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Port TGUI react migration and fixes, Part 1 #342

Merged
merged 61 commits into from
Aug 5, 2024

Commits on Jul 24, 2024

  1. 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:
    mullenpaul authored and Doubleumc committed Jul 24, 2024
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  2. 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
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    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:
    mullenpaul authored and Doubleumc committed Jul 24, 2024
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  3. React Migration - part 2 (#5493)

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    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:
    mullenpaul authored and Doubleumc committed Jul 24, 2024
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  4. 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.
    SabreML authored and Doubleumc committed Jul 24, 2024
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  5. 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:
    mullenpaul authored and Doubleumc committed Jul 24, 2024
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  6. [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.
    Drulikar authored and Doubleumc committed Jul 24, 2024
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  7. 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.
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    -->
    
    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:
    mullenpaul authored and Doubleumc committed Jul 24, 2024
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  8. 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
    Drulikar authored and Doubleumc committed Jul 24, 2024
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  9. 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:
    SabreML authored and Doubleumc committed Jul 24, 2024
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  10. 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>
    jlsnow301 authored and Doubleumc committed Jul 24, 2024
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  11. re-fix conflicts

    correcting mistakes in the merging process
    Doubleumc committed Jul 24, 2024
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Commits on Jul 25, 2024

  1. 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]>
    2 people authored and Doubleumc committed Jul 25, 2024
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  2. clean lints

    never used, removal is a whole PR tangle of its own
    Doubleumc committed Jul 25, 2024
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  3. 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:
    harryob authored and Doubleumc committed Jul 25, 2024
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  4. 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]>
    3 people authored and Doubleumc committed Jul 25, 2024
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  5. 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:
    Birdtalon authored and Doubleumc committed Jul 25, 2024
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  6. 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]>
    2 people authored and Doubleumc committed Jul 25, 2024
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  7. Create ping.js

    Doubleumc committed Jul 25, 2024
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  8. Delete Dpad.tsx

    cas interface upgrade is a whole other can of worms
    Doubleumc committed Jul 25, 2024
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  9. .js to .jsx

    required to be found by route now
    Doubleumc committed Jul 25, 2024
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  10. Update trijent_elevator.dm

    stop poddoor filler from pretending its a real door
    Doubleumc committed Jul 25, 2024
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  11. Update SoundPanel.tsx

    convert to the new version
    Doubleumc committed Jul 25, 2024
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  12. Update ResinPanel.tsx

    convert to the new version
    Doubleumc committed Jul 25, 2024
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  13. prettier styles

    Doubleumc committed Jul 25, 2024
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  14. 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.
    
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    Explain your rationale fully, even if you feel it goes without saying.
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    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]>
    2 people authored and Doubleumc committed Jul 25, 2024
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  15. 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:
    Cthulhu80 authored and Doubleumc committed Jul 25, 2024
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  16. 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:
    Drulikar authored and Doubleumc committed Jul 25, 2024
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  17. 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.
    
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    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:
    mullenpaul authored and Doubleumc committed Jul 25, 2024
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  18. 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:
    ihatethisengine authored and Doubleumc committed Jul 25, 2024
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  19. 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]>
    2 people authored and Doubleumc committed Jul 25, 2024
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  20. 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]>
    5 people committed Jul 25, 2024
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  21. Fm timeing changes (#6097)

    <!-- 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]>
    3 people authored and Doubleumc committed Jul 25, 2024
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  22. 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]>
    3 people authored and Doubleumc committed Jul 25, 2024
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  23. sentry compat

    sentries work differently here
    Doubleumc committed Jul 25, 2024
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  24. downdate GLOB usage

    don't have that refactor either
    Doubleumc committed Jul 25, 2024
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Commits on Jul 26, 2024

  1. 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)
    Drulikar committed Jul 26, 2024
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  5. 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)
    vero5123 authored and Drulikar committed Jul 26, 2024
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  6. Partial port of 5318 fixing cas/demo simulators + outstanding changes…

    … done to them from 5493
    Drulikar committed Jul 26, 2024
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  7. update to "TGUI Parity"

    Doubleumc committed Jul 26, 2024
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  8. smartgunner merge

    Doubleumc committed Jul 26, 2024
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  10. rappel_harness to parachute

    Doubleumc committed Jul 26, 2024
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  11. cas panel prettier

    Doubleumc committed Jul 26, 2024
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  12. no more extraction rappels

    Doubleumc committed Jul 26, 2024
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  13. Merge branch 'port-tgui-part1' of https://github.com/Doubleumc/PvE-CM…

    …SS13 into port-tgui-part1
    
    # Conflicts:
    #	tgui/packages/tgui/interfaces/DemoSim.tsx
    Drulikar committed Jul 26, 2024
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  15. 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)
    Drulikar committed Jul 26, 2024
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  16. Fix simulator and overwatch

    Drulikar committed Jul 26, 2024
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Commits on Jul 27, 2024

  1. Update dropship_midway.dmm

    fixed obscured space tiles to noop, was preventing rear hatch from opening
    Doubleumc committed Jul 27, 2024
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  2. adjust dropdown widths

    were overflowing the window
    Doubleumc committed Jul 27, 2024
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  3. Update trijent_elevator.dm

    filter out the filler_object directly
    Doubleumc committed Jul 27, 2024
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  4. Update trijent_elevator.dm

    missing parenthesis
    Doubleumc committed Jul 27, 2024
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  5. rappels reintroduced

    paradrop system is now multi-use with rappels & extraction rappels
    Doubleumc committed Jul 27, 2024
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Commits on Aug 1, 2024

  1. PvE shuttle mapping fix

    some backend changes to normandy/alamo weren't added to PvE shuttles
    Doubleumc committed Aug 1, 2024
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Commits on Aug 2, 2024

  1. virtual phone compat

    our GM's virtual phone stuff was just different enough from PvP's implementation to cause issues
    Doubleumc committed Aug 2, 2024
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Commits on Aug 3, 2024

  1. 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]>
    2 people authored and Doubleumc committed Aug 3, 2024
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