* Wow this branch is old
Adds the sound files so I can update this thing.
* Why GitHub desktop
*scream
* Adds the functionality
Adds interaction sounds to mod pcs
* tablet noises
"Adds PDA clicking sounds" by comma on Baystation
* Fixes the checks
Forgot I changed that
* Fixed the abrupt cutoff
I just made it fade out
* Update code/modules/modular_computers/file_system/programs/borg_monitor.dm
* Integrated PC stuff
Should fix it
* Oops
Ack
* Coding
Cant code to save my life
* Telescreen beeping
Some refinements and telescreen beeping
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Ports borg tablets and Robotact
A very rough port of the two from TG with some code "barrowed" from SandPoot from cit to work around the lighting changes on TG
* Ports dentation button, rearranges the UI, and adds a change I forgot
Should all work
* Should fix the checks
Tgui being stingy
* Expanded Robotact and ports stuff
Adds a button to view alerts, self destruct, adjust light, and take picture to Robotact, ports downloading logs with the Borg Monitor, and allows borgs to use the NTOS downloader.
* Update asset_list_items.dm
* Adds buttons for lamp intensity
The slider is a bit jank, so I added some buttons for those who dont want to deal with it.
* Forgot you can do this
Should fix the checks
* *scream
Why is the linter so strict?
* Tails.dm but again
This is so much fun
* Reorganizes stuff and adds an integrated hardware flag
Reorganizes stuff to fit mod PDA/telescreen's new organization (dedicated files for each device) and added a hardware flag to better determine what can be used in the borg PC, fixing adam's issue.
* Should revert some of the removed buttons/commands
No reason to remove them
* Fixes the check
Forgot about this
* This is probably important
I should really test this
Co-authored-by: Theos <theubernyan@gmail.com>
* Added modular PDA and telescreen
They kinda work
* Adds a telescreen to box
* Cleans up some stuff
Left some code in from when I was working on something else, causing the checks to fail. This removes it.
* More clean up and an untested fix for computers so they dont runtime if they have an initial program
Hope this works.
* Hopefully fixes the failed check
Forgot about that var.
* Makes telescreens machines and more PDA sprites
Makes modular telescreens machines, adds more pda program icons, and fixes stuff.
* Adds telescreens to more maps and fixes the one on box
* Fixes the failed check and cleans up some commented out stuff
Forgot about this stuff
* Replaces engi and atmos tech phones with modular PDAs
Seams reasonable. May atomize it out if people want me to.
* Forgot the commit the atmos preset
*sigh
* Moves telescreens to the machine folder and adds a medical telescreen
Moves telescreens to the machine mod pc folder because they are no longer items and adds a medical telescreen that starts with the crew monitor program, though its not on maps yet.
* Removed the old telescreen file that didnt get removed
thanks github desktop
* Forgot about the CMO's computer
Though I did this with the medical preset
* Adds medical telescreens to most maps
* Readds the changes
* Forgot to uncomment this
*scream
* Adds telescreens to mining base and brig infirmary
* Everyone gets a telescreen
* Forgot the lights
* Symmetry
* Adds the fixes for delta
Adds a syndicate mod PC disk and a trapped mod PC disk that explodes on removal. Also removes ddos program from syndicate net and makes it an uplink item.
Added a program that is a subtype of secureye that can view labor camp cams called OverSeer. Also gives a new icon for overwatch to make it different from secureye.
* Added icons to some programs that didnt have one
Added icons to some programs that didn't have one, those being the bounty board, energy harvester controller, and portrait painter
* Changes one of the icons so its not a duplicate
Didn't know this one was used already
* Fixes crew monitor program alarm
The alarm for the crew monitor program, which didn't work change the icon state when someone was ladled dead.
* Maybe fixes the checks
Is this what it wants?
* Should add crew monitor program
Fairly basic, just exports the crew monitor UI and imports it in a different Ntos UI like how secureye was done.
* Forgot this
ctrl C ctrl V failed me again
* Adds an alarm icon and adds theos's request
Took me long enough to do this
* Forgot about the define
this is probably important
* Changed the header icon and made it update with alarms
Forgot to change this when mashing ctrl C ctrl V
* Fixed alarms and ported header icons from bay
Fixed alarms triggering from off Z level deaths and ported header icons from bay. Untested, but parts of this already existed on my test server so it should work.
* fixed mod pc atmo scanner and dos
Turns out monster forgot to update the scanner and someone tried to compare two strings with ==
* forgot to press the save button
removes the admin messages used for debugging
* Ported "Makes alarm manager update even while off and fire alarms clear"
Ported "Makes alarm manager update even while off and fire alarms clear" #4561 by lordScrubling from BeeStation
* Forgot this
i suck at coding
* Ports stuff
Ports a lot of stuff from TG, some of it might even work!
* Should fix the failed check
Should fix the failed check
* Allows phones to use the ID card program and aux card slot
Allows phones to use one of the two useful programs
* Changes preset stuff
Removes the old syndicate tablet preset with the nukie one and adds command and atmos phone presets. Replaces all head tablets with phones and fixes atmos techs starting with tablets.
* Fixes secureye icon and comms agents not being able to download apps
Does as it says
* Fixes the build error
cant code
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Ported SecurEye and added OverWatch
Ported SecurEye from TG and added OverWatch, a broken versions of SecurEye that only shows mining base cams.
* The tgui changes might be important to add
Im dumb
* fixes bodcam cams not working
Just copied and pasted the cams console proc to the secureye proc and things seem to work, only issue is that secureye updates much less than the cam console (as its tied to tgui updating, not proccess) causing it to appear a bit more jittery but otherwise works fine from my testing.
* Should fix job changes
Should fix job changes. Ill test it later today.
* Fixes bitflags on some programs
Why do it in this PR? Cause I dont want to make a new PR for it. Ill remove it if needed.
* Added modular phones
Added modular phones. Why? I don't know.
* These might be important
Changed the dme and defines, which i forgot to add
* Fixes the checks failing
Hopefully
* Adds pretty filter to several NTchat functions
* Fixes links & rule numbers for NTclient filter
Kinda surprised this five-line block isn't in a helper function somewhere at this point.
* 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>
* Gives curators a console for printing portraits not in the round onto canvases (#59146)
* commit
* AIs can now select portraits as their display (#53994)
A new option has been added to the AI display radial menu alongside random, "Portrait"
It opens a small menu that lets you peruse all of the portraits and select one as your display.
This can let avid artists draw exactly what they want their AI to be like, and not-so-avid artists to bring tears to my eyes.
* cummit
* e
* boom
* map merge + icon
* Update YogStation.dmm
* oops
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Night 1
* Bit more
* MORE
* JS AND SHIT
* MORE
* IT COMPILES MOSTLY
* More and prepare for tgchat
* Woah there captain, TGUI 4.1 first.
* Shoo
* Copyshites
* Hmm
* Hmm
* Fixxxxx
* Fucking Apcs
* Fuck off autoupdate
* Rename DropDown.js to Dropdown.js
* Vending
* Few Fixes
* More Fixes
* Stand HO
* fixes sleepers without breaking anything else I think
* Oops
* Fixerinos
* Oopsie
* BUNDLE
Co-authored-by: Theos <theubernyan@gmail.com>
* test
* This should work now
* Final changes
- Icon swaps to circle if distance is 0, no longer using an arrow.
- Status text now uses correct conditionals
- Actually builds
* Adds the sprites I was waiting on by making them myself
codersprotes
* Makes text clearer and more RP-friendly in the rare event that energy harvester is null
* Da Basics
Adds the power scaling.
TODO:
- Make UI
- Get Balance feedback and implement
* part 2 stilll doesn't compile boogaloo
* Going to sleep: I do not trust the Stash Feature edition.
* reworked money payments
tgui fixes to come tomorrow
* powernet connects and disconnects properly
* saving....
* tgui finally works as intended
* ALEXKAR CODERSOCKS DEMANDS AUTODOC COMPLIANCE
* Now synced to SSEconomy
* Whoops forgot to divide by 10!
* Additional autodoc
* Base of the ntos program for it.
* base tgui for ntos
Co-authored-by: mix <mgadevera@gmail.com>
* BRRRRRRRR
SM GO BRRRRRR WHEN EMAG
* SM now screams over comms that it is emagged and nerfs the EMPs so it doesn't instakill every preternis on the z level regardless of where they are
Thematic fluff added, gonna write lore bits around that later. EMPs nerfed and also line spacing fixed.
* Removed loophole around the emag to prevent powergaming
* Final balance chages and bugfixes
EMP now only pulses 5 times to avoid killing AI outright while still dealing massive havoc to the station.
Explosion in space is now as strong as intended to prevent the easy and braindead solution of spacing the crystal.
Fixed chat spam.
* Fixes some shit I missed
Damage now capped to hardcap, hallucinations logic merged and capped.
* Hopefully should fix lints, adds more flavor text
see title
* Fixes lints caused by adding flavor text
* Core functionality update
Basic core functionality added. Moved from emag to new supermatter delaminator traitor item. Some bugs still there but generally workable. Next commit should be the one that fixes them.
* Update supermatter.dm
* updates corruptor sprite
:codersprites:
* Final changes
SM no longer goes BRRRR as it is too LRP. SM now sets itself on fire at the right temperature.
* Fixed one comment that had the wrong text
* Adresses Alexkar's concerns. Also adds logging to the original thing I copied from.
- Adds logging for when someone commits dual suicide with someone else using a loaded set of tongs. Also sends an admin message since this behaviour is griefy if done on purpose. Applies to both supermatter_delaminator.dm and theft_tools.dm
- Removes ismob(loc) from theft_tools.dm where I copied the code from.
* Updated logging per HC request
* logging update 2 electric boogaloo
* loc bad 3 shitcode removal reeeeeeeeee
* cleanup
* Wow! This bug has been here for years!
Remember kids, argument order is important!
* when both constants are the same so you replace the wrong one
big pepega moment
Co-authored-by: mix <mgadevera@gmail.com>
Co-authored-by: Unknown <therarpar@gmail.com>
* Changes obj_break on machines to use parent calls (#46485)
The way stat |= BROKEN was done was a mess, this makes everywhere use obj_break with proper parent calls and adds a signal for when a machine enters the broken state.
Why It's Good For The Game
Better code quality, more signals.
* e
* Can pass refactor (#48659)
* Makes all CanPass procs call parent
* Makes CanPass more extendable and gives the mover a say in the matter
* Replace CanPass with CanAllowThrough to use the new system
Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`
* Simple optimization pass
* Adds linting for equipped() pickup() dropped() (#46614)
* lint some inventory procs
* lineends
* f
* line end
* lineend
* fuck
* changes per review
* does more
* Changes power_change() to respect parent calls for toggling NOPOWER (#46486)
About The Pull Request
Similar to #46485
Now all relevant uses of power_change() call parent, theres a signal sent when a machine changes the NOPOWER flag, all remaining machines that were using power_change() instead of update_icon() have been fixed.
Why It's Good For The Game
code quality, eventually signal stuff. and signal stuff
* Fix Crossed/Entered/Exited/Bump/ui_act parameter casting (#49016)
About The Pull Request
Detected as part of my work on SpaceManiac/SpacemanDMM#167
* Makes Crossed and Moved should call parent (#49671)
* makes setDir shouldcallparent (#49692)
* owo
* hehe
* Update atoms.dm
* Update atoms.dm
* Update atoms_movable.dm
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: alexkar598 <>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Cherry picks the unicode part 2 PR from TG
* Things
* drop 512 support
* TAN --> tan
* Manually does the things that was in renamed files
* CLAMP --> clamp
* ismovableatom -> ismovable
* bugfixes, tg is bad
* Ports sanitize_name
* Bumps checks
* Fixes new linter errors (#48126)
About The Pull Request
This fixes the errors raised by the new feature I'm adding to the linter: SpaceManiac/SpacemanDMM#119
* Update SpacemanDMM suite to 1.2 (#48785)
* Update SpacemanDMM suite to 1.2
* Fix new lint errors
* Removes unreachable code (#48143)
About The Pull Request
As detected by SpaceManiac/SpacemanDMM#123
* casually fixes 50 bugs
* stoopid evil dreamchecker
* stoopid evil dreamchecker
* stoopid evil dreamchecker
* almost the same thing
* Makes all UIs UTF-8
* Fixes bugs
* Fixes runtimes, some related to 513, some not
* Fixes agent ids
Co-authored-by: MrPerson <spamtaffic@gmail.com>
Co-authored-by: alexkar598 <>
Co-authored-by: spookydonut <github@spooksoftware.com>
* c++ monstermos
fuck
Fixes the server hemorrhaging memory due to extools not decrementing ref counts
Increases defauilt tank pressure
make space cold or some shit
floor tile rips
Fixes code assuming that the heat capacity is nonzero
🤦
Fixes crash
fixes some bugs
fuck *facepalm*
the fastening
removes Del() in favor of an internal c++ hook
Fixes vent-pump math
* Fix the invisible gases bug
* Linux support
* fix the deploy.sh
* Uses newer BYOND 513 because older one is probably missing an important pattern (it segfaulted on pattern search)
* Updates windows dll to match linux version and cleans up unused BYOND code
* https://github.com/tgstation/tgstation/pull/46764
* tgui is shit
* next PR should be low-level stuff, to remove shim-console.js properly
* https://github.com/tgstation/tgstation/pull/47123
* mint scrapped
* lots of PRs
* more PRs finished
* lol at tg
* it just works
* well, now it works
* lol
* travis maybe?
* Update build_tgui.sh
* copies the tgui folder as well
* fixes tgui permissions
* removes mint properly
* lol
* more stuff
* lol
* fuck
* kiosk stuff apparently
* uplink
* turbine
* more stuffs
* removes plumbing
* lol
* Update machine_circuitboards.dm
* lol
* removes medical kiosk
* chem macros get out ree
* couple of extra PRs
* forgot the import
* nuke UI
* micro arcade
* last few PRs
* https://github.com/tgstation/tgstation/pull/47990
* forgot the .dm file
cl XDTM
tweak: Holding an ID in your hands uses it instead of your worn ID for authentication purposes.
tweak: If you don't have an ID in your id slot, the belt slot will be checked as well.
/cl
Fixes#40437
Makes sense if you want to use a specific access card without playing pocket tetris. The get_idcard has an argument for prioritizing worn id over held id, for stuff like identification.
* Refactor several log lines to use datum_info_line and atom_loc_line
* Add default return strings from datum_info_line and atom_loc_line
* Add parentheses around atom_loc_line data
* Change more logs to use atom_loc_line
* Add check in atom_loc_line for turfs to avoid calling get_turf on them
* Re-add removed 'at'
* Replace datum_info_line with key_name and atom_loc_line with loc_name
* Refactor logging functions
* Avoid double-logging self-interactions
* Fallback to simple stringification if all else fails in key_name()
* Rewrite muscle spasm logging to use log_message
* Standardize logging of martial arts
* Tweak individual logging panel look
* Fix individual logging panel source
* When I typed || I really meant &&
* Fix Telecomms logging always showing client logs in the panel
* Reverts addition of buggy ownership log to panel
* Remove colon
* Fix missing log_directed_talk tag
* Add warning for missing type in log_direted_talk
* Change warnings to stack_traces
* Add square brackets around fallthrough key_name() case to help parsing
* Allow atom arguments/src in log_*() functions
* Change log_combat call with null argument to log_message
* Change mecha types' log_message() arguments to match atom and mob version
* Add key_name() case for atoms
* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it
* Fix log_globally logic
* Add logging for hitting objects with items
* Move log_combat() to atoms.dm
* Use utility functions for object stringification in log_combat()
* Use utility functions for object stringification in log_combat()
* Add missing logs for interacting with display cases
* Rewrite log_combat() comment
* Add missing space in log_combat()
* Add logging for hitting grilles barehanded
* Add missing ..()