Partially ports updates to the in-game HUD interface#915
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siliconOpossum wants to merge 27 commits into
Open
Partially ports updates to the in-game HUD interface#915siliconOpossum wants to merge 27 commits into
siliconOpossum wants to merge 27 commits into
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Second crack at my z-level changing HUD button. I felt that my last attempt left a lot to be desired, so here I am with it again! <details> <summary> Images </summary> Widescreen:   Non-widescreen:   Basic/Simple mobs:  </details> TODOs: - [x] Apply to cyborgs - [x] Apply to xenomorphs - [x] Sprites: Glass UI Style - [x] Sprites: Detective UI Style - [x] Sprites: Clockwork UI Style - [x] Sprites: Operative UI STyle I still wanted to get the PR up to both get feedback on this method and to see if I could garner a little bit of help with the spriting bit (PLEEEEASE) The current button leaves a lot to be desired, mainly: - It isn't applied to every possess-able mob - It has weird positioning and sizing that doesn't match anything else in the game - It's confusing and inconsistent to use (it straight up would not work for observers, and I had to add the option to do alt click to go down) This PR aims to fix all this, and more! - One, big, long button that matches other similar ones that already exist! - Click the up arrow to go up, click the down arrow to go down. Always. No fuzz! - Two types: Horizontal and Vertical! Choose whichever fits your needs! :cl: qol: The z-level button got a refresh! It's now applied to more places and it should be simpler to use. /:cl:
## About The Pull Request Closes #87809
## About The Pull Request This restores the "resist" UI element for xenos. It's been there the whole time, even having the screen item get made every time a Xeno player occupies a body. It wouldn't render, however, since the actual screen element wouldn't be modified to use the xeno UI theme.  ## Why It's Good For The Game Xenos have plenty to be resisting from. Stop-drop-and-rolling, instantly breaking out of handcuffs or straitjackets, buckle-combat. The thing is, it's been here to whole time too, and even had a sprite already set up, so it leads me to believe that this was somehow just taken out by accident one day and went mostly unnoticed. ## Changelog :cl: Rhials fix: Xenos have a "resist" ui element now. Cool! /:cl:
This PR completely overhauls Midnight and Midnight-derived UIs, as well as does some adjustments to the UI layout.  * All UI elements for Midnight/Midnight-derived themes have been redrawn to be cleaner, with consistent palettes and up-to-date sprites * Tiny equip E is gone - Drop action has been moved in its place, freeing some space in the bottom right corner * Four minor menu keys have been bundled with actions, now-vertical floor change element taking their place * Action palette (wide thing in the top left corner) is now hidden when it has zero actions bound to it and the player isn't currently dragging an action button. I've also fixed some minor issues with how hand elements are rendered, and given feedback to resist button (it now lights up when pressed or when the hotkey is held down) <details> <summary>Some screenshots of new UIs</summary>    Redrawn UIs now have themed clothing slots    </details> Our UI icons are very outdated and compressed, with very large palettes and odd transparency quirks, making adding new elements or redesigning current ones quite hard and frustrating. A fresh coat of paint can take user experience a long way. As for moved elements, most people either equip things manually or use the equip hotkey - E button is rather obscure and rarely used, while drop button makes sense to be located near hands. Action palette just takes up screen space most of the time, so there's no reason to not hide it when you don't have any use for it. :cl: qol: Resist button now has visible feedback. qol: Readjusted UI layout. image: Completely redrawn Midnight and Midnight-derived UIs! /:cl:
…active hand slot overlays (#88673)
Adds a new HUD element that only shows up when you're resting that flicks when you click it once, and puts you to sleep for 40 seconds if you double click it (so you don't accidentally sleep yourself for 40 seconds), which is meant to replace the verb in the stat panel. Doesn't show up if you're sleep immune. I also fixed alien huds a bit, putting rest on the right side where it is for every other mob, and brought the floor change buttons down to compensate. New Larva HUD (other xenos have Throw between rest and sleep)  Demonstration https://github.com/user-attachments/assets/11f7574d-dd6d-4da5-ab39-6fcf6d6694b9 Rest can be seen in IDB As a compromise to putting a tgui confirmation menu in your face or requiring a double click, I added a new setting in accessibility tab that allows you to disable "double click" features. So far all it does is give a tgui menu instead of require double click for sleeping, and allow you to further examine things with a linked button in base examine. Sleep is currently only a verb available in the stat panel, this provides an alternative so it doesn't become a chatbar-only verb when the stat panel is removed. It's also just good feedback to the player that this action exists.
## About The Pull Request Off shuttle move doesn't need to happen because shuttles use abstract move which calls it anyway Similar story for the ghost stuff, this was actually causing pretty common double calls so we may actually get somethin out of this Oh and something in air which is past me knifing me in the back
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Fixes shuttle parallax that was broken as a result of the [PR](tgstation/tgstation#82644). The problem was that Move would only update after walking and such. The update was forcing Parallax to update when a mob is standing still. **BEFORE FIX** https://github.com/user-attachments/assets/f015435e-16d4-44d4-97e5-03d242ddda4c **AFTER FIX** https://github.com/user-attachments/assets/22d4e256-54b9-4d8c-93ee-2312f2cabe39 ## Why It's Good For The Game Full immersive gameplay comeback. ## 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 mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. 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. --> :cl: fix: Fixed shuttle parallax when a mob is standing still. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Partially improves: * #46002 Previously, the ghost's "t-ray view" acted as a toggle, even though the scan only occurred once. This PR changes it to function as an action rather than a toggle, removing the need to press the button twice. While the ideal solution would be for the t-ray scan to work on the process tick, my attempt to give ghosts their own t-ray scanner and to toggle it on upon using the verb did not work as expected because the scanner didn't recognize the ghost as its holder (`mob/viewer` in the code). This update serves as an improvement to the current behaviour, but in the future, the t-ray scan verb should function like a normal t-ray scanner, instead of just a one-time scan. ## Why It's Good For The Game Improves the t-ray verb, before it acted as a toggle even though it only worked once upon toggling on. Improves user experience using this verb. ## Changelog :cl: fix: the ghost "t-ray view" no longer requires a double press to activate a second time. qol: renamed "t-ray view" to "t-ray scan" for clarity. /:cl:
This is part of my ongoing project to remove the Stat panel which you can read/contribute to here: https://hackmd.io/443_dE5lRWeEAp9bjGcKYw Replaces the pAI button at the bottom of Ghost's HUD with a new button for Ghost settings Default look  With fun verbs (admin only, the 2 buttons at the top right), No body, and lag switches on (disables T-Ray and Zooming)  The ghost icon next to "re-enter body" is the DNR button, which requires double click. Extra view is now easier to understand, 0 is "default", anything more is extra vision you get. Goes to 3 for regular users, 7 for BYOND members. Removes the "Ghost" tab from the stat panel entirely, this replaces it. The Ghost tab of the stat panel is filled with barely functional stuff, like "Jump to Mob" which allows you to jump to "oranges ear" which teleports you to nullspace, or the 4 different jump to verbs for different things which is irrelevant from the Orbit menu and the many improvements it got over the years, and even the Notifications panel, which seems pretty useful, but because it's delegated to a small button filled with the rest of these it gets entirely drowned out. This puts all the important things in front of the user at the click of a button, meant to be easy to navigate and giving important information first. :cl: add: Added a 'Ghost settings' button, taking the spot of the pAI candidate button and replacing the "Ghost" tab of the Stat panel. This button contains buttons pertinent to your time as an Observer. /:cl:
## About The Pull Request Partially rolls back #91370 by reintroducing ghost verbs, but for the chatbar only. Doesn't clutter up the statpanel, but powerusers can quickly type them in without navigating the menu. ## Why It's Good For The Game The change massively fucked over our powerusers (aka admins, which are already suffering from poor UX) who were used to typing out the verbs in the chat. No reason to remove functionality, the menu is neat but if you remember commands by heart its faster to type them out. ## Changelog :cl: add: Ghost verbs are back in the chatbar, you can now type out things like "Orbit" or "T-ray-scan" once again as a ghost. /:cl:
tgstation/tgstation#91619 missed a couple that I use and I want them back!! Also unhides the report-issue verb as it's kind of a pain to get to now with the removal of the ever present button above stat panel. Reee give me back my verbs :cl: qol: "Spawners Menu" and "Minigames Menu" are back as chat verbs for power users qol: report-issue is now a verb that can be used in chat to open the issue report prompt for power users /:cl:
## About The Pull Request Fixes tgstation/tgstation#85120 I think it was introduced by tgstation/tgstation#84984 ## Why It's Good For The Game fix good ## Changelog :cl: fix: fixed ghost huds /:cl:
## About The Pull Request On the bottom right of the ghost hud, there will be buttons to toggle the various ghost hud changes <img width="253" height="130" alt="image" src="https://github.com/user-attachments/assets/98e66f4f-b211-4d45-9f18-382d4a50de37" /> - Darkness level - Atmos click scan - Heath click scan - Chem click scan - Data huds - Tray scan - Ghost vision ## Why It's Good For The Game Provides an easy place to toggle things without needing to fish though a side panel or UI, or type something in chat. Plus shows you at a glance what you all have on. ## Changelog :cl: Melbert add: Adds screen hud elements for ghost toggles /:cl:
https://tgstation13.org/phpBB/viewtopic.php?f=5&t=35669 https://github.com/tgstation/tgstation/assets/70376633/77e1548a-46be-4da9-a6cd-a7f5b2fdf21b its convenient and especially more convenient on northstar for orientation :cl: qol: AIs now get a z level indicator /:cl: --------- Co-authored-by: san7890 <the@san7890.com>
…into HUDupdates
…into HUDupdates
## About The Pull Request Tin. Another annoying spurious runtime that is caused by create_and_destroy spawning weed nodes (which delete the weed at their loc). It was doing this before the weed finished initializing sometimes. Fixes NovaSector/NovaSector#2494 Tested with 10 back to back CI runs, runtime did not occur.
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Grabs a few changes like the new layout and new icons for the Midnight-adjacent HUD themes, as well as the observer verb icons, z-level button, etc does not port everything though, it turns out HUD elements are deeply integrated with many of the game's systems and quickly grabbing every change would not be reasonably possible
Please report any issues you have relating to the HUD (i.e, inventory slots, the buttons next to the paperdoll, etc), thank you.