## About The Pull Request
- Fixes#93392
- Replaces all custom callbacks with call to `deconstruct()`. The
callbacks weren't necessary as it did the same thing as `deconstruct()`
but in an round about way
- Removed duplicate `Initialize()` procs and the params `building` &
`ndir` from all wall mounts. Makes everything cleaner
## Changelog
🆑
fix: wall mounts placed by player now falls off when the wall they are
mounted on is destroyed
code: cleaned up wall mount code
/🆑
## About The Pull Request
The first argument of `Hear` is `message`, the message heard
OR SO YOU'D THINK
Actually the first argument doesn't do anything but get overridden by
ALL implementations of `Hear`
No other uses as far as I and Ephe can tell. Removing it makes it a ton
easier to understand and gives us some free performance in radio code by
not rendering messages twice
## Changelog
🆑 Melbert
code: Removed some redundant code from core hearing code. Report if you
hear anything weird.
/🆑
## About The Pull Request
Fixes Cyborgs not being able to interact with station intercoms Ai and
Humans
## Why It's Good For The Game
Seems like a bug no? Silicon Remote interaction should be the same for
Ai and Cyborgs.
## Changelog
🆑
fix: Intercomms work for Cyborgs
/🆑
## About The Pull Request
This PR fixes wrong usage of bitflags in a few places, where instead of
bitfields lists were used.
## Why It's Good For The Game
It will help prevent problems that can be a thing in the future,
improving consistency of the codebase.
## About The Pull Request
This PR fixes wrong usage of bitflags in a few places, where instead of
bitfields lists were used.
## Why It's Good For The Game
It will help prevent problems that can be a thing in the future,
improving consistency of the codebase.
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.
The channel settings are changed and created through the servers
(Frequencies Settings)

Here i created my own channel:
1) Add frequency at Receiver (you will not see channel name):

2) Add frequency at Bus (you will not see channel name):

3) Add frequency at Server
4) Add settings for your frequency

5) See the result:

Important Notes:
1) Headsets, radios, and intercoms will not see a change in
telecommunications, but will use standard names (Common, Security etc.).
2) There are still reserved names that cannot be used: CentComm,
Syndicate, Uplink, CTFs channels
3) Servers must filter frequency for applying settings on them
## Why It's Good For The Game
Now telecommunication channels names and colors depends on the settings
of the network servers, which makes it more flexible and logical. It is
also useful for foreign language servers, as you can translate channel
names.
## Changelog
🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑
(cherry picked from commit 35494b93bb)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.
The channel settings are changed and created through the servers
(Frequencies Settings)

Here i created my own channel:
1) Add frequency at Receiver (you will not see channel name):

2) Add frequency at Bus (you will not see channel name):

3) Add frequency at Server
4) Add settings for your frequency

5) See the result:

Important Notes:
1) Headsets, radios, and intercoms will not see a change in
telecommunications, but will use standard names (Common, Security etc.).
2) There are still reserved names that cannot be used: CentComm,
Syndicate, Uplink, CTFs channels
3) Servers must filter frequency for applying settings on them
## Why It's Good For The Game
Now telecommunication channels names and colors depends on the settings
of the network servers, which makes it more flexible and logical. It is
also useful for foreign language servers, as you can translate channel
names.
## Changelog
🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.
What this PR does:
- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

<details><summary>Mappers rejoice!</summary>


</details>
<details><summary>Uses iconforge so it does not take up much time during
init</summary>

</details>
---
this still applies:
Note for Spriters:
After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.
Note for Server Operators:
In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt
No more error icons in SDMM and loadout.
🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.
What this PR does:
- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

<details><summary>Mappers rejoice!</summary>


</details>
<details><summary>Uses iconforge so it does not take up much time during
init</summary>

</details>
---
### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:
Note for Spriters:
After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.
Note for Server Operators:
In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt
## Why It's Good For The Game
No more error icons in SDMM and loadout.
## Changelog
🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
## Changelog
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
Improving old code. And I want to be able to pet mobroaches while
holding them too.
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
Opinions aren't too strong about taking it out of the settings page, I
only did it cause settings doesn't auto update with the pref updating,
so I can put it back if wanted.
Adds a volume slider in radios which you can use to edit your own blip
volume, which then plays a blip back at you so you know what it sounds
like.
## Why It's Good For The Game
You now change the volume using the in-game item instead of having to
scroll through a bunch of settings and find it, and you get instant
feedback so you know exactly what it's gonna sound like.
https://github.com/user-attachments/assets/fe936ed8-9620-4e81-8782-e6fa99de100a
## Changelog
🆑
qol: Radios/headsets now have a slider to change the volume from radio
noises.
/🆑
Fixes#89445 (well, technically. It fixes the bug associated but these
`say`s should really be emotes.)
Three things:
1. Reworks how language translation works.
Rather than scrambling a sentence into a language entirely, sentences
are now scrambled on a per-word basis.
Additionally, the 1000 most common words of a language are *never*
re-scrambled across the duration of a round. Once it's set it's set in
stone.
Example: (Sample / Old / New)

This allows for a number of things:
- More consistent translations, making it (more) viable to actually
"teach" someone words for something
- Maintaining emphasis such as caps (but not `||`, `++`, or `__` - at
least not yet)
- The following:
2. Adds partial language understanding
Some languages can understand portions of other languages.

This pr adds the following:
- Those who understand Beachtongue can understand 50% of Common and 33%
of Uncommon words.
- Those who understand Common can understand 33% of Beachtongue and 20%
of Uncommon words.
- Those who understand Uncommon can understand 20% of Common and 20% of
Beachtongue words.
3. Bilingual quirk has been expanded to accomodate these changes.
There are now two more preferences:
- Language Speakable
- You can toggle this, so you only understand the language, rather than
understand AND speak.
- Language Skill
- If you choose to be unable to speak the language, you can set how much
of the language you can understand, down to 10%.
Playing around languages is fun, but due to the way our translation
works, ALL context is immediately lost for what the other person may be
saying.
If the other person is shouting in all caps? Output language is normal
chatting. This is lame!
Even if someone is unable to understand you, there's a LOT you can
convey just by how you speak, and getting that across in game is quite
difficult when all translations get mauled so badly.
So this changes that.
- Emphasis like caps lock is maintained, so you see someone shouting in
caps in a foreign language you can probably intuit something is wrong
(but not what is wrong!)
- Some languages can gleam bits of other languages, so you MIGHT be able
to pick out context if you pay close attention
- "Brother" languages will now feel more like "brothers" and not
completely divergent
- You can even "teach" someone words in your language - at least the
most common words! (Until next round)
🆑 Melbert
add: Languages can now have partial understanding of other languages.
More common English words are more likely to be mutually understood.
add: Those who understand Beachtongue can understand 50% of Common and
33% of Uncommon words.
add: Those who understand Common can understand 33% of Beachtongue and
20% of Uncommon words.
add: Those who understand Uncommon can understand 20% of Common and 20%
of Beachtongue words.
add: Bilingual quirk: You can now choose between being able to speak or
not speak the language
add: Bilingual quirk: You can now choose to have partial understanding
of your language, rather than full.
qol: If you speak in ALL CAPS in a foreign language, the translated
words will also be ALL CAPS.
qol: Many more forms of punctuation are now conveyed across
translations.
qol: The 1000 most common English words will now never be scrambled when
translating into other languages for the duration of the round. This
means you can actually "learn" some words if you are especially
attentive! (Until the next round at least)
refactor: Refactored language translations. Report if you see any super
odd looking translations.
fix: Force-says forcing you to speak common (such as cult invocations)
will now correctly force you to speak common (even if you don't know
common)
/🆑
## About The Pull Request
- adds silicon access to body controlled by an AI. This is done just by
adding a trait
- adds internal headset with same channels as AI has in its core
(including syndicate and special channels for special AIs)
- binary channel required some additional code to work properly for
carbons without binary key so I decided to also fix big bold text for
borg shells and for big brother. They all have big texts in binary. This
is done by adding new `TRAIT_LOUD_BINARY`
- turns out borg shells also lack loud mode for regular radio, so it is
added too
- ai also locks bodies for themselves the same way as they do with
shells, for consistency
## Why It's Good For The Game
While AIs losing their ability to listen radio when inside uplink brain
can provide so much needed human VS ai conflict (because AI ignored open
door request from that one assistant), it feels a bit unjustified. Same
reason for AI lacking its innate all-access while in carbon body. You
can still open doors for yourself by juggling between uplink brain and
your core so why bother people with additional clicks. It brings carbon
shell on par with silicon shells (and makes them superior cough cough)
## Changelog
🆑
balance: AI uplink brain now comes with built-in radio and free silicon
access for the AI to use
balance: AI entering uplink brain now locks it for themselves. You can
reinsert that brain to reset its controlling AI
fix: fixed AI borg shells and big brother not having loud binary. Now
they do.
/🆑
## About The Pull Request
Fixes#88353
The issue:
```
Say()
try_speak() // checks filter
say signal // modifies message to something blocked by the filter
radio() // checks filter, throws error!
```
The fix:
`talk_into_impl` now passes `ignore_spam = TRUE, filterproof = TRUE`.
This is fine because the only place this is invoked by **players** is
`say` which has already run these checks.
## Changelog
🆑 Melbert
fix: Trying to talk over the radio with a stammer will no longer
occasionally result in the IC chat filter blocking you
/🆑
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
Opinions aren't too strong about taking it out of the settings page, I
only did it cause settings doesn't auto update with the pref updating,
so I can put it back if wanted.
Adds a volume slider in radios which you can use to edit your own blip
volume, which then plays a blip back at you so you know what it sounds
like.
## Why It's Good For The Game
You now change the volume using the in-game item instead of having to
scroll through a bunch of settings and find it, and you get instant
feedback so you know exactly what it's gonna sound like.
https://github.com/user-attachments/assets/fe936ed8-9620-4e81-8782-e6fa99de100a
## Changelog
🆑
qol: Radios/headsets now have a slider to change the volume from radio
noises.
/🆑
## About The Pull Request
Fixes#89445 (well, technically. It fixes the bug associated but these
`say`s should really be emotes.)
Three things:
1. Reworks how language translation works.
Rather than scrambling a sentence into a language entirely, sentences
are now scrambled on a per-word basis.
Additionally, the 1000 most common words of a language are *never*
re-scrambled across the duration of a round. Once it's set it's set in
stone.
Example: (Sample / Old / New)

This allows for a number of things:
- More consistent translations, making it (more) viable to actually
"teach" someone words for something
- Maintaining emphasis such as caps (but not `||`, `++`, or `__` - at
least not yet)
- The following:
2. Adds partial language understanding
Some languages can understand portions of other languages.

This pr adds the following:
- Those who understand Beachtongue can understand 50% of Common and 33%
of Uncommon words.
- Those who understand Common can understand 33% of Beachtongue and 20%
of Uncommon words.
- Those who understand Uncommon can understand 20% of Common and 20% of
Beachtongue words.
3. Bilingual quirk has been expanded to accomodate these changes.
There are now two more preferences:
- Language Speakable
- You can toggle this, so you only understand the language, rather than
understand AND speak.
- Language Skill
- If you choose to be unable to speak the language, you can set how much
of the language you can understand, down to 10%.
## Why It's Good For The Game
Playing around languages is fun, but due to the way our translation
works, ALL context is immediately lost for what the other person may be
saying.
If the other person is shouting in all caps? Output language is normal
chatting. This is lame!
Even if someone is unable to understand you, there's a LOT you can
convey just by how you speak, and getting that across in game is quite
difficult when all translations get mauled so badly.
So this changes that.
- Emphasis like caps lock is maintained, so you see someone shouting in
caps in a foreign language you can probably intuit something is wrong
(but not what is wrong!)
- Some languages can gleam bits of other languages, so you MIGHT be able
to pick out context if you pay close attention
- "Brother" languages will now feel more like "brothers" and not
completely divergent
- You can even "teach" someone words in your language - at least the
most common words! (Until next round)
## Changelog
🆑 Melbert
add: Languages can now have partial understanding of other languages.
More common English words are more likely to be mutually understood.
add: Those who understand Beachtongue can understand 50% of Common and
33% of Uncommon words.
add: Those who understand Common can understand 33% of Beachtongue and
20% of Uncommon words.
add: Those who understand Uncommon can understand 20% of Common and 20%
of Beachtongue words.
add: Bilingual quirk: You can now choose between being able to speak or
not speak the language
add: Bilingual quirk: You can now choose to have partial understanding
of your language, rather than full.
qol: If you speak in ALL CAPS in a foreign language, the translated
words will also be ALL CAPS.
qol: Many more forms of punctuation are now conveyed across
translations.
qol: The 1000 most common English words will now never be scrambled when
translating into other languages for the duration of the round. This
means you can actually "learn" some words if you are especially
attentive! (Until the next round at least)
refactor: Refactored language translations. Report if you see any super
odd looking translations.
fix: Force-says forcing you to speak common (such as cult invocations)
will now correctly force you to speak common (even if you don't know
common)
/🆑
## About The Pull Request
- adds silicon access to body controlled by an AI. This is done just by
adding a trait
- adds internal headset with same channels as AI has in its core
(including syndicate and special channels for special AIs)
- binary channel required some additional code to work properly for
carbons without binary key so I decided to also fix big bold text for
borg shells and for big brother. They all have big texts in binary. This
is done by adding new `TRAIT_LOUD_BINARY`
- turns out borg shells also lack loud mode for regular radio, so it is
added too
- ai also locks bodies for themselves the same way as they do with
shells, for consistency
## Why It's Good For The Game
While AIs losing their ability to listen radio when inside uplink brain
can provide so much needed human VS ai conflict (because AI ignored open
door request from that one assistant), it feels a bit unjustified. Same
reason for AI lacking its innate all-access while in carbon body. You
can still open doors for yourself by juggling between uplink brain and
your core so why bother people with additional clicks. It brings carbon
shell on par with silicon shells (and makes them superior cough cough)
## Changelog
🆑
balance: AI uplink brain now comes with built-in radio and free silicon
access for the AI to use
balance: AI entering uplink brain now locks it for themselves. You can
reinsert that brain to reset its controlling AI
fix: fixed AI borg shells and big brother not having loud binary. Now
they do.
/🆑
## About The Pull Request
Fixes#88353
The issue:
```
Say()
try_speak() // checks filter
say signal // modifies message to something blocked by the filter
radio() // checks filter, throws error!
```
The fix:
`talk_into_impl` now passes `ignore_spam = TRUE, filterproof = TRUE`.
This is fine because the only place this is invoked by **players** is
`say` which has already run these checks.
## Changelog
🆑 Melbert
fix: Trying to talk over the radio with a stammer will no longer
occasionally result in the IC chat filter blocking you
/🆑
## About The Pull Request
These didn't have a preview despite being used in crafting, which caused
constant runtimes on roundstart.
## Changelog
🆑
fix: Fixed encryption keys in makeshift jammer crafting recipes not
having an icon.
/🆑
## About The Pull Request
Added an headset subtype for ERT leaders. The only difference is the
high-volume mode
Also fixed the fact that Deathsquad Officer spawns with
`/datum/outfit/centcom/death_commando` instead of
`/datum/outfit/centcom/death_commando/officer`
## Why It's Good For The Game
The messages of ERT leaders will have better visibility in chat
## Changelog
🆑
qol: ERT leaders now have a headset with high-volume mode
fix: Deathsquad Officer will now have proper outfit
/🆑
## About The Pull Request
Closes#89553 as aftermath of #89274 changing radio interaction to
item_interaction despite radios still using attackby
Also converted them to balloon alerts, cleaned up the code and made
removing the key put it into user's offhand instead of dropping it on
the ground.
## Changelog
🆑
fix: Fixes borgs not accepting encryption keys
qol: Borg encryption key interactions now use balloon alerts, and
popping out a key puts it in your hands instead of dropping it on the
ground.
/🆑
On all maps, the captain will find a brand new green screen and camera
set up in their quarters
This is used to cast the captain's (or anyone's who breaks in) face to
all status displays across the station
(It will also relay your voice to them)

NOTE: Some maps have a stunning lack of evac displays
Noticeably **Wawa** has like 10. So these will be less effective on
those maps.
Gives Captains a more personable way of addressing the crew for
impromptu announcements rather than resorting to the announcement
computer.
Also opens up shenanigans.
🆑 Melbert, Wallem
add: Adds recording setups to the Captain's office on all maps, allowing
them to project their face to all status displays on the station
add: Centcom now has a soundstage for broadcasting to the station. It's
besides the Thunderdome.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Part 1 by grungussuss: https://github.com/tgstation/tgstation/pull/87529

gives players more control over how loud they want certain sounds to be
🆑 Rengan
sound: the volume that vox, admin sound, insturments play at can now be
tweaked in preferences, check your preferences!
sound: Elevator now uses ambience volume preference, jukeboxes uses
instrument volume preference and end of round musics uses admin music
volume preference.
/🆑
## About The Pull Request
Added an headset subtype for ERT leaders. The only difference is the
high-volume mode
Also fixed the fact that Deathsquad Officer spawns with
`/datum/outfit/centcom/death_commando` instead of
`/datum/outfit/centcom/death_commando/officer`
## Why It's Good For The Game
The messages of ERT leaders will have better visibility in chat
## Changelog
🆑
qol: ERT leaders now have a headset with high-volume mode
fix: Deathsquad Officer will now have proper outfit
/🆑
## About The Pull Request
Closes#89553 as aftermath of #89274 changing radio interaction to
item_interaction despite radios still using attackby
Also converted them to balloon alerts, cleaned up the code and made
removing the key put it into user's offhand instead of dropping it on
the ground.
## Changelog
🆑
fix: Fixes borgs not accepting encryption keys
qol: Borg encryption key interactions now use balloon alerts, and
popping out a key puts it in your hands instead of dropping it on the
ground.
/🆑
## About The Pull Request
On all maps, the captain will find a brand new green screen and camera
set up in their quarters
This is used to cast the captain's (or anyone's who breaks in) face to
all status displays across the station
(It will also relay your voice to them)

NOTE: Some maps have a stunning lack of evac displays
Noticeably **Wawa** has like 10. So these will be less effective on
those maps.
## Why It's Good For The Game
Gives Captains a more personable way of addressing the crew for
impromptu announcements rather than resorting to the announcement
computer.
Also opens up shenanigans.
## Changelog
🆑 Melbert, Wallem
add: Adds recording setups to the Captain's office on all maps, allowing
them to project their face to all status displays on the station
add: Centcom now has a soundstage for broadcasting to the station. It's
besides the Thunderdome.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Part 1 by grungussuss: https://github.com/tgstation/tgstation/pull/87529

## Why It's Good For The Game
gives players more control over how loud they want certain sounds to be
## Changelog
🆑 Rengan
sound: the volume that vox, admin sound, insturments play at can now be
tweaked in preferences, check your preferences!
sound: Elevator now uses ambience volume preference, jukeboxes uses
instrument volume preference and end of round musics uses admin music
volume preference.
/🆑
## About The Pull Request
There were two variables mixed up. It was `SEND_SOUND(holder,
radio_noise)`, though it should be `SEND_SOUND(holder, radio_receive)`.
Now everything is in place
And also added `COOLDOWN_START(src, audio_cooldown, 0.5 SECONDS)` so
that you don't hear two sounds at the same time when you talk into the
radio
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/1afc1b36-4b6e-41d0-825d-aab6d9bdf694
</details>
## Why It's Good For The Game
it's just a code issue
## Changelog
🆑
fix: fix radio sound output when receiving a message
sound: the sound of receiving your own messages over the radio is no
longer played
/🆑
## About The Pull Request
Closes#87423
## Why It's Good For The Game
The sound this produces when AI states laws on a non-common frequency is
highly jarring and shouldn't be spammed every time someone from command
asks AI to state laws (or security uses a tape recorder in the
interrogation room).
## Changelog
🆑
qol: AI laws and tape recorders no longer cause radio blips
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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request process. -->
## About The Pull Request
Renames SolFed/SolGov/Solar Goverment/Solar Federation to
TerraGov/Terran Goverment
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documented or this can delay review and even discourage maintainers from
merging your PR! -->
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your PR mention it. -->
## Why It's Good For The Game
Requested by the loremins
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->
## Proof Of Testing
It compiles, nothing seems broken ingame (please TM this)
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</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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and its effects on PRs in the tgstation guides for contributors. Please
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🆑
add: Renames all mentions of the Solar Goverment/Federation to the
Terran Goverment
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request

## Why It's Good For The Game
gives players more control over how loud they want certain sounds to be
## Changelog
🆑 grungussuss
sound: the volume that ship ambience, ambience, radio noise and
announcements play at can now be tweaked in preferences, check your
preferences!
/🆑
The sound runtimed and prevented radio's from working because it treated
a string as a sound datum
🆑
fix: Fixes sec and command coms not working correctly
/🆑
Admins can hotfix this on live by mass editing radio_noise to 0
## About The Pull Request
closes https://github.com/tgstation/tgstation/issues/87136
## Why It's Good For The Game
it makes sense for a tv to have a volume button, some people just don't
want to listen to it all day.
## Changelog
🆑 grungussuss
qol: you can now turn off the volume on an entertainment monitor
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
If you recieved a message on the common frequency - it doesn't play
radio noise for you.
## Why It's Good For The Game
Common can be incredibly spammy, especially on high pop rounds, may it
be the AI with its 5 messages stating laws, assistants screaming down
with the captain or whatever and the arrival announcement machines, it
just spams the soundscape with needless crap as common is just a
chatroom for the entire station, with this change the noise will be an
actually important radio cue for information coming from your
department.
## Changelog
🆑 grungussuss
sound: radio noise will no longer play on the common channel
/🆑