* balancing, fixes, tweaks
* freon specific_heat increase
* fix an issue with negative temperature
* changed HyperNob canister color
* done change request and tweaked more the hardcap limit
Changes a see_invisible value that was being adjusted to be a
lighting_alpha value that is adjusted when a malf AI uses the camera
upgrades so that it no longer effectively blinds them.
The lighting_alpha value is the same value that nightvision goggles
use, so players should be familiar with how things look with it, so
that they will still be able to discern lighting levels in an area.
* Fix "Show alerts" button/link in chat
AI has a topic proc that checks if showalerts is 1 (gets set by clicking the href) and if yes shows AI alerts. works the same for borgs but they don't have a custom topic proc so showalerts is never evaluated
* Update code/modules/mob/living/silicon/robot/robot.dm
Today I learned that . = ..() is better than ..() thanks to the coding people from the discord server
Co-Authored-By: spookydonut <github@spooksoftware.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Just re-opening Buggy123's PR, props to them and those who contributed
there: #49365
Tweaks summon events to have one use at a cost of 2 points. Approved by
headmins.
Summon events won't be able to cause quite as much insanity with an
event happening every minute.
The asset cache will now store json on the player's computer with info on what browser assets they have, all non-active assets (anything but .js(m) and .htm(l)) are reused in further connections. Browser assets in byond persist for an individual dream seeker instance, and are destoryed when the window is closed (so this only helps reconnects and round restarts) The data is stored in the client's asset folder to ensure its current and retrieved using javascript and sent back to the server using ajax(XHR).
The md5 of the asset files are generated on the server and stored on the client. It is used to validate the asset hasn't changed from a code update, and is not re-checked client side.
To ensure this can't be used by a malicious byond server to override javascript assets before redirecting people to /tg/ (where the attacker's javascript would then be allowed to run verbs and spoof topics) we do not mark javascript as pre-loaded when loading the client's asset cache json file on connection.
Other Changes
I moved some things around, the asset cache file was getting thicc:
Put new asset cache datums into code/modules/asset_cache/asset_list_items.dm
Find the asset cache datum abstract definitions inside code/modules/asset_cache/asset_list.dm
I fixed a bug where blocking asset sends would not block later calls to send the same asset while the send was still underway - todo: have it bind to the first send rather then initating its own.
The small file sent to the client to verify it got all pending asset sends will no longer use random names. This should keep the client's asset folder from exploding with hundreds of random htm files, much to the joy of oranges.
Passively loading assets no longer batches.
Unified the two procs.
https://tgstation13.org/wiki/How_to_find_your_Discord_User_ID
Somebody who is an experienced discord user will likely already know how to find this, and somebody who is not may not be conformable enabling dev mode to get it. The bot command method is good for people who are on their phone, the url method is good for people on web discord, and desktop app users are likely to already have dev mode on.
* Documentation on species vars, and roughly 40-50% of procs
I can do no more of this. My mind is dead from boredom.
* thought this proc was deprecated, apparantly its not
cloning removal has permanentally scarred me
* Updates speed and armor variable docs
It wasn't made clear that armor was percentage based and speed was multiplicative in the documentation. This is now fixed.
Also removes some whitespace.
* Update code/modules/mob/living/carbon/human/species.dm
Co-Authored-By: nemvar <47324920+nemvar@users.noreply.github.com>
* Update code/modules/mob/living/carbon/human/species.dm
Co-Authored-By: nemvar <47324920+nemvar@users.noreply.github.com>
* Update code/modules/mob/living/carbon/human/species.dm
Co-Authored-By: nemvar <47324920+nemvar@users.noreply.github.com>
* Documentation updates with Qustinuss
Mentions fixedmutcolor in hair_color
Makes preferred food_type vars more clear that they are bitfields.
toxic_food is not toxic, it's just more disgusting than disliked food
Updates overlay var doc to mention that an empty string adds no damage overlays.
* Defines uniqueness, also lastname docs change
Updates generate name proc to have info on the unique argument
Changes override this to set to false on lastname. Overriding is done with procs, not vars or arguments
* updates proc docs to use double asterisk
if this fails travis documentation i'm gonna be angery
* i guess that makes sense
updates copy properties proc with better docs
* Part 2 of i guess this makes sense
i should stop early commiting y'know
* Update code/modules/mob/living/carbon/human/species.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
* fish friends
* fish pals
* fish pals
* dumb
* hunting knife now is useful
* hunting knife now has a sprite
* FUCK
* inhand
* rohesie reviews
Co-authored-by: Fikou <piotrbryla@onet.pl>
* 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>
* Balance+Bug fix.
* Update forgottenship.dmm
* Update forgottenship.dmm
* Removes rogue table
* Give uranium to plebs.
* Beakers+Few chameleon stuff
* Fluff text rebalance. Allow people to leave the ship as long as it is protected.
* Grammar fix, I guess
* Le grammar
* Replaced interrogation room with medbay. Added tactical medkit(1) to med-vendor and 5 basic medkits to the same vendor. Additional ores, loot.
* Surgery disk update
* O2 canisters to maints area
* GPS signal
* Update code/game/objects/structures/ghost_role_spawners.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
* Adds a customizable "seed" to posibrains to tell ghosts what the posibrain will be used for
* Update posibrain.dm
* reduce max length and input feedback
* Minor map fixes part 1
Donut:
- Gave geneticist medical access on donut
- Geneticist can now use genetics maint and South genetic door
- Replaced genetics door with glass door (for aesthetics)
Meta:
- Fixed cell 3 door/timer being linked to cell 2. Now cell 3 is independent from cell 2.
Bar bluespace shelter:
- Gave mining access to bar area (it's sort of redundant otherwise)
* Minor map fixes part 2
- Added "purge" AI module to risky AI module spawner
- Added "reset" AI module to AI chamber on donut
* Fixed trailing newline