Commit Graph

1069 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
SmArtKar f3283799e7 Reworks lavaland tendrils into minibosses (#96186) 2026-06-02 21:00:15 +10:00
MrMelbert e68c1edad1 Streamlines Life() a little (#96215)
## About The Pull Request

Main changes

- `handle_mutations` is gone, DNA Injectors are now managed via a status
effect
- `handle_diseases` is gone, disease stages are just handled via life
signal
- `handle_bodyparts` is gone, it was unused and in the future any
implementations should use a life signal
- `spec_life` is gone, the main content of it is now in `human/Life`,
most children implementations now use life signal, zombie tongues now
handle zombie groans
- Life signal was split in two (pre and active)

Other changes

- DNA injector code was cleaned up considerably
- HARS now alerts admins when you inject someone else with it like
Monkey
- `COPY_DNA_SE` is no longer mistakenly unused (meaning stuff like
transformation sting no longer copies "active mutations")

## Why It's Good For The Game

Across the course of a full round we spend the same amount of time doing
literally nothing in life as we spend on handling human breathing.

Now in the context of a full round this is 8 seconds. Which in the grand
scheme of things, not a whole lot, but if we can get a tiny performance
gain from... not doing literally nothing (especially when we can do
these things cleaner with signals) that's a win in my book

## Changelog

🆑 Melbert
refactor: Refactored dna injectors (both the ones that change appearance
and activate mutations), report any oddities with them like failing to
revert your appearance or mutations not applying correctly
code: Ever so slightly changed how diseases tick, report any oddities
code: Ever so slightly changed how some species mechanics tick, like
golems and slimes, report any oddities
code: The code behind printing appearance modifying dna injectors from
genetics has changed, report any oddities
code: Some backend transformation sting code changed slightly, report
any oddities
code: Zombie "idle" groaning is now tied to the tongue rather than the
species itself
admin: Force-injecting someone with HARS give an admin alert, the same
as force-injecting someone with Monkey
fix: Several methods of copying DNA (including transformation sting)
mistakenly copied "active mutations", this has been fixed
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2026-05-29 22:48:16 -06:00
Leland Kemble d49c825f8e Bitrunning glitches take much longer to escape their simulation if there are remaining active bitrunners (#95934)
## About The Pull Request

For every living, connected bit avatar remaining in the simulation, the
`do_after()` for leaving the simulation as a bitrunning glitch ghost
role is multiplied by 5. The base timer remains at it was, two seconds.

Additionally, there is an exception in place for the "Island Brawl"
domain, which is the FFA with infinite respawns. It still multiplies by
5 for each active bitrunner, but that multiplier is reduced by 1 for
each death, so you likely only have to kill one wave of bitrunners for
normal escape time.

Additionally, because of necessity for the exception and also basic good
sense, bitrunning points are no longer component-based on specific turfs
in the domain, and are held in the server. It never should have been a
component, it had no reason to be one. This, as a consenquence, also
fixes that you could completely softlock any domain using points by
simply crowbarring the turf that the crate was yet to spawn on.

## Why It's Good For The Game

Yesterday, I saw one of the lamest things I've ever seen in the game. A
bitrunning glitch spawns in, walks literally right by two bitrunners as
they ask who he is, and leaves the simulation to go on a killing spree
unburdened. There was extenuating circumstances in that situation, but
it still was a miserable breakdown of what I think the intended gameplay
of a bitrunning glitch is, and shows how ridiculously easy it is to
simply not engage with the intended hurdle in your path. The
primary(and, really, only) job of a glitch is to kill bit avatars, and
this PR makes it significantly more difficult to just... walk by them to
go on your killing spree on station. Work, then play.

## Changelog
🆑

balance: For every living, connected bitrunner remaining in a domain,
bitrunning glitches will take five times longer to escape.
fix: You can no longer softlock any virtual domain that uses points by
crowbarring the reward turf before the crate spawns.

/🆑
2026-05-29 19:35:45 +02:00
levels0 7cf1670987 Mirrors can trap dormant revenants (#95942)
## About The Pull Request
If glimmering residue (revenant ectoplasm) is scattered in the vicinity
of a mirror, the revenant will be trapped inside it instead.
-When mirrors are cursed in this way, the reflections are shifty and
distorted, like the revenant's reflection when it's alive.
-In this state, the revenant may only communicate via telepathy with
people reflected in the mirror (it's more like "standing close to it",
but that's probably ok).
-If the mirror is broken, the revenant will reform. If it's catatonic, a
new candidate will be pulled, much like with ectoplasm reforming.
-If the mirror is destroyed in another way, the revenant will be
destroyed as well.
-There is a 1/500 chance that a mirror will be haunted roundstart
## Why It's Good For The Game
You can now torment the revenant by eternally trapping it if it really
pissed you off

## Changelog
🆑
add: you can now trap dormant revenants in mirrors
add: haunted mirrors may very rarely appear roundstart
/🆑

---------

Co-authored-by: l0 <-->
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2026-05-24 12:10:35 +02:00
SyncIt21 e861304e67 Omnitool fix & Engi Omnitool qol (#95752)
## About The Pull Request
- Large tank welding tool is now merged with engi omnitool. The welding
tank is shared across both omnitools so no extra fuel or such. Gives you
greater versatility in switching between tools without requiring you to
return the welding tool back to storage or bringing another omnitool
into an extra module slot and frees up a storage slot in storage. Plus
it just makes sense, completes the full set of tools an engi omnitool
should be having.
- Examining an omnitool also displays the examine of the internal tool
it is using. So examining the engi-omnitool with the multitool selected
will reveal what's in its buffer & examining it with the welding tool
will display how much welding fuel is left etc

## Changelog
🆑
qol: merged large welding tool tank with engi omnitool for engiborg
fix: examining the omnitool will reveal details about its internal tool
such as multitool buffer, welding fuel left etc
/🆑
2026-05-24 11:44:24 +02:00
MrMelbert 8c45d65c4a State based digi and snout bodyshape (#96030)
## About The Pull Request

Digi and snout bodyshape are added and removed if digi or snout is
hidden
There now also exists a digitigrade bodytype which is not removed if the
bodyshape his

Bodyshape is solely used for determining how the body is shaped for
rendering
Bodytype is used for checking stuff like "can digis wear shoes" 

This lets us clean up rendering code a bit, allowing us to pass around
bodyshape rather than needing to check our wearer for digi and whatnot

Digi itself is now a component for legs that tracks - on item equip or
unequip - if said items squish the legs.

## Why It's Good For The Game

Right now we do some super jank stuff like updating body every time we
update our jumpsuit which is obviously a bit wasteful
This should make things easier to manage and work with (and maybe more
performant?)

## Changelog
🆑 Melbert
refactor: Refactored how digitigrade and snouts render, report any
oddities with that
/🆑
2026-05-23 19:28:07 +02:00
SmArtKar f9da025c38 Fixes custom pizzas having broken sprites and not preserving their ingredients when sliced (#96106)
## About The Pull Request

- Closes #95030
- Closes #96081
Removed raw pizza subtype as it is unused and does not function properly
anyways

Also makes pizzas preserve their fillings when sliced

## Changelog
🆑
fix: Fixed custom pizzas having broken sprites and not preserving their
ingredients when sliced
/🆑
2026-05-23 17:16:33 +02:00
MrMelbert ea0859d5fe Bane refactor (now uses damage multipliers) (#96003) 2026-05-16 11:41:29 +10:00
Alexis 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
CabinetOnFire af8f69da13 Adds "Event Logging", or EVLogging, A new debug system that allows us to track individual datums and log events on a timeline (#96035)
## About The Pull Request

This Pull Request adds a new logging system that uses a timeline to
track and visualize important events for specific datums.

This is done via a new window in which you can select a datum for
tracking, which adds it to the timeline. If this datum implements the
EVLOGGING macros, it can track important events onto this timeline. As
an example, we can log whenever an AI is deciding to make a new path, if
it decides to generate a new decisionmaking plan, it finishes an action,
or it decides to target someone/something.

We can select these events to see more information, and optionally get a
snapshot of important variables at the time this event was logged (like
the blackboard and current plan for AI controllers).

You can also filter out specific events / track info, which is done via
categories. Each event / piece of track info is given a category and if
you disable a category all events / track info in that category is
hidden. This lets you filter out things you might not care about.

<img width="2346" height="1209" alt="image"
src="https://github.com/user-attachments/assets/0763077c-e349-4c7c-b017-23d29e1d089b"
/>

_whoever thinks we didnt need advanced cleanbot logging is a noob_


In the video below I showcase how this works;
https://file.house/7nsOiqdvmSTxlsk3fs-e8g==.mp4
A cleanbot is roaming the halls, I turn on the event logger, click the
"pick target" button and click on the datum I'd like to track (the
cleanbot). This results in the cleanbot now tracking its events. I spawn
some dirt and the cleanbot decides to clean it, and I go through the
events; You can see theres different events being listed, such as when
the cleanbot starts targetting the dirt, when it cleans plan, when it
makes it JPS path and every time it moves over it.


The macros I've currently implemented are as follows:

**EVLOG_TEXT(DATUM, CATEGORY, INFO)**
Only adds text to the event logger window, no world-visuals

EVLOG_LOCATION(DATUM, CATEGORY, INFO, TURF) 
Adds text to the event logger and adds an image to where that turf is.

EVLOG_TURFS(DATUM, CATEGORY, INFO, TURFS)
Adds text to the event logger and adds an image to each turf in the
TURFS list

EVLOG_LINES(DATUM, CATEGORY, INFO, TURF_A, TURF_B)
Adds text to the event logger and adds a line from turf_a to turf_B

EVLOG_PATH(DATUM, CATEGORY, INFO, TURFS)
Adds text to the event logger and visualizes a path from A to B (same
way as the pathfinding debugger, of which I moved the visualization
before to SSPathfinder)

In terms of performance, the logger is a singleton, and events are ONLY
logged if
1. The logger is running
2. The datum has the DF_EVLOGGING flag.

This means most of the time, logging an event is a single var lookup
(Since the runner is off by default). The DF_EVLOGGING flag is off by
default as well and has to be enabled by the event logger, or set
temporarily by a dev in code.

This system can easily be extended with more event types / visualization
types as well. (I'm thinking of datumizing the ones I have now)

The TGUI is still a bit of a mess, I would love some pointers because
I'm not really good at react so I just kind of hit it with a hammer
until it did what I wanted 😎

Also, all of this is based on VisLogging from Unreal Engine, so it will
have some likeness https://unreal-garden.com/tutorials/visual-logger/

## Why It's Good For The Game

This system allows us to debug more complex systems (like basic AI) in
an understandable and clear way. While the implementation cases are not
super common right now, extending this system could make debugging these
systems much more comprehensible, and hopefully lets more developers
help us with improving these systems. (plus, we LOVE timelines)

## Changelog

🆑 CabinetOnFire
refactor: Implements "Event Logging" an improved way for programmers to
debug specific datums.
/🆑

---------

Co-authored-by: Lucy <lucy@absolucy.moe>
2026-05-13 12:37:56 +00:00
SmArtKar 479ac46740 Reworks goliaths, slightly changes watchers/legions/brimdemons/lobstrocities (#96028)
## About The Pull Request

Goliaths no longer instantly stun the mobs they hit with their tentacle
for full 10 seconds, instead leashing them to the spot they were grabbed
at or dragging them towards themselves. The ranged tetris-piece attack
has been changed to a full cross which tethers the target preventing
them from moving away more than 1 tile, while the line and the ring
attacks tether the mob directly to the goliath itself and drag them in.



https://github.com/user-attachments/assets/0b566a12-17ae-4a8a-97ac-5734c89c83d4

The tentacles can be manually removed after standing for 6 seconds, or
by hitting them for 75 damage total (3 PKC swings, or 5 bayonet hits).
They also naturally retract after 10/15 (cross/line and ring) seconds
like before.
Goliaths themselves have received a massive speed boost, going from 3
second movement delay to 1.2 seconds (150% buff) and no longer can
friendly fire with their tentacles (and ancient goliaths have their
trophy drop guaranteed)

Brimdemons, lobstrocities, watchers and legions also received some
changes:
- Brimdemons no longer can wound with their beams (they were basically
guaranteed to land a nasty burn wound with the initial blast), but are
now affected by laser armor and their beam DOT (not the initial 25 burn
damage upon firing) has been increased from 5 to 7. Their blasts can now
be interrupted by hitting them from their side or from their back
- Lobstrocities have had their retreat distance decreased from 8 to 6,
making them much less likely to randomly lose aggro on the miner (their
aggro range is 9 tiles, meaning that even a single tile of movement on
miner's part will result in lobsters losing interest in them when on CD)
- Watchers now try to stick to 3-5 (previously 4-6) tiles of distance
between themselves and their target, and legions try to maintain 4-6
tiles of distance as opposed to running away completely. This should
make fighting both of them more interesting and engaging, and make
dealing with them during vents less cancerous.

Sprites for the tentacle item and mob overlay are by thgvr from
https://github.com/shiptest-ss13/Shiptest/pull/2432

## Why It's Good For The Game

Goliaths are extremely outdated in their attack design, 10 second
hardstuns are basically a guaranteed death if there are any other mobs
around and aren't very engaging to fight on their own as they are very
easy to evade with 3 second movement delays.
Change to lobstrocities should just make their AI less jank, and
watcher/legion range changes should make them less slippery when
fighting with PKC or zero range PKA, or during vent defense.

## Changelog
🆑 SmArtKar, thgvr
balance: Goliaths no longer hardstun, but instead bind and drag their
targets in with their tentacles. They are, however, much faster now.
balance: Brimdemon beams can no longer wound, but deal a bit more DOT
damage. Their beams can also be interrupted by hitting them from the
side or back in melee.
balance: Watchers and legions now try to maintain a few tiles of
distance from their targets instead of retreating.
fix: Lobstrocity AI should no longer sometimes flee out of their aggro
range when retreating.
/🆑
2026-05-12 19:16:02 +01:00
MrMelbert e8d87d2578 Block two people cuffing to one item (#96050)
## About The Pull Request

Fixes #96042
Fixes #96041

Simply stops two people from cuffing to the same item
We could add support for this behavior later, but we'd need to sort out
how that behavior should work

## Changelog

🆑 Melbert
fix: Blocks two people cuffing to one item
/🆑
2026-05-12 08:28:36 +02:00
MrMelbert 18947edfac Cuffing items to you now chains you to the item rather than give you nodrop (shields can be cuffed again) (#95991) 2026-05-09 20:54:17 +02:00
Bloop b3770614c1 Makes invisimins actually invisible to regular ghosts, plus qol improvements (#95856) 2026-05-05 10:00:22 -04:00
MrMelbert cee225fecb Moves hair and eyes into standing overlays (#95781) 2026-05-04 22:50:36 +02:00
Jacquerel 79db8d75de Update hierophant club sprite (#95924) 2026-04-30 00:35:58 -04:00
tmyqlfpir 901a1d4450 Add USB ports to emitters/temperature pumps/temperature machines (#95497)
## About The Pull Request

This PR adds USB functionality to temperature pumps, emitters and
temperature control unit machines.

<img width="1082" height="340" alt="working"
src="https://github.com/user-attachments/assets/25e40c17-33ab-4159-b431-b3ccbe83626d"
/>

### New USB Components

<img width="139" height="101" alt="emitter"
src="https://github.com/user-attachments/assets/66580351-6cca-4dfe-9de4-3813cf62678c"
/>

* Emitter
New exposed controls allow you to manually fire a single beam, and get
signals whenever it is toggled on/off/fired.
It doesn't allow a player to toggle it on/off (must be done physically).
ID locking the emitter will also lock out the ability to fire the
emitter via USB.

<img width="303" height="226" alt="temp pump"
src="https://github.com/user-attachments/assets/4d0e6758-d653-4ac1-a080-d8e31d64408d"
/>

* Temperature Pump
This works exactly the same as the other USB controlled pumps, with the
addition of setting the heat rate.

<img width="267" height="151" alt="temperature control"
src="https://github.com/user-attachments/assets/6fff5148-bd70-4a1c-9899-10c997279669"
/>

* Temperature Control Unit
The USB interface now allows this to be remotely turned off and on like
the other USB pump interfaces.

## Why It's Good For The Game

These three parts are crucial to engineering/atmos projects, and gives
experienced players more depth to toy with circuits.

## Changelog

🆑
add: Added USB interface to emitters, temperature pumps and temperature
control unit machines
/🆑
2026-04-29 16:52:55 +02:00
MrMelbert aae24b1ab2 Sect of the Dream God (#95643)
## About The Pull Request

Adds a new chaplain sect, the sect of the Dream God

This sect gains favor from dreaming and blessing dreamers. 

Their blessing only works on sleeping mobs - hitting a sleeping mob with
your bible will cause it to start dreaming, and if it's already
dreaming, grant favor. Either way, the mob is healed.

For 0 favor, you can **Banish Nightmare** - offering a Nightmare's
corpse rewards favor for banishing bad dreams. If the Nightmare has a
heart, you are rewarded with a special **Sacred Heart** which heals you
while dreaming and sleeping. You can also offer a Nightmare's heart on
its own without the body attached.

For 0 favor, you can **Deaconize Dreamers** - you can deaconize up to 3
dreamers.

For 50 favor, you can have a **Dream Portent** - This rite immediately
makes you fall asleep, and grants you a dream related to something going
on in the round. It may provide insight into something you otherwise
don't know about. If you take damage, the effect ends early.

<img width="374" height="126" alt="image"
src="https://github.com/user-attachments/assets/7c4e12fe-8456-411c-9d39-691e4ac2312d"
/>

For 100 favor, you can **Dream Projection** - this rite allows you to
pick one of your deacons, and forces you to become an imaginary friend
of that deacon. For the duration of the effect you are asleep. If you
are woken up or take damage, the effect ends. If the deacon dies, the
effect ends early.

<img width="492" height="294" alt="image"
src="https://github.com/user-attachments/assets/4e2f6810-15cd-41af-a69f-daa6ddca671a"
/>

For 200 favor, you can give you and your followers **Dream Protection**
- While sleeping and dreaming all damage taken is reduced.

For 200 favor, you can start a **Slumber Party** - All nearby mobs (who
can't block magic and some other asterisks) fall asleep and share a
dream. This form of sleep heals the mob rapidly (also heals holy people
even more).

## Why It's Good For The Game

A new sect for chaplains to sink their teeth into. This one brings a
unique niche, focused around sleeping and fortune telling.

## Changelog

🆑 Melbert
add: Adds the Sect of the Dream God, a new option for chaplains.
/🆑
2026-04-29 00:01:56 +01:00
MrMelbert c9bcef2197 Spacers get pos mood for achieving nograv on planets (#95818)
## About The Pull Request

Spacers who manage to get nograv on a planet are given a positive
moodlet, and are considered in space for their buffs/debuffs

## Why It's Good For The Game

I don't remember if I was opposed to this in the past or why I didn't
make it work this way in the first place.
It's sensible that, if you manage to disable your own gravity, all of
the negative effects (which are tied to you feeling heavy gravity) would
be lifted.

## Changelog

🆑 Melbert
add: Spacers who manage to get nograv while on a planet are given a
positive moodlet, and are considered in space for the purpose of their
buffs/debuffs
/🆑
2026-04-22 13:08:44 +02:00
SmArtKar d68efbbf45 Fixes transforming items getting their force incorrectly modified when metalgenned multiple times (#95739)
## About The Pull Request

Transforming weapons could change their sharpness which would break
material force modification as materials modify the force differently
based on item sharpness. Also the force was hard reset every time you
switched it on or off, which would also break the math.
I've rewritten the transforming component to preserve force and
sharpness, and account for different sharpness of the item when switched
on/off. Additionally, I've updated the two-handed component to use the
new system to make it easier to work with/less prone to breaking.

## Why It's Good For The Game

<img width="557" height="218" alt="image"
src="https://github.com/user-attachments/assets/59cfb21a-e97e-4843-9c11-c87ed32384a9"
/>

## Changelog
🆑
fix: Transforming items like eswords should no longer get absurd stats
when metalgenned multiple times in a row
/🆑
2026-04-19 22:58:37 +01:00
Jacquerel 039a0a8180 Wizard Wand blind box & wand bandolier (#95563)
## About The Pull Request


![dreamseeker_vQmIqvqtUo](https://github.com/user-attachments/assets/462d95f8-7447-45e2-90a8-9111fa07fe11)

This PR adds 16 more wands to the game, try and guess what they all do!
I finished coding this PR 6 weeks ago but it turns out I had to sprite
16 wands after that before I could PR it.

<details>

**Wand of Animation**- It's like the Staff of Animation but doesn't
recharge itself, obviously.
**Rod of Babel**- Grants victims a new random spoken language and then
removes all of their other languages.
**Shearing Rod**- It renders you bald. If you are covering your hair
with a helmet, it pops the helmet off (possibly its most useful effect).
If you're already bald, your bald head will shine brightly and blind
nearby people.
**Party Wand**- Fires projectiles that are incredibly alcoholic. Two of
them will destroy the livers of most targets and kill them (although it
gives them a good leadup time to get that fixed before dying of alcohol
toxicity), so try one at a time if you're just there to have fun.
**Wand of Ice**- Freezes people temporarily, making them really cold and
unable to move. It also spawns slippery ice on impacted tiles.
**Wand of Chaos**- Forces targets to hallucinate from a curated list of
hallucinations. It looks and is named sort of like the Staff of Chaos
just in the hopes that people are more likely to believe that the wizard
did actually just instantly kill them, set them on fire, or turn them
into a demon. Even if it doesn't, a lot of these cause you to stop
moving or be temporarily knocked down or in some other way disoriented.
**Lifting Rod**- Removes gravity from a target for two minutes, which
funcionally immobilises them if they're in the middle of a room or you
can use on yourself to cross big pits.
**Rod of Compassion**- Heals you and your target a little bit, and also
gives you both Pacifism for 30 seconds. This gives you time to talk out
your problems, or deliver a monologue.
**Wand of Snacking**- Turns things into pizza. If fired at a mob, will
put some pizza in their hands and force them to start eating it.
Unlikely to be deadly, but it might spawn mouldy pizza, a food they are
allergic to, ethereal battery acid pizza, or pizza which dismembers you.
**Pestilent Wand**- Confers a transmissible plague which causes you to
periodically cough out vermin of various degrees of danger and hostility
depending on disease level, treated via traditional methods of exorcism.
**Wand of Pratfalls**- Slips and pies the target as well as creating
small amounts of lube foam.
**Wand of Rebellion**- Removes a limb from the target, then animates
that limb. Stop hitting yourself.
**Rod of Repulsion**- Throws things you shoot away from you.
**Switching Rod**- Swap places with the hit atom, as with the spell
Swap.
**Restraining Rod**- Summons a tentacle from the ground to grasp the
target, immobilising them for 20 seconds or until someone helps them.
**Wand of Zapping**- Briefly locks up the target's nerves with lightning
(it's secretly a classic ss13 taser).

</details>

They are available to wizards via the new option "Wand Assortment
(Bargain Bin)" which only costs a single spellbook point, but gives you
an assortment of 6 wands picked at random from this list of new wands
and some of the existing ones.

If you buy two or more sets of wands (and are wearing the wand belt from
the first one) then instead of spawning wands in a belt it will spawn
them in a bandolier, which fits into your backpack or can be worn on a
suit slot.
Wand bandoliers in a suit slot will automatically replace an empty wand
you try to fire with a wand that still has ammo in it.

Several of these wands' projectiles are now also possibilities from
firing the Staff of Chaos (making it more chaotic) and some of them also
have their own Magicarp types.

Also I made it so that if you animate an animating weapon then it
focuses on animating more things instead of shooting its animating bolts
at mobs that are already animate. I could do this for more specialty
wands too at some point (door wand projectiles don't exactly hurt
anyone) but if I do that it'll probably be in a different PR.

## Why It's Good For The Game

A good number of these wands come from a downstream antagonist that's
essentially a lower-threat wizard. I thought these were all fun or funny
effects to have in the game upstream but also not ones that people would
typically want to buy as a dedicated spell (or alternately, that would
be pretty good as a dedicated spell but quite boring), so instead
they're limited use spells that you get in bulk for cheap.
I didn't think we'd really want to bulk up the spellbook with several
different kinds of themed bundle though (and frankly, they don't share
themes), so it's a blind box instead.
The bandolier was added to compensate people for buying random wands
multiple times, so they can have more of a wand-based playstyle.
Now you can spend all of your points on 60 wands (maybe more if you take
the gambling trait...) and be a sort of wizard cowboy, or split them
among your apprentices, or just leave them everywhere like candy and see
whether the crew fuck things up for themselves with their new power I
guess.

## Changelog

🆑
add: Adds 16 more wizard wands to the game, which wizards can buy
cheaply but randomly, or are available via Summon Magic.
add: If a wizard buys more than one set of wands they will receive a
"Wand Bandolier" holster which fits in the backpack or, if worn in the
suit slot, will automatically exchange an expended wand for a full one.
balance: Staffs (and wands) of animation that are animated will try to
animate other objects instead of firing at living mobs, which are
already animated.
balance: Animating a wand of nothing will turn it into a wand of
animation (and animate it).
balance: The staff of chaos can now do more things.
balance: Magicarp now additionally come in Babbling, Frigid, Quantum,
and Weightless varieties. Collect them all!
/🆑
2026-04-20 09:31:55 +12:00
SmArtKar 3454171051 Visual and balance changes to style meters (#95631)
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## About The Pull Request

Style HUD now renders the events top to bottom rather than bottom to
top, meaning that new events appear at the top which is more intuitive
than what we have now.
``ROCK MINED`` action has been removed as it filled pretty much the
entire list whenever you were digging, or even fighting with an AOE tool
(PKA/crusher with worm trophy) and was an extremely easy way to
constantly keep SPACED! rank up without doing anything.
A new 125/250/375 ``VENT TAPPED`` action has been added, given to all
surrounding miners upon vent completion and based on its richness (and
thus, difficulty)
Both megafauna kills and vent taps now give permanent point gain
multipliers, +10% for megafauna kills and +5/10/15% for vents of varying
sizes.

## Why It's Good For The Game

Bottom-to-top listing of events was extremely unintuitive and hard to
read.
``ROCK MINED`` kept anyone with mining AOE at constant SPACED! rank and
cleared all other actions from the queue as soon as the user fired their
PKA once, which isn't ideal
Vent taps are quite difficult and are worthy of being acknowledged by
style meter in my opinion, and both they and megafauna kills are
somewhat permanent achievements fitting of a bigger boon than an
extremely short-lived point boost (350 for megafauna takes about 50
seconds to completely decay if you don't have any other point gains,
otherwise relatively it decays even faster as the speed ramps up the
more points you have)

## Changelog

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🆑
add: Style meters now award you for clearing vents based on vent
richness and difficulty
balance: Megafauna kills and vent taps grant a permanent 10% / 5/10/15%
(based on difficulty) permanent style boost respectively
del: Style meters no longer grant points for mining empty rocks
qol: Style meter actions now list top-to-bottom rather than
bottom-to-top
/🆑

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2026-04-16 16:05:27 +00:00
SmArtKar 3103f9c413 Adds a Tactical IFF Visor and slightly refactors eye rendering (#95547)
## About The Pull Request

A new cybernetic eye implant, the tactical IFF visor, has been added to
the game, available in the combat implants research node. Its main
features are a cool LED display, dynamic color correction to make
distinguishing important objects easier, and inbuilt IFF systems capable
of distinguishing and highlighting allies and potential threats. They
also give flash/welding protection and mild night-vision capabilities.

However, this comes at a downside of making the user completely unable
to distinguish appearances or voices, or even examine others. Everyone
will simply show up as Unknown and be completely covered in static, bar
the threat assessment outline. Examining will only display their threat
status according to threat settings in the visor.

The parameters for threat assessment (both ID access and security
flag-based), as well as the visor display, can be configured by the user
at any time.

When emagged, the visor will instead completely hide and mute all mobs
except the user themselves, leaving them completely "alone" on the
station.

Deathsquads get an unmodifiable version, configured to treat anyone but
CentCom personnel as hostiles.
Settings can also be adjusted before installation with a multitool, and
locked using a screwdriver, preventing users from accessing them when
installed.

---

Eye rendering has been slightly refactored in order to support the
monovisor, as well as to get rid of duplicate code (and missing
features) on dismembered heads. Also moth eyes once again should block
emissives properly.

## Why It's Good For The Game

New content for both gameplay and roleplay, and fits deathsquad's
purpose very well.
2026-04-13 20:58:40 -05:00
SmArtKar 93ea8085cb Datumizes material effects, slots, and material spears (#95341) 2026-04-11 09:15:07 +10:00
Leland Kemble 0f95e041e2 Disjointed eyes such as AI eyes, advanced camera consoles, & looking up properly show HUDs (#95526)
## About The Pull Request

Revival of #92846, without which I would have no idea how to do this

Adds a new proc within `/datum/atom_hud` that changes what Z level huds
an atom is seeing without changing what Z level that atom's own hud
exists on, and hooks it into the new `COMSIG_LIVING_LOOK_Z_CHANGE`, sent
by `/mob/living/on_look_z_level_change()`, which is called when a mob
looks up, stops looking up(not when it looks down, it doesn't need to),
or by any z level change done by an `/eye/` that's just the window for
an actual mob(camera consoles, AI eye).

## Why It's Good For The Game

fixes #92370
fixes #92622
fixes the same HUD issue with looking up a floor as any other mob

## Changelog
🆑

fix: HUDs are now visible when looking up a floor, as well as by AIS and
camera consoles on lower floors.

/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2026-04-03 15:16:17 +01:00
MrMelbert 442ad835bc Reverts inertia based space movement (#95536)
## About The Pull Request

Reverts space movement being affected by inertia 

What is kept:

- Items have a varying force on your drift speed, ie heavier items will
move you faster through space, and smaller items, slower.
- Jetpacks can have varying force of impulse - the effect is applied
directly to the mob's `inertia_move_multiplier`
- Tethers are unreverted - they still stop you from drifting too far
from the tether point, however you can no longer 'swing' with them.

What is removed:

- Multiple impulses in the same angle/direction no longer speeds you up.
Only the fastest impulse in 1 direction is accounted for.
- An impulse in a different angle/direction will completely override any
existing impulses, even if they are faster.
- Jetpack stabilizers are once again perfectly capable of immediately
stopping any active impulses.

TL;DR

If you point yourself in a direction you will now go that direction

## Why It's Good For The Game

The concept was fun and had potential but the fight between impulses vs
tiles was very, very clunky and janky.
Multiple fixes were attempted to reduce the jank but it ultimately
nograv still acts very cumbersome and jetpacks are still very
unappealing to use.
Smartkar gave the go-ahead to revert this a while back so, o7. 

## Changelog

🆑 Melbert
del: Zero-gravity drifting is no longer affected by inertia, ie it has
been reverted to what it once was.
/🆑
2026-04-03 15:06:38 +01:00
MrMelbert 0064d94b1f Hallucination delusions copy lighting underlays (#95496) 2026-03-26 19:46:06 +01:00
Leland Kemble 72f65a06b6 Vended glasses in the Beach Bar virtual domain count towards domain completion when drank (#95466)
## About The Pull Request

Previously, when one drank out of a glass of booze that the virtual
bartender graciously offered, one would not get any closer to domain
completion, because said bartender got his glasses new out of a vending
machine. These glasses never were registered on domain creation, due to
not existing on domain creation. This pr registers the vending machines
within the domain with a new signal that allows newly created glasses to
also be registered, and count towards domain completion.

## Why It's Good For The Game

A bitrunner dying of liver failure due to the obtuse distinction between
glasses that were in a vending machine and glasses that were on the
table sounds very annoying. Also, you could very easily make the domain
not completable within seconds by spawning as a ghostrole and breaking
the table glasses. You can still do that, but you have to break an
entire vending machine's worth of glasses too.

## Changelog
🆑

fix: Glasses that were in the vending machine now still count for the
completion of the Beach Bar virtual domain

/🆑
2026-03-24 10:58:21 -04:00
MrMelbert 6734968a57 Adds a 0 point quirk that turns your body into a recovered crewmember (effectively) on DNRing (#95469)
## About The Pull Request

Adds `Thanatorenasia`, a 0 point neutral quirk

Those with `Thanatorenasia`, upon DNRing, their body will be made into a
"recovered crewmember" - meaning when the body is revived, ghosts will
be polled and allowed to take control over it

The body will retain `Thanatorenasia` after the fact, so the new
controller can DNR as well, continuing the cycle

## Why It's Good For The Game

A random idea I had based on a recent interaction that I thought could
be cool character gimmick. Every time someone dies, they get revived
with a different player, so they act differently, think differently, and
don't remember the rest of the round.

## Changelog

🆑 Melbert
add: Adds Thanatorenasia, a 0 point neutral quirk that turns your body
into a "recovered crewmember" if you choose to DNR - meaning if revived,
any ghost could take control of it
refactor: Refactored "ghostrol on revive" behavior a fair bit, report
any oddities with it / the spawners menu
/🆑
2026-03-22 19:01:48 -06:00
LemonInTheDark 9d14e327b5 Begins Improving Sparks/Flares Somewhat, Adds Animatable Light Overlays (#95362)
## About The Pull Request

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

This should make it far easier to reuse this pattern!

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

We needed to clear out their underlays BEFORE the animation

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

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

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

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

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

## Why It's Good For The Game

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

<details>
 <summary>Before</summary>


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


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

</details>

<details>
 <summary>After</summary>


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


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

</details>

## Changelog
🆑
add: Reworks how sparks render. They're now a bit brighter, will fade
out as they move/if they hit something, will stack with each other less
and also won't start hang in the air on spawn.
add: Added a flickering effect to lighters, welding tools, flares,
torches and candles (since they're flames).
fix: Overlay based lights (think flashlights) will no longer flash to
double intensity while being picked up.
refactor: Reworked how some effects (explosion particles, sparks, some
reagent stuff) function, report any bugs!
/🆑
2026-03-20 14:48:57 +13:00
LemonInTheDark 3729ee3ef3 Getting Mad at Parallax (Includes Boomerspace!) (#95382)
## About The Pull Request

I want to do stuff with parallax (like placing stuff in the backdrop and
moving it around), but I'm in my not doing 100 things in one pr arc so
we're doing this piecemeal.

To start, I wanted to try adding oldspace back as a parallax layer. This
is something I was considering when it was first removed but never got
around to, so here we are.

I started by [writing a rust
program](https://github.com/LemonInTheDark/old_space_gen) to fabricate
the required icon state, then realized that all the different parts of
space have their own animation delays. There's no way I could make one
icon state with all them looping, so instead I split them up into
multiple components and then overlayed them together.

This works, but is infeasible (my gpu died) at the scale required for
parallax (17 480x480 sets, 15 unique delays per 1 set) so I used render
targets to render one copy, then mirror it to the rest of the overlays.
This works wonderfully, and gets us down to (on my machine) a gpu cost
comprable with about medium parallax intensity.

I'm open to making these tile bound but I thought making them look "far
away" feels better.

In the process of all this I got very mad at the existing parallax code,
soooooooo

Parallax layers are no longer stored on the client, they are stored on
and managed by the parallax home atom that holds them for display. Said
atom also tracks all the information about how they are selected.

Parallax layers no longer take a hud as input, instead expecting a
client. (we were just swapping them back and forth and I thought it was
dumb).

Parallax no longer tries to support passing in a mob that does not
actually own the hud it is displayed on. This feature wasn't even being
used anymore because it was fully broken, so all it was doing was making
the code worse.

Parallax no longer has to do a full refresh anytime something about WHAT
layers are displayed might have changed. We cache based off the
variables we care about, and use the change in state to determine what
should happen (this is improved by moving "rendering the layers" fully
to the control of the home datum).

Parallax no longer directly modifies the hud's plane masters, instead
relying on trait based signals to manipulate them (this avoids wasted
time in the common event of a needless parallax prefs check).

Parallax no longer has 2 procs that are only called together to
"remove/readd/update" the layers, instead doing both in a new check()
proc.

Cleans up some plane master cruft to do with tracking/managing huds
(might break, tested, think it's fine).

## Why It's Good For The Game


https://github.com/user-attachments/assets/79138a0f-9f6d-447d-843e-0d237db13276

## Changelog
🆑
add: Added an option for rendering space parallax with old space sprites
(the ones from before we invented parallax), they're animated and I feel
quite pretty.
fix: Space parallax should hopefully behave a little more consistently
now
refactor: Rewrote a lot of how space parallax handled itself, please
yell at me if any bugs make themselves known
/🆑
2026-03-20 14:46:30 +13:00
MrMelbert 7403600454 Lavaland relics from boulders now have more appropriate effects (#95261)
## About The Pull Request

### Main changes

Lavaland relics from boulders have a (mostly) unique suite of random
effects, differentiating them from normal station relics

<Details>

<Summary>Spoiler Effect list</Summary>

- Dimensional shift (same as normal)
- Summon monsters (Summon animals, but Lavaland/Cult creatures, has a
high chance of deleting itself.)
- Explode (same as normal)
- Low potency shield (When holding the relic, you get a shield that
blocks three normal attacks.)
- High potency shield (When holding the relic, you get a shield that
blocks one normal or overpowering attack.)
- Random teleport (same as normal)
- Random AOE teleport (Cult themed version of normal teleport that
affects all nearby objects/mobs. Blocked by antimagic, has a low chance
of deleting itself)
- Recharge (same as normal)
- Rockfall (Places rock turfs over nearby open turfs. These are weak, ie
they can be hand-mined. Stuns anyone caught in it, has a chance of
deleting itself)
- Blood spray (Consumes a chunk of the user's blood and sprays blood
around. Has a chance of swapping to Blood suck)
- Blood suck (Consumes a chuck of all nearby mob's blood and transfers
it to the user. Blocked by antimagic. Has a chance of swapping to Blood
spray)
- Cleaning foam (same as normal)
- Acid cleaning foam (spawn an ez-clean grenade, has a high chance of
deleting itself.)

</Details>

### Other changes

Relics spawned from gifts (ie Christmas) auto-reveal themselves

Blood sprays won't merge with each other

Better documentation, and relics now uses `deconstruct` when terminating
itself

## Why It's Good For The Game

- The flavor behind these cursed and cultish relics doing the same thing
as the cobbled together electronics found in maint is kinda weak. 90% of
the time I see them abandoned in a pile in mining. More flavorful and
potent effects may make people decide to investigate them more.

- The gift thing was just a fun random idea I had. Allows people to play
with their new toy immediately.

## Changelog

🆑 Melbert
add: Relics found from cracking boulders now have a (mostly) unique set
of mining and cultish related effects.
add: Relics found in gift boxes no longer need to be discovered first in
science.
/🆑
2026-03-20 00:22:24 +00:00
MrMelbert 7b8eb2c7c7 Intelligent vendors may deny usage if you are poor (or outright if they are active/moving) (#95311)
## About The Pull Request

When brand intelligence triggers, infected vending machines have a 50%
chance to deny you from using them unless you are moderately wealthy
(>=1000 cr)

When the vending machines activate/start moving, they outright deny
usage from everyone

## Why It's Good For The Game

We have some very good vendor deny icons but they are almost completely
impossible to trigger in game (with the exception of booze vendors and
some very edge cases)

Someone gave me the idea to use them in the brand intelligence event and
it feels pretty appropriate. Also helps you identify infected vendors
(whereas right now you can only tell by the occasional message). Maybe
it'll even incentivize people to actually hunt down the origin rather
than just wait it out.

## Changelog

🆑 Melbert
add: Intelligence vendors (from the event) have a 50% chance to deny
users who are not wealthy. When the vendors awake and start moving, they
instead get a 100% chance to deny anyone.
/🆑
2026-03-19 05:25:39 +00:00
MrMelbert 0a61cce996 Refactor revenant abilities / they now indicate if they are unlocked (#95380)
## About The Pull Request

Refactors Revenant abilities into a component 

Revenant abilities now indicate if they are locked

<img width="419" height="185" alt="image"
src="https://github.com/user-attachments/assets/7223f025-d99c-4c09-883b-b53f29947c36"
/>

<img width="337" height="97" alt="image"
src="https://github.com/user-attachments/assets/321bf64f-df57-4da5-9951-a2795637cea3"
/>

They also more accurately update if they are un/usable (ie, if you enter
a wall, they turn red.)

Also, Revenants are no longer affected by gravity. They already weren't
affected by gravity (as far as I could tell) this just prevents them
from getting the no-grav alert.

## Why It's Good For The Game

- Not all future Revenant abilities need to be an AOE spell

- It makes them easier to parse at a glance (what powers you have /
don't have / can use)

## Changelog

🆑 Melbert
qol: Revenant abilities indicate if they are locked, and better indicate
if they are currently usable
qol: Revenants are no longer alerted that they have no gravity (they
always have gravity)
refactor: Refactored Revenant abilities, report any oddities with them.
/🆑
2026-03-15 20:24:20 +00:00
John Willard 2eb0776ebe Chem scanning removes achievements from maint pills (#95397)
## About The Pull Request

Chem scanning a maint pill now removes the achievement for eating it.

## Why It's Good For The Game

cheater.

You can still scour maints for pills with stuff you'd like, but you lose
the achievement for doing so.

## Changelog

🆑
fix: Chem scanning a maintenance pill removes the achievement value.
/🆑
2026-03-15 12:12:57 +01:00
MrMelbert 065c9eb763 Revenants are always visible in mirrors (#95379)
## About The Pull Request

Revenants, even while invisible, can be seen in the reflection of
mirrors

<img width="231" height="254" alt="image"
src="https://github.com/user-attachments/assets/135341b8-192c-4f9b-b9c3-0da2c96c6fac"
/>

They have an ethereal, ghostly effect applied to their reflection while
invisible (it's an animation so you can't see it in the picture), this
effect is removed if they become visible. It also doesn't apply when
reflecting in a magic mirror.

Additionally, "Defile" will now break mirrors, though not magic mirrors.
Also, Revenants no longer elevate over tables. They're ghosts after all.

## Why It's Good For The Game

It's a thematically appropriate way for a Revenant to reveal themselves
to the crew without, well, outright revealing themselves.

Also there's a hypothetical world where Medbay puts mirrors everywhere
to catch a Revenant.

## Changelog

🆑 Melbert
add: Revenants are always visible in mirror reflections, even while
invisible.
add: Revenant "Defile" now shatters mirrors.
qol: Revenants no longer elevate over tables.
/🆑
2026-03-12 09:39:36 +13:00
John Willard 9a87ffeb6f Removes Spells tab (#95293) 2026-03-03 19:42:30 +01:00
MrMelbert be5931cf8e Adds USB to vitals monitor (#95079)
## About The Pull Request

Vitals monitors have a USB port, allowing you to read patient status

<img width="238" height="448" alt="image"
src="https://github.com/user-attachments/assets/e056a76b-52fe-4278-955d-4726694c4d69"
/>

Collects patient stats every 4 seconds, with a 1 second delay before its
initial reading is recorded.

`Status update` triggers every time stats are collected, so every 4
seconds. Basically a clock provided for convenience
`Patient change` triggers when a mob is bucked or unbuckled. 
`Defib status` checks if the patient can be defibbed and outputs
"Possible" if they are, or a reason if they aren't.
The rest of the outputs are self explanatory. 

## Why It's Good For The Game

Someone talked about this before the original PR was merged and I
thought it was a fun idea.
Allows for stuff like "Trigger a bomb when a certain patient is revived"
or "creating a BCI for a blind doctor".

## Changelog

🆑 Melbert
add: Vitals monitors have USB ports, allowing circuits to read patient
status
/🆑
2026-02-25 14:53:19 +13:00
Leland Kemble 07138d5445 Adds some special case interactions with the mail counterfitter device (#95180)
## About The Pull Request

Adds some type specific interactions to the mail produced by the GLA-2
mail counterfit device. Currently, it applies `attack_self()` to all
items when armed. The new interactions are, currently:

- Facehuggers jump on your face
- Flashes flash you
- Boxing gloves uppercut you
- Syringes prick you with poison
- Sprays spray you
- Signallers signal
- Monkey cubes/other cubes expand 
- Guns shoot you in the head

There'll be more, probably. Leave your ideas(only good ones though).

## Why It's Good For The Game

First of all, none of these are strenuous from a balance perspective.
The primary use of this device is an instant bomb, and none of these
things are bombs. Easy delineation, I doubt this will become a problem.

As said already, the primary use of this device is a bomb. I've seen it
used for another thing once ever, and while that thing was incredibly
cool, the counterfit device is still a one-trick pony for the most part.
While none of these can compete with the lethality of the bomb, the hope
is that they will collectively help bring variety to an item that feels
built for variety.

## Changelog
🆑

add: Several items have been given special interactions when placed
inside counterfit mail.

/🆑
2026-02-25 14:51:55 +13:00
MrMelbert 9ceeb187b7 Spraying items with lube can make them slip out of people's hands (#95224)
## About The Pull Request

If you coat an item with lube, it becomes slippery. Not "clown pda"
slippery but "harder to handle" slippery.

Trying to pick up or use a slippery item has a chance of it falling out
of your hands
(Though there is another chance that you catch it, if you have an empty
hand)

"Use" includes arming grenades or firing guns. So if you try to arm a
lubed grenade it might slip right to your feet!

## Why It's Good For The Game

The clown can coat security's batons in lube. That's basically all I
need to say

## Changelog

🆑 Melbert
add: Spraying items with lube makes them slippery, causing them to fall
out of people's hands who try to pick them up or use them.
/🆑
2026-02-25 14:38:21 +13:00
SmArtKar a3498fdcd7 Material Science 1: A bunch of math (#95090) 2026-02-22 16:53:51 +11:00
MrMelbert e9d964789b Swags out the roundstart report (#95149)
## About The Pull Request

The roundstart report has been dripped out with a logo and some
additional flavor

<img width="585" height="916" alt="image"
src="https://github.com/user-attachments/assets/d0dab027-24e4-4d4a-a5ad-59616b3bf33d"
/>

The flavor messages are just some randomly selected lore tidbits or
filler text

Other changes:

- Paper now updates to your writing implement immediately, rather than
on process ticks.
- Adds a config to hide the dynamic report for cutting down the length
of the roundstart report. Disabled by default
- Footnotes now requires `R_FUN` rather than `R_ADMIN`

## Why It's Good For The Game

Makes the command report look a ton more official while introducing some
fun worldbuilding.

## Changelog

🆑 Melbert
qol: Paper UI now updates immediately when you pick up or drop a writing
tool.
qol: The roundstart command report has had its style updated, and now
contains some bonus lore.
admin: Changes the perms needed to add command report footnotes to "Fun"
rather than "Admin"
admin: Adds a verb for changing the command report main contents
(Requiring "Fun")
config: Adds a config for hiding the dynamic report, disabled by default
(disabled meaning you still get the report)
/🆑
2026-02-20 20:54:36 -05:00
LT3 0d5a1f6e22 Tram Maintenance: Fixes/signal cleanup (#94938)
## About The Pull Request

- Removes some unused tram signals that have been replaced with
COMSIG_TRANSPORT_ACTIVE.
- Renames COMSIG_TRANSPORT_ACTIVE to COMSIG_TRANSPORT_UPDATED to better
reflect what it now does, and commonality with other x_UPDATED named
signals
- Tram door fixes
- Fixes admins varediting tram speed not working. Introduces a new var
"tram_max_speed" with 100 being the fastest. Easier to understand at a
glance and not having to worry about movement delay vars, etc. Admins
can just set a value 1-100 and it will change the appropriate internal
vars.

## Why It's Good For The Game

Fixes, remove unused code

## Changelog

🆑 LT3
fix: Admins can now actually adjust the speed of the tram
fix: Fixed tram doors repeating multiple varied copies of their audio
fix: Fixed tram doors emergency release sound/animation
code: Cleaned up some tram signal code
/🆑
2026-02-15 20:52:41 -05:00
MrMelbert 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
Y0SH1M4S73R 6f37db300b Gives non-standard nullrods the rest of the features common to regular null rods (#94980)
## About The Pull Request

Non-standard null-rods (the skateboard, bow, revolver, carpsie plush,
and eswords) did not receive all the common characteristics of regular
null rods in #93394. In particular, they were not given the
`UNIQUE_RENAME` obj flag, and they did not receive the ability to track
how many cultists they've crit/killed and be turned into cult weapons
when sacrificed. This PR corrects that by extracting the cult kill
tracking behavior to a component, while doing the following refactors to
ensure complete compatibility:

- Skateboard items now move themselves into the skateboard vehicle they
spawn on use, instead of deleting themselves. This was necessary for the
holy board to keep its custom name/desc and cultist kill count.
- Guns (which the bow technically is) will track cultists killed/crit
with bullets fired from them by a mob with a holy role.
- A signal can now be used for an item to provide an arbitrary response
when an offer rune underneath it is activated.

## Why It's Good For The Game

I just wanted the holy eswords to be renameable for chaplains to provide
plausible deniability for the possession of actual eswords, but after I
discovered this consistency issue, and felt the need to fix it.

## Changelog

🆑
fix: The holy energy swords and the carp-sie plushie can once again be
renamed
fix: The holy energy swords and the carp-sie plushie can once again be
sacrificed by cultists to spawn different weapons based on how many
unique cultists the chaplain has crit or killed with them
qol: The holy skateboard can be renamed like other null rod variants can
fix: Unusual null rod variants like the holy skateboard and bow can now
be sacrificed by cultists to spawn different weapons based on how many
unique cultists the chaplain has crit or killed with them. The bow and
the burdened chaplain's revolver, in particular, also count cultists
crit or killed by arrows/bullets fired from them by the chaplain.
/🆑
2026-02-03 22:23:20 -05:00
Y0SH1M4S73R 5efeedbad9 [TM First] Paint Canvas Refactor (powered by the Universal Icon Editing Framework) (#94797)
## About The Pull Request

This PR adds a universal framework for editing sprites, and adds an
example implementation by way of porting paint canvases to it. This
should have no impact on serializing paintings in the database. As part
of this canvas refactor, zooming in and out of a canvas is now handled
entirely on the client side.

The paint palette component has also been refactored to allow a variable
number of colors up to the specified maximum, instead of populating all
color slots to start out with.

Some features of the sprite editing framework are unused in this PR, as
they were not necessary for feature parity with the current
implementation of paintings. However, they remain present for use in
future PRs, such as a PDA painting app that was separated out of this
branch for atomicity. These features include:
- Eraser tool
- Undo history
- Layers
- Multi-dir icon support

Support for animated icons is not present, but planned to be added when
a new feature needs it.

### New Painting UI Screenshot:
<img width="1210" height="596" alt="NewCanvasUiDemo"
src="https://github.com/user-attachments/assets/4181745b-716b-4068-b3a2-d2491e5abf09"
/>

## Why It's Good For The Game

This framework opens the possibility for a wide variety of new features,
such as Goofball's planned tailoring mechanic. Additionally, the
consolidation of all the controls into a single window should make
painting more user-friendly.

## Changelog

🆑
refactor: Painting has been significantly refactored with a new UI that
should provide every painting control you need without having to unfocus
the UI window. Please report any issues.
refactor: Items that can store paint palettes now start with no colors.
Colors can be added to and removed from the item's palette, up to the
number of colors they previously stored.
/🆑

---------

Co-authored-by: Jordan Dominion <dominion@tgstation13.org>
2026-02-01 14:51:58 -05:00
Bloop 61b16ade51 Updates the DB_MINOR_VERSION (#94970)
## About The Pull Request

It was forgotten

## Why It's Good For The Game

## Changelog
🆑
fix: fixes the sql schema revision being wrong in the code
/🆑

---------

Co-authored-by: Jordan Dominion <jordanhcbrown+github@gmail.com>
2026-01-24 17:56:41 -05:00
Ghom 8c534a521e Maintenance PDA themes are added to roundstart PDAs on future rounds as well once installed (#92983)
## About The Pull Request
I'm making the ordeal of finding a maint disk (or buying blackmarket
bootleg disk) with a theme in it a slightly more rewarding experience,
while sticking to the concept that it's something you've to find, unlike
default PDA themes.

This PR also proves to be an opportunity to put the progress tab that I
coded a year ago for the 'Fishdex' to good use.

TODO:
~~Refactor preferences to allow specific choices to be shown/hidden
depending on whether the player meets a defined criteria, otherwise
you'll have to do it manually every round, which is lame~~

- [x] Make some simple ui icons associated with each unlockable theme to
be shown in the cheevo progress tab

- [x] Code to validate deserialized DB values, in the remote case that
any theme is removed in the future, as well as unit test code for any
non-abstract theme without ID

- [x] Add sound cue and chat feedback when unlocking a theme (or when
fishing a new kind of fish for the first time, like, the code's similar)

- [x] Test all of this

## Why It's Good For The Game
These themes are basically an end in itself, and I understand the reason
behind their existence is to make for some cute, little maint loot, but
relegating it to chance of finding a disk somewhere in maintenance,
**every single round** really rots whatever little substance this purely
cosmetic feature already has.

## Changelog

🆑
add: Once installed, special PDA themes from maintenance disks will be
present on your roundstart PDA on future rounds (Sadly I couldn't figure
out a way to add those to the preferences UI yet). You can check which
PDA themes you've unlocked in the Progress tab of the achievements UI.
/🆑
2026-01-16 17:18:03 -05:00