## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.
## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.
Currently a WIP as I slowly deal with the unit test reports.
## Changelog
🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
## About The Pull Request
1. Penbang
A flashbang disguised as a pen. Clicking the pen arms the flashbang and
has no other visual or audio tell besides the pen clicking.
The fuse's length is based on the angle the pen cap is twisted.
Works as a normal pen otherwise.
2. Camera Flash
A camera with a high power flash.
Clicking on an adjacent target will flash them, ie, as a handheld flash.
Works as a normal camera otherwise - no tell.
3. Dagger Boot
A pair of jackboots with a blade embedded in them.
Makes your kicks sharp, meaning they will cause bleeding.
Looks like normal jackboots otherwise, though has a tell on
double-examine
4. Monster Cube Box
A box containing 5 monster cubes, which spawn into a random monster when
wet.
Monsters include Migos, Carps, Bears, Spiders, Wolves...
5. Spider Bite Scroll
A martial art focused around kicks and grabs.
- Punches against standing, staggered targets will instead kick them,
applying the bonus accuracy and damage that you'd expect from a kick.
(Also combos with the dagger boots)
- All kicks have a chance to disarm the target's active weapon. Chance
increases per sequential kick.
- Grants you the innate ability to tackle. This form of tackling has a
very high skill modifier, meaning you are very likely to get a positive
outcome (or at least, not fail). You also get up fast from it.
- Your grabs are 20% harder to escape from and deal an additional 10
stam damage on fail.
## Why It's Good For The Game
1, 2, 3: Just some random flavorful items, giving them some more toys to
use to complete bounties.
4: Shenanigans, for people who just wanna do "funny thing" instead of
focusing on big loot.
5: I figured it would fill a fun niche: Spies are commonly depicted as
martial artists, and the only martial arts they can obtain is Krav Maga
(it's not unique to Spies) and Sleeping Carp (it's not unique to Spies).
This gives them their own thing that people may look forward to
acquiring and playing around with.
As for the design of it, I wanted to add something that synergizes with
one of the other other items, so in the field if you notice both of them
pop up you really want to go for both.
The rest of the design I just filled in as vaguely useful and flavorful
tools a spy might want for kidnapping or detaining people: Better grabs,
tackling, and disarms.
Then I just went with the flavor of it being something the Spider Clan
used to teach to their Spies / Ninjas, kinda like an analog to the real
life Ninjutsu. (Maybe we can give it to Space Ninjas as well later...
since it doesn't especially benefit Ninjas in any way.)
## Changelog
🆑 Melbert
add: Adds 5 rewards to the Spy item pool: Penbang, Camera Flash,
Dagger-Boot, Monster Cube Box, and the Spider Bite martial art
/🆑
## About The Pull Request
Flips the wavelength and intensity around in microlaser code toc heck
how long it takes to apply
fixes#91353
## Why It's Good For The Game
the code itself says it should be the other way around smh smh
## Changelog
🆑
fix: Wavelength is now the main factor in how long your microlaser takes
to activate, rather than intensity for some reason.
/🆑
## About The Pull Request
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
## Changelog
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
- Address
https://github.com/tgstation/tgstation/pull/90476#discussion_r2051701283.
Makes pill bottle code cleaner
- Datumized some more storage values(monkey guncase toolbox & crafter
toolbox) making their init slightly faster
- Moved all standard storage subtypes(bags, boxes, lockboxes etc) that
is scattered across various files & folders in the codebase into their
respective files under `code/game/objects/item/storage` folder.
This means for e.g. if you want to see all boxes in the game you can
find them in `code/game/objects/item/storage/boxes` folder & don't have
to go looking for hidden subtypes in various module files or folders
where they were hidden away.
Makes looking for stuff & modifying these storages much saner & easier
## Changelog
🆑
code: organized storage subtypes under the same files & folders
/🆑
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
Reverts the storage initialization refactor and all subsequent related
PRs.
The original PR is below our standards both for code quality and
testing, and is majorly flawed at its core. This has been discussed with
other maintainers and headcoder(s?) over on discord. A lot of changes
from the PR could be brought over later, but in its current state it
should not have been merged.
- Closes#90322
- Closes#90313
- Closes#90315
- Closes#90320
- Closes#90312
- Closes#90344
## Why It's Good For The Game
This PR causes a series of major issues which cannot be resolved without
either completely rewriting a lot of the original PR, or bad code.
Not matching our standards is grounds for not merging a PR, and the fact
that a PR should not have been merged is a reason for a revert.
## Changelog
🆑
fix: Fixed a series of storage-related bugs caused by a refactor PR.
/🆑
## About The Pull Request
A Huge chunk of changes just comes from moving existing storage code
into new files & seperating `atom_storage` code into its own subtype
under the already existing `storage/subtypes` folder.
With that the changes in this PR can be organized into 3 categories.
**1. Refactors how `/obj/item/storage/PopulateContents()` initializes
storages**
- Fixes#88747 and every other storage item that has a similar variant
of this problem
The problem with `PopulateContents()` is that it allows you to create
atoms directly inside the storage via `new(src)` thus bypassing all the
access restrictions enforced by `/datum/storage/can_insert()` resulting
in storages holding stuff they shouldn't be able to hold.
Now how this proc works has been changed. It must now only return a list
of items(each item in the list can either be a typepath or a solid atom
or a mix of them in any order) that should be inserted into the storage.
Each item is then passed into `can_insert()` to check if it can fit in
the storage.
If your list contains solid atoms they must be first moved
to/Initialized in nullspace so `can_insert()` won't count it as already
inserted. `can_insert()` has now also been refactored to throw stack
traces but explaining exactly why the item could not fit in the storage
thus giving you more debugging details to fix your stuff.
A large majority of changes is refactoring `PopulateContents()` to
return a list instead of simply creating the item in place so simple 1
line changes & with that we have fixed all broken storages(medical
toolbox. electrical toolbox, cruisader armor boxes & many more) that
hold more items they can handle
**2. Organizes initialization of `atom_storage` for storage subtypes.**
All subtypes of `/obj/item/storage` should(not enforced) create their
own `/datum/storage/` subtype under the folder `storage/subtypes` if the
default values are not sufficient. This is the 2nd change done across
all existing storages
Not only does this bring code cleanliness & organization (separating
storage code from item code like how `/datum/wire` code is separated
into its own sub folder) but it also makes storage initialization
slightly faster (because you are not modifying default values after
`atom_storage` is initialized but you are directly setting the default
value in place).
You now cannot & should not modify `atom_storage` values inside
`PopulateContents()`. This will make that proc as pure as possible so
less side effects. Of course this principle is not enforced and you can
still modify the storage value after `Initialize()` but this should not
be encouraged in the future
**3. Adds support for automatic storage computations**
Most people don't understand how `atom_storage` values work. The comment
here clearly states that
https://github.com/tgstation/tgstation/blob/55bbfef0da70d87455ca8d6fd5c95107eb8dbefb/code/game/objects/items/storage/toolbox.dm#L327-L329
Because of that the linked issue occurs not just for medical toolbox but
for a lot of other items as well.
Which is why if you do not know what you doing, `PopulateContents()` now
comes with a new storage parameter i.e. `/datum/storage_config`
This datum allows you to compute storage values that will perfectly fit
with the initial contents of your storage. It allows you to do stuff
like computing `max_slots`, `max_item_weight`, `max_total_weight` etc
based on your storage initial contents so that all the contents can fit
perfectly leaving no space for excess.
## Changelog
🆑
fix: storages are no longer initialized with items that can't be put
back in after taking them out
refactor: storage initialization has been refactored. Please report bugs
on github
/🆑
## About The Pull Request
Makes makeshift radio jammers craftable with:
1. Universal scanner
2. Headset encryption key (it doesn't steal the one from your headset
don't worry)
3. Cable coil
Makeshift radio jammers are the same as Syndicate ones, except with a
smaller active range (12 -> 5) and smaller disruptor range (7 -> 3)
Lowers the cost of radio jammers from 5 TC to 1 TC.
## Why It's Good For The Game
This is intended as a potentially overkill solution to the problem of
people shouting that they are being killed right away. Common is not
going away, but we need to do something to aide this style of gameplay
over going loud etc. By making radio jammers craftable, we allow all
antagonists to use this instead of just traitors.
## Changelog
🆑
add: You can now craft radio jammers.
balance: Radio jammers have had their cost lowered from 5 TC to 1 TC.
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
## About The Pull Request
This PR tackles our piss-poor item action handling. Currently in order
to make an item only have actions when its equipped to a certain slot
you need to override a proc, which I've changed by introducing an
action_slots variable. I've also cleaned up a ton of action code, and
most importantly moved a lot of Trigger effects on items to do_effect,
which allows actions to not call ui_action_click or attack_self on an
item without bypassing IsAvailible and comsigs that parent Trigger has.
This resolves issues like jump boots being usable from your hands, HUDs
being toggleable out of your pockets, etc. Also moved a few actions from
relying on attack_self to individual handling on their side.
This also stops welding masks/hardhats from showing their action while
you hold them, this part of the change is just something I thought
didn't make much sense - you can use their action by using them in-hand,
and flickering on your action bar can be annoying when reshuffling your
backpack.
Closes#89653
## Why It's Good For The Game
Makes action handling significantly less ass, allows us to avoid code
like this
```js
/obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/halt))
halt()
else
adjust_visor(user)
```
## About The Pull Request
Syndicate encryption keys previously provided protection against the
passive effect of radio jammers.
However, https://github.com/tgstation/tgstation/pull/87149 added the
ability for them to actively _disable_ headsets either in-view, or on a
specific target. Neither of these check for the syndicate encryption
key.
This makes it so the aoe disruptor wave will ignore headsets with the
syndie key, while the targeted disruption will still disable syndie
headsets.
@SmArtKar said this was an oversight, so I'm marking it as a fix.
## Why It's Good For The Game
fixing an oversight
## Changelog
🆑
fix: Syndicate encryption keys properly protect against AoE radio
jamming again.
/🆑
## About The Pull Request
Fixes an instance of "it's" (where it should be "its") in the lizard
brain description, also removing a comment left as a relic from copying
the felinid brain item.
Fixes the radio jammer's usage texts to say disruptor, rather than
distruptor, which is incorrect.
The Raven and Lance emergency shuttle airlocks were misspelled, saying
"Emegency..." rather than "Emergency..."
## Why It's Good For The Game
Proper spelling is a good thing
## Changelog
🆑
spellcheck: The Lance and Raven shuttle airlocks are now properly
labelled emergency airlocks, rather than emegency airlocks.
spellcheck: The radio jammer now releases disruptor waves, rather than
distruptor waves.
/🆑
## About The Pull Request
~~Kept you waitin huh!~~
The projectile refactor is finally here, 4 years later. This PR (almost)
completely rewrites projectile logic to be more maintainable and
performant.
### Key changes:
* Instead of moving by a fixed amount of pixels, potentially skipping
tile corners and being performance-heavy, projectiles now use
raymarching in order to teleport through tiles and only visually animate
themselves. This allows us to do custom per-projectile animations and
makes the code much more reliable, sane and maintainable. You (did not)
serve us well, pixel_move.
* Speed variable now measures how many tiles (if SSprojectiles has
default values) a projectile passes in a tick instead of being a magical
Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired
because it never had a right to exist in the first place. __This means
that downstreams will need to set all of their custom projectiles' speed
values to ``pixel_speed_multiplier / speed``__ in order to prevent
projectiles from inverting their speed.
* Hitscans no longer operate with spartial vectors and instead only
store key points in which the projectile impacted something or changed
its angle. This should similarly make the code much easier to work with,
as well as fixing some visual jank due to incorrect calculations.
* Projectiles only delete themselves the ***next*** tick after impacting
something or reaching their maximum range. Doing so allows them to
finish their impact animation and hide themselves between ticks via
animation chains. This means that projectiles no longer disappear ~a
tile before hitting their target, and that we can finally make impact
markers be consistent with where the projectile actually landed instead
of being entirely random.
<details>
<summary>Here is an example of how this affects our slowest-moving
projectile: Magic Missiles.</summary>
Before:
https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e
After:
https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915
</details>
<details>
<summary>And here is a much faster, and currently jankier, disabler
SMG.</summary>
Before:
https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348
After:
https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238
</details>
### But how will this affect the ~~trout population~~ gameplay?
Beyond improved visuals, smoother movement and a few minor bugfixes,
this should not have a major gameplay impact. If something changed its
behavior in an unexpected way or started looking odd, please make an
issue report.
Projectile impacts should now be consistent with their visual position,
so hitting and dodging shots should be slightly easier and more
intuitive.
This PR should be testmerged extensively due to the amount of changes it
brings and considerable difficulty in reviewing them. Please contact me
to ensure its good to merge.
Closes#71822Closes#78547Closes#78871Closes#83901Closes#87802Closes#88073
## Why It's Good For The Game
Our core projectile code is an ungodly abomination that nobody except
me, Kapu and Potato dared to poke in the past months (potentially
longer). It is laggy, overcomplicated and absolutely unmaintaineable -
while a lot of decisions made sense 4 years ago when we were attempting
to introduce pixel movement, nowadays they are only acting as major
roadblocks for any contributor who is attempting to make projectile
behavior that differs from normal in any way.
Huge thanks to Kapu and Potato (Lemon) on the discord for providing
insights, ideas and advice throughout the past months regarding
potential improvements to projectile code, almost all of which made it
in.
## Changelog
🆑
qol: Projectiles now visually impact their targets instead of
disappearing about a tile short of it.
fix: Fixed multiple minor issues with projectile behavior
refactor: Completely rewrote almost all of our projectile code - if
anything broke or started looking/behaving oddly, make an issue report!
/🆑
## About The Pull Request
This fixes the radio jammer screentips since it was using the wrong
path.
## Why It's Good For The Game
Consistency.
## Changelog
🆑
fix: Fix radio jammer screentips
/🆑
## About The Pull Request
Radio jammers can now disable someone's radio mic, both in AOE (right
self-click on cooldown) and for on a specific target. For this to work
headsets had to be adjusted to require broadcasting to be active in
order to use their mic (it is now active by default and doesn't pick up
nearby speech automatically).
## Why It's Good For The Game
Jammers aren't very strong and this buff will allow for better stealth
gameplay, as you cannot tell that you've been jammed this way until its
too late as you still can hear others' speech. Requested by Mothblocks
on discord (thus no GBP label).
## Changelog
🆑
add: Jammers can now disable players' radio microphones via a new
secondary ability, both for handhelds and headsets
/🆑
## 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
/🆑
Because the wings were in fact made of wax
## About The Pull Request
Storage goes to the very bottom of the interaction chain, hardcoded in
on `/atom`.
This is not preferred, obviously, but it ends up being a lot less
snowflaking overall.
Tables also go at the very bottom by extending `base_item_interaction`.
Fixes#83742Fixes#84434Fixes#83982Fixes#85516Fixes#84990Fixes#84890Closes#85036Closes#84025 (RMB places it on the table.)
Closes#86616
Other changes:
Refactored pod storage to be less jank. Patches some exploits around it.
## Why It's Good For The Game
Should make a lot more interactions a lot more reliable... hopefully
## Changelog
🆑 Melbert
refactor: Storage and Tables are now a lower priority action, meaning
some uses of items on storage should work... better, now. Here's hoping
at least, report any oddities.
refactor: Note: For an overwhelming majority of items, **combat mode**
will attempt to attack/insert into the target, while **non-combat-mode**
will attempt to use on a target. This means screwdrivering or emagging a
MODsuit must be done on non-combat-mode, as combat mode will simply put
the screwdriver or emag into its storage. Same applies to tables, though
when in doubt, RMB may help (for things which are also weapons, like
mops).
refactor: Refactored escape pod storage, now they actually properly show
as unlocked on red alert and above.
/🆑
## About The Pull Request
Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.
This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.
No more type checks, removes a silly var on the mob level and another on
the client.
Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.
Other changes:
- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.
## Why It's Good For The Game
This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.
## Changelog
🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
## About The Pull Request
I was looking at sounds (as you do) and I noticed this

These sounds don't exist
We have `portal_open_1`, not `portal_open1`.
This wasn't caught on compile because they used `""` and not `''`.
So I went through and audited a bunch of playsound uses that don't use
`''`. Only one error, fortunately
Likewise there was a ton of places running `get_sfx` pointlessly
(because `playsound` does it for you) so I clened that up.
However while auditing the portal stuff I noticed a few oddities, so I
cleaned it up a bit.
Also also I added the portal sounds to the wormholes event and gave it a
free ™️ optimization because it was an in-world loop
## Changelog
🆑 Melbert
sound: Portals made by portal guns now make sounds as expected
sound: Wormholes from the wormhole event now make sounds when formed
/🆑
## About The Pull Request
- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`
I have manually tested many of the refactored procs but there was 200+
so it's kinda hard
## Why It's Good For The Game
Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item
This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.
If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`
This does result in some instances of boilerplate as shown here:

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution
~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~
## Changelog
🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
# Disclaimer: No Goon code was referenced or used in the making of this
PR
## About The Pull Request
[Design Document (Read this for more
information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6)
This PR adds Spies as a new roundstart antagonist type, inspired by
Spy-Thiefs from Goonstation.
Spies are tasked with stealing various objects around the station, from
insulated gloves to the black box, from the clown's left leg to the
bridge's communications console.
For every item stolen, the Spy is rewarded with a random item from the
Syndicate Uplink, plus some items uniquely available to the Spy. Stolen
items are then shipped off and sold on the Black Market Uplink, allowing
the crew - or maybe some other evil-doers - to get their hands on them.

More ideas for theft items and bounties are welcome.
## Why It's Good For The Game
See the design document for more information.
In short: Adds a solo antagonist which has less impact than your
Traitors and Heretics, but more impact than Paradox Clones and Thieves.
In other words: On the same tier as old traitors.
Seeks to embrace the sandbox aspect of antagonists more by having no
precise greentext objective, and instead some suggestions for chaos you
can embark in. Have fun with it!
## Changelog
🆑 Melbert
add: Spies may now roam the halls of Space Station 13. Watch your
belongings closely.
/🆑
## About The Pull Request
While on the floor, you can:
- Use the UIs of Atmos machinery (except thermomachine and bluespace gas
vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins
- Close extinguisher cabinets with Right-Click
- Click and drag yourself onto a photocopier to climb onto it.
I also changed all instances of ``ui_status`` to have all the args it's
being passed, I was messing with it a bit but it's gonna be for a later
PR.
## Why It's Good For The Game
It's an extra layer of harmless realism, also nice QoL for people who do
not have functional legs and do not have a wheelchair.
## Changelog
🆑
qol: You can use atmos machines, holopads, crayons, spray cans, and
disposal bins while floored.
fix: You can close extinguisher cabinets while floored.
fix: You can climb onto a photocopier from the floor.
/🆑
## About The Pull Request
This refactors how machines are deconstructed in the following ways
- You can no longer override `obj/machinery/deconstruct()`. If you want
customized behaviour then override `on_deconstruction()` instead.
This comes with the added benifit of no longer needing to check for the
`NO_DECONSTRUCTION` flag because the machine base proc does that for us
& if it finds that flag it won't proceed to call `on_deconstruction()`
meaning no machine will have a chance to spawn anything which is the
current behaviour.
This is required to make #81290 work for all machines at least so that
machine can send the `COMSIG_OBJ_DECONSTRUCT` signal without subtypes
overriding & forgetting to call the parent proc
- `dump_contents()` only gets called when the machine is deconstructed
not destroyed thus not leaving behind any of its contents inside. Fixes
https://github.com/tgstation/tgstation/pull/81290#issuecomment-1925752583
## Changelog
🆑
fix: machines that should not drop contents when deleted no longer do.
refactor: refactors how machines are deconstructed. report bugs on
github.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.
## Why It's Good For The Game
The device.dmi was kind of a mess.
## Changelog
🆑
/🆑
## About The Pull Request
Implements half of this (with some minor changes):

The ultimate goal of this is to split our attack chain in two:
- One for non-combat item interactions
- Health analyzer scanning
- using tools on stuff
- surgery
- Niche other interactions
- One for combat attacking
- Item hit thing, item deal damage.
- Special effects on attack would go here.
This PR begins this by broadining tool act into item interact.
Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.
This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.
*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.
Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.
## Changelog
🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
## About The Pull Request
Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game
Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.
I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
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!
* Makes flags properly check themselves
Byond ref: https://www.byond.com/docs/ref/#/operator/&
Basically, flags should use & instead of ==
We can have more than 1 slot on any item, so it's preferred that we do this instead. Even if it doesn't immediately fix any problems, it's something that should be the standard anyways to prevent it from ever being a problem.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
About The Pull Request
Engineer syndie turret previously could be activated(but not deactivated) using normal wrench which could results in combat wrench being stuck in which means that turret could not be moved unless you brought new one
Why It's Good For The Game
Now its not possible to soft lock yourself from moving your sentry
Added balloon alerts and made code easier to read
Fixes: #67896
Changelog
cl
fix: Engineer syndie sentry can only be activated with combat wrench
code: Added balloon alerts and made code easier to read
/cl
About The Pull Request
the toolbox turret now has an unique sprite by infraredbaron
it can now be only deployed with a combat wrench (included in the toolbox)
it fires way quicker, with a bit lower power, but faster shots (they dont hit you either)
it has more health and doesnt break from low integrity
it can be repaired with a combat wrench after a few seconds or folded back into toolbox form
adds said toolbox turret to the nukie uplink (nukie version ignores everything with syndicate faction)
https://streamable.com/0i3q07
Why It's Good For The Game
this turret was always really laughable, it costed 11tc while being pretty much worthless
now it should be a bit fun, and for nukies its a nice area denial tool
Changelog
cl Fikou, InfraredBaron
balance: the traitor toolbox turret is now worth something
expansion: nukies can now buy the toolbox turret
imageadd: new sprites for the traitor turret
/cl
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.
Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.
Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm
We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.
There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.
Hi codeowners!
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
About The Pull Request
This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:
Disarm and Grab intents have been removed.
Harm/Help is now combat mode, toggled by F or 4 by default
The context/verb/popup menu now only works when you do shift+right-click
Right click is now disarm, both in and out of combat mode.
Grabbing is now on ctrl-click.
If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)
Minor interaction changes:
Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game
Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.
In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.
The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog
cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
Adds a new engineer only traitor item, the disposable sentry gun deployment system. It's a red toolbox that works and functions as a normal toolbox, until you attack it on harm intent with a wrench. Upon bashing it with a wrench, the toolbox will transform into a ballistic sentry gun, theoretically shooting at your enemies, and not you. The turret only has 100 health however, so it will not last long to anyone with any weapon that can deal enough damage.