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da8e8c3aa988cb8e9ea2fc1d7d9733d4ec33c5c0
12 Commits
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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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d759c95177 |
TGU (Saves Selenestation) (#716)
* tgu * Update routes.js * dme * Fixes proc holders 'n' stuff * updates fulp maps + minor bs fix * prettier * AI uploads * prettierx * you should pass ci... now! * Update _spells.dm * F this Ci * selene evac shuttle * fixes targeted powers * tgu * Update barsigns.dm * Fixes Ci * prettierx |
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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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12a4204b0b |
Allow md files to have trailing whitespace (#55951)
Allows markdown files to have trailing whitespace preceding newline characters. This enables non-paragraph newlines to be used, as they are made in markdown by ending a line with two space characters. Please see the [original markdown specification](https://daringfireball.net/projects/markdown/syntax#p) for more details. |
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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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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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d41705273c |
Fix the newline problem in editorconfig
With current editor config, if you have trailing whitespace on final new line, it doesn't get trimmed, and no extra newline gets added, which breaks linters. Whitespace trimming is good overall. And an additional "utf-8" enforcement. Webedit kung-fu. |
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2f2852cdf0 |
Fix wonky window dragging when using fancy tgui in some special cases (#46111)
This pull request fixes the Issue #44038, where TGUI windows get stuck at the bottom of the screen in this very special case: Windows 10 taskbar is not located at the bottom of the screen (in my case, taskbar was on top); Fancy UI is enabled. This is because BYOND uses and reports only the "usable" screen resolution instead of an actual physical resolution [citation needed], and therefore window coordinate space is offset by 40px or more (a size of a Windows 10 taskbar), which causes that rapid uncontrolled propulsion of TGUI windows away from the taskbar. I also took the liberty to refactor some of the code in 'util/byond' to my liking and adding a few helper methods, including runCommand(command) and callByond(url, params) -> Promise. Promise-based interface is a first step to start using async/await and making more dynamic calls in tgui. Why It's Good For The Game Window dragging is now more robust with the (currently default) fancy TGUI. Code accounts for the screen space offset between BYOND and the in-game browser. Changelog cl fix: fixed wonky window dragging when using fancy tgui in some special cases /cl |
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7cfe00d1ec | Mark Python files as being space-indented | ||
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e5ccafd0b0 |
Split Travis shell scripts by job (#44845)
Part one of some needful Travis cleanup.
Split the different tasks into their own .sh files rather than doing many things per .sh file
Use .travis.yml jobs list to select which tasks are run rather than setting environment variables which the shell scripts then check
Moves the grep lints from running in both "Maps" and "Tests" jobs, and runs them in "Lints" job (formerly "Tools") instead
Makes the check_filedirs.sh lint only run in the "Lints" job rather than in all three jobs.
Removes the check that dependencies.sh matches Dockerfile since the former now pulls from the latter
Uncache node_modules - npm ci is expected to trash this every time and warns when it already exists
Uncache and remove the unnecessary fake MariaDB folder used when building BSQL, give it the real path instead
Attempt to cache the BYOND-provided libmariadb (not sure if this works, will re-examine it in part two)
For part two I hope to switch to using rust_g and BSQL binaries from GitHub releases, and add SpacemanDMM's dreamchecker to the Lints job.
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c1445817db | Insert final newlines | ||
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8d984ef59c |
Adds an editorconfig
Prevents github putting newlines at the end of files in the web editor (something that would make expanding the context on the diff annoying to do. Sets the default tab size to be the same as DM. |