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masterfixes
552 Commits
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f601a6ddaf | Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 | ||
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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 /🆑 |
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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 /🆑 |
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21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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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. |
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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. /🆑 |
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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 # code/__DEFINES/inventory.dm # 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 # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py |
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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. /🆑 |
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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. /🆑 |
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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. /🆑 |
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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. /🆑 |
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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 /🆑 |
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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 /🆑 |
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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 |
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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. |
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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 |
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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! /🆑 |
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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 /🆑 |
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d0ca474789 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 | ||
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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 /🆑 |
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d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
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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. |
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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! /🆑 |
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5e629dff04 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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3ea7b03369 |
Accentuate the positive with **Personality**: A (soft) mood rework (#92941)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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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> |
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b308ee9d78 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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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. /🆑 |
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9b282a850e | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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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. /🆑 |
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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 |
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6646b55946 | [No GBP] fix for null.ghostize() (#92815) | ||
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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 |
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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 |
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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. |
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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. /🆑 |
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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. |
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771814d215 |
Recovered Crew are in spawner menu (#91986)
## About The Pull Request  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> |
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05982ba29a |
Recovered Crew are in spawner menu (#91986)
## About The Pull Request  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> |
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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 |
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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 |
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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)

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

2) Add frequency at Bus (you will not see channel name):

3) Add frequency at Server
4) Add settings for your frequency

5) See the result:

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
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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)  Here i created my own channel: 1) Add frequency at Receiver (you will not see channel name):  2) Add frequency at Bus (you will not see channel name):  3) Add frequency at Server 4) Add settings for your frequency  5) See the result:  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 /🆑 |
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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
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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
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10d15ef948 |
[NO GBP] Fixes narcolepsy's sleep_chance var not resetting (#91801)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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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. |
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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> |
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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> |
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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 /🆑 |