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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 |
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8c534a521e |
Maintenance PDA themes are added to roundstart PDAs on future rounds as well once installed (#92983)
## About The Pull Request I'm making the ordeal of finding a maint disk (or buying blackmarket bootleg disk) with a theme in it a slightly more rewarding experience, while sticking to the concept that it's something you've to find, unlike default PDA themes. This PR also proves to be an opportunity to put the progress tab that I coded a year ago for the 'Fishdex' to good use. TODO: ~~Refactor preferences to allow specific choices to be shown/hidden depending on whether the player meets a defined criteria, otherwise you'll have to do it manually every round, which is lame~~ - [x] Make some simple ui icons associated with each unlockable theme to be shown in the cheevo progress tab - [x] Code to validate deserialized DB values, in the remote case that any theme is removed in the future, as well as unit test code for any non-abstract theme without ID - [x] Add sound cue and chat feedback when unlocking a theme (or when fishing a new kind of fish for the first time, like, the code's similar) - [x] Test all of this ## Why It's Good For The Game These themes are basically an end in itself, and I understand the reason behind their existence is to make for some cute, little maint loot, but relegating it to chance of finding a disk somewhere in maintenance, **every single round** really rots whatever little substance this purely cosmetic feature already has. ## Changelog 🆑 add: Once installed, special PDA themes from maintenance disks will be present on your roundstart PDA on future rounds (Sadly I couldn't figure out a way to add those to the preferences UI yet). You can check which PDA themes you've unlocked in the Progress tab of the achievements UI. /🆑 |
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3799968eb3 |
feat: new floppy disk sprites; most disks are now under the /item/disk type; adds disk stacking, uqinue styling and wrapping (#94112)
## About The Pull Request Floppy disks received a sprite upgrade, as well as unique wraps: <img width="364" height="150" alt="image" src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f" /> <img width="786" height="527" alt="image" src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348" /> You can now stack floppy disks! They also scatter around when thrown. The video also showcases new styling options with a selection of stickers! You can also write something on the disk instead of selecting an icon: https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2 MOST disks now inherit the `/item/disk` type to properly stack and do... stuff. An updatepaths script included. ## Why It's Good For The Game Old school is cool. Stacking disks makes them feel more authentic, while styling allows for more crearivity! ## Changelog 🆑 add: New unique wraps for floppy disks qol: Floppy disks can now be stacked image: New sprites and stickers for floppy disks map: Added and ran an updatepaths script refactor: Most disks are now under the base disk item type /🆑 --------- Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com> |
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ce509e0ad5 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 | ||
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54198986b7 | generic device handling sounds (#93536) | ||
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b308ee9d78 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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750ca9d2ec | Two as anything greps (and some other cleanup) (#92974) | ||
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5f35bdee00 |
[MDB Ignore] Re-add hop console second ID slot (#92157)
## About The Pull Request <img width="491" height="301" alt="image" src="https://github.com/user-attachments/assets/a3b5b19f-edf5-4de9-9201-9cbfab9e8827" /> Mod computers with the access changing software installed have a secondary ID slot once again. This ID slot doesn't contribute to access. You can insert IDs into the slot with right click and remove them with alt-right click. Also removes the "New IDs and you" memo paper. Also tweaks PDA on_deconstruct so contents are dropped on when they're deconstructed with assembly. Fixes #92151 ## Why It's Good For The Game Changing IDs is very unnecessarily clunky with the one slot. Insert hop id, log in, remove hop id, insert crew id, change access, remove crew id, log out. We had it right back when we had two slots. Insert hop ID, insert crew id, log in. It just works. This also allows for mobile HoPs to change access without necessitating removing their ID from their PDA. Other changes: The "New IDs and you" memo is very old. They haven't been new for 4 years now. I don't think anyone reads it and they served their purpose. I found it odd that, if your PDA was melted or blown up, it would delete your ID. If this is a hold-over from old PDA behavior feel free to let me know but otherwise it seems sensible that it'd spit out the contents as you would expect. ## Changelog 🆑 Melbert qol: The access changing software (the HoP console) now has ID two slots again (one for the HoP's id and one for the ID being changed). You can insert IDs in the secondary slot via the UI or right click, and remove them via the UI or alt-right click. qol: If your PDA is destroyed via acid or bombs, your ID (and similar contents such as disks) are spit out instead of being deleted del: Deletes the "New IDs and you" memo in the HoP's office. They haven't been new for 4 years. fix: Engineering sub-tab in the access changing software no longer looks messed up fix: Fix reversed alt-click logic for mod pcs /🆑 # Conflicts: # code/modules/modular_computers/computers/item/computer.dm |
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5df4de3f71 |
[MDB Ignore] Re-add hop console second ID slot (#92157)
## About The Pull Request <img width="491" height="301" alt="image" src="https://github.com/user-attachments/assets/a3b5b19f-edf5-4de9-9201-9cbfab9e8827" /> Mod computers with the access changing software installed have a secondary ID slot once again. This ID slot doesn't contribute to access. You can insert IDs into the slot with right click and remove them with alt-right click. Also removes the "New IDs and you" memo paper. Also tweaks PDA on_deconstruct so contents are dropped on when they're deconstructed with assembly. Fixes #92151 ## Why It's Good For The Game Changing IDs is very unnecessarily clunky with the one slot. Insert hop id, log in, remove hop id, insert crew id, change access, remove crew id, log out. We had it right back when we had two slots. Insert hop ID, insert crew id, log in. It just works. This also allows for mobile HoPs to change access without necessitating removing their ID from their PDA. Other changes: The "New IDs and you" memo is very old. They haven't been new for 4 years now. I don't think anyone reads it and they served their purpose. I found it odd that, if your PDA was melted or blown up, it would delete your ID. If this is a hold-over from old PDA behavior feel free to let me know but otherwise it seems sensible that it'd spit out the contents as you would expect. ## Changelog 🆑 Melbert qol: The access changing software (the HoP console) now has ID two slots again (one for the HoP's id and one for the ID being changed). You can insert IDs in the secondary slot via the UI or right click, and remove them via the UI or alt-right click. qol: If your PDA is destroyed via acid or bombs, your ID (and similar contents such as disks) are spit out instead of being deleted del: Deletes the "New IDs and you" memo in the HoP's office. They haven't been new for 4 years. fix: Engineering sub-tab in the access changing software no longer looks messed up fix: Fix reversed alt-click logic for mod pcs /🆑 |
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e0bdfc3f5f |
Dynamic Rework (#91290)
Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up
- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit
- Threat is gone entirely; round chaos is now determined by dynamic
tiers
- There's 5 dynamic tiers, 0 to 4.
- 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.
- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.
- Rulesets attempt to run every 2.5 minutes. [3]
- Light rulesets will ALWAYS be picked before heavy rulesets. [4]
- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]
[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.
[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.
[3] Little worried about accidentally frontloading everything so we'll
see about this
[4] This may be revisited but in most contexts it seems sensible.
[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.
Other implementation details
- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.
- Dynamic.json -> Dynamic.toml
- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
- The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.
- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.
- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.
- Cult refactored a tiny bit.
- Antag datums cleaned up.
- Pre round setup is less centralized on Dynamic.
- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


- Maybe some other things.
See readme for more info.
Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured
🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
(cherry picked from commit
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4c277dc572 |
Dynamic Rework (#91290)
## About The Pull Request Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic from the ground-up - Dynamic configuration is now vastly streamlined, making it far far far easier to understand and edit - Threat is gone entirely; round chaos is now determined by dynamic tiers - There's 5 dynamic tiers, 0 to 4. - 0 is a pure greenshift. - Tiers are just picked via weight - "16% chance of getting a high chaos round". - Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be selected". - Tier determines how much of every ruleset is picked. "Tier 4 (High Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3 latejoins". - The number of rulesets picked depends on how many people are in the server - this is also configurable[2]. As an example, a tier that demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and will not spawn 2 rulesets if population <= 25. - Tiers also determine time before light, heavy, and latejoin rulesets are picked, as well as the cooldown range between spawns. More chaotic tiers may send midrounds sooner or wait less time between sending them. - On the ruleset side of things, "requirements", "scaling", and "enemies" is gone. - You can configure a ruleset's min pop and weight flat, or per tier. - For example a ruleset like Obsession is weighted higher for tiers 1-2 and lower for tiers 3-4. - Rather than scaling up, roundstart rulesets can just be selected multiple times. - Rulesets also have `min_antag_cap` and `max_antag_cap`. `min_antag_cap` determines how many candidates are needed for it to run, and `max_antag_cap` determines how many candidates are selected. - Rulesets attempt to run every 2.5 minutes. [3] - Light rulesets will ALWAYS be picked before heavy rulesets. [4] - Light injection chance is no longer 100%, heavy injection chance formula has been simplified. - Chance simply scales based on number of dead players / total number off players, with a flag 50% chance if no antags exist. [5] [1] This does not guarantee you will actually GET 3-4 roundstart rulesets. If a roundstart ruleset is picked, and it ends up being unable to execute (such as "not enough candidates", that slot is effectively a wash.) This might be revisited. [2] Currently, this is a hard limit - below X pop, you WILL get a quarter or a half of the rulesets. This might be revisited to just be weighted - you are just MORE LIKELY to get a quarter or a half. [3] Little worried about accidentally frontloading everything so we'll see about this [4] This may be revisited but in most contexts it seems sensible. [5] This may also be revisited, I'm not 100% sure what the best / most simple way to tackle midround chances is. Other implementation details - The process of making rulesets has been streamlined as well. Many rulesets only amount to a definition and `assign_role`. - Dynamic.json -> Dynamic.toml - Dynamic event hijacked was ripped out entirely. - Most midround antag random events are now dynamic rulesets. Fugitives, Morphs, Slaughter Demons, etc. - The 1 weight slaughter demon event is gone. RIP in peace. - There is now a hidden midround event that simply adds +1 latejoin, +1 light, or +1 heavy ruleset. - `mind.special_role` is dead. Minds have a lazylist of special roles now but it's essentially only used for traitor panel. - Revs refactored almost entirely. Revs can now exist without a dynamic ruleset. - Cult refactored a tiny bit. - Antag datums cleaned up. - Pre round setup is less centralized on Dynamic. - Admins have a whole panel for interfacing with dynamic. It's pretty slapdash I'm sure someone could make a nicer looking one.   - Maybe some other things. ## Why It's Good For The Game See readme for more info. Will you see a massive change in how rounds play out? My hunch says rounds will spawn less rulesets on average, but it's ultimately to how it's configured ## Changelog 🆑 Melbert refactor: Dynamic rewritten entirely, report any strange rounds config: Dynamic config reworked, it's now a TOML file refactor: Refactored antag roles somewhat, report any oddities refactor: Refactored Revolution entirely, report any oddities del: Deleted most midround events that spawn antags - they use dynamic rulesets now add: Dynamic rulesets can now be false alarms add: Adds a random event that gives dynamic the ability to run another ruleset later admin: Adds a panel for messing around with dynamic admin: Adds a panel for chance for every dynamic ruleset to be selected admin: You can spawn revs without using dynamic now fix: Nuke team leaders get their fun title back /🆑 |
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655b66bdd0 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt No more error icons in SDMM and loadout. 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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cb51a652a9 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- ### Copied from https://github.com/tgstation/tgstation/pull/86482 as this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt ## Why It's Good For The Game No more error icons in SDMM and loadout. ## Changelog 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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bc2215667f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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11d82b7995 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. Improving old code. And I want to be able to pet mobroaches while holding them too. 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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339616ae78 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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7e0838ca1c |
Fixes PDA / Bag actions (#90172)
## About The Pull Request These have multiple slots you'd use them from ## Changelog 🆑 Melbert fix: PDA flashlight action button is given in any slot fix: Bag action button is given in any slot /🆑 |
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254cd32c93 | Merge branch 'master' of https://github.com/Bubberstation/Bubberstation into upstream-25-02a | ||
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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2543d88548 |
Punch Clock PDA Application/Modular Console (#2900)
## About The Pull Request Adds a new NTOS application to the game: "Plexagon Punch Clock", which functions similarly to the time clock in cryo. Using the app, crew members can clock out wherever they want. This will also create a locked briefcase containing certain job-related items; this can be unlocked by the player once they return to the shift, or by a relevant Command member. For later changes I'd like to be able to have this app be able to clock in/out a user via their DNA imprint. ## Why It's Good For The Game - It's easier to clock out before going for RP/ERP when done with work. - Placing job items in an easily-accessible box means that it's less annoying to return to work after finishing RP/ERP - Convenience ## Proof Of Testing <details> <summary>Screenshots/Videos</summary>  </details> ## Changelog 🆑 ArrisFairburne, LT3 add: Added a new app to clock in and out from any NT OS-compatible device (Plexagon Punch Clock) qol: Your job items are now locked into a box instead of warped to cryo, when clocking out /🆑 --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> |
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3cfde345be |
Removes SiliConnect from borg PDAs, expands their self-status app instead (#87350)
## About The Pull Request - SiliConnect is no longer a default app for cyborgs. - RoboTact, the borg self-status app now has a Network tab, which lists other borgs' status. - The Network tab will only list borgs connected to the same AI as you. If your AI goes down, you lose connection to other borgs' status info. - Your AI is also listed on the Network tab, with their own status in a very binary good/bad form. - Syndicate borgs are able to see other syndicate borgs on the Network list, even though they lack an AI. ## Why It's Good For The Game SiliConnect was recently added to the default borg apps list. But it has a lot of features that borgs can't actually use, and so feels rather messy. It was added with the goal of letting borgs see eachother's status, and so I've ported that functionality into RoboTact. SiliConnect is no longer a default borg app (though it *can* be installed if a borg and human really want it to be). Showing the AI's status is certainly a balance choice. But it's not really that much of a secret when the AI dying already adjusts the monitors across the station to a BSOD image. On the flip side, we get to shut off borg status sharing when the AI goes offline, which is neat. ## Changelog 🆑 del: SiliConnect, a tool meant for Roboticists, is no longer included by default on borgs. add: RoboTact, the borg self-status app, now shows the status of other borgs synced to the same AI. Syndicate borgs can likewise see eachother's status, even without an AI. balance: RoboTact also shows their synced AI's very basic status of functional or offline. /🆑 UI Pictures:  Dead AI:  Syndicate borgs do not see station borg status, but can see eachother's  ~~Drafting because I need to do edge-case testing, and the AI box isn't quite functioning correctly when the borg has no AI master.~~ |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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7429dc69b9 |
Silicons can now use dropped PDAs (but still cannot access Messenger) (#87343)
## About The Pull Request - Removes the restriction from borgs and AIs opening PDA interfaces. - Adds a restriction on Messenger if the PDA is being viewed by an AI or Cyborg *and* the PDA is not a silicon-type PDA. Messenger is completely unusable in this case. - The AI's own PDA is unaffected, due to it being a silicon-type PDA. Downstreams that give Borg PDAs the Messenger app should likewise be unaffected. Though mainly unrelated to the PR, pAIs were also tested and have not been affected. ## Why It's Good For The Game Back before tablets and PDAs were squished together, silicons could access tablets freely. TGUI PDAs were restricted from Silicons mainly to keep parity with the old PDAs, of which Messenger is the major feature that was ported over. Thus, I'm blocking Messenger specifically while allowing the rest of a PDA's features to be unblocked. As an aside, the old fluff text `It doesn't feel right to snoop around like that...` was kinda terrible, since there are many times you do, in fact, want to snoop. The AI trying to track down a known killer's accomplice would want to snoop. The Malf AI that's trying to trick the Captain would want to snoop. The prior owner of the PDA before they were borged wouldn't even feel like it's snooping. So now it's a connection refused thing, not an AI's feelings thing. ## Changelog 🆑 balance: Borgs and AIs can now access dropped PDAs. The Messenger app does not work over a remote connection, however. /🆑 Messenger interface when accessed remotely, by the by;  |
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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38b3031ab6 |
Add NTNRC client to pAIs digital messenger (#86820)
## About The Pull Request Just adds the NTNRC client to the pAI digital messenger software's starting programs. To avoid also giving this to the AI, creates a new silicon PDA subtype for pAIs and applies it similarly to borgs. ## Why It's Good For The Game It's already barely ever used, and I just think it'd be fun to let pAIs talk to the never-checked department consoles or open chatrooms with each other or their hosts. Currently you can do this by being in your host's PDA, but this means they couldn't use their PDA at the same time as you just... chatting. Nor could you share a chatroom with them, due to sharing the same account. Also the pAI cabal using the bootleg IRC client to plot their next move is just incredibly funny to me. ## Changelog 🆑 balance: The pAI digital messenger software now includes the NTNRC client. /🆑 |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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48c2730e3a |
Adds three useful PDA programs to Cyborg's default PDA loadout (#86725)
## About The Pull Request  For a long time borgs have only had two PDA programs: `filemanager` and `robotact`, but there are other simple programs with useful information for gameplay. This PR remedies this by including three other programs to borgs by default: `borg_monitor`, `atmosscan`, and `crew_manifest`. In the interest of transparency, I've included possible negatives in the form of disclaimers below. `borg_monitor`:  This is the "SiliConnect" program in-game, and allows showing a brief overview to cyborg players who else is connected as a cyborg and what their model is, which allows for informed decisions on which module to choose for themselves, among other minor useful data. **_Disclaimer: I'm pretty sure the "Send message" button on this program is unusable for borgs due to how it's coded [here](https://github.com/tgstation/tgstation/blob/ab222330ef3b05f512d9b0a87c3292377ce91271/code/modules/modular_computers/file_system/programs/borg_monitor.dm#L116), but I'm unable to test it with another player. Looks like it requires an ID, which borgs don't have, so I'm assuming this is a non-issue._** `atmosscan`:  The AtmoZsphere program, which shows local oxygen/nitrogen data to help make informed decisions on protecting humans. `crew_manifest`:  The Plexagon Crew List - A simple window that shows an updated list of current crew members and their jobs. **_Disclaimer: The "print" button on this program allows borgs to spam printed crew manifests on the ground if they choose to do so, which may have the potential to be overused, however they've also had the ability to spam-print photos using the Robotact program and I don't know of any issues this has caused (correct me if I'm mistaken)._** ## Why It's Good For The Game / Potential additional changes Currently cyborg gameplay can become a walking simulator if they need simple information that a crew manifest computer would have, or an air alarm (which might've just been blown up, disabled, or out of power), or if they just got borgified at a Roboticist and would like to know which other cyborgs are currently in play but don't want to pick a model already being used. All humans have this data and more on their handheld PDAs. Cyborgs should at least have these three as a bare minimum. There are other useful programs: `records/medical`, `records/security`, `custodial_locator`, and `supermatter_monitor` (NT CIMS), which could go into Mediborgs, Peacekeepers, Janiborgs, and Engiborgs respectively. I've tested these and am unable to change these records as a borg, only view them, so this is purely informational data that could be useful for various RP reasons. It could be fun for a cyborg buddy to patrol with a Sec officer (or Paramedic) and give them up-to-date info on a crew member's status just by having the human ask about them. Or, Engiborgs are given the ability to keep an eye on the Supermatter using NT CIMS and can inform engineers out in the field of its status. Just having this general information available only to humans feels a bit silly when cyborgs are meant to be connected to the station in a way that allows them to interact with doors from a distance but not something simpler like viewing a crew manifest. This still keeps the power in human's hands since this data cannot be manipulated by borgs, only humans (ID required). ## Changelog 🆑 add: Added three programs to cyborg PDAs: SiliConnect, AtmoZphere, and Crew Manifest /🆑 |
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240e397b95 |
Fixes xenos being able to pick up items that they shouldn't by most means, expands itempicky component functionality (#86714)
## About The Pull Request Xenos can apparently use shenanigans such as https://github.com/tgstation/tgstation/issues/86703 to put some items in their hand, and there are likely methods like this dotted around the codebase. However, the signal to put something in their hand is called consistently across any process that would cause them to pick up or otherwise have something to put in their hand, so instead I added /datum/component/itempicky to xenos. While I was in there, I expanded the functionality of itempicky; it can run a callback to determine a condition that needs to be met now. ## Why It's Good For The Game Fixes https://github.com/tgstation/tgstation/issues/86703 Expands a component's usefulness ## Changelog 🆑 Bisar fix: Xenomorph restrictions on items they can pick up have had their determining logic made more _robust_. code: The itempicky component (restricts what can be picked up via a whitelist) can now, optionally, have a callback fed to it to determine cases of bypassing that whitelist. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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31630662a8 |
[MIRROR] Plexagon Crew Manifest is accessible and free to everyone. (#29592)
* Plexagon Crew Manifest is accessible and free to everyone. * Update pda.dm * a single line of changes --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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73f304ae21 |
Plexagon Crew Manifest is accessible and free to everyone. (#86070)
## About The Pull Request Plexagon Crew Manifest has been made into a publicly accessible and roundstart installed PDA app instead of being restricted to heads, security and a few odd medical jobs. For this, it lost its major Detomatix resistance which has been added to security records (minor resistance) and status display control (major resistance) To ensure that noone has to wipe their PDAs roundstart, its size on PDA drives has been halved. ## Why It's Good For The Game Crew manifest can be easily accessed from the messenger app, but without nice formatting that plexagon has. The app itself does not have any capabilities beyond reading crew manifest and printing it out on paper from consoles, neither of which are something that cannot be already done with ease. I believe this is a remnant from old PDA days and doesn't really deserve to stay. ## Changelog 🆑 balance: Plexagon Crew Manifest is now a default PDA app for everyone, and is free. balance: Plexagon Crew Manifest no longer provides Detomatix resistance, but security records and status display control now do. /🆑 |
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c77c50ae3d |
Athletic Fishing Gloves and Fishing Module to fish without a fishing rod (#85415)
## About The Pull Request This PR adds a pair of fishing gloves that let you fish and work out at once, and also a MODsuit module that lets you use MOD gloves to do the same thing (without the workout, an external fishing rod has to be inserted first). In both cases, you can equip or unequip bait, hook and line by using the fishing rod interface which you can open by right-clicking the gloves. To get both of them, you've to perform the first fish scanning experiment. I had to refactor the profound fisher component a bit to do this. ## Why It's Good For The Game Interweaving a few different features with fishing. Fishing and Athletics are both skills, so I thought it'd be nice if it were a way to take advantage of both, and level them up accordingly. Also fishing gloves with maxxed out athletics can make fishing a lot noticeably easier at higher difficulty. ## Changelog 🆑 add: Added Athletic Fishing Gloves and Fishing Glove Module to the advanced fishing tech node. Both can be used to fish without having to hold a fishing rod. The athletic fishing gloves will also train your athletics skill. /🆑 |
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5ba23b9f3d |
ID and PDA interacts with cash (#85123)
## About The Pull Request Adding interactions between ID/PDA and money. So, you can swipe it on cash and get it on your bank. ## Why It's Good For The Game Now you don't have to constantly insert every coin into the card. <details> <summary>GIF and evidence that I tested</summary>  </details> ## Changelog 🆑 qol: Now IDs and PDAs have money-reader module for picking some cash into your bank by swiping on money. /🆑 |
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ccb098153e |
ID and PDA interacts with cash (#85123)
## About The Pull Request Adding interactions between ID/PDA and money. So, you can swipe it on cash and get it on your bank. ## Why It's Good For The Game Now you don't have to constantly insert every coin into the card. <details> <summary>GIF and evidence that I tested</summary>  </details> ## Changelog 🆑 qol: Now IDs and PDAs have money-reader module for picking some cash into your bank by swiping on money. /🆑 |
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1df0e42efb |
[MIRROR] Cigarettes and vapes are no longer subtypes of masks. (#28479)
* Cigarettes and vapes are no longer subtypes of masks. * clothing path * clothing misses * more * fix donator * more2 * more3 * Update prop_summoner.dm * Update prop_summoner.dm * fix --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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9d9a6c2078 |
[MIRROR] adds swapping pens in PDAs (#28544)
* adds swapping pens in PDAs (#84437) ## About The Pull Request Added the ability to swap items in PDAs <details> <summary>Videos</summary> https://github.com/tgstation/tgstation/assets/112967882/b3c63d7b-7913-42a6-83e7-d2989cdac8b2 </details> ## Why It's Good For The Game You can quickly change items stored in the PDA slots without doing unnecessary actions (pulling the pen out of the PDA, removing it, and inserting another pen) ## Changelog 🆑 qol: you can now swap pens in pdas /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * adds swapping pens in PDAs --------- Co-authored-by: Kocma-san <112967882+Kocma-san@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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30ab05f2ad |
adds swapping pens in PDAs (#84437)
## About The Pull Request Added the ability to swap items in PDAs <details> <summary>Videos</summary> https://github.com/tgstation/tgstation/assets/112967882/b3c63d7b-7913-42a6-83e7-d2989cdac8b2 </details> ## Why It's Good For The Game You can quickly change items stored in the PDA slots without doing unnecessary actions (pulling the pen out of the PDA, removing it, and inserting another pen) ## Changelog 🆑 qol: you can now swap pens in pdas /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |
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434c1bea7a |
[MIRROR] Refactor modular computer (and application) attackby into item_interaction (#28360)
* Refactor modular computer (and application) attackby into item_interaction (#84245) ## About The Pull Request Sooooooooo I was recently notified of an issue (#84185) that popped up from me replacing the `attackby(...)` chain on id cards, where it's no longer possible to put money into IDs inside of PDAs by slapping it against the PDA. As I expected, this is because modular computers both still use `attackby(...)`, and would call `attackby(...)` on the ID they contained if hit with cash. https://github.com/tgstation/tgstation/blob/24a23009e8ee4d056b6671c70c41feab1a18590b/code/modules/modular_computers/computers/item/computer.dm#L799 Now this could've been an easy one line no-gbp fix where I just replace it with a direct call to `insert_money(...)` on the ID and call it a day! But hey. Might as well get rid of the `attackby(...)` altogether while we're at it. First off, because the `attackby(...)` proc was getting quite bloated, we split off all the specific item behaviours into `[X]_act(...)` type procs to clean it up. We then make those return item interaction flags, so we can call them on `item_interaction(...)` after the right typecheck passes and immediately return their results. This also involves replacing the `application_attackby(...)` on applications with an `application_item_interaction(...)`, and making it return the item interaction flags too. The code of each subsection isn't significantly different, though reorganized a bit in some cases. Like inserting a computer disks now tries to move it into the computer _first_ before swapping out whichever disk is already in there, so it doesn't swap out the disk if putting the new one in fails. ## Why It's Good For The Game Fixes #84185. Having more stuff be updated to the proper `item_interaction(...)` system is cool and good. * Refactor modular computer (and application) attackby into item_interaction --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
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476973ea6b |
Refactor modular computer (and application) attackby into item_interaction (#84245)
## About The Pull Request Sooooooooo I was recently notified of an issue (#84185) that popped up from me replacing the `attackby(...)` chain on id cards, where it's no longer possible to put money into IDs inside of PDAs by slapping it against the PDA. As I expected, this is because modular computers both still use `attackby(...)`, and would call `attackby(...)` on the ID they contained if hit with cash. https://github.com/tgstation/tgstation/blob/24a23009e8ee4d056b6671c70c41feab1a18590b/code/modules/modular_computers/computers/item/computer.dm#L799 Now this could've been an easy one line no-gbp fix where I just replace it with a direct call to `insert_money(...)` on the ID and call it a day! But hey. Might as well get rid of the `attackby(...)` altogether while we're at it. First off, because the `attackby(...)` proc was getting quite bloated, we split off all the specific item behaviours into `[X]_act(...)` type procs to clean it up. We then make those return item interaction flags, so we can call them on `item_interaction(...)` after the right typecheck passes and immediately return their results. This also involves replacing the `application_attackby(...)` on applications with an `application_item_interaction(...)`, and making it return the item interaction flags too. The code of each subsection isn't significantly different, though reorganized a bit in some cases. Like inserting a computer disks now tries to move it into the computer _first_ before swapping out whichever disk is already in there, so it doesn't swap out the disk if putting the new one in fails. ## Why It's Good For The Game Fixes #84185. Having more stuff be updated to the proper `item_interaction(...)` system is cool and good. |
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6005276433 |
[MIRROR] Ctrl click refactor (#28157)
* Ctrl click refactor * fex --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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cd9613339f |
[MIRROR] Fixes crayon not fitting in pda by replacing attackby w/ item_interaction (#28176)
* Fixes crayon not fitting in pda by replacing attackby w/ item_interaction (#83951) ## About The Pull Request Fixes a bug, what else do you need fixes #83948 ## Why It's Good For The Game Bugs are bad for game health and crayons fitting in pdas aren't really a major change. ## Changelog 🆑 fix: Crayons now fit in pdas /🆑 * Fixes crayon not fitting in pda by replacing attackby w/ item_interaction --------- Co-authored-by: Lucy Grindler <110352801+LucyGrind@users.noreply.github.com> |
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54d07c767c |
Fixes crayon not fitting in pda by replacing attackby w/ item_interaction (#83951)
## About The Pull Request Fixes a bug, what else do you need fixes #83948 ## Why It's Good For The Game Bugs are bad for game health and crayons fitting in pdas aren't really a major change. ## Changelog 🆑 fix: Crayons now fit in pdas /🆑 |
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47be0bffc2 |
Ctrl click refactor (#83784)
## About The Pull Request Same idea as #82656 but for ctrl click & ctrl shift click cause why not - Does your signal & `can_perform_action()` checks using `interaction_flags_click` flags before delegating the event down to `ctrl_click()` proc. - The one new change now is that `ctrl_click()` proc is now blocking, meaning returning `CLICK_ACTION_SUCCESS` or `CLICK_ACTION_BLOCKING` will stop the object from getting grabbed/pulled. So remember to return these values if you want to stop the grab action or return `NONE` if you want to process the click but still want the object to get grabbed as well ## Changelog 🆑 refactor: Ctrl click & Ctrl shift click has been refactored. Please report bugs on GitHub /🆑 |
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16c66010c9 |
[MIRROR] /icons/ folder cleansing crusade part 3 (#27859)
* /icons/ folder cleansing crusade part 3 * fixes --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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8eb3b51ad9 |
/icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request In my effort to make the /icons/ folder cleaner and more intuitive instead of having to rely on recalling names of stuff and looking them up in code to find them for poor sods such as myself, plus in spurt of complusion to organize stuff, here goes. I've tracked all changes in commit descriptions. A lot still to be done, but I know these waves go over dozens of files making things slow, so went lighter on it. Destroyed useless impostor files taking up space and cleaned a stray pixel on my way. ## Why It's Good For The Game Cleaner /icons/ file means saner spriters, less time spent. Stray pixels and impostor files (ones which are copies of actually used ones elsewhere) are not good. ## Changelog 🆑 image: Cleaned a single stray pixel in a single frame of a bite telegraphing accidentaly found while re-organizing the files. /🆑 |
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53a8ba74c8 |
grep's for "recieve" typos (#83369)
Just spellchecking some common mistakes. |
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+18 |
ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
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