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Commits
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f601a6ddaf | Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 | ||
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4ae9d2c934 |
Partially reverts #4614, leaving record defaults but separating exploitables and security (#5560)
## About The Pull Request Partially reverts #4614. Exploitables, background, and security are now separate. ## Why It's Good For The Game This was never a good change. Exploitables and sec records hold completely separate purposes. Sec should not see every single exploitable node you have, basically. Additionally, some people have stuff in their exploitables and background they cant access right now. Exposing them again lets people retrieve them. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="787" height="620" alt="image" src="https://github.com/user-attachments/assets/b8b464a8-ff4a-40f1-a48f-086c99abb6af" /> </details> ## Changelog 🆑 add: Exploitables, background, and security records are now distinct record fields, instead of being combinced. /🆑 |
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+37 |
21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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68f5a555d0 |
Nonbinary people can respawn (#95854)
## About The Pull Request locked records(admin-only records) now use the `gender` variable to keep the mob's actual gender, not resorting to "Other". This means that nonbinary people are once again capable of being respawned. As locked records are admin-only, and used in few other locations, the gender variable is only accessed by respawning code at the moment, and should never be accessed in a player-facing manner, so it doesn't matter that plural & neuter are in there. ## Why It's Good For The Game fixes #95768 ## Changelog 🆑 fix: Nonbinary people can respawn /🆑 |
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736b6b4206 |
Medical LARP: Cause of Death field (#95655)
## About The Pull Request This was sitting on my deathwatch branch, thought I might as well add it. When pronounced dead, Medical Records will now ask for a cause of death. <img width="749" height="551" alt="image" src="https://github.com/user-attachments/assets/a2733131-ca5a-4dd5-b768-4a82e0bccd2e" /> ## Why It's Good For The Game <img width="373" height="65" alt="image" src="https://github.com/user-attachments/assets/1f2bfc21-78f0-4c0c-bf73-56854178a030" /> ## Changelog 🆑 add: Medbay/Detectives can now add a Cause of Death to people's medical records when set as deceased. /🆑 |
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b5aa4f649b |
[Records rework] Creates defaults for all records (#4614)
## About The Pull Request This PR does four things: - Shortens and simplifies the medical records template, making it more accessible - Expands Security records flavor into a personnel file that includes exploitables and your character's background, so that you can have Security records without having a criminal history - Creates defaults for medical records, general records, and Security records in the character creator, rather than just the wiki. - Removes exploitables and background records as they've now been integrated into Security records. ## Why It's Good For The Game This PR should make records more accessible for individual players by reducing the amount of work involved, as well as expanding Security records to be more useful. ## Proof Of Testing <img width="656" height="494" alt="image" src="https://github.com/user-attachments/assets/2b5455b2-0e73-4e0a-b9c8-fd278db85040" /> ## Changelog 🆑 ReturnToZender (code) add: All records now have enhanced defaults when making a new character add: Security records have been expanded into personnel records, containing more information on your character del: Exploitables and Background records have been merged into the definition of Security records, which are now Personnel Records. /🆑 |
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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431bf75d53 |
Color Code Audition: Human rendering hates me (#89702)
## About The Pull Request This trainwreck of a PR is (hopefully) a final solution to all rendering jank stemming from the new filter-based coloring system. I went over every single instance of RESET_COLOR, either adding KEEP_APART or rewriting them entirely so they render properly. I've also fixed blood rendering issues by utilizing alpha filters and adding an abstract "holder" appearance for worn items, which holds blood overlays on worn clothing as to avoid coloring it. I've also fixed horrible inconsistencies with atmos pipe coloring as a result (of getting sucked down that rabbit hole) and converted all uses of COLOR_VERY_LIGHT_GRAY in atmos code to ATMOS_COLOR_OMNI to avoid confusion. MODsuit modules still get colored into MOD unit's color, need to refactor their rendering for this. Closes #88989 Closes #87526 Closes #89837 ## Changelog 🆑 refactor: Audited all remaining coloring code - among noticeable changes, blood should no longer get colored or "leak out" of item bounds, atmos pipes no longer color weirdly and repairbots are white again. /🆑 |
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8291b65793 |
Fixes records on examine for ghosts and other scenarios. ADDS EXPLOITABLES TO GHOST ROLES (#2484)
## About The Pull Request Closes https://github.com/Bubberstation/Bubberstation/issues/2482 Closes https://github.com/Bubberstation/Bubberstation/issues/1955 ## Why It's Good For The Game Firstly, bugs bad. Secondly, allowing exploitables to be visible on ghost roles, such as persistence hostages, is very rich for roleplay, esp since these people's place in the world doesnt just suddenly vanish if you stop off the station. With the help of another PR I will soon make, this will very much help with dauntless interrogations. ## Proof Of Testing  <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 fix: Records on examine now works properly add: Ghost roles now have exploitables /🆑 --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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5c2228de56 |
[PORT][NON-MODULAR] Physical Age & Chronological Age (#27928)
* [PORT][NON-MODULAR] Physical Age & Chronological Age * Whoopsy * Update RecordView.tsx * Update RecordView.tsx * Fixes a toggle with the star wars helmet * Revert "Fixes a toggle with the star wars helmet" This reverts commit 0b17d52a2be7a5fbd27c443eef5ba40d579763ef. * Update code/game/machinery/computer/records/medical.dm |
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+15 |
2b60c77e55 |
Yet another mirror batch (#27314)
* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388)
## About The Pull Request
This PR introduces a new station trait that lets people choose if they
want to be pro-skub or anti-skub (or neither, really). It works the same
lobby buttons that job-related station traits also use. Depending on
whether you chose to be pro or anti skub, you'll spawn in with a special
box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub
shirt. EDIT: Both also receive a number of stickers to propagate their
causes.
Kudos to @Fikou for coding the lobby buttons to be accessible by any
station trait rather than only job-related ones when you made the
Cargorilla station trait.
Another thing this PR also halves the exaggerated weight of low-cost
traits such as scarves, wallets and glitched PDAs, which I clearly
underestimated.
## Why It's Good For The Game
We've learned that low-cost, high weight traits are a bit of a design
mistake, because they tend to tip the scales toward themselves over and
over and over, leveling the diverseness of the feature and therefore
making it shallow and boring.
Beside, I've been thinking of the popular [skub comic
strip](https://pbfcomics.com/comics/skub/) lately.
## Changelog
🆑
add: Added a Skub-related station trait. You can now choose if you want
to be pro-skub or anti-skub, complete of shirt and stickers. Please
don't shank each other over it.
balance: Halved the weight of station traits such as scarves, wallets
and glitched PDAs.
/🆑
* Fix some slime species subtypes not having burn resistance (#82164)
## About The Pull Request
All slime species limb subtypes now inherent from the parent `/jelly`
subtype, giving them all their proper burn resistance.
## Changelog
🆑 Melbert
fix: Slimepeople and Luminescents are now 50% burn resistant like
Stargazers
/🆑
* There we go
* FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251)
## About The Pull Request:
The hatsune mi-go is now a friendly gold slime mob. This means it won't
try and kill you. It also now doesn't make your ears hurt, and drops a
keyboard synth on death (you monster.)

## Why It's Good For The Game
So in making my resprited mi-go and subsequent speedmerge, I failed to
realize that there are only 10 possible migo spawnpoints - 5 in snowdin
gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at
most eight can exist on anyround, with a decent likelyhood of 0. This,
combined with the fact the hatsune migo is banned from spawning outside
of roundstart locations, along with the fact people seem to love the
thing, made it feel _too_ rare, even for a shiny mob. You still have to
roll the random odds with the life chem or friendly gold slime pools,
but you should actually see them outside of two mutually exclusive space
ruins and a gateway now. Also, they don't try and kill you now, because
it would have been wrong to add a hostile creature to the friendly pool.
🆑
fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt
your ears.
add: Hatsune mi-go drops a keyboard synth on death (you monster.)
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051)
## About The Pull Request
Lets people pick:
- The shitty organ they spawn with (still has the restrictions of not
being possible to get heart when you are a plasmamen, for example)
- Their favorite alcohol to blackout with
- Their favorite brand of cigs
- Their favorite brand of drugs!
A lot of the code was taken from a downstream, made by @Floofies, i
already had my own implementation but it was buggy and not nearly as
clean, then i was made aware of theirs.
## Why It's Good For The Game
Character Customization is good and fun and lets people have more choice
in their roleplay.
## Changelog
🆑
add: Prosthetic organ users are now allowed to pick what they want to
start with.
add: Junkie of all kinds, including smokers and alcoholics, are also
able to pick their favorite type.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216)
## About The Pull Request
I've had false memories of `pick_weight` working with assoc-value-less
lists.
## Why It's Good For The Game
This will fix an issue with deathmatch modifiers.
## Changelog
🆑
fix: Fixed the "Drop Pod: Syndies" deathmatch modifier.
/🆑
* Fix robocontrol access runtime (#82242)
## About The Pull Request

`check_access` expects an item, such as an ID card, to... check access.
Not a mob.
We can circumvent this entirely by using `allowed`.
But this has an averse effect in that `allowed` will only check the
user's ID, not the ID in the mod PC.
So we need to run a separate check of `check_access` for the computer ID
card.
## Changelog
🆑 Melbert
fix: Robocontrol should work better.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Adds a photobooth (#82105)
## About The Pull Request
Adds a photobooth machine to the HoP line which can be used to update
your security records photo.
It updates the records of the person's name, which means hiding your
identity and wearing an ID will let you change other people's photos. If
you aren't hiding your identity and are wearing someone else's ID, it
won't update at all because it will be unable to find your record.
There's 2 variants of this machine, one at the HoP line that's tied
behind Law Office access (so Lawyers have an extra thing they can help
out with if no one's available, but maybe it would be better behind
Library access since Curators are our "photographer" role?), and the
Security one that requires Security access.
The Security one has a special feature that it adds a height chart
behind the player.

This machine is used by either right-clicking on it or by pressing a
button, so the HoP can do it remotely from their line (except on Tram
where it's in the library), and after a few delays it'll update your
records automatically to how you look like.
Emagging the machine will remove its access restrictions but every time
it updates your photos it will spam camera flashing and blind you.
Sprites
Open

Closed

Security version on the left, has a red tint on it

Video demonstration (old sprites):
https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35
## Why It's Good For The Game
Current security records has no way to change your photo ID, something
that was a feature before it was moved to TGUI. The only alternative is
to fully delete your record and make a new one with a photo and the same
name, but this shares a major issue with the HTML UI: You're immediately
sold out by the fact you have a background. No matter how well you try
to cover your tracks, any security officer looking at records will see
you are the only photo on the manifest that has a background and even a
camera in your hand, which makes it impossible to get away with it
unless security essentially takes pity on you.
This opens up the ability to fully mask yourself in records, finally.
This is also better even for non antagonists because you can now
properly update your photos to match what you look like in the event of
an appearance change or even just a job change, which makes it a benefit
for HoPs who likes to keep records as up-to-date as possible.
## Changelog
🆑 JohnFulpWillard, Twox
add: Added a new photobooth machine to the HoP's line.
fix: Things checking for access now checks your off hand, too.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Converts slimes to basic mobs (#82176)
After months of preparation, and further months of work, I am finally
done. Please bear with me, as this is a massive refactor, but I have
already atomized everything I could. This is now ready for review.
General
- The hilbert hotel slimes are now a subtype instead of a varedit.
- The `use_mob_ability` subtree now also accepts non cooldown abilities.
If set_behaviours is set up properly, mobs won't keep continously
triggering it as if it were a 0 second cooldown action. The alternative
would have been turning the slime abilities into cooldown abilities.
- Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND`
signal, instead of being part of attack_hand.
- Adds datum/ai_controller/controller as a fourth, optional argument to
`/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible
to access blackboard keys.
- Slimes no longer attack windows if they would accidentally move into
them (when the conditions are met), since random walk behaviour ignores
tiles they can't go in. It was also not worth to keep. Did you know this
was the sole override of `ObjBump()`?
- Examine was made less snowflaky/bespoke. Also added a new element:
`/datum/element/basic_health_examine`, which is a simple bespoke element
that prints out a custom message based on how damaged the basic mob it
is attached to is.
- Slimes only perform knockdown instead of paralysis, as they can attack
more often now, and paralysis is not that fun.
- LAssailant has been removed due being archaic code. To befriend a
slime, you have to spawn a monkey with the slime console, or feed them a
sheet of plasma. Simple grabbing the monkey or stuffing them in
disposals do not work anymore. Slime console spawned monkeys will have a
visible status effect, with pheromones coming off them to make this
clearer.
Actions
- Feeding, reproduction and evolution is no longer a verb.
- Slime feeding is no longer an action button. You have to use right
click, or as previously, mousedrop. Slimes can always unbuckle from mobs
they are attached to.
Hunger
- Instead randomly changing the starvation and max nutrition values
while growing up, evolution costs 200 nutrion. This makes the code more
readable, and behaviour more predictable, while still giving the
intended time between evolving and splitting. As a result, I could also
turn these into defines.
- Added a component that handles doing an effect over time while buckled
to a mob, until the mob dies or you get unbuckled.
- Slimes gained nutrition is no longer randomly multiplied by the damage
config value, but rather gain nutrition equal to twice the damage dealt.
You'll have to eat one monkey to evolve, just as before.
- Slimes do not heal passively. They only heal from eating. It was a
rather miniscule value that did not have much effect.
- Slimes generate electricity from hunger threshold, instead of the
random amount of hunger threshold + 100.
Environment
- Slimes take 15 damage from cold every second, instead of using a
complex formula (that also decreased the damage up to a point?).
- Slimes still heal from burn damage, but this is now set on the damage
coefficient list.
- Slimes instead of getting stunned by the cold, freeze in an ice cube.
BZ instead of setting them unconscious, calls the stasis status effect,
allowing you to safely stash your hungry slimes for later. They also no
longer slow down from the cold, as they are already slowed down by the
damage they get. Conversely they no longer get a speed up from a random
amount of temperature. I could be convinced to readd this either as part
of the basic sensitive component, or a similar one.
AI
- Removed the attacked_stacks system. Slimes will just perform regular
retaliation if you hit them in a harmful manner.
- Slimes now use the pet orders component. They will interrupt their
feeding when given a command by their master.
- Slimes have their own subtrees. I tried to replicate as much as I
could from the old code, dividing ancient code artifacts and intentional
stuff, so there might be some weirdness.
- Slime speech has been almost fully reduced to basic blorbing, as you
can not even understand them anymore, and most of them require the slime
to loop through all of their surroundings.
- Discipline does not have stacks either. Disciplined baby slimes have a
chance to clear their attack and hunt blackboard keys. All slimes will
stop feeding on the target otherwise.
- Since discipline is not a stack, rabidity instead gets removed at a
10% chance per disciplining.
- Slimes faces are a bit more randomly picked now.
- We want to convert all simple animals to basic mobs. Old slime code
was also very strange, and had some systems that have been replicated by
components.
- Slimes fully paralyzing you is not fun at all. Knockdown should give
you a fighting chance when a slime would like to eat you.
- Slimes slow down from the heavy damage they get from the cold, so I
don't think they need extra slowdown, nor do they need to speed up from
warmth, as they are already fast.
- Slimes turning into an icecube instead of becoming paralyzed from the
cold is more fun for the slimes, as they can break out for a few
moments. It is also funny.
- Slimes entering proper stasis from BZ is not just a visual indicator
of a slime that is safe to approach, but also keeps the slimes's hunger
value in check, allowing it to not starve while stopped. They can also
look around and blorble, instead of staring at a black screen, if player
controlled.
- The attack_stack and discipline_stack behaviours were rather
overcomplicated, and the xenobio mains I talked with didn't even know it
was a thing, so I argue it needed simplification.
- The bespoke friendship system of slimes was also too complicated.
Slimes slowly gained levels of trust, and at certain levels commands
costed friendship, and other levels, they did not. The binary friend/not
friend system that everything else in the game uses is much more
sensible.
- Using right click for feeding is much more sensible than using an
action, and then picking someone from a dropdown.
- Slime speech was very soulful but not only did it loop through
everything in sight, you couldn't even understand it unless you spoke
slime. Maybe it can be readded later in a different form.
- Slime's passive healing was miniscule, and having them rely on feeding
is more interesting.
also
fixes #81463
🆑
refactor: Slimes are now basic mobs. Please report any strange
behaviours!
balance: Slimes only stun you for two seconds when they shock you, the
rest of the duration is a knockdown.
balance: Slimes are not stunned from the cold, but rather, get frozen in
a freon icecube. BZ also puts them in complete stasis, instead of making
them unconscious. Their speed is likewise unchanged by temperatures.
balance: Slimes do not passively heal, they instead rely on feeding.
fix: Slimes can use the buckling screen alert to unbuckle and stop
feeding, along with clicking on the mob they are riding
/🆑
* Oh, right.
* Fixes AI verb Jump To Network (#70016)
* check for camera loc to not be a silicon
* check for z=0 instead
* Update code/modules/mob/living/silicon/ai/ai.dm
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* evil touch
* redundancy
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Removes camera assembly structures (#81656)
Removes the camera assembly structure middleman between the camera
wallframe and camera machine. All its behavior has been instead moved to
the camera, and I've tried to keep as much of the behavior the same as
before.
This also fixes the issue that camera assemblies had where, upon the
construction being finished, it would move itself into the newly
finished camera machine, therefore taking itself off a wall, therefore
deconstructing itself. This resulted in 2 piece of iron being in each
camera machine (except roundstart ones), and because camera machines
rely on the assembly inside of them for upgrades and such, upgrading
didn't work at all.
I've also made camera nets use defines (not in map) so it's easier to
find a list of them all, and tried to add autodoc comments to nearly
every var in camera code.
Removes copy paste and spaghetti code between structure and machine
camera, thus making it easier to work around with.
Closes https://github.com/tgstation/tgstation/issues/79019
🆑
fix: Cameras built in-round can be upgraded again.
fix: Deconstructing cameras now more consistently return to you the
upgrades inside of the camera.
fix: RD's telescreen can now properly see Ordnance cameras again.
fix: [Deltastation] Library art gallery no longer has an invisible
camera.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210)
## About The Pull Request
- Departmental orders are now an NTOS app
- To download, they require `ACCESS_COMMAND`.
- To use, they require one access from the department.
- This means you cannot order things from not-your-department unless you
have an ID.
- When newly downloading the app, it will prompt a head of staff to
insert an ID, to determine which department to be linked to.
- Changes chat room overlay from the kind that AI uploads use to a new
icon.
- Minor refactors to department order in general.


## Why It's Good For The Game
These two computers are surprising waste spacers for two things which
are tied together.
So why not combine them?
The lesser used cargobus chat is still there, and departmental orders
are front and center.
This gives mappers a ton more leeway when mapping departments out and is
overall less clutter.
## Changelog
🆑 Melbert
qol: Cargobus chat console and Departmental Order console are now
combined into one.
qol: Mod PCs active on the "chat client" apps no longer look like AI
uploads (and now have their own sprite)
refactor: Departmental order consoles were refactored a bit, report any
oddities.
/🆑
* This should cut it.
* Was it really just skub?
* [No GBP] Fixes slow slime feed (#82284)
## About The Pull Request
Slimes were supposed to gain the same amount of nutrition as the damage
they dealt while feeding. However, I have accidentally multiplied this
again by `seconds_between_ticks` a second time. This meant that locally
slimes fed normally, but on the server they got about the third
nutrition they were supposed to, probably due to having more ticks per
second then my machine. This PR fixes that.
Also raised the nutrition gained by slimes by 20%, after careful
testing, one monkey wasn't always enough.
## Why It's Good For The Game
Fixes #82283
## Changelog
🆑
fix: Slimes now feed faster, and should only need one monkey to reach
their next lifestage.
/🆑
* [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330)
## About The Pull Request
Someone has linked the runtimes logs of round 226376 to show off a
runtime, and I took a look, and found some unrelated runtimes in slime
code.
- The config file for slime slowdown was still using the simple_animal
path. This has been fixed.
- Somehow, a grey slime has lost its AI controller, and when it got
hungry, it runtimed. For now, a coalesce operator has been put in place.
Later, an investigation is needed to figure out where did its AI
controller go.
## Why It's Good For The Game
Runtimes bad.
## Changelog
🆑
fix: Slime properly load their slowdown values from the config files.
fix: Slimes who lose their AI controller will no longer runtime when
they get hungry.
/🆑
* [No GBP] Slime stasis fixes (#82304)
## About The Pull Request
`handle_environment` is never called when the target was in stasis, so
slimes stayed in stasis forever. This PR fixes that, albeit in an ugly
way.
It also makes slimes actually not get hungry while in stasis.
## Why It's Good For The Game
Fixes #82300
I also claimed slimes can be safely kept in stasis, but I didn't
actually put a stasis check before handle_nutrition. This is fixed now.
## Changelog
🆑
fix: Slimes stop being in stasis when taken out of a BZ filled
environment
fix: Slimes no longer become hungry while in stasis
/🆑
* Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)
I've recently noticed that the maploaded penguins from the snowdin away
mission were dying from unsafe atmos/temperature. This sparked the idea
of making a (focus only) unit test that would prevent this sort of
issues from happening.
This PR also implements the usage of the `atmos_requirements` and
`body_temp_sensitive` elements for simple animals too, cutting down the
copypaste.
More unit tests to make sure things are done correctly.
🆑
fix: Made sure that mapped critters (i.e. penguins on the snow cabin
away mission) can survive in the environment they're spawned in.
/🆑
* This all is going to suck.
* A step further
* Is this hell over?
* I hope it is.
* Autosort I suppose
* This should cut it for VoidRaptor
* And Blueshift
* Revert "Autosort I suppose"
This reverts commit 9100de67c30514fc25db3ba29df81d1b0ac54e24.
* Dear god, the chicken.
* I fucking hate mapping
* fixes gas analyzers (#82278)
## About The Pull Request
#82180 accidentally messed up air analyzers being able to read or send
readouts to the chat.
## Why It's Good For The Game
air analyzer good
## Changelog
🆑
fix: air analyzers work again
/🆑
* [NO GBP]Grind & juice fixes (#82272)
- Fixes #82266. Anything that has reagents can be either grinded or
juiced
- If something doesn't have reagents but has grind results it can still
be grinded but not juiced
🆑
fix: anything that has reagents can be either grinded or juiced
fix: stuff that does not have reagents but has grind results can still
be grinded but not juiced
/🆑
* Birdshot Engineering Retrofitting (#81840)
Warning: Nanotrasen Confidential Proprietary Information (NCPI) must
only be accessed and viewed within a Nanotrasen Virtual Environment
(NVE, vNTOS-3). Employees in violation of this information ordnance will
have their wages A) garnished, and B) sent to a labour camp up to a
maximum of ten (10y) years. Questions regarding policies related to NCPI
should be directed towards departmental heads or your sector Central
Command Information Authority (CCIA) personnel.
## About The Pull Request
Credentials Confirmed
The Birdshot Engineering Revitalization Plan (formerly proposal
Blindfold, now BERP) is a procurement effort to address growing
maintenance liabilities and costs on the Skitter-MDR Class Orbital
Station located in the Spinward Stellar Cluster (SSC, Sector 28-7b).
Over the course of the previous year, ongoing analysis data has provided
vital feedback since the station was once again brought into operation
after 17 years of abandonment; and using this data, 4 options were
outlined for the Blindfold Proposal.
1) Abandonment - No Cost. Operations on Birdshot will cease. 28-7b
operations will be moderately impacted.
2) Procurement - Medium Cost. Replace offending station sections
completely with low-cost, working alternatives. Operational gains in
28-7b expected.
3) Do Nothing - No Cost. Moderate long-term impacts to operations in
28-7b.
4) >>>_Was removed_
Option 2 was selected for BERP. Procurement efforts identified 3
solutions and later narrowed it down to 1. Following the selection
process architects were brought in to draft up low-impact refits to the
designated hulk. 5 selections made it past initial drafting, with 3
ultimately being selected for engineering board review. Penultimately
draft proposal 3 was selected for the project and now awaits engineering
certification. The draft plan is provided on the next page:

Following board certification, implementation of the plan will be
commenced by 28-7b Nanotrasen Enigneering Corps. (NECs). Construction
time-frame pending Project Foremans review.
## Why It's Good For The Game
Birdshot Engineering is where this whole station began. Back then,
things were going to look closer to Birdboat Station, but that became
looser and more ill-defined as progress was made on the overall station.
While I was satisfied of the decrepit feel of Birdshot Enigneering
initially, I knew that at some point, it would require modification to
better play into Birdshots strengths.
I've had a long laundry list of a roadmap that I've wanted to implement
since the station was added, and this was the top item. Tier Zero.
Problema Numero Uno. You get the idea. This has been a year of drafting,
redrafting, and redrafting everything until it fit Birdshot right. With
this, we're nearly there. I see this being the definitive Engineering
Department for this station for quite some time to come. However, this
is still a draft and some elements are subject to change as I begin to
work out some of the more minor kinks in the draft such as pipe
locations and transit tubes.
Presently Atmospherics is completely rebuilt from the bottom up. There
is more space, enough to do projects, but you'll have to tear down some
windows and walls to gain it. Nothing ventured, nothing gained. You also
have most of the gas distro line outside. I'm a firm believer in
enabling whatever antics ANY lunatic may have. Atmos techs can rest
assured that outside lines are completely reconfigurable (and powered)
enabling some... unique project prospects. You also gained an inside HFR
and Spare burn chamber. Enjoy.
The Engineering Common Areas are now inside the department proper
instead of the satellite treatment in the original implementation.
Security gets an actual outpost and engineers now have a proper office
to file engineering documentation. They say that office colleagues can
form tight bonds so let's see whose is stronger: Purples or Yellows?
The Supermatter Engine is more of an upgrade over the previous model
(Leaky SM is here to stay so deal with it). The room is larger with less
rock, allowing some manner of greater customization, but I believe
engineers will be more than happy to find that they now have a Burn
Chamber of their own. I have zero clue of what they'll do with it, but I
think any enterprising CE will be able to create something that even god
should fear.
Finally we have maint improvements. Nothing really to see here though
maybe there's the beginning of something for the future if you care to
speculate. I couldn't really keep the meandering maint of the previous
rock, so instead we now have some pseudo dead-ends. It's all connected
by transit tubes to the north (not shown) so you can slowly get around
if you will it. Of course there's plenty of cut-throughs,
not-so-finished sections, and opportunity for those who need it. Caution
to the blind, this whole rock is spicy.
Overall I'm happy with this and want to open it up in Draft Mode for
initial thoughts. I have a rough timeline on finishing this that
stretches out to the weekend, so the earlier comments are, the more
likely I'll be able to MAYBE do something about it. Thanks for the
patience and hopefully this is a doozy of an update for all our players.
Previous Engineering Provided for Point of Reference:

closes #75590
## Changelog
🆑
qol: Wholesale Revamp of Birdshots Engineering Department
fix: Some Birdshot Amtospherics Concerns
fix: Some Birdshot Engine Concerns
/🆑
* Bumps `dependencies.sh` to 515.1633 Stable (#82138)
## About The Pull Request
Two reasons for this.
1. It's the stable branch, so let's move it up. This PR will detect any
issues that we might have with the latest 515.1633 as far as the
codebase is concerned (the servers have been running 1633 for at least a
week now).
2. ~~I'm fucking sick of seeing the Lua Scripting Notice in CI even
though it was fixed a few days ago in #82074
(
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762779f3f2 |
Adds a photobooth (#82105)
## About The Pull Request Adds a photobooth machine to the HoP line which can be used to update your security records photo. It updates the records of the person's name, which means hiding your identity and wearing an ID will let you change other people's photos. If you aren't hiding your identity and are wearing someone else's ID, it won't update at all because it will be unable to find your record. There's 2 variants of this machine, one at the HoP line that's tied behind Law Office access (so Lawyers have an extra thing they can help out with if no one's available, but maybe it would be better behind Library access since Curators are our "photographer" role?), and the Security one that requires Security access. The Security one has a special feature that it adds a height chart behind the player.  This machine is used by either right-clicking on it or by pressing a button, so the HoP can do it remotely from their line (except on Tram where it's in the library), and after a few delays it'll update your records automatically to how you look like. Emagging the machine will remove its access restrictions but every time it updates your photos it will spam camera flashing and blind you. Sprites Open  Closed  Security version on the left, has a red tint on it  Video demonstration (old sprites): https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35 ## Why It's Good For The Game Current security records has no way to change your photo ID, something that was a feature before it was moved to TGUI. The only alternative is to fully delete your record and make a new one with a photo and the same name, but this shares a major issue with the HTML UI: You're immediately sold out by the fact you have a background. No matter how well you try to cover your tracks, any security officer looking at records will see you are the only photo on the manifest that has a background and even a camera in your hand, which makes it impossible to get away with it unless security essentially takes pity on you. This opens up the ability to fully mask yourself in records, finally. This is also better even for non antagonists because you can now properly update your photos to match what you look like in the event of an appearance change or even just a job change, which makes it a benefit for HoPs who likes to keep records as up-to-date as possible. ## Changelog 🆑 JohnFulpWillard, Twox add: Added a new photobooth machine to the HoP's line. fix: Things checking for access now checks your off hand, too. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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c7c102f5a0 |
[MIRROR] Quick Harddel Fixeees [MDB IGNORE] (#23975)
* Quick Harddel Fixeees * Update manifest.dm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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99950517aa | Quick Harddel Fixeees (#78253) | ||
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32e9778c23 |
[MIRROR] TTS: Gas Mask muffling, Hailer Mask voice effects, support for more filters that use samplerate, voice effects for lizards, ethereals, and xenomorphs. [MDB IGNORE] (#23942)
* TTS: Gas Mask muffling, Hailer Mask voice effects, support for more filters that use samplerate, voice effects for lizards, ethereals, and xenomorphs. * Update RecordView.tsx * Update types.ts --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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dd87788877 |
TTS: Gas Mask muffling, Hailer Mask voice effects, support for more filters that use samplerate, voice effects for lizards, ethereals, and xenomorphs. (#78567)
## About The Pull Request https://github.com/tgstation/tgstation/assets/4081722/7c8df2e2-8795-4048-b11e-e831f749a097 https://github.com/tgstation/tgstation/assets/4081722/d0bec7fd-25b1-4bdd-98a6-0ebfea749551 https://github.com/tgstation/tgstation/assets/4081722/31c0259a-2bd4-4575-a758-a2044ccf17b0 ## Why It's Good For The Game Improves TTS audio immersion. ## Changelog 🆑 qol: Gas masks now muffle your voice with TTS. qol: Security Hailer masks now disguise your voice to protect your right to brutalize greytiders. qol: Lizards, Ethereals, and Xenomorphs now have a vocal effect. qol: Security Records now show someone's voice name. /🆑 |
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372f1c243b |
Records Console Formatting Support (#21686)
* The Goods - Preserves whitespace (linebreaks) when viewing records consoles. - Ditto for printed rapsheets. - Removes the requirement of logged crimes for printing rapsheets. * Update RecordPrint.tsx * merge conflicts |
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5ac0aae724 |
[MIRROR] Removes all uses of text() [MDB IGNORE] (#21579)
* Removes all uses of text() * Update record.dm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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cb4a836d41 |
Removes all uses of text() (#75766)
## About The Pull Request Apperantly it's deprecated. Also people misunderstand how to use it, which leads to silly looking code and redundant wraps. It is potentially useful to do a sort of format style string embedding, but we don't have anything that really warrents it IMO. ## Why It's Good For The Game Maybe byond will break on version upgrade slightly less now. Also the code's less cluttered, and boomer posting has been excised.    |
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b8c92a8c27 |
[MIRROR] Fix Respawn Character Admin Verb [MDB IGNORE] (#20159)
* Fix Respawn Character Admin Verb (#74295) ## About The Pull Request while testing #74293 i tried to use this verb and it didnt work because some stuff wasnt parsing in correctly so i fixed it ## Why It's Good For The Game we want all of the admin tools to work ## Changelog 🆑 fix: admin respawn character verb works properly /🆑 * Fix Respawn Character Admin Verb --------- Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com> |
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c4b95c7ccd |
Fix Respawn Character Admin Verb (#74295)
## About The Pull Request while testing #74293 i tried to use this verb and it didnt work because some stuff wasnt parsing in correctly so i fixed it ## Why It's Good For The Game we want all of the admin tools to work ## Changelog 🆑 fix: admin respawn character verb works properly /🆑 |
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4e42b7fb04 |
[MIRROR] Re-implements Physical and Mental statuses in crewmember Medical Records [MDB IGNORE] (#19832)
* Re-implements Physical and Mental statuses in crewmember Medical Records * wew --------- Co-authored-by: Antonio Tosti <5588048+atosti@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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73172f8836 |
Re-implements Physical and Mental statuses in crewmember Medical Records (#73882)
## About The Pull Request These changes re-implement the functionality for Physical and Mental Statuses, which used to be present in Medical Records (visible via medical filing cabinents, medical records consoles, and MED-HUDs). These Physical/Mental statuses can once again be updated through examining a crewmember (while wearing a Med-HUD), or through the new TGUI interface for medical records consoles. ## Why It's Good For The Game Primarily, this resolves the bugs mentioned in [Issue #73477](https://github.com/tgstation/tgstation/issues/73477), and restores functionality which appears to have been accidentally removed via [PR #72725](https://github.com/tgstation/tgstation/pull/72725). Additionally, the re-implementation of these statuses allows for more in-depth medical RP (and bureaucracy), especially in regards to the Psychiatrist role and managing crewmember sanity. ## Changelog 🆑 fix: Re-implements physical and mental statuses in crewmember medical records. fix: Re-implements changing a crewmember's physical/mental status via a Med-HUD. /🆑 Edit: Image of the new TGUI buttons which now handle Physical/Mental statuses.  Closes #73477 |
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c040ddb857 |
[MIRROR] A few records-related manual mirrors (so I don't have to deal with annoying conflicts) (#19588)
* Records: Clerical expansion (#73022) A few changes to sec records geared towards making it obvious how and why someone is wanted. - You can no longer set someone to arrest via console unless they have a valid prior. - Setting players to arrest via HUD creates a crime entry for that person. - Priors can be edited by the author and qualified personnel (armory access). - Priors can be invalidated by qualified personnel. This redacts the info from huds and rapsheets. - Invalidating the last crime sets a player to discharged - Much like real life, you can no longer outright delete crimes. This prevents gaming the arrest system by adding/deleting. - Deleting an individual record in a sec console removes it from the manifest (@JohnFulpWillard) this was previous behavior - Purging records in sec requires higher access Have you ever brought a wanted person into the brig only to find there's no reasons listed and no one in sec will explain why they're wanted? 🆑 fix: Deleting a sec record removes it from the manifest again qol: It's now easier to see security notes via HUD. qol: It's now easier to see why someone is set to arrest. qol: Crime authors and armory access can edit crimes. balance: Setting players to arrest requires a valid crime. balance: Armory access can invalidate priors. balance: Setting players to arrest via HUD creates a crime for the suspect. /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: san7890 <the@san7890.com> * Records hotfix [NO GBP] (#73363) A remake of #73169 Repaths records consoles to their own subtype Fixes some weirdness with observers logging into sec/med consoles Fixes security notes not being able to be set etc Bug fixes and cleaner code 🆑 fix: Security can set notes through consoles again fix: Observers are now properly logged out of record consoles /🆑 --------- Co-authored-by: Jeremiah <jlsnow301@pm.me> * Fixes the map merge conflicts, hopefully. * Fixes player created security records being unprintable for wanted/missing posters. (#73666) ## About The Pull Request If a player created a security record during a round and attempted to print it the printing process would runtime and result in the printer being unusable. As a side effect of fixing this I've discovered an annoying bug with posters with them defaulting to the bottom left corner of a record. So currently mugshot uploads has been restricted to 32x32 pixels with approval from @jlsnow301 . Ideally at some point a player exposed photo cropping system can be implemented to make it easier to create mugshots using larger photos. ## Why It's Good For The Game Fixes a bug. ## Changelog 🆑 fix: You can now create wanted/missing posters using player created security records. Due to a visual bug and usability issue photos above 1 by 1 meters in size will no longer work for mugshots in records. /🆑 * Fixes ui_data on ntosrecords [NO GBP] (#73670) ## About The Pull Request Missed this while redoing records, this makes it match what the UI is expecting ## Why It's Good For The Game Bug fixes ## Changelog 🆑 fix: Fixes NTOS records program receiving bad medical disability data /🆑 Co-authored-by: Jeremiah <jlsnow301@pm.me> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Updates all of our maps with the new records computer paths * Actually I don't know where this came from but I think it'll fix the linters * Okay now it should work properly, hopefully * mapas --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jeremiah <jlsnow301@pm.me> Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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1f753d5d4c |
[MIRROR] Refactors crew records (#72725) + Medical/Security records now use the max/min age. [MDB IGNORE] (#19078)
* Medical/Security records now use the max/min age. * merge conflict * Refactors crew records (#72725) I have attempted or otherwise started this project at least 4 times. I am sick of it being on my calendar. The code needs it. I need it. - This makes crew records a proper datum rather than assigning properties record.fields. - General, medical, and security records are merged. - Did some slight refactoring here and there for things that looked obvious. - Wanted states are now defined (and you can suspect someone through sechud) - pAI (unrelated but annoying) had some poorly named exported types that i made more specific - Job icons are moved back to the JS side (I wanted to get icons for initial rank without passing trim) <details> <summary>previews</summary> Editable fields & security console  Medical records  Look and feel of the more current version  </details> TGUI'd some of the worst UIs in the game. Creating new records is made much simpler. Manifest_inject is made readable. Probably bug fixes 🆑 refactor: Crew records have been refactored. refactor: Medical records -> TGUI refactor: Security records -> TGUI refactor: Warrants console -> TGUI qol: Players are now alerted when their fines are paid off. qol: Cleaned up sec hud examination text. qol: Adding and deleting crimes is easier. qol: Writing crimes in the console sets players to arrest. qol: You can now mark someone as a suspect through sec hud. /🆑 Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * I've got something that now actually works Just got to incorporate the records into what players can actually see. * Turns out that client has already been transferred after all * Adds the past records in the TGUI records (they're kinda ugly but it works, so y'know) * Whoops * Hate you too sometimes Prettier * Fixes ghost roles using LITERAL records, which caused problems * Fixes the leaks caused by ghost roles not getting their name right because of the stupid freaking special() proc * I hate list operations man they're so stupid * Fixes the stars on the crew manifest! --------- Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com> Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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e6ef38fd36 |
Fixes player created security records being unprintable for wanted/missing posters. (#73666)
## About The Pull Request If a player created a security record during a round and attempted to print it the printing process would runtime and result in the printer being unusable. As a side effect of fixing this I've discovered an annoying bug with posters with them defaulting to the bottom left corner of a record. So currently mugshot uploads has been restricted to 32x32 pixels with approval from @jlsnow301 . Ideally at some point a player exposed photo cropping system can be implemented to make it easier to create mugshots using larger photos. ## Why It's Good For The Game Fixes a bug. ## Changelog 🆑 fix: You can now create wanted/missing posters using player created security records. Due to a visual bug and usability issue photos above 1 by 1 meters in size will no longer work for mugshots in records. /🆑 |
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3715cae41d |
Records: Clerical expansion (#73022)
## About The Pull Request A few changes to sec records geared towards making it obvious how and why someone is wanted. - You can no longer set someone to arrest via console unless they have a valid prior. - Setting players to arrest via HUD creates a crime entry for that person. - Priors can be edited by the author and qualified personnel (armory access). - Priors can be invalidated by qualified personnel. This redacts the info from huds and rapsheets. - Invalidating the last crime sets a player to discharged - Much like real life, you can no longer outright delete crimes. This prevents gaming the arrest system by adding/deleting. - Deleting an individual record in a sec console removes it from the manifest (@JohnFulpWillard) this was previous behavior - Purging records in sec requires higher access ## Why It's Good For The Game Have you ever brought a wanted person into the brig only to find there's no reasons listed and no one in sec will explain why they're wanted? ## Changelog 🆑 fix: Deleting a sec record removes it from the manifest again qol: It's now easier to see security notes via HUD. qol: It's now easier to see why someone is set to arrest. qol: Crime authors and armory access can edit crimes. balance: Setting players to arrest requires a valid crime. balance: Armory access can invalidate priors. balance: Setting players to arrest via HUD creates a crime for the suspect. /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: san7890 <the@san7890.com> |
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5e80257423 |
Refactors crew records (#72725)
## About The Pull Request I have attempted or otherwise started this project at least 4 times. I am sick of it being on my calendar. The code needs it. I need it. - This makes crew records a proper datum rather than assigning properties record.fields. - General, medical, and security records are merged. - Did some slight refactoring here and there for things that looked obvious. - Wanted states are now defined (and you can suspect someone through sechud) - pAI (unrelated but annoying) had some poorly named exported types that i made more specific - Job icons are moved back to the JS side (I wanted to get icons for initial rank without passing trim) <details> <summary>previews</summary> Editable fields & security console  Medical records  Look and feel of the more current version  </details> ## Why It's Good For The Game TGUI'd some of the worst UIs in the game. Creating new records is made much simpler. Manifest_inject is made readable. Probably bug fixes ## Changelog 🆑 refactor: Crew records have been refactored. refactor: Medical records -> TGUI refactor: Security records -> TGUI refactor: Warrants console -> TGUI qol: Players are now alerted when their fines are paid off. qol: Cleaned up sec hud examination text. qol: Adding and deleting crimes is easier. qol: Writing crimes in the console sets players to arrest. qol: You can now mark someone as a suspect through sec hud. /🆑 Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |