## 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
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
/🆑
## About The Pull Request
Fixes#82440
This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.
I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
## About The Pull Request
This PR adds a bunch of sanity checking to the `prefs.chat_toggles` var
accesses.
Prefs can be null when client is creating/deleting and this causes a
runtime where you might not be able to use emotes.

EDIT: as per suggestion I stopped masking the issue and added stack
traces instead. And made them into helper procs to avoid code
duplication.
For some of these procs it is important that we are able to continue
running to get to the end. **A ghost having null prefs should not stop
everyone else from hearing/seeing the emote.**
So now they will put the stack trace and keep on trucking if that issue
occurs. This is the main 'point' of the PR, which has seemingly gotten
bogged down in the creation of the two helper procs--apologies.
See https://github.com/tgstation/tgstation/pull/70404 for essentially
the same issue but applied to chat messages. I have gone back and
replaced the duplicated code from that to use the new helper procs
instead.
## Why It's Good For The Game
Anything chat related is a bad place to runtime. Some messages can take
a while to type out and to have it not display is frustrating at worst,
possibly detrimental if you have to communicate something urgently.
## Changelog
🆑
fix: fixes a bug that can cause emotes to stop working if a client is
being created or deleted
/🆑
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## About The Pull Request
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documented or this can delay review and even discourage maintainers from
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Fixes#69798Fixes#71621
When using hypnosis on a victim, the language should be accounted for
and whether the victim can properly hear it. Before the hearing code
would magically translate any message, this is no longer the case.
This also fixes the language barrier involving hearing for:
- Mind echo trauma
- Phobia trauma
- Hypnotic trigger trauma
- Split Personality brainwashing trauma
- Codeword hearing
- Hypnotize status effect
- Impure Inacusiate reagent
## Why It's Good For The Game
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Better consistency, improved readability, and less bugs in the future.
## Changelog
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🆑
fix: Fix hypnosis, mind echo trauma, phobia trauma, hypnotic trigger
trauma, split personality brainwashing trauma, codeword hearing, and
impure inacusiate reagent all bypassing language and hearing checks. If
you try to give commands to a victim in a language they don't
understand, they will no longer magically understand the words.
fix: Fix sign language having accent modifications
refactor: Refactored saycode to be more robust, readable, and have more
unit tests.
/🆑
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Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fix xeno hivemind talk causing hissing sound
* Fix dullahan speech arg
Add message_range and saymode to say arguments
Add new say args to other say procs
Add new say args to other say procs
* Revert "Fix dullahan speech arg"
This reverts commit abff2bec1a03c1270b2896faa547c465e046ad78.
* Fix speech_args to be list
* Refactor hulk speech signal handler
* Revert "Revert "Fix dullahan speech arg""
This reverts commit 58997930096ef6b7fa8a1c79395595e61db954c6.
* Change filterproof to be null like other say procs
* Remove unused COMSIG_MOB_SAY defines
* Readd defines for COMSIGH_MOB_SAY
About The Pull Request
Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.
Splits game preferences into its own window.
Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.
This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.
Fixes#60823Fixes#28907Fixes#44887Fixes#59912Fixes#58458Fixes#59181
Major TODOs
Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc
A lot of specialized testing so that people's real data don't get corrupted
Changelog
cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
Moves /mob/dead/observer/say() message sanitize code to after the special admin radio keys logic that will also sanitize.
Changes an if else chain to a switch statement,
One of the more annoying parts of sending in a centcom official or ERT as an admin is the fact that sometimes you need to keep in touch with them- especially when you're supporting a response team with multiple people, and sending them headset messages one-by-one or using command reports won't cut it. In these cases, I spawn myself in at centcom (or use the body I made for briefing) and talk on the Centcom radio freq, but this sucks because while you're in the body, you can't watch what they're doing because you're not a ghost!
So this PR adds a special speech prefix for admin ghosts, :j, which tries to relay your chat message to your linked body if one exists, instead of sending it to deadchat.
Added a client.holder check to the line about radio extensions for admin chat and deadchat commands. It means common observers can finally spam dchat with plushie emoji. Admin observers still have to deadmin before using emojis safely, until someone takes the time to refactor saycode mods so these admin commands only acept the comma prefix (luckily, observer/get_message_mods() doesn't trim the message).
#56519 had noble goals in trying to make emote code more robust for
ghosts, but in doing so it undid #47144, which was made to allow people
to start messages with asterisks in deadchat without getting hassled by
the game thinking you're emoting. This re-limits the emote checker to
the only two emotes ghosts have ever had, *spin and *flip.
* Fixes / refactors emotes
Crack emote no longer runtimes
Ghosts can use help emote
Exhale / inhale emote only work for living
Move beep emote living subtype
Help emote no longer tells you that you can't use it
* Remove var in arguments
Lint
* Replace loop with join