Commit Graph

552 Commits

Author SHA1 Message Date
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
Jinshee 18b86cb4d7 Muridae Traits Update: Phobia (#5634)
## About The Pull Request

This adds a new phobia that makes the holder afraid of mousetraps, using
the built-in phobia system. Mobs with the Muridae Traits quirk are given
this phobia on add().

## Why It's Good For The Game

It's really funny

## Proof Of Testing
<img width="399" height="153" alt="image"
src="https://github.com/user-attachments/assets/9fd4c2ab-43b2-490b-b056-1609a12ebb2b"
/>
<img width="641" height="42" alt="image"
src="https://github.com/user-attachments/assets/74a575f9-373a-43ec-b589-8c938e8782c2"
/>


## Changelog
🆑
add: Added phobia: Mousetraps
qol: Mousetraps phobia applied to Muridae Traits
/🆑
2026-05-23 05:30:10 +02:00
SmArtKar c41bc9c6c2 Fixes bubblegum suicide span, cleans up say spans (#96103)
## About The Pull Request

Closes #96085
Also went through other say spans and converted them to defines, as well
as fixed beepsky smash's hallucination beepskys not having their spans
due to incorrect span being passed.

## Changelog
🆑
fix: Bubblegun suicide no longer makes the user yell out HTML
fix: Beepsky Smash beepskys now use proper text formatting
code: Cleaned up say span code in a few places
/🆑
2026-05-21 19:51:36 -06:00
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
SmArtKar 3103f9c413 Adds a Tactical IFF Visor and slightly refactors eye rendering (#95547)
## About The Pull Request

A new cybernetic eye implant, the tactical IFF visor, has been added to
the game, available in the combat implants research node. Its main
features are a cool LED display, dynamic color correction to make
distinguishing important objects easier, and inbuilt IFF systems capable
of distinguishing and highlighting allies and potential threats. They
also give flash/welding protection and mild night-vision capabilities.

However, this comes at a downside of making the user completely unable
to distinguish appearances or voices, or even examine others. Everyone
will simply show up as Unknown and be completely covered in static, bar
the threat assessment outline. Examining will only display their threat
status according to threat settings in the visor.

The parameters for threat assessment (both ID access and security
flag-based), as well as the visor display, can be configured by the user
at any time.

When emagged, the visor will instead completely hide and mute all mobs
except the user themselves, leaving them completely "alone" on the
station.

Deathsquads get an unmodifiable version, configured to treat anyone but
CentCom personnel as hostiles.
Settings can also be adjusted before installation with a multitool, and
locked using a screwdriver, preventing users from accessing them when
installed.

---

Eye rendering has been slightly refactored in order to support the
monovisor, as well as to get rid of duplicate code (and missing
features) on dismembered heads. Also moth eyes once again should block
emissives properly.

## Why It's Good For The Game

New content for both gameplay and roleplay, and fits deathsquad's
purpose very well.
2026-04-13 20:58:40 -05:00
MrMelbert a91f04d435 Being absorbed now makes you into an imaginary friend of the changeling (#94956)
## About The Pull Request

When you get absorbed by a changeling, you get made into an imaginary
friend of the changeling that absorbed you

<img width="349" height="185" alt="image"
src="https://github.com/user-attachments/assets/03b00f37-8428-49c9-90c0-c165429e0674"
/>

<img width="290" height="223" alt="image"
src="https://github.com/user-attachments/assets/b40fe663-736b-4184-a50f-18376905a79a"
/>

<img width="682" height="161" alt="image"
src="https://github.com/user-attachments/assets/982102da-7e15-4a9c-93ef-3e12dc72d7d8"
/>

This imaginary friend doesn't show up on health scan (obviously), and
they communicate via hivemind chat, meaning all other changelings are
capable of hearing them

If your body is revived, you get yoinked out of the hivemind as you'd
expect
You also have a button to eject yourself from the hivemind (if you
prefer to observe).
And the ling themselves has a button to eject people from their hivemind
that are being annoying

## Why It's Good For The Game

Makes being absorbed a little less of a bummer, now you can tag along
and maybe even give them some tips about how your character would act if
they choose to disguise as you.

## Changelog

🆑 Melbert
add: When you get absorbed by a changeling, you get made into an
imaginary friend of the changeling that absorbed you.
refactor: Refactored how people are returned to their bodies after
occupying separate bodies, such as bitrunners and ghost roles. Report
any oddities or failure to return correctly.
/🆑
2026-02-14 16:26:24 +00:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/compile_changelogs.yml
#	.github/workflows/stale.yml
#	SQL/database_changelog.md
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/__DEFINES/atom_hud.dm
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#	code/__DEFINES/mobs.dm
#	code/__DEFINES/species_clothing_paths.dm
#	code/__DEFINES/subsystems.dm
#	code/__DEFINES/surgery.dm
#	code/__HELPERS/global_lists.dm
#	code/_globalvars/lists/maintenance_loot.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/minor_mapping.dm
#	code/controllers/subsystem/processing/quirks.dm
#	code/controllers/subsystem/shuttle.dm
#	code/datums/components/palette.dm
#	code/datums/components/surgery_initiator.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/hud.dm
#	code/datums/mood.dm
#	code/datums/mutations/chameleon.dm
#	code/datums/quirks/negative_quirks/nyctophobia.dm
#	code/datums/status_effects/debuffs/debuffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/slime/slime_leech.dm
#	code/datums/weather/weather.dm
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#	code/game/objects/items/devices/scanners/health_analyzer.dm
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#	code/modules/antagonists/ninja/ninjaDrainAct.dm
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#	code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png
#	icons/map_icons/clothing/head/_head.dmi
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#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
MrMelbert e4f533111f Deafness is now solely tracked by trait (#95029)
## 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.
/🆑
2026-02-05 20:19:56 -05:00
MrMelbert bf22a388ca People become desensitized to death from exposure (#94924)
## About The Pull Request

Desensitized is no longer binary yes/no, now scales from 0.1x to 1x (or
beyond, I guess)

Desensitized jobs start as 0.5x desensitized (which is the threshold for
being considered "truly desensitized")
Some antags are now 0.1x to 0.25x desensitized

Witnessing death of a fellow human gives you slight desensitization
(currently -0.025x).
A normal crewmember, after witnessing 20 deaths, is on par with a
roundstart desensitized crewmember.
Likewise a desensitized crewmember has almost no reaction to death after
witnessing 20 deaths.
Your own deaths count towards this value.

There's an achievement for managing to go from 1x to 0.1x across the
course of an entire round.

## Why It's Good For The Game

This is intended to contribute to the "story" people face across the
length of a round.
Rounds with few overall deaths results in crewmembers regularly getting
shocked, but bloodbaths results in crewmembers "dehumanizing and facing
the bloodshed".

## Changelog

🆑 Melbert
add: Desensitization to death is no longer binary - some antagonists are
now more used to it than others.
add: Witnessing the death of a fellow humanoid (or dying yourself) will
slightly desensitize you to future deaths.
add: Adds an achievement for managing to max out desensitization across
a round.
add: Desensitized crewmembers care less when splattered with blood.
add: Holodeck mobs have a reduced death mood impact.
/🆑
2026-01-28 20:22:07 +00:00
RikuTheKiller c7e4e90004 Adds a new antag, the Blood Worm (#93787)
## LTS Document

Check this document before making any significant future changes to
blood worms, please.

https://hackmd.io/@RikuTheKiller/H1AHQSKNZx

## About The Pull Request

THIS PR SHOULD ABSOLUTELY BE TM'D FIRST

Blood worms are a new progression antag. When the event runs, 2
candidates are picked from ghosts and spawned in as blood worm
hatchlings, which then have to grow up, do a couple objectives and take
over the station.

Hatchlings are weak outside of a host, while juveniles can stand their
own reasonably well. Adults have high offensive power and can only be
dealt with using the right gear or a lot of luck and robustness. They're
meant to be a moment of glory for achieving maximum progression and they
can bootstrap the next hatchlings by gathering corpses before cocooning.

Each growth stage requires 30 seconds in a cocoon, which can only be
created after consuming a lot of blood. There's a falloff curve on a
per-blood-type basis, meaning you can't drain the same person over and
over again to reach adulthood. The medbay freezer is a priority target
for the blood worms and can get one of them to the juvenile stage if
fully ransacked.

It takes 500 blood to mature from hatchling to juvenile, and 1500 blood
to mature from juvenile to adult. You can only get up to 1000 blood from
synthetic sources like monkeys, and consuming synthetic blood is 30%
less efficient. Blood worms can also examine living targets to see how
much blood a target has, and how much growth the blood worm would gain
for consuming that blood.

Blood worms spawn in vents and have night vision for maneuvering in
maintenance. Hatchlings can ventcrawl, while juveniles can move around
by breaking things. Optionally, you can take over a host with a lot of
access like the Captain to go basically anywhere, especially if nobody
knows you killed the captain.

Behind the scenes, host-taking kicks the host's original mind to a
backseat mob. This needs the most testing in practice, but it's
confirmed that it returns the host's mind back to their body, at least
in testing.

All mob, ability and action sprites are made by INFRARED_BARON. Legal
rights were transferred to me after I paid for the commission.

Note, I've been working on this massive PR for quite a while, so
documenting every small change is really hard! Apologies for anything
I've missed. There's a lot.

Final note, admins can spawn these by either:
A. Trigger the midround event via the dynamic-panel verb, under the
Rulesets tab.
B. Giving someone the Blood Worm antag datum via the Traitor Panel in
the Player Panel for the target player. This will transform their mob
into a valid Blood Worm, with all of the associated objectives and such.

### Active Abilities
1. Leech Blood (No Host) - Lets the blood worm drain blood from living
targets and reagent containers. Uses an aggressive grab to restrain
living targets until leeching is over, which takes around a second to
initiate. Causes oxyloss during the leeching. NPC monkeys can't escape
from this and it floors targets as well.
2. Spit Blood (Both) - Multi-function ability, lets the blood worm fire
ranged corrosive blood spit at targets, melt restraints on their hosts
by right-clicking, and as an adult, shoot a burst of blood spit at a
target by right-clicking. Note of the right-click abilities, shooting
bursts can't be done while in a host. (to avoid unfair stealth kills)
Shooting a burst has a much longer cooldown than shooting normally. All
spit types cost blood to use.
3. Invade Corpse (No Host) - Lets the blood worm take a host for
themselves, consuming all of the host's blood and in essence, "becoming"
the host. Any bloodloss inflicted on the host is taken as damage to the
blood worm, and the blood worm retains its weakness to fire even in this
state. Burn damage itself no longer has any extra damage, though.
4. Leave Host (Host) - Title, literally just leaves the host after a
delay. Notably works even while the host is moving, dead, incapacitated
or otherwise fucked up in any way, shape or form.
5. Inject Blood (Host) - Lets the blood worm heal its host. The potency
of this increases as the worm grows up, but so does the cooldown and
blood consumption. This works on organ damage, injuries, etc.
6. Mature (No Host) - Makes the blood worm enter a cocoon for 30
seconds, emerging as the next growth stage. Requires an increasing
amount of consumed blood / growth as the blood worm uses it.
7. Reproduce (No Host, Adult Only) - Makes the blood worm enter a cocoon
for 30 seconds, with 4 hatchlings emerging out of it, including the
original blood worm, now reverted back into a hatchling as well.
8. Revive Host (Host) - If the host is in a viable state to be revived,
revives them after an animation sequence plays out.

### Passive Abilities
1. Space Immunity - Blood worms are immune to the cold, low pressures
and a lack of oxygen. Only the immunity to a lack of oxygen carries on
to hosts from this.
2. Organ Insertion - Blood worms can insert organs into their hosts by
right-clicking on them with the organ in-hand. This mainly exists to
deal with hosts that lack organs, and avoids the gotcha where an adult
blood worm ends up gutting their host by hitting them too hard, as they
can simply fix it on the spot.
3. Life Support - Blood worm hosts don't need a heart, lungs or a liver
to survive. Lungs are useful for speaking, and a liver is necessary to
process reagents.
4. Regeneration - Blood worms slowly heal over time. This is nowhere
near enough to overcome bleeding or heat damage, since it's 0.3 hp/s for
a hatchling, 0.4 hp/s for a juvenile and 0.5 hp/s for an adult.
5. Night Vision - Blood worms can see in the dark. This doesn't extend
to hosts.
6. Ventcrawling - Hatchling blood worms can ventcrawl.
7. Doorcrawling - Hatchling and juvenile blood worms can slide under
doors. Doing so takes 3 seconds for a hatchling and 5 seconds for a
juvenile.
8. HUD - Blood worms can tell how much blood targets have at a glance,
via a blood HUD bar exclusive to them. They can also tell apart other
blood worm hosts from normal people via an antag HUD. There's also an
examine message they can use on living targets for even more info.

### Weaknesses
1. Heat and Fire - Blood worms quickly die to heat, their bodies are
flammable and their blood will burn up if their host's core temperature
is too high. The main counter to this is getting a host with
flame-resistant gear.
2. Bleeding - While in a host, bleeding wounds will directly damage the
blood worm itself. How much a host needs to bleed before the worm dies
depends on their growth stage. Blood worm hosts keep bleeding even while
dead, so just keep hitting them and they'll die. Blood worms
automatically leave their hosts when they hit 10% health or lower, and
their hosts bleed 50% faster than normal people.
3. Stuns - Blood worms have no way of dealing with a stunned host other
than getting out. They can deal with any restraints by melting them,
though.
4. Testing - Security can order a blood worm testing crate from cargo,
either for a 20 minute cooldown via the security cargo interface
console, or for 10000 credits via the supply console. It contains 4
single-use testers that hurt a bit when applied, but are instant to use
and 100% accurate. The stopgap is that they're really fucking expensive
and only work once per item.

### Screenshot
<img width="280" height="132" alt="image"
src="https://github.com/user-attachments/assets/00d22361-997e-4347-a0bf-aa240de40727"
/>

## Why It's Good For The Game

Antagonist variety, mainly. This is basically Cortical Borers 2:
Electric Boogaloo.

Currently, we lack any antagonists with mind control abilities. That
really sucks!

I've also gotten a lot of positive feedback about the antagonist while
working on it.

This antagonist also has great potential for roleplay, as they can take
over hosts, surprise attack people by getting out of a dead corpse, talk
to each other using Wormspeak, etc.

I think we're also itching for variety on "pest" antagonists. Right now
we just have spiders and xenos. Everybody knows these two, so why not
mix it up a bit?

And as for balance? Blood worms are relatively easy to dispatch when you
know their weaknesses, which are extremely clear. Bleeding for hosts,
fire for either one, lasers for the worms themselves. As long as you get
the host in crit and keep hitting, you've pretty much won, and they
can't keep spamming Inject Blood forever since they'll quickly run out
of blood to use.
## Changelog
🆑
add: Added a new heavy roundstart/midround antagonist, the Blood Worm.
Credit to INFRARED_BARON for the sprites!
fix: Removing traits based on a source no longer causes issues with
trait signals.
fix: High-priority effects no longer double-trigger due to subsystem
issues.
fix: Weighted averaging in reagent merging code has been band-aid fixed.
It's not the best, but it works.
/🆑
2026-01-14 23:30:35 -06:00
MrMelbert 45b23412f8 [MDB Ignore] Medical larp: Adds the SDSM-35 (an in game brain trauma reference) (#94761)
## About The Pull Request

Medbay, the CMO, the Psychologist, (possibly) the Library, and some
maint rooms across all maps now have multiple copies of the SDSM-35

This exists as an in game ability to reference what brain traumas do. No
special bells or whistles, not even a search bar - it's a book after
all.

<img width="819" height="589" alt="image"
src="https://github.com/user-attachments/assets/ace867b9-a0f0-4302-99f9-46ed4d6fe377"
/>

<img width="802" height="546" alt="image"
src="https://github.com/user-attachments/assets/c96941d3-8da8-48f7-859b-93953fe01473"
/>

## Why It's Good For The Game

De-wikification: Rather than needing to pull up the wiki to figure out
what the brain trauma is doing, you can refer to the in game book and
cross reference the patient's behavior.

Medial larp: It's a reference to the DSM-5. If that wasn't obvious. 

## Changelog

🆑 Melbert
add: You can now find the SDMS-35 in Medbay, the CMO's office, the
Psychologist's office, and possibly the Library. Quite simply, it's a
reference book for all the brain trauma's you may experience.
/🆑
2026-01-08 19:47:04 -07:00
SyncIt21 7c5ef1cfb8 Removes unused parameter times_fired from mob procs (#94590)
## About The Pull Request
What it says on the tin. `times_fired` is the most unused parameter in
all mob procs. I say most because there were just 2 cases where it was
used
- handling breathing
- handling heartbeat

Besides these 2 cases this parameter did nothing in every proc. Removing
it does 2 things
- Makes those procs more readable as it now has 1 less parameter that
was documented poorly and did nothing
- Makes those procs slightly faster as we are passing 1 less variable to
its parameter call stack

It can easily be substituted with `SSmobs.times_fired` which was its
original value anyways

## Changelog
🆑
code: removes an unused parameter `times_fired` from mob life procs.
Making them function slightly faster
/🆑
2025-12-26 09:51:33 -05:00
SmArtKar e49e13b795 Reworks phobias to use the new fear system instead of handling all the code via traumas (#94455)
## About The Pull Request

Phobias have been refactored to use the new fear system instead of
handling their effects via simple triggers on themselves. The overall
idea is still the same, triggering upon seeing/hearing/saying a scary
word or thing, but instead of instantly sending you into a panic it adds
some fear and has a chance of triggering a new startle fear effect,
which mirrors some of the previous phobia effects that weren't already
included in other handlers.
To complete the phobic trio, I've added monophobia as a quirk - its
quite interesting compared to nycto- and claustrophobia, as it forces
you to stick to other people, thus indirectly incentivizing social
interactions, and could make for actually interesting moments.
Additionally, I've cleaned up some of the related code and added message
CDs to all other handlers that were missing them as to avoid chat spam
which could sometimes occur when the effect triggered far too
frequently.

## Why It's Good For The Game

Using the new system makes phobias much more immersive and interesting
to play around, as they no longer absolutely cripple you to the point of
making the game unplayable in case of some of them due to random stuns
or knockouts. It also makes them natively interact with other phobias
and quirks, which is a neat thing for character building.
Currently getting a phobia basically forces you to go to medbay as to
not risk randomly falling unconscious every once in a while if you roll
a common one (like cyborgs, blood, doctors or authority), and picking
one as a quirk is basically not an option.

## Changelog
🆑
add: Monophobia is now availible as a negative (-3) quirk.
balance: Phobias now have accumulating, and less debilitating effects
due to conversion to the new fear system.
qol: Fear effects now have a cooldown between messages as to avoid chat
spam.
code: Cleaned up some of fear code.
refactor: Refactored phobias to use the fear system
/🆑
2025-12-20 22:57:58 +00:00
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
Bloop a4f053f0d9 Fixes emote singletons being mutated, and actually makes use of the type_override arg (#94178)
## About The Pull Request

So this nice way of explicitly override an emote type exists, but for
some reason it is not properly used and mostly nonfunctional.

Custom emotes, a perfect use case for these, was just... mutating the
singleton and then resetting it back, instead of actually making use of
args.

Sinful. Just sinful.

<details><summary> It does work, note the type override from the prompt
making its way where needed. </summary>

<img width="209" height="206" alt="dreamseeker_DRS9nFqoQP"
src="https://github.com/user-attachments/assets/35cbac9b-600f-4060-938e-519e110f330d"
/>

<img width="308" height="493" alt="Code_ZQfaj3GGSu"
src="https://github.com/user-attachments/assets/6847e070-d11f-4a32-90fa-edbb5e869e13"
/>

</details>

## Why It's Good For The Game

Fixes a likely oversight/coding skill issue. Improves code modularity.

## Changelog

Nothing anyone would notice, if this is working correctly.
2025-11-30 13:38:51 -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
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
MrMelbert b62ee3c6a9 Partial language understanding actually works as intended (#93999)
## About The Pull Request

So, partial language understanding scaled the % chance to translate
something based on the ranking in the most common words list

But the ranking isn't real the list is in alphabetical order

So, adds a new list of the 1000 most common words sorted by *frequency*,
which I found on a random github page.
Is it scientifically found? I have no idea, but it looks good enough to
work.

This list doesn't share the same 1000 words as our existing one, so I
added all the differing words (amounted to ~400) to the original list.

So now partial language understanding correctly translates words based
on frequency.

## Changelog

🆑 Melbert
fix: Partial language understanding now correctly has a higher chance of
translating more common words.
qol: Aphasia got slightly more words to work with 
/🆑
2025-11-18 17:26:19 -07:00
Roxy d0ca474789 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 2025-11-05 19:43:07 -05:00
MrMelbert ca6bd55664 Revert #92696: "Refactor split personality to use temporary body component and client switching" (#93258)
## About The Pull Request

IDK if temporary body is broken or split personality is broken but it
seems like this code simply doesn't work, as split personalities are
consistently being ghosted and forced DNR

## Changelog

🆑 Melbert
fix: Blackout drunk / Split personality no longer ghosts you
/🆑
2025-11-01 13:38:40 +01:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
EnterTheJake a2c7c8e57b Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request

Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.

For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

Code by Me, @Xander3359 and @Arturlang 

TGUI by @Arturlang 

Sprites by OrcaCora and GregorDM

Writing bits by @necromanceranne 

### Core changes

- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).

- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).

- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.

- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).

- Path specific robes have been introduced! They come with their own set
of quirks.

- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.

- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.

- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).

- Ascension now automatically calls the shuttle with no possibility of a
recall.

- Late join Heretic has been removed.

### New UI 
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>


### Knowledge shop

<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>




### Quality of life //General balance changes

- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).

- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.

- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.

- Codex Cicatrix no longer requires a special pen to be made.

### Passive abilities

- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.

- Crafting your first set of Eldritch robes will bump your passive to
level 2.

- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"

- Completing the ritual of knowledge or ascending will net you the final
level.

### Path Specific Robes

- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.

- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.

- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)

- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.

### Moon Path Rework

Moon path  rework.

Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.


**Cosmic Path Rework**

Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.

Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.

As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.

lastly The Star Gazer is now ghost controlled ; And they shoot lazers!

<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>


## Why It's Good For The Game


### Ok...but why do we want this?

Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".

### Cross Pathing my beloathed.

Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.

Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.

My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.

If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.


Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.

### Blade Breaking

I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.

## Less versatile, more specialized paths.

By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.

It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.

Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.

### What a horrible night to have a curse...., wait how do I curse
people again?

As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.

Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.

Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.

The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.

Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.

## Drip Of the Mansus

The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.

By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.

It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.

A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.

### Will this be 100% fair and balanced?

This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).

What I will say is that I'm not trying to change the core identity of
Heretic.

Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.

But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
2025-10-15 22:34:51 +00:00
die 0204ab8fdd Canreach refactor (#93165)
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147

full credit to @Kapu1178 for the juice

instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
2025-10-07 20:28:59 +02:00
xPokee 5e629dff04 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-03 07:05:54 -04:00
MrMelbert 3ea7b03369 Accentuate the positive with **Personality**: A (soft) mood rework (#92941)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-10-02 19:00:13 +00:00
ArcaneMusic d87637e6ab Adjusts easing in places where EASE_IN/OUT was applied without a curve. (#92976)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-09-27 17:54:45 +02:00
xPokee b308ee9d78 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-24 10:13:01 -04:00
MrMelbert 4a618934e9 Removes message arg from Hear, free performance (#93020)
## About The Pull Request

The first argument of `Hear` is `message`, the message heard

OR SO YOU'D THINK

Actually the first argument doesn't do anything but get overridden by
ALL implementations of `Hear`

No other uses as far as I and Ephe can tell. Removing it makes it a ton
easier to understand and gives us some free performance in radio code by
not rendering messages twice

## Changelog

🆑 Melbert
code: Removed some redundant code from core hearing code. Report if you
hear anything weird.
/🆑
2025-09-20 12:29:40 +02:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
FalloutFalcon d2f34e33be moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621



https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa

small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however

having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).

need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
2025-09-13 00:36:15 +02:00
nevimer b348b617a3 Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts:
#	README.md
#	code/__DEFINES/admin.dm
#	code/__DEFINES/melee.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/economy.dm
#	code/datums/components/crafting/crafting.dm
#	code/datums/elements/crusher_loot.dm
#	code/modules/antagonists/pirate/pirate_shuttle_equipment.dm
#	code/modules/clothing/suits/_suits.dm
#	code/modules/escape_menu/leave_body.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/mining/equipment/mineral_scanner.dm
#	code/modules/mob/living/living.dm
#	code/modules/plumbing/plumbers/pill_press.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-09-07 00:37:52 -04:00
FinancialGoose 6646b55946 [No GBP] fix for null.ghostize() (#92815) 2025-09-01 16:40:58 +02:00
FinancialGoose f9fcb13752 Refactor split personality to use temporary body component and client switching (#92696)
This adds the temporary body component to split personality and its
children
This should ensure that once split personality ends, the original mind
will return again and the ghost will be ghosted
fix #80212
and potentially #81256
2025-08-31 04:28:34 +00:00
Thunder12345 20118ad747 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
# Conflicts:
#	code/modules/clothing/head/hat.dm
#	code/modules/clothing/shoes/boots.dm
#	code/modules/clothing/suits/utility.dm
2025-08-19 22:38:55 -04:00
_0Steven edb85b2d0c Refactors say modes and custom say verbs. Extends custom say verbs to more situations, forwards more spans. (#92127)
## About The Pull Request

Oh man, so this entire pr started because of two things:
1. A kinda hacky fix to #92123 that got closed a good while ago.
2. A borg I know mentioning you can't do custom say verbs over robotic
talk.

Which subsequently led me down this rabbit hole of say modes and custom
say verbs.
So! The most wide-reaching thing this does is merge the custom say
verb/radio emote logic that used to be specialcased in
`compose_message(...)` into `say_quote(...)`, renaming this to
`generate_messagepart(...)` with its new functionality. This means
things that don't use the exact same chain as living things talking
normally can still generate custom say verbs if given that message
modifier.

Then, we split up say modes into a "can we do this" and "try to do this"
check to reduce conflicts (like #92123), and forward more of our data to
the latter. This allows us to then edit the say modes to actually make
use of that data, and with the previous addition of
`generate_messagepart(...)` allow for custom say verbs to be used.

In doing this I realized the logging was kind of awkward and all over
the place, so we create the new logging helper `log_sayverb_talk(...)`
which handles selecting how we should log things based on the given
message modifiers.

For better or worse I forgot about this pr for a few weeks, so I don't
perfectly remember all the details, but those are the big key parts.
## Why It's Good For The Game

Fixes #92123.

I think custom say verbs are some of the best flavour we have for
talking over radio, and any situation benefits from that being possible.
It's great to be able to tap your microphone, and it's hilarious for an
AI to be able to emote beaming an image directly into the heads of their
borgs over robotic talk.

The rest is mostly cleanup.
2025-08-19 22:35:54 -04:00
Thunder12345 260960d6f4 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
2025-08-12 18:30:25 -04:00
_0Steven 089c6a8f94 Refactors say modes and custom say verbs. Extends custom say verbs to more situations, forwards more spans. (#92127)
## About The Pull Request

Oh man, so this entire pr started because of two things:
1. A kinda hacky fix to #92123 that got closed a good while ago.
2. A borg I know mentioning you can't do custom say verbs over robotic
talk.

Which subsequently led me down this rabbit hole of say modes and custom
say verbs.
So! The most wide-reaching thing this does is merge the custom say
verb/radio emote logic that used to be specialcased in
`compose_message(...)` into `say_quote(...)`, renaming this to
`generate_messagepart(...)` with its new functionality. This means
things that don't use the exact same chain as living things talking
normally can still generate custom say verbs if given that message
modifier.

Then, we split up say modes into a "can we do this" and "try to do this"
check to reduce conflicts (like #92123), and forward more of our data to
the latter. This allows us to then edit the say modes to actually make
use of that data, and with the previous addition of
`generate_messagepart(...)` allow for custom say verbs to be used.

In doing this I realized the logging was kind of awkward and all over
the place, so we create the new logging helper `log_sayverb_talk(...)`
which handles selecting how we should log things based on the given
message modifiers.

For better or worse I forgot about this pr for a few weeks, so I don't
perfectly remember all the details, but those are the big key parts.
## Why It's Good For The Game

Fixes #92123.

I think custom say verbs are some of the best flavour we have for
talking over radio, and any situation benefits from that being possible.
It's great to be able to tap your microphone, and it's hilarious for an
AI to be able to emote beaming an image directly into the heads of their
borgs over robotic talk.

The rest is mostly cleanup.
2025-08-12 16:24:50 -05:00
Time-Green 771814d215 Recovered Crew are in spawner menu (#91986)
## About The Pull Request

![image](https://github.com/user-attachments/assets/052ad4ae-45e0-4fd5-b59f-4c659adefee3)

Added recovered crew to the ghost role spawner menu. Clicking spawn will
make you orbit the recovered crew body.


https://github.com/user-attachments/assets/326856c4-e306-43fd-b7d6-a8d5554a0e81

Orbiting the body will make it twitch a little to indicate to
coroners/MD's/roboticists that you're ready to be revived.

## Why It's Good For The Game

Getting people to actually play the recovered crew is kinda hard on most
rounds :( . First on my list is to make the process more convenient for
everyone.

By adding it to the ghostrole spawner menu, ghosts can quickly see if
bodies are available if they wish to play as one. Making them twitch
when orbited makes it so the people reviving them don't have to revive
them every few minutes in the case someone wishes to join as them (they
still might, it does get more attention).

I think the twitching effect is the best natural indicator that someone
wishes to join without being too OOC. I can imagine doctors being a
little confused at first, but it should click pretty quickly.

I am not too concerned about it being used as a ghost communication
medium. The spectroscopic sniffers are a more convenient tool for this,
and I don't think I've seen someone do it with them.
## Changelog
🆑
add: Recovered Crew have been added to the ghostrole spawner menu
add: Orbiting Recovered Crew corpses will make them twitch to indicate a
soul is available
/🆑
Giving them straight up superpowers or more aggressive antag rolls is
still something I'm considering. We'll see if/when I decide to do it

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-07-30 17:37:38 -04:00
Time-Green 05982ba29a Recovered Crew are in spawner menu (#91986)
## About The Pull Request

![image](https://github.com/user-attachments/assets/052ad4ae-45e0-4fd5-b59f-4c659adefee3)

Added recovered crew to the ghost role spawner menu. Clicking spawn will
make you orbit the recovered crew body.


https://github.com/user-attachments/assets/326856c4-e306-43fd-b7d6-a8d5554a0e81

Orbiting the body will make it twitch a little to indicate to
coroners/MD's/roboticists that you're ready to be revived.

## Why It's Good For The Game

Getting people to actually play the recovered crew is kinda hard on most
rounds :( . First on my list is to make the process more convenient for
everyone.

By adding it to the ghostrole spawner menu, ghosts can quickly see if
bodies are available if they wish to play as one. Making them twitch
when orbited makes it so the people reviving them don't have to revive
them every few minutes in the case someone wishes to join as them (they
still might, it does get more attention).

I think the twitching effect is the best natural indicator that someone
wishes to join without being too OOC. I can imagine doctors being a
little confused at first, but it should click pretty quickly.

I am not too concerned about it being used as a ghost communication
medium. The spectroscopic sniffers are a more convenient tool for this,
and I don't think I've seen someone do it with them.
## Changelog
🆑
add: Recovered Crew have been added to the ghostrole spawner menu
add: Orbiting Recovered Crew corpses will make them twitch to indicate a
soul is available
/🆑
Giving them straight up superpowers or more aggressive antag rolls is
still something I'm considering. We'll see if/when I decide to do it

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-07-27 12:41:29 +02:00
Y0SH1M4S73R 45cc222314 Allows blocking language speech and comprehension separately (#91884)
## About The Pull Request

There was a PR I wanted to make, but one of the features I wanted the
addition to have was for an affected mob to only speak aphasic, but
understand whatever languages they'd normally be able to understand.
This, in turn, required refactoring language holders to separately block
language speech and comprehension. This change, I decided, would be good
to split into its own PR.

## Why It's Good For The Game

Allows more fine-grained control over what languages an atom is blocked
from speaking or understanding. This will be useful for future PRs or
admin events.

## Changelog

no player-facing changes
2025-07-11 17:56:29 -04:00
Y0SH1M4S73R aac161bce9 Allows blocking language speech and comprehension separately (#91884)
## About The Pull Request

There was a PR I wanted to make, but one of the features I wanted the
addition to have was for an affected mob to only speak aphasic, but
understand whatever languages they'd normally be able to understand.
This, in turn, required refactoring language holders to separately block
language speech and comprehension. This change, I decided, would be good
to split into its own PR.

## Why It's Good For The Game

Allows more fine-grained control over what languages an atom is blocked
from speaking or understanding. This will be useful for future PRs or
admin events.

## Changelog

no player-facing changes
2025-07-07 15:55:16 +12:00
FeudeyTF 161d744035 Telecomms Update: Ability to change existing radio channels and create new ones (#91647)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.

The channel settings are changed and created through the servers
(Frequencies Settings)

![ui](https://github.com/user-attachments/assets/cb010d75-bb00-4e3c-86b6-351b39b832e3)

Here i created my own channel:
1) Add frequency at Receiver (you will not see channel name):

![TestChannelInReceiver](https://github.com/user-attachments/assets/d3934e96-fb2d-492a-a1d6-84e8bfbd6628)
2) Add frequency at Bus (you will not see channel name):

![TestChannelnBus](https://github.com/user-attachments/assets/9955fb9c-9ca0-44f5-8d8f-caf02c0b3a9c)
3) Add frequency at Server
4) Add settings for your frequency

![NewChannel](https://github.com/user-attachments/assets/14a86eae-a000-4106-848b-a140ab678c3c)
5) See the result:

![TestChannel](https://github.com/user-attachments/assets/a720c660-43f6-47c0-8e85-fd313e8ce8d7)

Important Notes:
1) Headsets, radios, and intercoms will not see a change in
telecommunications, but will use standard names (Common, Security etc.).
2) There are still reserved names that cannot be used: CentComm,
Syndicate, Uplink, CTFs channels
3) Servers must filter frequency for applying settings on them

## Why It's Good For The Game

Now telecommunication channels names and colors depends on the settings
of the network servers, which makes it more flexible and logical. It is
also useful for foreign language servers, as you can translate channel
names.

## Changelog

🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑

(cherry picked from commit 35494b93bb)
2025-06-28 20:37:12 -04:00
FeudeyTF 35494b93bb Telecomms Update: Ability to change existing radio channels and create new ones (#91647)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.

The channel settings are changed and created through the servers
(Frequencies Settings)

![ui](https://github.com/user-attachments/assets/cb010d75-bb00-4e3c-86b6-351b39b832e3)

Here i created my own channel:
1) Add frequency at Receiver (you will not see channel name):

![TestChannelInReceiver](https://github.com/user-attachments/assets/d3934e96-fb2d-492a-a1d6-84e8bfbd6628)
2) Add frequency at Bus (you will not see channel name):

![TestChannelnBus](https://github.com/user-attachments/assets/9955fb9c-9ca0-44f5-8d8f-caf02c0b3a9c)
3) Add frequency at Server
4) Add settings for your frequency

![NewChannel](https://github.com/user-attachments/assets/14a86eae-a000-4106-848b-a140ab678c3c)
5) See the result:

![TestChannel](https://github.com/user-attachments/assets/a720c660-43f6-47c0-8e85-fd313e8ce8d7)

Important Notes:
1) Headsets, radios, and intercoms will not see a change in
telecommunications, but will use standard names (Common, Security etc.).
2) There are still reserved names that cannot be used: CentComm,
Syndicate, Uplink, CTFs channels
3) Servers must filter frequency for applying settings on them

## Why It's Good For The Game

Now telecommunication channels names and colors depends on the settings
of the network servers, which makes it more flexible and logical. It is
also useful for foreign language servers, as you can translate channel
names.

## Changelog

🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑
2025-06-28 01:19:18 +10:00
theOOZ 94c0a966e9 [NO GBP] Fixes narcolepsy's sleep_chance var not resetting (#91801)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
(cherry picked from commit 10d15ef948)
2025-06-26 19:54:46 -04:00
FinancialGoose a809148ed0 Small blackout qol (#91604)
## About The Pull Request
Now when you blackout your drunk-value will be capped at 51 so that your
liver does not die while the drunkard personality is controlling the
body

## Why It's Good For The Game
I saw that liver failure has removed alot of the fun from being blackout
drunk both as the drunkard and the original personality as they die from
liver failure. There will still be consequences from having tons of
alcohol in you but at least you will feel it after the blackout, which i
think is very fitting.

(cherry picked from commit cbeda3651e)
2025-06-26 19:54:06 -04:00
theOOZ 10d15ef948 [NO GBP] Fixes narcolepsy's sleep_chance var not resetting (#91801)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-06-25 12:38:48 +02:00
FinancialGoose cbeda3651e Small blackout qol (#91604)
## About The Pull Request
Now when you blackout your drunk-value will be capped at 51 so that your
liver does not die while the drunkard personality is controlling the
body

## Why It's Good For The Game
I saw that liver failure has removed alot of the fun from being blackout
drunk both as the drunkard and the original personality as they die from
liver failure. There will still be consequences from having tons of
alcohol in you but at least you will feel it after the blackout, which i
think is very fitting.
2025-06-23 19:26:19 -05:00
necromanceranne f47dfdb32b Changes the eldritch painting effects from a brain trauma to a status effect. Large doses of holy water can remove the effect early, and it protects you from inflictions while in your system. (#91496)
## About The Pull Request

What it says on the tin. 

Inflicts status effects instead of brain traumas.

Needs a large dosage (somewhere around 50 units, I don't think the code
comments are accurate about the dosage) to remove the status effect.

Having any amount of holy water in your system prevents the paintings
from inflicting its status effect on you.

## Why It's Good For The Game

So I had a little event involving these paintings, and I...vastly
underestimated just how horrifically disruptive these paintings can be
and how few options you have to deal with them adequately if there are a
lot of them around. They can do some serious damage.

They probably don't exactly see much use, not because of their lack of
effectiveness, but because they simply do not push the heretic closer to
victory. Most heretics ignore these kinds of 'sabotage' tools because
they're slow like that. But if someone is particularly eager to use
them, they might make enough of a mess to, say, force a shuttle call
early as the station rusts mysteriously all around them and everyone
starts to crater in sanity. (moon heretics would love that if they
weren't speedrunning ascension)

So, traumas suck and also resolving the trauma does not necessarily give
you the means to stop getting more traumas or deal with future traumas
while dealing with the paintings, Holy water is already a tool for
dealing with magical stuff, but in of itself it is not necessarily
immediately sourcable unless there is a chaplain, or botany or cargo has
been on ball. So it still reliant on someone else to help combat it than
just some random joe shmoe with a wirecutter. I think this is mostly net
neutral balance wise enough to be considered 'quality of life' if only
that it makes engagement better while still being largely as impactful
as it ever was due to the fact people will likely still suffer/inflict
damage on the station from coming into contact with the painting, as
well as the removal still taking an amount of time and a large dosage of
holy water, all the while the effect still takes place.

## Changelog
🆑
qol: Eldritch paintings no longer inflict brain traumas on you that need
surgery to remove. Instead, they inflict a status effect that can be
protected from and removed using large doses of holy water.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2025-06-21 22:20:13 -04:00
necromanceranne 4db41ed99a Changes the eldritch painting effects from a brain trauma to a status effect. Large doses of holy water can remove the effect early, and it protects you from inflictions while in your system. (#91496)
## About The Pull Request

What it says on the tin. 

Inflicts status effects instead of brain traumas.

Needs a large dosage (somewhere around 50 units, I don't think the code
comments are accurate about the dosage) to remove the status effect.

Having any amount of holy water in your system prevents the paintings
from inflicting its status effect on you.

## Why It's Good For The Game

So I had a little event involving these paintings, and I...vastly
underestimated just how horrifically disruptive these paintings can be
and how few options you have to deal with them adequately if there are a
lot of them around. They can do some serious damage.

They probably don't exactly see much use, not because of their lack of
effectiveness, but because they simply do not push the heretic closer to
victory. Most heretics ignore these kinds of 'sabotage' tools because
they're slow like that. But if someone is particularly eager to use
them, they might make enough of a mess to, say, force a shuttle call
early as the station rusts mysteriously all around them and everyone
starts to crater in sanity. (moon heretics would love that if they
weren't speedrunning ascension)

So, traumas suck and also resolving the trauma does not necessarily give
you the means to stop getting more traumas or deal with future traumas
while dealing with the paintings, Holy water is already a tool for
dealing with magical stuff, but in of itself it is not necessarily
immediately sourcable unless there is a chaplain, or botany or cargo has
been on ball. So it still reliant on someone else to help combat it than
just some random joe shmoe with a wirecutter. I think this is mostly net
neutral balance wise enough to be considered 'quality of life' if only
that it makes engagement better while still being largely as impactful
as it ever was due to the fact people will likely still suffer/inflict
damage on the station from coming into contact with the painting, as
well as the removal still taking an amount of time and a large dosage of
holy water, all the while the effect still takes place.

## Changelog
🆑
qol: Eldritch paintings no longer inflict brain traumas on you that need
surgery to remove. Instead, they inflict a status effect that can be
protected from and removed using large doses of holy water.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2025-06-16 01:32:51 +00:00
Jacquerel afb60da430 Reduces ghost poll time for blackout drunk (#91497)
## About The Pull Request

Reduces the time spent selecting ghosts for the "blackout drunk" effect
from 20 seconds to 10

## Why It's Good For The Game

Your average person who triggers the "Blackout Drunk" effect (where
another player is put in control of their character) is roughly 45
seconds away from dying of liver failure (number I pulled out of my ass)
or at least getting knocked out for a long time due to the amount of
alcohol in their blood
20 of those seconds are spent polling for ghosts, meaning that the
length of time between someone else assuming direct control and the
character becoming permanently unconscious is frequently not really long
enough for them to do anything funny

You know when clicking this role that you're signing up for a good time
not a long time, but I think that also means people probably don't need
to think too long about whether they want to play it or not, so halving
the selection time gives you a full 10 seconds more time to tell
everyone in the bar that they're your best friends

Regular Split Personality traumas aren't so time critical and can
continue to enjoy a lengthier selection process to possibly gather more
candidates

## Changelog

🆑
qol: ghost candidates for blackout drunk are selected more quickly
/🆑
2025-06-15 15:42:08 -04:00