* Update README.md
* AI is now a tcomms hub
* Revert "Update README.md"
This reverts commit e594c6c003.
* testing map items
* REF passing
* AI projects baseplate
* oops more changes
* Update ai_dashboard.dm
* zonk
* project code
* bug fixing for 30 minutes i love it
* minor dash changes
* Upgrades finished plus leftovers
* Update expansion_card_holder.dm
* changes
* polish
* yogmap
* Basic Upgrades
* it needs to also compile...
* Update examine.dm
* e
* sci and some sat changes
* this until bibby wakes up and explains things
* better core
* HOW FIX MAP CONFLICT
* Update ai_controlpanel.dm
* Update YogStation.dmm
* ok i think this works??
* bug fixes
* Widescreen hud + various fixes
* revert build tools changes
* Update login.dm
* small fixes
* no infinite loop thanks
* Update decentralized_os.dm
* Update decentralized_os.dm
* Update decentralized_os.dm
* NO MORE INFINITE LOOPS EVER
* small changes
* meta
* delta
* kilo
* malf AI works
* ui compiles
* Update AiDashboard.js
* Update AiDashboard.js
* Update expansion_card_holder.dm (#12818)
* this should fix the crash
* this should actually fix the crashes, for good
* logging fixes
* Fixed firewall causing AI download to speed up (#12838)
* Fixed firewall causing AI download to speed up
* Make bibby happy
* small fixes
* Various minor fixes
Fixed 50% warning spam. Added coordinates to console location
Added "Finish Download" option for AI to skip download process of itself
Fixed AI IntelliCard uploading
Minor stability fix
Minor unintended AI abilities on the control console removed
Examining AI data cores as an observer now shows AI laws
* Linter
* map changes (#12852)
* Automatic changelog generation #12852 [ci skip]
* Update ai_data_core.dm
* vox fix
* fixes oversights (#12859)
* Automatic changelog generation #12859 [ci skip]
* conflict fixed
* more logging
* lots of bug fixes
* oops
* Update _ai_machinery.dm
* Update ai_data_core.dm
* Update ai_data_core.dm
* Update expansion_card_holder.dm
* Minor fixes (Including weird fail on can_see when you've just spawned in)
* oldstation goodbye
* maps
* removes the AI core from the game
* missed one
* spans
* MMI upload
* Data cores on other z-levels
* Fixes crashes, + global annoucnement
* Update ai_controlpanel.dm
* Update ai_hijack.dm
* Update decentralized_ai.dm
* Update decentralized_ai.dm
* Update ai_data_core.dm
* Update ai_data_core.dm
* i hate this
* Update decentralized_os.dm
* Update decentralized_os.dm
Co-authored-by: wejengin2 <48154165+wejengin2@users.noreply.github.com>
Co-authored-by: adamsong <adamsong@users.noreply.github.com>
Co-authored-by: Byemoh <baiomurang@gmail.com>
Co-authored-by: Yogbot-13 <admin@yogstation.net>
* Initial Commit of hell
* Visual Updates and Linting
* Linting Fixes
* Hell
* Pagination start and fixes
* Pagination/Performance
* Allows for the scanning of ID cards
* bugfixes, optimizations, linting
* well fuck you too then linter
* Redmoogle crys in his sleep
* unmodifys a unintended touch
* ...
* Finishes The UI stuff
* oops
* Fixes
* Adds discord based MFA for admins.
* Fixes error caused by the yogstation folder, other small errors
* Fixed SQL error, I hope
* Converts to TOTP
* Got 2FA working, as well as the backup codes
* Didn't mean to commit this
* Added QR code for scanning in the TOTP seed, removed debug statement, added reset to the permissions panel. Locked the permissions panel behind 2FA.
* Catches error messages from rust_g
* Update rust_g
* Adds 30 day expiry to sessions, also re-disables SQL and MFA in private_default
* Make persisting the session opt-in
* Adds a way for a user to clear their saved logins
* Update rust_g.dll now that the other PR was merged
* Refactor 2FA off the admin datum
* Removed extra check on the 2FA reset button
* Update database_changelog.txt
* Ports "Ship construction through the power of science!"
- Ports https://github.com/BeeStation/BeeStation-Hornet/pull/1398
* Ports some changes
- Ports https://github.com/BeeStation/BeeStation-Hornet/pull/1904/files# and https://github.com/BeeStation/BeeStation-Hornet/pull/1529
* Should fix some stuff
- Removed some unused files
- Fixed a change to a random file
* Should fix more stuff
- Added some more important files
- Added the icons I forgot to add
* Oh, I didn't update the dme
- Should fix this, maybe?
* Probably should add the turf icons
- Added the turf icons
* Fixes the name filter
One down, two to go
- Fixes the name filter by using isnotpetty instead of OOC_FILTER_CHECK, now if you make a shuttle with a bad name, it will message the admins.
* Fixes the tech web
- Fixes the tech web
- Adds the new icons for the RSD
* Should fix some stuff with the shuttles
Should fix most of the runtimes and issues that ive had thanks to Jamie's help. Should bring this from ""functional"" to "functional".
* I am too tired for this
why github desktop, WHY!!
* Adds spaceship navigation beacons
They kinda work.
* should fix the beacons
why do i do this the way i do
* Ports some fixes by Dennok
Ports "Custom shuttle offsets and view range depends on ship size. #2685" by Dennok and "Custom transit dir for custom shuttle #2689" by Dennok
* Admin RSD and minor tweaks
- Added the Admin RSD, which ignores the shuttle size and area limit, allowing you to turn whole chucks of the station into shuttles
- Renamed the shuttle navigation computer to the shuttle zoning designator to avoid confusion
- Tweaked the designs for the shuttle circuit board design to use the correct name for the boards
- Moved the Bluespace Navigation Gigabeacon board into shuttle machinery
* Fixes Bluespace Navigation Gigabeacon not being able to be researched
- I forgot to add Bluespace Navigation Gigabeacon to the lists of unlocks for Spacepod Construction, so I fixed that
* readded the RSD sprites
got to love merge conflicts
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Adds a minimum admin count to auto-deadmin, also adds a preference for auto-deadmin on critical roles
* Disables the forced deadmin, increases the threshold
* Changed config to be the minimum to auto-deadming, as its more intuitive
* Remove drone from silicon auto-deadmin
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* piss
* second set of files
* theos feels pain and dies
* code works lmao
* other stuff
* YES YES YES
* Update zombies.dm
* egg
* whoops
* bubblegum alt attacks won't wound
* bone hurting juice hurts bones
* something's fucky wucky
* humans are no longer blue space babes but projectile damage is still wack
* IT WORKS???????
* other stuff
* turns out im big brain and already handled that should be testable live now
* WHOOPS
* medical pens not in stupid area
* fix regen mesh icons
* tool_behavior and defines plus allowing wound healing to override surgical tool no touchy bit
* should help
* mapping problem
* fix monkies shitting out blood all the time
* going to remove examine_more being stupid
* this is stupid i think it works though
* Empty commit, more bad code
* this probably fdixes something
* buckshot buffed back to where it should be
* woundings
* missed this one
* fix gamebreaking bug
* turns out damaging ANYTHING causes suit sensors to break whoops
* stuff up to limb disable refactor
* aid scanner can no longer kill you if you use it too much, preventing the robot uprising for another few decades
* Update burn_dressing.dm
* wtf
* shotgun slugs have a wound bonus of -30 putting them in line with other high damage weaponry that has even less
* burn debriding uses the scalpel rather than the hemostat
* debriding for patch/treat no longer causes wounds
* Give syndicate medical cyborg a bonesetter
* like 5 more prs ported
* fixes burn ointment and mesh application not having a progress bar
* gamemode zombies get easydismember and easily wounded
* managed to screw up self cautery this fixes it
* carbons can't use check self for injuries but humans can
* honey gives +2 sanitization to burns
* re-add this if sensors get fixed
* should fix a runtime I made on accident when trying to make examine more less jank
* last 2 prs and some holdup fixes since these touched on that
* set target = src so the progress par shows up i think
* Update mutations.dm
* fixes twohanded reuqired weapons by reverting some change I don't understand
* fixes blood sprites
* actually properly fixes the thing
Co-authored-by: Gabriel Adamson <adamson.g@gmail.com>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Job Alternative Titles
* e
* Jamie is bad at coding, alternate titles now works
* Makes code better, should be good now
* FUCKING JOB TITLES - KILL ME
* CHANGES
* Might fix borgs
* Update code/modules/jobs/jobs.dm to prevent merge conflicts
* BugFixes! Woohooo!
* Bugfix 2
Co-authored-by: Gabriel Adamson <adamson.g@gmail.com>
Co-authored-by: adamsong <adamsong@users.noreply.github.com>
* Maltese Falcon Renovation (YogStation Map)
* utilize GLOB.landmarks_list
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* does a lot regarding the bar remote
* wops
* Moves bar choice to pref (incomplete)
doesn't work + need to make catch for when there is no bartender
* remove bar remote from map
* fixes a mistype
* fixes bar not spawning, adds catch for no bartenders joining
* adds irish bar override, fixes bar/cook spawns, fixes bar/kitchen atmos not working correctly
pref display still broken
* fixes bar pref display & save
* check for if in rotation bar
* typo
* sanitize save
* space for pretty
* Update code/modules/client/preferences_savefile.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Update code/controllers/subsystem/job.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Update yogstation/code/modules/jobs/job_types/_job.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Update yogstation/code/modules/jobs/job_types/_job.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Update code/modules/client/preferences_savefile.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* remove turf check
* disengages child safety lock
* re engages child safety lock but better
* moves bartender job check to proc/EquipRank
* box
* poke build
* moves bartender check to after job selection in ticker.dm + includes non-bartender prefs if no bartender
* IRISH
* run without players
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Adds partial Command integration for Non-Humans
Allows Non-Humans to enroll in Command positions, dependent on Species. Applies to both roundstart and latejoin.
* Ethereals, Polys moved from HoS to RD, CE
Per lengthy consultation with other developers, I have decided to move Ethereals and Polysmorphs out of the HoS qualification into RD/CE respectively.
Main documentation to be adjusted accordingly, and fuller explanatory comment to be posted to thread shortly.
* Voice Announcement System
* Fixes shit the linter complained about
* Uses topic instead of JSON files
* fixes alex's problems
* use /dev/urandom on linux
* GenerateToken
* update the config in theory
* Allow downloading sounds via Get Server Logs
* Update fun_balloon.dm
* Update bubblegum.dm
* Update shuttles.dm
* Update shuttles.dm
* Update emergency_arena.dmm
* Update mapping.dm
* de-modulizes arena into 2 files
* minor tweak to Gumdrop
* hopefully fixes maps
* this too
* fixes shuttle lights
* some fixes
* un-ocd engines
* engine
* arena
* makes wej's mood lighting work
* renames arena to "The Arena" so it doesn't show up on top of the list
Co-authored-by: pp <patpol4@protonmail.com>
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* clock cult agents added with framework for gamemode
also moved clock cult unlocks out of the clock cult team so agents can use them
* escape one survivor objective and soul extraction clock side both complete, gamemode info started, etc
* blood agents moved to DLC so clock can be tested, reorganizing, foolproofing some stuff, addition/completion/whatever of clock implant and objective, addition of basic bloodcult agent stuff in preparation for blood agent DLC, removal of debug interaction from agent slab
* no making real slabs from agent slabs
* clock gets some starting power can't believe i forgot this
* code runs off 100% all natural 0 []
* make scaling actually work
* cut recursive thing
* Update clock_mobs.dm
* bloodcult work
* bloodcult start stuff
* newline
* bloodcult objectives, cleanup, and bloodcult restrictions
* merge conflict I fixed but didn't get saved because ??
* see above
* oops all redacteds
* Update hierophant_network.dm
* Update game_options.dm
* bloodcult fixes and repositioning stuff
* clock cult gets 1000 starting power
* fix runtime
* wording
* Update traitorcult.dm
* Update traitorclock.dm
* FORGOT THIS
* Update soulextractobjectives.dm
* Update traitorcult.dm
* Update cult_structures.dm
* impant
* Update game_options.txt
* Update traitorcult.dm
* Update traitorcult.dm
* probably actually most definitely fixes literally everything
* Update traitorcult.dm
* Update traitorcult.dm
* Update traitorcult.dm
* Update traitorcult.dm
* fuck this
* Update traitorcult.dm
* Update traitorcult.dm
* Update traitorcult.dm
* fuck
* agent scaling down to 15
* Update traitorblood.dm
* Update traitorclock.dm
* Update soulstone.dm
* Update blood_magic.dm
* Update blood_magic.dm
* genious
* Update blood_magic.dm
* Update blood_magic.dm
* Update implantobjectives.dm
* Update blood_magic.dm
* Update blood_magic.dm
* fi clock agent not fgetting slapb
* fuck
* this is a mind proc retadrd
* agent scaling pulling double duty for objectives and cult size
* Update implantobjectives.dm
* Update traitorcult.dm
* deshittening
* Update implantobjectives.dm
* Update implantobjectives.dm
* Update soulextractobjectives.dm
* Update traitorcult.dm
* Update traitorclock.dm
* Update traitorblood.dm
* Update traitorcult.dm
* mess around with clock agent team probably fix issue with objective desc
* same with blood agents
* reflect changes to make objective text work in gamemode file
* Update code/game/objects/items/robot/robot_parts.dm
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* cant believe I forgot that
* Update code/game/gamemodes/traitor/traitorcult.dm
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* Update objective.dm
* Update code/game/gamemodes/objective.dm
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* Update code/modules/antagonists/clockcult/clock_items/replica_fabricator.dm
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* Update code/game/gamemodes/traitor/traitorcult.dm
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* Update code/game/gamemodes/traitor/traitorcult.dm
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* all of this kind of wrote itself
* I think this'll stop teams from being made without having members
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
Co-authored-by: Nichlas Pihl <nichlas00100@gmail.com>
* Select Equipment is not fun but is fun?
* eek
* Should fix Achievements
* fixes comms console shuttles showing emagged ones
* Fixes guardian and diseases
* hides server hop
* Fixes Dilithium crystals
* Fixes Dilithium and Rune Chat stat panel
* Fixes Space Pod!
* ??!?
* tgui would help
* Update dead.dm
* Update private_server.txt
* Update tgui-panel.bundle.js
* EEE