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c8176b1c606a9c8dc43dee3927670e737ca8490f
22 Commits
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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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d535503645 |
[MDB IGNORE] May TGU (#635)
* Does the TG Update 😃 * updates beef stations * test * Revert "test" This reverts commit |
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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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03e71941bd |
[MDB IGNORE] [IDB IGNORE] September TGU (#351)
* tgu
* repath
* tgu again
* Pubby update
* starting on preferences
* starting on bloodsuckers
* more tgui
* deputies and monster hunter
* finished beefmen
* Update beefman.ts
* Tgu map changes (#8)
* selene areas and slight fixes
* fixes helio areas and other small stuff
* tgu
* fulp bans thank you beatrice
* test
* Update bans.dm
* Update bans.dm
* full access
* Revert "full access"
This reverts commit
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edf5ddbffe |
[MDB IGNORE] [IDB IGNORE] August TGU (#334)
* Automatic changelog compile [ci skip] * Update readme.md * Automatic changelog compile [ci skip] * what * TG Update * *Bass drop* * This TGU has been brought to you by: The only reason I did TGU Modular Bloodsuckers * Fulp job stuff * Mapping stuff It's just renaming /chapel/main to /chapel * actually im too scared to change this * please stop being a bad mapper.... please..... * Update Heliostation.dmm * i ALWAYS miss this one EVERY TIME * repaths * Update bans.dm * Revert "Update bans.dm" 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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5d9ae0ac65 |
Update links to Yarn documentation (#55235)
Updates tgui documentation to show that yarn berry (v2) is now used. Co-authored-by: oranges <email@oranges.net.nz> Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> |
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0e96e97904 | tgui-dev-server: Reinforce netstat parser (#53075) | ||
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c59d88470a |
tgui: Yarn Berry (#53026)
This pull request upgrades Yarn to version 2 (also known as Yarn Berry). * Update build validator * Provide inferno in the root level package * Remove type module from package.json * Powershell build script |
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0cf00a2645 |
tgui 4.0 (#52085)
* tgui 4.0 hyper squash * Upgrade dependencies |
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602270d178 |
tgui: MIT License (#50969)
* MIT license headers * various tweaks - Tweak jsdoc headers a bit - Use an old-school format with SPDX-License-Identifier for SCSS - Add headers to tgui dmcode * Simplify the license section * Rebuild tgui, small tweaks Co-authored-by: ZeWaka <zewakagamer@gmail.com> About The Pull Request All relevant source code now contains copyright headers, that explicitly assert copyright and license for every file. This has been done to prepare TGUI for wider adoption. Goon station devs are interested in using TGUI, and hopefully this will result in a nice collaboration and improvements to both codebases. The following files were relicensed under MIT: code/controllers/subsystem/tgui.dm code/modules/tgui/*.dm tgui/**/*.js tgui/**/*.scss The following files were kept untouched: tgui/packages/tgui/interfaces/**/*.js tgui/packages/tgui/styles/interfaces/**/*.scss Project is still basically AGPL-3.0 under /tg/station's parent license (with added MIT texts), but allows importing MIT code into MIT-compatible codebases. |
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184a0f53ce |
Update the docs
Update the docs Fix some bugs in README |
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6211d3b188 | NoticeBox and GravGen tweaks | ||
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947b74cdec |
tgui: Knobs, Sliders and Performance Improvements (#50483)
* Optimize Box * Some tweaks to vending machines * Layout debugger, initial work on sliders * Slider, Knob, docs, refactoring, etc * Rebuild tgui * Knobby Canister * Remove imports |
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bf6039215e |
tgui: DNA Console Overhaul Project (#50225)
* Initial work on tgui conversion for DNA Consoles * Some initial button logic complete TODO: Scanner Open button should disable while scanner is locked TODO: Scramble DNA should disable while on cooldown * Tabs for the tab God * Dropdown changes, genetic sequencer modifications * Mutation and genetic sequencer functionality Almost complete. Need to implement Advanced Injectors still. * Mostly done, converted most of genetic makeup code * Tactical pocket linting * More changes * Everything except advanced injectors complete * First complete alpha version * Fixed debug/testing change * Removal of more debugging code * Fix pulse bug * Bugbusters * Fix for accidental changes * Fix broken genetics disk changes, fix list of lists * Squash tgui tab-key bugs and clean up attackby * Code documenting, refactoring, bugfixing, spellcheck * Documentation and misc bug squashes and runtime error fixes * Fixes, features and tweaks * Special check for those who have shuffled off this mortal coil * New interface concept for console storage * Mini code refactor * Massive refactoring of DnaConsole interface (WIP) - De-spaghettifying of LawyerCode - Fixed the flex-basis bug, and removed ForcedBox since it's no longer needed. - Added a Divider component. * Implemented requested changes. Removed list() versions of strings. Removed used TGUI-exclusive constants from data object. Currently unused ones still remain, can be removed if they're no longer necessary. Fixed other DM data structures to serialise as JS Arrays instead of Objects. Minor TGUI logic fixes for various edge cases. Added some comments in DnaConsole.js outlining some minor notes and TODOs. * Fixes "Save to X" being disabled. * Included 2px outline CSS * Additional minor logic patches Don't want certain buttons active unless the mutation relation to them is also active * Makes these transforms use a timer * Fixed transformation race condition and stuff. * Mutation source defined in DM. Conditional formatting improvements. * Custom cache directory with BYOND_CACHE env var * Fix gene cycler on index of -1 * Framework and TODO for next interface element. Cleared TODO list a bit. * Fix 1px shift in gene cycle buttons * Pass raw event with GeneCycler * More robust combining logic * Fix some cycler bugs, start working on enzymes * Conditional highlighting for unsolved mutations and X'd genes. * Lint for the Lint God * Enzyme UI and more refactoring incoming * Finish tgui refactoring, enzymes injectors done * Whack-a-Bug * Unlinted. Advanced injectors moved and improved. Implemented disk genetic data readout. * Partial linting * Assorted bug fixes * Remove debugging code * DNA Consoles are now more conversational. Initial state set. * Final tweaks, implemented mutation combining, complete? * Fixes tooltop, re-enables delayed enzyme transfer, cleans up some data params * 10 Fix a bug, 20 make a bug, 30 goto 10 * The definition of irony * Don't drink and derive, kids || How I learned to stop coding while drunk and rely on stylemistake to Flex on my formatting. * uniqBy * Add support for dropdowns with disabilities. * Cleanup * Remove current mutation from combinations * Dividing * Document BYOND_CACHE env var * Outline cleanup * Declare radiation constants since they were removed in DM * Combine mutations only after checking for null * Advanced Injectors actually work now. * Comment cleanup, DMDOC, stard and end processing at appropriate times * Pressing Ctrl-S occasionally helps things * Fix enzyme mutator timeout bug, added injector timeout display. * Rebuild tgui * Rebuild tgui Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> Co-authored-by: spookydonut <github@spooksoftware.com> |
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97c90932e1 |
tgui: ByondUi, Cam Console (#49960)
* ByondUi, Cam Console * Remove todos * Rebuild tgui * Poltergeist fix * Clean up imports in CameraConsole * More cleanup * Rebuild tgui * Address reviews, optimize camera code * CRASH instead of stack_trace Co-Authored-By: Rohesie <rohesie@gmail.com> * Micro manage that code to death * Prefer to perform the operations first on Destroy() Co-Authored-By: Rohesie <rohesie@gmail.com> * Typecast in get_bbox_of_atoms, skip ismob() check Co-authored-by: Rohesie <rohesie@gmail.com> |
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baf9bd2f95 |
REMOVES TGUI (#49330)
* Removes tgui * Make tgui script executable again * Set version of packages to 2.0.0 * Update copypasta docs to match the current best practice * Rebuild tgui * Update .github/CONTRIBUTING.md Co-Authored-By: BadSS13Player <58376109+BadSS13Player@users.noreply.github.com> * Remove holy bible by Arcane * rebuild Co-authored-by: BadSS13Player <58376109+BadSS13Player@users.noreply.github.com> Co-authored-by: Rob Bailey <actioninja@gmail.com> |
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2bab5382e0 | Add copypasta section | ||
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3098cf72f8 | Add some pratical docs | ||
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f47d2daf8c | Initial preamble |