Commit Graph

342 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
SmArtKar 8eed335b94 Refactors inventory UI to be completely datum and vis_contents-based (#95998)
## About The Pull Request

Completely removes individual inventory UI handling from mob and HUD
code and moves it to slot datums.
``/datum/inventory_slot`` now is responsible for displaying items on the
player UI and does so through vis_contests as opposed to screen_loc -
which ensures that wide items will display properly rather than be
offset to the right.
Centralized, slot_id based handling allows us to significantly simplify
inventory and HUD code (see how many lines were removed) as you no
longer need to individually track all items for both the HUD owner and
the observer, and makes it easier for us to fully datumize inventory
handling in the future.

Also fixes a bug where observers would see players' storage UI and have
the items linger on-screen after its closed.

## Why It's Good For The Game

Makes working with inventories and HUDs easier, fixes visual issues with
wide items, I need this for human rendering refactors.

## Changelog
🆑
refactor: Refactors inventory UI to be completely datum and
vis_contents-based
fix: Observers should no longer see doubled up inventory UIs
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2026-05-31 14:27:23 -07:00
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
MrMelbert 18947edfac Cuffing items to you now chains you to the item rather than give you nodrop (shields can be cuffed again) (#95991) 2026-05-09 20:54:17 +02:00
Leland Kemble 0cab031622 Storage opening being interrupted in on_found() now works without runtiming (#95827)
## About The Pull Request

`active_storage` could be null

## Why It's Good For The Game

Pretty much the same functionality, without the runtime

## Changelog
🆑

code: Things that interrupted the opening of storages are no longer
reliant on a runtime, meaning they interrupt regardless of whether you
had another open storage open at the time

/🆑
2026-05-03 16:14:56 +02:00
explosivekitty 7caf78dd25 Lets you put nodrop items from uplink glue on and into evidence bags and use it on other people (#5400)
## About The Pull Request
Lets you equip items that you used glue on, that's how it worked before
tg made it such you cant equip nodrop items, put them into evidence bags
so you can pick them up without getting them attached to your hands and
also make stuff that other people have equipped nodrop for them to be
sprayed with acid if they want to get rid of that thing
## Why It's Good For The Game
You no longer have to drag nodrop items to sec, you can just put them in
the bags now(if you didn't pick it up in the process) and let's you
equip stuff if you applied nodrop before equipping it because that's how
it was before tg randomly fixed equipping nodrop items. also gluing
bombs and other stuff to people could be funny i think
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="127" height="240" alt="screen1"
src="https://github.com/user-attachments/assets/7ee25f7b-5cbc-42b8-8244-5c17b736a9ee"
/>

the item selection menu
</details>

## Changelog
🆑
add: You can put superglued items into evidence bags
fix: You can equip superglued items again like you could before
add: You can apply superglue to other people stuff
/🆑
2026-04-22 13:20:13 +02:00
Jacquerel 039a0a8180 Wizard Wand blind box & wand bandolier (#95563)
## About The Pull Request


![dreamseeker_vQmIqvqtUo](https://github.com/user-attachments/assets/462d95f8-7447-45e2-90a8-9111fa07fe11)

This PR adds 16 more wands to the game, try and guess what they all do!
I finished coding this PR 6 weeks ago but it turns out I had to sprite
16 wands after that before I could PR it.

<details>

**Wand of Animation**- It's like the Staff of Animation but doesn't
recharge itself, obviously.
**Rod of Babel**- Grants victims a new random spoken language and then
removes all of their other languages.
**Shearing Rod**- It renders you bald. If you are covering your hair
with a helmet, it pops the helmet off (possibly its most useful effect).
If you're already bald, your bald head will shine brightly and blind
nearby people.
**Party Wand**- Fires projectiles that are incredibly alcoholic. Two of
them will destroy the livers of most targets and kill them (although it
gives them a good leadup time to get that fixed before dying of alcohol
toxicity), so try one at a time if you're just there to have fun.
**Wand of Ice**- Freezes people temporarily, making them really cold and
unable to move. It also spawns slippery ice on impacted tiles.
**Wand of Chaos**- Forces targets to hallucinate from a curated list of
hallucinations. It looks and is named sort of like the Staff of Chaos
just in the hopes that people are more likely to believe that the wizard
did actually just instantly kill them, set them on fire, or turn them
into a demon. Even if it doesn't, a lot of these cause you to stop
moving or be temporarily knocked down or in some other way disoriented.
**Lifting Rod**- Removes gravity from a target for two minutes, which
funcionally immobilises them if they're in the middle of a room or you
can use on yourself to cross big pits.
**Rod of Compassion**- Heals you and your target a little bit, and also
gives you both Pacifism for 30 seconds. This gives you time to talk out
your problems, or deliver a monologue.
**Wand of Snacking**- Turns things into pizza. If fired at a mob, will
put some pizza in their hands and force them to start eating it.
Unlikely to be deadly, but it might spawn mouldy pizza, a food they are
allergic to, ethereal battery acid pizza, or pizza which dismembers you.
**Pestilent Wand**- Confers a transmissible plague which causes you to
periodically cough out vermin of various degrees of danger and hostility
depending on disease level, treated via traditional methods of exorcism.
**Wand of Pratfalls**- Slips and pies the target as well as creating
small amounts of lube foam.
**Wand of Rebellion**- Removes a limb from the target, then animates
that limb. Stop hitting yourself.
**Rod of Repulsion**- Throws things you shoot away from you.
**Switching Rod**- Swap places with the hit atom, as with the spell
Swap.
**Restraining Rod**- Summons a tentacle from the ground to grasp the
target, immobilising them for 20 seconds or until someone helps them.
**Wand of Zapping**- Briefly locks up the target's nerves with lightning
(it's secretly a classic ss13 taser).

</details>

They are available to wizards via the new option "Wand Assortment
(Bargain Bin)" which only costs a single spellbook point, but gives you
an assortment of 6 wands picked at random from this list of new wands
and some of the existing ones.

If you buy two or more sets of wands (and are wearing the wand belt from
the first one) then instead of spawning wands in a belt it will spawn
them in a bandolier, which fits into your backpack or can be worn on a
suit slot.
Wand bandoliers in a suit slot will automatically replace an empty wand
you try to fire with a wand that still has ammo in it.

Several of these wands' projectiles are now also possibilities from
firing the Staff of Chaos (making it more chaotic) and some of them also
have their own Magicarp types.

Also I made it so that if you animate an animating weapon then it
focuses on animating more things instead of shooting its animating bolts
at mobs that are already animate. I could do this for more specialty
wands too at some point (door wand projectiles don't exactly hurt
anyone) but if I do that it'll probably be in a different PR.

## Why It's Good For The Game

A good number of these wands come from a downstream antagonist that's
essentially a lower-threat wizard. I thought these were all fun or funny
effects to have in the game upstream but also not ones that people would
typically want to buy as a dedicated spell (or alternately, that would
be pretty good as a dedicated spell but quite boring), so instead
they're limited use spells that you get in bulk for cheap.
I didn't think we'd really want to bulk up the spellbook with several
different kinds of themed bundle though (and frankly, they don't share
themes), so it's a blind box instead.
The bandolier was added to compensate people for buying random wands
multiple times, so they can have more of a wand-based playstyle.
Now you can spend all of your points on 60 wands (maybe more if you take
the gambling trait...) and be a sort of wizard cowboy, or split them
among your apprentices, or just leave them everywhere like candy and see
whether the crew fuck things up for themselves with their new power I
guess.

## Changelog

🆑
add: Adds 16 more wizard wands to the game, which wizards can buy
cheaply but randomly, or are available via Summon Magic.
add: If a wizard buys more than one set of wands they will receive a
"Wand Bandolier" holster which fits in the backpack or, if worn in the
suit slot, will automatically exchange an expended wand for a full one.
balance: Staffs (and wands) of animation that are animated will try to
animate other objects instead of firing at living mobs, which are
already animated.
balance: Animating a wand of nothing will turn it into a wand of
animation (and animate it).
balance: The staff of chaos can now do more things.
balance: Magicarp now additionally come in Babbling, Frigid, Quantum,
and Weightless varieties. Collect them all!
/🆑
2026-04-20 09:31:55 +12:00
MrMelbert 05b7ce90ff Adds Lawyer/HoP/QM/Spy unique traitor item, the briefcase firearm mechanism (#95607)
## About The Pull Request

Lawyers, Quartermasters, and Heads of Personnels can now purchase a
`"Briefcase Embedded Firearm Trigger"` from the traitor uplink for 4 tc.

The briefcase looks like a normal, unassuming briefcase - But when any
weapon is placed inside, you gain the ability to "fire" the briefcase,
which *actually* fires the weapon.

Only the first weapon found is fired, even if it's empty.
So while you CAN put 5 pistols inside, you'd have to cycle them in and
out manually.

This works with *any* weapon that can fit inside the briefcase, which
essentially restricts it to pistols and some laser weapons.
*No*, sniper rifles won't work in the briefcase. (You can't use it to
bypass weapons that require two hands.)
*Yes*, you can also handcuff the briefcase to your wrist as normal. (Who
knows what this will allow.)

---

Also purchaseable is an 8tc `"Briefcase Embedded Firearm (Combo Deal)"`,
which comes pre-loaded with a Makarov and 0 magazines.

This variant is also available to all Spies as a medium difficulty
reward.

--- 

Additionally I changed the boot-dagger's examine tell to only show to
people holding the item.
When I was implementing the briefcase gun I made the examine tell only
show while held and I thought "well, the boot-dagger should follow the
same logic". They're meant to be stealth objects so being able to figure
it out from across the room feels weird.

## Why It's Good For The Game

This was a random idea someone threw out that I thought fit the vibe and
gameplay of traitors and spies really well.
It's a very espionage-y idea, very James Bond. 

It will definitely catch a lot of people off guard. It basically allows
the Lawyer to walk around with a pistol or revolver drawn at all times.
I'm a bit worried it'll be too potent combined with handcuffs (nodrop
revolver?), but the Lawyer doesn't get many Ws so maybe it's fine.

## Changelog

🆑 Melbert
add: Traitor Lawyers, Quartermasters, and Heads of Personnels can now
purchase a "Briefcase Embedded Firearm Trigger" from the uplink for 4tc
- a briefcase that allows any weapon stored within to be fired by
"firing" the briefcase itself. Weapon sizes are restricted to whatever
fits in a briefcase, meaning it practically only works with pistols and
some laser weapons. It has a subtle examine tell that only appears while
being held.
add: Also available for 8tc is a combo deal that comes pre-loaded with a
Makarov. This can also appear as a medium Spy reward.
balance: The Spy item "boot dagger"'s examine tell now only appears if
you're examining them WHILE holding them.
/🆑
2026-04-17 13:29:57 +10:00
Lucy 79e7aa569e fixes up some math defines to use byond builtins instead of workarounds (#95652)
## About The Pull Request

this translates some various
- `FLOOR(x, 1)` -> `floor(x)`
- `CEILING(x, 1)` -> `ceil(x)`
- `SIGN(x)` define is gone, just uses the native BYOND `sign()` now.

Also, the `MODULUS` define is just a wrapper for the [BYOND `%%`
operator](https://ref.harry.live/operator/modulomodulo) now.

would be nice if someone double checked to make sure there's no
potential subtle oddities resulting from this.

## Why It's Good For The Game

These procs presumably did not exist whenever the defines were written -
and they are BYOND builtins, meaning it will just be, say, one `sign`
instruction, instead of two comparisons and a subtraction.

## Changelog

no player-facing changes
2026-04-13 15:32:42 +12:00
Leland Kemble 1d8c7f1928 Fixes hardcoded pod storage safe security level lock & its initial icon setup (#95709)
## About The Pull Request

Pod wall storage tracks its own locked state and whatnot only to
hardblock based on security state, which is confusing especially to
those attempting to varedit.

Also, its initial icon is erroneously unlocked because it is updated by
the storage while the storage is being created, but as the storage is
still being created `atom_storage` hasn't been actually set yet.

## Why It's Good For The Game

Fixes it being locked when it shouldn't be(in varedits, but also in the
scenario someone launches the pod and later the security level is
lowered)

Fixes it appearing unlocked when it isn't.
2026-04-10 12:09:33 -05:00
SmArtKar 16aef3a2fd Completely refactors HUD element management and datumizes inventory HUDs (#95119)
## About The Pull Request

This is a port/revival of Kapu's
https://github.com/DaedalusDock/daedalusdock/pull/883
By god, please TM this for a while, as HUDs are rather volatile and I
might've missed something (also the original PR had harddel issues, so
we should probably be on the lookout for those)

Instead of being stored in a metric ton of separate variables, all HUD
elements are now kept in a ``key -> element`` assoc list, and separate
category lists have been turned into a single ``group_key -> list of
elements`` assoc list for easier management.
This massively simplifies HUD creation and management, and allows us to
sanely dynamically modify HUDs without having to keep track of our
elements ourselves (harddel fuel)

I've also noticed that plasma vessels had... interesting, to say the
least, way of managing their HUD and in humans were unable to display
it, which I've changed (the element itself is displayed below stamina in
non-aliens, as latter occupies the spot where you'd normally see it)
Also fixes a bunch of minor unlikely to occur issues with HUD not
updating when it should've sometimes.

## Why It's Good For The Game

The two most important results of this is that A) we can fix the issue
with items larger than 32x32 not displaying properly in inventories (in
a separate PR) and B) this paves the way for datumized inventory slots,
although that is a separate nightmare
Some of this code is also actually over a decade old, and is an absolute
nightmare to work with.

## Changelog
🆑
qol: Non-aliens with an implanted plasma vessel now see their plasma
level in their HUD instead of just the stat panel
refactor: Refactored the entirety of HUD management code, report if
anything breaks!
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2026-04-02 15:20:55 -04:00
Twaticus c77e009876 Nugget Box Resprite + Nuggets/Wings/Fries Containers (#95537) 2026-03-28 18:33:53 -04:00
necromanceranne 1ce02afed8 Adds the pump-action grenade launcher and updates the existing break-action ballistic grenade launcher with a new sprite (#95244) 2026-03-10 20:54:05 +02:00
Y0SH1M4S73R e9a650108f Construction bags can hold normal-sized stacks (#95350) 2026-03-09 20:31:48 -04:00
John Willard 038707f0b1 Adds a Memory button to the UI & other HUD Changes (#95303)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/91378 for renewed
effort of ruining the stat panel for everyone.

This PR does a few things to address issues I've had with the HUD in
hopes to bring reliance less upon the stat panel.

1. Adds a Memory button

<img width="133" height="169" alt="image"
src="https://github.com/user-attachments/assets/7f643882-5666-4099-9c68-5d6092a6d82c"
/>
<img width="134" height="169" alt="image"
src="https://github.com/user-attachments/assets/e7592ec3-ec3e-4afe-baa3-6d0e6d5d22c8"
/>

Potential alt icon, but I don't know if it's better
<img width="1322" height="115" alt="image"
src="https://github.com/user-attachments/assets/82cc6ad9-becd-4502-8b83-276b0ef6ed0d"
/>


2. Makes Alien, Animal & Borg HUDs more compact (This is uploaded before
Borg HUD icons were made)

Borg - Removed 'Store' button, now you left click your model to store it
(RMB to open/close), think of it more like a bag now.
<img width="1054" height="324" alt="image"
src="https://github.com/user-attachments/assets/5352a350-8f3e-4b3a-8634-929e2c9aa2f4"
/>


Alien
<img width="305" height="189" alt="image"
src="https://github.com/user-attachments/assets/c0f0b9f0-941a-405e-bdfd-4b5b46690fb6"
/>

Animals - Their HUDs now appear in the corner of the screen rather than
having the strange offset
<img width="202" height="168" alt="image"
src="https://github.com/user-attachments/assets/ddf26108-d930-4744-8ef5-17f981a3384b"
/>

I didn't touch gorilla, they still look weird.
<img width="732" height="181" alt="image"
src="https://github.com/user-attachments/assets/5c1534c3-7190-491d-8a1f-6fe51eebd9a2"
/>

2. Fixes borg numbers not showing up at the request of a user
<img width="701" height="312" alt="image"
src="https://github.com/user-attachments/assets/65464e15-8e31-41f8-b506-050fa27cebde"
/>

Closes https://github.com/tgstation/tgstation/issues/95163

I also added a rustle sound when you drop something as a borg so you
have an audio cue that you dropped something, sometimes as a borg I'll
drop something and think it disappeared, cause I didn't realize I
accidentally hit drop. This is a local sound, so it doesn't play to
anyone near you. Purely for feedback.

3. If you didn't notice, this de-hardcodes the UI for non-humans

UIs now respect your prefs for many more mobs now, pretty much only the
ones with unique special UIs (Alien, pAI, AI, Borg) will now respect
your prefs.

## Why It's Good For The Game

UIs make a bit more sense, takes Memories out of being only accessible
through the stat panel, allows your prefs to be respected more and makes
inventories a little more consistent through mob types.

If the stat panel is to be removed or made optional, we can't afford to
hide Memories through it because certain antagonists (see: nukies)
absolutely rely on it.

## Changelog

🆑 ttt, JohnFulpWillard
add: Added a Memory HUD to your UI. In case you didn't know, you get
memories of things happening around the station, or important antagonist
info such as the nuclear codes.
del: Removed Borg's "store" button, now the cyborg module will behave
more similar to a backpack (LMB to store, RMB to open/close)
fix: Borg material now properly displays how much materials they can
afford with their cell's charge.
qol: Your HUD prefs are respected on more mobs now.
qol: Improved the HUD of simple/basic animals, as well as Cyborgs, AIs,
pAIs and Xenomorphs.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2026-03-07 15:31:27 +01:00
Alexis 5c5a636485 Merge branch 'master' into upstream-feb12-2026 2026-03-02 07:42:16 -05:00
Manatee 79b1019458 Ports the Holotool from yogstation (#5252)
## About The Pull Request
Ports the Experimental Holotool from yogstation. An RD item that is all
the tools in a compact package.
## Why It's Good For The Game
RD has nothing interesting except the armor that kills you if you use
it, and many people dont because of that. This gives a unique,
interesting item that is useful to their kit, much like the CMO's hypo.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="273" height="314" alt="image"
src="https://github.com/user-attachments/assets/7111c679-928c-4069-a4d9-ab93588d9daf"
/>

<img width="127" height="83" alt="image"
src="https://github.com/user-attachments/assets/86346c30-3ae3-449d-b40a-3c26b05f6949"
/>


</details>

## Changelog
🆑
add: The RD now has an Experimental Holotool! It starts in their locker.
/🆑
2026-02-21 15:34:19 +01:00
MrMelbert a274358d5b Tourniquet fits in medkits and medbelts (#95188)
## About The Pull Request

Fixes #95187

Idk how I forgot that part

ABC sorted it while I was here

## Changelog

🆑 Melbert
fix: Tourniquet fits in medkits and medbelts
/🆑
2026-02-17 13:40:07 -05:00
MrMelbert ef28e00690 [MDB Ignore] Refactors gauze, adds Tourniquets (#95041)
## About The Pull Request

1. Refactors gauze

Removes gauze var from `/stack`, adds a shared parent between tape and
gauze.
Behavior of "sticking thing on limb" is now a bit more generic, with
there being a component to facilitate it and a framework on `/bodypart`

Closes #92990

2. Adds Tourniquets

A first aid item, when attached to a limb it reduces blood loss from
that limb by 90%.
However while attached you walk slower (if on a leg), interact slower
(if on a arm), and yes, you rapidly die if you put it on your head

Paramedic belts have their starting equipment changed again for the
500th time.
Surgical tape -> Tourniquet
Bone gel -> Bonesetter

<img width="604" height="224" alt="image"
src="https://github.com/user-attachments/assets/443dd5c0-44a3-4ccb-9f6a-c561bbf2fba9"
/>

## Why It's Good For The Game

Adds some more variety for field treatment of bleeding wounds, and in
the future we can add things like "improvised tourniquets" or
"improvised splints" with wooden planks.

## Changelog

🆑 Melbert
add: Adds Tourniquets. While attached to a limb, reduces blood loss from
that limb by 90%, but makes you walk / interact slower. (Or if you put
it on your head, you die.)
add: You can purchase Tourniquets from the premium section of the
medical vendor
add: Paramedic belt setup has changed yet again: Surgical tape replaced
with Tourniquet, Bone gel replaced with Bonesetter.
add: You can use all forms of tape as splint - like Gauze. Will secure a
fracture but won't stop your blood from exiting.
refactor: Refactored gauze entirely, report any strangeness with it (or
tape, or tourniquets)
/🆑
2026-02-15 08:30:57 +01:00
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
#	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
2026-02-12 23:50:09 -05:00
Alien 005962fa87 Heretic void cloak doesn't quickdraw (#95050)
Co-authored-by: Jordan Dominion <jordanhcbrown+github@gmail.com>
2026-02-03 18:18:53 +01:00
Nick 12fabce357 Katanas now have their own respective sheaths, adds leather crafting recipes for katana sheaths (#94939) 2026-01-28 13:09:44 +02:00
Roxy 9f730b60d8 Allows hypnoflashes to fit within a security belt. (#94811)
## About The Pull Request
Title, right now flash/handheld fits within a security belt, but
flash/hypnotic does not.
## Why It's Good For The Game
It's by all means a flash, no reason for it not to fit within a security
belt. It not fitting in the belt means it can be meta'd. Searching a
roboticist who would reasonably have a flash? Flash doesn't fit in belt?
It must be a hypnoflash.

Feels oversighty idk
## Changelog
🆑
fix: Hypnoflashes now fit on secbelts just like regular flashes.
/🆑
2026-01-11 15:04:25 -05:00
Y0SH1M4S73R f77680a329 Adds the MOD Storage Module of Holding (+multiple prerequisite modsuit module refactors) (#94467) 2026-01-10 13:16:40 +01:00
MrMelbert 8d303e256a Stack items have a number indicating stack size in inventory (#94705)
## About The Pull Request

<img width="528" height="200" alt="image"
src="https://github.com/user-attachments/assets/41a30b57-2799-44c8-82cd-ce2f8c8c22c4"
/>

Number only shows up when it's in the inventory or held - in world it
looks as-normal

(I'm pretty sure this idea was subconsciously inspired by another
server, but I don't remember...)

## Why It's Good For The Game

Makes it easier to use stacks that don't have a visual sprite change -
IE you no longer have to spam examine to see how many you have left

## Changelog

🆑 Melbert
qol: Stack items have a number indicating stack size while held or in
inventory.
/🆑
2026-01-04 11:44:13 -07:00
Bloop cf14dcfc1a Converts 3 components into elements (#94589)
## About The Pull Request

`adjust_fishing_difficulty` is a good one to make into a bespoke element
since a number of the same clothing item are created in the wardrobe
system.

climb_walkable is also good due to how prevalent it is, and it is a bit
of a two for one since it also removes the need for the
`/component/connect_loc_behalf`

Also stops adding the on_climbable trait to literally everything in the
turf, it now only applies it to atoms with density. So no more pipes and
stuff getting trait lists created for no reason.

<details><summary> Tested + things still work as before </summary>

<img width="422" height="122" alt="image"
src="https://github.com/user-attachments/assets/b23696f5-cd16-4150-aeb3-14ea6bd256fc"
/>

</details>

## Why It's Good For The Game

Lessens overhead, fixes a bug as well.

## Changelog

🆑
fix: fixes a pushed crate not removing on_climbable trait properly off
the mob standing atop it
/🆑
2025-12-30 01:05:50 +01:00
Bloop 53ed83bb9d Makes some more lists lazy (#94388)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-12-28 19:57:42 +01:00
Da Cool Boss b201c253be Donk shotgun shell boxes can now hold shotgun shells (#94498)
## About The Pull Request
Shells spawn in the box, but when removed they can't be put back in.
This is because they hold only donk pockets.

Fixes this, and also allows you to refill it with other shotgun shells,
since they're all more or less the same shape. This mirrors how the
other donk boxes can store donk pockets of any kind.
## Why It's Good For The Game
Exit-only boxes for ammo are very frustrating for players. They expect
to be able to put the ammo back inside.
## Changelog
🆑
fix: The Donk Co. 'Donk Spike' boxes now properly store shotgun shells.
/🆑
2025-12-16 21:57:33 -05:00
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
MrMelbert 8b3619bded Detached storage fix (#94329)
## About The Pull Request

Stuff is not stored in parent

## Changelog

🆑 Melbert
fix: Fix detached storage (modsuit storage)
/🆑
2025-12-04 21:07:32 -07:00
Ghom 043677c6f6 Storing objects with slowdown in a backpack or belt (or any such storage) now properly updates your speed (#93967)
## About The Pull Request
Another one of those things that I've noticed when playing around with
fish tanks; The slowdown lingered even when the fish tank (which depends
on the total weight of fish inside it) was no longer held and was only
updated another item is equipped or held.

This is because `attempt_insert` doesn't end up calling `DoUnEquip`,
which along with `equip_to_slot`, is one of the cornerstones of the
whole inventory system that we have had for over a decade. Luckily, this
doesn't break things entirely because `item/doMove` seems to have a
fallback, but it only covers held items and only does half of what
`DoUnEquip` does, because it's its own copypaste code, disconnected from
the standard unequip call stack.

I've done some changes to make sure `DoUnEquip` is always called on
`doMove` if we find that the item still has the IN_INVENTORY flag. I've
also updated the code comment for it as well, to emphasize that the
measure is a fallback and not an excuse to call forceMove or Move if we
know that the object is held or equipped on a mob.
If something doesn't work, it'll be likely caught by the CI (it's a core
feature of the game after all) or stack traces.

Also, despite equipment slowdown supporting all mob types, when
equipping/unequipping items it's only applied to carbon mobs. This is
not _strictly_ a contributing factor to the titled issue but it still
limits a balance feature that ought to affect all mobs with hands and/or
equipment slots.

## Why It's Good For The Game
Fixing issues with inventory and storages. Hopefully improving and
modernizing years old code a little.
2025-12-04 17:40:16 -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
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#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
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#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
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#	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
necromanceranne d76d2f5438 Laser Gun Update: Deep Lore, Gun Variety, Pew Pew (#93520)
## About The Pull Request

Updates the laser gun into four proper subtypes: Standard, Pistol, Rifle
and Carbine.

<img width="229" height="210" alt="image"
src="https://github.com/user-attachments/assets/12c03076-8ebf-4d87-8c98-6a8cce6821db"
/>

Current sprites are pending a palette change.

**Standard:** Functions as you would expect. Same as ever.

**Pistol**: Lower charge, 20 force, normal sized, recharges faster.

**Carbine**: 15 force, 26 mag, two round burst. Projectiles flight
slightly faster. Cannot dual-wield.

**Rifle**: 20 force. 40 mag. Two round burst. EMP resistant (not
immune). Projectiles fly slightly faster. Cannot dual-wield (not that
you need to).

All but the rifle can be sourced from cargo. You can also buy the sovl
version of the laser gun if you're especially nostalgic.

### Armory Changes

The Armory now can potentially spawn either pistols, carbines or
standard. The weighting leans closer to spawning carbines and standard
as opposed to pistols.

### Lore Dump

The laser line of weapons now all have lore. That rich, deep lore that
every game needs and is totally not important at all to the meat and
potatoes of the game. I'm paid by the hour ($0.00)

### Code Tidying

Lasers are old and a total mess code-wise so we've tidied up while we're
here.

## Why It's Good For The Game

Variety is the spice of life and also some of these weapons could have
used a face lift. Especially the laser carbine. Both functionaltiy wise
and appearance wise.

A bit of randomness in the armory means some rounds might have unique
outcomes compared to others. Sometimes, items in cargo don't see
particularly much use, so peppering in a few random potential deviations
can maybe nudge people to utilize variant gear on future rounds.

I'm obsessed with writing too much information. I blame Hatterhat.

## Changelog
🆑
add: Three variants of the laser gun; Carbine (replacing the existing
one), Pistol and Rifle! Find it (possibly) in your armory today!
balance: The armory laser guns might be different variants of the laser
gun, rather than always being the standard. The standard is the same as
ever, even if it looks different.
add: If you care, the sovl version is available as a goodie. And in the
hands of pirates...
spellcheck: Lore! LORE FOR LASER GUNS! LOOOORE! Examine laser guns
closely and you might learn more about them.
balance: The new set of laser guns come with brand new sprites.
/🆑

---------

Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
2025-11-20 22:21:16 -05:00
LT3 1ea5608fe3 Fixes shears not allowed surgery tray (#93900)
## About The Pull Request

- Fixes shears being unable to be stored in the surgery tray
- Adds shears to the debug surgery tray on runtimestation

## Why It's Good For The Game

- Shears can be consistently stored like other surgery tools
- Saves time debugging bodyparts with runtimestation

## Changelog

🆑 LT3
fix: Shears now able to be stored in the surgery tray
/🆑
2025-11-13 00:33:01 +01:00
Roxy 71faa643bf Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 2025-11-12 16:44:13 -05:00
L0pz 22ed558265 Adds gladiuses (gladii?) (#93631)
## About The Pull Request

Adds the Gladius alongside its scabbard. Replaces undead roman
legionarries' claymores with gladii.
<img width="152" height="105" alt="image"
src="https://github.com/user-attachments/assets/fdd21960-0f73-4564-b381-7044838a0f51"
/>
<img width="194" height="165" alt="image"
src="https://github.com/user-attachments/assets/a3f602e1-9ce6-4ded-b40d-d7088da292c9"
/>
<img width="136" height="133" alt="image"
src="https://github.com/user-attachments/assets/e8105ba3-d1e5-42cb-86e5-16db6edd56f7"
/>


## Why It's Good For The Game

This started as me thinking "hmmm those guys shouldn't have longswords"
and so I gave them the gladius, the famous standard issue foot soldier
weapon for the roman army. It's better in that it's more historically
accurate, which is definitely something everyone cares about a lot.

## Changelog
🆑
add: Roman skeletons now have Roman swords.
/🆑

---------

Co-authored-by: die <96586172+grungussuss@users.noreply.github.com>
2025-11-08 01:09:23 +01:00
Roxy d0ca474789 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 2025-11-05 19:43:07 -05:00
SmArtKar 1c6c506936 Raptor Rework - Ranching and Companionship (#93564) 2025-11-01 22:13:29 +11:00
1393F 9d3003766a Fixes the syndicate rebar quiver reload action not working (#93614)
## About The Pull Request
It works now, I couldn't find what the problem was though.
## Why It's Good For The Game
Fix
## Changelog
🆑
fix: The syndicate rebar crossbow quiver's action button now functions
correctly.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-10-26 22:03:39 +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
SmArtKar 39de5b2b9d Items no longer randomly fall out of bags when changing their size (#93448)
## About The Pull Request
Not sure what this code was meant to achieve, but just checking total
weight is enough. Also added a safeguard to not drop the item if the
storage container was already overloaded just in case we're in a premade
box (this should never happen in-game otherwise)

Fixes #85658

## Changelog
🆑
fix: Items no longer randomly fall out of bags when changing their size
/🆑
2025-10-14 20:17:52 +02:00
MrMelbert e85674d366 Unified CMO blues slightly, updates garment bags slightly, updates CMO locker contents slightly (#93321)
## About The Pull Request

### CMO palette update

Before - after

<img width="533" height="324" alt="image"
src="https://github.com/user-attachments/assets/c8a843a6-875d-4796-8c62-d24dd509147b"
/>

Logical follow up to #93313 and #91902

CMO now has a backpack which matches their teal palette rather than
re-using the medical doctor's blue backpack

CMO now starts with white sneakers instead of blue sneakers

### Garment bag update

Garment bags can hold backpacks, duffels, etc. 

However they CANNOT store backpacks which have ANY contents, so no risk
of storage nesting memes here.

### Misc

Removed the defib mount from the CMO's closet

Minor bugfix for being unable to swap storage positions of items which
were instantiated in a storage

## Why It's Good For The Game

- Much like the Paramedic, the CMO has had many cooks which have not
always been on the same page, so this makes their sprite a bit more
coherent.

- Heads with unique packs just tossed them in their closet which is
pretty spammy given we have four variants now. Putting them in the
garment back makes sense.

- Defib mount in CMO's locker hasn't been necessary for a while now that
all treatment centers spawn with defib mounts.

- Bugfix.

## Changelog

🆑 Melbert
image: CMO now has unique backpack/satchel/etc. sprites which matches
their teal palette.
image: CMO spawns with white sneakers instead of blue sneakers.
qol: Garment bags can hold empty backpacks/satchels/etc.
del: Defib mount removed from CMO's locker.
fix: Items stocked in a storage item by default can be
mouse-drag-swapped like any other item.
/🆑
2025-10-13 00:16:49 +02:00
MrMelbert da10322dc1 Fix modsuits and defibs (#93373)
## About The Pull Request

Fixes #93359

Caused by #93165

Inventory screen elements were no longer considered reachable, which
broke mousedrop handing on objects that check "is dragging into
inventory slot"

I don't know the best way to fix this yet but I figured the next best
thing would be to make all of these use the `drag_pickup` element, which
skips this reach-ability check

Thus I refactored it slightly to accommodate for items which should
contextually not be drag-pick-up-abble and bam, works like a charm

## Changelog

🆑 Melbert
fix: Dragging defibs and modsuits off your back works again
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2025-10-11 18:17:23 -04:00
necromanceranne 86c499ebc3 Adds the Jaws of Recovery, a specialized form of Jaws of Life for paramedics with heavier limitations. (#93021)
## About The Pull Request

Adds the Jaws of Recovery, a form of Jaws of Life. These spawn in
cabinets in medical, similar to the fireaxe and mech removal tool.

Jaws of Recovery have two heads; prying, like a standard set of jaws of
life, and bonesetting.

Jaws of Recovery cannot be used to open windoors, and cannot be used to
open certain restricted doors. These doors include command staff private
offices, any command specific areas, AI upload areas and security areas
that aren't the brig entrance.

Jaws of Recovery also send out an alarm whenever used to open a door
that is of meaningful significance, like a departmental area. This does
not happen when opening maintenance airlocks, public accessible doors,
external airlocks and the auxiliary base.

The standard Jaws of Life and Syndicate Jaws of Death are entirely
untouched and function as expected.

<img width="240" height="177" alt="image"
src="https://github.com/user-attachments/assets/4e661720-25c7-42b5-963d-707b77d3683f"
/>


## Why It's Good For The Game

In my last PR I removed the broad access available to paramedics.
https://github.com/tgstation/tgstation/pull/92751
I have already explained my reasoning as to why this broad access is a
mistake. This is not anywhere close to that broad access being returned.
This is a slow, deliberate interaction meant to create friction when
someone is moving around using this tool.

Now, obviously, the change was something of a kick in the teeth for
paramedics (which I won't apologize for doing). I hadn't received any
moderate alternatives that sounded like a good idea for months. That is,
until the PR was merged and someone told me about how paramedics over on
Baystation have jaws of life, but they alert people over the radio when
they are used. Seemingly they were as much worried about paramedic
tiders as we are, and they're a high roleplay environment. We clearly
invited a problem on our end that they had sought to resolve because
they too realized that it was a mistake to just give the role this
access.

Now, obviously, [RETA exists to get medical staff into an
area](https://github.com/tgstation/tgstation/pull/92753). That's all
well and good and I like that system. This does not detract from that PR
whatsoever either. This is meant to serve as an extra emergency measure
in the event a paramedic REALLY needs to get into an area while trying
to create some kind of accountability for their actions by telling sec
when they start being used to pry open airlocks. If sec doesn't like how
much the paramedic is invading areas without reason, they at least know
where and when they've been going into locations and might be
incentivized to go investigate.

## Changelog
🆑
add: Adds the Jaws of Recovery. One can be found in a locked glass
cabinet in medical. These jaws of life are restricted on what they can
force open, and alert security and medical whenever they are utilized to
pry open departmental doors. They can't be used to open high security
doors whatsoever. And they come with a bonesetter attachment instead of
wirecutters. You know, for power-relocating your arm.
/🆑
2025-10-10 16:44:57 -04:00
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
SmArtKar 6844db8e19 Fixes harddels and UI-breaking runtimes from open_containers (#93230)
## About The Pull Request

Closes #93221 as it incorporates a better version of the fix in said PR.
hud_used could exist without a client (such as if the player logged out
temporarily) and the elements in the list were not removed when an item
was taken out of storage. This could result in harddels, which would
fill the list with nulls and lead to the following runtime which would
prevent all further UI updates on the mob, including planemaster
rebuilds

```js
The following runtime has occurred 161 time(s).
runtime error: wrong type of value for list
proc name: show hud (/datum/hud/proc/show_hud)
  source file: code/_onclick/hud/hud.dm,347
  usr: Doctors-The-Smiles (/mob/living/carbon/human)
  src: /datum/hud/human (/datum/hud/human)
```

Fixes #93212

~~This is ***not*** a solution to #93212 (or at least I think so, there
is a separate filter issue), but it could also break planemasters on a
mob.~~

## Changelog
🆑
fix: Fixed harddels and UI-breaking runtimes from open_containers
/🆑
2025-10-02 12:42:58 -07:00
paganiy 2cd496e0e8 Prevent containers from closing on HUD updates (#93168)
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/92260
When players do things that make the HUD change (like lie down (_yes,
sleep button also counts_), change the HUD style with F12...), the open
inventories (backpacks, belts, etc.) close. This is because the
show_hud() thing does a whole screen redraw (???) and doesn't save the
open inventory things.
## Why It's Good For The Game
Players don't need to open the inventory window again and again.
## Changelog
🆑
fix: containers no longer close unexpectedly when the HUD refreshes
(e.g., when lying down/getting up)
/🆑
2025-09-30 00:57:20 +02:00
Krysonism 79da15581c The Roulette Refinement Reconfiguration. Poker Chips, Bugs fixed. Coins redeemable, Payouts animated and Bag expanded., (#92905) 2025-09-29 04:07:04 +10:00
xPokee b308ee9d78 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-24 10:13:01 -04:00