best coding
* fixes a warning
* Removes the last of the gender macros. Gender is dead.
* gender II: the travis-ing
* linebreaks are dead too.
* oops i accidentally the gender, also ambiguous gender is now taken into account for get_visible_gender