mirror of
https://github.com/fulpstation/fulpstation.git
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529fb04a45bdf4759e48b8c7d3b7fa6315f8d061
113 Commits
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942751868e |
[MDB IGNORE] [IDB IGNORE] March '25 TGU (#1386)
* TGU |
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d7600edaa7 |
Restores parity with /tg/ upstream, TGU late december 2024 (#1300)
* Removes the sec record computer from the icemoons agent (#88545) ## About The Pull Request it is gone, no more record deletion. ## Why It's Good For The Game i made this map but i'm pretty sure i didn't add this computer there, having the opwer to delete records just completely fucks over sec and isn't fun to go against ## Changelog 🆑 map: removed the sec record computer from the Icemoon Listening Post. /🆑 * Automatic changelog for PR #88545 [ci skip] * Pet Commands QOL . makes pet commands easier to use (#88495) ## About The Pull Request this PR improves the UX of pet commands a bit. i decided to expand on their radial menu. You can now hold shift and hover over your pet to display a menu of commands which you can choose from. alternatively, you can still type out commands in chat https://github.com/user-attachments/assets/9da7f7ea-58a3-4fd6-b040-45cc05cda51d ## Why It's Good For The Game makes pet commands easier to give out when you're managing more than 1 pet. also fixes the fishing command not working. ## Changelog 🆑 qol: holding shift and hovering over your pet will display a list of commands you can click from fix: fixes the fishing pet command not working /🆑 * Automatic changelog for PR #88495 [ci skip] * Removes an extra proc override in digitigrade pref logic (#88525) ## About The Pull Request they're doing the same thing and this one does a bitfield check when the value it's checking is a number, technically it works as intended right now but if we ever added more - it would break. ## Changelog 🆑 grungussuss code: removed an extra proc override in digitigrade legs preference logic code /🆑 * Automatic changelog for PR #88525 [ci skip] * Obliterates the survivors of sound/voice from orbit (#88429) ## About The Pull Request merge skew from a pr before the sound file reorganization ## Changelog no player facing changes * Add reboot countdown to stat panel (#88438) ## About The Pull Request Rewrite ticker `Reboot` proc slightly to use a timer and callback for the delay before the reboot, tracks this timer in the stat panel for players to see. Also adds a verb to cancel a pending reboot independent of the delay round end verb. ## Why It's Good For The Game It's nice to be able to see exactly how much time is left until the server restarts, and it's even nicer to see that the round end has been delayed when the "admin has delayed round end" message gets buried in a fast moving chat. ## Changelog 🆑 qol: The time until the server reboots is now visible in the status tab. admin: Added a cancel reboot verb to the server tab. /🆑 * Automatic changelog for PR #88438 [ci skip] * Nuclear Operatives can buy a vintage pinpointer from the Badassery shop section (#88621) * Automatic changelog for PR #88621 [ci skip] * Turtles (#87493) ## About The Pull Request adds turtles to the game! but these aren't your typical turtles.  these are flora-turtles, with giant trees growing on their shells. These trees can emit fields which affects nearby hydroponic plants. Initially, the trees start out as young buds, from there the tree can evolve into different types depending on what you feed the turtle. Feeding them pesticides causes the tree to blossom to be purple. this tree's fields will help kill some pests and weeds in nearby plants. Feeding them nutrients gives you the green tree, the fields will heal nearby plants Feeding them mutators like uranium or left 4 zed gives you the yellow tree. the fields increase instability of plants The turtle will emit these fields every once in a while, ONLY when its feeling happy. therefore you'll have to pet it, clean it and feed it every once in a while to keep it satisfied. You can view the turtle's happiness by shift clicking it. https://github.com/user-attachments/assets/a47136a1-06a1-419e-acc2-2f6f4468e296 The turtle only eats seeds. after eating a seed, itll process it and spit out its corresponding fruit! (for example, feeding it an apple seed gives you an apple). itll also sometimes playfully headbutt your legs and it loves going around smelling the scent from nearby plants you can get these turtles by fishing the hydroponics tray or by ordering them through cargo. ## Why It's Good For The Game adds a new fun way for botanists to take care of their plants. While these turtles alone arent enough to fully replace plant dedicated nutrients, they add small extra support. ## Changelog 🆑 add: adds flora-turtles. obtainable through cargo or by fishing from the hydroponics tray /🆑 * Automatic changelog for PR #87493 [ci skip] * Rolling tables can be rolled up again (#88628) * Automatic changelog compile [ci skip] * Automatic changelog for PR #88628 [ci skip] * Admins can now return the shuttle back to the station without ending the round (#88521) ## About The Pull Request Per DarkenedEarth's request on discord, adds a new Fun menu secret which makes the shuttle go back to the station after a configurable delay with an announcement (also configurable). After docking at the station it behaves like BYOS (still requiring to wait for it's arrival despite it being docked). ## Why It's Good For The Game Admins want it to hunt early EORGers or make events or something like that. ## Changelog 🆑 admin: Admins can now return the shuttle back to the station without ending the round /🆑 * Automatic changelog for PR #88521 [ci skip] * Fixes showers not passively washing objects (#88666) ## About The Pull Request Closes #88643 ## Changelog 🆑 fix: Fixed showers not passively washing objects /🆑 * Automatic changelog for PR #88666 [ci skip] * Kissing while you have the ink infusion ability off cooldown gives you an ink kiss (#88556) ## About The Pull Request Kissing while you have the ink infusion ability off cooldown gives you an ink kiss. This ink kiss behaves identically to a normal kiss but also creates a ink spit projectile and calls on_hit(target) on its own on_hit (not on_harmless_hit) ## Why It's Good For The Game I think it's funny to kiss people and splat them with ink. I did not test this because apparently worktrees dont work with pressing f5 ## Changelog 🆑 add: Kissing while you have the ink infusion ability off cooldown gives you an ink kiss /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Automatic changelog for PR #88556 [ci skip] * [NO GBP] Fixes moth wing stabilization working in zero-g as long as you keep moving (#88552) ## About The Pull Request Didn't run the check in stabilization code, also fixed a forgotten comsig unreg ## Changelog 🆑 fix: Fixed moth wing stabilization working in zero-g as long as you keep moving /🆑 * Automatic changelog for PR #88552 [ci skip] * Automatic changelog compile [ci skip] * plumbing catalyst storag (#88404) ## About The Pull Request see title also see video https://github.com/user-attachments/assets/23e2d128-1175-4779-87cf-74a4d4e6e1c1 ## Why It's Good For The Game doing in 1 machine what was once done by 3-4 is nicer for the chemist. less materials wasted and more space available to play around in. also has the side effect of making the output slightly higher since time spent transferring catalysts can now be spent on transferring reagents that are consumed instead ## Changelog 🆑 add: catalyst function for plumbing reaction chambers /🆑 --------- Co-authored-by: SyncIt21 <VLord3D@gmail.com> * Automatic changelog for PR #88404 [ci skip] * [NO GBP] Fixed aquariums auto-feeding (#88660) Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> * Automatic changelog for PR #88660 [ci skip] * Computers can act like cover and will no longer never allow projectiles to pass over them (much l like barricades) (#88646) Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> * Automatic changelog for PR #88646 [ci skip] * Lowers cooldown on hotkey spell selection (#88503) * Automatic changelog for PR #88503 [ci skip] * Navigate verb now indicates areas above or below you (#88505) * Renames UpdatePath script name for consistency (#88520) * Automatic changelog for PR #88505 [ci skip] * Lava ignores thrown mobs (#88640) * Automatic changelog for PR #88640 [ci skip] * Add circuit component for slime processor (#88463) Co-authored-by: Arae <230020345@stu.vtc.edu.hk> * Automatic changelog for PR #88463 [ci skip] * Fixes big manipulator manipulating laws of physics (#88677) * Automatic changelog for PR #88677 [ci skip] * Fix tgui chat panel z-fighting on BYOND 516 (#88663) ## About The Pull Request Port of https://github.com/ParadiseSS13/Paradise/pull/27676 and https://github.com/VOREStation/VOREStation/pull/16734 > Instead of relying on `is-disabled` and `is-visible`, which BYOND happily will automatically change for you whenever you send a client text, we now use a Child element to swap between the legacy output and browser output in separate preset panes. > > TL;DR: chat would flash white under 516, now doesn't I cleared cache before each test video below, just to be 100% sure <details> <summary>Testing Evidence: BYOND 515</summary> https://github.com/user-attachments/assets/8d661cc3-585e-4f8e-9399-76df8bc0a281 </details> <details> <summary>Testing Evidence: BYOND 516</summary> https://github.com/user-attachments/assets/c0d31fb4-6ef5-4d49-81a8-c767c5e24cc2 </details> ## Why It's Good For The Game flickering chat hurts my eyes ## Changelog 🆑 Absolucy, ShadowLarkens, S34N fix: Fixed chat rapidly flickering in BYOND 516. /🆑 * Improve and extend `fieldset_block` and `examine_block` (#88678) ## About The Pull Request Maked `fieldset_block` and `examine_block` more stylish and neat, also `fieldset_block` no longer has a centred title. Renamed `examine_block` to `boxed_message` and adds `custom_boxed_message` which can be colored. - AdminPMs, admin tickets and vote results has been wrapped into `fieldset_block` for comfort and visibility - Health Analyzer results painted to blue - Vote notice and tips of the round wrapped to purple `custom_boxed_message` - Tooltip text border color, now uses text color, not just white ## Why It's Good For The Game Demonstration in both themes <details><summary>Dark</summary>    </details> <details><summary>Light</summary>    </details> ## Changelog 🆑 qol: AdminPMs, admin tickets, vote results and started vote notification are now much more visible in the chat. qol: Boxed messages in chat (like examine), has been restyled. /🆑 * Automatic changelog for PR #88663 [ci skip] * Implement Edge DevTools (#88679) ## About The Pull Request Implements Edge DevTools for 516 users (coders) Thanks to [S34N](https://github.com/ParadiseSS13/Paradise/pull/25363) <details><summary>Images</summary>   </details> --------- Co-authored-by: AnturK <4047233+anturk@users.noreply.github.com> * Automatic changelog for PR #88678 [ci skip] * Updates href uses for 516 (#88699) ## About The Pull Request Was just scrolling through the Paradise github since they seem to have more work done for 516 to see if there's anything I can port over, found this and thought why not. Ports parts of https://github.com/ParadiseSS13/Paradise/pull/25105 Specifically, updaing all hrefs to use the internal ``byond://``, and adding it to grep. ## Why It's Good For The Game More work towards 516. ## Changelog Nothing player-facing. * Fixes hugging away your own terror (#88688) * Automatic changelog for PR #88688 [ci skip] * this is fine * normal; * Revert "this is fine" This reverts commit |
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9bd86e85b5 |
June/July TGU: Loadout menu, flatpackers and... whatever else! (#1230)
* Initial Commit
* Not quite all was staged, apparently.
* Multiline no longer necessary
* For my convenience...
* Forgot an important little tidbit in routes.tsx
* This updated, apparently.
* And now hell breaks loose
* First batch
* Second Batch
* Third batch (Unit Tests)
* Improvised shotgun ammo is gone; Vibebots are refactored
* UpdatePath sweeps in our fulp_modules/_maps folder
* I can't bring myself to do it.
* Map stuff
* Didn't mean to leave this uncommented
* I carpet-bombed them with Find-Replace. Let's see what linters think
* I sure do hope this is comprehensive and doesn't break other things
* This may take a while
* Next Round
* Hopefully the last batch before getting on with actual fixes
* Telescreens
* :/
* Stragglers
* Helio Emergency Shuttle; NearStation adjustments.
* Only one more commit for greenchecks... Shuttle code be dammed.
* Pff, the file was missing
* Same treatment as the other map files.
* Missed a comma :P
* BZ chambers for Xenobiology
* Odd. Most of these got done earlier. Not sure why this one wasn't.
* Mapping sweep. I didn't adjust C_tags in Theia. Another time.
* The balloon alerts overlap
* I hate TGU I hate TGU
* I meant to say "I hate TG" on the last one. Freudian slip.
* Fix Fix
* Nanite research cost rebalance
* TGU-Update: Step 0
* Yeah I figured it'd do this.
* I accidentally undid this
* Failed to catch this one
* I don't trust hundredths not to break or be broken somewhere.
* Little air alarm tweaks
* Ports #1228
* Stuff I missed
* Silly
* TGU so nice we're going to make it thrice
* Yarn
* Should be all? Fixes cult stun too.
* Thermomachine layers
* Free square spellcheck to rerun tests and see if it's consistent
* All credit goes to QLA for reminding me to actually do this
* Update to
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d5a8187c58 |
January tgu (#1094)
* tgu * btfo * Barsigns * tgui fixes * Map stuff * pubby morgue * . * ... * fixes varedited slime extract * Merge remote-tracking branch 'upstream/master' into january-tgu |
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e81bcb320c |
MAFIA MAFIIIAAAA MAFIAAAAAAAAAAAAAAAAA (oh and tgu i guess) (#1077)
* tgu * utter bullshit * fixes more bugs * a * barsign bullshit * Update barsigns.dm * bitrunner update * infiltrator bullshit * ports 2 gamebreaking bug fixes * mentorwho is now in a block * Sec mech bay for fulp maps * merge conflict * oh man im pushing this to map depot --------- Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com> |
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3b338fbd5d |
fixes plumbing (june tgu) (#1005)
* Update beefman.dm * Update beefman.dm * xsaxsfvvvvvvvv * Update shaded_bloodsucker.dm * poo * Update tgstation.dme * Create screenshot_humanoids__datum_species_beefman.png * update paths * more update paths * basic mob chicks and random tiles * p * request consoles updatepath script * Update README.md * Create screenshot_antag_icons_vampiricaccident.png * Create screenshot_humanoids__datum_species_human_felinid_nobraindamage.png * Update SeleneStation.dmm * Update PubbyStation.dmm * Update PubbyStation.dmm * Update PubbyStation.dmm * Update PubbyStation.dmm * FUCK this map |
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66d243abec |
tgu (#995)
* tgu * tgui * Fixes compile errors & Updates Beefmen * Smartfridges * Coroner stuff * fix helio fridges * ci errors * Update russian.dm * Pubby Fix (#58) among us * helio fix and wounds fix * re-adds features * Adds a mentor log category * Update exiled_king_basic.dm (#59) --------- Co-authored-by: Ray <64306407+OneAsianTortoise@users.noreply.github.com> Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com> |
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f3397e3136 |
January TGU - First Draft (#879)
* Update beefman.dm * Update beefman.dm * xsaxsfvvvvvvvv * Update shaded_bloodsucker.dm * yeah that thing * FUCK you * Update hunting_contract.dm * dd * vdvdfv * Update monsterhunter_weapons.dm * Update whiterabbit.dm * onokkn * Update monsterhunter_weapons.dm * Update monsterhunter_weapons.dm * efe * Update whiterabbit.dm * yeaywa * Update red_rabbit.dmi * oihop * Update HunterContract.js * wonderland.dm * gs * dcd * Update rabbit.dmi * ass * fvd * Update paradox_rabbit.dm * f * Update tgstation.dme * Delete heartbeatmoon.dmi * shtntb * sed * sfe * Update monsterhunter_weapons.dm * cdc * Update wonderland.dm * dgrd * wef * b * pipkk * Update hunting_contract.dm * Update paradox_rabbit.dm * wr * Update worn_mask.dmi * some documenting * Update areas.dm * eg * Update white_rabbit.dm * Update HunterContract.js * s * Update weapons.dmi * Update weapons.dmi * Jack in the bomb * some signals * ui * h * y * music * Update wonderlandmusic.ogg * f * v * cleanups * g * a * t * y * g * a * o * first commit * Adding our stuff back in * k * Before procs * proc refs * carps * Fixes * shuttles * dumb dumb names * I hate windows I hate windows * I hate windows I hate windows * h * Selenestation has issues * Update monsterhunter_weapons.dm * eretics * Update weapons.dmi * Update monsterhunter_weapons.dm * g * kpop * r * m * grgr * Update simple_animal_freeze.dm * Update wonderland_apocalypse.dm * Update wonderland_apocalypse.dm * d * Update fulp_defines.dm * ff * Update wonderland.dmm * Update tgstation.dme * Update infil_objectives.dm * Update infil_objectives.dm * Update monsterhunter_weapons.dm * Update monsterhunter_event.dm * Update monsterhunter_event.dm * Update areas.dm * Update monsterhunter_event.dm * Update monsterhunter_weapons.dm * Step 0, version 2 * step 0.5 - version 2 * step 1 - version 2 * 2.5 version 2 * fix * Mapping * okay fine * more mapping * uuuuu hhhh * fixes * help me * hurry * I'm killing the mf that did access helpers on this map * Welp, we lost. * Or did we? --------- Co-authored-by: SmoSmoSmoSmok <95004236+SmoSmoSmoSmok@users.noreply.github.com> Co-authored-by: Pepsilawn <reisenrui@gmail.com> Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com> |
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468ba0f1c8 |
[IDB IGNORE] [MDB IGNORE] December TGU (#433)
* TG UPDATE REAL * fix checks probably * TGU, minus hardsuit stuff. * oops * haha this isnt even needed * re-adds batform * Pepsi's Fulp ERT MODsuits (#21) * makes beef cyto the parent type of a now existent parent * Removes ERTs Guns (#23) * fix checks * F OFF * Update Solitairestation.dmm * Update Solitairestation.dmm * tg update again, removes maidborgs * FU (fulp update) * FUCK YOU SOLITAIRE * Update README.md * Update species.dm * not my fault you prick (#24) * digi fix * tgu Co-authored-by: Pepsilawn <reisenrui@gmail.com> |
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4f0f69fd95 |
[MDB IGNORE] November TGU (#406)
* TGU * mappings * how did i not notice this * test * fix to huds * departmental request consoles * Armsky * tgu * deletes cryopods (finally) * Update tgstation.dme * deletes pubby's cryopods * Fixes helio and selene toxin ranges * injector to vent on all supermatters * map fixes * directional 5/6 cameras are now fixed * stool directionals on selene * . * re-adds kindred archives |
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b7ce41dec7 |
[MDB IGNORE] "Holy shit we need the halloween fixes" TGU (#395)
* tgu * idk this seems to work * rad collector stuff, the pubby update * pubby update * Helio and finishing Pubby * map stuff * drone dispensers * tgu |
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e5bfc6fa44 |
TGU (#318)
* Automatic changelog compile [ci skip]
* Update readme.md
* Automatic changelog compile [ci skip]
* merges TG into branch, ensures all fulp files are untouched and fixes dme
* does what the first commit says
* jobs fix
* Pubbystation
* Heliostation & Selenestation
* Update SeleneStation.dmm
* Revert "Update SeleneStation.dmm"
This reverts commit
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81f8ffbc30 |
TGU: 2FA for admins, 2-person mech, hair gradients. Fish price halved!! (#220)
* So much win! * um maptick_?????? |
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5bc6ca9f86 |
TGU - Kneejerk reaction, fixed smoking, gamemode is GONE. (#204)
* Merge branch 'master' of https://github.com/tgstation/tgstation into da-tgu * this makes it compile probably i think maybe idk * can't spell SQL without L |
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38059c1ff3 |
TGU - Gamemode removal, GAGS & More (#159)
* TGU
* fulp code maintaining
* Update jobs.dm
* All the fulp overwrites
* the dme
* caught it
* wow modular!
* deletes ui icons
* adds new ui icons
* Helio TGU
* Heliostation TGU (#1)
* lets try again
* try
* ai displays
* evac displays
* fire alarms
* wild hearts
plant wild seeds
aaaand wild miiiinds
have wild neeeeeeeeeeeds
extinguisher cabinet
* A lot of stuff
All directionals I think except door buttons because fuck you they're 75 and I need to put IDs in all of them I already spent 30+ minutes on the requests consoles
Oh yeah also adds the cargo stuff
* Selene
Adds cargo stuff, fixes conflicts
This does NOT add directionals
Co-authored-by: Enricode <SgtHunk@users.noreply.github.com>
* Create changelog.html
* Delete changelog.html
* Create changelog.html
* Delete changelog.html
* Config
* Helio cargo shuttle
* > deletes your cryopod
* Revert "> deletes your cryopod"
This reverts commit
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353d006659 |
[TM] TG Update: Combat mode, drone exploration, and more! (#58)
* Updating GBP from PR #57626 [ci skip] * Simple bots now use a different snowflake method for all access. (#57861) * Automatic changelog generation for PR #57861 [ci skip] * Updating GBP from PR #57861 [ci skip] * Automatic changelog compile [ci skip] * Defines the interrogation room as unique area and not 4 different var edits. (#57612) * Defines the interrogation room as unique area and not 4 different var-edits * Fixes the gaping hole in the wall * We added a new map at the very end. * Blaseball * Committing the changes * Rebuilds the deltastation setup in case it's actually breaking something... * Automatic changelog generation for PR #57612 [ci skip] * Updating GBP from PR #57612 [ci skip] * Bump pillow from 7.2.0 to 8.1.1 in /tools (#57906) Bumps [pillow](https://github.com/python-pillow/Pillow) from 7.2.0 to 8.1.1. - [Release notes](https://github.com/python-pillow/Pillow/releases) - [Changelog](https://github.com/python-pillow/Pillow/blob/master/CHANGES.rst) - [Commits](https://github.com/python-pillow/Pillow/compare/7.2.0...8.1.1) Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> * Adds right-click support to AIs/Cyborgs (#57881) Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> * Automatic changelog generation for PR #57881 [ci skip] * Updating GBP from PR #57881 [ci skip] * Ice cream revamp: Ice cream is a component and cones can hold multiple servings of ice cream now. (#57415) * Ice cream rework WIP * I'm done! * i'll deal with my verbose engrish at a later date. I'm dead tired. * linter aaaaaa * Take a bite! * FINALLY, A COMPONENT! * ghost macro. * Review, typos, beheading of a lame comsig. * Typo. Now I'm self-obliged to test it again. * It works. * Automatic changelog generation for PR #57415 [ci skip] * Updating GBP from PR #57415 [ci skip] * i shot my own phazon to death and i cry. (#57772) Co-authored-by: MLGTASTICa <ak9bc01d@yahoo.com> * Automatic changelog generation for PR #57772 [ci skip] * Updating GBP from PR #57772 [ci skip] * Fixes admin immovable rods not hitting things (#57890) Timber did an oopsie in #57850 and made it so rods with a specific target (AKA any spawned by admins either through the trigger event button or the admin smite) quit out of their creation before they started listening for clonging things. Possibly this was partly intended, in case you wanted to spawn a rod that would only hit whatever you designated as your target and nothing else, but this current setup doesn't hit the target either soo something needs fixing. @Timberpoes let me know what you think and if you were intending for a soft rod option that would only hit the target. Fixes: #57888 * Automatic changelog generation for PR #57890 [ci skip] * Updating GBP from PR #57890 [ci skip] * Ghosts can now interact with the crew monitor console. (#57891) * Automatic changelog generation for PR #57891 [ci skip] * Updating GBP from PR #57891 [ci skip] * Fixes unbalanced flyperson leg (#57892) One of Flypeople's legs while facing up is missing a single pixel, causing it all to be unbalanced, this fixes that. * Automatic changelog generation for PR #57892 [ci skip] * Updating GBP from PR #57892 [ci skip] * undefined variable wtf *Dies of cringe* * tgui: ESLint and VSCode settings improvements (#57905) Added column 80 rulers to all javascript and scss files. Added a "prettier" config to have sensible defaults for those who prefer to use it. Added RadarJS (fork of SonarQube's SonarJS). Launchable only via bin/tgui --lint-harder for now. Disabled ESLint rule for parens around arrow function arguments, because in TypeScript they're pretty much always required, and I don't want to replace it throughout the codebase. Removed unused javascript extensions from tooling (jsx, mjs). * Automatic changelog compile [ci skip] * Fixing the undoable experisci arcade experiment. (#57898) * Automatic changelog generation for PR #57898 [ci skip] * Updating GBP from PR #57898 [ci skip] * [s] Fixing an infinite loop exception with Move() (#57895) * Replaces use of handle_atom_del() with Exited() in modular computer hardware. And fixes an issue. (#57387) Title. The issue being hardware/on_remove() calling /try_eject() even if the holder is being destroyed, which is quirky. I also replaced an instance of /New() with /Initialize() and deleted a troublesome /Destroy(). handle_atom_del() is awful. Nearly every (minus the storage component; it's a tangled trial of mental gymnastic) behavior implemented there can pretty much be moved to Exited() and it'll work just as fine, if not better against edge cases such as recall spells. But that's not the scope of this PR. I'm here to fix #57161. * Automatic changelog generation for PR #57387 [ci skip] * Updating GBP from PR #57387 [ci skip] * Highlander + Summon Guns and Magic now uses signals to equip new crewmembers (#57817) * Automatic changelog generation for PR #57817 [ci skip] * Updating GBP from PR #57817 [ci skip] * makes holodeck books a holo_effect so they get added to the spawned list (#57909) * Automatic changelog generation for PR #57909 [ci skip] * Updating GBP from PR #57909 [ci skip] * Dogs no longer take whatever they're holding/wearing to the grave (#57670) * Automatic changelog generation for PR #57670 [ci skip] * Updating GBP from PR #57670 [ci skip] * Turns off cache on docker publish action (#57912) Maybe it will stop it screaming in pain about missing dependencies. Publish action suggests alternative of running this as cronjob to update cached version so if this works but is too slow we can change to that. * Adds a plumbing layer manifold (#57494) Adds a multilayer plumbing manifold, I also murdered the multilayer duct You can now alt-click the plumbing RCD to change the layer it prints. I made a whole thing where right clicking changed the settings and you could use that to change machinery aswell. I even did that with the plunger, it was absolutely beautiful. Anyway that drained the life out of me because apparently there's no attack_obj_secondary and afterattack_secondary ALSO called attack_obj (left click). I just hate whoever made it with intensity Plumbing now uses three layers. They should be easier to navigate. I tried to make layer connecting the same as cross-color connecting, but that would take more of my soul then there is to take * Automatic changelog generation for PR #57494 [ci skip] * Updating GBP from PR #57494 [ci skip] * Makes stations more airtight (#57535) I've gone through delta, meta, and icebox and added some choice windoors, changed some areas around, added some more doors, and changed some other miscellaneous things. I'll list the full changes in drop downs, for both our sakes Delta: <details> Splits the central hallway into fore and aft central hallways Adds the spaces that jut out of medbay and sci into the central hallway, rather then having them be a part of medbay and sci Adds medbay access locked windoors to the back desk of the medbay reception area Adds airlocks to both the upper and lower parts of the main hallway </details> Meta: <details> Gives the storage wing another set of firelocks, and two fire alarms. It didn't have any alarms in the first place, so hopefully this helps things Adds the spaces that jut out of medbay and sci into the central hallway, rather then having them be a part of medbay and sci Replaces a small bit of the science area with nanite lab, to prevent a breach near xenobio causing fire alarms at the front of sci Adds a windoor in front of the ORM to block air Adds a wall behind a smart fridge in chemistry </details> Icebox: <details> Added airlocks between arrivals and the port hallway, and the escape hallway and the starboard hallway Added a windoor between the kitchen and the bar </details> ## Why It's Good For The Game Cuts delta's main hallway in half, with the goal of reducing fire alarm strain. Some thoughts on this would be nice, I don't want to make everything else that uses areas worse just because fire alarms are dumb, and I'm worried that's what I've ended up doing here. I've also added the portions of medbay/sci that jut out into the main hallway into the main hallway, I think? I could make these into lobby areas, but I'm not sure if that's appropriate or not. Adds a few windoors and airlocks to better section off portions of the station, this should reduce the amount of mass gas spreading that can occur. My goal here is to reduce the amount of uninteresting gas movement and make firelocks less hellish when there's a breach * Automatic changelog generation for PR #57535 [ci skip] * Updating GBP from PR #57535 [ci skip] * Move a signal that is randomly seperated from others of it's kind (#57914) Co-authored-by: actioninja <actioninja@criticalaction.net> * Fix plant trash from grown food not inheriting their proper seeds (#57924) This PR fixes plant trash not getting the seed from their parent. trash_type is a type path, not an instantiated object. istype always fails trying to use it on trash_type. ispath is the correct helper to use here, because it's a type path and not an object. * Automatic changelog generation for PR #57924 [ci skip] * Updating GBP from PR #57924 [ci skip] * Makes deadchat control's examine only shows up for ghosts (#57926) This PR early returns the on_examine proc for deadchat control if the examiner is not an observer. So, only ghosts (deadchat) are allowed to see if something is under deadchat control. Humans don't need to know (or shouldn't know) if deadchat is expanding its reach into the physical realm. * Automatic changelog generation for PR #57926 [ci skip] * Updating GBP from PR #57926 [ci skip] * Adds materials to PDAs (#57923) Puts a small amount of iron, glass, and plastic into a PDA 'cause that sort of material usage makes sense to me * Automatic changelog generation for PR #57923 [ci skip] * Updating GBP from PR #57923 [ci skip] * Automatic changelog compile [ci skip] * Adds sticking metallic kitchenware into APCs (#57910) Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> * Automatic changelog generation for PR #57910 [ci skip] * Updating GBP from PR #57910 [ci skip] * Bane AI (#57771) We take Gotham from the corrupt! The rich! The oppressors of generations who have kept you down with myths of opportunity, and we give it back to you...the people...Gotham is yours. None shall interfere, do as you please! * Automatic changelog generation for PR #57771 [ci skip] * Updating GBP from PR #57771 [ci skip] * Splits winter coats/hoods into their own sprite file (#57896) Moves the winter coats and their hoods into their own sprite file. 335 icons in one of the files got lowered to 289 after moving 46 wintercoat icons to their own file. Renames some icons because they had a long name. * Updating GBP from PR #57896 [ci skip] * remove double pen door from meta xeno (#57879) door double removal * Automatic changelog generation for PR #57879 [ci skip] * Updating GBP from PR #57879 [ci skip] * Resprites ventriloquist dummy (#57863) ## About The Pull Request Resprites the ventriloquist dummy #https://github.com/tgstation/tgstation/projects/6#card-2814241 ## Why It's Good For The Game The current sprite is just the assistant doll cut in half. This gives it a unique sprite and also makes it so that the hands line up with the item better than the current sprite. It's also a lot creepier (and animated!) * Automatic changelog generation for PR #57863 [ci skip] * Updating GBP from PR #57863 [ci skip] * Fixes missing pixel on envirosuits (#57849) ## About The Pull Request Adds 1 pixel to every evirosuit side sprite except the prototype. ## Why It's Good For The Game The current envirosuit sprites all have a single pixel missing on the foot, which causes the foot to be visible. This pixel is there on the prototype, but all the others are missing it. This PR adds 1 pixel to each side sprite to cover it up. * Automatic changelog generation for PR #57849 [ci skip] * Updating GBP from PR #57849 [ci skip] * Updates round tips (#57927) Deals with any mention of cloning, intents, and a few outdated mechanics * Automatic changelog generation for PR #57927 [ci skip] * Updating GBP from PR #57927 [ci skip] * Thermomachine update (#57918) This PR adds an UI button that allow the players to decide if use enviromental heat or red port pipe (it will have an error if the choice is not working for some reasons, like not having moles in the pipes/air, not having pipes connected at all, etc) This also fix the issue of having roundstart freezers heating up rooms because the waste pipe didn't have any gas * Automatic changelog generation for PR #57918 [ci skip] * Updating GBP from PR #57918 [ci skip] * Improves status bar coverage (#57916) This PR makes sure all MouseEntered() procs call their parent, which handles the status bar. This fixes instances where the status bar was missing, for example when you hovered over the ghost buttons, you would not be shown a name of the button, but completely different object, like "space", which was very misleading. This also means that the new status bar should have better parity the with the old status bar, which also showed these things. * Automatic changelog generation for PR #57916 [ci skip] * Updating GBP from PR #57916 [ci skip] * Create explicit warning if not building with CBT (#57931) Adds a new CBT define which is automatically created when building. If this define is absent, the build will fail. This is what Cyberboss tried to do with USE_BUILD_BAT_INSTEAD_OF_DREAM_MAKER.dm, but couldn't. The reasoning behind this is CBT is already a requirement to build a fresh project, otherwise the tgui bundle files won't exist. This gives a readable error to go along with that. However, you can currently build once then just use Dream Maker. This is a footgun - not only are we already adding new things to CBT like tgfont which will fail later on, but also it will create weird scenarios when we add tasks to CBT that don't immediately fail if not ran, or otherwise create out of sync builds. Also replaces rmSync with unlinkSync, which works on older Node versions. Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> * Additional CTF maps (#57230) This pull request adds a map loader as well as new maps to CTF. When a game starts a CTF map will be selected at random and will be playable by ghosts. As well as this new functionality CTF now fully supports 4 teams. A green and yellow team have been added complete with both standard and instagib gear. At current five maps are planned: Classic - the original map we all know and love Four Side - A four team CTF map where all teams compete over one flag Downtown - Terrestrial city themed map Limbo - Wizard themed map featuring portals and uses KOTH rather than CTF Cruiser - Space themed map utilizing the powerup system Random maps are selected on game load Support for four teams added Why It's Good For The Game CTF has been more or less the same on the surface since its creation. This PR allows for some much needed map variety which will increase replay value. CTF is far more regularly played then mafia due to its fast rounds and common use during round end delays and I believe that it deserves a boost in content. Changelog cl add: CTF can now selects a random map at game start add: CTF now supports four teams add: Gear for yellow and green CTF teams has been added add: CTF ID cards for all 4 teams have been added - courtesy of maxymax13 add: a new CTF map, Four Side has been added add: a new CTF map, Downtown has been added add: a new KOTH map, Limbo has been added add: a new CTF map, Cruiser has been added fix: KOTH capture points retain their sprites after being claimed /cl * Automatic changelog generation for PR #57230 [ci skip] * Updating GBP from PR #57230 [ci skip] * Implements Plant Biotype (#57108) Implements a plant biotype for plant based mobs. Changes the wood golem mob to be an organic, humanoid, and plant biotype---because wood is an organic substance, not a mineral. This additionally adds the ability for plantbgone/weedkiller to deal damage to plant biotypes. Why It's Good For The Game There's a curious lack of a defined plant biotype, despite plants sharing a unique number of traits. Ideally, this behavior can be more consistently implemented with something like biotypes. A minor example of this is utilized in this PR: weedkiller and plantbgone impacting plant-like mobs, which is what you'd expect. Changelog cl add: Plant-like mobs are now impacted and take damage from plant-b-gone and weedkiller reagents add: Plant-like mobs can be health scanned with a plant analyzer add: Plant-like mobs are impacted by the floral gun in the same manner pod people are /cl * Automatic changelog generation for PR #57108 [ci skip] * Updating GBP from PR #57108 [ci skip] * fix (#57900) Fix missing cable from upper atmos apc Fix wrong area in north-west corner resulting in airlock not working * Automatic changelog generation for PR #57900 [ci skip] * Updating GBP from PR #57900 [ci skip] * Add note about rust-g for building on Linux (#57622) This PR adds a minor note about needing to compile rust-g to Linux building instructions. I'm not sure if this is the appropriate place for it, but I don't see a better place to put it. * cyborg lollipop launchers can no longer spam timers (#57786) About The Pull Request Cyborg treat dispensers now have a maximum treat storage capacity of 5 treats instead of 30 treats, and recharge their treats at a rate of one treat per 10 seconds instead of one treat per second. To compensate for this, the damage of gumballs and lollipops that have been launched from an emagged cyborg has been increased from 3 to 10. Launched gumballs and lollipops will no longer delete themselves after 2 minutes (if not equipped). The 2u of omnizine in each cyborg lollipop has been replaced by 2u of psicodine. The contents of normal lollipops have not been modified. Cyborg cookie dispensers can now only dispense a cookie once every 10 seconds (instead of once per second). Non-cyborg cookie dispensers no longer self-recharge, but can now accept compressed matter cartirdges for reloading purposes. Support has been added for other types of RSFs to have use cooldowns. Why It's Good For The Game The self-deletion mechanism was apparently causing timer spam, so I reduced the amount of treats that cyborgs could spam out (and the rate of that spamming) so that the mechanism would no longer be necessary. I increased the damage of launched treats to compensate to keep the emagged treat launcher from becoming a very sad joke of a weapon. Floyd threw a fit when he learned that cyborgs could freely dispense lollipops that contained omnizine, so I replaced the omnizine with psicodine, a chem that is perhaps more appropriate for lollipops (it calms people down), doesn't do much of importance, and can't react to form any rare or interesting chems. The cookie dispenser thing is also an attempt to appease Floyd, since he doesn't like cyborgs being able to spam food everywhere. Changelog cl ATHATH balance: Cyborg treat dispensers now have a maximum treat storage capacity of 5 treats instead of 30 treats, and recharge their treats at a rate of one treat per 10 seconds instead of one treat per second. To compensate for this, the damage of gumballs and lollipops that have been launched from an emagged cyborg has been increased from 3 to 10. del: Launched gumballs and lollipops will no longer delete themselves after 2 minutes (if not equipped). balance: The 2u of omnizine in each cyborg lollipop has been replaced by 2u of psicodine. The contents of normal lollipops have not been modified. balance: Cyborg cookie dispensers can now only dispense a cookie once every 10 seconds (instead of once per second). Non-cyborg cookie dispensers no longer self-recharge, but can now accept compressed matter cartirdges for reloading purposes. Support has been added for other types of RSFs to have use cooldowns. /cl * Automatic changelog generation for PR #57786 [ci skip] * Updating GBP from PR #57786 [ci skip] * Minor tramstation and train-rail-fluff fixes (#57639) Fixes an incorrectly-shifted sprite for floor tram rails and adds some missing tram-rail fluff objects Also does some minor renaming (railing -> rail) cl fix: Nanotrasen railroad engineers have done some minor repairs to their in-station tram rails. /cl * Automatic changelog generation for PR #57639 [ci skip] * Updating GBP from PR #57639 [ci skip] * Automatic changelog compile [ci skip] * Paper bins show the paper inside them (atomised) (#57907) Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> * Automatic changelog generation for PR #57907 [ci skip] * Updating GBP from PR #57907 [ci skip] * Ref Tracking: Revengance (#57728) * Ref Tracking: Revengance Fixes reference tracking ignoring self references due to a poorly thought out tick checking system. Fixes reference tracking ignoring the contents of assoc lists Makes the reference tracking printouts actually describe what list the ref is in, rather then just saying "list" Adds REFERENCE_TRACKING_DEBUG, a define which toggles tracking info for the ref tracking procs, which allows for oversight on how the proc is working Allows for direct calls of qdel_and_find_ref_if_fail(), makes it use ref rather then REF(), fixing it breaking for mobs. (Ditto for the qdel hint which does the same thing) Moves REAGENTS_TESTING out of the reftracking define block Makes unit tests define REFERENCE_TRACKING, REFERENCE_TRACKING_DEBUG, and FIND_REF_NO_CHECK_TICK Adds a unit test that sanity checks the reference finder proc * Updating GBP from PR #57728 [ci skip] * fix (#57902) Fix missing tile under airlock above turbine in kilo station * Automatic changelog generation for PR #57902 [ci skip] * Updating GBP from PR #57902 [ci skip] * You can now put food on plates, and plate no longer materialize out of nowhere as you cook (#57770) * All plates removed. Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: DeAndre <robustness13@hotmail.com> Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com> * Automatic changelog generation for PR #57770 [ci skip] * Updating GBP from PR #57770 [ci skip] * tgui strip panel + strippable element (#57889) Completely removes show_inv and replaces it with /datum/element/strippable. It takes a list of instantiated /datum/strippable_item which communicate which slots are available and how to interact with them. This element has been added to humans, alien humanoids, parrots, and corgis. Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> * Automatic changelog generation for PR #57889 [ci skip] * Updating GBP from PR #57889 [ci skip] * Adds explorer drones / adventures. (#57851) A new side-job for cargo. Prepare and launch exploration drones at distant sites to encounter weird adventures, collect loot and expand the station cargo network. Adventures - the main content type here, can be written by anyone without any knowledge of programming. The purpose here is creating an way of interesting way of delivering lore (and adding some new job content/cargo expansion method). Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com> Co-authored-by: Fikou <piotrbryla@onet.pl> Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> * Updating GBP from PR #57851 [ci skip] * Fermichem 2.6 - Adds the HPLC: a new roundstart method of detecting purity, as well as a method of partially purifying reagents (#57858) Adds the High-performance liquid chromatography machine - a new roundstart method of detecting purity, as well as a method of partially purifying reagents. A single machine has been added to each of the 4(5) maps - this lets people determine their purity based off the size of the green (pure portion) to the orange (impure portion) of a reagent's peak shown on the mas spectroscopy display. If a reagent is impure - it will be displayed as red. In addition to this function, the HPLC can purify reagents by selecting a range of them and pressing the purify button. This will cost some time depending on the mass of the reagent and will purify it up it's default purity (in the tweaked reagent cases - 75%, for the reagents I've yet to get to - 100%). It will also reduce the volume accordingly (so in essence you are reducing the volume of the impure parts). The sprite itself will indicate when it's running, so you don't need to be nearby it or use the UI to know when it's done * Automatic changelog generation for PR #57858 [ci skip] * Updating GBP from PR #57858 [ci skip] * Partially revert reaction chamber (#57855) * Automatic changelog generation for PR #57855 [ci skip] * Updating GBP from PR #57855 [ci skip] * Blobbernaut HUD improvements (#57922) * Automatic changelog generation for PR #57922 [ci skip] * Updating GBP from PR #57922 [ci skip] * Crops the cached ID card icon so it is less obnoxious in tgui chat. (#57935) * Automatic changelog generation for PR #57935 [ci skip] * Updating GBP from PR #57935 [ci skip] * Some minor atmos cleanup (#57933) Fixes mining not making turfs active, I forgot to add a type arg when I added one to AfterChange(). This isn't the only source of the issue, but it's the most prevalent one Cleans up total_moles_specific() slightly, there's no point iterating a list if you already have the gas id. Removes a null assignment and if check, they don't catch anything as things are now, and if someone passes null to the proc I want a runtime Oh and I reordered a bit of atmospherics.dm to make a comment make sense. Don't worry about it * Automatic changelog generation for PR #57933 [ci skip] * Updating GBP from PR #57933 [ci skip] * emissive blockers are now just an overlay (with kickass fucking graphs). FUCK YOU MAPTICK (#57934) currently emissive blockers are objects added to the vis_contents of every item. however mutable appearances as overlays can serve this role perfectly well and according to my tests should cause less maptick per item. for mobs mutable appearances dont work for reasons i dont understand so instead this adds the em_block object to overlays instead of vis_contents. these both use atom/movable/update_icon() now graphed test results in pr * Updating GBP from PR #57934 [ci skip] * Converts trait comments to doc comments (#57941) This converts the existing comments traits had `#define TRAIT_BLA "bla" // yadda yadda` to proper doc comments so that they show with SDMM and the codedocs website. People just reference old code when writing new code, and people not using doc-comments for traits is something that comes up often. * Automatic changelog compile [ci skip] * Gibs/Dead bodies no longer produce miasma (#57957) * Gibs/Dead bodies no longer produce miasma Miasma production as it is now is too little over too long a time span, and it just ends up spreading across the station and having little effect. My goal here is to remove a source of uninteresting gas from the station's air, and make corpses and gib piles more infectious. I've placed the cap on disease payout at a strength of 7, so there's a slight chance of a positive disease, but I think it's counteracted by the danger presented by just infecting yourself till you get what you want. I've rewriten the rot component to just run a percent chance to infect someone with a disease based on the type of rot, and moved almost all of its behavior to signals. There's one portion I can't rewrite without making significant changes to how I handle atmos sensitivity, so that'll come later. Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> * Automatic changelog generation for PR #57957 [ci skip] * Updating GBP from PR #57957 [ci skip] * [Ready] Fermichem part 2.3 Adds a new reagent: Eigenstasium (#56918) Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> * Automatic changelog generation for PR #56918 [ci skip] * Updating GBP from PR #56918 [ci skip] * Bump pyyaml from 5.3.1 to 5.4 in /tools (#57956) Bumps [pyyaml](https://github.com/yaml/pyyaml) from 5.3.1 to 5.4. - [Release notes](https://github.com/yaml/pyyaml/releases) - [Changelog](https://github.com/yaml/pyyaml/blob/master/CHANGES) - [Commits](https://github.com/yaml/pyyaml/compare/5.3.1...5.4) Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> * Syndicate Shuttle Console cannot be deconstructed via tools (#57962) * Automatic changelog generation for PR #57962 [ci skip] * Updating GBP from PR #57962 [ci skip] * Metastation's Nanite lab RC is now named properly (#57952) * Automatic changelog generation for PR #57952 [ci skip] * Updating GBP from PR #57952 [ci skip] * Sentience fun balloon QoL (#57928) * Automatic changelog generation for PR #57928 [ci skip] * Updating GBP from PR #57928 [ci skip] * Examine atmos machinery will tell the piping layer (#57937) * Automatic changelog generation for PR #57937 [ci skip] * Updating GBP from PR #57937 [ci skip] * fix (#57917) move layer adaptors into another spot in engi and toxins to prevent distro and waste mixing * Automatic changelog generation for PR #57917 [ci skip] * Updating GBP from PR #57917 [ci skip] * Thermomachine balance (#57921) Changed how much internal heat_capacity the machine has, from 5000 to 7500, this to try and increase the speed of cooling/heating that was a bit slower than the old version Added a check that stops the machine from cooling when set to heater and heating when set to cooler Changed efficiency to be clamped between 0.65 and 1 (lessen the power spikes) Power usage reduce on lower efficiency if above a certain amount removed else if when checking to use enviroment heat (allow to use enviroment to cool even with the red port connected and with gas) * Automatic changelog generation for PR #57921 [ci skip] * Updating GBP from PR #57921 [ci skip] * Moth eyes now have their own obj and mob sprites (#57893) imageadd: Moth eyes now have a unique sprite that reflects on your mob. * Automatic changelog generation for PR #57893 [ci skip] * Updating GBP from PR #57893 [ci skip] * Improves spoon in hand sprites (#57938) fix: Spoons are consistently rendered in the correct hand on the player's sprite * Automatic changelog generation for PR #57938 [ci skip] * Updating GBP from PR #57938 [ci skip] * Fixes the apocalypse rune alt appearance for humans. (#57965) * Automatic changelog generation for PR #57965 [ci skip] * Updating GBP from PR #57965 [ci skip] * Cyborgs now use the same icon states for charge screen alerts as ethereals. (#57966) * Automatic changelog generation for PR #57966 [ci skip] * Updating GBP from PR #57966 [ci skip] * lazy tramstation fix (#57843) Fix an already fixed issue with xenos and other mid-round antags from spawning inside atmos chambers. Copy-paste very bad * Automatic changelog generation for PR #57843 [ci skip] * Updating GBP from PR #57843 [ci skip] * ai_behaviour cleanup ft. less chatty tourists (#57945) Each of these lines is punctuated by an audio sting every 8 seconds without refrain. So, this PR adds a new vocalisation limiter to tourist bots who can't find a seat. Instead of always vocalising every 8 seconds, they're now guaranteed to vocalise the first time and then have a 60% chance to have vocalised again each minute thereafter. Tourists waiting for food now have an approx 40% chance to have vocalised in any given minute. This should be considered alongside the fact that multiple (up to 10) tourists can be present at any given point in time and with the difficulty in players killing them, they can create a lot of unnecessary audio spam. If the tourists are being served rapidly, they're also giving regular guaranted audio stings on top of that which compounds the chances any given bot will output an audio cue. The AI controller now passes the larger value between the behaviour's `action_cooldown` in real seconds (as opposed to deciseconds) and delta_time when performing behaviours. This has no gameplay changes outside of those documented in this PR, since no AI behaviours with cooldowns greater than the AI controller's delta_time attempted to use delta_time. Finally, customers now have 10 minutes of patience before leaving instead of 100 minutes of patience due to a minor oversight where their patience was in deciseconds while delta_time was subtracted in seconds. * Automatic changelog generation for PR #57945 [ci skip] * Updating GBP from PR #57945 [ci skip] * Further updates the rounds tips (#57951) Removes and/or updates some more tips that #57927 missed. * Automatic changelog generation for PR #57951 [ci skip] * Updating GBP from PR #57951 [ci skip] * fixes jungle grass having wrong broken states (#57967) * Automatic changelog generation for PR #57967 [ci skip] * Updating GBP from PR #57967 [ci skip] * Switch tgui tooltips to popper.js (#57992) * Preliminary popper support * Switch tooltips to popper.js * Documentation, change DEFAULT_PLACEMENT * Automatic changelog generation for PR #57992 [ci skip] * Updating GBP from PR #57992 [ci skip] * Quick-Create-Antagonist tweaks (#57913) Gives admins control of how many antags they spawn, instead of assuming a maximum of (generally) 3. image * Automatic changelog generation for PR #57913 [ci skip] * Automatic changelog compile [ci skip] * Renames TRAIT_MONKEYLIKE to TRAIT_DISCOORDINATED_TOOL_USER and fixes an issu with jungle fever (#57897) Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> * Automatic changelog generation for PR #57897 [ci skip] * Updating GBP from PR #57897 [ci skip] * Corrects span and a typo with emagged pAIs (#57981) * Automatic changelog generation for PR #57981 [ci skip] * Updating GBP from PR #57981 [ci skip] * Removes total_moles_specific, just use gaslists normally. I don't know how I missed this (#57973) * Refactors pellet_cloud/create_cassing_pellets to not sleep (#57974) Co-authored-by: MLGTASTICa <ak9bc01d@yahoo.com> * Automatic changelog generation for PR #57974 [ci skip] * Updating GBP from PR #57974 [ci skip] * Fix Tooltip documentation (#58013) * Remove SS_NO_TICK_CHECK (#57800) ## About The Pull Request This is a whopper, will need @MrStonedOne to review. In theory this flag shouldn't be needed and my own testing didn't find any issues, but I'd feel better with a lengthy test merge. ## Why It's Good For The Game Might make nightshift subsystem lag less, MC loop has less stuff to check. * Updating GBP from PR #57800 [ci skip] * Reorder the list of items in more outfits. (#57801) On my quest to make outfits easier to read and fix some small mistakes by applying a priority order. ID > uniform > suit > backpack > other clothing in alphabetic order > pockets > hands > others Moved the base/assistant plasmaman outfit from the middle of the standard file to the top of the plasmaman outfit file. Reorganized the plasmaman outfit order to have jobs within a department close to each other. Moved the Death Commando outfit into the ERT file together with a line that adds mindshields to CentCom outfits because I had to dig to find that a long time ago... Also fixes detective plasmaman spawning with a worse headset and plasmamen prisoners spawning with a different shoe. Like... how no one has seen that plasmaman spawn with the wrong headset? Do we have no plasmaman sec? Yes I know the answer... * Automatic changelog generation for PR #57801 [ci skip] * Updating GBP from PR #57801 [ci skip] * Fix sql changelog (#57972) Fixed bad SQL that I originally wrote in the changelog for 5.11, anyone trying to update their schema from < 5.11 up would notice this. * Test newest version of gbp-action (#57980) Read about it here: tgstation/gbp-action#28 TLDR: Less race conditions, and all logs are now pushed to a separate branch. The new location of gbp-balances.toml is in the gbp-balances branch. Will most likely be able to delete the one in master so people don't get confused. This required a workflow update, and so was not directly pushed to master. This currently uses my PR branch directly so that I can make changes for anything that doesn't work. When it is solid, I will push it to master and we will go back to gbp-actions@master, or some pinned version. * Fixes mech HUD's not being properly removed (#57964) Fixes mech hud's not being removed when leaving the odysseus or clarke * Automatic changelog generation for PR #57964 [ci skip] * Resprites the fork! (#57490) About The Pull Request This PR resprites the fork. image Why It's Good For The Game The old fork was really tall and black. Forks are really hard to sprite but i think this is an improvement. Changelog cl imageadd: The fork has a new sprite. /cl * Automatic changelog generation for PR #57490 [ci skip] * rpds can now interact with the unwrench upgrade (#57959) Adds the functionality to upgrade the RPD by 'slapping' the unwrench upgrade disk with the RPD itself It doesn't exactly revolutionize gameplay and at most allows engineering cyborg players to at least upgrade their RPD to unwrench saving them a headache and a module slot when doing their thing I suppose * Automatic changelog generation for PR #57959 [ci skip] * *begins beatboxing like the friday night funkin dad* pp pp ppkk pk pk pk pkpp pk pk ppk ppp p yeah * this made a whole area dissapear lole * Wtf TGU is done??? i think * my brain is so fucking large i am smart * Consider your unused variable SANITIZED *in a very low tone of voice* bitch * fIXES ME BEING DUMB Mirror bot fan VS TGU Enjoyers *insert that one funny video of the british guy all angry staring at the camera with the greyscale chad flexing his muscles to the right* * DEAD ATMOS WTF *dies of cringe* * POTATO WHY Lowers the disease chance for a bit this is just so we don't instantly die from disease * Does thingy Adds cameras to drone area, adds a light so freezer room feels less dark * light yeah * Gets the new fulp commits over here yeah * gets us updated with TG once more should have the commit that makes TGUI not lag you for so long :) * my life be like ooh aaahh oooh * ooh aaah oooh aah fulp update * e e eo a o eo e e e e e ao e o eo o o o o * m * when the linter is failing.. * Annotate L-ints * sickness for nothinggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggg * m * sleep through self loaaaaaaaaaaaaaaaaaathing what remains of my emotionnnnnnnnnnnnnnnnn only serves to play this gameeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee * 'cause you're the only one who'd understand (The meaning of this!) Oh My God I try and I try and I try to make you listen to me I try to call you every day I'm rehearsing what to say when the truth comes out (Of my very own mouth) I've been working on a unified theory If I make it through tonight everybody's gonna hear me out 'Cause I'm the right one On my touch-tone, touch-tone telephone I'm the only one, hey! On your A.M., A.M. radio Don't hang up yet, I'm not done I'm an expert, I'm the one The one who was right all along Better to be laughed at than wrong I'm an expert in my field UFOlogy, yes, it's all real Ancient aliens, it's all true I'm an expert just like you And like you, I'm a genius before my time Disbelieving, that's the real crime Pretty soon they'll discover me in the Super-Sargasso Sea * why * i swear to god Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> Co-authored-by: tgstation-server <tgstation-server@tgstation13.org> Co-authored-by: Changelogs <action@github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: MLGTASTICa <61350382+MLGTASTICa@users.noreply.github.com> Co-authored-by: MLGTASTICa <ak9bc01d@yahoo.com> Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com> Co-authored-by: TheVekter <TheVekter@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: Time-Green <timkoster1@hotmail.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Rob Bailey <actioninja@gmail.com> Co-authored-by: actioninja <actioninja@criticalaction.net> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com> Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com> Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com> Co-authored-by: Horatio22 <69338705+Horatio22@users.noreply.github.com> Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com> Co-authored-by: Fox McCloud <Fox-McCloud@users.noreply.github.com> Co-authored-by: Cyprex <35031555+Cyprex@users.noreply.github.com> Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com> Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com> Co-authored-by: Qustinnus <Floydje123@hotmail.com> Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com> Co-authored-by: Fikou <piotrbryla@onet.pl> Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com> Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: bloons3 <bloons3@users.noreply.github.com> Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com> Co-authored-by: Seth Scherer <supernovaa41@protonmail.com> Co-authored-by: Randomguy523 <55070076+Randomguy523@users.noreply.github.com> Co-authored-by: spookydonut <github@spooksoftware.com> Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com> Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com> Co-authored-by: DuffCreeper <treyparn@yahoo.com.au> |
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c1fa2e5f99 |
Tgupdate (#23)
* throw_at() will not quickstart a throw if the throw was triggered from the same stack as SSthrowing/fire() (#56004)
throw_at will not quickstart a throw if the throw was triggered from the same stack as SSthrowing/fire()
Infinite throwing loops are fine, as long as they don't loop at the stack level.
* what did he mean by this (#56042)
Potato goofed 7 months ago so here's a fix (Fridges were defaulting to a force of true, which was... jank)
* Automatic changelog generation for PR #56042 [ci skip]
* Banana & peel resprite. (#56015)
imageadd: Bananas & peels have been resprited.
* Automatic changelog generation for PR #56015 [ci skip]
* fixies (#56054)
You can now ride the banana glutton properly.
* Automatic changelog generation for PR #56054 [ci skip]
* Adds Rocket Backblast (#55681)
This PR adds the backblast element, which when attached to a gun, creates giant plumes of fire when said gun is fired. The PM9 rocket launcher that nuke ops can buy kinda sucks and even a direct hit with the standard rockets loaded isn't enough to guarantee a one-hit crit on a direct hit against an armored opponent, which sucks for how much you pay for it. In that vein, I've also buffed the standard rockets a bit, they now do 50 brute up from 30 on a direct hit, and they create flames on their explosion.
Also makes a tweak to /proc/get_turf_in_angle(), since tile coordinates start at 1,1 instead of 0,0 that proc is now clamped to min 1,1 rather than 0,0
* Automatic changelog generation for PR #55681 [ci skip]
* Sticky syndicate access (#56032)
Adds sticky access. Sticky access will be readded if removed in the identification console. Currently only used to fix #54429. Also converts some comments in card_ids.dm to DMdoc comments and adds some new ones.
* Automatic changelog generation for PR #56032 [ci skip]
* Fix wheel error for ci_suit workflow (#56053)
Adds wheel package since its required by some setup.py
Workflow run with this option added: https://github.com/Gamer025/tgstation/pull/1/checks?check_run_id=1672278250
Gets rid of all the
error: invalid command 'bdist_wheel'
errors in the ci_suite workflows
* Tweak the RD's suplexing ability into a skillchip (#55870)
Although this doesn't change the power level of the Research Director,
it's important to rework "job title" checks into traits or something
similar.
Moving job title specific behaviour out of checks by job name and into
traits means there's more flexibility to trigger behaviour. If an admin
feels the station really needs the ability, they can var edit it in, or
spawn the chip.
* Automatic changelog generation for PR #55870 [ci skip]
* tgui: List Input (#56065)
Ported over from https://gitlab.com/cmdevs/colonial-warfare/-/merge_requests/613 which provides an input box to select an option from a list.
Has a search bar to allow filtering for results and an onKeyDown event to replicate default behaviour from the default list input boxes that BYOND provides (where you are able to type the first letter of an element in the list and it'll jump to the first element that matches and then the next and so on)
Right now, it is only applied to the holopad and "Drop Bomb" verb for administrators.
Credits to bobbahbrown for the Loader element from AlertModal.js which allows for a timed input (was needed on the CM codebase for timed inputs) and for the majority of the DM code.
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Automatic changelog generation for PR #56065 [ci skip]
* Sets the charset and collation for the SQL schema to utf8mb4 (#56060)
Changes the charset and collation in the SQL schema to utf8mb4 (which is default in ubuntu 20.04 and debian 10 for MariaDB). This solves all the problems with russian or other non-latin1 characters in many cases related to the use of the database, because surprisingly the rest is already ready for such use cases.
I am not adding any SQL script to migrate from latin1 to utf8mb4, as this is an extremely destructive action. It must be performed manually with the data of all tables backed up before doing so.
However, this can be done by using the following queries, one time for database:
ALTER DATABASE databse_name CHARACTER SET utf8mb4 COLLATE utf8mb4_general_ci;
and one for each table:
ALTER TABLE table_name CONVERT TO CHARACTER SET utf8mb4 COLLATE utf8mb4_general_ci;
* [READY] Nukes archeology component and icon_plating and environment_type in favor of base_icon_state. Dig behaviour code improvement (#55819)
* aa
* Removes archeology component. Nukes icon_plating and environment_type in favor of base_icon_state
* Actually maybe lets not use a proc for updating asteroid icon state when its dugged up
* Update plating.dm
* Automatic changelog generation for PR #55819 [ci skip]
* Correctly transfer skillchips when ahealing someone (#56064)
When ahealing someone via the player panel their skillchips weren't transfered correctly.
The actually skillchip object was left in the old brain and eventually hard deleted.
This caused a runtime when ahealing someone a second time (after the harddel).
This then caused the target to actually have 2 brains because of the runtime while ahealing
* Automatic changelog generation for PR #56064 [ci skip]
* Telekinesis can throw non items (vending machines, lockers) only 1 tile far (#56063)
Telekinesis users can now only throw items 10 tiles, everything else can only be thrown 1 tile
* Automatic changelog generation for PR #56063 [ci skip]
* Fixes 2 really annoying cytology virus bugs. (#56062)
This PR fixes the generate_sample proc so it properly uses virus_chance to determine when to generate a virus. Now most samples will be virus free as intended.
It also fixes the bug where virus penalty and spaceacillin consumption would be multiplied by the number of cell lines, rather than the number of viruses, as intended.
* Automatic changelog generation for PR #56062 [ci skip]
* Added a standardized json unit test results log and added my vscode test runner to recommendations (#56058)
Link to the test explorer: https://marketplace.visualstudio.com/items?itemName=Donkie.vscode-tgstation-test-adapter
The test explorer adapter lets you compile and run the code in one click of a button, with no messing about with defines necessary
The extension supports reading test results from the unit test logs, but its shitty having to parse logs for that, so this PR also adds support for a somewhat standardized method of logging unit test results to a json file instead.
* Automatic changelog generation for PR #56058 [ci skip]
* Xenomorph embryos now grow based on consistent timers instead of 100% RNG (3% chance every 2s) (#55755)
• Adds documentation to alien_embryo.dm
• Refactors how alien embryos increase their stage var, aka their cute ickle baby development stage. Now it increases stage every minute, which means 5 minutes to grow as opposed to taking 15 seconds to the end of time to grow.
• Growth time is now defined by a variable, so admins can var-edit it in game and future coders can easily change the variable to make it take more or less time to grow. It also means it's a simple one-line edit if any of TG's plentiful downstreams want to change this for their server.
* Automatic changelog generation for PR #55755 [ci skip]
* Removes the ANIMATION_PARALLEL flag from floating and fixes another issue with the refactor. (#55930)
Co-authored-by: Rohesie <rohesie@gmail.com>
* Automatic changelog generation for PR #55930 [ci skip]
* Automatic changelog compile [ci skip]
* Replaces 'Goebbles' random last name (#56074)
* Automatic changelog generation for PR #56074 [ci skip]
* Fixes removing AIs from mechs (#55986)
Basically the old code attempted to use locate(AI), but the AI in this case is a ref that is supposed to be provided by the card. Since the card is initially empty when removing AIs from the mech, it couldn't find the null in the occupants list and thus failed with a report that there was no AI in the mech.
Now it checks all occupants and makes a list of any AIs it finds, then gives the user the option to pick an AI (though since we don't have any multi-pilot mechs yet the most you can get is one AI, and input with one option just auto-chooses).
* Automatic changelog generation for PR #55986 [ci skip]
* Optimize mapmerge's DMM.generate_new_key method (#56068)
Tested on #55867, takes the merge driver's runtime from 148.1s to 4.8s
* stops code from seeping into ic chat (#56088)
changes the reference in the modular computer code from src to computer as src is a datum
* Automatic changelog generation for PR #56088 [ci skip]
* Flesh to stone no longer makes you immune to bleeding, refactors bleedsuppress into a trait (#56078)
Being hit by the Flesh to Stone makes you bleed immune to prevent you from getting petrified while bleeding, and bleeding out while turned into stone. However, it doesn't make you vulnerable when you get unpetrified. This is a bug. This also makes bleedsuppress into a trait, as both is broken and should be a trait.
* Automatic changelog generation for PR #56078 [ci skip]
* Fixes vehicles like skateboards and wheelys moving multiple times. (#56070)
So wheelys would have 3 instances of the riding component attached on initialize with a different argument, causing them to move 3 tiles at once instead of 1. Skateboards will have 2 attached and move 2, etc.
* Automatic changelog generation for PR #56070 [ci skip]
* moves quirk stating from medhud to a button instead of being spammed on your chat (#56067)
shift clicking people with medhud shouldnt fill your whole chat with stuff u dont want except when u press button to see it
* Automatic changelog generation for PR #56067 [ci skip]
* Move module creation up in Initialize (#56086)
This is caused by Initialize trying to link the Cyborg to an AI, when this is done successfully toggle_headlamp is called
Toggle_headlamp however calls update_icons which tries to set icon_state to module.cyborg_base_icon however module at this point is null because the default module is assigned later in Initialize.
This PR moves the module creation up inside Initialize to prevent this.
* Automatic changelog generation for PR #56086 [ci skip]
* Fixes #55670, AIs will be able to see clearly after getting un-pied (#56087)
Fixes #55670. There was a bug where AIs wouldn't have their blurriness lowered after getting cleaned up. This fixes it by enabling the system that allows living things to lower blurriness on AIs.
* Automatic changelog generation for PR #56087 [ci skip]
* Add nanite lab to Runtime Station (#56044)
Doing any testing of new nanite stuff involves spawning in a bunch of
machinery and equipment, so including it on Runtime helps with
development.
* Automatic changelog generation for PR #56044 [ci skip]
* Finishes the allocation refactor (#55965)
#53841 continuation
I recall that the reason for infinite stuns and such was that the priority wasn't being cleared properly when something hitched and I fixed it and I don't remember where exactly but it works now (TM)
A variation of this is TMed on TGMC and it works fine
* Automatic changelog generation for PR #55965 [ci skip]
* Adds forgotten kit to armament beacon (#56016)
Adds the forgotten kit to the armament beacon, holding the same stats as knight armor and stone sentinel, But with the sprites for the old clockwork armor and helmet, as they are very nice looking sprites. Moves said sprites to the suit and hat file respectively. as-well as adding forgotten helmet/armour to the game, which are said armors.
Makes it easier to do any clockcult themed gimmick as the chaplain without wearing the god awful craftable armor, uses sprites that really shoulden't die on the same hill as clockcult. a few others have also told me they'd love to see the old clockcult armor and helmet sprites used for something, as they look nice.
* Automatic changelog generation for PR #56016 [ci skip]
* Rework job food/alchohol benefits into livers (#55721)
By moving the "special behaviour" of something like security officers
eating donuts, or engineers losing radiation by drinking Screwdrivers,
into traits on the liver, this makes the "origin" of that behaviour more
clearly defined, rather than something that's attached to the mind of
the person. (For example, now if a wizard mindswaps into a Security
Officer, they too can now digest donuts good.)
Having this behaviour be partially visible to the more medically
inclined members of the station (like doctors, and the chaplain for
"entrails reading mystic" themes), means that a dismembered liver tells
a story to those who know how to read it.
Some jobs have more "benefits" than others, for example the only thing
that the liver of a Quartermaster gives them is a sense of inadequacy
when consuming royal carpet.
Clowns having livers that honk make them easier to identify, and plays
into the retconned "bike horns are clown livers lore"? Also, why not cut
out a clown's liver then honk them with it? You monster.
* Automatic changelog generation for PR #55721 [ci skip]
* Makes it possible to create an /obj/item/sharpener with multiple uses (#55958)
Whetstones will now become worn when at 0 uses instead of being either used or not used. All currently existing whetstones start at 1 use.
* Automatic changelog generation for PR #55958 [ci skip]
* Refactor caltrop component into element (#56020)
Refactors the nearly completely stateless component "caltrop" into an
element. The previous limit on "one message per caltrop per second" has
been changed to "one message (about caltrops) per mob per second".
This avoids a unique component for each shard of glass, and each cactus
in the world, so saves some much needed memory.
A message about "sliding over" caltrops has been removed, since it's
now intended that you only trigger caltrops if you're not lying down.
* Automatic changelog generation for PR #56020 [ci skip]
* Regular CTF no longer has wounding (#56093)
🆑 coiax
tweak: Regular Capture-The-Flag players can no longer be wounded.
Simulated participants in the Medieval Shuttle can still be violently
murdered with wounds however.
/🆑
CTF is very fast paced, and if you've taken damage without your shield,
you are nearly dead most of the time. However, if you do survive, you're
supposed to slowly heal, but wounds are untreatable on the battlefield.
People still being able to be bloodily stabbed in the Medieval Shuttle
is definitely a feature.
- Aliens (xenomorphs) are still immune to wounds, but that immunity is
now done with a trait, rather than a typecheck.
* Automatic changelog generation for PR #56093 [ci skip]
* Automatic changelog compile [ci skip]
* [READY] A victory for revolutionaries will no longer end the round on dynamic, instead no new security and command will be allowed to join (#55956)
Currently, a victory for revoutionaries leads to the round abruptly ending on dynamic. This has been replaced by all revolutionaries being deconverted, and no new security or command positions being available.
Also attempts to unionize (pun intended) copy and paste code in the round start and late join revolutionary rulesets into being handled under the revolutionary team instead.
* Automatic changelog generation for PR #55956 [ci skip]
* Fixing bugs about the worst simple_animal coded in and material tiles. (#54885)
Fixed floorbots applying floor tiles onto already tiled turfs.
Fixed floorbot issues with material tiles.
Fixed emagged floorbots spawning lattice when deconstructing floor into plating.
* Automatic changelog generation for PR #54885 [ci skip]
* Makes jaunting work properly again (#56028)
Fixes an if check that was checking the area flags of a turf. Prevents a runtime in phased_check, and makes the area noteleport flag work properly. These were introduced by #55973
* Gives CE an engineering skillchip. (#56082)
Literally gives CE an existing skillchip.
* Automatic changelog generation for PR #56082 [ci skip]
* HFR: Better observation of delta_time (#56009)
This changes HFR's fusion_process() to better observe delta_time.
* Automatic changelog generation for PR #56009 [ci skip]
* Fix moth aheal runtime (#56109)
Fixes misplaced square bracket to solve runtime issue.
* Automatic changelog generation for PR #56109 [ci skip]
* Removes the gen_turfs from icebox arrivals, they don't god damn do anything because they are literally just placeholders for areas, and they aren't in the right fucking area. Also gets rid of some dumb plating that makes the area looks worse imo (#56107)
* Automatic changelog generation for PR #56107 [ci skip]
* Upgrade extools version (#56104)
thanks willox. fixes the game not working on BYOND 513.1539
.dll is from appveyor for the v0.0.7 tag: https://ci.appveyor.com/project/MCHSL/extools/build/job/gbyo64ou0ny01g75/artifacts
* Removes the firealarm from the meta freezer, it activated at roundstart due to the cold. (#56106)
* Automatic changelog generation for PR #56106 [ci skip]
* Fix runtime in bolts hallucination (#56108)
Fixes requesting .len from null when the list was never initialized.
* Automatic changelog generation for PR #56108 [ci skip]
* [bounty code moment] Adds a way to view the 'Server's Last Round' (#55646)
* Adds "View Last Server Round Report" option.
* Automatic changelog generation for PR #55646 [ci skip]
* Now brain trauma paralysis works in arms as intended (#56105)
Fixing issue #56076 making arms affected by the corresponding brain trauma. Fixing brain trauma paralysis in non-human limbs is impossible without a partial or complete refactor of paralysis code or species code, and since this situation happens very rarely, I doubt someone want to waste time in this. But if someone wants to do it anyway feel free to ask me about how it can be done.
* Automatic changelog generation for PR #56105 [ci skip]
* Fixes double catwalks on Delta Station. (#56110)
Removes double and triple catwalks from DeltaStation map.
* Automatic changelog generation for PR #56110 [ci skip]
* Added autofocus for the first button in the TGUI list input. (#56114)
Ported over from https://gitlab.com/cmdevs/colonial-warfare/-/merge_requests/647
When you open the TGUI list input, it'll auto-focus the first element so that you can easily navigate with the arrow keys without having to click on the page beforehand.
Small QoL when opening the thing, don't have to click on it if you want to navigate via arrows keys, etc.
* Automatic changelog generation for PR #56114 [ci skip]
* Automatic changelog compile [ci skip]
* [READY] Changes MetaSec Offices Layout, lathe location, and adds walls to maintenance by upload. (Attempt 2) (#55971)
* Try 2
* Missed the edits by Upload
* Someone threw the sec couch out the airlock.
* Added a few officer spawns
* Junk commit for mergability testing
* Yet another junk commit
* lathe moved.
* That gosh darn sec lathe has been moved with prejudice. Tricksy lathe.
* Automatic changelog generation for PR #55971 [ci skip]
* Revert "Finishes the allocation refactor (#55965)" (#56137)
This reverts commit
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c0a4df5efb |
Add playtime tracking to notes (#55800)
* Added playertime tracking to player notes * Updated sql change log with revision * Fixed typo in db_query * And fixed another typo with query_get... * Add recomended changes from Jordie0608 * Added missing DEFAULT NULL to sql Co-authored-by: MissFox <github@aesir.org.uk> |
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3035fbfc3a |
SQL Schema Version 5.11 / Add indices for ticket table to support Statbus operations (#53541)
* I hope you're proud of yourselves. You've driven away another customer! It's baffling, I tell you! Your deep rooted lack of self-control only fosters failure in every endeavor we undertake! I mean, it's always one step forward and two steps back! Why? Don't you see the example I try to set for you? * thanks jordie |
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6c9d88a4cd |
Overhauls discord verification system (#53289)
This completely replaces the previous verification system, for one that will interoperate with a discord redbot instance that uses the cogs located at you github.com/optimumtact/orangescogs This cuts out several steps in the system, but it also leaves alone the existing notify system (which just uses a file list of discord ids) as a record of who to notify SQL changes required for the new database system Version 5.10, 7 August 2020, by oranges Changes how the discord verification process works. Adds the discord_links table, and migrates discord id entries from player table to the discord links table in a once off operation and then removes the discord id on the player table The user connects to any tg server, and uses the "Verify Discord Account" verb, this generates a six word one time use token, with a 4 hour time validity period (defined as 4 hours from the timestamp value) in the discord links table. This one time token, and the ckey of the user are stored in discord_links At this point the entire DM side is done, this is all it does |
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62676e72a8 |
Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> |
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248a6fd50c |
Datum based poll creation and vote handling update (#50843)
An almost complete rework of how creating polls, their data and voting on them is handled. Instead of repeatedly querying for poll data, running polls are loaded at runtime into poll_question and poll_option datums that stores all the needed variables for both. This datum is then used for creating, editing and accessing poll data. The database is only contacted when saving changes or votes. Creating polls and options is now done with a html window instead of a series of popups akin to how the banning panel works. The form data is parsed and error-checked before passing to be saved. This is done in two stages, first time a poll's details are entered and it must be initialized (created as a datum) before options can be added and all of both are saved to the database. Instructions about how this work are shown on the poll creation window. A new field for polls has been added, subtitles, which is text only shown when a poll is opened by a player instead of on the list of polls. Intended so the actual question text can be kept to only a name and important information about a poll goes in a subtitle. All polls can now have revoting enabled on them. Polls can have a starting datetime specified, this can be in the past but why would you do that? Polls and options can be edited once created, excluding the type of a poll. Doing so will by default clear all existing poll votes. Votes can also be cleared by a button. The handling of how votes are processed has been adapted for the datum system but is on the whole not functionally that different aside from poll validation not being roughly copypasted across each poll type's vote proc All poll tables now have a deleted column for retaining 'deleted' data. poll_question has also gained the columns created_datetime, subtitle, allow_revoting, their function explained above, and a change of idx_pquest_time_admin to idx_pquest_time_deleted_id. A stored procedure set_poll_deleted has been added. This is called when setting a poll as deleted to avoid needing 4 separate queries from the server or one fairly long 4-way joined Create Poll verb is renamed to Server Poll Management |
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4c7dfbc655 |
adds recording who deleted a note (#50445)
It came up that this isn't recorded, only logged. Technically needs syncing merge with schema change but only deleting notes would break from this and tbh that isn't done very often so I think it'd be fine to yolo. |
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c758bdd51c |
[Ready] Database Tickets (#48727)
* DB ticket procs * Schema changes for DB tickets * Schema version update * Fixes requested by Jordie * SQL updates Adds a recipient column * Still one dangling issue where this DOESN'T WORK * Alright, this should work * Requested SQL fixes * Rogue changes * less bad defaults * utf8 for the utf8 gods * aaaaaa * Update tgstation_schema_prefixed.sql * Update tgstation_schema.sql * Update database_changelog.txt Co-authored-by: Jordie <4343468+Jordie0608@users.noreply.github.com> |
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27ee01cee1 |
Adds name and desc to achievement metadata (#48146)
* Adds name and desc to achievement metadata * Name 64, Desc 512 |
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f28b2d60b9 |
Adds achievement metadata table (#48007)
* Renames hub_id to database_id Adds achievement_metadata table. * Fixups * enum |
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a31c460dc0 |
Moves achievements from Hub to DB. (#47617)
Drops byond hub support and adds score and top 50 browsers. Requires DB changes and manual creation of migration script if we want to keep old achievements so no random merges please. |
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8f8dde46b8 |
Adds the feeedback column to admin (#45025)
* Adds the feeedback column to `admin` * edited changelog message for clarity * increments db minor version define like you're meant to nednerd |
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c4e75bc40b |
[READY] SSdiscord and Round Notifications (#44231)
* Notify System * V2 * Adds a hint * Stoned fixes round 1 * Use grammar wells I can * This didnt work * I wish you could test on TGS without committing * Jordie fixes round 1 * oops * This took way longer than it should have taken * Adds in endnotify for serverops * Spacing |
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ae2854626e | Removes unintentional prefixes from schema | ||
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0e2cb84ac6 | prefix cases | ||
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186f6c8ddd | dbstickybans: Qdeleting queries, misc fixes, Query select proc for executing mutiple queries at once... | ||
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2e757683ab |
Database backed stickybans
Supports disabling stickybans for a round, exempting a key from matching a stickyban, and it now also detects rogue stickybans before anybody currently connected even gets disconnected. (new matches trigger a 5 second sleep and abort enforcement if enough other new matches happen in that timeframe) |
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8a66665e95 |
Ban system and interface update (#41176)
Spiritual successor and extension to #17798, an almost entire rebuild of the SQL ban system backend and interface. Bantypes are removed per #8584 and #6174. All bans are now 'role bans', server bans are when a ban's role is server. Admin bans are a column, meaning it's possible to ban admins from jobs. Bans now have only an expiry datetime, duration is calculated from this when queried. unbanned column is removed as it's superfluous, checking unban status is now done through checking unban_datetime. unban_round_id column added. Each ip and computerid columns rearranged so ip is always first, like in other tables. Bans now permit a null ckey, ip and computerid. Ban checking is split into two procs now is_banned_from() does a check if a ckey is banned from one or more roles and returns true or false. This effectively replaces jobban_isbanned() used in simple if() statements. If connected a client's ban cache is checked rather than querying the DB. This makes it possible for a client connected to two or more servers to ignore any bans made on one server until their ban cache is rebuilt on the others. Could be avoided with cross-server calls to update ban caches or just the removal of the ban cache but as is I've done neither since I think it's enough of an edge case to not be worth it. The second proc is is_banned_from_with_details(), this queries the DB for a role ban on a player's ckey, ip or CID and returns the details. This replaces direct queries in IsBanned.dm and the preferences menu. The legacy ban system is removed. The interfaces for banning, unbanning and editing bans have been remade to require less clicking and easier simultaneous operations. The banning and jobban panel are combined. They also store player connection details when opened so a client disconnecting no longer stops a ban being placed. New banning panel: Key, IP and CID can all be toggled to allow excluding them from a ban. Checking Use IP and CID from last connection lets you enter only a ckey and have the DB fill these fields in for you, if possible. Temporary bans have a drop-menu which lets you select between seconds, minutes, hours, days, weeks, months and years so you don't need to calculate how many minutes a long ban would be. The ban is still converted into minutes on the DB however. Checking any of the head roles will check both of the boxes for you. The red role box indicates there is already a ban on that role for this ckey. You can apply additional role bans to stack them. New unbanning panel: Unbanning panel is now separate from the banning panel but otherwise functionally the same. Ban editing panel: Actually just a modified banning panel, all the features from it work the same here. You can now edit almost all parameters of a ban instead of just the reason. You can't edit severity as it's not really part of the ban. The panels have been tested but I've not been able to get my local server to be accessible so ban functionality isn't properly confirmed. Plenty of testing will be required as I'd rather not break bans. cl admin: Ban interface rework. The banning and unbanning panels have received a new design which is easier to use and allows multiple role bans to be made at once. prefix: Ban search and unbanning moved to unbanning panel, which is now a separate panel to the old banning panel. /cl |
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bb2c82375e |
Add Note severity and changes UI of administrative notes (#39808)
* Adds note_severity and updates dbconfig. New SQL stuff too. * whoops please don't hack into my database >:^( * UI change, changed how it's stored in the DB, removed some queries when it returns, changed stuff to key. * Update sql_message_system.dm * this was not defined * random indent * wait how did this get here * okay enough web edits I promise * just kidding I got u * Update common.css * Added buttons, changed UI again, standardized the inputs, added severity for appearance bans, fed the dog * forgot about the banning panel * added an asset cache * corrects asset datum var name |
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f8f1b6ca03 |
Some injection fixes (#39642)
Fixes a breaking error and possible injection exploit in populate_key_2018-07-09.py caused by a key existing from when byond allowed now blocked characters like ' in usernames e.g. http://www.byond.com/members/immortaljrosh?format=text Additionally fixes some unsanitized values in other queries. |
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31f020f3cc |
Add expiration time for admin messages (#39502)
* add expiration time for messages * typo * fix * src to usr * allows removing expiry from existing messages * cancel button |
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0d7ef3ed65 |
Key instead of ckey for user facing logs and ui (#39009)
* converts to using key instead of ckey for user facing logs and ui * more key_name for airlock wires * futureproofing check for if key changes * --onlyckeymatch script argument and fail/success counter * fix |
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a38ef372a1 |
Adds SQL to travis. Other travis optimizations (#38325)
* Adds SQL to travis * See if we can get this working * :dab: * Try dis * wew * Try this? * Should do it * DL the biatch * oof * bruh * json in 10.2 * Fix schemas * Actually separate tools and byond builds * Dedent the ting * Needs more include * Fix script logic * Caching and fixups * Jesus neer * Fix this * And this * Fix things * Oh that's why she did it here * Fuck a duck * yadayadayada * Cache cargo in the right build * Idiot.commit * *sighs* * Tools build doesn't need BYOND cache * Create a database with the prefixed schema as well * Fix prefixed trigger names |
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37854a5489 |
Splits up round table initialize, start, end and shutdown (#37665)
For planned change to how TGS initializes server instances ahead of time so rounds aren't tracked as being far longer than they really would be. Similarly end time split for a more accurate round duration. |
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69cdd4f269 |
Adds role time log table and triggers (#37763)
* adds role time log table and triggers * typo * whoops also typo here |
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e44298a36c | some dbadmin fixes (#37623) | ||
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b304c760ae | adds log and management tabs to permissions panel | ||
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23a45889ed |
Modernizes SQL admin loading (#35264)
* updates sqladmins with excluded flags and tempminning * rank, editing and permission protections; json backup * fixes * reverted the wrong file * fix slidecolor cascading and disabled switches not being sent in form * removes debug uncommenting * whoops this too * commas fix + versions for changelog entry headers since 3.0 * actually account for can_edit_flags and use of @ with - or * * fixes and rearrangement of admin > localhost > autoadmin precedence * in case you want to not have autologin autoadmins |
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b6124b77b6 | adds note to exception regarding round id | ||
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c6b45dcbd9 | adds note and warning prompt about mariadb | ||
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8b19b490d1 |
JSON feedback (#32188)
* wip * wip2 * makes code actually compile on 511 + fixes * versioning * s * adds python conversion script, schema change and removes 'force ' from item_used_for_combat * fix to compile * forgot to actually commit this |
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ca33ca2e05 |
Note fading and persistent messages
Player Notes can now fade out over time so admins don't accidentally ban players for 4 year old notes Deleted messages now remain in the database and are instead just hidden from view. Two things relating to messages I've been meaning to do for ever. |
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b7341a93ae | adds more round id tracking | ||
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08a1c4bb5c |
Add logging of deathgasp last words and suicide stats to the death table (#29953)
* Add logging of deathgasp last words * Column size -> 255 * comment * Adds suicide tracking to stats death table * Commas * Merge the changes |