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* 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
138 lines
4.5 KiB
Plaintext
138 lines
4.5 KiB
Plaintext
//TODO: rewrite and standardise all controller datums to the datum/controller type
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//TODO: allow all controllers to be deleted for clean restarts (see WIP master controller stuff) - MC done - lighting done
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// Clickable stat() button.
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/obj/effect/statclick
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name = "Initializing..."
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var/target
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/obj/effect/statclick/New(loc, text, target) //Don't port this to Initialize it's too critical
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..()
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name = text
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src.target = target
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/obj/effect/statclick/proc/update(text)
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name = text
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return src
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/obj/effect/statclick/debug
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var/class
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/obj/effect/statclick/debug/Click()
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if(!usr.client.holder || !target)
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return
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if(!class)
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if(istype(target, /datum/controller/subsystem))
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class = "subsystem"
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else if(istype(target, /datum/controller))
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class = "controller"
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else if(istype(target, /datum))
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class = "datum"
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else
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class = "unknown"
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usr.client.debug_variables(target)
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message_admins("Admin [key_name_admin(usr)] is debugging the [target] [class].")
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// Debug verbs.
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/client/proc/restart_controller(controller in list("Master", "Failsafe"))
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set category = "Debug"
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set name = "Restart Controller"
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set desc = "Restart one of the various periodic loop controllers for the game (be careful!)"
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if(!holder)
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return
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switch(controller)
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if("Master")
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Recreate_MC()
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feedback_add_details("admin_verb","RMC")
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if("Failsafe")
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new /datum/controller/failsafe()
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feedback_add_details("admin_verb","RFailsafe")
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message_admins("Admin [key_name_admin(usr)] has restarted the [controller] controller.")
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/client/proc/debug_antagonist_template(antag_type in all_antag_types)
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set category = "Debug"
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set name = "Debug Antagonist"
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set desc = "Debug an antagonist template."
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var/datum/antagonist/antag = all_antag_types[antag_type]
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if(antag)
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usr.client.debug_variables(antag)
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message_admins("Admin [key_name_admin(usr)] is debugging the [antag.role_text] template.")
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/client/proc/debug_controller(controller in list("Master","Ticker","Ticker Process","Air","Jobs","Sun","Radio","Supply","Shuttles","Emergency Shuttle","Configuration","pAI", "Cameras", "Transfer Controller", "Gas Data","Event","Plants","Alarm","Nano","Chemistry","Vote","Xenobio","Planets"))
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set category = "Debug"
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set name = "Debug Controller"
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set desc = "Debug the various periodic loop controllers for the game (be careful!)"
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if(!holder) return
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switch(controller)
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if("Master")
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debug_variables(master_controller)
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feedback_add_details("admin_verb","DMC")
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if("Ticker")
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debug_variables(ticker)
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feedback_add_details("admin_verb","DTicker")
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if("Ticker Process")
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debug_variables(tickerProcess)
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feedback_add_details("admin_verb","DTickerProcess")
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if("Air")
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debug_variables(air_master)
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feedback_add_details("admin_verb","DAir")
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if("Jobs")
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debug_variables(job_master)
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feedback_add_details("admin_verb","DJobs")
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if("Sun")
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debug_variables(sun)
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feedback_add_details("admin_verb","DSun")
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if("Radio")
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debug_variables(radio_controller)
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feedback_add_details("admin_verb","DRadio")
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if("Supply")
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debug_variables(supply_controller)
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feedback_add_details("admin_verb","DSupply")
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if("Shuttles")
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debug_variables(shuttle_controller)
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feedback_add_details("admin_verb","DShuttles")
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if("Emergency Shuttle")
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debug_variables(emergency_shuttle)
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feedback_add_details("admin_verb","DEmergency")
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if("Configuration")
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debug_variables(config)
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feedback_add_details("admin_verb","DConf")
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if("pAI")
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debug_variables(paiController)
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feedback_add_details("admin_verb","DpAI")
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if("Cameras")
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debug_variables(cameranet)
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feedback_add_details("admin_verb","DCameras")
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if("Transfer Controller")
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debug_variables(transfer_controller)
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feedback_add_details("admin_verb","DAutovoter")
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if("Gas Data")
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debug_variables(gas_data)
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feedback_add_details("admin_verb","DGasdata")
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if("Event")
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debug_variables(event_manager)
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feedback_add_details("admin_verb", "DEvent")
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if("Plants")
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debug_variables(plant_controller)
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feedback_add_details("admin_verb", "DPlants")
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if("Alarm")
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debug_variables(alarm_manager)
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feedback_add_details("admin_verb", "DAlarm")
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if("Nano")
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debug_variables(GLOB.nanomanager)
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feedback_add_details("admin_verb", "DNano")
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if("Chemistry")
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debug_variables(chemistryProcess)
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feedback_add_details("admin_verb", "DChem")
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if("Vote")
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debug_variables(vote)
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feedback_add_details("admin_verb", "DVote")
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message_admins("Admin [key_name_admin(usr)] is debugging the [controller] controller.")
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return
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