## About The Pull Request
Closes#96092
Also added missing midround clowns to alias/species prefs for ops
## Changelog
🆑
fix: Having only midround clown ops (but not normal clown ops) enabled
in antag prefs now displays operative alias/species toggles
admin: Added clown ops to the ban panel
/🆑
## About The Pull Request
Fixes a merge conflict between 2 of my stat panel PRs that caused the
'Toggle Stat Panel' button to not work.
Also converts more skin stuff to defines that I missed in the last PR.
## Why It's Good For The Game
Button works wahoo!
## Changelog
🆑
fix: Stat panel's "Toggle Stat Panel" button now works.
/🆑
## About The Pull Request
Ports our optimizations to the version of ghost runechat introduced by
https://github.com/tgstation/tgstation/pull/95223
Instead of looping through all the mobs a second time it will do it in
deadchat_broadcast(). Also adds a global for if drunechat is
enabled/disabled and an admin verb for toggling it on or off.
<details><summary>still works</summary>
<img width="330" height="220" alt="dreamseeker_kkNBPBjbMv"
src="https://github.com/user-attachments/assets/4706ad98-fafe-4f88-9de0-6b72983ab044"
/>
</details>
## Why It's Good For The Game
Better option for performance
## Changelog
🆑
code: speeds ghost runechat up a bit, and makes it show as italic
admin: adds a 'toggle dead runechat' admin verb in case you need to
disable it midround for an event or something
/🆑
## About The Pull Request
Removes Say/Me/OOC/Pray/Whisper as stat panel verbs
1. Adds a hotkey for Pray, P by default, and also adds it to the list of
say modes (so tabbing on tgui-say will show it)
2. Makes Whisper a button on the commandbar, which is literally just
``say "#``, letting players know it exists in a more direct manner.
3. You now need 2 characters to be considered "typing", so `#` for
whisper won't cause you to start to think anymore.
Also messes around with the skin a bit, moving the commandbar to be
separate from the chat window, therefore not resizing if the chat
window/stat panel splitter changes, since I was already messing with the
command bar entirely I might as well look into getting this fixed. This
will go even better with
https://github.com/tgstation/tgstation/pull/95383 as it wont stretch the
command bar when the stat panel is closed.
https://github.com/user-attachments/assets/26cd9df0-7582-445e-9f67-c03d2c9cf46d
Also adds a new Adminhelp submenu for the Pray button for additional
visibility
https://github.com/user-attachments/assets/64f31f86-92a2-4f04-b248-6bbe301919fe
My current goal is the deletion of the IC tab so I've been trying to
inch towards that.
## Why It's Good For The Game
Moves Praying & Whispering into something that's more easily seen by
newer players, and helps cut some of the more useless verbs out of the
stat panel.
This is also part of my project you can see more of here -
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view
## Changelog
🆑
qol: Pray verb is now a hotkey, Whisper is now a command bar button, and
all say verbs have been removed from the stat panel.
qol: Admin button on the escape menu is now its own section for praying,
as well as seeing your latest ticket & admin notes.
fix: Resizing the stat panel will no longer change the size of the
command bar.
/🆑
## About The Pull Request
Removes Station-Time entirely
Server Time is now NST (Nanotrasen Standard Time). SS13 takes place
exactly 540 years in the future of the current day, so every second is 1
second in-game.
Round Time is now PT (Pay-Time), how Nanotrasen keeps track of how long
the current rotation of Employees has been working for.
Telecomms uses NST due to its importance of being the communication to
the blackbox.
Autopsy report, clocks, scientific reports and requisitions use both
timestamps due to them being more official documents that NT may need to
know beyond just the current round (just for flavortext).
Pretty much everything else (Det scanner, PDA, IC logs, Time-of-Death,
AI law changes, Cyborg file downloading) uses PT
PT
<img width="305" height="217" alt="image"
src="https://github.com/user-attachments/assets/cef73025-6292-4f9c-8565-197397bda2ca"
/>
<img width="168" height="59" alt="image"
src="https://github.com/user-attachments/assets/a99db568-045d-45fc-8206-0d9a7b13c7d2"
/>
<img width="308" height="122" alt="image"
src="https://github.com/user-attachments/assets/37ca6f17-8916-4af2-9c91-0f0707038ca5"
/>
https://github.com/user-attachments/assets/29445051-c98b-4af3-a657-812083aab91a
Clock (Literate)
<img width="748" height="292" alt="image"
src="https://github.com/user-attachments/assets/c824e812-91b5-4737-858d-768336e9a7c4"
/>
Clock (Illiterate)
<img width="446" height="94" alt="image"
src="https://github.com/user-attachments/assets/90d5ea0d-eaff-4ced-aa31-ffdf0b4832a5"
/>
New paperwork time working properly
<img width="311" height="190" alt="image"
src="https://github.com/user-attachments/assets/6d048926-db61-4c91-893b-ce93e1ea7775"
/>
NST
<img width="800" height="115" alt="image"
src="https://github.com/user-attachments/assets/35ffde49-13c1-4ce7-ab24-858e48b608bd"
/>
<img width="1288" height="142" alt="image"
src="https://github.com/user-attachments/assets/40c30d16-e0de-4efc-b460-9486eeb901d6"
/>
# Other changes
1. Circuit time checker will now get the value of the given input (Hour,
Minute, Second) rather than the full dedisecond time converted into
hour/minutes/seconds
<img width="270" height="67" alt="image"
src="https://github.com/user-attachments/assets/097440cc-1c45-447f-9976-18de7f9c722c"
/>
2. Turns nightshift into a round event that'll last approximately 22
minutes
3. 12-hour pref (doesn't apply to the stat panel because it's global
info) & removal of "TCT" time
<img width="569" height="440" alt="image"
src="https://github.com/user-attachments/assets/d39083b1-d248-41c0-9a1c-b2398ca203a7"
/>
4. The chocolate pudding negative moodlet is now based on the server's
IRL time.
5. Admins can now use ``class``, ``style`` and ``background`` (they were
already given perms to use ``img`` so hiding background, which was
removed to prevent image embedding, is pointless)
6. Also fixes ``year`` being off on localhost.
## Why It's Good For The Game
Server Time is approximately 1s = 12s converted, not including it
desyncing from lag (I believe?).
This makes it pretty much impossible for people to actually use this as
a unit of measurement for in-game actions.
Different things also uses different timestamps which is a bit more
confusing.
The main change here is for accessibility and, hopefully, using time as
a source of immersion. "20 minutes ago" is no longer OOC, they're just
speaking in PT. There's no timezones in space, Nanotrasen Standard Time
is the closest there is, but Pay Time is how NT considers when you get
your paychecks, so it's what is more commonly used.
It also fixes major inconsistencies between "IC time" and "Station
time", things like breakfast moodlet was the first 15mins of the round
despite the round starting like 7 hours in? Nukies with an L6 SAW firing
down the halls was shooting like 1 bullet every 3 seconds (assuming 4
bullets per second), overall there was just a disconnect between how
long time actually is in the universe.
The secondary reason for this change (though it is what pushed me to
actually get around to making this change) is the greater stat-panel
removal. This hopes to lessen the dependence on the stat panel for
station-time by making it easier to understand, and the end-goal I have
is for this information to be limited to Admins & the AI (AI will get
the IC version with the accurate year), so until that happens I would
like to improve the use of station-time by making it consistent (for
example, you should only care for PT for IC, which is also what your PDA
displays), so that when it gets removed it won't leave players timeless.
If you haven't already, and is interested in helping remove the stat
panel, every entry that needs to be removed can be found here -
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view
Closes https://github.com/tgstation/tgstation/issues/94988
## Changelog
🆑
del: Removed Station Time, now we use NST (Nanotrasen Standard Time),
which is IRL server time +540 years, and PT (Pay Time), the amount of
time since the round has started.
del: Station nightshift is now a Station event rather than being based
on Server time.
balance: Time circuit's Unit of Measure now tells the amount of time in
hour/minute/seconds rather than giving the whole time translated to
hours/minutes/seconds.
qol: Added a 12-hour clock pref for people who prefer it.
qol: Hovering over NST timestamps on official documents will now
translate how much it is in PT/Shift Time.
admin: Admins can now use style/class/background in their papercode.
/🆑
---------
Co-authored-by: Isratosh <Isratosh@hotmail.com>
## About The Pull Request
https://github.com/tgstation/tgstation/pull/95111 introduced code that
threw me off a bit and felt like a bug.
If your physique is set to 'Use Gender', and you change your gender to
plural, for some reason it edits your physique pref to 'Female' each
time. Which leads to a disorienting user experience as you would expect
the physique to change back to male when clicking the male gender icon.
except it never will until you update your physique pref, which on a lot
of codebases you have to scroll down far to find and likely wouldn't see
changing in real time.
I don't see why it's necessary to touch the prefs when the
apply_to_human code already handles everything related to defaulting to
'female' physique.
<details><summary>before (note the Body Type setting on the right hand
side)</summary>
<img width="586" height="397" alt="dreamseeker_F6LzOphJkn"
src="https://github.com/user-attachments/assets/ba87bba1-b3cd-4744-82fd-24185eb4b31f"
/>
</details>
<details><summary>after</summary>
<img width="654" height="583" alt="9Inr4Xbh3b"
src="https://github.com/user-attachments/assets/e5f78417-5886-48e9-ad56-0ce191b45095"
/>
</details>
## Why It's Good For The Game
Prefs which are located in separate panes shouldn't be rewriting
themselves automatically like this. Better UX
## Changelog
🆑
fix: changing your gender choice in character prefs no longer modifies
your physique preference
/🆑
## About The Pull Request
Add the `ooc_colour` var to a `client`. admins can feel free to set it
to whatever. It will even override other admins ooc colour preferences!
GO be dickheads to each other!
## Why It's Good For The Game
Admin freedom is always good.
## Changelog
🆑
admin: admins can more freely mess with ooc colours
/🆑
Co-authored-by: Josh Powell <josh.powell@softwire.com>
## About The Pull Request
It was me I broke it
## Why It's Good For The Game
Unchecking this should actually hide mismatched parts
## Proof Of Testing
Yes
## Changelog
🆑
fix: fixed mismatched parts toggle doing nothing
/🆑
## About The Pull Request
Removes Object tab, which didn't work as it required a whole reload of
your verbs to update to what verbs would show up in it (which is very
hard to actually trigger as a player), but leaves the verbs that had
them show in the dropdown menu.
Removes the Point-To and Examine verbs from the Stat panel, now it's
commandbar only. Originally only did Point-To, but because the stat
panel sorts itself by the category of the item, then the order of the
name, I had to remove Examine's category so it would remain sorted the
same.
bruuuuuh
<img width="1259" height="985" alt="image"
src="https://github.com/user-attachments/assets/ea89db24-fafd-41d6-939e-4dbc7bbf3828"
/>
<img width="309" height="244" alt="image"
src="https://github.com/user-attachments/assets/3b8d9c52-056b-44ce-8ee8-051439a2fa51"
/>
Removes Server tab for players (not Admins) by moving Show Map Vote
Tallies to the OOC tab, as that was the only verb there.
Activate Held Object has been moved to IC since it's a roundstart verb,
I thought I should leave it be (do we have numbers on how many people
use these? Why would someone use the verb over clicking on the item
in-game or Z? Should I remove this too?).
Admin's Object Possession verbs are now in Admin Fun instead of Object.
Player stat panel
<img width="299" height="194" alt="image"
src="https://github.com/user-attachments/assets/8a3c9ad0-514a-44c5-b023-f71e57de4758"
/>
Admin stat panel
<img width="581" height="224" alt="image"
src="https://github.com/user-attachments/assets/7232485f-af41-469e-abfd-fce066816eec"
/>
<img width="624" height="297" alt="image"
src="https://github.com/user-attachments/assets/6eb540be-4912-44f6-be36-5fe3a74b7f19"
/>
## Why It's Good For The Game
We have 2 tabs that exists for a total of 3 procs, 2 of them fit
elsewhere and the last one doesn't work at all. Most verbs here don't
show up in the stat panel at all for the vast majority of players due to
the stat panel not actually loading them in when it's available, which
to me shows that it's a feature that isn't really cared about anyways.
It also helps newer players because there's less tabs to navigate and
less verbs to sift through, we have a ton of verbs that basically don't
need to exist and they only exist to make looking for the important
verbs a larger hassle.
## Changelog
🆑
del: Deleted Object tab, and Server tab for players. Activate Held
Object verb is now in the IC tab. Examine and Point To was removed from
the stat panel.
admin: Object possession verbs have been moved to Admin Fun.
/🆑
## About The Pull Request
Adds a helper `SStts.random_tts_voice(gender)` which attempts to pick an
appropriate voice for the passed gender
## Why It's Good For The Game
Randomization into a completely wrong voice kinda ruins it
## Changelog
🆑 Melbert
qol: TTS voice is more appropriately randomized to gender
qol: Getting randomized through means such as mulligan toxin randomizes
TTS voices
/🆑
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
## About The Pull Request
This is a port/revival of Kapu's
https://github.com/DaedalusDock/daedalusdock/pull/883
By god, please TM this for a while, as HUDs are rather volatile and I
might've missed something (also the original PR had harddel issues, so
we should probably be on the lookout for those)
Instead of being stored in a metric ton of separate variables, all HUD
elements are now kept in a ``key -> element`` assoc list, and separate
category lists have been turned into a single ``group_key -> list of
elements`` assoc list for easier management.
This massively simplifies HUD creation and management, and allows us to
sanely dynamically modify HUDs without having to keep track of our
elements ourselves (harddel fuel)
I've also noticed that plasma vessels had... interesting, to say the
least, way of managing their HUD and in humans were unable to display
it, which I've changed (the element itself is displayed below stamina in
non-aliens, as latter occupies the spot where you'd normally see it)
Also fixes a bunch of minor unlikely to occur issues with HUD not
updating when it should've sometimes.
## Why It's Good For The Game
The two most important results of this is that A) we can fix the issue
with items larger than 32x32 not displaying properly in inventories (in
a separate PR) and B) this paves the way for datumized inventory slots,
although that is a separate nightmare
Some of this code is also actually over a decade old, and is an absolute
nightmare to work with.
## Changelog
🆑
qol: Non-aliens with an implanted plasma vessel now see their plasma
level in their HUD instead of just the stat panel
refactor: Refactored the entirety of HUD management code, report if
anything breaks!
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
1. Underclothes have all been repathed as
`/datum/sprite_accessory/clothing`
2. Underclothes now have support for GAGS. Currently it ONLY supports
static GAGS colors, ie only preset colors, however prefs support could
easily be added in the future
3. Uses the GAGS support to implement the existing digitigrade
templating system for some undergarmants - lizards will use a generic
template for their underclothings when applicable
Example
<img width="169" height="124" alt="image"
src="https://github.com/user-attachments/assets/30b6689b-13a4-4cf9-811c-0d5d0bd5da59"
/>
## Why It's Good For The Game
Existing undergarmants look really jank on lizards
<img width="170" height="140" alt="image"
src="https://github.com/user-attachments/assets/de0704e0-d403-4bdb-a4c5-432d704b9c99"
/>
<img width="118" height="102" alt="image"
src="https://github.com/user-attachments/assets/7ec47327-c2a9-4a90-aab5-fb57105d5111"
/>
I would like to solve this, and well... the two solutions are "we force
lizards to run around naked" or "we use the cool templating system". The
latter seemed preferable
<img width="165" height="125" alt="image"
src="https://github.com/user-attachments/assets/6a8e4225-10a4-4044-9a12-c220713cd613"
/>
I did yoink the template from the jumpsuit template so it might look too
similar, might need to tweak it
## Changelog
🆑 Melbert
add: Some undergarmants will now use a generic replacement on lizard
body shapes that fit more appropriately
refactor: Refactored how undergarmants generate their icons, report any
oddities with that
/🆑
## About The Pull Request
I want to do stuff with parallax (like placing stuff in the backdrop and
moving it around), but I'm in my not doing 100 things in one pr arc so
we're doing this piecemeal.
To start, I wanted to try adding oldspace back as a parallax layer. This
is something I was considering when it was first removed but never got
around to, so here we are.
I started by [writing a rust
program](https://github.com/LemonInTheDark/old_space_gen) to fabricate
the required icon state, then realized that all the different parts of
space have their own animation delays. There's no way I could make one
icon state with all them looping, so instead I split them up into
multiple components and then overlayed them together.
This works, but is infeasible (my gpu died) at the scale required for
parallax (17 480x480 sets, 15 unique delays per 1 set) so I used render
targets to render one copy, then mirror it to the rest of the overlays.
This works wonderfully, and gets us down to (on my machine) a gpu cost
comprable with about medium parallax intensity.
I'm open to making these tile bound but I thought making them look "far
away" feels better.
In the process of all this I got very mad at the existing parallax code,
soooooooo
Parallax layers are no longer stored on the client, they are stored on
and managed by the parallax home atom that holds them for display. Said
atom also tracks all the information about how they are selected.
Parallax layers no longer take a hud as input, instead expecting a
client. (we were just swapping them back and forth and I thought it was
dumb).
Parallax no longer tries to support passing in a mob that does not
actually own the hud it is displayed on. This feature wasn't even being
used anymore because it was fully broken, so all it was doing was making
the code worse.
Parallax no longer has to do a full refresh anytime something about WHAT
layers are displayed might have changed. We cache based off the
variables we care about, and use the change in state to determine what
should happen (this is improved by moving "rendering the layers" fully
to the control of the home datum).
Parallax no longer directly modifies the hud's plane masters, instead
relying on trait based signals to manipulate them (this avoids wasted
time in the common event of a needless parallax prefs check).
Parallax no longer has 2 procs that are only called together to
"remove/readd/update" the layers, instead doing both in a new check()
proc.
Cleans up some plane master cruft to do with tracking/managing huds
(might break, tested, think it's fine).
## Why It's Good For The Game
https://github.com/user-attachments/assets/79138a0f-9f6d-447d-843e-0d237db13276
## Changelog
🆑
add: Added an option for rendering space parallax with old space sprites
(the ones from before we invented parallax), they're animated and I feel
quite pretty.
fix: Space parallax should hopefully behave a little more consistently
now
refactor: Rewrote a lot of how space parallax handled itself, please
yell at me if any bugs make themselves known
/🆑
## About The Pull Request
- The `prosthetic replacement` surgical operation has been reverted to
be closer to how it used to work: The operation is done targeting the
limb that's missing
The change was made out of necessity, as surgical state was tied to
limbs - you had to operate on the chest to re-attach limbs because there
was no limb to operate on.
To circumvent that, I have done the unthinkable of adding stumps when
you are dismembered.
- Missing limbs are now represented as an invisible, un-removable,
un-interactable limb.
Making this change was not as difficult as originally anticipated, and
(at least surface level) seems to have broken very little.
Surprisingly little had to change to make this work.
Direct accesses to `mob.bodyparts` was changed to `mob.get_bodyparts()`
with an optional `include_stumps` argument.
Similarly, `get_bodypart()` had an optional `include_stumps` added.
This means we ultimately barely needed to change anything, and in fact,
some loops/checks were able to be streamlined.
## Why It's Good For The Game
- As mentioned, this change was out of necessity and was easily the
least intuitive part of the broader changes. Reverting it back to how it
used to work should make it far easier for people to pick up on, and
means we can cut out a bunch of bespoke instruction sets that I had to
include.
- The addition of stumps also adds a ton of future potential - code wise
it allows for stuff like better damage tracking (we can transfer damage
between limb <-> stump rather than limb <-> chest), and feature we can
do "fun" stuff like have stumps bleed on dismemberment that you can
bandage.
## Changelog
🆑 Melbert
del: "Add prosthetic limb" surgical operation has been reverted to be a
bit closer to how it used to work - you operate on the missing limb /
limb stump, rather than on the chest.
refactor: Missing limbs are now represented as limb stumps. In practice
this should change nothing (for now), as no features were rewritten to
make use of these besides surgery. Please report any oddities with
missing limbs, however.
/🆑
## About The Pull Request
Ports some bags for roundstart selection from Nova Sector. Same amount
of space as any other bag ever.
## Why It's Good For The Game
Cool bags. Different aesthetics, if desired.
## Proof Of Testing
works on my machine or something. Screenshot below.
<details>
<summary>Screenshots/Videos</summary>
<img width="1287" height="735" alt="image"
src="https://github.com/user-attachments/assets/d7ecf201-1442-4f80-99cd-a116ea04de51"
/>
</details>
## Changelog
🆑
add: Front pack, waist pack and belt pack for selection in character
preferences, found under the regular bag selection. Despite the names,
still equipped on your back.
image: Supporting sprites for the new roundstart bags
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
An easy point for https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view
Status bar is now a preference instead of a verb in OOC.
I thought I would have to make a migration for this but then I found out
this is straight up just a client verb and doesn't persist through
rounds, so I'm adding that too ig.
## Why It's Good For The Game
This is literally just a pref but as a verb for some reason.
## Changelog
🆑
qol: The Status bar is now a preference instead of a verb in the OOC
tab, which means you can permanently turn it off if you're not a fan (or
use tooltips instead)
/🆑
## About The Pull Request
Converts species and antagonist icon generation to the batched
spritesheet system using IconForge, thanks to the new
`get_flat_uni_icon` implementation. Unfortunately the cost of *building*
the sprite is still expensive (GFI is always expensive, even a fancy
list-based one), but the generation is SIGNIFICANTLY faster. We will see
evidence of parity in the screenshot tests. but here:
<img width="892" height="634" alt="image"
src="https://github.com/user-attachments/assets/2a17f2e3-c024-41f6-9d1e-c2cb70642a81"
/>
The main advantage is that species and antag icons can now take
advantage of the development-time smart cache which invalidates
automatically. On the server this PR does very little except make antag
icon generation a little bit more likely to find and announce errors
(BYOND has a habit of silently eating weird icon proc calls).
Also optimizes the greyscale preview generator from #90940 (~2x speedup)
using `rustg_iconforge_generate_headless` instead of `Insert()` to build
the resulting sheets. This can be further optimized in the future by
implementing a smart cache, like batched spritesheets, and storing it in
the repo, but for now it's not important/slow enough to be worth the
effort. Also fixes a silent compilation error that would always happen
outside unit tests, but for some reason doesn't appear on local? Notice
how `map_icon_key` is not a defined variable anywhere. That's because
`USE_RUSTG_ICONFORGE_GAGS` is *never* defined at this point, so it was
always using the 'slow' generation.
I also took the liberty of cleaning up the cultist and heretic icon
generation randomly initializing a blade object when it could just use a
static access.
## Why It's Good For The Game
The subsystem timing may not be much faster, but the interactivity
benefits during spritesheet realization are undeniable. Opening the
preferences menu during init on local is orders of magnitude faster.
**Old**
Early Assets: 5.02 seconds
Greyscale Previews: 1.38 seconds
**Fresh (No Cache)**
Early Assets: 4.21 seconds
Greyscale Previews: 0.5 seconds
**Cache Invalidated**
Early Assets: 4.27 seconds
**Cache Hit**
Early Assets: 4.05~4.2 seconds
**Preferences lag:**
~6 sec to open to ~2 sec to open due to caching in dev
## Changelog
🆑
code: Optimized species and antagonist icon loading in the preferences
menu on local, speeding up time to open in development.
fix: GAGS map preview generation no longer silently errors outside of
unit tests due to a compilation error.
/🆑
## About The Pull Request
Port of https://github.com/Monkestation/Monkestation2.0/pull/10634
simply makes it so updating a character preference that is unrelated to
character appearance won't regenerate/update the character preview, by
adding a `should_update_preview` var to `/datum/preference`.
## Why It's Good For The Game
Avoids wasting precious tick time on regenerating a whole-ass human and
equipping them when you're just changing your PDA ringtone or whatever.
## Changelog
No player-facing changes, as well, none of these affect appearance
anyways.
## About The Pull Request
Ghosts now have runechat between eachother and when the round's over.
Taken from https://github.com/Monkestation/Monkestation2.0/pull/797
## Why It's Good For The Game
It makes for better screenshots and for messages to not be drowned out
between ghost convo.
## Changelog
🆑 dwasint
qol: Ghosts now have runechat.
/🆑
---------
Co-authored-by: Jordan Dominion <jordanhcbrown+github@gmail.com>
## About The Pull Request
A very small change that slightly improves the keybinds section by
changing the word "Unbound" to "...", also known as the
[ellipses](https://www.thepunctuationguide.com/ellipses.html).
This PR only changes string names, no other mechanics, so everything
else _should_ be working normally. Every string in the code matching
"Unbound" has been changed, including one comment for clarity.
There doesn't seem to be any issue with existing custom keybinds. All of
mine transferred seamlessly, so no one should need to redo their
keybinds.
## Why It's Good For The Game
Better visibility. Rather than playing 'find the numpad bind' scrolling
through a long list of ~100 keybinds, they show up a little easier now.
This is also the standard in other games, but not always an ellipses -
sometimes a double dash "--", but I figured there's already a dash "-"
bind by default (for the A.I. to reconnect to its shell) so the ellipses
might fit better. The ellipses is also commonly used for "awaiting
input" of some kind.

## Changelog
🆑
qol: Keybinding visual improvements: "Unbound" is grayed out and custom
binds are highlighted in green for better visibility
/🆑
This is not politics. Having it be set as not `MALE` or `FEMALE` causes
unsolvable inconsistencies in the code because everything assumes "if
not MALE, then FEMALE" or vice versa.
- Migrated "Use gender" enby body types to female (alert user when this
happens).
- Disabled "Use gender" in prefs menu when enby.
🆑
fix: Fixed some inconsistencies with bodytypes when non-binary genders
had it set to "Use gender". This is no longer possible. If you use have
previously used this setting, your bodytype will be explicitly set to
female.
/🆑
---------
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
## About The Pull Request
Deletes `can_hear`, replaces it with trait-checking deafness.
The only two non-trait sources of deafness (hardcrit and lacking ears)
were refactored into using the trait.
## Why It's Good For The Game
Many places inconsistently check for the deaf trait rather than use
can_hear which meant behavior was not consistent.
Some code would treat "do we lack ears?" as being deaf, some would not.
This unifies all the behavior so being deaf means you're deaf
everywhere.
It also means we can now easily react to gaining and losing deafness via
signal, where before we could not react to it without hooking the trait,
organ remove, AND stat change. Which no one did, of course, because who
would ever think to do that?
## Changelog
🆑 Melbert
refactor: Refactored how deafness is tracked. Please report any weird
interactions with sounds, like messages or sfx being missing.
fix: Lacking ears and being in hard crit now consistently treats you as
"being deaf". This affects a few minor interactions like empath, the
jukebox, and sleeping.
/🆑
## About The Pull Request
Makes you able to see one extra tile to the left/right, making it feel
as if you have a wider screen. But you can also keep the original 19x15
if you want.
## Why It's Good For The Game
I feel like it looks better? Less square? Mode modern and widescreen?
idk. I feel like people will generally like this.
If you think it doesn't look better? stick with 19x15, the choice is
yours.
<details>
<summary>Before</summary>
<img width="1258" height="989" alt="afbeelding"
src="https://github.com/user-attachments/assets/3a7b259c-bd22-4fbd-94f5-6257d2c13772"
/>
</details>
<details>
<summary>After</summary>
<img width="1384" height="989" alt="afbeelding"
src="https://github.com/user-attachments/assets/bdebd573-4920-4cc1-b7be-9d99ef961062"
/>
</details>
## Proof Of Testing
With chatbar because someone told me they were worried the chatbox would
be too small with the change
<details>
<summary>After with chatbar</summary>
<img width="1920" height="1080" alt="afbeelding"
src="https://github.com/user-attachments/assets/55ca42ae-391d-4d38-9069-730669f53c9a"
/>
</details>
<details>
<summary>Before with chatbar</summary>
<img width="1919" height="1030" alt="afbeelding"
src="https://github.com/user-attachments/assets/34b443ea-ffaa-49b7-97d4-baef56f67f01"
/>
</details>
## Changelog
🆑
add: There's a new widescreen dropdown within game preferences, letting
you pick between 15x15 (4x3), 19x15 (widescreen), and 21x15 (ultrawide)
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
same thing as #94933, there seems to be no evidence of the crash bug
being fixed by reading the logs BUT there seems to be no evidence yet
that the crash bug still exists
## About The Pull Request
title
afaik this version is bugged and will crash on people frequently, so its
best to tell unaware ppl how to deal with it
## Why It's Good For The Game
hopefully tells ppl how to deal with crashes
## 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.
/🆑
## About The Pull Request
Tin, noticed an extra set of calls when doing some profiling. This is
already called from `switch_to_slot()` so it makes no sense to do it a
second time in `on_new_character()`.
Also adds a sanity check to the prefs menu for when you switch to the
same exact slot.
## Why It's Good For The Game
Snappier prefs menus.
## Changelog
🆑
fix: switching characters in the prefs menu should be less laggy now
/🆑
## About The Pull Request
Adds a slider to the gameplay tab which allows users to control the size
of the emissive bloom.
## Why It's Good For The Game
This is mostly visual and doesn't have a noticeable performance impact,
but some people might find it distracting or might want a stronger bloom
for prettier lights.
## Changelog
🆑
qol: Added a preference to adjust emissive bloom size
/🆑
## About The Pull Request
So something i missed from when i played Goonstation a long while ago
was my blind characters, i tried recreating them in TGCode but found
that the blind quirk here is far more harsh to play visually. So i got
some help from Melbert and got a plan goin and here's the results.

Players can see colors! But muted, this change is strictly for visual
enjoyment as the constant monochrome is just - i cant really describe
how much i hate seeing it for more than 15 minutes.
Secondly the flicker is gone from the quirk but remains for all the
temporary blindness, this is 100% Melberts code as they're a helluva lot
smarter than I am and I just nod and smile before pasting it. This did
entail creating a new fulscreen in the dmi, but i just copy/pasted the
existing one and took out the animated frames and named it as 'static'
so it wouldnt interfere with anything else using it.
## Why It's Good For The Game
Playing a blind character is great, however it causes some serious
eyestrain after prolonged playstyle
## Changelog
🆑 MrMelbert, Zergspower
qol: The world is now heavily desaturated while blind, rather than pure
monochrome, to give players some visual stimulus
qol: When blind, the brief flicker of the entire screen now only appears
for mobs temporarily blinded - ie, mobs blinded from quirk / trauma /
genetic mutation no longer experience it
/🆑
## About The Pull Request
This defaults every tgui to fancy mode and removes the preference
entirely.
## Why It's Good For The Game
If you look through the code you'll find comments like these
> //some browsers (IE8) have trouble with unsupported css3 elements that
break the panel's functionality, so we won't load those if a user is in
no frills tgui mode since that's for similar compatability support
We're far and away from IE8, therefore our need for compatibility
support, so I think it's valid to remove this so called 'no frills tgui
mode'. It's tied into the event message system with every backend
update, so there's a tad less overhead.
## Changelog
🆑
del: TGUI now defaults to fancy mode, there is only fancy mode. Welcome
to the future.
/🆑
## About The Pull Request
The slight imperfections of this were getting to me whenever I was
testing stuff that required me have two different clients intializied so
let's just retinker it a bit to look nicer without losing any
functionality of the messaging service (as well as some explicit UX
stuff to make it look less syntactically incorrect)
Before:
<img width="781" height="65" alt="image"
src="https://github.com/user-attachments/assets/bcd0c44b-8f88-40f6-8d14-ea280f00e084"
/>
After (colon missing at time of screenshot, fixed later):
<img width="821" height="42" alt="image"
src="https://github.com/user-attachments/assets/a0627414-3896-424d-8eb1-250dcfaacf70"
/>
Logged Version:
```
[2025-12-06 06:29:26.969] ADMINPRIVATE: MULTIKEY: Connecting player San7890 has the same !BOTH! IP 127.0.0.1 and Computer ID *********** as thesan7890 (no longer logged in) in the current round
```
## Why It's Good For The Game
Cleaner message that is still eyecatching for admins, uses string
concats so it's less painful to modify in the future as well as reduce
duplicated code while overall maintaining a pretty nice flow of message
generation rather than be scattered all over the place.
## Changelog
🆑
admin: Multikeying Notice Messages have taken on a new form factor but
should still furnish the same information.
/🆑
## About The Pull Request
Port of https://github.com/shiptest-ss13/Shiptest/pull/3330
Partial port of https://github.com/shiptest-ss13/Shiptest/pull/1601
Makes two changes to how guns handle recoil.
- Changes recoil from an erratic shaking to a kicking of your screen
relative to your firing angle
- Adds a small cosmetic recoil to all ballistics (with an accompanying
pref option to tweak or disable it)
Primary recoil still is only used as a balance lever for a very small
handful of guns (and sawoff)
## Why It's Good For The Game
Cosmetic recoil makes guns feel a lot more punchier. People who think
its a competitive disadvantage (nerds/loosers) or people with a
legitimate sickness to screen shake or similar can just turn it off.
Old recoil was just reused explosion, while new recoil feels like its
actually recoil
## About The Pull Request
Lets you copy characters in the character customizer. This'll be useful
if you ever want to create variants of your character or Need to move
characters to different slots.
This needs large scale testing, I couldn't break anything on local but
given this involves tinkering with saves better safe than sorry.
## Why It's Good For The Game
I saw a complaint on discord about having to delete characters to
reorganize the list, this resolves that.
This also lets you create a "base" character to use as a template or to
generate variants of an existing character without making them from
scratch or editing them.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Soon....
</details>
## Changelog
🆑
qol: You can now copy your characters into other slots.
/🆑
---------
Co-authored-by: xPokee <catmc8565@gmail.com>