## About The Pull Request
Drawing an outline of someone now makes a proper outline of them, rather
than a decal that faces their direction
<img width="401" height="446" alt="image"
src="https://github.com/user-attachments/assets/4402e66a-2f77-4e45-95dd-1570a449ccd3"
/>
You can also use crayons to draw outlines now, but they won't be as
strong visually
<img width="138" height="143" alt="image"
src="https://github.com/user-attachments/assets/91f2fda8-cd84-46c3-bee9-b9f16efeb975"
/>
This unfortunately uses GFI, I've messed around with it a bit and
couldn't find a good alternative that would work with humans. If there's
anything better please lmk.
## Why It's Good For The Game
Been enjoying some Detective gameplay and thought it would be cool to
make proper outlines of corpses to better visualize the crime scene
rather than use what looks like graffiti.
## Changelog
🆑
qol: You can use crayons to make chalk outlines, not just white ones.
qol: Chalk outlines are now properly outlines of the body you're
outlining.
/🆑
## About The Pull Request
Rather than checking for object layer if we can clean something, has a
trait which accomplishes this
This better allows us to pick and choose what objects we want to clean
when mopping
Note: I didn't apply the trait to everything it previously affected
Currently, it cleans stuff like pipes and plumbing, which I deemed not
necessary to carry over since they can't get dirty anyways
I can re-add this if desired though
Fixes#88445Fixes#88150
## Changelog
🆑 Melbert
fix: Gibs get bulk cleaned if you clean the turf again
refactor: Changed how things determine "I can be bulk cleaned if I clean
the turf underneath me", let me know if you notice anything not getting
bulk cleaned or weird things getting bulk cleaned
/🆑
## About The Pull Request
Basically goes through and puts some flat objects onto the floor plane.
Also puts blood back on the floor plane, since it seems like it used to
be but may have been moved mistakenly questionmark.
This means they will not be affected by Ambient Occlusion:

## Why It's Good For The Game
A lot of these "flat" things look really out of place because they're
secretly "floating" due to being on the wrong plane
## Changelog
🆑 Melbert
qol: Runes, crayons, and similar decals no longer have shadows
fix: Blood and similar "mess" decals no longer have shadows (again)
/🆑
## About The Pull Request

*The Miami Mutilator is at large once again. Thank god we have such
hardboiled detectives as Manny Pardo on the case.*
This pull request allows for players to use white crayons, which have
now been renamed to sticks of chalk, to generate outlines of dead or
"dead" bodies found throughout the station in an attempt to let
detectives actually set up crime scenes as opposed to, more typically,
just causing them.
Players will attempt to draw a chalk outline if the target is a mob and
the mob is dead (or fake-dead), using a single charge of the
crayon/chalk. Also, adds a quick macro so that we can get the proper
left/right orientation of the dead mob for reference.
## Why It's Good For The Game
Detective should have more thematic, simple ways to organize crime
scenes in-round, and what better way to do that then through existing
items and mechanics that we already have. Also, I was 100% shocked to
learn that these have always been white crayons as opposed to sticks of
chalk, which certainly seems odd. In essence, this change doesn't really
let you do anything "new", but just makes it easier and simpler to do so
in a regular round without nearly as much fiddling.
This mechanic exists exclusively within the afterattack of sticks of
chalk as opposed to all crayons for thematic reasons, but I'm not 100%
sold on that and it would be simple to move over to all crayons if
people feel strongly about that.
## Changelog
🆑
add: White crayons (Renamed to Sticks of Chalk) may now be used on dead
bodies to draw a body outline onto the ground easily.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
Refactors a lot of the unused defines.
## Why It's Good For The Game
Refactors a lot of the unused defines.
## Changelog
Nothing player facing
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Adds a bunch of crayon prefabs for the maps.
## Why It's Good For The Game
Reduces 45 map Var edits, and completely removes some Var edits.
Theres one player-facing change in this PR and it's that I removed human
gibs from being valid in space turfs, making it more consistent with the
other gib decals.
I've cleaned up many instances of decals spawning in bad turfs on
mapload in https://github.com/tgstation/tgstation/pull/75189, but making
it error anytime in-game a decal is put over an invalid turf is bad as
it punishes contributors for not optimizing their decals properly.
This changes it so it only errors if it's on mapload, unit testing or
not.
I've also removed ``turf_loc_check`` and replaced instances of it with
overwriting ``NeverShouldHaveComeHere``, which gives us greater control
of where decals can be placed.
This let me remove 2 subtypes that were made to have decals in specific
places (which then got placed elsewhere, ruining it all).
Mappers are still able to set decals to be placed anywhere, they just
need to add it as a valid turf for that decal.
## About The Pull Request
Currently, drawing a small circle on the floor consumes as much charge
as any other drawable but the larger horizontal ones that cost five
times as much, which is a bit dull for non-cyborg players, having to
burn through a ton of spraycans just to cover the floor in several small
dots if ever attempting to do some floor art.
This PR aims to reduce the cost of some of the smaller drawables, like
"shortline", "smallbrush", "pawprints" etc., in virtue of the smaller
area they cover. The balances changes may seem bit of an arbitrary and
not include ones that are a bit on the edge between "small" and not
"small", but I'd rather keep it simple than have other values such like
"semi-small" integrated and snowball this balance PR into a more
finnicky, disputable or not agreeable with version of itself.
This also covers re-coloring and existent graffiti. Currently it always
costs 2 charges to change its color regardless if it costed 1 or 5 to
spray in the first place. With this PR, the costs should match that of
when they were drawn. To boot, It also takes into account the tagger
quirk now.
Code had to be cleaned up and improved a bit for a smoother
implementation of these changes.
A fairly unrelated but small change: Trying to suicide with an empty
spraycan will now fail, because it's empty. It's that simple.
## Why It's Good For The Game
Enables non-cyborg players to engage in jolly floor-vandalizing-art in a
more consistent, slightly more enjoyable way.
## Changelog
🆑
balance: Drawing small graffiti like paw/foot/claw prints, small brush
dots and short lines should cost half as many charges off your spraycan
or crayon.
balance: The cost of recoloring graffiti decals is now consistent with
that of drawing them.
balance: Trying to suicide with an empty spraycan will now fail, because
it's empty. It's just that simple.
/🆑
Adds the Families gamemode to the codebase. In this 1 hour showdown,
multiple criminal families are placed onto the station with their goal
to rack up the most points by the end of 1 hour. At which point, the
Space Cops hit up the station to crack down on the family activity. The
severity of the Space Cops is based on how much carnage and murder the
families have committed.
## Why It's Good For The Game
With an actual official medium/heavy RP server, and the codebase taking
a much harder swing towards heavier consequences for death, a more
player focused gamemode with a unique swing on teamwork, the concept of
what exactly is an antagonist, and trust/paranoia will do wonders to
help improve that atmosphere.
Previous tests went extremely well(when administrators weren't
intentionally sabotaging it by welderbombing families as the Head of
Security every single round immediately with no escalation), but
suffered from "this just isn't a gamemode for no RP servers like /tg/".
However, /tg/ is now an RP server.
Get ready to rep your family.
## Isn't this just Gang?
Heck no. Only thing similar is tagging turf and the fact criminal
groups are involved. This mode is completely different otherwise.
## Heck yeah, where do I sign up?
Ask a family member where their Signup Point is, and then simply click
on it with an open hand. You'll be signed up for the family instantly,
and given some sick threads and a spraycan for tagging.
## How do I rep my family?
Wear your gang's uniform or colors similar.
## What does it mean to roll with a crew?
Travel in a group of four or more for bonus points towards your gang.
However, you receive less for having eight or more, so be careful. Try
to spread your crews out!
## I'm an X, what do?
Gangster: Yeah, go do whatever. Wanna backstab your gang? Go for it.
You can switch sides at any time by clicking on an enemy gang's sign up
point. Wanna murder some snitch because they ratted you out to the
pigs? Do it. Wanna pressure the locals into supplying you with goods to
export? Emergent gameplay.
Civilians: Wanna join a gang? Go for it. Gangsters probably shouldn't
be arbitrarily murdering you, but if you're repping someone else's
colors, don't expect to be given a free pass. After all, uniforms are
the only way to really identify a gang member.
SPACE COP: Get rid of all the gangsters. Secure the station. Protect
the law. Uphold the law. Eat donuts.
## No huds? How can I tell if someone's part of my group?
Tough shit, man. I hope you like trust.
In short, this gamemode will be a fun exercise in how far the
playerbase can go in regards to trusting eachother and unifying to meet
a common goal for their group with no rules, gameplay mechanics, or
anything actively forcing them to work together.
## How do I know if someone is a gangster?
1. Are they wearing a gang uniform/color?
If yes, they're probably a gangster.
If no, they're probably a civvie.
2. Are they attacking gangsters?
If yes, they're probably a gangster.
If no, they're probably a civvie.
* Add the system for managed global variables
* Travis ban old globals
* So you CAN inline proccall, that's neat
* Fix that
* master.dm
* Remove the hack procs
* Move InitGlobals to the proper spot
* configuration.dm
* Fix the missing pre-slash
* clockcult.dm
* This is probably for the best
* Doy
* Fix shit
* Rest of the DEFINES tree
* Fix
* Use global. for access
* Update find_references_in_globals
Always hated that proc
Whoever made it must've bee a r e a l idiot...
* __HELPERS tree
* Move global initialization to master.
Fix the declaration
* database.dm
* Dat newline
* I said DECLARATIVE order!
* Here's something you can chew on @Iamgoofball
* game_modes.dm
* Fix this
* genetics.dm
* flavor_misc.dm
* More stuff
* Do it mso's way. Keep the controllers as global
* Make master actually see it
* Fix
* Finish _globalvars/lists
* Finish the rest of the _globalvars tree
* This is weird
* Migrate the controllers
* SLOTH -> GLOB
* Lighting globals
* round_start_time -> ticker
* PAI card list -> pai SS
* record_id_num -> static
* Diseases list -> SSdisease
* More disease globals to the SS
* More disease stuff
* Emote list
* Better and better
* Bluh
* So much stuff
* Ahh
* Wires
* dview
* station_areas
* Teleportlocs
* blood_splatter_icons
* Stuff and such
* More stuff
* RAD IO
* More stuff and such
* Blob shit
* Changeling stuff
* Add "Balance" to changelogs
* Balance for changelog compiler + Auto Tagging
* Update the PR template
* hivemind_bank
* Bip
* sacrificed
* Good shit
* Better define
* More cult shit
* Devil shit
* Gang shit
* > borers
Fix shit
* Rename the define
* Nuke
* Objectives
* Sandbox
* Multiverse sword
* Announce systems
* Stuff and such
* TC con
* Airlock
* doppllllerrrrrr
* holopads
* Shut up byond you inconsistent fuck
* Sneaky fuck
* Burp
* Bip
* Fixnshit
* Port without regard
* askdlfjs;
* asdfjasoidojfi
* Protected globals and more
* SO MANY
* ajsimkvahsaoisd
* akfdsiaopwimfeoiwafaw
* gsdfigjosidjfgiosdg
* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!
* facerolll
* ASDFASDFASDF
* Removes the unused parts of dmm_suite
* WIP
* Fix quote
* asdfjauwfnkjs
* afwlunhskjfda
* asfjlaiwuefhaf
* SO CLOSE
* wwwweeeeeewwwww
* agdgmoewranwg
* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?
* Fix syntax errors
* 100 errors
* Another 100
* So many...
* Ugh
* More shit
* kilme
* Stuuuuuufffff
* ajrgmrlshio;djfa;sdkl
* jkbhkhjbmjvjmh
* soi soi soi
* butt
* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING
* lllllllllllllllllllllllllllllllllllllllllll
* afsdijfiawhnflnjhnwsdfs
* yugykihlugk,kj
* time to go
* STUFFF!!!
* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!
* ngoaijdjlfkamsdlkf
* Break time
* aufjsdklfalsjfi
* CONTROL KAY AND PRAY
* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* Goteem
* Fix testing mode
* This does not belong in this PR
* Convert it to a controller
* Eh, fuck this option
* Revert controllerization Ill do it some other time
* Fix
* Working controllerization
* FOR THE LOVE OF CHRIST PROTECT THE LOGS
* Protect admins and deadmins
* Use the inbuilt proc
* Remove this shit so fast
* Runes are now stored in a global list
* Readd this shit to properly work
* Refactor rune invisification into a proc
* Fixes#17426
* Use the blood decals
* Less garbage + removal
* COMPILE BEFORE PUSH YOU SPERGLORD
* Refactor into a datum
* Added to crayon runes
* Refactor AI's vision to a slightly lower level
* Actually make the shit invisible to ais
* Nevermind, fixed it
* Fixes it being on the wrong layer
The var will be used to store the various coloring that happen for the atom so that we can separate paint coloring from color that must be inherent to the atom (an initial color for example), or from certain coloring effect like revenant's blight, mob electrocution's black color, admin edit of the color var, green color from holding the greentext item, etc.
The list has four elements, used for four categories:
ADMIN_COLOUR_PRIORITY for admin varedits and very rate color effect like holding the greentext item (and other effects that should prime over any other potential source of coloring even temporary effects).
TEMPORARY_COLOUR_PRIORITY for short color effects like revenant blight on mob, mob electrocution making you all black for a couple seconds, effects that should be appearing above paint coloring.
WASHABLE_COLOUR_PRIORITY for pretty much all paint coloring like colorful reagent on mobs, coloring turfs with paint, etc.
FIXED_COLOUR_PRIORITY for color inherent to the atom, like a blob's color, any object with a color value given in its definition.
Fixes electocution animation on mob not making the mob all black (with the skeleton overlay blinking over it)
Spray cleaner and soap can now wash paint off mobs, turfs and objects.
* Only holy water will clean blood runes
* macro!
* holy no longer required
* i am far too unethical and spite driven half the time
* it appears code done in the middle of the night in the hope that oranges hasn't merged my pr isn't always that good
###Major Changes###
- Influence income changed to provide weaker gangs a bigger boost, while slowing down stronger gangs to promote opportunity for comebacks
- Gangs only earn influence on territories they have held on to since the previous Status Report (the income calculation every 5 minutes). This places more significance on defending your existing territory.
- Victory conditions are only checked during Status Reports.
- Bosses no longer receive territory updates real-time. They now get them all as a list of new and lost territories in the Status Update.
###Minor Changes###
- Goal is now a coeff var so it can be modified in-game for debugging/playtesting purposes
- Simplified some list checks for gang
- Trying to tag an invalid area will just error out and return, instead of the ganger spraying regular grafiti and confusing people
**Major Changes**
- Increased win condition to require 66%
- Added a switchblade. A relatively cheap and decently robust melee weapon for gangsters.
- Capped how much influence you can get every income at 50
- Limited gang spraycan use to 15
- Pistol cost increased to 30 Influence
- Promotion cost now scales to how many bosses you already have. The more bosses, the more expensive it will be. It starts off cheap at 20 influence now.
**Minor Changes**
- Tagging a territory now tells you what territory you actually tagged!
- Added an option to silence the verbose territorial updates you get from gangtools
- Capped how much influence you can get every income at 50
- Updated Centcom report on gangs
- Spraycans always show their inhands now, instead of only when uncapped
- Antag panel now shows how much influence each gang has
- Cleaned up gang code in the traitor panel
- Fixed non-gangers getting gang messages when trying to spray on an invalid territory
The coding isn't done yet, but the design is. So comment on the design while I smooth out the code.
tldr; Gang mode rewrite to follow my original vision: Slower and longer rounds with less deathmatching, and a resource both teams have to fight over
NEW OBJECTIVE: CLAIM HALF THE STATION AS TERRITORY
- Gang bosses can spawn special spray cans that can be used to tag areas
- Any gang member can tag areas.
- Gang tags must be removed before another one is placed in the same area
- Game mode no longer automatically ends when the boss dies. It now ends when either the station evacs, or one gang claims more than 50% of the station areas
- Boss can promote gangers into his lieutenants, which basically means adding more bosses
- Lieutenants can do anything bosses can except promote others to lieutenant
NEW RECRUITMENT TOOL: PENS
- Recruitment pens replace flashes
- Looks exactly like a pen. Stab people to recruit them.
- Recruitment is silent but obvious to the perceptive (Causes a brief seizure)
- Cooldown between uses that gets longer as the gang gets larger
NEW TOOL: GANGTOOL
- Replaces the recaller device. Can still recall the shuttle.
- Provides overview information about the gang (membership size, income amount and time)
- Can spawn pistols and ammo
- Can spawn additional recruitment pens
- Can spawn additional gangtools (For personal use, or promoting a single ganger to lieutenant)
NEW CURRENCY SYSTEM: NAME IS WIP
- Gangtools purchase items with new currency with the placeholder name "Supply Points (SP)"
- Supply points are collected every 5 minutes. The more territory a gang has claimed, the more points they get.
- Supply points are accumulated per-gang. Having more gangtools does not intrinsically give you more points to use.