-> removed the last _ in emote_subtle
-> changed the regex as it was causing issues with multiline subtle / emote
-> small change to the flavor input verb for robots to allow multiline flavor texts to be added directly
-> Timestamps have been simple added as prefix in front of the entire message, having the classifying <span class="..."> behind it what prevented message filtering. So instead of adding it in front, we are inserting it with a regex replace after the first <span...>
-> Underlining breaks fromatting. This issue happens as _ is used as a character in labels. It never should be used in labels as it's a marking character being parsed. Using it in a label causes the label to partially be parsed and therefore the message breaks. I've removed the underline in "emote_sublte" to at least have that working again. But likely all labels should be reworked to no longer use underlines.
-> Known issue: Absorb messages are not having timestamps. The way absorb messages are implemented prevents the current "client.prefs.chat_timestamp" from being used as it would rely to the speaking client to have it enabled. I haven't looked enough into to code, but if there's a way, it might be best to move the entire timestapmping to the code/modules/vchat/vchat_client.dm using a regex to insert them behing the classifying span.
Previously, the message implied that saying no/cancelling acts as a double-check for leaving the round. Now, it's clear that pressing No will still kick you out.
Creates a new var on new player mob that tracks if we have quit the round/abandoned our ghost mob to return to lobby or if we have done our first login.
On leaving a previously occupied mob, regardless if we clear manifest or not (previous functionality), the respawn message is sent.
However, this is no longer done by the abandon_mob() procedure as that causes the MOTD to cover it up. Instead, by setting the has_respawned var to true, we request Login() for new_player mobs (aka lobby joiners) to see it.
If you push CTRL+SHIFT+ numpad +/-, your layer and plane will increase or decrease as appropriate, so you can shuffle yourself around in people stack.
There's 7 total options you can get to. Your layer and plane also return to normal when you move
- SSInput subsystem for running movement inside the tick.
- Switch skin.dmf to use KeyUp/KeyDown procs for movement keys.
- Logic to do responsive diagonal movement.