## About The Pull Request
Adds a new chaplain sect, the sect of the Dream God
This sect gains favor from dreaming and blessing dreamers.
Their blessing only works on sleeping mobs - hitting a sleeping mob with
your bible will cause it to start dreaming, and if it's already
dreaming, grant favor. Either way, the mob is healed.
For 0 favor, you can **Banish Nightmare** - offering a Nightmare's
corpse rewards favor for banishing bad dreams. If the Nightmare has a
heart, you are rewarded with a special **Sacred Heart** which heals you
while dreaming and sleeping. You can also offer a Nightmare's heart on
its own without the body attached.
For 0 favor, you can **Deaconize Dreamers** - you can deaconize up to 3
dreamers.
For 50 favor, you can have a **Dream Portent** - This rite immediately
makes you fall asleep, and grants you a dream related to something going
on in the round. It may provide insight into something you otherwise
don't know about. If you take damage, the effect ends early.
<img width="374" height="126" alt="image"
src="https://github.com/user-attachments/assets/7c4e12fe-8456-411c-9d39-691e4ac2312d"
/>
For 100 favor, you can **Dream Projection** - this rite allows you to
pick one of your deacons, and forces you to become an imaginary friend
of that deacon. For the duration of the effect you are asleep. If you
are woken up or take damage, the effect ends. If the deacon dies, the
effect ends early.
<img width="492" height="294" alt="image"
src="https://github.com/user-attachments/assets/4e2f6810-15cd-41af-a69f-daa6ddca671a"
/>
For 200 favor, you can give you and your followers **Dream Protection**
- While sleeping and dreaming all damage taken is reduced.
For 200 favor, you can start a **Slumber Party** - All nearby mobs (who
can't block magic and some other asterisks) fall asleep and share a
dream. This form of sleep heals the mob rapidly (also heals holy people
even more).
## Why It's Good For The Game
A new sect for chaplains to sink their teeth into. This one brings a
unique niche, focused around sleeping and fortune telling.
## Changelog
🆑 Melbert
add: Adds the Sect of the Dream God, a new option for chaplains.
/🆑
## About The Pull Request
Adds a new css style class to use, mainly intended for policy.json
formatting that i'm tackling before term ends. Also can be used by
admins for events with narrate verbs.
```css
.policy {
text-align: center;
font-size: 125%;
color: hsl(276, 70%, 52%);
font-style: italic;
}
```
Example:
<img width="639" height="321" alt="Untitled"
src="https://github.com/user-attachments/assets/ebc1aa8e-6f8a-4f89-a298-376fc88e8919"
/>
## Why It's Good For The Game
More different styles = good, don't have to fight with manually defining
the formatting anymore. Gives policy text colour unique hue (after
adding to policy.json), easy to notice and read on both light and dark
themes.
Also saves me time as a headmin. /ᐠ。ꞈ。ᐟ\
## Changelog
:cl:Maxipat
add: New css style class for use in config. Now you can notice policy
text easier
/🆑
## About The Pull Request
Ok there's a lot here, sorry bout that.
- Cleaned up the permissions panel backend pretty signficantly
- Added some extra security measures to said code, mostly proc call
checks
- Properly implemented filtering code jordie wrote years and years ago
for permissions logs
- Cleaned up the permissions ui generally, more bars, nicer lookin
stuff, etc
- Fixed the Management panel's relationship with combined roles, and
renamed it to Housekeeping. Its display is expanded too.
- Added tracking to rank datums on where exactly they came from
- Added a new tab to the permissions panel which allows the modification
and deletion of ranks
- Beefed up rank modification to try and avoid accidential temp rank
additions to the db
I'm doing my best to avoid perms escalation issues, tho they are always
possible right.
Also, got mad at some query cleanup handling, did a pass on it. this
isn't nearly all of em, but it's some.
## Why It's Good For The Game
I realized there is no way to, in game, cleanly edit/create ranks, and
that the way the existing system worked was quite opaque.
I'm trying to fix that here. It does mean potentially opening up DB rank
deletion/modification to bad actors, but frankly I am not overly worried
about that. Admin modification has always been a vulnerability so like.
Here's a video with my changes (mostly, it's lightly outdated)
https://file.house/XqME7KWKk0ULj4ZUkJ5reg==.mp4
## Changelog
🆑
refactor: Fucked with admin rank setup very slightly, please yell at me
if anything is wrong.
admin: Updated the permissions panel to be a good bit more user
friendly, added rank management support to it.
server: I've added code that gives the game modification/deletion perms
for the rank table, be made aware.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Adds more analog diagnostic stuff, and expands on what's already there.
Current content added:
- Custom text for when you examine different kinds of organs with
stethoscopes and penlights.
- Examining eldritchly corrupted organs too closely (stethoscope and
penlight) is a bad idea.
- If you place a metal disk against a guy sparking like a tesla coil,
you get shocked. Go figure.
- If someone has an actively damaging zombie infection (ie. got clawed
by a zombie, not romerol), you can see it on penlight.
- New Hemoanalytic Scanner, for use in places where real health scanners
with actual useful features are too high class. It's able to scan for
medicines in the blood, check blood and oxygen levels, determine if the
scannee has tox damage, and even check their blood type. It's printable
roundstart for iron and glass, so that medbay isn't completely fucked if
science doesn't do their job and they lose their health analyzers
somehow.
- Nifty status effect messages for those tools!
## Why It's Good For The Game
Fun, rarely used systems are being improved, and seeing as how the
easily available, faster health analyzer is basically the end-all be-all
of diagnostic tools anyways, it's not going to unbalance anything unless
i literally make them just a health analyzer but better.
## Changelog
🆑
add: Vaguely estimate what kinds of hearts and lungs people have from a
variety of weird stethoscope noises! (Or just look it up on the pr, I
won't judge.)
add: Using analog diagnostic tools on eldritch organs from beyond the
waking world or people whose hearts cause their skin to arc like a tesla
coil is a bad idea. Examine people, ya goof.
add: You can see if someone has an actively damaging (read: contracted
straight from the groaning hungry source) zombie infection by using a
penlight. Act out highly emotional headshot hesitation scenes today!
add: New Hemoanalytic Scanner (read: really shitty but roundstart
printable chem scanner), which tells you all about someone's blood, and
can also detect medicines in their bloodstream! Not toxins or
miscellaneous reagents though.
refactor: Refactored and added some penlight, stethoscope, and organ
code. If shit is fucked, please report it on the github issue tracker
ASAP.
fix: X-Ray vision generically causes eyes to glow under penlight, not
just specifically the mutation X-Ray vision.
fix: Reflex Hammers now fit in medical storage items, IE. medbelts and
medkits.
balance: People with welding-eyes or similar will not have their pupils
react to penlight examination.
/🆑
---------
Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Adds a couple helpers from #90354
1. `/proc/pick_recursive()` > able to take in nested lists and pick one
object from them. Works the same way `pick_weight_recursive()` does,
just without all the extra `_weight` stuff
2. `span_tinynicegreen()` > we had span_tiny for danger and notice but
not nicegreen, just filling that gap
3. `/matrix/proc/get_angle()` > Tells us the angle a matrix is currently
in
4. `GLOB.all_tool_behaviours` > in case you wanted an easy list for all
tool behaviors
5. `transition_filter_chain()` > a more complicated one, this is used if
you want to make an animation chain for a filter. (Thank you
LemonInTheDark for the help on this one.)
## Why It's Good For The Game
Helpful stuff for future coders is good
## Changelog
🆑 Wallem, LemonInTheDark
code: Added a couple helpers & procs for coders
/🆑
## About The Pull Request
On all maps, the captain will find a brand new green screen and camera
set up in their quarters
This is used to cast the captain's (or anyone's who breaks in) face to
all status displays across the station
(It will also relay your voice to them)

NOTE: Some maps have a stunning lack of evac displays
Noticeably **Wawa** has like 10. So these will be less effective on
those maps.
## Why It's Good For The Game
Gives Captains a more personable way of addressing the crew for
impromptu announcements rather than resorting to the announcement
computer.
Also opens up shenanigans.
## Changelog
🆑 Melbert, Wallem
add: Adds recording setups to the Captain's office on all maps, allowing
them to project their face to all status displays on the station
add: Centcom now has a soundstage for broadcasting to the station. It's
besides the Thunderdome.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
`boldannounce` is NOT for use ICly it's only for OOC stuff. `bolddanger`
is identical it just doesn't carry the same baggage
## Changelog
🆑 Melbert
fix: Stuff like the SM exploding will no longer output to your OOC tab
/🆑
## About The Pull Request
So uh.
https://github.com/tgstation/tgstation/blob/a8af27fa0af69cd6859c8e03faf8b7c20932a1a3/code/__DEFINES/span.dm#L17-L18
Improperly ended spans.
Yeah this broke the traitor panel, making it all red, and blocking the
remove button.
## Why It's Good For The Game
Fixes#86921.
## Changelog
🆑
fix: Fixed two broken spans, primarily used in traitor panel and some
basic bot stuff.
admin: Traitor panel text is no longer bright red when an antag is
selected, and remove button is no longer blocked.
/🆑
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.
## Why It's Good For The Game
Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.
## Changelog
Nothing player-facing
## About The Pull Request
The first Curator now spawns with a **Broadcast Camera**, a normal-sized
item that can be wielded to start a live broadcast to all entertainment
screens across the Station! It also broadcasts sound through a new
Entertainment radio channel that can be spoken into by the Curator. The
broadcast name can be changed by right-clicking the camera.
<details>
https://github.com/user-attachments/assets/cfe2a147-15b3-4a96-85e2-3082376a0e9a
</details>
Also adds a new clothing set to the Heroic Beacon of the Curator themed
around Journalists containing some unique clothing, a microphone, a
Press badge used for shoving into people's faces and crafting more
clothes (like Press armor and helmet), and also a set of 1 TV and 1
entertainment radio in-case station does not have places to watch
Curator's brilliant broadcasts.

## Why It's Good For The Game
The job of Curator has 3 things it can do:
- Curate Library (lol)
- Explore Space
- **Create News!**
Although the Curator does have extended access to the Newscaster -
that's not enough of content. Inspired by the Combat Correspondent from
the Colonial Marines server - Curator now has a **Broadcast Camera**!
Using it they can show the station what the most important matters that
are going on without lifting the butts of their comfortable chairs.
No matter what Curator will report: Security raiding Medbay? Interviews
of Cargo Techs complaining about Command? Maybe even shows produced in a
studio? Anything really!
Also, entertainment screens will get more use, as right now they only
_sometimes_ broadcast Bitrunning avatars and nothing else unless admins
mess with them.
## Changelog
🆑 DrDiasyl aka DrTuxedo
add: Curator has received a new BROADCAST CAMERA which can broadcast the
surroundings LIVE on Entertainment Screens/ Alongside with some other
Journalism related gear in his Heroic Beacon
sound: Entertainment screens now play muffled speech when hearing a
message on Entertainment frequency
/🆑
## About The Pull Request
cultists can now convert pets on their side. when you convert a pet, it
will become much more dangerous and obedient to you, it will also gain a
new dangerous AI. cultist pets will look for fellow dead cultists, and
revive them by dragging them to nearby revival runes and activating it.
if there is no revival runes around them then they will create their own
and drag u to it. u can give them commands to follow, attack, or to
create revival runes. they will also go around to crit non cultists so
cultists can convert them

they will also now feed on organs and blood for healing
## Why It's Good For The Game
adds a extra layer to cult, u can now command non-sentient pets to aid
you
## Changelog
🆑
add: cultists can now convert pets to their side
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
The current admin announce is just notice span text, which is easily
missed mixed in with all the other white noise of the chat box.
Currently admins have to fill it with linebreaks or manually add their
own spans to increase visibility.
This updates the admin announcement proc to use the new alert box divs,
similar to other announcements, making it more visible.
## Why It's Good For The Game
Admin server-wide announcements are generally things you want the
players to notice

## Changelog
🆑 LT3
admin: Server wide admin announcements now use an alert box like other
announcements
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
refactors bots into basic bots. i decided to do medibots first because
they were the most complex bots and wanted to get them out of the way
first. if this pr gets merged then i will be rolling out the rest of the
bot refactors over the next months
medibots can now wear any type of hats! some of these hats can trigger
unique new recorded voicelines and interactions!


## Why It's Good For The Game
converts medbots into basic medbots. they are now a bit more responsive
than before but overall they should act similarly to how they did. also
adds the basic bot ai framework which has all the generic bot behaviors
that the next bots may or may not need to have in their ai. i tried my
best to improve their code and turned some of their bitflags into define
bitfields. this pr may need a careful review because i did it from
scratch as the old bot project branch was too outdated for me to use
## Changelog
🆑
refactor: medbots are now basic bots. please report any bugs
add: medbots can wear hats!
/🆑
## About The Pull Request
Fixes#79485Fixes#77552
Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.
They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.
My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.
This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.
I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.
This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.
Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.
## Changelog
🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Balances
1. Spiders now slow down equivalent to their health
2. Tarantulas can no longer put web passages or solid webs and destroy
walls outside of charge attack
3. Young spiders now cant pull objects do to being too weak and become
slower outside of webs as they should be
4. Makes pneumatic airlock seal unable to be destroyed by spiders
5. All Broodmother eggs now have a cooldown timer
Normal Eggs: 20 seconds
Abnormal Eggs: 180 Seconds
Enriched Eggs: 60 seconds
Expansions
1. Added a new abnormal egg category
2. Broodmothers can now lay abnormal eggs
3. 2 new spiders added
6. A new web type: Reflective silk screen
# Breacher



- Low damaging with High wound bonuses meant to debilitate enemies to
take ground for the nest
- Has the ability to breach areas by destroying walls with menson vision
to map out strategic breachings
- Immune to harsh environments with the ability to lay solid webs to
protect the nest environment
- Can send in warnings for the entire nest to hear
Will Help the nest get out of being closed off by small construction
attempts and fix some space breaches plus some back up by making enemies
slower and scarring them off with some bloodloss
# Tank


- Extremely low damaging build to absorb damage to hold ground for the
nest
- With the ability to lay down silk screen reflectors to protect the
nest from missile attacks
- Can heal itself at a slow rate
Will provide great support to keep the nest at bay from range attacks at
some extent and act as a damage absorber in dier situations
# Abnormal Eggs


- They can only be made once every 180 Seconds
- Hold the two new spider types
## Why It's Good For The Game
New spiders to contribute to the general spider antag team dynamic,
balances for spiders are always good making them funner to play against
and bringing up challenges on their gameplay making them act less like
murdering simple mobs and more like an actual nest trying to survive in
the station.
How?
1. **Cooldown egg laying:** broodmothers now have to be more strategic
on where they place their eggs with an average of 3 eggs per minute per
broodmother
2. **Spider slowdown on damage:** Spiders now will become slower the
longer they stay out of the nest in battle making them have to retreat
back to the nest shortening their time out murdering giving incentives
to expand the nest
3. **Spider More Brute Damage:** Gives a reason to use melee against
spiders although more dangerous it gives more reward due to the higher
damage outputs since spiders are pretty much big bugs with delicate
bodies no bones no good structural consistency equal more damage to
blunt attacks
4. **Tarantula Nerfs:** Tarantulas shouldnt be able to destroy this many
walls at this rate and be able to lay so many defensive webs I don't
know why they had this abilities but their strong enough as is
## Changelog
🆑
add: Added Abnormal Eggs
add: Added Two new spiders
del: Some Tarantula abilities
balance: Spiders speed are now connected to health
balance: Spiders now take more brute damage
balance: All egg laying now has a cooldown
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
I remembered today that blob code is ass, especially blob spores.
There's still a lot to improve but I cleaned up _some_ of it by
converting these mobs.
Now they use a newer framework and more signal handling as compared to
circular references.
I _expect_ the behaviour here to largely be the same as it was or
similar. I haven't added anything fancy or new.
This is a reasonably big PR but at least all of the files are small?
Everything here touched every other thing enough that it didnt make
sense to split up sorry.
Other things I did in code:
- Experimented with replacing the `mob/blob` subtype with a component.
Don't know if this is genius or stupid.
- AI subtree which just walks somewhere. We've used this behaviour a lot
but never given it its own subtree.
- Blob Spores and Zombies are two different mobs now instead of being
one mob which just changes every single one of its properties.
- Made a few living defence procs call super, because the only thing
super does was send a signal and we weren't doing that for no reason.
Also added a couple extra signals for intercepts we did not have.
## Changelog
🆑
fix: Blob spores will respond to rallies more reliably (it won't runtime
every time they try and pathfind).
fix: Blobbernaut pain animation overlays should align with the direction
the mob is facing instead of always facing South
refactor: Blob spores, zombies, and blobbernauts now all use the basic
mob framework. They should work the same, but please report any issues.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
It was in all bold, now it no longer is. It also was only being
displayed to dedicated observers, which means that it didn't show to
players that died and ghosted out.

## Why It's Good For The Game
It's just much nicer, and looks like it used to look before, rather than
being entirely bold.
## Changelog
🆑 GoldenAlpharex
fix: The formatting on PDA messages displayed to observers is now back
to what it used to be, rather than being all bold.
fix: PDA messages are now displayed to observers from dead players, and
not just dedicated observers.
/🆑
---------
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
## About The Pull Request
This PR changes how ashwalkers are listed in the roundend report.
Originally, they would be listed as individual "other" antagonists,
which isn't a particularly great way of handling it and leads to
weirdness like this:

_(That's an authentic ninja greentext from a live server, by the by)_
Now, the roundend report gives each ashwalker team their own section
within the report, whether or not they succeeded, and some bonus stats.

This new roundend report handling also supports having multiple
Necropolises (Necropoli?) in the same round. Each tribe has their stats
and success reported individually.
This also slightly modifies the protect_object objective, preventing
hard deletes when linked to objects that don't clear their own
references.
## Why It's Good For The Game
Gives Ashwalkers a much better roundend report, and handles how the
reporting is done in a much more sensible manner.
Reduces how much space that large nests take up with their individual
listings.
## Changelog
🆑 Rhials
qol: Ashwalker roundend reporting has been revamped. Glory to the
Necropolis!
/🆑
## About The Pull Request
Blob UI refactor that started from sorting blobs into their appropriate
orbit section.
Original issue:
Permanently hostile antags like blob can produce minions, but these lil
guys don't actually get an antag datum and thus don't get sorted into
the proper section in the orbit menu.
Now:
- Blob minions also go in "Biohazards" section of orbit UI
- Blob helper text is now an antag info UI
- Blobs get their own text span type instead of boring big chat
- Blob minions get actual objective: Protect the core
<details>
<summary>View the OUTDATED blob antag info screen:</summary>

</details>
## Why It's Good For The Game
Orbit menu will now properly sort player controlled blob minions into
the biohazard sections, making it easier to distinguish the bad guys
Blob antag info is a little easier to read, much more in line with the
other antags
## Changelog
🆑
fix: Blob minions are now sorted into biohazards in orbit UI.
add: Blobs now get antag info screens.
add: Blob minions get objectives (protect the core!).
add: Adds blob style text for victories, etc.
refactor: Refactors some blob & blob minion code.
/🆑
holoparasite types have improved code
admins can now give someone a holoparasite through a new menu in vv
dropdown
alt click holopara abilities were moved to right click (support's beacon
wasn't, but support's heal mode was)
holoparas have less hardcoded stuff so admins can edit them easier
holoparasites now get their light color from their guardian color
holoparasites no longer have the hostile faction, things will attack
them
holoparasites now have a damage overlay, so you can see how much your
summoner is damaged
holoparasite health updating is now event based rather than running on
life, so you'll see health changes everytime they happen, rather than
every 2 seconds
holoparasites fly properly again (they cant spacewalk, but count as
flying for stuff like chasms)
holoparasite creation now uses a radial menu with tooltips for each
subtype. it also shows ghosts which type you picked
holoparasites can no longer be fugu'd
adds support for ownerless holoparasites
fixes mildly related bugs along the way
Adds third kitchen craftable animal - Kobun the bread dog. Currently we have Keeki the cak and Terrygold the butter bear. Keeki is best friend of sec due to frosting and Terrygold seems like second clown with its slips, Kobun is designed as help to Psychologist due to powerfull mood aura. Mood granted by aura stays as long as you are within range of aura and when you step out is expires in 10 seconds. You can trade mood aura for a possibility of wearing Kobun as hat
We already have two crafting animals, one made out of cake and another out of butter so why not add another one made out bread? Kobun was made to help people with low mood by giving it mood aura that will bring them back onto their feets
* Begins refactoring admin pms, with a focus on runtime safety and ease of understanding
There's more I want to do here, mostly with spans and cleaning up sone
logic flow to be easier to understand
The primary thrust of it is making explicit any assumptions we make about values
This is important because this is sensitive code, and runtimes are not acceptable, since they both leak information and could lead to dropped ahelps, which is almost worse.
I'm also splitting the proc up into subsections, in an attempt to make it easier to reason about and work with
As a side effect of this, some operations need to be done more then once to avoid potential debugger escalation.
Related to this, I'm also no longer directly passing around client references through the procs. I instead pass the result of a pretty basic proc into each, to avoid issues with sleeping and such.
Oh, and I fixed a bug that made it impossible to reply to remote ahelp
responses. I hate this place.
* Converts all uses of the linkify span to a macro. One of these doesn't have a closing span, not sure if that's a bug or a feature
* Cleans up more logic embedded inside data, since this is critical code
Changes the backup for replying to someone who logs out, instead of
using the first person to send something to the ticket as our backup, we
use the recipient's ckey.
* some cleanup
* Converts a few more things over to the pattern
Reorganizes and deocuments sends_adminpm_message to be less hard to
track/read
* Cleans up a hanging proc that needed filtering
* Does a passthrough over tgs, makes stealthmin keys actually unique
* cleanup, screed at the top of the file
* cleanup, comments, etc
* Thanks trash, I can in fact not spell
* ok yeah I really can't spell
* updated comment to explain how code works
* messsage -> message spellcheck
* Nullchecking prevention
if for whatever reason someone in the future adds code that lummox says can sneakily allow for Logout() to execute between this and the last time client was checked, this could potentially runtime without nullchecking
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Refactors tcg code a bit. Adds support for "keywords"
Idea is to allow card makers to embed tooltips in their card
descriptions.
These tooltips are defined in the keywords.json file
They can be referenced using {$keyword_name}
I've also done some refactoring to move more logic and state onto the
subsystem, and implemented a few keywords from the wiki
* New keywords, applies the old ones to the second card set
* Adds support for embedding react components in tgui chat
This is done by adding the data-component attribute to an html element
The value of that attibute is the component you want to use.
New components can be added by modifying the TGUI_CHAT_COMPONENTS list
in tgui-panel/chat/renderer.js.
Props can also be passed in in a limited capacity.
Any props you wish to pass must be added to
TGUI_CHAT_ATTRIBUTES_TO_PROPS.
This is due to a style restriction of html attributes, they cannot
contain an upper case char.
Use this list to convert between attibute compatible text and the prop's
name.
Props support 3 datatypes.
true and false can be passed by wrapping them in ""s. (Note to self add
a special char here to prevent colison with people just passing the
string true.
Numbers are supported in a limited capacity. Whitespace is not allowed,
but floats and ints are fair game.
And of course, strings are fully supported.
I've currently added support for Tooltip, since that's what I'm using
this for. Also added some tooltip html styles to the chat css.
* Implements the embedded component system to make tcg cards have nice pretty tooltips so people don't need to have the wiki open on one screen
* Adds documentation for embedding tgui components in chat, adds some protection against accidentially sending true as a bool
* Adds italitcs to the tooltips, moves the span stuff to a macro
* tGUI -> tgui, thank fikou
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Style suggestions
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Removes unneeded key from the components list
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Removes needless span
* Actually adds the tooltip, oops
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
What the title says. But why?
I generally have a rule when making a contribution, that is "don't make the game less fun"
I'm not salting, I didn't die to a swarmer.
... Yet that's the problem. Swarmers are the griefiest antag in the game, but when you complain that they're annoying or unfun, you're doomed to hear "lol they can't even hurt you though."
WELL THAT ACTUALLY MAKES THEM WORSE. I would rather die to a hundred xenos and space dragons than be forced to untie myself in maintenance for 45 seconds while the shuttle leaves.
Why It's Good For The Game
Unfun game modes should be removed from the game.
Being griefed by swarmers is annoying
Playing as a swarmer is not very exciting either. Click on iron.
lastly, because oranges authorized it
Changelog
cl
del: Removes swarmers! The griefiest, lowest fun value antagonist is removed from the game.
/cl
* Cigarettes heat their contents + early returns
* Makes candy cigarettes carmalize their own sugar, but not charcoalize it
* Makes cigarette igniter effect actually use the cigarette's heat
* Requested changes
* And the span
* Fixes master merge
This is a partial re-implementation of #59645
oranges has expressed a desire for the span_ procs to instead be macros.
I agree. Even though it's a small micro-optimisation, a well contained macro can be self-linting. I've already caught one edge case thanks to this in launch_pad.dm
Similarly, there was an edge case where a [ was escaped inappropriately (that errored out) in watercloset.dm and a case where a ] that should probably have been escaped actually wasn't in robot_defense.dm
I have opted to make an exception to the ALLCAPS convention for these macros.
I have guaraded these macros in parenthesis. In doing so, additional error states can be captured as part of the build process as malformed inputs will then cause errors and prompt further investigation.