This PR contains three outfits: a shortsleeve hoodie variant, a greyscaled version of the Flame Dress, and a greyscaled version of the Yellow Dress. All three can be recolored in the loadout or by the recolor machines on all maps.
Revises the OOC notes panel a bit, and removes the OOC notes panel from character setup, in favor of just adding buttons to set the likes and dislikes there, rather than maintaining two different versions of the panel.
Additionally, adds a 'print to chat' button to the panel, and to examine for the OOC notes.
Changes the way the window is sent to the client so that it behaves more like character setup. This should mitigate edge cases where the panel appears off screen when SS13 is not being displayed on the primary monitor. It SHOULD also remember its position between sessions. Either way it should stay on your screen now.
Also, for the print to chat, character directory, and any OOC notes panel that isn't yours, the LIKES and DISLIKES sections will show up conditionally depending on if they are actually set up. If there's nothing there, then they won't show up.
This is presently an imperfect revision, as it only allows you to have one OOC notes panel open at a time. I would like you to be able to have more than one at a time, while also having the features to allow it to always appear on the screen, however, that will take some extra development time.
Apart from that, this is fully functional.
Allows one to set a custom link to show up in their examine text!
One thing people used the OOC notes for was to post image/flist links in the chat and get clickable links!
Since the OOC panel is a thing now, I thought it would be good to enshrine that function into something that's specifically for it.
This allows you to enter an extra 100 character string underneath your flavortext in your examine text, which can technically be anything, but it's intended to be space for links to show up and be clickable!
Adds the ability to remotely toggle Remote LOOC in VChat tabs, making it not show up except in Main and tabs you have it enabled.
This requires decoupling from OOC, which was done in the previous commit.
Also removes superfluous "vorestation" or "chompstation edit" comments
For whatever reason, that I could not figure out, span class looc was defined instead as span class ooc looc.
In the style sheet it looks like ooc created the bolding, looc created the colour.
I modified the style sheet for both normal and vchat to make looc and the new rlooc have their own unique, independent class definitions.
This changes the sound that plays when a player connects for the first time or has a byond account made within the last two days. The new sound is a more subtle and pleasant ping, far less annoying and intrusive.
Added a recolourable flannel jacket. I have managed to make the whites light enough to show any colour whilst keeping the gradiants and the blacks.
It is a separate option to the other recolourable jackets, as I couldn't figure out the way to add it as a weak to the list without making the others recolourable too. I think that's just a limitation of the loadout system, as all other recolourable things seem to work the same way.
It's a giant bow, you can equip it on your head or on your ear
I made this mostly as a fluff item for me, because of my character's ears, but I included a public version that anyone can use!
Adds a new verb under the Preferences verb tab, "Togle-TGUI-Input-Lock" that when pressed/called from command line invert the present preference from TRUE to FALSE and vice versa, saves it to persist and notifies the user that they have enabled/disabled it and what this setting does.
This was done using a simple var = !var rather than the toggle_preference() proc as none of the TGUI preferences have a preference datum. I believe this is due to the way they're positioned in the character set-up window (they're on the top rather than the bottom). As such, I felt it best not to create a datum just for this.
The reason we need this is that although inserting newlines is great when RPing in a slower paced, heavier setting - fast-paced interactions become unnecessarily clunky with the input lock and opening character setup to toggle it back and forth is tiresome. This way, players can just press a button during gameplay or type "Toggle-TGU" and press space to autocomplete.
Fixes unreported bug where survivor pods would not send a query.
This was caused due to imperfect fix to inability to opt out from it for the round.
tweak(survivorpod): Makes it clear when the pod was clicked on
Does this by making a visible_message when clicked and changing its description
Loremaster discussion concluded that the KHI faction is out-of-scope of our current intended theme and setting. While we do not remove them outright, encouraging new players and characters to originate from KHI homeworld or be part of their faction makes things needlessly complicated and troublesome.
Therefore, KHI remains as something for the ATC system to be referenced and as part of technologies, but player characters ideally do not hold personal relation to them at this time.
*Adds verbs to client: Narrate Entity, ... (Add ref), ... (Remove ref), ... (Interface)
* Adds new Client var to hold reference to entity_narrate datum instance
*Creates entity_narrate datum to hold list of unique/custom entity names, and an assoc list of name:atomref
* All listed client verbs initialize the datum onto the client var for later use when first used
* User is expected to right click mobs within viewrange to add them to ref list
* User is prompted to create a unique identifier to generate the key:value pair
* User may either request an interface to do the narration (interface)
* User may alternatively go narrate-mob "identifier" "speak/emote" "narration" into command line
* In case of argument call, message may be ommited to bring up non-multiline tgui_input_text
* User may remove entities from their personal list at will
* Users adding entities to their personal list are logged
* Users attempting to add players to their personal list are likewise logged
* Users succeeding despite this are logged if they try to speak for them
* If type is mob/living, it uses .say and .custom_emote() procs
* .say uses the mob's languages, stutters and so forth
* if type is obj/, user must specific speech verb when composing narration.
* User may narrate from any range.
* Each proc checks for R_FUN permission and prevents using if lacking rights