Commit Graph
3395 Commits
Author SHA1 Message Date
Roxy de4c3b255d Merge branch 'master' of github.com:tgstation/tgstation into upstream-2026-06-23 2026-06-23 15:51:55 -04:00
Leland KembleandGitHub 8f11034a79 Fixes runtime when connecting a tank to a TTV (#96559)
## About The Pull Request

didn't pass user when attaching the other way around

## Why It's Good For The Game

<img width="534" height="97" alt="image"
src="https://github.com/user-attachments/assets/d86e9674-9346-4e50-8f23-f449df97508f"
/>

## Changelog
🆑

fix: fixed connecting a tank to a TTV the other way around

/🆑
2026-06-19 01:10:47 +02:00
SmArtKarandGitHub 7e0fba028f Fixes earthcracker not getting spent on mining z levels (#96533)
## About The Pull Request

Closes #96531

## Changelog
🆑
fix: Fixed earthcracker not getting spent on mining z levels
/🆑
2026-06-17 05:43:59 +02:00
33824ac7c1 TTS 3.0: Blips Rework, Radio TTS, Unknown Languages are Blips now (#95369)
## About The Pull Request

Re-did blips to be significantly nicer sounding and way better. Alien
speech you don't understand now comes through as Blips. If you have TTS
entirely disabled, you won't hear blips. Blips also now include more
customization options, and a dedicated Blips preview button by clicking
the leaf icon.

<img width="1749" height="354" alt="ApplicationFrameHost_5nKJEvaNV1"
src="https://github.com/user-attachments/assets/ef6c6b61-7c22-4a87-94c9-be50e89c65bb"
/>


https://github.com/user-attachments/assets/8cab7e55-6370-4e4e-99ba-ea2475569453

Radio TTS has been implemented. By default, you will hear all TTS over
the radio, but will not hear yourself over the radio. You can configure
this in Game Settings.


https://github.com/user-attachments/assets/94a44d84-17a9-4e6e-ac5c-3b800b11c159

<img width="743" height="193" alt="chrome_MOIcXaC2gh"
src="https://github.com/user-attachments/assets/907379b7-0689-486c-b29c-9be0a2259b05"
/>

The new TTS stack is located at
https://github.com/Iamgoofball/tgtts-qwen3 and is AGPLv3 licensed. The
new blips design was inspired by
https://github.com/joshxviii/animalese-typing.

The configuration to disable TTS on whispering has been removed, as it
is no longer needed and also interferes with radio TTS functioning
properly.

The Tram now utilizes TTS, and has had a general audio tune-up.


https://github.com/user-attachments/assets/f532d002-939c-43a1-95d0-0f0c43048997

TTS audio is now 3D and in space, see attached.


https://github.com/user-attachments/assets/b00df49a-9d1d-4b27-a8a0-d103099f5c7e

## Why It's Good For The Game

Quality of life improvements to the TTS system, long overdue. Also, TGMC
can migrate to this new method of doing radio audio so they aren't
sending double the TTS requests anymore.

## Changelog

🆑
add: Added support for Radio TTS. You will now hear players over the
radio via the TTS system.
add: Configure this in Game Options under the Sound tab.
sound: Re-did blips to be significantly nicer sounding and way better. 
sound: Alien speech you don't understand now comes through as Blips. If
you have TTS entirely disabled, you won't hear blips.
sound: The Tram and Computers now utilize the TTS system. Configs have
been added to set a consistent voice.
sound: TTS audio now utilizes 3D audio; you can now walk away from
people saying stupid shit and it gets quieter.
sound: Blips also now include more customization options, and a
dedicated Blips preview button by clicking the leaf icon.
del: The configuration to disable TTS on whispering has been removed, as
it is no longer needed and also interferes with radio TTS functioning
properly.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2026-06-15 18:54:24 -04:00
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
MrMelbertandGitHub 6b631cb2c2 Roundstart nuke ops now spawn on an elevator to wait while the base loads in (#96178) 2026-06-02 20:59:42 +10:00
ArrisFairburneandGitHub 56d844436c TTV Quality Of Life (#96202) 2026-05-26 09:04:59 -04:00
+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
MrMelbertandGitHub f3cc933465 You can purchase (lower quality) broadcast cameras as a cargo goodie (#95914)
## About The Pull Request

You can order a broadcast camera (the thing the curator can get which
lets them livestream to entertainment screens) in cargo for 800 credits

The cargo version has a smaller view range (4 tiles instead of 7 tiles)
and slows you down slightly

## Why It's Good For The Game

There's a lot of opportunities for gimmicks in being able to broadcast
to the station

Like if you're an antag and want to prove you have a hostage, or you
want to make rival news broadcasts, or you're a clown who livestreams
breaking into security, etc

Access to the ability to broadcast is very very limited (to a single
curator kit). If you wanna do any of the above you have to either play
curator and dedicate your entire round to it, ask the curator for
*their* gimmick item, or if there's no curator and you didn't roll it
you just can't do it at all. (And god forbid if someone steals the
camera or you lose it)

I think it's kinda sad so I wanted to add another way to obtain the
ability to broadcast and I figure cargo is a good place. It's lower
quality because I'm very wary of people robbing the curator of their
gimmick - The curator's camera is top of the line and that's what
differentiates it from the pleb's stuff.

## Changelog

🆑 Melbert
add: You can purchase (lower quality) broadcast cameras in cargo for
800cr
/🆑
2026-05-13 21:10:07 -04:00
ArcaneMusicandGitHub 283fdd5290 Adds the E-2 Earthcracker, a traitor tool for premeditated sabotage. (#95731)
## About The Pull Request

Adds a new traitor item, the E-2 Earthcracker. The Earthcracker is a
handheld sabotage device that you can deploy onto the ground in order to
deliberately create a weakpoint on that location.

As a recap, weakpoints can be exploited with a sufficiently large enough
explosive in order to create a chain of cracked turfs from it's
location, randomly breaking floors and walls, as well as attempting to
create new weakpoints that will allow for more of the hull to break
down. Weakpoints, if discovered, can be welded to taped up to repair
them using sticky tape.

The earthcracker creates a longer, and larger weakpoint than the kind
that spawn naturally. However, to use this subtly, you'll need to hide
the weakpoint created, as well as clear away the spent earthcracker by
using a wrench.

Practical use is: Get the earthcracker, use in hand to arm/anchor onto a
turf (Can be unwrenched at this point), activate with an empty hand to
begin the cracking process, then wrench away, and you have a well
hidden, high power sabotage device.

Two variants are available in-game: The E-2 Earthcracker which can be
obtained from the traitor uplink at 2TC each, and the E-1 Earthcracker
which can be purchased on the black market. The E-1 variant spawns
normal run-of-the-mill weakpoints as opposed to the E-2, with a 30%
availability from the back market, at a cost of 200-600 credits.


![earthcraking](https://github.com/user-attachments/assets/0ab3a5af-f6c3-4096-b59a-7a1b44a01700)


## Why It's Good For The Game

I'll be frank, I don't think we necessarily need *more* tools to cause
havoc, but I wanted to expand the weakpoint framework a bit and this
idea came to mind. The Earthcracker fits in the same category as C4, but
without a signifigant amount of the control that comes from C4 and
absolutely from X4. This stands to cause more damage across the hull,
with the ability to keep expanding the crack. For that reason, I think I
may have underpriced this in terms of TC, but I'm up for discussion on
if it needs to go up to a 3-5 range.

In an ideal world, this could be used for making booby traps, such as
planting an earthcracker in an area like escape or a larger department,
and then triggering the weakpoint when the right people are around, even
through something like a detomatrix or a trigger on a grenade.

As an added reminder, weakpoints have a dedicated method to repair them
if discovered, that being welding them or hitting them with sticky tape
to repair them quickly, offering some counterplay.

I also added a lighter variant onto the black market as a fun, dubious
thing to have on the black market.

## Changelog
🆑
add: Adds the E-2 Earthcracker device as a purchasable traitor item for
2 TC. Use it to create potentially devastating weakpoints onto the
station!
/🆑
2026-05-07 06:13:55 +02:00
aa4dc56835 Removes Station-time (more time changes) (#95744)
## About The Pull Request

Removes Station-Time entirely
Server Time is now NST (Nanotrasen Standard Time). SS13 takes place
exactly 540 years in the future of the current day, so every second is 1
second in-game.
Round Time is now PT (Pay-Time), how Nanotrasen keeps track of how long
the current rotation of Employees has been working for.

Telecomms uses NST due to its importance of being the communication to
the blackbox.

Autopsy report, clocks, scientific reports and requisitions use both
timestamps due to them being more official documents that NT may need to
know beyond just the current round (just for flavortext).

Pretty much everything else (Det scanner, PDA, IC logs, Time-of-Death,
AI law changes, Cyborg file downloading) uses PT

PT
<img width="305" height="217" alt="image"
src="https://github.com/user-attachments/assets/cef73025-6292-4f9c-8565-197397bda2ca"
/>
<img width="168" height="59" alt="image"
src="https://github.com/user-attachments/assets/a99db568-045d-45fc-8206-0d9a7b13c7d2"
/>
<img width="308" height="122" alt="image"
src="https://github.com/user-attachments/assets/37ca6f17-8916-4af2-9c91-0f0707038ca5"
/>



https://github.com/user-attachments/assets/29445051-c98b-4af3-a657-812083aab91a


Clock (Literate)
<img width="748" height="292" alt="image"
src="https://github.com/user-attachments/assets/c824e812-91b5-4737-858d-768336e9a7c4"
/>

Clock (Illiterate)
<img width="446" height="94" alt="image"
src="https://github.com/user-attachments/assets/90d5ea0d-eaff-4ced-aa31-ffdf0b4832a5"
/>

New paperwork time working properly

<img width="311" height="190" alt="image"
src="https://github.com/user-attachments/assets/6d048926-db61-4c91-893b-ce93e1ea7775"
/>

NST
<img width="800" height="115" alt="image"
src="https://github.com/user-attachments/assets/35ffde49-13c1-4ce7-ab24-858e48b608bd"
/>
<img width="1288" height="142" alt="image"
src="https://github.com/user-attachments/assets/40c30d16-e0de-4efc-b460-9486eeb901d6"
/>

# Other changes

1. Circuit time checker will now get the value of the given input (Hour,
Minute, Second) rather than the full dedisecond time converted into
hour/minutes/seconds

<img width="270" height="67" alt="image"
src="https://github.com/user-attachments/assets/097440cc-1c45-447f-9976-18de7f9c722c"
/>

2. Turns nightshift into a round event that'll last approximately 22
minutes
3. 12-hour pref (doesn't apply to the stat panel because it's global
info) & removal of "TCT" time

<img width="569" height="440" alt="image"
src="https://github.com/user-attachments/assets/d39083b1-d248-41c0-9a1c-b2398ca203a7"
/>

4. The chocolate pudding negative moodlet is now based on the server's
IRL time.
5. Admins can now use ``class``, ``style`` and ``background`` (they were
already given perms to use ``img`` so hiding background, which was
removed to prevent image embedding, is pointless)
6. Also fixes ``year`` being off on localhost.


## Why It's Good For The Game

Server Time is approximately 1s = 12s converted, not including it
desyncing from lag (I believe?).
This makes it pretty much impossible for people to actually use this as
a unit of measurement for in-game actions.
Different things also uses different timestamps which is a bit more
confusing.

The main change here is for accessibility and, hopefully, using time as
a source of immersion. "20 minutes ago" is no longer OOC, they're just
speaking in PT. There's no timezones in space, Nanotrasen Standard Time
is the closest there is, but Pay Time is how NT considers when you get
your paychecks, so it's what is more commonly used.

It also fixes major inconsistencies between "IC time" and "Station
time", things like breakfast moodlet was the first 15mins of the round
despite the round starting like 7 hours in? Nukies with an L6 SAW firing
down the halls was shooting like 1 bullet every 3 seconds (assuming 4
bullets per second), overall there was just a disconnect between how
long time actually is in the universe.

The secondary reason for this change (though it is what pushed me to
actually get around to making this change) is the greater stat-panel
removal. This hopes to lessen the dependence on the stat panel for
station-time by making it easier to understand, and the end-goal I have
is for this information to be limited to Admins & the AI (AI will get
the IC version with the accurate year), so until that happens I would
like to improve the use of station-time by making it consistent (for
example, you should only care for PT for IC, which is also what your PDA
displays), so that when it gets removed it won't leave players timeless.

If you haven't already, and is interested in helping remove the stat
panel, every entry that needs to be removed can be found here -
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view

Closes https://github.com/tgstation/tgstation/issues/94988

## Changelog

🆑
del: Removed Station Time, now we use NST (Nanotrasen Standard Time),
which is IRL server time +540 years, and PT (Pay Time), the amount of
time since the round has started.
del: Station nightshift is now a Station event rather than being based
on Server time.
balance: Time circuit's Unit of Measure now tells the amount of time in
hour/minute/seconds rather than giving the whole time translated to
hours/minutes/seconds.
qol: Added a 12-hour clock pref for people who prefer it.
qol: Hovering over NST timestamps on official documents will now
translate how much it is in PT/Shift Time.
admin: Admins can now use style/class/background in their papercode.
/🆑

---------

Co-authored-by: Isratosh <Isratosh@hotmail.com>
2026-04-25 14:13:31 -06:00
MrMelbertandGitHub 05b7ce90ff Adds Lawyer/HoP/QM/Spy unique traitor item, the briefcase firearm mechanism (#95607)
## About The Pull Request

Lawyers, Quartermasters, and Heads of Personnels can now purchase a
`"Briefcase Embedded Firearm Trigger"` from the traitor uplink for 4 tc.

The briefcase looks like a normal, unassuming briefcase - But when any
weapon is placed inside, you gain the ability to "fire" the briefcase,
which *actually* fires the weapon.

Only the first weapon found is fired, even if it's empty.
So while you CAN put 5 pistols inside, you'd have to cycle them in and
out manually.

This works with *any* weapon that can fit inside the briefcase, which
essentially restricts it to pistols and some laser weapons.
*No*, sniper rifles won't work in the briefcase. (You can't use it to
bypass weapons that require two hands.)
*Yes*, you can also handcuff the briefcase to your wrist as normal. (Who
knows what this will allow.)

---

Also purchaseable is an 8tc `"Briefcase Embedded Firearm (Combo Deal)"`,
which comes pre-loaded with a Makarov and 0 magazines.

This variant is also available to all Spies as a medium difficulty
reward.

--- 

Additionally I changed the boot-dagger's examine tell to only show to
people holding the item.
When I was implementing the briefcase gun I made the examine tell only
show while held and I thought "well, the boot-dagger should follow the
same logic". They're meant to be stealth objects so being able to figure
it out from across the room feels weird.

## Why It's Good For The Game

This was a random idea someone threw out that I thought fit the vibe and
gameplay of traitors and spies really well.
It's a very espionage-y idea, very James Bond. 

It will definitely catch a lot of people off guard. It basically allows
the Lawyer to walk around with a pistol or revolver drawn at all times.
I'm a bit worried it'll be too potent combined with handcuffs (nodrop
revolver?), but the Lawyer doesn't get many Ws so maybe it's fine.

## Changelog

🆑 Melbert
add: Traitor Lawyers, Quartermasters, and Heads of Personnels can now
purchase a "Briefcase Embedded Firearm Trigger" from the uplink for 4tc
- a briefcase that allows any weapon stored within to be fired by
"firing" the briefcase itself. Weapon sizes are restricted to whatever
fits in a briefcase, meaning it practically only works with pistols and
some laser weapons. It has a subtle examine tell that only appears while
being held.
add: Also available for 8tc is a combo deal that comes pre-loaded with a
Makarov. This can also appear as a medium Spy reward.
balance: The Spy item "boot dagger"'s examine tell now only appears if
you're examining them WHILE holding them.
/🆑
2026-04-17 13:29:57 +10:00
John WillardandGitHub 76c88edea9 Removes Object & Server tab (#95292)
## About The Pull Request

Removes Object tab, which didn't work as it required a whole reload of
your verbs to update to what verbs would show up in it (which is very
hard to actually trigger as a player), but leaves the verbs that had
them show in the dropdown menu.

Removes the Point-To and Examine verbs from the Stat panel, now it's
commandbar only. Originally only did Point-To, but because the stat
panel sorts itself by the category of the item, then the order of the
name, I had to remove Examine's category so it would remain sorted the
same.

bruuuuuh

<img width="1259" height="985" alt="image"
src="https://github.com/user-attachments/assets/ea89db24-fafd-41d6-939e-4dbc7bbf3828"
/>
<img width="309" height="244" alt="image"
src="https://github.com/user-attachments/assets/3b8d9c52-056b-44ce-8ee8-051439a2fa51"
/>


Removes Server tab for players (not Admins) by moving Show Map Vote
Tallies to the OOC tab, as that was the only verb there.

Activate Held Object has been moved to IC since it's a roundstart verb,
I thought I should leave it be (do we have numbers on how many people
use these? Why would someone use the verb over clicking on the item
in-game or Z? Should I remove this too?).
Admin's Object Possession verbs are now in Admin Fun instead of Object.

Player stat panel
<img width="299" height="194" alt="image"
src="https://github.com/user-attachments/assets/8a3c9ad0-514a-44c5-b023-f71e57de4758"
/>

Admin stat panel
<img width="581" height="224" alt="image"
src="https://github.com/user-attachments/assets/7232485f-af41-469e-abfd-fce066816eec"
/>
<img width="624" height="297" alt="image"
src="https://github.com/user-attachments/assets/6eb540be-4912-44f6-be36-5fe3a74b7f19"
/>


## Why It's Good For The Game

We have 2 tabs that exists for a total of 3 procs, 2 of them fit
elsewhere and the last one doesn't work at all. Most verbs here don't
show up in the stat panel at all for the vast majority of players due to
the stat panel not actually loading them in when it's available, which
to me shows that it's a feature that isn't really cared about anyways.

It also helps newer players because there's less tabs to navigate and
less verbs to sift through, we have a ton of verbs that basically don't
need to exist and they only exist to make looking for the important
verbs a larger hassle.

## Changelog

🆑
del: Deleted Object tab, and Server tab for players. Activate Held
Object verb is now in the IC tab. Examine and Point To was removed from
the stat panel.
admin: Object possession verbs have been moved to Admin Fun.
/🆑
2026-04-05 20:21:59 -07:00
16aef3a2fd Completely refactors HUD element management and datumizes inventory HUDs (#95119)
## About The Pull Request

This is a port/revival of Kapu's
https://github.com/DaedalusDock/daedalusdock/pull/883
By god, please TM this for a while, as HUDs are rather volatile and I
might've missed something (also the original PR had harddel issues, so
we should probably be on the lookout for those)

Instead of being stored in a metric ton of separate variables, all HUD
elements are now kept in a ``key -> element`` assoc list, and separate
category lists have been turned into a single ``group_key -> list of
elements`` assoc list for easier management.
This massively simplifies HUD creation and management, and allows us to
sanely dynamically modify HUDs without having to keep track of our
elements ourselves (harddel fuel)

I've also noticed that plasma vessels had... interesting, to say the
least, way of managing their HUD and in humans were unable to display
it, which I've changed (the element itself is displayed below stamina in
non-aliens, as latter occupies the spot where you'd normally see it)
Also fixes a bunch of minor unlikely to occur issues with HUD not
updating when it should've sometimes.

## Why It's Good For The Game

The two most important results of this is that A) we can fix the issue
with items larger than 32x32 not displaying properly in inventories (in
a separate PR) and B) this paves the way for datumized inventory slots,
although that is a separate nightmare
Some of this code is also actually over a decade old, and is an absolute
nightmare to work with.

## Changelog
🆑
qol: Non-aliens with an implanted plasma vessel now see their plasma
level in their HUD instead of just the stat panel
refactor: Refactored the entirety of HUD management code, report if
anything breaks!
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2026-04-02 15:20:55 -04:00
MrMelbertandGitHub 332b9e5253 Fix jammer bricking headsets (#95556) 2026-03-30 20:04:52 -04:00
MrMelbertandGitHub 599375828e Moves lung scanning code out of healthscan (#95509) 2026-03-26 19:46:30 +01:00
LemonInTheDarkandGitHub 9d14e327b5 Begins Improving Sparks/Flares Somewhat, Adds Animatable Light Overlays (#95362)
## About The Pull Request

[Adds a visual tick helper, integrates it into SSmove and
such](https://github.com/tgstation/tgstation/commit/e97035f9f74fad5c67c5bf19d8d5d3bb4bd476b4)

Basically, if we do "stuff" during verb time then the next chance
clients have to actually see it is on the next visual tick (rather then
the normal "this tick"). This is cause clients get their next frame
during maptick, and maptick runs before verbs.

We want to be able to handle this properly because if you say, create an
object and then move it on the same VISUAL tick (NOT game tick), it will
just teleport instead of playing out the move. I don't want this for
stuff like sparks, so we need a way to work around it.

[Moves most users of the _FAST flag to
_INSTANT](https://github.com/tgstation/tgstation/commit/6f96daac00519c69adc7554f52114798a65f3ad5)

These are the kids that don't immediately spawn something and the move
it, and we want to allow them to move actually as soon as possible
(important for stuff like space)

[Improves basic effect systems, makes their products delete when they
stop
moving](https://github.com/tgstation/tgstation/commit/172cb25d80ed34e1ec523172a1677fb524239fba)

Moves some stuff out to getters or vars so children can better decide
how long effects should last/how fast they should move. Uses this to
clean up weird dupe code used by explosions.

Makes all these effects delete on contact with something that stops
them. I'm doing this because an effect just hanging in the air looks
really really odd. Does have consequences for sparks that are already
moving at a wall though, might need a better way to handle that.

Makes all these effects use _FAST loops so they don't just hang in the
air for a second on spawn

Adds a setter proc on sparks for their duration, gonna use this to
improve their effects some

[Refactors overlay lights, adds support for animating their
images](https://github.com/tgstation/tgstation/commit/3ad0083cf2b536df51a6d93dca40eac20c1d62d1)

Implements light_render_source and relevant setters, this allows us to
replace the components of an overlay light with basically whatever we
want

Refactors overlay lighting to handle its images more consistently,
allowing us to hook into an image being modified

Combining the two of these will allow us to consistently copy a light's
image, modify it in some way, and then relay that modification back
down. Allowing us to animate it or do more advanced effects painlessly

Also, fixes ranges of 1 or less not rendering at all on initial set
(thank you kapu)

[In which I get fed up and add a macro helper for UID
generation](https://github.com/tgstation/tgstation/commit/aab48b03d407104d4f9cf9acb034494237def911)

[adds vv hooking for all existing lighting
vars](https://github.com/tgstation/tgstation/commit/b81c6200a0d74c36b440aa3f4c1f22c422090a2d)

[Upgrade effect system's dir picking to avoid duplicates when
possible](https://github.com/tgstation/tgstation/commit/18b622586b509c6be4c4bca4e3e7c175ad75fe91)

[Uses the technique described above to animate spark's lights out as
they
move](https://github.com/tgstation/tgstation/commit/67ba177982213799984a70e89536c5efb3d17e14)

This is a decently nice effect imo, it allows us to bump their power
(read, alpha) since it'll get animated away. I try to sync the animation
to the actual icon state's flow (it's 0.7s long). I also sped them up
somewhat to hopefully have a nicer looking effect? we'll see.

[Abstracts away intercepting overlay lights into a holder
datum](https://github.com/tgstation/tgstation/pull/95362/commits/b3f1fe74f2c3bab1d8912ab8a666bd05677ad032)

This should make it far easier to reuse this pattern!

[Fixes overlay lights flashing to double intensity when picked up off
the
ground](https://github.com/tgstation/tgstation/pull/95362/commits/1d83f2031fa2b33312b2aea4359c0c37c9d04ac7)

We needed to clear out their underlays BEFORE the animation

[Adds a flickering effect to flares and their
children](https://github.com/tgstation/tgstation/pull/95362/commits/b7a858e04a607c58b6c7fbe1476ffe2239e63bde)

I'm still not 100% happy with this, I was trying to avoid it feeling
like a heartbeat with random noise and I.. THINK it worked? it's
honestly quite hard to tell

[Adds the same flickering to lighters, welding tools and life
candles](https://github.com/tgstation/tgstation/pull/95362/commits/3ec44027e17835ae96702cec5f0b12d1f4deb32b)

Also, updated light candles to mirror the appearance of normal candles
and use overlay lighting

EDIT:
I realized while working on flares that I accidentally double applied
color, so if you saw the sparks animations before now it was different
(less vibrant). IDK if I like this better or worse but it is RIGHT and
that's what matters.

## Why It's Good For The Game

I got mad about how bad these looked, and this is a start at improving
them.
Also, adds a framework for more dynamic effects applied to overlay
lights (you could use this to apply a sort of "emergency rotating"
effect, or flicker/buzz for example).

<details>
 <summary>Before</summary>


https://github.com/user-attachments/assets/66437f27-ee3c-4f14-a7ee-4a1c3e68533a


https://github.com/user-attachments/assets/ed14fff8-a7eb-47fe-bab5-9a490ac96629

</details>

<details>
 <summary>After</summary>


https://github.com/user-attachments/assets/fb24ff2e-c745-42a5-8e11-c8a1eeef35a5


https://github.com/user-attachments/assets/fd8c2116-cb92-4fe6-ad3e-786a6538e52a

</details>

## Changelog
🆑
add: Reworks how sparks render. They're now a bit brighter, will fade
out as they move/if they hit something, will stack with each other less
and also won't start hang in the air on spawn.
add: Added a flickering effect to lighters, welding tools, flares,
torches and candles (since they're flames).
fix: Overlay based lights (think flashlights) will no longer flash to
double intensity while being picked up.
refactor: Reworked how some effects (explosion particles, sparks, some
reagent stuff) function, report any bugs!
/🆑
2026-03-20 14:48:57 +13:00
MrMelbertandGitHub da64374423 Reverts "Add prosthetic limb" surgery to involve targeting limbs, rather than targeting chest. (Adds stumps) (#95252)
## About The Pull Request

- The `prosthetic replacement` surgical operation has been reverted to
be closer to how it used to work: The operation is done targeting the
limb that's missing

The change was made out of necessity, as surgical state was tied to
limbs - you had to operate on the chest to re-attach limbs because there
was no limb to operate on.

To circumvent that, I have done the unthinkable of adding stumps when
you are dismembered.

- Missing limbs are now represented as an invisible, un-removable,
un-interactable limb.

Making this change was not as difficult as originally anticipated, and
(at least surface level) seems to have broken very little.

Surprisingly little had to change to make this work. 

Direct accesses to `mob.bodyparts` was changed to `mob.get_bodyparts()`
with an optional `include_stumps` argument.
Similarly, `get_bodypart()` had an optional `include_stumps` added. 

This means we ultimately barely needed to change anything, and in fact,
some loops/checks were able to be streamlined.

## Why It's Good For The Game

- As mentioned, this change was out of necessity and was easily the
least intuitive part of the broader changes. Reverting it back to how it
used to work should make it far easier for people to pick up on, and
means we can cut out a bunch of bespoke instruction sets that I had to
include.

- The addition of stumps also adds a ton of future potential - code wise
it allows for stuff like better damage tracking (we can transfer damage
between limb <-> stump rather than limb <-> chest), and feature we can
do "fun" stuff like have stumps bleed on dismemberment that you can
bandage.

## Changelog

🆑 Melbert
del: "Add prosthetic limb" surgical operation has been reverted to be a
bit closer to how it used to work - you operate on the missing limb /
limb stump, rather than on the chest.
refactor: Missing limbs are now represented as limb stumps. In practice
this should change nothing (for now), as no features were rewritten to
make use of these besides surgery. Please report any oddities with
missing limbs, however.
/🆑
2026-03-20 14:32:41 +13:00
MrMelbertandGitHub 71e2fe4447 Adds some intercom mapping templates (#95309)
## About The Pull Request

Adds some intercom templates based on some commonly mapped in var-edited
intercoms
- Interrogation
- AI private (AI upload)
- AI private (AI antechamber)
- AI private (AI chamber)
- Free range
- Free range (AI chamber)

Also adds some templates for the recently added
encryption-key-in-intercom mechanic
- Departmental intercoms

Doesn't map in any of these templates (yet) 

Also allows for radios to have locked keyslots in addition to locked
frequencies

## Why it's good for the game

Makes it a bit easier to map intercoms, particularly for event maps

## Changelog

🆑 Melbert
code: Radios can now have their keyslot locked, though no radios
currently have a keyslot lock. However, report any bugs with being
unable to emag, install, or remove radio keys.
/🆑
2026-03-13 15:19:59 -04:00
BingusTheClownandGitHub 4bce3be89f Properly modify body parts for boot knife equip (#95325) 2026-03-08 14:09:46 +01:00
Leland KembleandGitHub ef0ee505ea Fixes radio encryption key quantum entanglement (#95210)
## About The Pull Request

Radio encryption key removal handling, including nulling, is handled in
`Exited()`. The key never exits the radio if it wasn't inside the radio
to begin with.

## Why It's Good For The Game

fixes #95207

## Changelog
🆑

fix: Radio encryption keys are no longer tied to their radios once
removed

/🆑
2026-02-20 16:30:28 -05:00
ArcaneMusicandGitHub 5c7c2a6ed4 Adds a sound to the quantum spin inverter when swapping. (#95181)
## About The Pull Request

This PR does 2 things, first it cleans up some of the documentation in
and around this PR since it came up in discussion related to the new
anomaly core PR. Autodocs the swap PR, and replaces some var names with
slightly more descriptive ones.

Second, this PR adds a small sound effect to the swappers when they're
activated, one making a air rushing-in sound, and the other making an
air-rushing out sound.

## Why It's Good For The Game

There was a todo sitting next to the updated code from the
aforementioned PR that had been sitting asking for either a visual
effect when swapping, or a sound effect. A sound effect is fairly easy
to pull off, and there's already a visual effect of rainbow-sparks
that's generated when activated nowadays.

Also code-cleanup is always fine.

## Changelog

🆑
sound: The quantum spin inverter now makes a sound effect on either side
of the inverters when activated.
/🆑
2026-02-18 13:46:00 +01:00
Y0SH1M4S73RandGitHub bff56bf388 Jury-Rigged Anomaly Tech: Adds effects to pulsed anomaly cores (#95049)
## About The Pull Request

Each type of anomaly core has an effect when pulsed by an assembly,
button, or wire. Most of these effects are a weaker version of their
respective reactive armor's unique effect (except for pyro and vortex
anomalies, which make stealth armor solely because there isn't specific
reactive armor for them).

In particular:
- Pyro anomalies make a 3x3 area of hotspots around themselves.
- Gravity anomalies gently pull most unanchored objects in a 2 tile
radius.
- Flux anomalies make a short range 10 kJ tesla zap that usually doesn't
propagate more than a single time.
- Bluespace anomalies teleport the object they are connected to up to 4
tiles away. They will teleport out of storage, and they will teleport
out of your hands or equipment slots unless they have NODROP. This has a
15 second cooldown, which is longer than reactive teleport armor.
- Vortex anomalies do a weaker version of the the vortex thing, but
limited to a 1 tile radius around the core. This has a 5 second
cooldown, and can potentially destroy the core or what it's attached to.
- Bioscrambler anomalies perform a bioscramble pulse in a 1 tile range.
This has a 10 second cooldown.
- Hallucination anomalies perform a hallucination pulse in a 1 tile
range, adding 20 seconds of hallucinations, up to a maximum of 1 minute.
This has a 10 second cooldown, so hallucinations from a single pulsed
core can stack if you stay in range.
- Dimensional anomalies perform a dimensional shift in the same range as
the science relic. This has a fixed 15 second cooldown.
- Ectoplasmic anomalies haunt a few objects in a 5x5 area around the
core for 30 seconds. This has a 60 second cooldown.
- Weather anomalies cause a single lightning bolt to strike a random
open turf in a 5x5 area around the core. This bolt deals less damage
than the reactive weather armor's bolts, and does not have an AOE.

## Why It's Good For The Game

Gives both the station and antagonists additional uses for anomaly
cores, beyond the ones that are specific items printed by science. As
some examples:
- A bundle of wired flux anomalies surrounded by tesla coils can provide
a decent drip-feed of free power to the station - only on the level of
several pacmans, but better than nothing.
- Bluespace anomalies give you a manual version of the reactive teleport
armor's teleport, but you'll need to get creative in order to actually
teleport yourself and not just what you attached the core to.
- People who really want to play the bioscrambler lottery can keep doing
it after the original anomaly is neutralized.

## Changelog

🆑
add: Anomaly cores now have effects when pulsed by an assembly, button,
or wire. These effects are generally weaker versions of the effects of
the source anomalies, or of their respective reactive armors, and many
have a 50% longer cooldown than said armors.
/🆑
2026-02-15 17:43:45 -08:00
dc10e67946 Fix AI displays (#95037)
## About The Pull Request

A number of fixes related to
https://github.com/tgstation/tgstation/pull/94693
Closes #94796

## Changelog

🆑
fix: AI portraits are now displayed correctly
fix: AI display selector displays them correctly
/🆑

---------

Co-authored-by: Jordan Dominion <dominion@tgstation13.org>
2026-02-13 19:57:36 -05:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
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2026-02-12 23:50:09 -05:00
NeocloudyandGitHub cbcc696394 Ties entertainment radio speech to radio volume (#95093) 2026-02-11 00:38:13 +01:00
ArcaneMusicandGitHub ea883deda7 Decreases multitool credit cost, increases quantity from vending machines. (#95076)
## About The Pull Request

Based on feedback from #94903, this PR decreases the cost of multitools
from the youtool vendor, as well as increases the quantity available
from the premium section from 2 to 4. The cost has been adjusted from
300 credits -> 150 credits each.

This change is being atomized out of the linked PR above, but is
otherwise relatively simple.

## Why It's Good For The Game

To quote the previous PR this was atomized out of:

> Multitools are considered to be standard job equipment for about 1/3
of the jobs on station, and the jobs that don't have multitools,
assistants included, typically will make obtaining one part of their
roundstart routine. It was looking into this that led me to learn that
multitools are currently sitting at 300 credits, which, while expensive,
just means that roundstart players are more tempted to just break into
or ask cargo/engineering for a multitool instead of ever buying one, and
for good reason. It's too good to pass up, especially when it's only one
door or plastic flap away for most players.

> So, to try and incentivize people to buy them from vendors over the
alternative, I've decreased the price to be within the range for regular
crew, but expensive enough for assistants so that they're encouraged to
look for/make a few credits, or wait a moment or two before they jump
into them.

## Changelog

🆑
balance: Multitools cost has been decreased from youtool vendors, and
their stock increased (150 credits, 4 stock).
/🆑
2026-02-08 14:15:01 +11:00
Leland KembleandGitHub 1ed1998656 Lowers the necessary pressure needed to activate the Space Furnace a smidge (#95057)
## About The Pull Request

Currently, the space furnace requires exactly one atmosphere or more of
pressure in order to activate. This means that, because of how tiny the
increments of pressure can be, that if a room ever loses any pressure at
all for any reason, the general air in that room will never be enough to
activate the furnace again(unless you turn up the vents), because it'll
always be like 1 pascal too low. The only way to activate a furnace in
these conditions is spam activating it on top of vent, and getting
lucky. This sucks. Lowering it by 1 kpa means that it still requires an
almost perfect atmos situation in order to activate.

Also, makes the low pressure message change between "low pressure" & "no
pressure", which'll make it more clear to people what it's talking
about.

## Why It's Good For The Game

I can't imagine that standing over a vent spamming z in a perfectly
habitable room was the intended outcome of this restriction.

## Changelog
🆑

fix: the Space Furnace is now usable in rooms that have previously been
breached, provided they have recovered enough air.

/🆑
2026-02-06 01:39:32 +00:00
MrMelbertandGitHub e4f533111f Deafness is now solely tracked by trait (#95029)
## About The Pull Request

Deletes `can_hear`, replaces it with trait-checking deafness.

The only two non-trait sources of deafness (hardcrit and lacking ears)
were refactored into using the trait.

## Why It's Good For The Game

Many places inconsistently check for the deaf trait rather than use
can_hear which meant behavior was not consistent.
Some code would treat "do we lack ears?" as being deaf, some would not. 

This unifies all the behavior so being deaf means you're deaf
everywhere.

It also means we can now easily react to gaining and losing deafness via
signal, where before we could not react to it without hooking the trait,
organ remove, AND stat change. Which no one did, of course, because who
would ever think to do that?

## Changelog

🆑 Melbert
refactor: Refactored how deafness is tracked. Please report any weird
interactions with sounds, like messages or sfx being missing.
fix: Lacking ears and being in hard crit now consistently treats you as
"being deaf". This affects a few minor interactions like empath, the
jukebox, and sleeping.
/🆑
2026-02-05 20:19:56 -05:00
SmArtKarandGitHub f58b8511f0 Refactors effect_system (#94999)
## About The Pull Request

This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.

``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists

I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.

Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)

## Why It's Good For The Game

Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.

## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
2026-02-03 22:23:09 -05:00
5ed2539038 Advanced disease cures are symptom based (#94352)
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
2026-01-20 09:52:46 +01:00
BloopandGitHub 68153c2333 Refactors faction lists to use getters and setters and be cached (#94490) 2026-01-19 04:12:35 +01:00
tontyandGitHub 9fd6d87658 Fixes runtime when AI attempts to enter empty shell (#94902)
## About The Pull Request

Title, lazy list was not treated as lazy so it is now lazy. Splendid.
Fixes #94900
2026-01-17 22:37:45 +00:00
MrMelbertandGitHub 7645cef613 Allows you to install encryption keys in intercoms and station-bounced radios (#94874)
## About The Pull Request

*All* radios can have an encryption key installed

This includes intercoms and station-bounced radios

<img width="472" height="294" alt="image"
src="https://github.com/user-attachments/assets/8fe8880b-2872-4030-9e42-ced4ce529b31"
/>

These radios are *not* normally freerange, meaning to tune into channels
added by an encryption key, a new button in the radio UI has been added
- "Tune", which tunes you directly into the channel.

This even works with the Syndie key, giving the intercom access to
Syndie channel and the ability to hear all encrypted channels. However,
it will *not* work with a Binary key.

Likewise, any key with language understanding on it will do nothing. I
think **theoretically** we can have intercepted messages in alternate
languages check to see if they have a key of that language with (to
relay a translation instead), but that sounds like a lot of work...

Also this means you can now speak on encrypted frequencies (like
departmental ones) via non-subspace means - ie, when telecomms is
disabled.

## Why It's Good For The Game

To be completely honest, I haven't fully considered the repercussions of
such a change.

Someone just offhandedly mentioned that if they could tune into a dept.
radio via subspace, they would try playing without a headset, and I
thought that sounded fun.

Otherwise, this opens up stuff like departmental intercom systems -
which sounds cool - and in the future we could possibly de-hardcode
freerange settings (like the command intercom).

## Changelog

🆑 Melbert
add: All radios (intercoms and station-bounced) can have encryption keys
installed in them, rather than solely headsets and cyborgs.
add: Existing screwdriver interactions for station-bounced radios and
intercoms have been moved to right click. However, intercoms will still
default to the old behavior if they have no key installed.
qol: Screentips for radios.
/🆑
2026-01-17 10:38:54 -07:00
Co0kie-GGandGitHub 281436f469 Better AI Cores and Cards (#94693)
## About The Pull Request

Updates IntelliCards and AI Cores to make them look beautiful in the
dark.
Adds an emissive light to them and a slight glow around them.
That's cool!!!

## Why It's Good For The Game

Beautiful displays for AI look cool! 

## Media

AI on IntelliCard. All displays can be viewed in .dmi:
<img width="113" height="114" alt="image1"
src="https://github.com/user-attachments/assets/d8b59888-bad2-4a20-835a-3d9cb2d4860c"
/>

Core:
<img width="146" height="148" alt="image2"
src="https://github.com/user-attachments/assets/13e823df-256b-473f-9fcc-37e344b4c485"
/>
<img width="161" height="159" alt="image5"
src="https://github.com/user-attachments/assets/02363a58-cffd-4e88-93ab-068d03fcb23d"
/>



Other cards:
<img width="111" height="118" alt="image3"
src="https://github.com/user-attachments/assets/09eb5155-1992-4bbb-b54b-e92b0cc46fb5"
/>
<img width="123" height="125" alt="image4"
src="https://github.com/user-attachments/assets/97c10ee0-18e7-49f4-b57f-91cb79fa1a6f"
/>

## Changelog

🆑
add: Glow on AI Сores and IntelliCards
add: New displays on IntelliCards
/🆑
2026-01-07 16:19:09 -07:00
Leland KembleandGitHub 80edcfd5ec Makes intercom mic button turn on when it is screwed in, and vice versa (#94743) 2026-01-06 18:31:36 +01:00
MrMelbertandGitHub 36dc39053a Medical larp: Adds vitals monitors to medbay (#94704)
## About The Pull Request

Adds vitals monitors to medbay

<img width="368" height="292" alt="image"
src="https://github.com/user-attachments/assets/af32ef4b-5d20-4d9d-bb0d-bec554dd4dbc"
/>

These are wall mounted monitors that display a patient's state visually:
- The doll on the left shows bodypart damage + missing bodyparts
- The droplet next to the head shows blood level, from a bright red to a
grey
- The top bar shows heart rate (an approximation - stops when dead,
speeds up in hard crit), as well as overall health
- The second to the top shows respiration (stops when not breathing)
- Second from the bottom bar shows oxyloss level
- Bottom bar shows toxloss level

You can **examine** a vitals display to get a condensed health analyzer
output to your chat. (This lets the AI see health scans as well)

They beep as patient conditions betters or worsens, though I didn't add
any sound FX to it (yet), it's just a runechat message.

They can link to most machines that accept an occupant - such as cryo
cells and stasis beds - as well as operating tables.

They are printable in two forms - basic and advanced, the latter
requiring tech and does advanced scans on examine, rather than basic
scans.

The displays are mapped in every surgical theatre, as well as over most
stasis beds and by a few cryo cells.

## Why It's Good For The Game

I made these to cut down on juggling the health analyzer when trying to
determine how a patient is faring. (And also to add to medical larp.)

Currently while monitoring a patient's state you have to spam click them
with your scanner and fill up your chat.
This is cumbersome and distracts you from the rest of chat. 

The vitals display provides a visual feedback for how a patient is
doing, no spam clicking needed unless you need specific details like...
organ health.

Some other benefits:
- AI can now monitor patient health without a shell.
- Other doctors don't need to crowd around a patient, they can step back
to watch the screen instead.
- Visitors don't need to rush in and print an analyzer to see how a
patient is doing either.

## Changelog

🆑 Melbert
add: Adds vitals monitors, mapped into the medbay treatment center,
cryogenics, and every surgical theatre. They act as wall mounted health
scanners, providing visual feedback for a patient's health.
/🆑
2026-01-05 08:59:53 +13:00
3799968eb3 feat: new floppy disk sprites; most disks are now under the /item/disk type; adds disk stacking, uqinue styling and wrapping (#94112)
## About The Pull Request

Floppy disks received a sprite upgrade, as well as unique wraps:

<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>

<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>

You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:


https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2

MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.

## Why It's Good For The Game

Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!

## Changelog

🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑

---------

Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
2026-01-04 08:52:18 +13:00
SmArtKarandGitHub a4f0dcb76f Adds flaying, human butchering and limb surgeries (#94612)
## About The Pull Request

Merry Christmas!

This PR expands on the more gruesome areas of chef content, such as
cannibalism.
Human limbs can now be individually butchered for their meat and skin
with a knife or another butchering implement once the skin has been cut
and retracted (forks now can be used as bootleg retractors). If the limb
contains organs, those will need to be removed first, which also can be
quickly performed with a butchering tool at the cost of damaging the
inhards (head and chest will require the bone to be cut first, which can
be done with a butcher's cleaver if you don't have a saw)
You can also butcher humans whole by right clicking them with a
butchering implement on combat mode, which will attempt to gut/cut apart
the selected limb. Obviously this requires the limb to be prepped first,
so meat hooks/kitchenspikes now allow mobs strung on them to be operated
on without needing drapes. Its a pretty bad spot to be performing
surgeries at though, so beware! Torsos can only be butchered after all
other limbs have been. The gutting/butchering delay is based off the
owner's stat, halving if the limb is detached and doubling if the owner
is still alive and kicking.

<img width="392" height="265" alt="dreamseeker_D7QWbWKStd"
src="https://github.com/user-attachments/assets/050d7c25-3572-4b02-ae93-d8efefe54885"
/>

(The video is too large for github)
https://streamable.com/459a0y

After being butchered, most limbs will leave behind a nonfunctional
skeletal limb (with exceptions like jelly limbs with no skeleton inside)
which is always disabled. Skeleton chests husk their owner, so you'll
need to replace it first.
Gibbers now source their meat from the victim's limbs (and not their
species) at an RNG-based percentage based on the matter bin's tier.

As to allow individual limbs to be butchered, you can now perform (some)
surgeries on individual limbs. There are some obvious restrictions like
zombification or bioware surgeries, but most of the ones that make sense
can be performed on someone's chopped off head as long as you've got the
tools.
Wounds also contribute to surgeries now, major slash wounds count as
cut/open skin (and sealing the vessels would reduce their bleed rate),
and critical blunt wounds count as sawed bones.

I've refactored gibbers, butchering and meat spike code as well as fixed
some backend bugs while I was at it.

## Why It's Good For The Game

While rather gruesome, I feel like the freedom which these mechanics
provide fits us pretty well. We already have plenty of nasty stuff and
this doesn't really go that much further, and a chef serving their own
leg in their dish is pretty funny. (Also you can scrape plasma off
plasmamen bones)
2025-12-31 12:55:39 -06:00
53ed83bb9d Makes some more lists lazy (#94388)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-12-28 19:57:42 +01:00
SyncIt21andGitHub 468b351b86 Axes grind & juice vars into procs (#94592)
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.

Now these values are only generated on demand by calling their
respective procs. Considering how these vars are on the obj level the
memory savings are quite significant

## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
2025-12-25 20:40:35 +01:00
TimandGitHub 826d2b4638 Add recipes for flare, washer machine, lamp, lantern, cabinet, alien closet, and large metal box (#94283) 2025-12-21 14:00:19 +01:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
Gboster-0andGitHub 1e45a9a79e Slightly cleans up the parent of command headsets (#94451)
## About The Pull Request

- Gives `/obj/item/radio/headset/heads` a command headset icon, making
subtypes not need to redefine it 7 times for no reason
- (Also gives a fairly long if() check an early return, but thats more
minor)

## Why It's Good For The Game

> Gives `/obj/item/radio/headset/heads` a command headset icon, making
subtypes not need to redefine it 7 times for no reason
> (Also gives a fairly long if() check an early return, but thats more
minor)
- Makes the code slightly clearer to look at, that they all have the
same icon except for alts

## Changelog

🆑
code: slightly cleaned up command headsets in-code
/🆑
2025-12-13 20:24:05 -05:00
SyncIt21andnevimer f640a0e972 Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting

## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
2025-12-12 12:23:22 -05:00
LT3andGitHub 1c96273825 Portable crew monitor drag-drop element (#94327) 2025-12-06 16:14:42 -07:00
YobrocharlieandGitHub c83a070266 First new gateway in a year. (#93894)
## About The Pull Request

This PR adds a new gateway with not too much threat a, a little bit of
reward more often in the form of gimmicky items or armor.

credit to https://github.com/NovaSector/NovaSector/pull/4880
For the gun and sfx sprite
## Why It's Good For The Game

The gateway system is about as decrepit and old, the last gateway that
was added was the museum which was made by somebody who would short
after receive a rule 8 ban and plus that away mission is a neat scenery
and has a lot of cool locations to look at but it has no loot, and you
know what? that's okay and it achieves what it sets out to do
beautifully, but if we discount that one for that reason alone (which
for the record is a bad reason to discount something) then the last
gateway that was added and that stuck was added in 2018? and it was
snowdin? I dont actually know, correct me on this. But basically, more
content good.

## Changelog

<details>
<summary>Screenshots/Videos</summary>
<img width="862" height="431" alt="image"
src="https://github.com/user-attachments/assets/d56add04-4b8c-4cd0-be7f-36d895e43868"
/>
<img width="654" height="665" alt="image"
src="https://github.com/user-attachments/assets/1ccd15c4-5c31-4b00-b5f8-9a662efa3436"
/>
<img width="651" height="571" alt="image"
src="https://github.com/user-attachments/assets/08ab4c1d-d9d0-413c-bc02-a3c51eda8761"
/>
<img width="1177" height="172" alt="image"
src="https://github.com/user-attachments/assets/8df5e28d-5041-4676-8370-b8ab351f5b52"
/>
<img width="850" height="586" alt="image"
src="https://github.com/user-attachments/assets/c03e6cbe-b290-421e-bbed-80a203221de4"
/>
<img width="1248" height="912" alt="image"
src="https://github.com/user-attachments/assets/aa3c415d-52de-46b9-b317-e397b481b1b7"
/>
<img width="885" height="697" alt="image"
src="https://github.com/user-attachments/assets/dd96d364-deae-4c56-9fc1-68b5e738ef4a"
/>
<img width="1284" height="646" alt="image"
src="https://github.com/user-attachments/assets/b433f591-d92f-4bea-921c-b231fce2e7d9"
/>

also NO you cannot make the sm sword using the slow recharge shrink ray
<img width="621" height="240" alt="image"
src="https://github.com/user-attachments/assets/75f7d235-33c2-424e-9260-a3cc8c931ab9"
/>
</details>

<details>
<summary>Documentation of all notable loot 11/8/2025</summary>
  /obj/item/clothing/shoes/gunboots/disabler
/obj/item/gun/energy/shrink_ray/one_shot (A shrink way that has a long
recharge time and can only shoot once)
  /obj/item/slimepotion/lovepotion x 2
  /obj/item/slimepotion/genderchange x 1
  /obj/item/slimepotion/slime/mutator
  /obj/item/gun/energy/disabler/smoothbore
  /obj/item/gun/energy/alien/zeta
  /obj/item/gun/magic/midas_hand
/obj/item/autosurgeon/xeno (A autosurgeon that only allows xenomorph
organs, here because it looks unique)
  /obj/item/organ/heart/gland (abductor organs, random.)
  /obj/item/organ/eyes/corrupt
  /obj/item/organ/appendix/corrupt
  /obj/item/clothing/suit/utility/radiation/cbrnsuit x 2
  /obj/item/clothing/head/utility/radiation/cbrnhood x 2
  /obj/item/clothing/gloves/combat x 4
  /obj/item/clothing/shoes/combat/swat x 2
  /obj/item/clothing/mask/gas/atmos/glass x 2 

/obj/item/clothing/under/rank/engineering/atmospheric_technician/nova/utility/advanced
  /obj/item/gun/ballistic/automatic/wt550/p90 x 2
  /obj/item/ammo_box/magazine/p90_mag x 14
  /obj/item/gun/energy/modular_laser_rifle/carbine x 2
  /obj/effect/spawner/random/armory/laser_gun
  /obj/item/grenade/c4 x 3
/obj/machinery/deployable_turret/hmg x 3 (you think these are good, but
they're not, they are really not, they're only good if you hit somebody
with them when they're not expecting it, otherwise people will simply
just avoid it, or if your being defensive of an area this thing will
have you just be a beast.)
/obj/machinery/mounted_machine_gun x 8 (But with no ammo, so theyre only
setpieces, okay well there IS ammo on the map but its anchored, and
theres no way to unanchor anchored items, if fallout thirteen players
cant do it over the course of 4 years then tg players sure cant.)
  
Also hello there it looks like you actually read this section, if you
have dont worry, this PR wont get merged, why? I dont want to salt about
that here.
</details>

🆑
map: added the "heretic" gateway map (it has nothing related to
heretics)
/🆑
2025-12-03 01:04:49 +00:00
GhomandGitHub 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.

Currently a WIP as I slowly deal with the unit test reports.

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00
tontyandGitHub 8c45d4466c [MDB IGNORE] Cleans up AI core structure, un-spaghettis some AI code (#93873)
## About The Pull Request

The AI core structure now fully integrates item/tool interactions and no
longer uses attackby/take_damage overrides. Construction behaviour has
been isolated into its own file.

All handling relating to the AI core's status when shunted has been
turned into signals. For this reason, helper procs for managing core
link state have been made and integrated into the relevant users (APC
shunting, mech takeover). The AI core no longer references the remote AI
mob.

/obj/structure/ai_core/deactivated has been removed from code since it
had no function after refactoring. There was only a single instance of
it being used in a map, which has been replaced with a var edit.

There may be more things I changed, but I'm h
2025-12-02 12:38:51 -06:00
SyncIt21andGitHub 39a196824a Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting

## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
2025-12-01 00:50:16 +01:00