5 Commits

Author SHA1 Message Date
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

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

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2026-05-16 00:56:00 +02:00
Ghom 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
Time-Green 269b84e0cd Fixes assorted head harddels, removes specific organ vars in head (#80950)
Fixes #80926, fixes #80372

The tongue, eyes, ears and brain vars were also being updated and
cleared elsewhere, runtiming whenever a regular head got dismembered and
then emptied, which would eventually cause a harddel due to improper
clean-up

I've fixed the errant proc and just removed those vars because I don't
like having duplicate references for no reason (they should always
already be in contents)

Not player facing
2024-01-15 22:06:03 +01:00
Time-Green 54ab1e3936 Organ movement refactor *Un-nullspaces your organs* (#79687)
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closes #53931, #70916, #53931

## About The Pull Request

Organs were previously stored in nullspace. Now they are stored in their
prospective bodyparts. Bodyparts are now stored in the mob.

I've also had to refactor a lot of code concerning organ movement.
Previously, organs were only moved into bodyparts once the bodyparts
were removed. To accomodate this change, two major distinctions have
been made:

**Bodypart removal/insertion**
Called only when an organ is taken out of a bodypart. Bodypart overlays,
damage modifiers or other changes that should affect a bodypart itself
goes here.

**Mob insertion/removal**
Called when an organ is removed from a mob. This can either be directly,
by taking the organ out of a mob, or by removing the bodypart that
contains the organ. This lets you add and remove organ effects safely
without having to worry about the bodypart.

Now that we controle the movement of bodyparts and organs, we can fuck
around with them more. Summoning someones head or chest or heart will
actually kill them now (and quite violently I must say (chest summoning
gibs lol)).


https://github.com/tgstation/tgstation/assets/7501474/5efc9dd3-cfd5-4ce4-b70f-d0d74894626e

I´ve also added a unit test that violently tears apart and reconstructs
a person in different ways to see if they get put toghether the right
way

This will definitely need a testmerge. I've done a lot of testing to
make sure interactions work, but more niche stuff or my own incompetence
can always slip through.

## Why It's Good For The Game

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A lot of organ work is quite restricted. You can't C4 someones heart,
you cant summon their organs and a lot of exceptions have to be made to
keep organs in nullspace. This lets organs (and bodyparts) play more
nicely with the rest of the game. This also makes it a lot easier to
move away from extorgans since a lot of their unique movement code has
been removed and or generalized.

I don't like making PRs of this size (I'm so sorry reviewers), but I was
in a unique position to replace the entire system in a way I couldn't
have done conveniently in multiple PRs

## Changelog

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🆑
refactor: Your organs are now inside your body. Please report any issues
with bodypart and organ movement, including exotic organ, on github and
scream at me
fix: Cases of unexpected organ movement, such as teleporting bodyparts
and organs with spells, now invokes a proper reaction (usually violent
death)
runtime: Fixes HARS runtiming on activation/deactivation
fix: Fixes lag when species swapping
/🆑

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2023-12-09 17:50:46 +00:00
MrMelbert 7c2cb68a35 Changelings can now speak through their decoy brain if placed in an MMI (#78342)
## About The Pull Request

- If a changeling's decoy brain is placed in an MMI, they will now be
prompted to speak through it.
- They can speak through the decoy even if incapacitated or dead (or
fake-dead).


https://github.com/tgstation/tgstation/assets/51863163/804bd48a-c4b8-4feb-b021-019ea70e4b8e

## Why It's Good For The Game

The oft-controversial ling MMI test has been brought up time and time
again so I figure I throw my cards in for a solution.

We want as few ways as possible for people to hard and fast discover
whether someone is an antag, especially changling which is supposed to
revel in paranoia. This soft-patches out a big way, the MMI test, in
which you place a ling's brain in an MMI to determine if it's vestigial
and therefore, a ling.

Now the ling player can provide some benefit of the doubt by speaking
through the brain as normal, appearing active while actually in their
body still.

## Changelog

🆑 Melbert
add: Changelings can now speak through their decoy brain if it is placed
in an MMI, to maintain the illusion they are actually dead and have been
debrained.
/🆑
2023-09-24 07:17:23 +00:00