## 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
/🆑
## 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)
/🆑
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.
<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>
I'll upload the .cs script I used to do it shortly.
## Why It's Good For The Game
Just minor code cleanup.
Script used is located at https://metek.tech/camelTo-Snake.7z
EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
static async Task Main(string[] args)
{
var readFile = new FileStreamOptions
{
Access = FileAccess.Read,
Share = FileShare.ReadWrite,
Options = FileOptions.Asynchronous | FileOptions.SequentialScan
};
FileStreamOptions writeFile = new FileStreamOptions
{
Share = FileShare.ReadWrite,
Access = FileAccess.ReadWrite,
Mode = FileMode.Truncate,
Options = FileOptions.Asynchronous
};
RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
Dictionary<string, int> changedProcs = new();
string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
Regex camelCaseProcRegex = new(regexPattern, regexOptions);
string snakeify(Match matchingRegex)
{
var vals =
matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
string logString = $"{vals[0]} => {newVal}";
if (changedProcs.TryGetValue(logString, out int value))
{
changedProcs[logString] = value + 1;
}
else
{
changedProcs.Add(logString, 1);
}
return newVal;
}
var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();
// uses default ParallelOptions
// https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
{
var reader = new StreamReader(filePath, readFile);
string oldContent = await reader.ReadToEndAsync();
string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
if (oldContent != newContent)
{
var writer = new StreamWriter(filePath, writeFile);
await writer.WriteAsync(newContent);
await writer.DisposeAsync();
}
reader.Dispose();
});
var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
foreach (var pair in logToList)
{
Console.WriteLine($"{pair.Key}: {pair.Value} locations");
}
}
}
```
## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
## About The Pull Request
Stops the annoying gags bug we get once in a while. Non modular, I
woulda submitted it to TG but they don't have any GAGS items that use
transformations so it'd be pointless.
Code entirely stolen from
https://github.com/MrMelbert/MapleStationCode/pull/827 .
## Why It's Good For The Game
Things work good.
## Proof Of Testing
it work
</details>
## Changelog
🆑
add: Added a previously unobtainable Parasol to the Clothesmate.
code: PRs should hopefully stop chinwagging about map icons now.
/🆑
## About The Pull Request
Refactor detective scan categories.
Fix some categories not being shown at all.
Remove Syndicate scan category.
<details>
<summary>TGUI</summary>
<img width="514" height="545" alt="image"
src="https://github.com/user-attachments/assets/754ce576-545e-40e5-9fad-86f19d8d2606"
/>
</details>
<details>
<summary>Paper report</summary>
<img width="460" height="609" alt="image"
src="https://github.com/user-attachments/assets/e37e1965-e90a-4e0c-8109-f4384d6a4a79"
/>
</details>
## Why It's Good For The Game
DETSCAN_CATEGORY_SETTINGS, DETSCAN_CATEGORY_HOLY,
DETSCAN_CATEGORY_ILLEGAL and DETSCAN_CATEGORY_NOTES are now shown in
detective scanner ui and printed report.
Cleaner code
## Changelog
🆑
fix: energy dagger pen report will be now shown in detective scanner and
also all items that transform will have additional note about it
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request

Makes the chainsaw arm code generic, so you can attach any normal or
bulky sized item as an arm
Impl. detail:
Items-as-arms just use inhand sprites unless it has
`/datum/element/prosthetic_icon`. Currently used for chainsaws as the
only item with an implanted sprite.
Chainsaw arm nullrod now fully replaces the arm rather than being a
nodrop item.
When surgically adding any non-bodypart item, applying the item will
result in a loose fitting, and it might fall off on attack. The
following step (tape/suture) removes the fall chance.
## Why It's Good For The Game
Chainsaw arms are funny, but why stop at chainsaws beyond it being an
Evil Dead reference?
## Changelog
🆑 Melbert
add: Any normal or bulky sized item can be used as a prosthetic arm,
instead of just chainsaws.
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
Fixes#81052Fixes#58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
## About The Pull Request
Currently clowns (or any clumsy mob) can kill themselves with
holographic eswords by opening and closing them repeatedly. The damage
done is normal brute damage instead of stamina. This PR fixes that, and
adds some extra options to the `/datum/component/transforming` component
to adjust the amount of damage dealt to clumsy users. It also makes the
damage type inherited from the parent of the component.
## Why It's Good For The Game
Fixes#82398
Doesn't make sense for a supposedly harmless holographic esword to be
able to hurt someone, even if they're clumsy.
Also allows for more control over the transforming component.
## Changelog
🆑
fix: Holographic energy swords have undergone some more rigorous safety
inspections, and should no longer be a danger to clumsy crew members.
/🆑
## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.
Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.
Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura
## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use
It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.
## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Removes some boilerplate from transforming component, uses traits in a
similar way to the two-handed component
Also fixes#74955 (If it's still broken?)
## Why It's Good For The Game
Makes it a bit cleaner to work with. Cause I wanna do something with
this in the future maybe.
## Changelog
🆑 Melbert
fix: Fixed e-cutlasses and bananium swords having invisible inhands
code: Removed boilerplate from transforming component
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
This ended up turning into a bit of a junk drawer of a PR I'll admit,
but there's really not a whole lot to it.
There are three parts:
### Part I - Inhand sprites for light tubes.
Adds inhand sprites for light tubes. No more cardboard tube placeholder.
This is self explanatory-they have unique sprites for all 3 states
(normal, broken, and burnt out). The broken version has sharpness now.
Also refactored light_items.dm a bit, it was using a bespoke proc called
`update` to do icon updates. Now it has been _updated_ to use
`update_appearance` instead.

### Part II - Latex Balloons
Latex balloons, a very old piece of code that was full of typos, has had
some life breathed back into it. It is a fun little item, and I saw no
reason to let it rot. It can now be crafted using a latex glove and some
cable. Also, you can pop them using anything sharp... such as a broken
light tube! Aha!
We've come full circle.

### Part III - update_inhand_icon proc
A new atom helper function, `/atom/proc/update_inhand_icon(mob/target =
loc)`
I was struggling to find an existing proc that could update inhand icons
of a mob that was holding any given atom, without necessarily having a
ref to the mob yet.
So I ended up writing one that did that, and finding the spots in the
code which were using a similar way of doing it (that is in fact how I
stumbled upon the latex balloon item).
...........But then Iearned of the
`/datum/element/update_icon_updates_onmob` component and ended up using
that instead. There are still some very niche cases where you might not
be able to use the component where the proc would come in handy however
e.g. in transforming.dm--and if anything, I think it could serve as a
good spot to leave a comment informing would be users of
`update_icon_updates_on_mob` as an alternative.
For that reason especially I thought it worth keeping.
## Why It's Good For The Game
New inhand sprites, and a fun little craftable balloon. What's not to
like?
## Changelog
🆑
add: latex balloons can now be crafted using a latex glove and some
cable. You can fill them with air using a tank. They also have a new
sound effect.
imageadd: light tubes have a new inhand sprite
fix: broken light tubes now actually have sharpness to them as they are
basically spikes of glass.
refactor: refactored latex balloon code
/🆑
## About The Pull Request
The original issue caused by #70037
Esword issue caused by #73716
Originally the transforming component did not override the inhand icon
state of the the item on its own (instead putting the onus on the item
itself if they wanted unique behavior). It was changed to always update
inhand icon state, most of which don't have one
I don't really like this fix, it should be explicit "I want inhand to
change" and not default, but this will work for now
Also the PR that fixed the Jaws issue didn't actually set the var they
created
Fixes#73805Fixes#73711 (Actually)
## Why It's Good For The Game
Invisible sword bad
## Changelog
🆑 Melbert
fix: Fixed a eswords, some tools, and some other misc. items from being
invisible while extended / active
fix: Teleshields and other misc items not extending in hand when active
fix: Switchblades click on extend again
fix: Pendrivers click on extend
/🆑
Overhauls the fornesics scanner system, letting items modify the readout
and adding additional information through the COMSIG_DET_SCANNED signal.
Buffs the forensics scanner by letting it reveal more info, makes the
code look nicer, and allows for a bit more flavour text to be added to
items.
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
Replaces the nuke op Makarov with the Ansem, a clandestine pistol firing 10mm rounds which do more damage. Ammo costs more.
Replaces the nuke op survival knife with the energy dagger, as well as giving it a soft light, light armor penetration and a light wound bonus.
Replaces the diamond drill in their closet with an entrenching tool, which swaps between crowbar, pickaxe and shovel modes.
Gives the nuke op survival box the syndie box design, as well as a crowbar, screwdriver and mini welder.
Removes the nuke op leader's Krav Maga gloves.
Updates the esword and edagger sprites with ones i had lying around from 2019, they are more consistent.
Moves pistol sprites a bit up to center them.
This PR kills off the transforming subtype of /obj/item/melee and replaces it with a component to handle the transforming behavior, /datum/component/transforming.
The transforming component handles updating the variables of an item when it's transformed. Things like force, sharpness, whetstone force bonus, and attack verbs. Similar to the two-handed component, but instead of transforming into a two-hander it remains a one handed weapon.
The "nemesis" behavior (dealing addition damage to certain factions) of the transforming subtype was moved to the cleaving saw only, since it was the only transforming item that used it. In the future, this can be made into a bespoke element/component as well.
The following weapons and items have been updated to use this component:
Energy Swords / Sabers / Bananium Energy Sword
Energy Circular Saw
Energy Dagger
Energy Axe
Toy Energy Sword
Holographic Energy Sword
Switchblade
Advanced Medical Tools (Laser scalpel, Mechanical Pinches, Searing Tool)
Advanced Engineering Tools (Hand Drill, Jaws of Life / Syndicate Jaws of Life)
Combat Wrench
Cleaving Saw
Telescopic Batons / Contractor Batons
Roasting Stick
Telescopic Riot Shield
Energy Shield / Bananium Energy Shield
This PR also touches up the code around the various above items.