Commit Graph
1602 Commits
Author SHA1 Message Date
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
+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
AlexisandGitHub d9a6b832ed Reverts 'Virosec' and Returns Redsec to Base /tg/ + Red Skyrat Security Gear (#5518)
## About The Pull Request
Does as the title suggests. This was voted on and approved unanimously
by maintainers.

**BLUE DONATOR ITEMS HAVE BEEN LEFT INTACT.**
## Why It's Good For The Game
A lot of players discussed discontent with 'virosec' and I feel this is
a solution that works.
## Proof Of Testing
I forgot to take screenshots, but it compiles, builds, and almost
everything is red.
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: Added back base /tg/ redsec along with red Skyrat clothing items.
del: Removed 'virosec'.
/🆑
2026-05-03 18:47:46 +02:00
6c2ad0eac7 Adds the savior of the universe paper hat from Project Hail Merry. (#95772)
## About The Pull Request
Adds the savior of the universe paper hat from Project Hail Merry to the
waylaid bus ruin.
## Why It's Good For The Game
I very much like the references scattered through out the game and so
I'm adding another.
<img width="1316" height="534" alt="image"
src="https://github.com/user-attachments/assets/97ff753d-c81b-4e4c-a136-bc8f6c025c3c"
/>
<img width="93" height="95" alt="image"
src="https://github.com/user-attachments/assets/44c30f45-1139-4b0b-baf4-e9ccdd379cd4"
/><img width="90" height="94" alt="image"
src="https://github.com/user-attachments/assets/0de05f71-50d8-4782-b501-97c1eeb8a055"
/><img width="95" height="94" alt="image"
src="https://github.com/user-attachments/assets/2c0fe38c-eeef-44ab-aad9-59a71e483a3d"
/><img width="83" height="93" alt="image"
src="https://github.com/user-attachments/assets/3f5bbf8b-fe36-42e4-8d5c-e6146974edcf"
/>
<img width="864" height="509" alt="image"
src="https://github.com/user-attachments/assets/29332c3f-7f8a-4ed5-a876-66af4c221cb6"
/>




## Changelog
🆑
add: Saviors paper hat.
add: Added worn and normal icon states for it in costume.dmi
map: Modified bus.dmm to include the paper hat behind the main bus.
/🆑

---------

Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com>
2026-04-24 17:57:19 -07:00
7763db34a1 Basic beepskies and some ED209 additions (#95783)
## About The Pull Request
this PR refactors beepskies and ED209s into basic mobs. ive also added a
few features for the ed209 because i cant keep my hands to myself:

ED bots can now wear hats! a few hats give them some new unique
dialogue. Putting a cowboy's hat on an ED will have it acting like a
town Sherrif

EDs are now rideable when emagged. theyll still be shooting people while
ridden. youll also have the ability to charge at people full throttle
running them over

ive also added a new Nukie variant, purchasable from the uplink. These
versions come fitted with an LMG and will patrol the station and shoot
all walks of life. If emagged, theyll blow up people with (weaker)
rockets (im still working on balancing this). they are rideable but i
highly suggest against it; youll be caught in the crossfire. (i
understand if ud prefer i atomize this feature)

## Why It's Good For The Game
gives some personality to EDs, as well as updating all these bots to the
cool new ai system

## Changelog
🆑
refactor: beepskies, and ed209s have been refactored. please report any
bugs
add: ed209s can now wear hats! some hats give them new dialogue
add: emagged ed209s are now rideable! 
add: added evil versions of the ed209s to the syndie uplink
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2026-04-25 00:25:28 +00:00
RhialsandGitHub ef6a2e8fe0 Takes the donk-co cameras off of the main station network (#95726)
## About The Pull Request

This moves the donk co trading post cameras to a currently unused "donk"
network.

This means they no longer show up on the "ss13" station network.
## Why It's Good For The Game

These cameras aren't even active, and they shouldn't be on the main
station network anyways.

Closes #95633.
2026-04-13 12:41:11 -05:00
567d5709bf Minor Persistence Map Fixes plus Tarkon R&D unlocking (#5393)
## About The Pull Request

Fixes a few things about both persistence maps and Tarkon

Persistence:
- Altered the scrubber and vent layout of the library to be more
effective against possible gas contamination
- Changed the admiral's doors to be independently bolting of each other
- Fixed the bitrunning vent being connected to the waste pipe
- Removed the excess suit storage unit from the Liason's office
- Fixed a missing cable under the third engineering SMES
- Fixed the naming of the nanite lab and engineering officer's quarters
- Set the R&D console in the research lab to syndicate access, like the
one present on the bridge
- Removes an excess wall from the left side of the icebox percy roof,
causing there to be asymmetry and a light inside a wall

Tarkon:
- Unlocks and unrestricts the R&D console in the tarkon research lab and
adds two unlocked boards to the floor safe.

## Why It's Good For The Game

Fixed small issues that are bothersome when noticed and influence
gameplay somewhat frequently or all the time, in the case of Tarkon.

## Proof Of Testing

Maps compile and spawn in properly.

## Changelog
🆑
map: Fixed a few minor issues with the Persistence, along with unlocking
Tarkon's R&D console.
/🆑

---------

Co-authored-by: Cabbage <supredoode@gmail.com>
2026-04-11 08:57:57 -06:00
ed54499828 [MDB Ignore] Medical larp: Adds the IDC-27 as an analog to the SDSM-35 for viruses (#95465)
## About The Pull Request

Continues the work of #94761 by adding an analog for virus references

It contains a majority of viruses - including some that are
not-quite-viruses like parrot possession
Some are excluded, some are combined into others

It also contains all advanced virus symptoms

<img width="859" height="509" alt="image"
src="https://github.com/user-attachments/assets/c73f56c0-5a11-4643-9a97-1e2a06ade0c1"
/>

Other changes

- Refactored the SDSM to have use a generic "PaginatedBook" component
for reuse
- Adjusted flavor of all of the diseases
- Flu / Spanish Flu and Cold / Cold 9 now properly act as antibodies for
one another as implied by cure text

## Why It's Good For The Game

Refer to #94761 : De-wikification and larp. This one is a reference to
the IDC-11.

## Changelog

🆑 Melbert
refactor: Refactored the SDSM-35 to allow for new books of similar
styles, report any oddities with it.
fix: Fixes the broken image(s) in the SDSM-35. 
add: Adds the IDC-27 in Medbay, the CMO's office, Virology, and possibly
the Library. It's a reference book to all viruses you may experience,
similar to the SDSM-35.
add: Several diseases/viruses received minor flavor adjustments,
primarily to cure text, agent, description, and form.
add: Getting cured of the Flu provides immunity to Spanish Flu (and visa
versa) as implied in cure text.
add: Getting cured of a Cold provides immunity to Cold-9 (and visa
versa) as implied in cure text.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2026-04-07 07:51:30 +02:00
14c77736e7 Slot Machine DLC - Diversified Debt for Every Department (#95513)
## About The Pull Request
This PR takes the improvements from:
- #95313

And builds on it quite a bit. Slots now have:
- New symbol icons based on SS13 objects instead of Font Awesome icons
- Several new slot machine subtypes for every department
- New slot machine random spawner that is used to replace all slot
machines on all maps
- ~~Greyscaled the slot machine sprite and replaced it with GAGs (to
color them by department)~~
- New rare trap/hazard abilities depending on symbols (syndiebomb =
flashbang, handcuffs = cuff, singulo = shock, etc.)
- Syndie slot machine that comes preinstalled in all syndie
outposts/nuke bases
- Slot machines circuits can be configured with a screwdriver to change
the type and emagging results in the syndicate version
- Tweaked the pixel offset for the jackpot flashing icon so it is in the
correct position
- Improved the name generator with more adjectives and nouns for all
subtypes (ex. clown slot machine = "Lucky Giggles")
- IDs and Department budget cards can be linked as the owner of the slot
machine, however NT takes a 40% cut off the profits since jackpots/bonus
spins are paid out by NT

##### And yes... there is a clown and mime subtype... honk

## Why It's Good For The Game

<img width="1503" height="791" alt="dreamseeker_t8lLODECva"
src="https://github.com/user-attachments/assets/597355be-aee0-483a-82a4-7f8d6fa9ae90"
/>

Better slot machine icons and code.

## Changelog
🆑
add: To help cover budget expenses, NT has redesigned and installed new
slot machines that are themed by department. Slot machines can also be
linked to bank accounts via ID cards or department budget cards. NT
takes a 40% cut of profit to payout major jackpots and bonus spins.
Please gamble responsibly.
map: Replaced all slot machines with slot machine random spawners. Added
syndicate slot machines to Syndicate bases and nuke outposts.
/🆑

---------

Co-authored-by: Lucy <lucy@absolucy.moe>
2026-04-03 15:25:31 +01:00
shayoki a64fda912b maps ci V 2026-03-11 11:25:39 -05:00
nevimer 5882ff4a12 updatepaths commit 2026-03-10 16:45:13 -04:00
necromanceranneandGitHub 1ce02afed8 Adds the pump-action grenade launcher and updates the existing break-action ballistic grenade launcher with a new sprite (#95244) 2026-03-10 20:54:05 +02:00
shayoki be0da4af11 probably 3 2026-03-10 11:55:19 -05:00
Alexis 5c5a636485 Merge branch 'master' into upstream-feb12-2026 2026-03-02 07:42:16 -05:00
gavlaandGitHub 1e26a36b89 Ci map fixes (#5293)
## About The Pull Request

This should fix new PRs that are failing unit tests due to irrelevant
mapping issues from a space ruin and weirdly placed firelock.
2026-03-01 04:52:56 -06:00
5597d3556b fix: Roundstart atmos dif's (#5263)
Just fixes some tiles where there is a difference in atmos roundstart
which causes lag.

🆑
fix: fixes some roundstart atmos differences with lizard gas and the
persistence
/🆑

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
2026-02-24 09:11:18 -06:00
axietheaxolotlandGitHub 51ad6527c7 stabs blusec in the jugular and takes their wallet (virosec - security resprite and reset) (#5159)
## About The Pull Request

I'm working on it. the poll won so I am going ahead w/ this. 

<img width="1436" height="286" alt="image"
src="https://github.com/user-attachments/assets/255eda79-eb2c-4e36-9ad8-53c91c3b245e"
/>

<img width="336" height="183" alt="image"
src="https://github.com/user-attachments/assets/f92f5c29-c4e0-46da-889e-88acc903d253"
/>

stuff left to do

- [x] finish hos outfits
- [x] finish warden outfits
- [x] finish obj icons
- [ ] bugtest

this is a total overhaul of security, essentially resetting everything
to a new standard which can be worked off of. this is also a deletion of
blusec, an antiquated, unpopular idea that has long since proven to both
not be liked, and not work.

### this pr will not be the be-all, end-all. stuff will likely be
tweaked, added, removed, changed, or resprited in the coming days,
weeks, and months. due to just how much stuff security has.

## Why It's Good For The Game

will write a markup for this specific pr eventually but I will just be
posting the discord justification I gave

<img width="427" height="313" alt="image"
src="https://github.com/user-attachments/assets/e033ff0c-44f2-4cf6-ad9b-4b2d124cf21e"
/>
<img width="419" height="506" alt="image"
src="https://github.com/user-attachments/assets/84e86f18-72d2-4bef-a84b-1b53067fe41d"
/>

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="967" height="1046" alt="image"
src="https://github.com/user-attachments/assets/feaf9395-88d3-4999-a02f-e89cae25cc67"
/>
<img width="602" height="728" alt="image"
src="https://github.com/user-attachments/assets/81daae2f-f18e-41a9-a225-48dbbaad697f"
/>


</details>

## Changelog
🆑 axietheaxolotl / viro
del: blusec
add: redsec
/🆑
2026-02-18 16:38:21 +01:00
MrMelbertandGitHub ef28e00690 [MDB Ignore] Refactors gauze, adds Tourniquets (#95041)
## About The Pull Request

1. Refactors gauze

Removes gauze var from `/stack`, adds a shared parent between tape and
gauze.
Behavior of "sticking thing on limb" is now a bit more generic, with
there being a component to facilitate it and a framework on `/bodypart`

Closes #92990

2. Adds Tourniquets

A first aid item, when attached to a limb it reduces blood loss from
that limb by 90%.
However while attached you walk slower (if on a leg), interact slower
(if on a arm), and yes, you rapidly die if you put it on your head

Paramedic belts have their starting equipment changed again for the
500th time.
Surgical tape -> Tourniquet
Bone gel -> Bonesetter

<img width="604" height="224" alt="image"
src="https://github.com/user-attachments/assets/443dd5c0-44a3-4ccb-9f6a-c561bbf2fba9"
/>

## Why It's Good For The Game

Adds some more variety for field treatment of bleeding wounds, and in
the future we can add things like "improvised tourniquets" or
"improvised splints" with wooden planks.

## Changelog

🆑 Melbert
add: Adds Tourniquets. While attached to a limb, reduces blood loss from
that limb by 90%, but makes you walk / interact slower. (Or if you put
it on your head, you die.)
add: You can purchase Tourniquets from the premium section of the
medical vendor
add: Paramedic belt setup has changed yet again: Surgical tape replaced
with Tourniquet, Bone gel replaced with Bonesetter.
add: You can use all forms of tape as splint - like Gauze. Will secure a
fracture but won't stop your blood from exiting.
refactor: Refactored gauze entirely, report any strangeness with it (or
tape, or tourniquets)
/🆑
2026-02-15 08:30:57 +01:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/compile_changelogs.yml
#	.github/workflows/stale.yml
#	SQL/database_changelog.md
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/__DEFINES/atom_hud.dm
#	code/__DEFINES/inventory.dm
#	code/__DEFINES/mobs.dm
#	code/__DEFINES/species_clothing_paths.dm
#	code/__DEFINES/subsystems.dm
#	code/__DEFINES/surgery.dm
#	code/__HELPERS/global_lists.dm
#	code/_globalvars/lists/maintenance_loot.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/minor_mapping.dm
#	code/controllers/subsystem/processing/quirks.dm
#	code/controllers/subsystem/shuttle.dm
#	code/datums/components/palette.dm
#	code/datums/components/surgery_initiator.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/hud.dm
#	code/datums/mood.dm
#	code/datums/mutations/chameleon.dm
#	code/datums/quirks/negative_quirks/nyctophobia.dm
#	code/datums/status_effects/debuffs/debuffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/slime/slime_leech.dm
#	code/datums/weather/weather.dm
#	code/game/data_huds.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/frog_statue.dm
#	code/game/objects/items/rcd/RLD.dm
#	code/game/objects/items/robot/items/hypo.dm
#	code/game/objects/items/stacks/medical.dm
#	code/game/objects/items/stacks/wrap.dm
#	code/game/objects/items/storage/garment.dm
#	code/game/objects/items/tools/medical/defib.dm
#	code/game/objects/items/weaponry.dm
#	code/game/objects/items/weaponry/melee/misc.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/curtains.dm
#	code/game/objects/structures/dresser.dm
#	code/game/objects/structures/girders.dm
#	code/game/objects/structures/maintenance.dm
#	code/game/objects/structures/mirror.dm
#	code/modules/admin/greyscale_modify_menu.dm
#	code/modules/admin/verbs/light_debug.dm
#	code/modules/antagonists/ashwalker/ashwalker.dm
#	code/modules/antagonists/heretic/knowledge/starting_lore.dm
#	code/modules/antagonists/ninja/ninjaDrainAct.dm
#	code/modules/art/paintings.dm
#	code/modules/client/preferences.dm
#	code/modules/client/verbs/ooc.dm
#	code/modules/clothing/head/wig.dm
#	code/modules/events/disease_outbreak.dm
#	code/modules/holodeck/holo_effect.dm
#	code/modules/jobs/job_types/head_of_security.dm
#	code/modules/jobs/job_types/security_officer.dm
#	code/modules/library/skill_learning/generic_skillchips/point.dm
#	code/modules/mining/lavaland/ash_flora.dm
#	code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/basic/guardian/guardian.dm
#	code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm
#	code/modules/mob/living/carbon/carbon.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defines.dm
#	code/modules/mob/living/carbon/life.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/mob.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mod/mod_control.dm
#	code/modules/mod/modules/modules_general.dm
#	code/modules/modular_computers/computers/item/computer_ui.dm
#	code/modules/paperwork/paper.dm
#	code/modules/paperwork/paperbin.dm
#	code/modules/power/lighting/light.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
#	code/modules/projectiles/projectile.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/food_reagents.dm
#	code/modules/reagents/chemistry/reagents/other_reagents.dm
#	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
#	code/modules/research/xenobiology/crossbreeding/_clothing.dm
#	code/modules/research/xenobiology/crossbreeding/prismatic.dm
#	code/modules/surgery/advanced/brainwashing.dm
#	code/modules/surgery/advanced/lobotomy.dm
#	code/modules/surgery/amputation.dm
#	code/modules/surgery/blood_filter.dm
#	code/modules/surgery/bodyparts/_bodyparts.dm
#	code/modules/surgery/brain_surgery.dm
#	code/modules/surgery/cavity_implant.dm
#	code/modules/surgery/coronary_bypass.dm
#	code/modules/surgery/gastrectomy.dm
#	code/modules/surgery/healing.dm
#	code/modules/surgery/limb_augmentation.dm
#	code/modules/surgery/organ_manipulation.dm
#	code/modules/surgery/revival.dm
#	code/modules/surgery/sleeper_protocol.dm
#	code/modules/surgery/surgery_helpers.dm
#	code/modules/surgery/surgery_step.dm
#	code/modules/unit_tests/_unit_tests.dm
#	code/modules/unit_tests/designs.dm
#	code/modules/unit_tests/icon_state_worn.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png
#	icons/map_icons/clothing/head/_head.dmi
#	icons/map_icons/clothing/shoes.dmi
#	icons/map_icons/items/_item.dmi
#	icons/mob/huds/hud.dmi
#	icons/mob/inhands/64x64_lefthand.dmi
#	icons/mob/inhands/64x64_righthand.dmi
#	icons/obj/machines/computer.dmi
#	tgui/packages/tgui/interfaces/OperatingComputer.jsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/types.ts
#	tgui/packages/tgui/interfaces/SurgeryInitiator.tsx
#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
NickandGitHub 12fabce357 Katanas now have their own respective sheaths, adds leather crafting recipes for katana sheaths (#94939) 2026-01-28 13:09:44 +02:00
SyncIt21andGitHub 7fc6e1402a Additional maintenance for plumbing related stuff (#94753)
## About The Pull Request
**Qol**
- Adds examines & screen tips for washing items in sinks
- Adds examines & screen tips for wall frame items i.e deconstructing
with wrench & what structures you can mount them on

**Fixes**
- Plumbing components inside shuttles now properly reconnect 
- Plumbing iv drip has their connectors (red & blue pipes) visible again
- Sinks consume reagents when washing and won't wash when it becomes dry
- Fixes #94942 placing ducts by hand on turf won't run time. Also
Plumbing machinery properly reconnects when un wrenching ducts in
circular connections
- All plumbing machinery now operates in the plumbing subsystem & map
loaded machines begin processing

**Refactor**
- Refactored sink frame into a wall frame item meaning it can now be
carried in hand and mounted on walls
- Refactored the sink attack chain to use `item_interaction()` instead
of `attackby()`
- All sinks are now wall mounted components meaning destroying the wall
they are attached to will cause it to deconstruct

## Changelog
🆑
qol: added examines & screen tips for wall frame items
qol: added examines & screen tips for washing items in sinks
fix: plumbing components inside shuttles reconnect to their machine
counterparts correctly
fix: plumbing iv drip has its red & blue connectors visible again
fix: sinks consume reagents when washing and won't wash when it becomes
dry
fix: map loaded plumbing machines begin processing
fix: placing stack of ducts by hand of ducts works again
fix; plumbing machinery properly reconnects when un wrenching ducts in
circular connections
refactor: sinks are now proper wall mounted components meaning
destroying their attached walls will cause it to get destroyed & sink
frames are wall frame items that can be carried in hand
/🆑
2026-01-26 15:00:11 +01:00
SmArtKarandGitHub 71a232f03b Makes lizard skin and lizardskin items inherit their "donor's" skin color (#94751)
## About The Pull Request

As title says, skin butchered from humans (currently only applies to
lizardskin) now inherits their owner's skin color, and so do items
(lizardskin boots and hats) made from it.

Also this PR gagsifies lizardskin hats and boots for this very reason.

## Why It's Good For The Game

Consistency, when you butcher a purple lizard you should get purple
lizard boots.

## Changelog
🆑
add: Made lizard skin and lizardskin items inherit their "donor's" skin
color
/🆑
2026-01-12 00:29:35 +00:00
MrMelbertandGitHub 45b23412f8 [MDB Ignore] Medical larp: Adds the SDSM-35 (an in game brain trauma reference) (#94761)
## About The Pull Request

Medbay, the CMO, the Psychologist, (possibly) the Library, and some
maint rooms across all maps now have multiple copies of the SDSM-35

This exists as an in game ability to reference what brain traumas do. No
special bells or whistles, not even a search bar - it's a book after
all.

<img width="819" height="589" alt="image"
src="https://github.com/user-attachments/assets/ace867b9-a0f0-4302-99f9-46ed4d6fe377"
/>

<img width="802" height="546" alt="image"
src="https://github.com/user-attachments/assets/c96941d3-8da8-48f7-859b-93953fe01473"
/>

## Why It's Good For The Game

De-wikification: Rather than needing to pull up the wiki to figure out
what the brain trauma is doing, you can refer to the in game book and
cross reference the patient's behavior.

Medial larp: It's a reference to the DSM-5. If that wasn't obvious. 

## Changelog

🆑 Melbert
add: You can now find the SDMS-35 in Medbay, the CMO's office, the
Psychologist's office, and possibly the Library. Quite simply, it's a
reference book for all the brain trauma's you may experience.
/🆑
2026-01-08 19:47:04 -07:00
Leland KembleandGitHub 7558dc8e4b Replaces instances of mapped in normal wooden barricades on top of objects with crude wooden barricades (#94755)
## About The Pull Request

We've all seen that thing that happens where you open a door in
maintenance, and a large barricade of wood materializes where the door
just was. That's not right. The obvious solution would be to make the
barricade appear on top of the door beforehand, and while that works in
terms of behaviour, it looks really weird:
<img width="82" height="82" alt="image"
src="https://github.com/user-attachments/assets/e2c170d8-8a3d-4f09-80a4-976c525bed9f"
/>
and even weirder on objects such as windows & shutters. I suppose that's
why you're not able to build them on top of these things in actual
gameplay.

Instead, this replaces every instance of a mapped-in wooden standard
barricade that appears on top of an object (save for one on top of a
girder in icebox) with a crude barricade, causing it to both appear on
top of the object and look right doing so.

Additionally, comes with a linter for big barricades on top of airlocks
& windows.

## Why It's Good For The Game

It doesn't look weird nor act weird. Even aside from the airlocks, these
things are weird with windows, acting like they're inside the glass.

Additionally, while this does technically reduce their integrity,
increase projectile passing rate & reduce plank drop amount, so I'm
labeling it balance out of good faith, the only actual balance
implication this has is that the barricade being on top of the door
prevents it from being opened via a simple bump, which could and does
effect atmos situations, but I'd sooner call that a bugfix than a
balance change.

## Changelog
🆑

balance: wooden barricades mapped on top of objects are now crude
barricades, preventing them from materializing when you open a door.

/🆑
2026-01-07 17:57:31 -05:00
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
Leland KembleandGitHub 50f25c5b9d [MDB IGNORE] Offstation piping & cabling lookover (#94445)
## About The Pull Request

Looks over all offstation map files save for shuttles & bitrunning
domains for piping & cabling defects, inefficiencies, & deviations from
standard design. Any defects explainable as the result of damage have
been ignored, obviously. As usual, no pieces of equipment other than
piping & cabling were moved.

A few gameplay-effecting issues were addressed:

The Icebox Thing ruin's medical section had a scrubber disconnected from
the main line.
The Lavaland Beach Biodome had an injector for its scrubber line into
the outdoors, but as the outdoors are unpowered it has been replaced
with a passive vent.
The Lavaland Surface Gas Station's oxygen tank was on the incorrect
piping layer. This tank has also become an air tank, instead.
The Lavaland Surface Gas Station's central air vent was disconnected.
The Film Studio's crew's bedroom's vents were disconnected.
The Haunted Trading Post(space donk co ruin with the AI chamber) was
surrounded by electrical grille spawners, but these spawners spawn
yellow cables while the ruin uses red cables. They have been replaced
with a new layer 1 electrified grille spawner.
The Waystation ruin was hotwired due to electrical grille spawners.
The "Research" gateway's Dorms & Medbay APCs were disconnected.

A few maps have an incredibly large amount of useless cables, these
being the Icebox gas station & comms agent outpost, & the interdyne
space ruin. These cables are being left in under presumption of intent.

One map, the "the_outlet" space ruin, has air pipes leading to all of
its air alarms, for an indiscernible reason. These pipes are also being
left in under presumption of intent.

## Why It's Good For The Game

Just because they're all dead or criminals doesn't mean they like
wasting credits on piping, or that they don't have standards.

Solves the issues mentioned above.

## Changelog
🆑

map: A great deal of offstation structures have been given more
efficient piping & cabling.
map: Several offstation structures have had piping & cabling issues
resolved.

/🆑
2025-12-17 00:21:22 +00:00
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
shayoki ff168423fd reducing mapping runtimes 2 2025-12-13 20:21:48 -06:00
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
SyncIt21andGitHub b03fc39287 Replacing objects with their mapping directional helpers Part 3 (#94315)
## About The Pull Request
Continuation of #94059. Replaces the following signs with their
directional helpers

- `/obj/structure/sign/departments/cargo :
/obj/structure/sign/departments/cargo/directional`
- `/obj/structure/sign/warning/vacuum/external :
/obj/structure/sign/warning/vacuum/external/directional`

## Changelog
🆑
qol: added mapping directional helper for cargo & vacuum signs allowing
them to interact with fire/acid on their mounted turf
/🆑
2025-12-09 23:33:44 +00:00
RikuTheKillerandGitHub be1f231869 Lock R&D console boards by default (#94114)
## About The Pull Request

This PR makes all R&D console boards that are either printed or sourced
from tech storage start out locked. They can be unlocked by swiping them
with an ID that has research access.

R&D consoles can also be unlocked with an emag, but doing so will break
their comms circuit as well, making all researched nodes broadcast over
public comms. You can still emag the console itself after it's been
constructed without breaking it in any way, while also silencing
announcements instead. (that's definitely a noob trap, but it's out of
scope for this PR)

The reason why the tech storage board is locked as well is because the
goal of this PR is to stop engineers from making R&D consoles, and
engineers have access to tech storage. Leaving the board unlocked and
moving it to secure tech storage would make engineers break in there
every shift.

The changelog basically has a FAQ for "Okay, so what do I do instead?",
because I know people will be confused about what route they're intended
to take when science closes their desk shutters for the umpteenth time
this week.
## Why It's Good For The Game

Engineering has a habit of making an R&D console every round to bypass
having to ask science or a head of staff to research things. Locking the
consoles at least makes engineers consider asking science to do
science's job.

Note that this doesn't solve the issue entirely, it just removes the
easiest and most convenient way of bypassing science. Engineers can
still break into R&D extremely easily using their wire knowledge, and do
so regularly.

More importantly though, this might shine some light on the fact that
heads of department like the CE have remote access to the research
network via their PDAs. This means engineers can ask the CE to research
things for them.

Asking people with access to the research network to research things is
a lot better for roleplay and immersion than having engineering
construct R&D consoles every shift.

## Changelog
🆑
balance: R&D console boards sourced from printing or tech storage are
now locked by default. It's recommended to ask your respective head of
department or the science department to complete research for you. Heads
of department can remotely access the research network using their PDAs.
/🆑
2025-12-05 19:12:22 -05:00
BloopandGitHub f71c00a88b Runs UpdatePaths to condense some map keys (#94312)
## About The Pull Request

Tin. I just ran UpdatePaths, which automatically does this. The recent
script to root out all the nearspace flaky test causing issues made some
changes that were causing every UpdatePaths run to create diffs
downstream.

## Why It's Good For The Game

Helps with map parity for downstreams.

## Changelog

Nothing player-facing
2025-12-05 11:23:03 -07:00
RoxyandGitHub 9f7dc7c970 [MDB IGNORE] Make /obj/item/stamp abstract, create proper granted stamp subtype (#94139)
## About The Pull Request

There is technically an `/obj/item/stamp/granted` in that one traitor
objective refers to it and tries to override a proc on it thus making it
a valid type, but not really. This changes the base `/obj/item/stamp`
from being the granted stamp to being an abstract type, and creates a
proper subtype for the granted stamp.

## Why It's Good For The Game

Base types being concrete outside of scenarios where its intuitive are
very annoying

## Changelog
🆑
code: makes /obj/item/stamp abstract, creates /obj/item/stamp/granted
/🆑
2025-12-02 16:53:07 -07:00
SyncIt21andGitHub 2424103245 Replacing objects with their mapping directional helpers Part 2 (#94181)
## About The Pull Request
Continuation of #94059. Replaces the following signs with their
directional helpers

- `/obj/structure/sign/warning ->
/obj/structure/sign/warning/directional`
- `/obj/structure/sign/warning/radiation ->
/obj/structure/sign/warning/radiation/directional`
- `/obj/structure/sign/warning/secure_area ->
/obj/structure/sign/warning/secure_area/directional`

Depends on #94076 for diagonal wall mounts

## Changelog
🆑
qol: added mapping directional helper for warning, radiation & secure
area sign allowing them to interact with fire/acid on their mounted turf
qol: adds mapping helper to create diagonally shifted objects
/🆑
2025-12-02 23:46:53 +00:00
SyncIt21andGitHub f7bc204bf7 Replacing objects with their mapping directional helpers Part 1 (#94059)
## About The Pull Request
Improving upon #93662 where i noticed a lot of objects don't have
directional helpers

Replaces the following mapped in objects with their directional
counterpart

- `/obj/structure/sign/nanotrasen ->
/obj/structure/sign/nanotrasen/directional`

less var edits & also more realistic interaction with fire/acid etc if
the turf on which they are placed on is attacked which isn't the case if
they are directly mounted on walls

## Changelog
🆑
qol: adds mapping directional helper for nanotrasen sign & replaces all
var edited instances
/🆑
2025-12-02 23:44:30 +00:00
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
shayoki fc809d7687 automappers for spaceruins arent spaceruins theyre automappers 2025-11-30 04:40:41 -06:00
shayoki d3668036f2 spaceruin noops and spaceheater death
my first commit as a maptainer i sure hope this doesn't make things worse
2025-11-30 04:05:44 -06:00
nevimer fc2c3d826e Reset Maps to TGstation 2025-11-29 22:51:11 -05:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
AfevisandGitHub 8aeba5a0ab [MDB Ignore] area/noop map lint (#94158)
safeguards against #94132



for downstreams, i've added a bat script in
tools\mapping_fix_template_noop_areas that'll iterate over all .dmm in a
given folder (set the relative path from the git root in the .bat)

---------

Fixes a bunch of shit getting left in space randomly, as well as flaky
tests.
<img width="1960" height="149"
alt="518075345-f003e38f-21ef-4ead-b233-f3a47d1aadcc"
src="https://github.com/user-attachments/assets/9a807cd8-0304-4737-bd91-da783c3c8bef"
/>
2025-11-28 15:56:58 -07:00
Leland KembleandGitHub 97164a090e Turns some instances of ", this" into ". This" (#94043) 2025-11-21 17:33:19 +01:00
d76d2f5438 Laser Gun Update: Deep Lore, Gun Variety, Pew Pew (#93520)
## About The Pull Request

Updates the laser gun into four proper subtypes: Standard, Pistol, Rifle
and Carbine.

<img width="229" height="210" alt="image"
src="https://github.com/user-attachments/assets/12c03076-8ebf-4d87-8c98-6a8cce6821db"
/>

Current sprites are pending a palette change.

**Standard:** Functions as you would expect. Same as ever.

**Pistol**: Lower charge, 20 force, normal sized, recharges faster.

**Carbine**: 15 force, 26 mag, two round burst. Projectiles flight
slightly faster. Cannot dual-wield.

**Rifle**: 20 force. 40 mag. Two round burst. EMP resistant (not
immune). Projectiles fly slightly faster. Cannot dual-wield (not that
you need to).

All but the rifle can be sourced from cargo. You can also buy the sovl
version of the laser gun if you're especially nostalgic.

### Armory Changes

The Armory now can potentially spawn either pistols, carbines or
standard. The weighting leans closer to spawning carbines and standard
as opposed to pistols.

### Lore Dump

The laser line of weapons now all have lore. That rich, deep lore that
every game needs and is totally not important at all to the meat and
potatoes of the game. I'm paid by the hour ($0.00)

### Code Tidying

Lasers are old and a total mess code-wise so we've tidied up while we're
here.

## Why It's Good For The Game

Variety is the spice of life and also some of these weapons could have
used a face lift. Especially the laser carbine. Both functionaltiy wise
and appearance wise.

A bit of randomness in the armory means some rounds might have unique
outcomes compared to others. Sometimes, items in cargo don't see
particularly much use, so peppering in a few random potential deviations
can maybe nudge people to utilize variant gear on future rounds.

I'm obsessed with writing too much information. I blame Hatterhat.

## Changelog
🆑
add: Three variants of the laser gun; Carbine (replacing the existing
one), Pistol and Rifle! Find it (possibly) in your armory today!
balance: The armory laser guns might be different variants of the laser
gun, rather than always being the standard. The standard is the same as
ever, even if it looks different.
add: If you care, the sovl version is available as a goodie. And in the
hands of pirates...
spellcheck: Lore! LORE FOR LASER GUNS! LOOOORE! Examine laser guns
closely and you might learn more about them.
balance: The new set of laser guns come with brand new sprites.
/🆑

---------

Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
2025-11-20 22:21:16 -05:00
SyncIt21andGitHub 81427cd5cf Unit tests, refactor & realignment for map loaded wall mounts (#93662)
## About The Pull Request
This 1st has to be PR'd so the integration tests can point out all
wallmounts that could not find a support structure to mount on. I then
will do many map edits to align them onto the closest atom

Yes we no longer use wall mount but atom mounted component. All objects
that are mounted on windows/tables & fences now also fall off when
destroyed

It'll probably be a WHILE before I can fix all wall mounts. Long day.
Expect me to misalign many stuff to fix failing CI so make sure to
provide suggestions when possible

Improved wallmount code overall
- Fixes #93793


## Changelog
🆑
fix: fixes all incorrectly maploded wall mounts that aren't actually
hanging on any support structure
fix: objects mounted on tables, windows & fences also fall off now when
destoryed
qol: lights can be mounted on windows
qol: cameras can be mounted on windows
qol: buttons can be mounted on tables
refactor: improved how wall mounts interact with objects as a whole
report bugs on github
/🆑
2025-11-18 22:37:12 -07:00
tontyandGitHub 416dea02aa [MDB IGNORE] isolates signpost teleporting into new component /datum/component/houlihan_teleport (#93810)
## About The Pull Request

Isolates signpost teleport code into a component
`/datum/component/houlihan_teleport`, which takes a question argument
and a list of zlevels.
Removes `/obj/structure/no_effect_signpost` and turns existing mapped-in
instances into `/obj/structure/signpost`s
Adds/documents/fixes some attack signals that were added to the element

## Jebediah
<img width="100%" alt="image"
src="https://github.com/user-attachments/assets/b227e5bd-1c93-41b3-b87f-1a559cf81112"
/>


## Changelog

🆑
refactor: Signposts have had their code improved internally. Please make
an issue if a signpost that should teleport you no longer can.
/🆑
2025-11-12 23:09:49 -07:00
Roxy 5e653aa3c1 93808_turret_control_varedited_iconstate 2025-11-12 17:40:39 -05:00
Roxy 021ce82847 93537_replace_built_light 2025-11-12 17:38:55 -05:00
Roxy 71faa643bf Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 2025-11-12 16:44:13 -05:00
e30b7d97ef Add constructable floor lights + mapping subtypes (#93537)
## About The Pull Request
Features:
- Floor lights can be constructed using a small light fixture on the
turf you are standing on
- Floor light construction sprites
- `/burned` subtypes for lights
- Convert `/build` subtypes to `/empty` subtypes with `UpdatePaths`
script

## Why It's Good For The Game
Floor lights can now be constructed in game using the same mechanics as
other lights. The `/burned` and `/empty` subtypes might be useful for
mapping.

## Changelog
🆑
add: Add constructable floor lights by using a small light fixture on
the floor. They are constructed the same way as other lights.
qol: Add `/burned` subtype to `/obj/machinery/light` for mapping
shenanigans
image: Add floor light construction sprites
map: Converted the `/built` subtype for `/obj/machinery/light` to be
`/empty` and added an UpdatePaths script.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2025-11-10 21:17:51 +13:00