7086 Commits

Author SHA1 Message Date
Bloop e1d93b4168 [NO GBP] Fixes an oversight with tablesmash element (#94609)
## About The Pull Request

I neglected platforms, whoops. Also, while we are at it refactors to use
the connect_loc element further reducing instances of connect_loc_behalf
components, and fixes a bug in disarm code with checking for a flag
using && instead of & that I randomly stumbled upon

<details> <summary> Working </summary>

<img width="1461" height="804" alt="image"
src="https://github.com/user-attachments/assets/fa6fc773-94a8-488e-840d-d1d3d2070a29"
/>

</details>

## Why It's Good For The Game

Fixes a runtime

## Changelog

🆑
fix: fixes tablesmashing onto platforms
/🆑
2025-12-29 22:43:20 -05:00
necromanceranne 15932fd0ae Sanity checks the iconoclast's repeater (#94619)
## About The Pull Request

Alternative to https://github.com/tgstation/tgstation/pull/94613

The iconoclast repeater, the handheld version, no longer fires two
pellets but instead fires in a two round burst.

The iconoclast repeater now charges two shots (one trigger pull) every
crank, and the crank takes 0.4 seconds (letting you outpace your shot
rate). However, you cannot charge the gun while moving.

Reduces the damage of the repeater's shots. Now it does 15 lethal force.
Since this is coming out in bursts of two, this means that it deals 30
lethal force in a single pull.

https://github.com/tgstation/tgstation/pull/86867 removed the wielding
requirement but didn't make the weapon heavy. I suspect this was an
oversight so I'm treating it as a fix given the weapon visually appears
to be held in two hands.

Cleans up some repeat variables and nouns.

## Why It's Good For The Game

The repeater has some pretty egregious statistics that put it pretty
soundly above other improvised weapons, but also a lot of manufactured
weapons as well. It has existing downsides, but they're not necessarily
able to be felt because of other oversights to the weapon's design.

This will make sure that the weaknesses are felt while still being a
relatively useful weapon. Pointedly, the gun still kills people pretty
fast if you're in line of fire, but actually pursuing someone while
firing is going to be very difficult. It can still run down unarmored
targets with the amount of shots in the gun, but it can't be used to go
Rambo down the halls, wiping everyone out with your effective machine
gun.

## Changelog
🆑
balance: The iconoclast repeater, the handheld version, no longer fires
two pellets but instead fires in a two round burst.
balance: The iconoclast repeater now charges two shots (one trigger
pull) every crank, and the crank takes 0.4 seconds (letting you outpace
your shot rate). However, you cannot charge the gun while moving.
balance: Reduces the damage of the repeater's shots (both versions). Now
it does 15 lethal force per shot. Since this is coming out in bursts of
two, this means that it deals 30 lethal force in a single pull.
fix: Laser musket type weapons are now heavy weapons.
code: Cleans up some of the code and grammar on the repeater.
/🆑
2025-12-30 00:17:54 +00:00
Bloop cf14dcfc1a Converts 3 components into elements (#94589)
## About The Pull Request

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

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

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

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

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

</details>

## Why It's Good For The Game

Lessens overhead, fixes a bug as well.

## Changelog

🆑
fix: fixes a pushed crate not removing on_climbable trait properly off
the mob standing atop it
/🆑
2025-12-30 01:05:50 +01:00
Bloop 0190e64654 Converts simple rotation into a bespoke element (#94582)
## About The Pull Request

<img width="579" height="67" alt="image"
src="https://github.com/user-attachments/assets/d7a4427e-2a6e-44d3-94ba-c90a2d474984"
/>

Simple rotation components number in the 8-9k range per round, and each
contains a needless callback datum as well.

These do not need to hold any state and can be bespoke elements, and the
proc to do things post_rotation can just be a normal atom proc.

<details><summary>Still works as you'd expect, including items that have
flag requirements like the wrench</summary>


![dreamseeker_UhvaohsIYK](https://github.com/user-attachments/assets/a4bd6b3f-d502-4a11-852f-0b96472d688d)


![dreamseeker_fEwUfNQben](https://github.com/user-attachments/assets/62dca771-4622-4cb2-9105-7f3a7c73e15a)

</details>

## Why It's Good For The Game

Makes a heavily used element much more lightweight, saves a few mb of
memory.

## Changelog

🆑
refactor: simple rotation component has been refactored into an element
Please report any bugs to github.
/🆑
2025-12-25 10:32:41 +01:00
Bloop e90fca25d4 Converts table_smash component into an element (#94585)
## About The Pull Request

<img width="573" height="30" alt="firefox_EhVA73C1LZ"
src="https://github.com/user-attachments/assets/f77baf9c-2585-4cb7-a08f-5ce8322b0a54"
/>

## Why It's Good For The Game

Less overhead and memory usage.

## Changelog

🆑
refactor: refactors table_smash component into an element
/🆑
2025-12-25 00:25:49 +01:00
John Willard 41f34c2a86 Adds tgui color picker (#94313)
## About The Pull Request

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

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



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


## Why It's Good For The Game

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

## Changelog

🆑 omgovich, itsmeow, Absolucy, JohnFulpWillard, jlsnow301, TealSeer,
lessthnthree
add: Color selection panels now use TGUI (If you have TGUI enabled in
settings).
/🆑
2025-12-21 16:18:34 -08:00
SyncIt21 226ca2f9f3 Some wall mount improvements (#94499)
## About The Pull Request
- Fixes #94497. Adds atom mount component directly but only for non
shuttle areas
- Hand placed posters are pixel shifted onto the wall and not directly
force moved allowing for stuff like acid/fire to interact with them
- Hand placing posters & signs apply the atom mounted component directly
without calling `find_and_mount_on_atom()`

## Changelog
🆑
code: improves code for placing posters and signs on walls
fix: hand placed posters now interact with fire/acid on their mounted
turf
fix: wallframes in player hands gets consumed when mounted in shuttle
areas
/🆑
2025-12-21 18:25:05 +01:00
KingkumaArt 47606e453e Siege Warfare: Adds two new craftable emplaced guns, a bigger laser musket, and a new spear for crew-sided mining. (#94102)
<img width="517" height="305" alt="image"
src="https://github.com/user-attachments/assets/e8cd8bcd-dd3c-4733-99fe-0cdfb9799182"
/>

So, been a while, hasn't it? This PR adds three things. First Up: The
Ratvarian Repeater.


![side](https://github.com/user-attachments/assets/cdbadfad-29a9-4e32-b1b6-85872db94143)

The Ratvarian repeater is a mounted gun made from bronze, stock parts,
and some drinking glasses. it is the emplaced counterpart to the laser
musket, as the pipe organ gun is to the crossbow. Being a laser musket
derivative, this means it has the benefit of _infinite ammo._ However,
this also means to reload it, you turn the crank on the back. My
personal headcanon was it works via a spring mechanism not unlike a
watch, so naturally, it turned into a clock-cult flavored weapon. Each
individual volley per winding shoots 12 laser musket shots in bursts of
two.


https://github.com/user-attachments/assets/152c3ce8-3560-4c8a-b618-7f2d81fb75a0

However, this isnt the only thing it's capable of. If you prefer your
weapons more iconoclastic, you can take a welder to the stand, and carry
it around, for the ability to shoot two laser musket shots instead of
one per trigger pull... with the price being a decreased movespeed, and
the second shot having random spread. Also you cant redeploy the stand,
because iconoclasm. Still, the power is there, if you desire it.

Overall, the repeater is the "Expensive but reliable" option of the
three craftable gun emplacements. It has the most work to get, but once
you have it, theres no need for ammo.


On the complete opposite side of the coin, we have the Improvised
Ballista.


https://github.com/user-attachments/assets/16262965-a860-4205-bc3e-eeb8ec593647

This thing is as cheap as it gets - taking iron and wire to make (plus
tools), and fires the classic spears greytiders love for 80 damage. This
sounds like a lot (and it is), but once the ballista has fired - that's
it, and reloading a second spear takes a full six seconds. Of the four
emplaced guns, it has the least damage per firing sequence, but has all
that damage in one big projectile. The ballista overall is designed to
be dirt cheap to make and generally useful, but requiring a lot of work
to keep running.



And lastly, we have the Giant-killer spear. 
<img width="417" height="287" alt="image"
src="https://github.com/user-attachments/assets/613379aa-379c-40b3-b4fc-ccdaa5ea4678"
/>

Crafted from titanium, plasteel and seven knives, and then forged by
throwing it into lava this monstrously oversized spear is designed to
fight monstrously oversized... monsters. While only doing 21 damage when
wielded, this damage is multiplied by 3.5 against lavaland fauna,
dealing damage equal to a crusher mark detonation. However, despite the
ease of use, it lacks the ability to mount trophies like the crusher, so
is much more suited to killing basic enemies like legions or goliaths,
rather than megafauna. (It still does decently versus them, but youre
prone to just dying.) Additionally, due to lacking the requirements of
mining access or lavaland monsters, it can be made by the crew at large,
providing them a meaningful defense on lavaland/icemoon. It can also be
loaded into the ballista, so you can, if you desire, show those
ashwalkers how the dark ages were REALLY fought.

<img width="202" height="236" alt="image"
src="https://github.com/user-attachments/assets/d21a7275-3d9e-427b-ac14-fee080541fb5"
/>

This PR has been six months in the making, so it feels good to finally
get it out.

Why its good for the game: Similar logic to my previous improvised
weapon prs; I feel the dichotomy of "High tech laser rifle" and "Gun
made from stuff lying around" is an interesting one. Of the damage
values, the only one that has the potential for a balance issue is the
spear, but due to being basically a plastitanium spear that does better
versus mining mobs, I don't forsee this becoming a weapon that you can
arm an entire revolution with.

## Changelog

🆑 Webcomicartist
add: Added the ratvarian repeater, a craftable emplaced crank laser
weapon that can be carried by hand, themed after clock cult.
add: Added the improvised ballista, the rebar crossbow's bigger brother,
that fires spears. Huge damage, terrible fire rate.
add: Added the giant-slayer spear, a spear made at a necropolis tendril
that does extra damage to lavaland creatures. (Ballista compatible)
image: added sprites for the above.
qol: The pipe organ gun should be easier to light now.
fix: Fixed Pipe Organ Gun firing sprites not always going back to normal
after finishing firing.
refactor: Mounted guns are now EVEN MORE flexible codewise, now
supporting secondary ammo types.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2025-12-21 03:03:54 +00:00
MrMelbert bfdb237612 Spooky Scary Supreme Surgery (Rework) (#93697) 2025-12-19 18:42:58 +01:00
Leland Kemble 132557c9a3 You can soak a rag in a sink (#94501)
## About The Pull Request

You can soak a rag in a sink to fill it with water. 

Also while I was killing one letter variable I made it so that the
pickle jar interaction that sinks have puts the clean beaker back in
your hand.

## Why It's Good For The Game

A sink is the most reasonable place to soak a rag. I know y'all aren't
dumping beakers of water onto your rags at home.

## Changelog
🆑

add: You can soak a rag in a sink

/🆑
2025-12-19 10:19:50 -05:00
Bloop acaae89cf6 Removes some cargo culty global lists that don't need to be global lists (#94531)
## About The Pull Request

Not really sure why these were there storing the lists in memory
permanently, when these just get consumed anyway. People copy paste them
all over it seems so I'm going to put a stop to that.

## Why It's Good For The Game

Cleans up like 7 years of cargo cult.

## Changelog

Not player-facing
2025-12-19 10:14:57 -05:00
Aliceee2ch 6767c263c0 [NO GBP] Adding missing interactions for cyborgs (#94457) 2025-12-19 14:31:44 +01:00
LT3 97f250b78d Showers provide unlimited real water instead of unlimited imaginary water (#5024)
## About The Pull Request

- Closes https://github.com/Bubberstation/Bubberstation/issues/5021
- Re-implements unlimited shower water and an additional occupancy check
for those hour long showers.
- Adds a ctrl+click changing of temperature (safe temperatures only)

## Why It's Good For The Game

You stink

## Changelog

🆑 LT3
fix: Showers now provide unlimited real water instead of unlimited
imaginary water
qol: Showers will no longer auto turn-off if occupied
qol: Shower temperature change button
/🆑
2025-12-17 14:00:36 -08:00
Matrix (Selena Rohrmann) fdaf0a85c8 Brown retro sofa is now craftable (#94385)
## About The Pull Request

The "old ratty sofa" can now be crafted! Crafted version is called the
"retro sofa." Also grouped all craftable sofas under one dropdown menu
to reduce UI clutter.

<img width="702" height="439" alt="retro sofa coded"
src="https://github.com/user-attachments/assets/18a6f462-ffaf-4c8e-a64a-8247e9222578"
/>

## Why It's Good For The Game

The brown sofa looks right at home in cozy places like maints, library,
bar, even the command quarters. We had the model as a map spawn, so I
thought it'd be nice to give players the option to craft them too. Goes
well with wood! Also, reduced UI clutter by putting all sofas into one
drop-down menu.
2025-12-15 20:12:52 -06:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
nevimer 5aa2045b13 Merge remote-tracking branch 'origin/upstream-2025-11-29' 2025-12-15 17:11:13 -05:00
Sir Winters 16d2d637f7 Infinite (Water) Showers. (#5007)
## About The Pull Request

Comments out the portion of code that makes it so water recyclers can't
charge while the shower is on.

## Why It's Good For The Game

Shower RP, they can now run for more than 30-60 seconds.

## Proof Of Testing

I have been listening to shower noises for like 11 minutes, I think it
works.
<img width="343" height="336" alt="image"
src="https://github.com/user-attachments/assets/bb510713-8843-4d3b-94c4-eb2e94482ecc"
/>
<img width="662" height="143" alt="image"
src="https://github.com/user-attachments/assets/475d33bf-af44-4a34-93cf-cf2fd00eb585"
/>

</details>

## Changelog
🆑
qol: Showers with recyclers have infinite water.
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2025-12-15 02:46:03 -07:00
FalloutFalcon d25c6201f4 Standerdizing currency symbols Part 2 (#94259)
## About The Pull Request
Converts almost all non-constant, non-tgui usages of all variantions of
"credit" and "cr"

Everything seems in order, tested most the currencies.
<img width="905" height="119" alt="image"
src="https://github.com/user-attachments/assets/3fa005a7-a114-426c-9646-b81f68bc2dec"
/>
<img width="255" height="128" alt="image"
src="https://github.com/user-attachments/assets/14c83b54-4fd9-4bee-838f-5b1c03939d9a"
/>


## Why It's Good For The Game
Same justification as https://github.com/tgstation/tgstation/pull/94128
Just easier to mantain/adjust the grammer/names of our money
## Changelog
🆑
spellcheck: minor cleanup on some usecases of "credits"
/🆑
2025-12-13 21:00:19 -05:00
SyncIt21 f640a0e972 Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting

## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
2025-12-12 12:23:22 -05:00
Tim 46e1f8ff27 Fix closets, crates, and drawers missing material tags (#94273)
## About The Pull Request
This adds custom material lists to closets and crates so it shows what
materials they are made out of when examined.

## Why It's Good For The Game
<img width="603" height="494" alt="dreamseeker_XhFtjANMiX"
src="https://github.com/user-attachments/assets/c31e0789-75ce-40d6-a56d-a52f6490da68"
/>

## Changelog
🆑
fix: Fix closets, crates, and drawers missing material tags
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-12-09 21:52:03 +01:00
Rockdtben 1bab24127b Screentip for (closet) locker would always say "Unlock". Fixed to use the lock… (#94355)
… var.

## About The Pull Request

Fixes Closets so the right button ScreenTip doesn't say "Unlock" all the
time, but shows "Lock" and "Unlock" based on closet being Locked or not.

## Why It's Good For The Game

Death by a thousand cuts. Life by a thousand polishes.
2025-12-08 20:43:49 -06:00
Alien c0686c63f0 Captain gets a command megaphone (#94322) 2025-12-06 17:32:56 +01:00
san7890 e0827de4b5 [MDB Ignore] Unrestricted Airlocks - Door Delays (#94040)
## About The Pull Request

This PR adds a change to a pretty prevalent feature that's been around
since #66588 (April 28th, 2022). Although it has been controversial to
some extent, I believe that it was a good change in principle for
reasons I will later get into. For now, this is what the PR does:

* All _station_ unrestricted door helpers (e.g. those in maintenance)
have been replaced with a subtype that adds a random 2-3 second delay to
opening the door, using a new "unrestricted latch" feature. **This does
not occur if the user has regular access to that door.**
* The unrestricted side will initiate a do_after and plays a distinct
small hissing sound (because I presume you're disengaging some hydraulic
lever on that side), after which the door will open as players have come
to expect.
* While you're engaging the lever, you will be resistant to pressure
movements as you are presumably holding onto the lever or something. All
other movements (e.g. voluntary, being shoved, etc.) will continue to
function as expected.
* We will statistically tabulate each time someone attempts to use the
unrestricted "lever", and every time one successfully occurs. This is
just for analysis to see player trends as we have lacked this over the
last 3.5 years.

Here's a link to the sound I added:
https://freesound.org/people/Usernameis1337/sounds/632755, the version
in this PR was converted using OGG Vorbis.


https://github.com/user-attachments/assets/4167bda4-63b5-4dc0-a7b2-694a9e3d3201

## Why It's Good For The Game

Back in 2022, I was one of the major proponents for adding such a change
to the game. This is for a few reasons:

* It doesn't really make human sense for a station to have
hallways/spaces that you can enter and then just get completely trapped
in. The station is a deathtrap because of _who_ is on it, not because it
_is_ a death trap. I have always maintained that we should assume that
the station is competently made to give the hijinx a much more jarring
background. To me, maintenance isn't old sections of a station (although
it can have those elements), but vital side pathways in the event of
emergencies, like having extra fire stairs in a building. The doors to
those fire stairs are always unlocked because they need to ensure that
people are able to efflux to save themselves from danger rather than
die.
* It was easily subvertable anyways. You can easily ask the HoP for
maintenance access or AI to let you out of maintenance (although the
latter was a bit harder to articulate). I don't find myself agreeing
with this as much nowadays but I remember the frustration I felt waiting
for minutes for someone to open the door had something occurred for me
to have found myself in maintenance. It's simply not fun and doesn't
make sense for a station to have this.
* I thought that it added a unique element to antagonism. You can't drag
someone in maintenance and then have the whole entire subsection of the
station be your den. It's important for you to secure your base should
you be dragging people in there instead of just always being able to win
via dragging.
* People tend to forget this point, but it actually did cause a lot
_more_ deaths in situations where threats originate outside the
station/in maintenance. It was much easier for the killy-stabby mass
murderers to ingress into main hallways and get to killing faster. This
is why the change felt "equal" in a way.

### Why not remove it outright?

I believe that a lot of balance changes over the last 3.5 years (30000
issues ago!) have been weighting for these interactions, and I think
removing it all cold-turkey like will cause a huge upturn in deadliness
and just not be what players are looking for in the new game loop. To
me, this was a vital step in getting more towards 90-minute rounds, and
I think we would see a drop in that. I also have those above three
reasons that I am still a firm believer in, but I am still interested in
seeing what a different system might entail and how that could play out.
I added stat gathering so after we get 4-6 weeks of data, we can
determine to keep or shelve this feature. I will probably always be on
the "blocking" side of removing it outright unless there's some severe
data that can convince me (which will probably need it's own test-merged
PR, while this is meant to be added into the game right now).

### Why are we changing it?

I think not enough people are dying. I played a few rounds yesterday and
while a decent chunk of people were dying, I saw a few follies in my
original line of thought. Maintenance should be a bit creepier and not
auxiliary hallways (in normal circumstances), I already thought we did a
really good job of that but I noticed that it wasn't as good as memory
served me. I think maintenance should have a little bit more difficulty
to navigate (i.e. if you're being chased down by someone and it's taking
2.5 seconds to open, that would be an excellent heart-pounding tension
moment) and would overall be more interesting than the status quo. It is
a bit sillier to me but some IRL buildings do have to have you hold down
the push bar for a few seconds until it disengages, so this is
agreeable.

I also don't think the unidirectional exit design flow standards are
where they were due to drift in application, so this is also a better
way to uniformly apply it.
## Changelog
🆑
balance: After noticing it was too easy for animals to crawl through
maintenance by abusing the Easy-Exit sensors, Nanotrasen has replaced
all unrestricted door sensors (like in maintenance) with a pull-down
lever that should take around 2-3 seconds to engage. It has been
designed to allow the employee to actuate it despite any pressure
differentials within an area.
balance: The above change does not apply to select doors in the medical
section of the station, which will continue to use the "older"
Ready-Exit system.
sound: In order to ensure that staff in high-traffic areas don't go
bonkers due to this new change, sound dampeners have been installed to
prevent the hydraulics from being heard for super long distances.
However, they skimped out on the quality for the ones in maintenance...
/🆑

FYI Mappers/Tweakers: This PR replaces all station map unres mapping
helpers with the new subtype. You are welcome to replace certain doors
with the old helper (the base type) to get the old behavior as you see
fit, just explain why that behavior is desired in that location.
Otherwise, it would be appreciated if we have this new behavior >95% of
the time.
2025-12-05 21:01:15 -05:00
archbtw cd1d8f8b25 Corrects not being able to sit on all stools (#94310)
Corrects not being able to sit on all stools
Since it's a chair

Also fixes a mob's offset when sitting on a stool - if the chair is
facing north, the mob should be behind the chair sprite.

## Why It's Good For The Game

Stools are chairs
People sit on chairs
RP level 100

## Changelog

🆑 ArchBTW
fix: Fix sitting on stools (it's a chair)
fix: Fix offset when sitting on a stool
/🆑

---------

Co-authored-by: glue0000 <230859540+glue0000@users.noreply.github.com>
2025-12-05 00:12:07 +01:00
FalloutFalcon c0a061c352 You can throw items over cardboard crates (#94290)
## About The Pull Request
Seems like an oversight, just makes it so they inherit normal crate
passflags of `pass_flags_self = PASSSTRUCTURE | LETPASSTHROW`
## Why It's Good For The Game
There sprite is smaller then normal crates. why do they block throwing
things over them
## Changelog
🆑
fix: You can toss things over cardboard crates
/🆑
2025-12-05 00:10:33 +01:00
Bloop 7754938c72 Makes a bunch of lists lazy (#94239)
## About The Pull Request

Empy lists. There are a lot of 'em.

<img width="981" height="512" alt="image"
src="https://github.com/user-attachments/assets/b94b041a-2904-466b-ab89-54bd1de11b4e"
/>

Going through ways to reduce memory I found a few easy ones here. Wires,
the edible component, the seethrough component. None of these are really
a concern when it comes to needing lists in memory for performance
reasons. Wires aren't going to be cut most of the time for each door. A
lot of food does not have any junkiness. Seethrough component lies
dormant most of the round. Etc.

Making lists lazy in these cases should be a no brainer.

Everything I tested still seems to work exactly the same.

## Why It's Good For The Game

Frees memory that is just taking up space a lot of the time.

## Changelog

Not player-facing, this is all under-the-hood stuff.
2025-12-03 13:42:16 -07:00
FalloutFalcon 97ed5502a1 Cardboard crates are now made of cardboard (#94289) 2025-12-03 11:41:19 +00:00
SyncIt21 2424103245 Replacing objects with their mapping directional helpers Part 2 (#94181)
## About The Pull Request
Continuation of #94059. Replaces the following signs with their
directional helpers

- `/obj/structure/sign/warning ->
/obj/structure/sign/warning/directional`
- `/obj/structure/sign/warning/radiation ->
/obj/structure/sign/warning/radiation/directional`
- `/obj/structure/sign/warning/secure_area ->
/obj/structure/sign/warning/secure_area/directional`

Depends on #94076 for diagonal wall mounts

## Changelog
🆑
qol: added mapping directional helper for warning, radiation & secure
area sign allowing them to interact with fire/acid on their mounted turf
qol: adds mapping helper to create diagonally shifted objects
/🆑
2025-12-02 23:46:53 +00:00
SyncIt21 f7bc204bf7 Replacing objects with their mapping directional helpers Part 1 (#94059)
## About The Pull Request
Improving upon #93662 where i noticed a lot of objects don't have
directional helpers

Replaces the following mapped in objects with their directional
counterpart

- `/obj/structure/sign/nanotrasen ->
/obj/structure/sign/nanotrasen/directional`

less var edits & also more realistic interaction with fire/acid etc if
the turf on which they are placed on is attacked which isn't the case if
they are directly mounted on walls

## Changelog
🆑
qol: adds mapping directional helper for nanotrasen sign & replaces all
var edited instances
/🆑
2025-12-02 23:44:30 +00:00
Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.

Currently a WIP as I slowly deal with the unit test reports.

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00
tonty 8c45d4466c [MDB IGNORE] Cleans up AI core structure, un-spaghettis some AI code (#93873)
## About The Pull Request

The AI core structure now fully integrates item/tool interactions and no
longer uses attackby/take_damage overrides. Construction behaviour has
been isolated into its own file.

All handling relating to the AI core's status when shunted has been
turned into signals. For this reason, helper procs for managing core
link state have been made and integrated into the relevant users (APC
shunting, mech takeover). The AI core no longer references the remote AI
mob.

/obj/structure/ai_core/deactivated has been removed from code since it
had no function after refactoring. There was only a single instance of
it being used in a map, which has been replaced with a var edit.

There may be more things I changed, but I'm h
2025-12-02 12:38:51 -06:00
Alien 99fcd710e5 Warden can open the lethal injection locker (#94247)
## About The Pull Request

The access of the injection locker matches the rest of the room and
warden can open it (not normal officers)

## Why It's Good For The Game

It makes no sense why this one method of execution specifically is only
for HOS and captain. Warden can already shoot it open with lasers or
shoot the guy being executed with lasers so it's not like it's
powercreep or smth.

## Changelog
🆑
balance: The lethal injection locker is now accessible by the warden.
/🆑
2025-12-02 10:23:58 -05:00
Bloop bb78b9c49b Axes harvest products into procs instead of lists (#94233)
## About The Pull Request

###### Get it? Cause you're chopping down trees...

Why do this at all? Well, we have been looking into memory consumption
and found an unexpectedly high amount of lists on flora objects.

Was talking about it with Melbert, we agreed this would be a good way of
removing needless lists on every blade of grass that are just taking up
memory.

Instead, these lists will be generated and consumed when the actually
chopping down of a tree occurs.

## Why It's Good For The Game

Uploads some more RAM

## Changelog

Not player-facing, things will function the same as they always have.
2025-12-01 16:40:16 -07:00
Nick 595b9c00b3 Removes Defibrillators from being printable, and adds cmo compact defib as a spy objective. (#94182)
## About The Pull Request
This PR removes Defibrillators from being printable in the techlathe.
Which means the Compact belt becomes CMO exclusive item.
And adds a objective for spies to steal compact belt because it feeds it
into the black market, which other antags can maybe buy and emagg it to
turn it into a reasonable weapon
This pr also makes it so the baseline of roundstarting defibs is 4

## Why It's Good For The Game
Years ago we made defibrillators never printable, and there was no way
to get them unless it was trough cargo, and later we added it to the
techlathe which immediatly voided the cargo crate.
Medical starts with 4 defibrillators medbay usually uses 2, and then the
other 2 go to medical borgs (and theres not really ever a real reason to
print out another since you got plenty).

We also have spefific upgrade modules for medical cyborgs which is
voided by just printing a defib and inserting it into the medical borgs.

TL;DR order it from cargo either 1 using your departmental budget, 2
using your free ordering console, or 3 just from cargo

## Changelog
🆑 ezel
add: Compact Defibrillator is now a Spy objective
balance: Compact Defib is CMO exclusive again
balance: you can no longer print Defibrillators in techlathe (purchase
them via cargo if needed)
sprite: CMO compact defib now looks unique from other ones
map: catwalk defibs trimmed to 4 instead of 6
map: metastation defib added from 3 to 4
map: wawastation defib added from 3 to 4
map: tramstation defib added from 3 to 4
map: nebulastation defibs trimmed from 6 to 4
/🆑
2025-12-01 00:17:21 -05:00
MrMelbert 6d20c4f20d Stairs update (#94146)
## About The Pull Request

1. Stairs are now on the floor plane, meaning they don't have AO and
blend in with turfs

2. Stairs now blend with adjacent stairs, forming a contiguous sprite

3. There is now a visual indicator that stairs will take you up in the
form of an arrow - The arrow appears when within three tiles and only
appears if the stairs can actually take you up.


https://github.com/user-attachments/assets/d941a312-9470-4d2a-95f0-a1834adf0212

## Why It's Good For The Game

1. The common method of making stairs (stair objects on stair turfs)
looks ugly due to AO
2. Stair turfs have these sprites but not the objects themselves
3. Given stairs now blend in better, I figured there should be a proper
indicator that stairs exist. Helps with fake stair confusion

## Changelog

🆑 Melbert
qol: Stairs now have an indicator that stepping beyond them will take
you upwards. You can disable it in accessibility settings if desired.
image: Stairs blend in and together better.
/🆑
2025-11-30 17:33:08 -07:00
MrMelbert 42f4df09a7 Tweaks ai escape_captivity behavior (#94224)
## About The Pull Request

Now: AI will break chairs they're buckled in
After PR: Ai will prefer to resist out of chairs if possible

Fixes #94222 , partially

Really I think this shouldn't be a subtree, orrrrr if it is it should be
enabled by combat.
It's weird that buckling a pet into a pet bed encourages them to get up
ASAP.
If a mob is completely docile or otherwise not trying to act, they
shouldn't freak out and break whatever they're sat in.

Alternatively pets need a behavior for seeking out a bed (but that's
more effort)

## Changelog

🆑 Melbert
fix: AI mobs will prefer to resist out of simple buckles (like being sat
in a chair or bed) rather than try to break the chair.
/🆑
2025-11-30 17:26:11 -07:00
SyncIt21 39a196824a Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting

## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
2025-12-01 00:50:16 +01:00
FalloutFalcon aa8e9aaf94 Lattice ignore slowdown of turf and stop immersive overlay from water (#94199)
## About The Pull Request
first part is prob a balance thing but the immersive part feels like an
oversight.

Current behavior (catwalks already have both the traits im adding)


https://github.com/user-attachments/assets/2f1b44f3-5942-4e54-9e9a-c6ae9b9bde9e

## Why It's Good For The Game
For the immersive part, it looks bad as its half submersed yet you also
sink just as much despite it feeling like something you would stand on.

For a similar logic, lattice seem like something you should be able to
walk ontop of. thus ignoring the slowdown of the turf underneath it. It
stops you from falling into both chasms and hyperspace. It would likely
stop you from dredging through mud or similar turfs that have slowdown
2025-11-30 13:30:36 -06:00
Bloop 9c8a60a0b8 Removes some cargo cult string interpolations (#94210)
## About The Pull Request

Macros that are strings do not need to be doing this.

## Why It's Good For The Game

Less improper things to copy paste existing in the codebase
2025-11-30 13:25:45 -06:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
John Willard 92fb372a8c Adds the monastery monitor (#94160)
## About The Pull Request

I'm working on a pubby update for the map depot for admins to run, and
thought I should throw this here. Removes a varedit from Pubby and makes
the monastery telescreen replaceable by making it researchable and
printable through the service techfab.

Also re-adds the pubby map wall item, using the new map item outlines.

## Why It's Good For The Game

Repairability for a map that seems to be ran frequently by admins
(judging by it getting actual issue reports), this has no effect
otherwise.
2025-11-29 11:33:33 -07:00
Leland Kemble 187ee6e31c Fixes missing spare safe emag sprite (#94183)
## About The Pull Request

Gives the cap's spare id safe a `spare_safe_broken` `icon_state`,
preventing it from becoming smiling table sprite from lack of real
sprite. Also moves all of its sprites to
obj/structure/storage/storage.dmi from its previous home at
obj/structure/structures.dmi, because it's storage. And the base safe is
there too.

## Why It's Good For The Game

fixes #94152

## Changelog
🆑

fix: Emagging the cap's spare safe will no longer turn it into a smiling
table

/🆑
2025-11-28 21:43:01 -07:00
Joshua Kidder 7a3ad79506 All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.

<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>


I'll upload the .cs script I used to do it shortly.

## Why It's Good For The Game
Just minor code cleanup.

Script used is located at https://metek.tech/camelTo-Snake.7z

EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
    static async Task Main(string[] args)
    {
        var readFile = new FileStreamOptions
        {
            Access = FileAccess.Read,
            Share = FileShare.ReadWrite,
            Options = FileOptions.Asynchronous | FileOptions.SequentialScan
        };
        FileStreamOptions writeFile = new FileStreamOptions
        {
            Share = FileShare.ReadWrite,
            Access = FileAccess.ReadWrite,
            Mode = FileMode.Truncate,
            Options = FileOptions.Asynchronous
        };
        RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
        Dictionary<string, int> changedProcs = new();
        string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
        Regex camelCaseProcRegex = new(regexPattern, regexOptions);

        string snakeify(Match matchingRegex)
        {
            var vals =
            matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
            var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
            string logString = $"{vals[0]} => {newVal}";
            if (changedProcs.TryGetValue(logString, out int value))
            {
                changedProcs[logString] = value + 1;
            }
            else
            {
                changedProcs.Add(logString, 1);
            }
            return newVal;
        }
        var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();

        // uses default ParallelOptions
        // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
        await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
        {
            var reader = new StreamReader(filePath, readFile);
            string oldContent = await reader.ReadToEndAsync();
            string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
            if (oldContent != newContent)
            {
                var writer = new StreamWriter(filePath, writeFile);
                await writer.WriteAsync(newContent);
                await writer.DisposeAsync();
            }
            reader.Dispose();
        });
        var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
        foreach (var pair in logToList)
        {
            Console.WriteLine($"{pair.Key}: {pair.Value} locations");
        }
    }
}

```

## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
2025-11-27 15:50:23 -05:00
Wallem eed4d09cba Abandoned crate UI (#94090)
## About The Pull Request

Gives abandoned crates a ui when you use a multitool on them

<img width="357" height="196" alt="423112"
src="https://github.com/user-attachments/assets/3742b222-d8b6-4222-89e4-89b176387f0e"
/>

<img width="352" height="278" alt="5656565623623"
src="https://github.com/user-attachments/assets/496095cf-d9d6-4ae7-9bbb-a6eff34864ca"
/>

Each `Button` component has a tooltip explaining how the minigame works
& what the column it's in means
## Why It's Good For The Game

Now you don't need to scroll through chat to find all your previous
attempts
## Changelog
🆑 Wallem
qol: Replaces abandoned crate multitool interaction with a TGUI window
that shows ALL your previous attempts
/🆑
2025-11-26 13:01:00 -07:00
Alien 267d31d531 Adds a bandolier to the warden's locker (#94130)
## About The Pull Request

PR title

## Why It's Good For The Game

Warden is the weapons guy and even starts with a super cool unique
shotgun. Bandoliers are roundstart items (can be bought from bartender's
vendor when they arent using it or arent preset, can be crafted by
killing five monkeys which there are plenty of) so this just removes the
hastle of having to go get it.

## Changelog
🆑
balance: The warden starts with a bandolier in their locker
/🆑

Co-authored-by: John Doe <markkavalerov87@gmail.com>
2025-11-25 19:46:03 -07:00
Leland Kemble 97164a090e Turns some instances of ", this" into ". This" (#94043) 2025-11-21 17:33:19 +01:00
necromanceranne d76d2f5438 Laser Gun Update: Deep Lore, Gun Variety, Pew Pew (#93520)
## About The Pull Request

Updates the laser gun into four proper subtypes: Standard, Pistol, Rifle
and Carbine.

<img width="229" height="210" alt="image"
src="https://github.com/user-attachments/assets/12c03076-8ebf-4d87-8c98-6a8cce6821db"
/>

Current sprites are pending a palette change.

**Standard:** Functions as you would expect. Same as ever.

**Pistol**: Lower charge, 20 force, normal sized, recharges faster.

**Carbine**: 15 force, 26 mag, two round burst. Projectiles flight
slightly faster. Cannot dual-wield.

**Rifle**: 20 force. 40 mag. Two round burst. EMP resistant (not
immune). Projectiles fly slightly faster. Cannot dual-wield (not that
you need to).

All but the rifle can be sourced from cargo. You can also buy the sovl
version of the laser gun if you're especially nostalgic.

### Armory Changes

The Armory now can potentially spawn either pistols, carbines or
standard. The weighting leans closer to spawning carbines and standard
as opposed to pistols.

### Lore Dump

The laser line of weapons now all have lore. That rich, deep lore that
every game needs and is totally not important at all to the meat and
potatoes of the game. I'm paid by the hour ($0.00)

### Code Tidying

Lasers are old and a total mess code-wise so we've tidied up while we're
here.

## Why It's Good For The Game

Variety is the spice of life and also some of these weapons could have
used a face lift. Especially the laser carbine. Both functionaltiy wise
and appearance wise.

A bit of randomness in the armory means some rounds might have unique
outcomes compared to others. Sometimes, items in cargo don't see
particularly much use, so peppering in a few random potential deviations
can maybe nudge people to utilize variant gear on future rounds.

I'm obsessed with writing too much information. I blame Hatterhat.

## Changelog
🆑
add: Three variants of the laser gun; Carbine (replacing the existing
one), Pistol and Rifle! Find it (possibly) in your armory today!
balance: The armory laser guns might be different variants of the laser
gun, rather than always being the standard. The standard is the same as
ever, even if it looks different.
add: If you care, the sovl version is available as a goodie. And in the
hands of pirates...
spellcheck: Lore! LORE FOR LASER GUNS! LOOOORE! Examine laser guns
closely and you might learn more about them.
balance: The new set of laser guns come with brand new sprites.
/🆑

---------

Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
2025-11-20 22:21:16 -05:00
Nick b7a54117ad Removes advanced health analyzer from CMO (#94017)
## About The Pull Request
This PR removed the health analyzer from cmo roundstart gear

## Why It's Good For The Game
Its a tech bypass and encourages heads to research stuff to the
department can do their work better plus cmo like the ce who lost his
tools get alot other QoL tools which give them the edge as a head

## Changelog
🆑 Ezel
balance: Cmo no longer starts with a advanced health analyzer
/🆑
2025-11-20 10:24:44 -05:00
SyncIt21 81427cd5cf Unit tests, refactor & realignment for map loaded wall mounts (#93662)
## About The Pull Request
This 1st has to be PR'd so the integration tests can point out all
wallmounts that could not find a support structure to mount on. I then
will do many map edits to align them onto the closest atom

Yes we no longer use wall mount but atom mounted component. All objects
that are mounted on windows/tables & fences now also fall off when
destroyed

It'll probably be a WHILE before I can fix all wall mounts. Long day.
Expect me to misalign many stuff to fix failing CI so make sure to
provide suggestions when possible

Improved wallmount code overall
- Fixes #93793


## Changelog
🆑
fix: fixes all incorrectly maploded wall mounts that aren't actually
hanging on any support structure
fix: objects mounted on tables, windows & fences also fall off now when
destoryed
qol: lights can be mounted on windows
qol: cameras can be mounted on windows
qol: buttons can be mounted on tables
refactor: improved how wall mounts interact with objects as a whole
report bugs on github
/🆑
2025-11-18 22:37:12 -07:00
MrMelbert c3b29b8823 Monkeys will avoid glass tables (#93997)
## About The Pull Request

Ai pathing will avoid turfs that have glass tables on them.

## Why It's Good For The Game

Monkeys loooove glass tables

## Changelog

🆑 Melbert
qol: Monkeys will avoid stepping over glass tables
/🆑
2025-11-18 17:24:53 -07:00