-
Notifications
You must be signed in to change notification settings - Fork 95
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Port TGUI react migration and fixes, Part 1 #342
Commits on Jul 24, 2024
-
migrated js components to jsx (#5307)
# About the pull request First round of refactors for TGUI-5 migration. Here all TGUI interfaces and components have been changed from .js to .jsx. This is to closer align us to the standards of tgstation. Within the components themselves there are no functional changes. Files of interest: - tgui/webpack.config.js - tgui/packages/tgui/routes.jsx - tgui/packages/tgui/interfaces/Filteriffic.jsx - tgui/packages/tgui/debug/KitchenSink.jsx The rest of the file changes should just be .js -> .jsx <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game Groundwork prep for TGUI 5 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: refactor: tgui js components now jsx /:cl:
Configuration menu - View commit details
-
Copy full SHA for efea5b0 - Browse repository at this point
Copy the full SHA efea5b0View commit details -
TGUI upgrades to support react migration (#5435)
<!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Round of upgrades and changes to support migration to React for tgui. By doing more smaller changes I hope it's easier to review and test. We want to migrate from infernojs to react. <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> :cl: refactor: upgraded root tgui files to typescript to closer align with tg refactor: upgraded typescript to 4.9.4 refactor: upgraded yarn to 3.3.1 refactor: upgraded a bunch of tgui tooling /:cl:
Configuration menu - View commit details
-
Copy full SHA for 199faa5 - Browse repository at this point
Copy the full SHA 199faa5View commit details -
React Migration - part 2 (#5493)
<!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Switches TGUI from Inferno to React. Part 2 of the PR cmss13-devs/cmss13#5435 Based heavily on the work from: https://github.com/tgstation/tgstation/pull/80044/files React is a more suitable framework <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> :cl: refactor: switched from infernojs to react /:cl:
Configuration menu - View commit details
-
Copy full SHA for 0b11c94 - Browse repository at this point
Copy the full SHA 0b11c94View commit details -
Fixes edited
.jsx
files not triggering a TGUI recompile (#5562)# About the pull request Fixes `.jsx` files not triggering a TGUI recompile in build.bat when they've been edited. Currently you need to manually run `yarn tgui:build` (or equivalent) to make any changes appear in-game. I double checked TG's version of this just to make sure I didn't miss something obvious, and it looks like they've only recently fixed this themselves: tgstation/tgstation#80630 # Explain why it's good for the game Editing a TGUI file should trigger a rebuild. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog Nothing player-facing.
Configuration menu - View commit details
-
Copy full SHA for 441c21c - Browse repository at this point
Copy the full SHA 441c21cView commit details -
Resolve sticky messages in STUI (#5581)
# About the pull request <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Fixed the issue for STUI locally. The issue appears have happened because infernojs and react deal with key management on iterators differently. By using the index for the iterator, rather than the entire log message, this seems to have resolved it. # Explain why it's good for the game Resolves cmss13-devs/cmss13#5557 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: code: fixes sticky messages in STUI refactor: STUI is now a TSX component /:cl:
Configuration menu - View commit details
-
Copy full SHA for 05f9737 - Browse repository at this point
Copy the full SHA 05f9737View commit details -
[s] Another number input guard (#5649)
# About the pull request This PR is a followup to #5633 adding another guard to a handling of numbers this time in TGUI number input. # Explain why it's good for the game Numbers should be numbers. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/4feb0794-1101-49ef-94ca-501e95380fa1) </details> # Changelog No player facing changes.
Configuration menu - View commit details
-
Copy full SHA for 4c90c4b - Browse repository at this point
Copy the full SHA 4c90c4bView commit details -
Fix bug with RestrictedInput TGUI component (#5651)
# About the pull request <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Should fix bug in restricted input TGUI component. The number was being clamped on every input, which meant that applying a number of 30 into a range of 19-90, 3 would be bounded to 19 and then the 0 would make the value 190, being bounded to 90. This change performs the check on blur. # Explain why it's good for the game Fixes cmss13-devs/cmss13#5610 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: code: rework logic of restrictedinput component to reduce checks /:cl:
Configuration menu - View commit details
-
Copy full SHA for a3e1865 - Browse repository at this point
Copy the full SHA a3e1865View commit details -
Fix broken admin medals panel (#5764)
# About the pull request This PR is a follow up to #5493 fixing the Medals Panel. Some reason Fragment is busted if you don't use a key? # Explain why it's good for the game Fixes ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/c811b7ef-c9b5-45e3-b95b-bad416e8ab7a) # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/41a05979-eda5-4a1f-ae7d-1f8ddaf50129) </details> # Changelog :cl: Drathek ui: Fix broken admin Medals Panel /:cl: fixes #5768
Configuration menu - View commit details
-
Copy full SHA for 5a1c4e9 - Browse repository at this point
Copy the full SHA 5a1c4e9View commit details -
TGUI input list search fix (#5775)
# About the pull request Fixes the search function of `tgui_input_list`, and also makes the search bar automatically focus when toggled. This was caused by the same issue as #5581. # Explain why it's good for the game Bugfix, and a little QOL thing. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ('Teleport to Area' menu as an example, but it's the same on any others.) **Before:** https://github.com/cmss13-devs/cmss13/assets/57483089/8450adef-38f4-4ae4-963a-11533a328841 **After:** https://github.com/cmss13-devs/cmss13/assets/57483089/ede80ffa-7ce6-47c9-9711-a5f29560d1bd </details> # Changelog :cl: fix: Fixed the search function of TGUI input lists. qol: Made the TGUI input list search bar automatically focus when toggled. /:cl:
Configuration menu - View commit details
-
Copy full SHA for fcdb8d9 - Browse repository at this point
Copy the full SHA fcdb8d9View commit details -
TGUI: Replaces babel & terser (#6196)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> Replaces tgui build tools with faster alternatives. There were some issues in build of components using hooks which do not exist, which I removed as well. This is not a required part of the PR but React does not use these Based on two PRs: [Esbuild](tgstation/tgstation#79916) [SWC](tgstation/tgstation#80310) <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Faster build times <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding, and may discourage maintainers from reviewing or merging your PR. This section is not strictly required for (non-controversial) fix PRs or backend PRs. --> <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <!-- !! If you are modifying sprites, you **must** include one or more in-game screenshots or videos of the new sprites. !! --> <details> <summary>Screenshots & Videos</summary> Before ![Screenshot 2024-04-26 155554](https://github.com/cmss13-devs/cmss13/assets/42397676/5a48687e-dc6e-43d7-98d9-354bd3848ff6) After ![Screenshot 2024-04-26 160516](https://github.com/cmss13-devs/cmss13/assets/42397676/b106ad86-25db-4403-b80a-29f4cd1ca38d) </details>
Configuration menu - View commit details
-
Copy full SHA for 44f48af - Browse repository at this point
Copy the full SHA 44f48afView commit details -
Configuration menu - View commit details
-
Copy full SHA for dd97261 - Browse repository at this point
Copy the full SHA dd97261View commit details -
Configuration menu - View commit details
-
Copy full SHA for c02fd48 - Browse repository at this point
Copy the full SHA c02fd48View commit details
Commits on Jul 25, 2024
-
Jumping out of a dropship heading towards an LZ now throws your body …
…at the ground, instead of deleting it. (#5584) <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Jumping out of a dropship heading towards an LZ now throws your body at the ground, instead of deleting it. This does around 500 damage, and permanently kills you. ![image](https://github.com/cmss13-devs/cmss13/assets/91113370/6bbd7926-1f8b-4078-a1ea-2dc583725ece) These people falling out of the sky, can land anywhere where there is no ceiling (or a glass one). Basically anywhere you can mortar, medevac, or laze something. This only works if the dropship is heading towards one of the LZs, if not, then they're deleted like normal. I also fixed the throwing, so it doesn't appear like you're just standing in space for 0.5 seconds before being disappeared. I also removed some unused arguments in `take_overall_damage` and `take_overall_armored_damage`. It adds a bit of depth to the game, instead of your character being just outright deleted, their body actually ends up somewhere. <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/91113370/a6df19dc-7f9f-4c8d-8169-2db1497b6c54 (It does play sounds when you land, you just cant really hear them in this clip because they died.) ![image](https://github.com/cmss13-devs/cmss13/assets/91113370/b7f1bf66-fdce-4082-97c2-3fa841e168eb) ![image](https://github.com/cmss13-devs/cmss13/assets/91113370/f0819fea-4ac8-47b5-a012-f8ea12f08799) https://github.com/cmss13-devs/cmss13/assets/91113370/f727b8f7-1df3-4725-bb82-f16dc8294eea (Items do a little bounce when they land too) </details> :cl: add: Falling out of a Dropship en route to an LZ, now lets your corpse plummet to the ground instead of being deleted. /:cl: --------- Co-authored-by: private-tristan <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 7d25fcf - Browse repository at this point
Copy the full SHA 7d25fcfView commit details -
Configuration menu - View commit details
-
Copy full SHA for 58e842c - Browse repository at this point
Copy the full SHA 58e842cView commit details -
fixes is_interior(), fixing xeno construction on dropships during tra…
…nsport (#5158) huh? how'd this not get reported? :cl: fix: xenos can construct in dropships during transport again /:cl:
Configuration menu - View commit details
-
Copy full SHA for 31e8967 - Browse repository at this point
Copy the full SHA 31e8967View commit details -
Ports Mapping Backend updates (#5165)
Updates most of mapping backend to /tg/ current: * Replaces completely map reader which now has explicit TGM support * Replaces completely reservations backend, they now have a builtin "cordon" area around them * Grafts and updates some missing procs in SSmapping and Shuttles, notably for reservations * Updates nightmare, map templates, interiors, etc, to match new mapper/reservations code * Minor Turf/Atoms stuff such as global init, turf_flags rename, and AfterChange() This shouldn't change much to the game as is, but is meant as a stepping stone toward new features such as planecube that depend on updated mapping code, rather than having to messily strap them to old. Very Testmerge-worth - [x] General map loading of Ship & Ground - [x] Dropship loading and flight - [x] Fultons reservation launching - [x] Lifeboats launching - [x] Vehicle Interiors instanciation - [x] Interior reservations freeing - [x] Tents templates placement - [x] Nightmare inserts loading - [x] Other maps than LV-624 - [x] Maploading admin verbs - [x] Mass screenshot verb - [x] Runtime Trijent elevators working - [x] Find a better cordon turf than outer almayer hull, it looks ugly with eg fultons :cl: code: Updated mapping backend from /tg/ upstream. /:cl: --------- Co-authored-by: harryob <[email protected]> Co-authored-by: harryob <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for bdfabe6 - Browse repository at this point
Copy the full SHA bdfabe6View commit details -
Allows for trailing or leading whitespace in VV edits (#5417)
# About the pull request Removes trimming from VV edits for strings. As a byproduct you can now provide the argument of `trim = FALSE` to `tgui_input_text()` to return untrimmed input. # Explain why it's good for the game VV editors shouldn't have the input box arbitrarily trim their leading or trailing whitespace from editing variables. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: code: Changing a string in VV no longer trims whitespace. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 7b75c93 - Browse repository at this point
Copy the full SHA 7b75c93View commit details -
TGUI Parity with Upstream and Remaining React Porting & Polish (#6244)
This PR is a follow up to #5493 and ultimately is aimed at bringing us back into parity with TG's version of the TGUI components again. For the most part this PR is done via diffing TG's TGUI folder with ours. The PRs listed below are what I found in blames and I double checked to see what files if any they affected outside the TGUI folder. **It is recommended to close VSC and run bin/clean.cmd and then bin/build.cmd if you try out this branch**. You will be using the wrong node & prettier version otherwise. This at least partially ports these PRs (and likely many others - but these I explicitly checked for how they affected other files): - tgstation/tgstation#67935 - tgstation/tgstation#74638 - tgstation/tgstation#75029 - tgstation/tgstation#75431 - tgstation/tgstation#75463 - tgstation/tgstation#75534 - tgstation/tgstation#78879 - tgstation/tgstation#79322 - tgstation/tgstation#79895 - tgstation/tgstation#79898 - tgstation/tgstation#79974 - tgstation/tgstation#79991 - tgstation/tgstation#80044 - tgstation/tgstation#80057 - tgstation/tgstation#80189 - tgstation/tgstation#80304 - tgstation/tgstation#80430 - tgstation/tgstation#80453 - tgstation/tgstation#80454 - tgstation/tgstation#80920 - tgstation/tgstation#81354 - tgstation/tgstation#81381 - tgstation/tgstation#81495 - tgstation/tgstation#82334 - tgstation/tgstation#82377 - tgstation/tgstation#82385 - tgstation/tgstation#82417 - tgstation/tgstation#82420 - tgstation/tgstation#82527 - tgstation/tgstation#82571 - tgstation/tgstation#82792 - tgstation/tgstation#82854 - tgstation/tgstation#83098 - tgstation/tgstation#83096 - tgstation/tgstation#83218 Additionally it ports the new base components from: - tgstation/tgstation#71531 - tgstation/tgstation#71847 - tgstation/tgstation#74544 - tgstation/tgstation#74704 (just a fix to above) - tgstation/tgstation#80743 - tgstation/tgstation#82181 (just a fix to above) - tgstation/tgstation#82533 - tgstation/tgstation#83179 (just a fix to above) But these are missing documentation in the components readme, and we do not have any interface that utilizes them yet. I wanted to explicitly mention them separately so people can see what they can do. Changes I still intend to do in this PR or investigate: - [X] Fix Button.Confirm not properly handling clicks (Sort of stumped on this atm) - [X] Fix Relay Viewer buttons not always updating - [X] Port TGSay 1.1 & TextArea changes (tgstation/tgstation#75431) - [X] Fix ByondUI in Drop pod panel - [X] Check parity with TG again and port anything else that may have been done during the creation of this PR - [X] Find a way to prevent TGSay passthrough when hotkeying InputList (and maybe others)? tgstation/tgstation#75463 Other notable changes not directly related to the above ports, but done as I was fixing other problems: - Strip panel is now larger with sprites at 64x64 instead of 48 because as an Image component now they didn't alias the same. - VOX panel's second tab now doesn't overlap the other buttons - Wiring panel from cmss13-devs/cmss13#1623 is now restored to use circular indicators again instead of the regression to ColorBox in cmss13-devs/cmss13#2641 - Smart fridge interface is more in line with sorted inventories as far as layout & tooltips - Tacmap drawing interface is tweaked a little to deal with the changes to dropdowns + clicking the tab is now disabled again until the tacmap is ready (It needs minimap subsystem to fire to have icons when flattening the map to be up to date) - Fixes runtimes when quickly switching between tgsay categories - Basically reverts cmss13-devs/cmss13#5651 in favor of how TG ended up solving it via tgstation/tgstation#81495 - Rolls back SWC to the version TG is currently using because of cmss13-devs/cmss13#6196 (comment) - Adds these commands from tgstation/tgstation#81381 though I also have it check jsx files that somereason TG doesn't do (needs to have been built once to function - just run build.bat): ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/ed107278-93ee-4a2a-bbf2-b38e60417099) - Chat: Adds a clear chat button clearing the current tab, mute button to disable unread notifications for a tab, and updates the word highlight regex for case sensitivity. I left out one of the Cyrillic fixes since we shouldn't normally be handling Cyrillic anyways. - Ship manipulator window can now replace any existing shuttle and generally is polished up more than it was. - Ports TGSay 1.1 though I discarded basically all the layout changes they did. - TGUI modals can now accept a ui_state in case you want an alert for say a mob that might qdel while it is open. - Finishes porting the reservation changes to shuttles.dm from tgstation/tgstation#73261 that some reason were absent from cmss13-devs/cmss13#5165 - Fixes F5 refreshing a window if default is prevented (e.g. when the hotkey interface is waiting for a key press). - All depreciated useLocalState is now removed. In almost all situations I could useState, but a few things for MFD on CAS I needed to use sharedState. Prepares us for 516 (though still more changes will be necessary) and finalizes the react port. <details> <summary>Screenshots & Videos</summary> New list modal w/ duplicate key handling: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/b84e2db6-4e42-42d3-9b6d-4ae418f63c60) Fixed VOX panel (sound files used to overlap type select): ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/a3cde1ea-1816-4187-b7a4-040803e52d4e) Updated shuttle manipulator window: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/f978c2e2-9174-4635-9da7-6d2768f9fbff) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/607a0b91-5c64-4ca0-9256-d981c7073fb9) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/9b69cfb2-d4c2-4caf-846d-1d32f965cff0) With replace any shuttle support: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/ace7f58a-0991-4147-b13f-d2be2d012b21) Erase current tab chat history: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/9554ccfe-43da-4eee-b9ae-ad5cbec0523b) Working case sensitivity highlights: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/182971ac-a0f2-42de-ad41-fa12991d760c) Unread counter toggle per tab: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/9de5b9ae-5cb2-4905-9592-556e9cf45ad2) Larger strip panel: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/2229c7d4-935a-427e-9699-942acae1cfbf) Tacmap panel polish (button positioning + dropdown text color when highlighted): ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/dcdf86fa-ba48-4d6f-bd42-bb8f3c1dd2bf) Minor tweak to camera panel: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/930d64b8-1c36-4cc4-a24d-900d57c642b0) Dropdowns will now display above if too little space below: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/3f4916d9-f020-489d-8494-277bde9cd741) Kitchen sink works again (F12 w/ tgui-dev): ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/aa3bd2c7-b320-4158-ae8f-cea4896f0a9c) Layout mode works again (F11 w/ tgui-dev): ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/cb683cd2-e62b-4cdf-bb38-10e7e1902030) New checkbox modal (with theme support): ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/ddc2da93-8987-44f2-be3f-1c2694d9489e) ![checkbox](https://github.com/cmss13-devs/cmss13/assets/76988376/6a6ddab9-25b6-47cb-b833-295b3b7bf6c2) New handling for button sizes in alert modals (stacked list since options wanted to use more horizontal space than limit): ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/976a2a86-c1c6-421a-bb7a-80f20cc8f22d) Polished smart fridge + restore wiring panel: ![smart fridge](https://github.com/cmss13-devs/cmss13/assets/76988376/5524132f-c657-45d2-a7bc-aa09e00eb45b) Fixed byondui in supply pod menu: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/18555668-34fe-4aa7-83aa-c1045bc54dd0) TG Say: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/cc66a143-22ba-4f90-865a-0c00e7dd8bfa) Some unchanged panels (to just show working): ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/adb8e0cb-64a4-45c4-9bac-1cecc6791667) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/d330bd51-995b-48f4-8f18-5aedd0e2adaf) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/cb5edc05-949d-4564-9548-f255971bb0f8) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/0559cd17-8b5e-4585-8152-d8ac67a82f35) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/31bf0233-dd05-408c-b2c6-5ebee9b2381c) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/314fdec8-cc5c-4815-9ca9-b85422880a29) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/36bf1d5e-91fd-4cb0-8ce5-07ce4746902f) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/b63ee6aa-e80c-4928-9295-05d0e6314a16) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/9b93df2e-a92d-4eeb-a5d4-07018c848c54) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/7b45ba04-30c7-405c-90c2-d52ca99d7890) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/f3ae0b6d-ca77-4dd8-bfc7-8616018211d1) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/9aa28a52-e86d-4bb0-be23-a9ee1b39d97c) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/8108494f-9ce9-44dd-b94b-5306c9ef7e09) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/996b5dd3-89fa-4d19-bebc-de52774de23b) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/2bccace6-2a68-4f8f-ada6-c231aab836f9) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/8362f2ff-b38f-4682-a5c7-b26934e5972e) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/8584e849-8d8d-4ff2-9ff8-932749ea6da5) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/813b21e2-9705-4b5f-8710-e452384c56d9) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/dcd933c5-65bd-41a2-b8c9-e1dcba446231) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/1d81b490-168c-4f88-9d88-099f768cd665) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/1dbe39d6-08fc-4734-bdf6-afc71fef6e6f) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/f7fc5461-5138-4427-ab1a-89627baefb4b) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/032cc12c-802e-4d0a-b8d3-568a48f7d469) ![dropship](https://github.com/cmss13-devs/cmss13/assets/76988376/c85a4ed3-b4a9-4c44-a34b-1990f7ac7d31) </details> :cl: Drathek, mullenpaul ui: Finalizes the TGUI React port and brings us back into parity again with TG's interface components ui: Strip panel is now larger with sprites at 64x64 instead of 48 because as an Image component now they didn't alias the same. ui: VOX panel's second tab now doesn't overlap the other buttons ui: Wiring panel for some machines is now restored to use circular indicators again ui: Smart fridge interface is more in line with sorted inventories as far as layout & tooltips ui: Tacmap drawing interface is tweaked a little to deal with the changes to dropdowns + clicking the tab is now disabled again until the tacmap is ready (It needs minimap subsystem to fire to have icons when flattening the map to be up to date) ui: Reworks RestrictedInput number handling ui: Adds the DMIcon, VirtualList (deferred lazy list), Dialogue, MenuBar, StyleableSection, and Checkbox TGUI components (but nothing uses them yet) ui: Chat: Adds a clear chat button clearing the current tab, mute button to disable unread notifications for a tab, and updates the word highlight regex for case sensitivity ui: Updates the ship manipulator window to allow replacing any Shuttle ui: Fixes the supply pod panel not displaying its byondui map correctly ui: Fixes the research terminal duplicating papers in display old mode. ui: Updates the tgui_input_list to for new features like hotkey selection, duplicate key handling, etc fix: Fixes thinking runtimes when quickly switching between tgsay categories code: Shuttle subsystem now is less aggressive with reservations (skipping deletion if below a threshold, delaying reservation if above a threshold) fix: Fixes F5 key still refreshing a TGUI window even if default was set to be prevented (e.g. Hotkey interface) /:cl: --------- Co-authored-by: Jerm <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 6b85a68 - Browse repository at this point
Copy the full SHA 6b85a68View commit details -
Configuration menu - View commit details
-
Copy full SHA for 83bde0c - Browse repository at this point
Copy the full SHA 83bde0cView commit details -
cas interface upgrade is a whole other can of worms
Configuration menu - View commit details
-
Copy full SHA for 697b073 - Browse repository at this point
Copy the full SHA 697b073View commit details -
Configuration menu - View commit details
-
Copy full SHA for 56756c9 - Browse repository at this point
Copy the full SHA 56756c9View commit details -
stop poddoor filler from pretending its a real door
Configuration menu - View commit details
-
Copy full SHA for c84841a - Browse repository at this point
Copy the full SHA c84841aView commit details -
Configuration menu - View commit details
-
Copy full SHA for 79bfc68 - Browse repository at this point
Copy the full SHA 79bfc68View commit details -
Configuration menu - View commit details
-
Copy full SHA for 02af80f - Browse repository at this point
Copy the full SHA 02af80fView commit details -
Configuration menu - View commit details
-
Copy full SHA for ea807ed - Browse repository at this point
Copy the full SHA ea807edView commit details -
Dropship weapons console TGUI (#4812)
Migrates the dropship weapons panel to TGUI. Design is primarily inspired by the MultiFunction Displays used in modern aircraft. The UI consists of two identical and independent panels. The pilot can choose which panels to display. Code wise this PR introduces the MFD which is a reusable component. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> nanoui bad tgui good <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. Improving the overall look and feel, making the background a dark grey over a black, rounding the edges. Making inactive buttons appear greyed out. ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/0965b5cb-21b0-4b7f-84ea-40651e83a02e) ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/5872dcb6-ba87-485e-a736-8de0b3e5e36d) ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/85fde5cc-e4a8-439e-8c55-d010a4780d8c) ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/034a2833-d37c-4c6b-8b08-64e3e09aefb0) ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/ce246258-a879-4220-b481-3d5fbc800651) ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/2778b9da-76f9-4c37-b3ba-9d45a1bdc625) ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/7e9ef10b-811c-4922-9f24-ae805bae24d9) </details> :cl: ui: tgui dropship weapons console refactor: added MFD panel refactor: creates datum component to manage camera code qol: CAS weapons operator can see camera in UI add: CAS can offset in X and Y coordinates refactor: CAS can offset in different direction to attack vector /:cl: --------- Co-authored-by: fira <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 9907822 - Browse repository at this point
Copy the full SHA 9907822View commit details -
Fixes users getting locked in simulation view / simulation refactor (…
…#5318) Initially I thought I introduced this bug, but it looks like it's existed for a few years. Fixes #4927. Also did some minor refactoring for the simulator. bug bad :cl: fix: fixes users getting stuck inside of the simulator /:cl:
Configuration menu - View commit details
-
Copy full SHA for ccf102b - Browse repository at this point
Copy the full SHA ccf102bView commit details -
Polish Dropship Weapons UI (#5298)
# About the pull request This PR is a follow up to #4812 polishing minor issues that were discovered but not addressed in that PR. - Fire missions can now be scrolled in target acquisition - The target selection in equipment view is now the same as other panels (and can be scrolled now too) - Fixed deploying equipment like the spotlight and sentry - ~~Partially~~ fixed camera view for sentry ~~(map size doesn't always get set correctly some reason)~~ - Fixed the extra scrolling of fire missions - Fixed the scrolling of target selection being a fixed quantity of 10 targets - Improved menuing for the fire mission and strike sub menus - Fixed strike ready messaging - Map and Cam buttons are now mutually exclusive to one another (would just break the byond UI) - Camera now resets when a CAS flare is destroyed (unless fire mission is underway) - Camera now resets when sentry undeploys (if it was being used) - Tweaked some button placements - Fixed medevac layout - Fixed direct fire (strike & equipment) - Fixed camera views not handling /datum/component/overlay_lighting correctly (fixed by using TILE_BOUND planes; but will note it won't work completely correct if on a byond version prior to 515.1609 because of https://www.byond.com/forum/post/2873835) - Fixed some hard deletes in `/client/proc/clear_map` based on tgstation/tgstation#61562 - Renamed nvgon and nvgoff to NV-ON and NV-OFF # Explain why it's good for the game Fixes issues such as (but not limited to): ![target](https://github.com/cmss13-devs/cmss13/assets/76988376/7e1b8389-d466-4ef0-a436-a91c19c53c60) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/5c291ca5-204a-49c3-b281-32b7f4fc530a) # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/f8db9791-5c8d-4dc2-90bb-7a8b91f6fde9) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/c1a659af-8d05-408f-89e8-c95597cfc79a) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/858c307c-1914-48dc-98ed-5fba6c2429e0) ![light](https://github.com/cmss13-devs/cmss13/assets/76988376/755c270f-5269-473f-897f-354bba3a5353) </details> # Changelog :cl: Drathek ui: Polished various aspects of the new dropship weapons UI fix: Fixed CAS direct firing fix: Fixed Medevac buttons not moving the dropship (still currently requires manual winch) fix: Fixed camera_manager resizing the view incorrectly because of overlay_lighting refactor: Ported some hard delete fixes for maps. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 169e26e - Browse repository at this point
Copy the full SHA 169e26eView commit details -
Fix dropship equipment infinite loop (#5823)
<!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Resolves issue patched by cmss13-devs/cmss13#5817 Bugs are bad <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> :cl: code: removed duplicated signal code from dropship equipment /:cl:
Configuration menu - View commit details
-
Copy full SHA for effc9ad - Browse repository at this point
Copy the full SHA effc9adView commit details -
Fixes spotlight breaking every time (#6184)
# About the pull request Spotlight no longer turns off during transit. Who cares about lighting in space anyway? # Explain why it's good for the game Convenient and clear. # Testing Photographs and Procedure <details> I tested it </details> # Changelog :cl: ihatethisengine fix: spotlight no longer breaks after every flight /:cl:
Configuration menu - View commit details
-
Copy full SHA for 78860b5 - Browse repository at this point
Copy the full SHA 78860b5View commit details -
camera console now uses camera manager (#5310)
# About the pull request Continuing the work of cmss13-devs/cmss13#5309 - camera code now uses camera manager component. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game Reduction of duplicated code. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: refactor: camera consoles now use camera manager component /:cl: --------- Co-authored-by: Drathek <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 214dce9 - Browse repository at this point
Copy the full SHA 214dce9View commit details -
adds warning messages when CAS sonic boom happens and makes the boom …
…fallof slower (#5410) adds more warnings to aproaching cas gives xenos even more clues about incoming firemission, should prevent silent cas unless you are runner who runs in straight form the other sife of map directly into FM <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> :cl: add: added messages when the CAS sonic boom is played soundadd: reduced volume falloff of CAS sonic boom /:cl: --------- Co-authored-by: vincibrv <[email protected]> Co-authored-by: Doubleumc <[email protected]> Co-authored-by: SabreML <[email protected]> Co-authored-by: Drathek <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 63dae5f - Browse repository at this point
Copy the full SHA 63dae5fView commit details -
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request drethek said FMs should be more powerful and told me that the warnings are a bit too mutch, and they are, you can run on the other side of colony from start of warning to when CAS opens fire. this PR shortens the fire # Explain why it's good for the game still alows you to awoid CAS if you start running when you hear it, while increasing the chance of hitings of those who do not run # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <!-- !! If you are modifying sprites, you **must** include one or more in-game screenshots or videos of the new sprites. !! --> <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly label your changes in the changelog. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> <!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. --> :cl: balance: FM sound is 4 seconds before CAS open fire from 5 balance: FM direction warning is 1 seconds before CAS open fire from 1.5 /:cl: <!-- Both :cl:'s are required for the changelog to work! --> --------- Co-authored-by: vincibrv <[email protected]> Co-authored-by: Drathek <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 89fefc7 - Browse repository at this point
Copy the full SHA 89fefc7View commit details -
Falling Falcons: Paratroopers Edition (#6150)
Replaces rappel system with paradrop system. You need a parachute on your back to paradrop (successfully). You also can drop objects from the above, but in most cases it's not a great idea (they can break). Crates can be paradropped too, so this can be an interesting alternative to req drops. In order for marines to paradrop, PO needs to choose a flare on the console and lock the paradrop system to the signal. After that the aft hatch will be open and you are free to jump! Just don't forget the parachute. (SGs can wear parachutes with armor) Credits to @SubjectD9341 for the sprites. It's cooler than rappel. <details> https://github.com/cmss13-devs/cmss13/assets/115417687/53ec9ddb-5ff5-4af2-9df5-17835e5bc2bc https://github.com/cmss13-devs/cmss13/assets/115417687/f296c1c7-1cfe-4f8f-89c0-233f612d8542 https://github.com/cmss13-devs/cmss13/assets/115417687/579dac1c-9248-4a7c-b0f7-c9466a131335 https://github.com/cmss13-devs/cmss13/assets/115417687/35728d57-7c83-4539-bf84-accb99127ad7 </details> :cl: ihatethisengine add: Added paradropping del: Removed rappeling /:cl: --------- Co-authored-by: fira <[email protected]> Co-authored-by: Drathek <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for caab834 - Browse repository at this point
Copy the full SHA caab834View commit details -
Configuration menu - View commit details
-
Copy full SHA for 7a2a952 - Browse repository at this point
Copy the full SHA 7a2a952View commit details -
Configuration menu - View commit details
-
Copy full SHA for 99b5451 - Browse repository at this point
Copy the full SHA 99b5451View commit details
Commits on Jul 26, 2024
-
Return to client macros for tgsay (#6320)
# About the pull request This PR is a follow up to #6244 effectively reverting the changes ported from tgstation/tgstation#75463 Instead of using the down() proc on the server, we are once again doing the tgsay open via winset on hotkey so it is more responsive. However, to fix the issue with tgsay opening when say another window is focused, it now has an embedded winget for map.focus and thats sent in the payload. # Explain why it's good for the game Should make tgsay open more responsively again. This was the reason why I needed to make the change in the first place: ![bug](https://github.com/cmss13-devs/cmss13/assets/76988376/0288d3d1-e3c9-4cf7-95c2-9f7ef88095da) # Testing Photographs and Procedure But now that bug is fixed, and we're opening the old way again! ![tgsay](https://github.com/cmss13-devs/cmss13/assets/76988376/0997f797-7b99-4e6e-acda-722a783b010f) # Changelog :cl: Drathek ui: TGSay is now opened the same way it used to for more responsiveness /:cl: (cherry picked from commit 82f31b8)
Configuration menu - View commit details
-
Copy full SHA for 3dfcad4 - Browse repository at this point
Copy the full SHA 3dfcad4View commit details -
Port style changes for vendors fixes since the frontend changes are a…
…lready present in PR
Configuration menu - View commit details
-
Copy full SHA for 37ff57c - Browse repository at this point
Copy the full SHA 37ff57cView commit details -
Configuration menu - View commit details
-
Copy full SHA for e3434ba - Browse repository at this point
Copy the full SHA e3434baView commit details -
Configuration menu - View commit details
-
Copy full SHA for 830685e - Browse repository at this point
Copy the full SHA 830685eView commit details -
Fixes TGUI overwatch console & custom font entry ui runtimes (#6370)
# About the pull request Fixes #6366. # Explain why it's good for the game bug bad # Changelog :cl: fix: Fixes overwatch console coordinate comment UI crash fix: Fixes chat UI crash after entering a custom font /:cl: --------- Co-authored-by: DOOM <N/A> (cherry picked from commit 95748ce)
Configuration menu - View commit details
-
Copy full SHA for bc3152b - Browse repository at this point
Copy the full SHA bc3152bView commit details -
Partial port of 5318 fixing cas/demo simulators + outstanding changes…
… done to them from 5493
Configuration menu - View commit details
-
Copy full SHA for 4946ad3 - Browse repository at this point
Copy the full SHA 4946ad3View commit details -
Configuration menu - View commit details
-
Copy full SHA for 7310767 - Browse repository at this point
Copy the full SHA 7310767View commit details -
Configuration menu - View commit details
-
Copy full SHA for 8ec7746 - Browse repository at this point
Copy the full SHA 8ec7746View commit details -
Configuration menu - View commit details
-
Copy full SHA for ea4377e - Browse repository at this point
Copy the full SHA ea4377eView commit details -
Configuration menu - View commit details
-
Copy full SHA for b25cb04 - Browse repository at this point
Copy the full SHA b25cb04View commit details -
Configuration menu - View commit details
-
Copy full SHA for 9ee1236 - Browse repository at this point
Copy the full SHA 9ee1236View commit details -
Configuration menu - View commit details
-
Copy full SHA for a7f6a6d - Browse repository at this point
Copy the full SHA a7f6a6dView commit details -
Merge branch 'port-tgui-part1' of https://github.com/Doubleumc/PvE-CM…
…SS13 into port-tgui-part1 # Conflicts: # tgui/packages/tgui/interfaces/DemoSim.tsx
Configuration menu - View commit details
-
Copy full SHA for 88d52bb - Browse repository at this point
Copy the full SHA 88d52bbView commit details -
Configuration menu - View commit details
-
Copy full SHA for 380ff53 - Browse repository at this point
Copy the full SHA 380ff53View commit details -
Move holocards to the squad hud (#6029)
# About the pull request This PR is a followup to #5968 which made holocards more prominent. Now the holocards are tied to the squad hud. Changes to sprites are just to move the holocards into the dmi with the rest of the squad hud icons. # Explain why it's good for the game It is not super important that this overlay *always* be displayed, and especially not to xenos. Now it is as if your squad visor is identifying the person you are looking at. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/76988376/b4f0e369-a269-4678-9f17-69dafffe0848 </details> # Changelog :cl: Drathek add: Moved holocards to the squad hud /:cl: (cherry picked from commit ad5daf7)
Configuration menu - View commit details
-
Copy full SHA for e538c7a - Browse repository at this point
Copy the full SHA e538c7aView commit details -
Configuration menu - View commit details
-
Copy full SHA for f8e0dbe - Browse repository at this point
Copy the full SHA f8e0dbeView commit details -
Configuration menu - View commit details
-
Copy full SHA for 6078bf6 - Browse repository at this point
Copy the full SHA 6078bf6View commit details
Commits on Jul 27, 2024
-
fixed obscured space tiles to noop, was preventing rear hatch from opening
Configuration menu - View commit details
-
Copy full SHA for 09647f5 - Browse repository at this point
Copy the full SHA 09647f5View commit details -
Configuration menu - View commit details
-
Copy full SHA for 166f703 - Browse repository at this point
Copy the full SHA 166f703View commit details -
Configuration menu - View commit details
-
Copy full SHA for e7a45f2 - Browse repository at this point
Copy the full SHA e7a45f2View commit details -
Configuration menu - View commit details
-
Copy full SHA for 6c375ce - Browse repository at this point
Copy the full SHA 6c375ceView commit details -
paradrop system is now multi-use with rappels & extraction rappels
Configuration menu - View commit details
-
Copy full SHA for b677889 - Browse repository at this point
Copy the full SHA b677889View commit details
Commits on Aug 1, 2024
-
some backend changes to normandy/alamo weren't added to PvE shuttles
Configuration menu - View commit details
-
Copy full SHA for 62c9ff4 - Browse repository at this point
Copy the full SHA 62c9ff4View commit details
Commits on Aug 2, 2024
-
our GM's virtual phone stuff was just different enough from PvP's implementation to cause issues
Configuration menu - View commit details
-
Copy full SHA for 7edba34 - Browse repository at this point
Copy the full SHA 7edba34View commit details
Commits on Aug 3, 2024
-
Jumping out of a dropship heading towards an LZ now throws your body …
…at the ground, instead of deleting it. (#5584) <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Jumping out of a dropship heading towards an LZ now throws your body at the ground, instead of deleting it. This does around 500 damage, and permanently kills you. ![image](https://github.com/cmss13-devs/cmss13/assets/91113370/6bbd7926-1f8b-4078-a1ea-2dc583725ece) These people falling out of the sky, can land anywhere where there is no ceiling (or a glass one). Basically anywhere you can mortar, medevac, or laze something. This only works if the dropship is heading towards one of the LZs, if not, then they're deleted like normal. I also fixed the throwing, so it doesn't appear like you're just standing in space for 0.5 seconds before being disappeared. I also removed some unused arguments in `take_overall_damage` and `take_overall_armored_damage`. It adds a bit of depth to the game, instead of your character being just outright deleted, their body actually ends up somewhere. <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/91113370/a6df19dc-7f9f-4c8d-8169-2db1497b6c54 (It does play sounds when you land, you just cant really hear them in this clip because they died.) ![image](https://github.com/cmss13-devs/cmss13/assets/91113370/b7f1bf66-fdce-4082-97c2-3fa841e168eb) ![image](https://github.com/cmss13-devs/cmss13/assets/91113370/f0819fea-4ac8-47b5-a012-f8ea12f08799) https://github.com/cmss13-devs/cmss13/assets/91113370/f727b8f7-1df3-4725-bb82-f16dc8294eea (Items do a little bounce when they land too) </details> :cl: add: Falling out of a Dropship en route to an LZ, now lets your corpse plummet to the ground instead of being deleted. /:cl: --------- Co-authored-by: private-tristan <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for edde0fb - Browse repository at this point
Copy the full SHA edde0fbView commit details