ike709
ike709
Repro: 1. Spawn as human 2. Pick something up 3. Try to right click it in your hand 4. It isn't listed
I know that sRGB (mis)handling is the root of all transparency evil, but there's still something strange going on when toggling fake AO: https://github.com/user-attachments/assets/6689a686-4c56-448b-992a-cbeb0c4b696b
The code is kind of cursed but it works and `Say`/`Me` now behave identically to BYOND. Here's the Paradise DMF command for the `Say` button: `command = ".winset \"saybutton.is-checked=true?input.command=\"!say \\\"\"saybutton.is-checked=true?mebutton.is-checked=false\""`...
There's a debug assert in RT that checks for missing keyup events. Pressing Tab twice to repeatedly toggle hotkey mode causes the assertion to fail in OD.
Ref parent issue https://github.com/OpenDreamProject/OpenDream/issues/167 As far as DMF functionality goes, these should be relatively high-priority as they're needed to make Paradise properly playable without needing to use the Say popup...
The vending machine spritesheet doesn't match the actual item sprites. 
Tested on Paradise. In BYOND, toggling the chat theme should automatically toggle the DMF color. But in OpenDream, you have to run the "Toggle Darkmode" verb separately for the DMF...
Repro: 1. Launch TestGame 2. Make text appear in the chat window 3. Try to highlight the text by click-dragging 4. Fail BYOND allows text highlighting in the chat window.
Test code: ``` /client/Click(object,location,control,params) src
Exception: ``` [17:38:29] Runtime in code/controllers/subsystem/overlays.dm,92: Invalid appearance var "overlays" Exception occurred: Invalid appearance var "overlays" =DM StackTrace= /atom/copy_overlays code/controllers/subsystem/overlays.dm:92 set_dynamic_human_appearance code/__HELPERS/dynamic_human_icon_gen.dm:62 apply_dynamic_human_appearance code/__HELPERS/dynamic_human_icon_gen.dm:54 =C# StackTrace= System.Exception: Invalid appearance var...