Commit Graph

1184 Commits

Author SHA1 Message Date
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
Cursor 0701cf95bf Enhances LARP by allowing the Captain to dress like Napoleon. (#96156)
## About The Pull Request

My antagonists are many. My equals are none. In the shade of tendrils,
they said Lavaland could never be conquered. In the land of wizards and
operatives, they said Space could never be humbled. In the realm of
wolves and snow, they said Icebox could never be tamed. Now they say
nothing. They fear me; like a force of nature, a dealer in thunder and
death. I say, “I am the Captain.” I am emperor.

## Why It's Good For The Game

<img width="292" height="152" alt="image"
src="https://github.com/user-attachments/assets/eb4dc06a-1ce6-4244-a067-ead41b5735e0"
/>
<img width="1395" height="632" alt="image"
src="https://github.com/user-attachments/assets/a21c4a22-3bfc-4023-ab59-5a1cad57ba52"
/>

We have pirates in 17-19th Century gear. The HoS has a Shako from the
19th Century. Let the King of Kings get in on that action.

## Changelog
🆑 theselfish, INFRARED_BARON
add: The Captain now has a Bicorne, and matching attire...
/🆑
2026-05-27 12:08:31 -04:00
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
frog 6c2ad0eac7 Adds the savior of the universe paper hat from Project Hail Merry. (#95772)
## About The Pull Request
Adds the savior of the universe paper hat from Project Hail Merry to the
waylaid bus ruin.
## Why It's Good For The Game
I very much like the references scattered through out the game and so
I'm adding another.
<img width="1316" height="534" alt="image"
src="https://github.com/user-attachments/assets/97ff753d-c81b-4e4c-a136-bc8f6c025c3c"
/>
<img width="93" height="95" alt="image"
src="https://github.com/user-attachments/assets/44c30f45-1139-4b0b-baf4-e9ccdd379cd4"
/><img width="90" height="94" alt="image"
src="https://github.com/user-attachments/assets/0de05f71-50d8-4782-b501-97c1eeb8a055"
/><img width="95" height="94" alt="image"
src="https://github.com/user-attachments/assets/2c0fe38c-eeef-44ab-aad9-59a71e483a3d"
/><img width="83" height="93" alt="image"
src="https://github.com/user-attachments/assets/3f5bbf8b-fe36-42e4-8d5c-e6146974edcf"
/>
<img width="864" height="509" alt="image"
src="https://github.com/user-attachments/assets/29332c3f-7f8a-4ed5-a876-66af4c221cb6"
/>




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

---------

Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com>
2026-04-24 17:57:19 -07:00
necromanceranne c690185c80 Makes the black fedora in the detdrobe a subtype of the detective fedora (#95806)
## About The Pull Request

Closes https://github.com/tgstation/tgstation/issues/95198

## Why It's Good For The Game

Consistency while keeping the detective fashionably noir. I reduced it
to one so it keeps in line with the other noir clothing.

## Changelog
🆑
qol: The detective's noir fedora is actually a detective fedora, and
gets all the unique qualities expected of one.
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2026-04-20 01:31:39 +02:00
SmArtKar 3103f9c413 Adds a Tactical IFF Visor and slightly refactors eye rendering (#95547)
## About The Pull Request

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

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

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

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

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

---

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

## Why It's Good For The Game

New content for both gameplay and roleplay, and fits deathsquad's
purpose very well.
2026-04-13 20:58:40 -05:00
John Willard 76c88edea9 Removes Object & Server tab (#95292)
## About The Pull Request

Removes Object tab, which didn't work as it required a whole reload of
your verbs to update to what verbs would show up in it (which is very
hard to actually trigger as a player), but leaves the verbs that had
them show in the dropdown menu.

Removes the Point-To and Examine verbs from the Stat panel, now it's
commandbar only. Originally only did Point-To, but because the stat
panel sorts itself by the category of the item, then the order of the
name, I had to remove Examine's category so it would remain sorted the
same.

bruuuuuh

<img width="1259" height="985" alt="image"
src="https://github.com/user-attachments/assets/ea89db24-fafd-41d6-939e-4dbc7bbf3828"
/>
<img width="309" height="244" alt="image"
src="https://github.com/user-attachments/assets/3b8d9c52-056b-44ce-8ee8-051439a2fa51"
/>


Removes Server tab for players (not Admins) by moving Show Map Vote
Tallies to the OOC tab, as that was the only verb there.

Activate Held Object has been moved to IC since it's a roundstart verb,
I thought I should leave it be (do we have numbers on how many people
use these? Why would someone use the verb over clicking on the item
in-game or Z? Should I remove this too?).
Admin's Object Possession verbs are now in Admin Fun instead of Object.

Player stat panel
<img width="299" height="194" alt="image"
src="https://github.com/user-attachments/assets/8a3c9ad0-514a-44c5-b023-f71e57de4758"
/>

Admin stat panel
<img width="581" height="224" alt="image"
src="https://github.com/user-attachments/assets/7232485f-af41-469e-abfd-fce066816eec"
/>
<img width="624" height="297" alt="image"
src="https://github.com/user-attachments/assets/6eb540be-4912-44f6-be36-5fe3a74b7f19"
/>


## Why It's Good For The Game

We have 2 tabs that exists for a total of 3 procs, 2 of them fit
elsewhere and the last one doesn't work at all. Most verbs here don't
show up in the stat panel at all for the vast majority of players due to
the stat panel not actually loading them in when it's available, which
to me shows that it's a feature that isn't really cared about anyways.

It also helps newer players because there's less tabs to navigate and
less verbs to sift through, we have a ton of verbs that basically don't
need to exist and they only exist to make looking for the important
verbs a larger hassle.

## Changelog

🆑
del: Deleted Object tab, and Server tab for players. Activate Held
Object verb is now in the IC tab. Examine and Point To was removed from
the stat panel.
admin: Object possession verbs have been moved to Admin Fun.
/🆑
2026-04-05 20:21:59 -07:00
MrMelbert f94302188b Admins can actually ban from recovered crew, blood worm, fugitive(/hunter), paradox clone, monkey helmet, glitch (#95522)
## About The Pull Request

`ROLE_RECOVERED_CREW` jobban flag was used for recovered crew,
experimental cloner, and now Thantorenasia, but it was never actually an
option in the banning panel. Now it is.

While investigating this, I noticed there was several polls that checked
for an role that you couldn't ban from, so they were either added or
folded into a different preference. (Blood worms, fugitive, fugitive
hunter, paradox clone, glitch, monkey helmet)

## Changelog
🆑 Melbert
admin: Admins can ban from "recovered crew", "blood worm", "fugitive" /
"fugitive hunter", "glitch", and "paradox clone"
admin: Mind Magnification Monkeys are now affected by a sentience ban
(previously unbannable)
/🆑
2026-03-29 17:10:39 +01:00
SmArtKar b9cb6dc52d Fixes elder atmosian getting affected by metal hydrogen it is made out of (#95307) 2026-03-05 22:29:35 -05:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/compile_changelogs.yml
#	.github/workflows/stale.yml
#	SQL/database_changelog.md
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/__DEFINES/atom_hud.dm
#	code/__DEFINES/inventory.dm
#	code/__DEFINES/mobs.dm
#	code/__DEFINES/species_clothing_paths.dm
#	code/__DEFINES/subsystems.dm
#	code/__DEFINES/surgery.dm
#	code/__HELPERS/global_lists.dm
#	code/_globalvars/lists/maintenance_loot.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/minor_mapping.dm
#	code/controllers/subsystem/processing/quirks.dm
#	code/controllers/subsystem/shuttle.dm
#	code/datums/components/palette.dm
#	code/datums/components/surgery_initiator.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/hud.dm
#	code/datums/mood.dm
#	code/datums/mutations/chameleon.dm
#	code/datums/quirks/negative_quirks/nyctophobia.dm
#	code/datums/status_effects/debuffs/debuffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/slime/slime_leech.dm
#	code/datums/weather/weather.dm
#	code/game/data_huds.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/frog_statue.dm
#	code/game/objects/items/rcd/RLD.dm
#	code/game/objects/items/robot/items/hypo.dm
#	code/game/objects/items/stacks/medical.dm
#	code/game/objects/items/stacks/wrap.dm
#	code/game/objects/items/storage/garment.dm
#	code/game/objects/items/tools/medical/defib.dm
#	code/game/objects/items/weaponry.dm
#	code/game/objects/items/weaponry/melee/misc.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/curtains.dm
#	code/game/objects/structures/dresser.dm
#	code/game/objects/structures/girders.dm
#	code/game/objects/structures/maintenance.dm
#	code/game/objects/structures/mirror.dm
#	code/modules/admin/greyscale_modify_menu.dm
#	code/modules/admin/verbs/light_debug.dm
#	code/modules/antagonists/ashwalker/ashwalker.dm
#	code/modules/antagonists/heretic/knowledge/starting_lore.dm
#	code/modules/antagonists/ninja/ninjaDrainAct.dm
#	code/modules/art/paintings.dm
#	code/modules/client/preferences.dm
#	code/modules/client/verbs/ooc.dm
#	code/modules/clothing/head/wig.dm
#	code/modules/events/disease_outbreak.dm
#	code/modules/holodeck/holo_effect.dm
#	code/modules/jobs/job_types/head_of_security.dm
#	code/modules/jobs/job_types/security_officer.dm
#	code/modules/library/skill_learning/generic_skillchips/point.dm
#	code/modules/mining/lavaland/ash_flora.dm
#	code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/basic/guardian/guardian.dm
#	code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm
#	code/modules/mob/living/carbon/carbon.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defines.dm
#	code/modules/mob/living/carbon/life.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/mob.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mod/mod_control.dm
#	code/modules/mod/modules/modules_general.dm
#	code/modules/modular_computers/computers/item/computer_ui.dm
#	code/modules/paperwork/paper.dm
#	code/modules/paperwork/paperbin.dm
#	code/modules/power/lighting/light.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
#	code/modules/projectiles/projectile.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/food_reagents.dm
#	code/modules/reagents/chemistry/reagents/other_reagents.dm
#	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
#	code/modules/research/xenobiology/crossbreeding/_clothing.dm
#	code/modules/research/xenobiology/crossbreeding/prismatic.dm
#	code/modules/surgery/advanced/brainwashing.dm
#	code/modules/surgery/advanced/lobotomy.dm
#	code/modules/surgery/amputation.dm
#	code/modules/surgery/blood_filter.dm
#	code/modules/surgery/bodyparts/_bodyparts.dm
#	code/modules/surgery/brain_surgery.dm
#	code/modules/surgery/cavity_implant.dm
#	code/modules/surgery/coronary_bypass.dm
#	code/modules/surgery/gastrectomy.dm
#	code/modules/surgery/healing.dm
#	code/modules/surgery/limb_augmentation.dm
#	code/modules/surgery/organ_manipulation.dm
#	code/modules/surgery/revival.dm
#	code/modules/surgery/sleeper_protocol.dm
#	code/modules/surgery/surgery_helpers.dm
#	code/modules/surgery/surgery_step.dm
#	code/modules/unit_tests/_unit_tests.dm
#	code/modules/unit_tests/designs.dm
#	code/modules/unit_tests/icon_state_worn.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png
#	icons/map_icons/clothing/head/_head.dmi
#	icons/map_icons/clothing/shoes.dmi
#	icons/map_icons/items/_item.dmi
#	icons/mob/huds/hud.dmi
#	icons/mob/inhands/64x64_lefthand.dmi
#	icons/mob/inhands/64x64_righthand.dmi
#	icons/obj/machines/computer.dmi
#	tgui/packages/tgui/interfaces/OperatingComputer.jsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/types.ts
#	tgui/packages/tgui/interfaces/SurgeryInitiator.tsx
#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
SmArtKar f58b8511f0 Refactors effect_system (#94999)
## About The Pull Request

This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.

``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists

I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.

Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)

## Why It's Good For The Game

Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.

## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
2026-02-03 22:23:09 -05:00
SmArtKar 71a232f03b Makes lizard skin and lizardskin items inherit their "donor's" skin color (#94751)
## About The Pull Request

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

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

## Why It's Good For The Game

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

## Changelog
🆑
add: Made lizard skin and lizardskin items inherit their "donor's" skin
color
/🆑
2026-01-12 00:29:35 +00:00
Tad Hardesty 4d7b9be4a2 Fix a variety of grammar errors (#94707)
* Fix uncapitalized sentences, lack of "the", and singular/plural mixup
when inserting items into lathes
* Conform some job descriptions to the pattern used by the majority:
bitrunner, chemist, coroner, janitor, RD, shaft miner
* Remove extra colon from "Open Special Role Information" action buttons
* Uncapitalize "no alerts" / "systems nominal" messages in atmos and
station alert consoles
* Fix incorrect feedback when wrenching down a freezer/heater with its
panel open
* Fix "Thank you for restocking the station!" appearing in the wrong
place in the cargo export summary
* Fix "pizza boxs" on cargo manifests
* Fix mid-sentence capital "The" when:
  * Examining walls with mounted items
  * Inserting parts into machine frames
* Fix "Pete's the udder"
* Fix double-"the" and stringified datum typepath when scooping reagents
* Fix missing spaces in door remote descriptions
* Fix uncapitalized "Nanotrasen" in emergency respone drone ghost role
poll
* Fix double-space in canister opening admin log
* Fix missing "the" when casting bear-form spell
* Fix "auxiliry" in NebulaStation airlocks
* Add `check_grep.sh` rules against "maintainance", "maintainence", and
"maintenence"
* Fix "maintainance" in NebulaStation airlocks, TCG cards, and in
examines of netpod, byteforge, quantum server
* Fix "maintainence" in examines of autolathe, flatpacker, cryo cell,
ore silo, floodlight, power storage unit, turbine, chromatography
machine, ChemMaster, all-in-one grinder, smoke machine, R&D machines,
vending machines
  * Fix "maintenence" in Sulaco ruin terminal
* Add missing periods to:
  * "That's X." examine block header
  * steal objective explanation text
  * atmospheric shield generator examine
  * autolathe examine
  * telescreen examine
  * accidentally stepping on a mousetrap
  * netpod examine
  * byteforge examine
  * hat/mask visor toggling
  * bizza box stack examine
  * ChemMaster 3000 examine
  * floodlight examine
  * power storage unit examine
  * ChemMaster interact messages
  * disposal bin animal eject message
  * techfab examine
  * vending machine examine
  * flatpacker examine
* Fix name capitalization/propriety of:
  * big manipulator
  * DeForest first aid station
  * Christmas tree
  * Thunderdome plaque
  * commission plaque
  * chalkboard coffee menu
  * experimental destructive scanner
  * scanner array
  * prison cube
  * RaptorDex
  * atmospheric shield generator
  * high-performance liquid chromatography machine
  * all-in-one grinder
  * keycard authentication device
* Fix plurality of:
  * fake stairs
  * HUDs
  * restaurant and bar seating
* Fix misc grammar/typos in:
  * recharging station description
  * worm description
  * surgery tray description
  * access failure message of restaurant portal
  * mysterious pillar description
  * Pennywise painting description
  * floodlight examine
  * power storage unit examine
  * flatpacker examine
* Remove extra newline from "Debug Z-Levels" verb
2026-01-03 21:34:59 -07:00
Bloop b0d3d6acc5 Stops the radioactive nebula from irradiating mirage holders and other abstract mapping objects (#94575) 2025-12-30 18:30:05 +01:00
Bloop cf14dcfc1a Converts 3 components into elements (#94589)
## About The Pull Request

`adjust_fishing_difficulty` is a good one to make into a bespoke element
since a number of the same clothing item are created in the wardrobe
system.

climb_walkable is also good due to how prevalent it is, and it is a bit
of a two for one since it also removes the need for the
`/component/connect_loc_behalf`

Also stops adding the on_climbable trait to literally everything in the
turf, it now only applies it to atoms with density. So no more pipes and
stuff getting trait lists created for no reason.

<details><summary> Tested + things still work as before </summary>

<img width="422" height="122" alt="image"
src="https://github.com/user-attachments/assets/b23696f5-cd16-4150-aeb3-14ea6bd256fc"
/>

</details>

## Why It's Good For The Game

Lessens overhead, fixes a bug as well.

## Changelog

🆑
fix: fixes a pushed crate not removing on_climbable trait properly off
the mob standing atop it
/🆑
2025-12-30 01:05:50 +01:00
John Willard 41f34c2a86 Adds tgui color picker (#94313)
## About The Pull Request

Ports https://github.com/Monkestation/Monkestation2.0/pull/1231 which is
a port of https://github.com/BeeStation/BeeStation-Hornet/pull/9417
which is a port of https://github.com/omgovich/react-colorful/
Also a port of
https://github.com/effigy-se/effigy/blob/main/tgui/packages/tgui/interfaces/effigy/ColorPickerModal.tsx
for hex color presets

Admin stuff got excluded (pref-like picker, filterrific, get-variables)



https://github.com/user-attachments/assets/7069bef9-81cd-4636-bf68-cbad227ef09e


## Why It's Good For The Game

It's one of the only input areas that still doesn't use TGUI, leaving
darkmode players flashbanged every single time a color selection UI is
opened. This is also just visually great and I think a big upgrade from
byond's.

## Changelog

🆑 omgovich, itsmeow, Absolucy, JohnFulpWillard, jlsnow301, TealSeer,
lessthnthree
add: Color selection panels now use TGUI (If you have TGUI enabled in
settings).
/🆑
2025-12-21 16:18:34 -08:00
Leland Kemble db787e60db "You turn on the lights on" and other grammar issues with headwear (#94526)
## About The Pull Request

Resolves grammar issues with headwear

## Why It's Good For The Game

Resolves grammar issues with headwear

## Changelog
🆑

spellcheck: Resolved grammar issues with headwear

/🆑
2025-12-19 11:26:32 -05:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## 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.
/🆑
2025-12-02 18:29:01 -05:00
Bloop a4f053f0d9 Fixes emote singletons being mutated, and actually makes use of the type_override arg (#94178)
## About The Pull Request

So this nice way of explicitly override an emote type exists, but for
some reason it is not properly used and mostly nonfunctional.

Custom emotes, a perfect use case for these, was just... mutating the
singleton and then resetting it back, instead of actually making use of
args.

Sinful. Just sinful.

<details><summary> It does work, note the type override from the prompt
making its way where needed. </summary>

<img width="209" height="206" alt="dreamseeker_DRS9nFqoQP"
src="https://github.com/user-attachments/assets/35cbac9b-600f-4060-938e-519e110f330d"
/>

<img width="308" height="493" alt="Code_ZQfaj3GGSu"
src="https://github.com/user-attachments/assets/6847e070-d11f-4a32-90fa-edbb5e869e13"
/>

</details>

## Why It's Good For The Game

Fixes a likely oversight/coding skill issue. Improves code modularity.

## Changelog

Nothing anyone would notice, if this is working correctly.
2025-11-30 13:38:51 -06:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
SmArtKar 316a58948c Assembling med/repair/secbots will now put their assemblies in your main hand instead of your offhand, and only do so if you held the original item (#94078)
## About The Pull Request

Bot assemblies will only be picked up if you held the item you attached
the arm/sensor to, and will be put into the hand which you held the
storage item in.
Also changed firebots assemblies to item_interaction

## Why It's Good For The Game

Usually you don't want to pick up the assembly if you're making a bunch
of bots on the ground en-masse, and having the assemblies be put in your
offhand and not your main hand despite the latter just being freed is
weird and clunky.

## Changelog
🆑
qol: Bot assemblies will only be picked up if you held the
medkit/toolbox/helmet/etc in your hands when creating one.
qol: Assembling med/repair/secbots will now put their assemblies in your
main hand instead of your offhand
/🆑
2025-11-30 03:07:31 +01:00
Tyl 15c389373a New Plague Doctor sprites (#94033) 2025-11-23 03:01:29 -05:00
Ghom 8c89b371af [NO GBP] Fixes ear protection equipment doing nothing. Flashbangs don't work well in vacuums (#93866)
## About The Pull Request
Turns out ear protection was subtracting the values rather than adding
them to the protection, and I didn't notice that much until later (now).
Also flashbangs don't have much of a bang (flashbangs without the bang
basically) when there's no air.

## Why It's Good For The Game
Also everyone should know that IRL sounds don't work well in vacuums cuz
there are no molecules to carry sound waves around. Unfortunately we are
not so refined about it in game, which is a fucking shame. This is a
very simplistic implementation than anything. The fact that I'm adding
it to this PR as well is because being in a vacuum gives you plenty of
sound protection now. It's about *some* consistency.

## Changelog

🆑
fix: Fixes ear protection equipment doing nothing. 
balance: Detonating a flashbang in space or any environment with little
to no air no longer stuns anyone NOT on the same tile as the flashbang
with loud bangs. Flashing still works as intended though.
/🆑
2025-11-13 22:22:39 +11:00
Roxy d0ca474789 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 2025-11-05 19:43:07 -05:00
necromanceranne 410cebd7d1 Sleeping Carp: Unarmored Defense Edition (#93466)
## About The Pull Request

Reworks Sleeping Carp significantly.

### Returning Moves: Stomach Knee and Wrist Wrench

Stomach Knee, much like the previous incarnation, causes the victim to
be winded and stunned, though this version only briefly stuns the
victim. It also deals stamina damage and silences the victim for five
seconds. It is performed by a Grab Punch combo. Named Kraken Wrack.

Wrist Wrench, much like the previous incarnation, disarms the victim of
their held items. It also potentially dislocates or breaks their arm, as
it rolls with a very high wound chance. It is performed by a Harm Grab
combo. Stole Gnashing Teeth's name.

### Gnashing Teeth (as it was) is gone

This move didn't do very much at all other than being a harmful punch
with more damage. Throwing a bunch of normal punches won't result in
anything now.

### Harm Punches are no longer have special overrides, but Sleeping Carp
does grant perfect accuracy.

Rather than use a bespoke override, Sleeping Carp now merely uses your
normal unarmed punch for its standard normal punch. However, rather than
leave things to chance, Sleeping Carp grants you perfect accuracy with
those standard punches.

### Grabs are treated as one stage higher

Now that martial arts can directly interact with grab state, as well as
some prior changes to how effective compared to actual grab state is
determined, I've reintroduced Sleeping Carp's stickier grabbing by
making it so that they elevate the effective grab state by one stage.

This is not instant aggro-grabbing like they used to have. This just
makes it so that if they try to resist out of a passive grab, they may
fail as though it was an aggressive grab, but it won't stun them until
it is elevated to a proper aggressive grab.

### What you wear is important for determining the effectiveness of your
Attack Dodging (and attack dodging is broader)

Sleeping Carp's projectile dodging and now attack dodging is based on
whether or not you're 'on theme'. That is, if you are wearing nautical
themed clothing and other factors.

At a baseline, Sleeping Carp has perfect projectile dodging and no
melee/unarmed avoidance.

To improve your chances, you need to;

- Wear martial arts or carp themed clothing on your head. (20% if one is
present, but it only counts one)
- Wear martial arts or carp themed clothing on your chest (20% if one is
present, but only counts one)
- Wear appropriate footwear, like sandals. (20%)
- Be a literal carp. (75% flat)
- Mutate yourself into a carp person. (20%)

However, your chances of avoidance diminishes if:
- You wear armored clothing on your head and chest. (based on Melee
armor)
- While lying on the floor (30%)

Holding objects diminishes your chances as well, This is based on the
weight of the object, and whether or not the object is wielded. Normal
sized objects, for instance, are -30%, and would be -60% if wielded.

It will not diminish your chances if:
- The object is Small or smaller.
- The object is an abstract object or hand grafted object and it doesn't
have block chance.
- The object is in the exceptions list.
	- **The exception list is as follows:**
	-  Nunchaku (this is spies exclusive)
	- Bo Staff (the unobtainable one)
	- Monk's Staff (the chaplain's null rod)
	- Bamboo staff
	- Cane (like, walking cane)
	- Knives
	- Bolas
	- Toolboxes
	- Spears
	- Shortswords (the ones from the medieval pirates)
	- Nullblade (it's a shortsword)
	- Extendohands (because lol)
	- Mops
	- Push Brooms
	- Baseball Bats
	- Claw Hammers
	- Carp plushies.

<details>
  <summary>A list of appropriate clothing</summary>

Headwear

- Strange Bandana (which come in the kit)
- Maid headband
- Fancy Hairpin
- Carp Mask
- Carp-skinned Fedora
- Carp Costume Hood (this comes with the costume)
- Carp Costume Spacesuit Helmet (as above)

Chestwear

- Martial Gi (which come in the kit)
- Carpskin Suit
- Carp Costume
- Carp Spacesuit
- Maid Outfit
- Kimono
- Yakuta
- Trenchcoats
- Geisha Outfit
- [Swag Outfit](https://www.youtube.com/watch?v=l6DmoPlq3S4)
- Eastern Monk's Outfit (the chaplain outfit)
- Buttoned down line of clothes
- Blazer jacket
- Lawyer jackets


Footwear
- Sandals (which come in the kit)
- Swag Shoes
- Laceup Shoes
  
</details>

As an example of being OFF theme, being in a full security outfit would
reduce your avoidance chance by a whopping 80%.

You avoid attacks while in combat mode, much like projectile deflection
does on live. You can only get up to a 75% chance melee/unarmed
avoidance.

## Why It's Good For The Game

> Returning Moves

People quite liked some of the older moves, and there weren't as many
dials around at the time to make them particularly more interesting when
I first removed them. We were aiming for an out and out stun removal as
a whole codebase, but largely we're ended up still being comfortable
with minor stuns here and there. Stomach Knee can be one of them.

Wrist Wrench was something I realized I could reintroduce with literal
limb breaking thanks to wound changes. Arm dislocations/breakages are
surprisingly rare as a wound type, and since it is an attack on a
specific arm, not quite as good for bringing someone to death, but quite
good for leaving someone with a maiming wound they now need to fix to
keep pursuing you. Highly useful for those stubborn stun immune targets,
who Sleeping Carp struggles to fight. As in, they can't really fight
them.

> Grab Stage

A bit of my work and a bit of Melbert's has resulted in this being a lot
more reasonable to reintroduce as a benefit. The original instant
aggro-grabbing was definitely very oppressive, since it was a
pseudo-hardstun that lead into a hardstun. Now this is a bit softer by
comparison, and surprisingly quite important. I think the loss of good
grabbing ended up filtering a lot of folk somewhat hard.

> Removal of the override

I was really taken with Spider Bite using baseline punches as the
groundwork for the martial art and I wanted to work into that. Not only
does it mean becoming a carp person is actually a great idea beyond the
avoidance mechanic, but also for your actual basic punches improving. It
just in general feels like it opens up possibilities in the game world
to experiment and the design of martial arts in general. We should make
more martial arts work like this.

> Avoidance

My original rework had one glaring flaw that continues to haunt it to
this day. Defense stacking on Sleeping Carp is ridiculous. Layering
defense upon defense makes the one particular immunity it grants,
projectile immunity, all the more oppressive. Hiding behind high block
and high armor makes you a menace.

The end result is that more people utilize Sleeping Carp not for the
martial art part, but for the projectile immunity part, usually using
something else instead like a baton.

This rubs me the wrong way. You would think and hope that the reason
people take the martial art is to be a goofy martial artist in space.

So, I'm implementing an idea I knew I could never pull off in the
framework at the time.

I'm implementing Unarmored Defense, bitch.

(I was totally also not inspired by Payday 2 in any fashion, nope, not
at all)

I like the idea of forcing a choice between the goofy outfit that gives
you bonuses over just getting the biggest armor you can find and
turtling like a motherfucker. And I want people to focus on the martial
arts and benefit from the martial arts when you're specifically unarmed.

Maybe right now some of the restrictions are a little severe, so if
anyone has any opinions, lemme know.

## Changelog
🆑
balance: Completely reworks Sleeping Carp, again.
balance: The return of Stomach Knee (Kraken Wrack) and Wrist Wrench
(Gnashing Teeth). Time is a flat circle.
balance: Sleeping Carp has better grabs (no instant aggro grabs)
balance: Sleeping Carp integrates normal unarmed punch by not overriding
your normal punches.
balance: Sleeping Carp's deflection weakens if you wear armored headwear
and body armor, or while carrying objects. However, by wearing martial
arts (or carp) themed outfits, you can improve your defenses instead,
allowing you to not just dodge bullets, but also incoming melee attacks.
balance: Some objects are exempt, like staff weapons (such as mops or
the monk's staff), short blades (like knives and shortswords), club-like
(baseball bats and toolboxes), or thematic (like extendo hands and carp
plushies)
balance: You can also get these improvements by being a literal carp or
being a carp person.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2025-11-02 16:35:09 +00:00
die cfb57feeaa utility headwear sounds (#93625)
## About The Pull Request


https://github.com/user-attachments/assets/35f487ef-8253-4c92-97d2-c5776c4c2815

- bomb hoods
- hard hats
- welding helmets

also surgery caps use the cloth sounds now
## Changelog
🆑
sound: added sounds for utility headwear
sound: surgery caps use cloth sounds now
/🆑
2025-10-27 02:09:43 -04:00
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
Ghom ca2cc70322 Organ damage refactor/cleanup (#93436)
## About The Pull Request
So, my original goal was just a refactor for the emissive overlays of
eyes, as a way to implement the specular emissive introduced by smartkar
some time ago, but somehow I found myself dragged into a bigger refactor
or cleanup of organ damage, thresholds, failures. One of the main
problem was that there were no procs called when a organ suffered enough
damage to fail or when recovering from failure. It'd just enable or
disable a bitflag, leaving it up to subtypes to decide how to tackle
organ failure their own ways: diverse, funky and sometimes incompatible.
More often than not relying on their very own "update_thingamajig" kinda
procs that run whenever the organ takes damage, rather than just when
the threshold is reached (low, high, failure. There are however a couple
organs with their own quirky thresholds, I let those slide).

There's also a bit of old code, especially for ears, with the
`AdjustEarDamage` and temporary deafness both predating the framework
for organ damage as far as I know. It really needed a coat of fresh
paint.

Oh, there were also more than a handful of organs that still heavily
relied on some ORGAN_TRAIT source instead of the `organ_traits` list and
the two add/remove procs `add_organ_trait` or `remove_organ_trait`. This
include organs that lose or gain specific traits when failing et
viceversa.

~~Lastly, felinids (and the halloween ghost species) having reflective
eyes. It's just a nod to the tapetum lucidum that animals with night
vision often have (including cats), which is why their eyes are a bit
brighter in the dark. Felinids however, do not have night vision (nor do
ghosts). This is merely cosmetic.~~ Cut out for the time being due to
issues with the specular emissive...

## Why It's Good For The Game
Refactoring / cleaning up old organ code.

## Changelog

🆑
refactor: Refactored organ damage code a little. Hopefully there won't
be issues (otherwise report them).
/🆑
2025-10-21 16:52:28 -05:00
ArchBTW cbd8ce6ea7 removes fov cone (oversight?) medieval pirate helmet (#93465)
## About The Pull Request

medieval pirate helmets have an fov cone, i think this is an oversight
because I think fov cones have been made obsolete as a whole for various
reasons, correct me if im wrong if it is not an oversight.
the PR removes the 90' FOV cone

## Why It's Good For The Game

this PR's main focus is simply fixing a potential oversight to do with a
niche helmet that still has an FOV cone

## Changelog

🆑 ArchBTW
fix: removes fov cone (oversight) with medieval pirate helmet
/🆑
2025-10-18 18:37:17 +02:00
xPokee b308ee9d78 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-24 10:13:01 -04:00
Leland Kemble 481c28a3b1 Changes detective hat candy corn text to be correct when not on your head (#93046) 2025-09-20 17:16:42 -04:00
MrMelbert 4a618934e9 Removes message arg from Hear, free performance (#93020)
## About The Pull Request

The first argument of `Hear` is `message`, the message heard

OR SO YOU'D THINK

Actually the first argument doesn't do anything but get overridden by
ALL implementations of `Hear`

No other uses as far as I and Ephe can tell. Removing it makes it a ton
easier to understand and gives us some free performance in radio code by
not rendering messages twice

## Changelog

🆑 Melbert
code: Removed some redundant code from core hearing code. Report if you
hear anything weird.
/🆑
2025-09-20 12:29:40 +02:00
Cursor fe19746183 [nogbp] wrong armor type fixy wixy (#93012) 2025-09-18 16:23:14 +02:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
Cursor 236982b1ec Ports GAGS Ushankas from Nova (#92981) 2025-09-17 08:44:11 +02:00
FalloutFalcon d2f34e33be moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621



https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa

small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however

having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).

need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
2025-09-13 00:36:15 +02:00
xPokee 939f2fc9ac Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync 2025-09-10 14:12:16 -04:00
MrMelbert 135a09182b Refactors obscured (#92779)
## About The Pull Request

Fixes #85028

Obscured flags and covered flags are tracked on carbons, updated as
items are equipped and unequipped. It's that shrimple.

Closes #92760

Just removes the species exception checks for not making sense

Also refactors handcuffs / legcuffs removal. In all of these situations
they were hardcoded when they could easily just use an inventory proc to
work.

## Why It's Good For The Game

Stops a million excessive calls to `check_obscured_slots`

Makes obscured behavior more consistent

Makes obscured behavior easier to use

Cleans up human rendering (There was some cursed stuff before with
render item -> updated obscured -> update body -> cause side effects)

## Changelog

🆑 Melbert
del: Golems which somehow manage to grow wings and somehow manage to
equip something that covers their jumpsuit can no longer fly.
(Seriously, this will not affect anyone)
refactor: Refactored clothing obscurity entirely. Items should be a
loooot more consistent and what covers what, and should update a lot
snappier. As always, report any oddities, like mysteriously disappearing
articles of clothing, hair, or species parts
refactored: Refactored handcuffs and legcuffs a bit, report any odd
situations with cuffs like getting stuck restrained
/🆑
2025-09-07 09:24:34 +02:00
nevimer b348b617a3 Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts:
#	README.md
#	code/__DEFINES/admin.dm
#	code/__DEFINES/melee.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/economy.dm
#	code/datums/components/crafting/crafting.dm
#	code/datums/elements/crusher_loot.dm
#	code/modules/antagonists/pirate/pirate_shuttle_equipment.dm
#	code/modules/clothing/suits/_suits.dm
#	code/modules/escape_menu/leave_body.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/mining/equipment/mineral_scanner.dm
#	code/modules/mob/living/living.dm
#	code/modules/plumbing/plumbers/pill_press.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-09-07 00:37:52 -04:00
panvxv 36e4da1941 Helmets with seclight (#92514)
## About The Pull Request
Riot, Press, Swat helmets can now hold seclight. Added new sprites for
riot helmets and swat helmets (by justice54).
All helmets with attachable seclight also got resprite of the seclight
part (also justice54)

<img width="1330" height="107" alt="obraz"
src="https://github.com/user-attachments/assets/3d6b2504-6419-4e7b-81a3-de5109e48f0a"
/>

<img width="665" height="95" alt="obraz"
src="https://github.com/user-attachments/assets/2e51dfcf-9abc-4eb3-a4f0-8860750a6dd0"
/>

## Why It's Good For The Game
Poor security is afraid of badly lit rooms. Let's say NO to it!
## Changelog
🆑
add: Added seclight attachment for swat, riot, press helmets
fix: Fixed bulletproof helmets switching sprites to normal sec helmet
image: Added sprites of Swat helmet and riot helmet with attached
seclight
image: Reworked part of helmet sprites - seclight
/🆑
2025-08-21 05:49:25 +10:00
panvxv 9ad596913e New messages system for visors and welding equipment (#92501)
## About The Pull Request
Riot helmets and welding helmets will give message about their visor
being moved and not whole helmet.
## Changelog
🆑
qol: Swat and welding helmets give proper messages when adjusting
visors.
/🆑
2025-08-19 22:40:34 -04:00
SmArtKar ffc95e5759 Gives constable helmet a hair mask and its armor back, fixes some hair masks not working (#92465)
## About The Pull Request

Also, all middle hair masks were broken because they had an incorrectly
set icon_state
Closes #92450

## Why It's Good For The Game

Its supposed to be a replacement for the security helmet, and while it
makes sense that it doesn't act as a full helmet (as it doesn't fully
cover your head), it still probably should have armor as per original
design (and also to not be useless for sec, who are the intended users
of this item)

## Changelog
🆑
fix: Fixed constable helmet not having any armor
fix: Fixed some hair masks not working
/🆑
2025-08-19 22:39:38 -04:00
Thunder12345 20118ad747 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
# Conflicts:
#	code/modules/clothing/head/hat.dm
#	code/modules/clothing/shoes/boots.dm
#	code/modules/clothing/suits/utility.dm
2025-08-19 22:38:55 -04:00
SSensum13 99d95aae62 Some ITEM_SLOT bitflags fixes. (#92441)
## About The Pull Request

This PR fixes wrong usage of bitflags in a few places, where instead of
bitfields lists were used.

## Why It's Good For The Game

It will help prevent problems that can be a thing in the future,
improving consistency of the codebase.
2025-08-19 22:30:33 -04:00
Time-Green 147df9ec59 Organ Growing Kit | Coroner Cytology Cargo Content (1/2) (#92108)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>

# Conflicts:
#	code/modules/clothing/head/tinfoilhat.dm
2025-08-19 22:29:26 -04:00
panvxv 15c639ac7b New messages system for visors and welding equipment (#92501)
## About The Pull Request
Riot helmets and welding helmets will give message about their visor
being moved and not whole helmet.
## Changelog
🆑
qol: Swat and welding helmets give proper messages when adjusting
visors.
/🆑
2025-08-15 00:59:36 +02:00
SmArtKar 8c7fb5720a Gives constable helmet a hair mask and its armor back, fixes some hair masks not working (#92465)
## About The Pull Request

Also, all middle hair masks were broken because they had an incorrectly
set icon_state
Closes #92450

## Why It's Good For The Game

Its supposed to be a replacement for the security helmet, and while it
makes sense that it doesn't act as a full helmet (as it doesn't fully
cover your head), it still probably should have armor as per original
design (and also to not be useless for sec, who are the intended users
of this item)

## Changelog
🆑
fix: Fixed constable helmet not having any armor
fix: Fixed some hair masks not working
/🆑
2025-08-14 03:08:52 +02:00
Thunder12345 260960d6f4 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
2025-08-12 18:30:25 -04:00
SSensum13 4722bf017e Some ITEM_SLOT bitflags fixes. (#92441)
## About The Pull Request

This PR fixes wrong usage of bitflags in a few places, where instead of
bitfields lists were used.

## Why It's Good For The Game

It will help prevent problems that can be a thing in the future,
improving consistency of the codebase.
2025-08-11 13:20:50 -05:00