## About The Pull Request
I've been a player on Roguetown for a while, and a small thing I noticed
I missed a lot was the feature of displaying character headshots in the
examine text. As such, i've ported this in a fairly straightforward way
from Ratwood Keep.
The headshot will grow bigger on mouseover and shrink again when the
mouse moves away.
Headshots will be always hidden for someone who has an unknown identity
(masked and without standard ID).
There is an option toggle to not view chat headshots, should you prefer
to not see them.
## Why It's Good For The Game
Improves immersion, making it much quicker to see someone's headshot in
a situation instead of needing to examine them closer.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="565" height="400" alt="image"
src="https://github.com/user-attachments/assets/1b1df66e-63ac-4e8d-be2d-36bcd3461724"
/>
<img width="593" height="393" alt="image"
src="https://github.com/user-attachments/assets/abd355e7-969b-42af-8eff-ded9acc1d52a"
/>
<img width="660" height="137" alt="image"
src="https://github.com/user-attachments/assets/5e890a80-f1a4-453a-8cbf-c96ea6ff0ace"
/>
<img width="613" height="293" alt="image"
src="https://github.com/user-attachments/assets/6024f190-4a1c-4daf-a6b5-d1ba0705c65c"
/>
</details>
## Changelog
🆑
add: Headshots now display in examine chat box. A toggle is added to
options to disable this if you so desire.
/🆑
## About The Pull Request
See title and proof of testing.
## Why It's Good For The Game
Listen, I've been racking my brain on how to do this since I first coded
this species. I finally figured out a way. Besides, I think the
component itself will prove useful for any future stuff. This adds more
protean content that I feel people will enjoy.
## Proof Of Testing
<img width="381" height="387" alt="dreamseeker_UezPpr0cxQ"
src="https://github.com/user-attachments/assets/cd876c0b-0cde-4f30-878f-2da4ae0332e0"
/>
Also I won't lie, hardlight stuff for the suits is kind of a task on
itself on needing to piece together. That's one icon event that can't
just be solved by sane conventional methods.
## Changelog
🆑
add: Proteans can temporarily transform their wearers to look more like
them.
/🆑
## About The Pull Request
Removes a single line of code in the Bubber crew monitor UI preventing
the AI from tracking crew. Prior to this PR, the crew monitor tracker
would show as greyed out for every entry. Edit: This is because upstream
killed smart tracking. Removed additional instances of can_track since
it's no longer functional
Edit: Also fixes security grouping on the crew monitor
## Why It's Good For The Game
This has been bothering me for months and the AI being able to easily
track crew via cameras is good, actually.
Also security grouping for dept sec is nice too.
## Proof Of Testing
<details>
<summary> </summary>
<img width="578" height="188" alt="crew"
src="https://github.com/user-attachments/assets/2e2fc710-b257-4cf3-85ce-b241553fbcfb"
/>
<img width="577" height="211" alt="image"
src="https://github.com/user-attachments/assets/76a747ac-ec4c-43cd-bd44-24850d577741"
/>
</details>
## Changelog
🆑
fix: AI is now able to track via the crew monitor again
fix: Dept Security grouping on the crew monitor
/🆑
## About The Pull Request
Adds butts (up to size 8) and bellies (up to size 9)
Check out what they look like in the Proof of Testing.
## Why It's Good For The Game
It allows for a lot more customization and spicy content, making way for
the potential for new emotes using these genitals to be added. While I
can understand that some people may be against this, I honestly feel it
is no different than any of the hyper genitals or regular genitals we
already have. If the size is somehow an issue despite us having other
hyper genitals, I can reduce the max size.
## Proof Of Testing
See below. Hyper and NSFW warning.
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/24dde7a9-98e8-49f8-aee2-118da5dfe2c4
<img width="1426" height="397" alt="image"
src="https://github.com/user-attachments/assets/87e8d620-960f-407c-a816-cdc82073070a"
/>
<img width="1435" height="406" alt="image"
src="https://github.com/user-attachments/assets/27791cf5-a753-491b-8622-1c3f6dabd81c"
/>
</details>
## Changelog
🆑
add: Added new genitals: Bellies + Butts
/🆑
---------
Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
## About The Pull Request
Click the triangles to see pictures
<Details>
<Summary> Top floor security has seen some changes, with EVA being
attached to the security lockers, and the firing range being added in
the place of the old transfer center </Summary>
<img width="1029" height="803" alt="image"
src="https://github.com/user-attachments/assets/c84065f6-6e92-4a0a-b6b4-c323f948fc38"
/>
</Details>
<Details>
<Summary> The middle floor didn't see a ton of changes, though
visitation has shifted left to make room for the new labor camp exit
</Summary>
<img width="616" height="574" alt="image"
src="https://github.com/user-attachments/assets/44658fe1-a048-4c3c-a951-3727d9b710f4"
/>
</Details>
<Details>
<Summary> The biggest changes are seen on the bottom floor - the lowest
perma-brig floor was trimmed down in size ab it, and the room has been
replaced with the Labor camp.</Summary>
<img width="993" height="950" alt="image"
src="https://github.com/user-attachments/assets/446a1677-3f67-4f8e-933e-92a20d22aa36"
/>
</Details>
This also comes with some mechanic changes to icebox labor, given
there's no more shuttle: You still teleport people into the labor camp,
but when the amount of points have been achieved, you can walk through
the point gate rather than needing to fly a shuttle home.
## Why It's Good For The Game
The labor shuttle didn't have much of a reason to exist on icebox, you
weren't flying anywhere, you were just walking a few steps downwards
Integrating it into the perma-brig allows for a more unique labor
experience than other maps, and one that fits the setting a bit more
## Changelog
🆑 Melbert
add: [Icebox] Security saw a minor remapping, with most notably the
removal of the labor shuttle and the integration of the labor camp into
the bottom floor of the perma-brig.
/🆑
## About The Pull Request
Title.
Adds a new preference option that allows you to designate a character
slot as your lycan transformation. Does not transfer quirks and does not
change the name.
Additionally, allows peopel to use the lycan species as a prefs-only
species for customization.
### Note
This will likely transfer languages and a few other things, but nothing
gamechanging. If the SAD does it (excluding quirks), this probably also
does it.
## Why It's Good For The Game
Adds for customization of the lycan form. Hair, Augments (NOT IMPLANTS).
Even taur mode.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="923" height="643" alt="image"
src="https://github.com/user-attachments/assets/92586859-0bc3-49f5-be8a-f39ac798b730"
/>
</details>
## Changelog
🆑
add: Cursekin can select a character slot to transform into rather than
just siwtching species.
/🆑
## About The Pull Request
Title.
The default value is also 1.5x now.
## Why It's Good For The Game
This is a negative quirk without a negative cost? Plus, customization is
good.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="521" height="237" alt="image"
src="https://github.com/user-attachments/assets/1794e60d-2c18-4bec-9ec9-47c531690148"
/>
</details>
## Changelog
🆑
add: Hungry quirk is now -2 and customizable
/🆑
## About The Pull Request
Partially reverts #4614.
Exploitables, background, and security are now separate.
## Why It's Good For The Game
This was never a good change. Exploitables and sec records hold
completely separate purposes. Sec should not see every single
exploitable node you have, basically. Additionally, some people have
stuff in their exploitables and background they cant access right now.
Exposing them again lets people retrieve them.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="787" height="620" alt="image"
src="https://github.com/user-attachments/assets/b8b464a8-ff4a-40f1-a48f-086c99abb6af"
/>
</details>
## Changelog
🆑
add: Exploitables, background, and security records are now distinct
record fields, instead of being combinced.
/🆑
## About The Pull Request
This Pull Request adds a new logging system that uses a timeline to
track and visualize important events for specific datums.
This is done via a new window in which you can select a datum for
tracking, which adds it to the timeline. If this datum implements the
EVLOGGING macros, it can track important events onto this timeline. As
an example, we can log whenever an AI is deciding to make a new path, if
it decides to generate a new decisionmaking plan, it finishes an action,
or it decides to target someone/something.
We can select these events to see more information, and optionally get a
snapshot of important variables at the time this event was logged (like
the blackboard and current plan for AI controllers).
You can also filter out specific events / track info, which is done via
categories. Each event / piece of track info is given a category and if
you disable a category all events / track info in that category is
hidden. This lets you filter out things you might not care about.
<img width="2346" height="1209" alt="image"
src="https://github.com/user-attachments/assets/0763077c-e349-4c7c-b017-23d29e1d089b"
/>
_whoever thinks we didnt need advanced cleanbot logging is a noob_
In the video below I showcase how this works;
https://file.house/7nsOiqdvmSTxlsk3fs-e8g==.mp4
A cleanbot is roaming the halls, I turn on the event logger, click the
"pick target" button and click on the datum I'd like to track (the
cleanbot). This results in the cleanbot now tracking its events. I spawn
some dirt and the cleanbot decides to clean it, and I go through the
events; You can see theres different events being listed, such as when
the cleanbot starts targetting the dirt, when it cleans plan, when it
makes it JPS path and every time it moves over it.
The macros I've currently implemented are as follows:
**EVLOG_TEXT(DATUM, CATEGORY, INFO)**
Only adds text to the event logger window, no world-visuals
EVLOG_LOCATION(DATUM, CATEGORY, INFO, TURF)
Adds text to the event logger and adds an image to where that turf is.
EVLOG_TURFS(DATUM, CATEGORY, INFO, TURFS)
Adds text to the event logger and adds an image to each turf in the
TURFS list
EVLOG_LINES(DATUM, CATEGORY, INFO, TURF_A, TURF_B)
Adds text to the event logger and adds a line from turf_a to turf_B
EVLOG_PATH(DATUM, CATEGORY, INFO, TURFS)
Adds text to the event logger and visualizes a path from A to B (same
way as the pathfinding debugger, of which I moved the visualization
before to SSPathfinder)
In terms of performance, the logger is a singleton, and events are ONLY
logged if
1. The logger is running
2. The datum has the DF_EVLOGGING flag.
This means most of the time, logging an event is a single var lookup
(Since the runner is off by default). The DF_EVLOGGING flag is off by
default as well and has to be enabled by the event logger, or set
temporarily by a dev in code.
This system can easily be extended with more event types / visualization
types as well. (I'm thinking of datumizing the ones I have now)
The TGUI is still a bit of a mess, I would love some pointers because
I'm not really good at react so I just kind of hit it with a hammer
until it did what I wanted 😎
Also, all of this is based on VisLogging from Unreal Engine, so it will
have some likeness https://unreal-garden.com/tutorials/visual-logger/
## Why It's Good For The Game
This system allows us to debug more complex systems (like basic AI) in
an understandable and clear way. While the implementation cases are not
super common right now, extending this system could make debugging these
systems much more comprehensible, and hopefully lets more developers
help us with improving these systems. (plus, we LOVE timelines)
## Changelog
🆑 CabinetOnFire
refactor: Implements "Event Logging" an improved way for programmers to
debug specific datums.
/🆑
---------
Co-authored-by: Lucy <lucy@absolucy.moe>
## About The Pull Request
kills cargo imports with no mercy, moves it into goodies with
newly-added subcategories
also adds a persi only agent ID single pack per request
also also tarkon and persi can buy private packs via id money
## Why It's Good For The Game
ugly UI that doesn't work for other factions and needs hacks to work
with cargo ui is not great
## Proof Of Testing
<summary>Screenshots/Videos</summary>
<img width="1268" height="1124" alt="image"
src="https://github.com/user-attachments/assets/fd3d9a58-ea0b-4242-88d2-b6123a214c72"
/>
## Changelog
🆑
add: cargo imports moved into it's own category with a brand subcategory
system, and orderable without a private account (god why did i do this)
add: persistence only agent ID single pack
add: persistence and tarkon can now buy stuff via ids directly
add: captain access can always unlock departmental orders
fix: persistence and persistence cargo consoles sending cargo pods to
the station if cargo bay is selected
del: entire cargo company imports system
/🆑
## About The Pull Request
Adds a configuration menu to the Dominant Aura and Well-Trained quirks,
allowing for players to choose what genders they submit to or dom, as
well as what actions they're okay with having mechanical effects. In
order for an effect to happen (e.g. *snap3 making a sub fall to the
floor), both the sub and dom must like each others' gender, and they
must both have that effect enabled in their preferences.
Because this implementation uses preference code, and checks those
preferences directly, both gender and action preferences can be changed
while in-game simply by ticking or unticking boxes in the quirks menu.
(works for cyborgs too, if they have the module for it!)
Also fixes a minor bug where borg doms wouldn't give the positive
moodlet to nearby subs.
## Why It's Good For The Game
Allows for characters with Dominant Aura or Well-Trained to more
accurately portray their preferences in subs/doms, and gives their
players a wider breadth of submissive reactions to opt into or outta.
Only blush at men, and not women (or vice versa)! Have an obedient
character that can hold eye contact with a dom for more than a few
seconds! Or even just have a bashful character that can ignore someone
snapping at the end of a sentence. Possibilities abound!
## Proof Of Testing
Flashbang warning!
<details>
<img width="1774" height="1607" alt="image"
src="https://github.com/user-attachments/assets/f0e24822-9ce8-493f-b935-f03a1ef8263f"
/>
</details>
## Changelog
🆑 mintyphresh
add: The Dominant Aura and Well-Trained quirks are now configurable in
the quirk menu, filtering by both gender and command.
/🆑
## About The Pull Request
Adds new options for spray can that let you paint items without actually
making them washable with water, you also get an option to remove
permanent coloring just like prismatic gray extract does.
You also can now paint non-greyscale items from loadout so you don't
need to take spray can and use it after you spawn.
I ran into an issue where after recoloring your item in loadout caused
runtimes so i had to make it such there is no preview for colored items
in loadout, but if you wanted to help to fix it i left a comment where
(i think) additional checks should be added- It shouldn't be a big deal
anyway, you most likely already know what color you want for your items
and if not just check it on station and then update your loadout
accordingly
## Why It's Good For The Game
We all hate it when you get sprayed with water and all of your custom
colored clothing turns back to how it was initially.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="396" height="219" alt="loadout1"
src="https://github.com/user-attachments/assets/f4f29085-d8ae-49e6-8f04-c327777922a1"
/>
<img width="382" height="236" alt="spraycan"
src="https://github.com/user-attachments/assets/a6bdf733-41cc-4dea-9569-0664613bb277"
/>
<img width="146" height="143" alt="yes its actually doesnt wash"
src="https://github.com/user-attachments/assets/1904a22c-b0c1-4f8f-b507-9c2824802021"
/>
</details>
## Changelog
🆑
add: You can now repaint non-greyscale items in loadout the same way
spraycan does
add: Spray cans can color items in such a way water cant remove the
paint, and also remove permanent paint
/🆑
---------
Co-authored-by: Copilot <copilot@github.com>
Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
Co-authored-by: buffyuwu <buffyvrc@gmail.com>
## About The Pull Request
~~I saw this when I was debugging something else, and thought it was my
fault.~~
~~Nope - turns out this has been happening for who knows how long. I was
able to very reliably reproduce it in my env downstream so went ahead
and pushed a fix to this while I am working on something unrelated, I
have tested it and seems to be gone.~~
~~populateOptions function was being passed as an inline arrow function
from the caller, which created a new function reference on every render.
Since it was listed as a dependency in useEffect, the effect re-ran on
every render, which called setDropdownOptions, which triggered a
re-render, which created a new function reference... and so on~~
Building off of the fix Mothblocks made in
https://github.com/tgstation/tgstation/pull/95904 this goes a step
further and nukes that useEffect while we are at it
## Why It's Good For The Game
## Changelog
Nothing player-facing
## About The Pull Request
This changes how chat highlights are styled - ensuring they look far
better and should always be easy to see regardless of color, and look
good in both light and dark mode. Thank you WebView2 for allowing fancy
CSS features.
<img width="1057" height="254" alt="2026-04-29 (1777474688) ~
dreamseeker"
src="https://github.com/user-attachments/assets/6dbbed3c-af5a-4cc9-adfb-e4007e66cdc4"
/>
<img width="1061" height="293" alt="2026-04-29 (1777474704) ~
dreamseeker"
src="https://github.com/user-attachments/assets/88cbfa7f-78a3-4062-831c-3cfcd75cdb4a"
/>
## Why It's Good For The Game
makes chat highlights look way better regardless of color or light/dark
mode. seriously this looks really good.
## Changelog
🆑
qol: Changed how chat highlights are styled - any color should look good
now, regardless of light or dark mode.
/🆑
## About The Pull Request
Closes#95865
## Changelog
🆑
fix: Fixed circuits bluescreening whenever you try to put text or
numbers into a STRING or ANY type field
/🆑
## About The Pull Request
Adds a new chaplain sect, the sect of the Dream God
This sect gains favor from dreaming and blessing dreamers.
Their blessing only works on sleeping mobs - hitting a sleeping mob with
your bible will cause it to start dreaming, and if it's already
dreaming, grant favor. Either way, the mob is healed.
For 0 favor, you can **Banish Nightmare** - offering a Nightmare's
corpse rewards favor for banishing bad dreams. If the Nightmare has a
heart, you are rewarded with a special **Sacred Heart** which heals you
while dreaming and sleeping. You can also offer a Nightmare's heart on
its own without the body attached.
For 0 favor, you can **Deaconize Dreamers** - you can deaconize up to 3
dreamers.
For 50 favor, you can have a **Dream Portent** - This rite immediately
makes you fall asleep, and grants you a dream related to something going
on in the round. It may provide insight into something you otherwise
don't know about. If you take damage, the effect ends early.
<img width="374" height="126" alt="image"
src="https://github.com/user-attachments/assets/7c4e12fe-8456-411c-9d39-691e4ac2312d"
/>
For 100 favor, you can **Dream Projection** - this rite allows you to
pick one of your deacons, and forces you to become an imaginary friend
of that deacon. For the duration of the effect you are asleep. If you
are woken up or take damage, the effect ends. If the deacon dies, the
effect ends early.
<img width="492" height="294" alt="image"
src="https://github.com/user-attachments/assets/4e2f6810-15cd-41af-a69f-daa6ddca671a"
/>
For 200 favor, you can give you and your followers **Dream Protection**
- While sleeping and dreaming all damage taken is reduced.
For 200 favor, you can start a **Slumber Party** - All nearby mobs (who
can't block magic and some other asterisks) fall asleep and share a
dream. This form of sleep heals the mob rapidly (also heals holy people
even more).
## Why It's Good For The Game
A new sect for chaplains to sink their teeth into. This one brings a
unique niche, focused around sleeping and fortune telling.
## Changelog
🆑 Melbert
add: Adds the Sect of the Dream God, a new option for chaplains.
/🆑
## About The Pull Request
Removes Say/Me/OOC/Pray/Whisper as stat panel verbs
1. Adds a hotkey for Pray, P by default, and also adds it to the list of
say modes (so tabbing on tgui-say will show it)
2. Makes Whisper a button on the commandbar, which is literally just
``say "#``, letting players know it exists in a more direct manner.
3. You now need 2 characters to be considered "typing", so `#` for
whisper won't cause you to start to think anymore.
Also messes around with the skin a bit, moving the commandbar to be
separate from the chat window, therefore not resizing if the chat
window/stat panel splitter changes, since I was already messing with the
command bar entirely I might as well look into getting this fixed. This
will go even better with
https://github.com/tgstation/tgstation/pull/95383 as it wont stretch the
command bar when the stat panel is closed.
https://github.com/user-attachments/assets/26cd9df0-7582-445e-9f67-c03d2c9cf46d
Also adds a new Adminhelp submenu for the Pray button for additional
visibility
https://github.com/user-attachments/assets/64f31f86-92a2-4f04-b248-6bbe301919fe
My current goal is the deletion of the IC tab so I've been trying to
inch towards that.
## Why It's Good For The Game
Moves Praying & Whispering into something that's more easily seen by
newer players, and helps cut some of the more useless verbs out of the
stat panel.
This is also part of my project you can see more of here -
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view
## Changelog
🆑
qol: Pray verb is now a hotkey, Whisper is now a command bar button, and
all say verbs have been removed from the stat panel.
qol: Admin button on the escape menu is now its own section for praying,
as well as seeing your latest ticket & admin notes.
fix: Resizing the stat panel will no longer change the size of the
command bar.
/🆑
## About The Pull Request
Linters is complaining about these but it's being overzealous, these do
need to be escaped, so this PR just disables that rule locally so we
don't have anyone accidentally auto'fix' them and break the icons again.
<details><summary> what it looks like 'fixed' </summary>
<img width="227" height="89" alt="image"
src="https://github.com/user-attachments/assets/f6a40b94-1e1f-49c4-9aa7-863df6aea657"
/>
</details>
## Changelog
Nothing player-facing
## About The Pull Request
Removes Station-Time entirely
Server Time is now NST (Nanotrasen Standard Time). SS13 takes place
exactly 540 years in the future of the current day, so every second is 1
second in-game.
Round Time is now PT (Pay-Time), how Nanotrasen keeps track of how long
the current rotation of Employees has been working for.
Telecomms uses NST due to its importance of being the communication to
the blackbox.
Autopsy report, clocks, scientific reports and requisitions use both
timestamps due to them being more official documents that NT may need to
know beyond just the current round (just for flavortext).
Pretty much everything else (Det scanner, PDA, IC logs, Time-of-Death,
AI law changes, Cyborg file downloading) uses PT
PT
<img width="305" height="217" alt="image"
src="https://github.com/user-attachments/assets/cef73025-6292-4f9c-8565-197397bda2ca"
/>
<img width="168" height="59" alt="image"
src="https://github.com/user-attachments/assets/a99db568-045d-45fc-8206-0d9a7b13c7d2"
/>
<img width="308" height="122" alt="image"
src="https://github.com/user-attachments/assets/37ca6f17-8916-4af2-9c91-0f0707038ca5"
/>
https://github.com/user-attachments/assets/29445051-c98b-4af3-a657-812083aab91a
Clock (Literate)
<img width="748" height="292" alt="image"
src="https://github.com/user-attachments/assets/c824e812-91b5-4737-858d-768336e9a7c4"
/>
Clock (Illiterate)
<img width="446" height="94" alt="image"
src="https://github.com/user-attachments/assets/90d5ea0d-eaff-4ced-aa31-ffdf0b4832a5"
/>
New paperwork time working properly
<img width="311" height="190" alt="image"
src="https://github.com/user-attachments/assets/6d048926-db61-4c91-893b-ce93e1ea7775"
/>
NST
<img width="800" height="115" alt="image"
src="https://github.com/user-attachments/assets/35ffde49-13c1-4ce7-ab24-858e48b608bd"
/>
<img width="1288" height="142" alt="image"
src="https://github.com/user-attachments/assets/40c30d16-e0de-4efc-b460-9486eeb901d6"
/>
# Other changes
1. Circuit time checker will now get the value of the given input (Hour,
Minute, Second) rather than the full dedisecond time converted into
hour/minutes/seconds
<img width="270" height="67" alt="image"
src="https://github.com/user-attachments/assets/097440cc-1c45-447f-9976-18de7f9c722c"
/>
2. Turns nightshift into a round event that'll last approximately 22
minutes
3. 12-hour pref (doesn't apply to the stat panel because it's global
info) & removal of "TCT" time
<img width="569" height="440" alt="image"
src="https://github.com/user-attachments/assets/d39083b1-d248-41c0-9a1c-b2398ca203a7"
/>
4. The chocolate pudding negative moodlet is now based on the server's
IRL time.
5. Admins can now use ``class``, ``style`` and ``background`` (they were
already given perms to use ``img`` so hiding background, which was
removed to prevent image embedding, is pointless)
6. Also fixes ``year`` being off on localhost.
## Why It's Good For The Game
Server Time is approximately 1s = 12s converted, not including it
desyncing from lag (I believe?).
This makes it pretty much impossible for people to actually use this as
a unit of measurement for in-game actions.
Different things also uses different timestamps which is a bit more
confusing.
The main change here is for accessibility and, hopefully, using time as
a source of immersion. "20 minutes ago" is no longer OOC, they're just
speaking in PT. There's no timezones in space, Nanotrasen Standard Time
is the closest there is, but Pay Time is how NT considers when you get
your paychecks, so it's what is more commonly used.
It also fixes major inconsistencies between "IC time" and "Station
time", things like breakfast moodlet was the first 15mins of the round
despite the round starting like 7 hours in? Nukies with an L6 SAW firing
down the halls was shooting like 1 bullet every 3 seconds (assuming 4
bullets per second), overall there was just a disconnect between how
long time actually is in the universe.
The secondary reason for this change (though it is what pushed me to
actually get around to making this change) is the greater stat-panel
removal. This hopes to lessen the dependence on the stat panel for
station-time by making it easier to understand, and the end-goal I have
is for this information to be limited to Admins & the AI (AI will get
the IC version with the accurate year), so until that happens I would
like to improve the use of station-time by making it consistent (for
example, you should only care for PT for IC, which is also what your PDA
displays), so that when it gets removed it won't leave players timeless.
If you haven't already, and is interested in helping remove the stat
panel, every entry that needs to be removed can be found here -
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view
Closes https://github.com/tgstation/tgstation/issues/94988
## Changelog
🆑
del: Removed Station Time, now we use NST (Nanotrasen Standard Time),
which is IRL server time +540 years, and PT (Pay Time), the amount of
time since the round has started.
del: Station nightshift is now a Station event rather than being based
on Server time.
balance: Time circuit's Unit of Measure now tells the amount of time in
hour/minute/seconds rather than giving the whole time translated to
hours/minutes/seconds.
qol: Added a 12-hour clock pref for people who prefer it.
qol: Hovering over NST timestamps on official documents will now
translate how much it is in PT/Shift Time.
admin: Admins can now use style/class/background in their papercode.
/🆑
---------
Co-authored-by: Isratosh <Isratosh@hotmail.com>
## About The Pull Request
Adds triple eyeballs to markings/organs under the eyes tab. (They don't
show in the editor BUT they work in game)
Makes quad eyes work again! also fixes them because they had issue where
you could see your eyes under any headgear so they are layered correctly
now. Additionally you further customize how far away they are from your
real eyes
## Why It's Good For The Game
They aren't working, and before that they were working but the layering
was bugged. now you can have multiple eyeballs
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="356" height="89" alt="image"
src="https://github.com/user-attachments/assets/6f96b5a4-91e5-491a-b0a2-dcdf82d866ba"
/>
<img width="218" height="120" alt="image2"
src="https://github.com/user-attachments/assets/7ea0ad67-9214-440c-9c02-df4aab62153f"
/>
<img width="118" height="63" alt="trieyes"
src="https://github.com/user-attachments/assets/b2e26af2-8378-464d-8846-a0c711c02736"
/>
</details>
## Changelog
🆑
add: Slime triple eyes are now selectable in markings/organs under eyes
tab
add: Width customization for quad eyes
fix: fixes quad eyes to work
fix: quad eyes are now layered correctly
/🆑
## About The Pull Request
Exactly what the title says.
The quirk will make all traumas you get more resilient by 1 meaning
traumas curable with neurine now will have to be cured with brain
surgery, traumas curable with brain surgery will now become curable with
lobotomy etc.
You can configure the trait to make traumas you will get only curable
with lobotomy or blessed lobotomy(or unremovable) if that's still not
enough for you(this option is called hardcore mode in quirk
configuration), and you can make traumas that would be curable with
blessed lobotomy straight up unremovable if you really want to have them
rest of your round(permanent traumas in quirk configuration)
## Why It's Good For The Game
Adds another configurable negative quirk to the game that people can
customize their character with
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="528" height="198" alt="image"
src="https://github.com/user-attachments/assets/658e2169-5b46-4161-af9d-a2a60a96f871"
/>
</details>
## Changelog
🆑
add: Added new negative quirk that makes brain traumas more resilient
/🆑
## About The Pull Request
<img width="550" height="443" alt="image"
src="https://github.com/user-attachments/assets/30e602bc-79b2-4821-938a-0a4f33b0ebcc"
/>
Also gives an ability that allows quick transformation to the suit with
a right click and opens the new UI.
This also gives the remote control module the ability to control these
abilities.
## Why It's Good For The Game
It's cleaner, and it allows for easy future expansion that I may have
planned.
## Proof Of Testing
See above.
## Changelog
🆑
qol: Protean verbs have transformed into a TGUI menu.
add: The remote control module can now directly control protean
abilities.
/🆑
## About The Pull Request
This PR pulls forward some UI tweaks that I made in #93183, but cleaned
up and with some additional adjustments.
This adjusts a bit of the GMM Ui, cutting out the horizontal quantity
measurement and rolling that into the supply/order information in the
middle.
<img width="984" height="613" alt="image"
src="https://github.com/user-attachments/assets/40661624-c88d-4899-a624-7f3b391edf27"
/>
Adds a hit of color as well to show what materials are currently being
ordered.
Adds a bit of tooltip text in order to showcase the range of prices that
a mineral can be bought and sold at, in order to showcase why lower
value minerals like glass/iron can be bought and sold from.
In addition to this, also tweaks the logic on the disabling of buttons
to better reflect these thresholds, so you can buy and sell when sitting
on those thresholds.
## Why It's Good For The Game
The market UI needs to exist in a sort of "spreadsheet" format, in order
to see all the values, all the costs, and make decisions about what you
what to buy and how many. That said, it's clunky, and there's a lot of
complexity related to buying and selling materials already that I would
love to cut down on.
This helps trim the UI, makes it a bit smaller, but adds in some missing
information that even I don't have memorized for the purposes of regular
gameplay.
## Changelog
🆑
qol: The GMM Ui can now tell you the minimum and maximum price ranges
that a material will sell for.
qol: You can now sell materials on the edge of their buying and selling
thresholds. (This really only effects iron and glass, practically)
/🆑
## About The Pull Request
Admins can disable ongoing or start meteor mode in the secrets menu
## Why It's Good For The Game
Only other way is doing it mid round is manually, which is wack
## Changelog
🆑 Melbert
admin: Adds toggle for meteor mode in secrets
/🆑
## About The Pull Request
Bumps ``tgui-core`` to ``5.10.0``
Converts the plane search dropdown into a proper text input for easier
searching on multiz planecube assemblies.
<img width="406" height="288" alt="image"
src="https://github.com/user-attachments/assets/17934c3b-167b-467a-a420-0c1a7260715e"
/>
## Why It's Good For The Game
Need this for my evil developer plans
## Changelog
🆑
admin: Planemaster Debugger now has a text search input to locate and
jump to planes
/🆑
## About The Pull Request
This PR addresses a consistency issue with high heels in the game. Some
of them make the "click clack" sound, others do not. I've made it so
that all high heel shoes do the sound, as well as making is so that
latex boots inherit the jackboot parent.
Finally, I've also changed the seamless heels quirk, or rather added the
option to choose the appearance of the shoes, having all loadout high
heel shoes as options.
## Why It's Good For The Game
I am normal.
also consistency.
## Proof Of Testing
<img width="556" height="336" alt="image"
src="https://github.com/user-attachments/assets/a28fcfbf-74fb-419f-bc1f-23fb8c1a4e63"
/>
</details>
## Changelog
🆑
sound: All high heel shoes now make the high heel sound.
add: You can now choose the appearance of the heels when you pick the
seamless heels quirk.
/🆑
## About The Pull Request
Ye Olde title. Adds a preference to modify the opacity of your
character's eyeballs. Mostly made this for my yet-unmerged port of
cybernetics from Eris, some of which are not intended to have eyes
visible and instead use the head sprite to represent them.
Thank you to Statykyr and Artur for helping a lot love you mwah
## Why It's Good For The Game
Not having two very obvious pixels blocking a cool animated robot head
is nice. Also Astrum wants it.
## Proof Of Testing
<img width="943" height="523" alt="image"
src="https://github.com/user-attachments/assets/f1099599-9841-4e44-9095-2badde842d0c"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Preference toggle for eyes opacity. Have no eyes (visually) or
anywhere in between.
/🆑
## 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.
## About The Pull Request
This PR readds a previously removed feature from cargo, that being a
global list of bounties that the whole station has access to, with some
tweaks and adjustments from the original system.
<img width="578" height="377" alt="image"
src="https://github.com/user-attachments/assets/c8e1cb8d-dda6-4983-8588-93dffffc2b4e"
/>
_Seen above: The new Global Bounty Interface._
The civilian bounty pad has a second tab added to it, which contains a
list of all the bounties that are available globally for all crew. You
can select one in order to view the contents of the bounty, as well as
have the option to send items on the pad to contribute to that global
bounty. You may also, as you could several years ago, print a sheet of
paper from the console that consists of all the global bounties on the
station, their their reward values. In addition to those bounties, some
bounties may be labeled has "High Priority", which means that they're
worth more to complete for both you and for cargo, and are denoted with
the different coloring and the star icon on the bounty list.
When a bounty is completed, it will create a bounty cube, the same as
personal bounties. However, for global bounties, multiple people may
contribute to their completion, and when the bounty cube is made and
sold, you will each get a cut of the profits proportional to your
individual contribution. So, if a bounty cube is sold worth 1000
credits, and Person A and Person B contribute 4 items and 6 items
respectively, the total "cut" of the profits crew would receive is 30%
of the total value, so 300 credits. Of those 300 credits, Person A would
receive 120 credits and 180 credits.
(In a real round, the value of the cube's 1000 credits may also increase
if the speedy delivery bonus is met by the cargo department.)
In addition, when a bounty goes from on the list to completed and cubed
up, the global bounty list will likewise automatically update, and
create a new bounty. The number of bounties available for the crew to
complete starts at 5 (Scaled to add one more for every 8 living players,
up to a maximum of 10 to begin with), and for every _3_ completed
bounties, that bounty maximum will go up by an additional 1 bounty. The
new bounty is random from all possible job categories. This may need to
be tweaked so that it pulls 1 bounty from each major department
category, but for now this is how it stands.
Most of the changes in this project fall under tweaks to the pricetag
component, UI work, and then a lot of file-cleanup and tweaking based on
testing.
## Why It's Good For The Game
There is something that was lost in the original shift from global
bounties to personal bounties. Cargo would reach out to crew in order to
get their assistance on projects that let them do their jobs better,
made forced them to have to work with the rest of the crew as opposed to
merely beating them to death when they break in to print their round
start multitools. One of the reasons that we justified that choice was
that bounties were very lopsided. You could be a a superstar helper and
complete a dozen bounties for cargo in a shift, but not only would you
run out of bounties to complete, but you would also receive nothing in
return. Switching to personal bounties did in fact let players generate
their own wealth, but now suddenly the impetus to complete bounties was
that cargo was more of a hang-up to the process than it actually being
part of their job responsibilities.
By re-implementing global bounties, we're giving crew the chance to not
only have that kind of soft community goal, but also we're incentivizing
people to contribute as much as they can to it's completion without
really requiring them to make it their whole shift as tends to be the
case with personal bounties.
There is more that could be done to this system, including using a
unique bounty pool, or at least unique "big" bounties that could be
rolled into the pool that would allow the crew to work on more varied
stuff, but for now this is at least a servable way to re-implement this
from both a longevity and nostalgia standpoint.
I also really, really like printing out sheets of paper and pinning them
to doors. Big mistake on my part by losing that.
## About The Pull Request
Whoops.
~~I missed some nuance when I made #94483, namely that while I didn't
want players requesting CRATES like guns, grenades, spare SM shards with
their department budgets, the logic also touches goodies and private
orders meaning that players were unable to place goodie orders for
things that they may not have explicit access to do so, which is part of
the reason why you'd be ordering them privately in the first place. It's
cargo responsibility to determine if the player should/not be receiving
that item.~~
I have meditated on the issue, and I realize, nah, this is probably both
a healthier design decision as well as the reason we have things like
the black market in the first place. The core of the PR below however is
however sound.
ALSO, I made a fairly confusing mistake with the TGUI where the goodies
category just... hasn't been visible! That's on me.
## Why It's Good For The Game
Makes cargo goodies viewable. Makes cargo goodies purchasable.
Fixes#94928🐛💥‼️
## Changelog
🆑
fix: Cargo goodies are now visible in the ordering and request consoles.
/🆑
## About The Pull Request
This has been more or less in the works for a bit. This PR adds a horse
bridle to the game. It's worn on the face/mask slot, and can be found in
the loadout menu (under Masks) or in the lustwish vendor (under
Restraints).
It includes blinders and a bit, which will blind and gag the wearer,
respectively. By default both are inactive.
Interacting with it by alt clicking will cycle through a few modes:
Blinders + Bit, Blinders, Bit, None.
When worn you can also set them individually (though the alt click
cycling still works).
The blinders and the bit can also be cycled by others with the strip
menu; this will take 4 seconds.
To avoid this from happening, you can interact with the bridle in your
hand to secure the straps. This will also prevent you from setting them
yourself; you will have to unsecure the straps for it.
## Why It's Good For The Game
It's a very neat addition for equine characters and for people into
horse stuff. It's not necessarily an ERP item (in my opinion as much of
an ERP item as the collars) so I haven't set it as an ERP item
specifically, but I can change it if you think that would be better.
## Proof Of Testing
File is too big for github
https://files.catbox.moe/31vy7y.mp4
## Changelog
🆑
add: Added horse bridles to the loadout menu and the lustwish vendors.
They come equipped with settable blinders and bit.
/🆑