Commit Graph

52 Commits

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

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

---------

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>
2026-05-16 00:56:00 +02:00
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
SmArtKar f58b8511f0 Refactors effect_system (#94999)
## About The Pull Request

This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.

``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists

I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.

Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)

## Why It's Good For The Game

Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.

## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
2026-02-03 22:23:09 -05:00
SmArtKar dbadf01a35 Readds sovlful IEDs and adds assembly beakerbombs (#94965)
## About The Pull Request

This PR sort-of brings back old IEDs, albeit much more freeform compared
to their previous iteration. Using #94861's ``spark_act`` interactions
they can now be made by filling up a soda can with a variety of
chemicals (welding fuel being the easiest to obtain), dunking in a piece
of wire, taping it up (optional, required if using welding fuel or
plasma) and lighting it on fire with a lighter or welding tool (anything
that's hot enough works, really)
They have a random delay of 2-4 seconds, and can be disarmed by snipping
the fuse with wirecutters in time before they detonate (or don't,
depending on the mixture)

There's also a new, more "professional" improvised chemical explosive in
the form of beakerbombs. These can be assembled by putting a lid on a
beaker (alt-click, prevents the beaker from spilling its contents when
thrown) and attaching an assembly with an igniter or a condenser to it.

<img width="150" height="90" alt="dreamseeker_2OKpZeN7ay"
src="https://github.com/user-attachments/assets/599e75ea-9653-4db9-a915-b2ca6307635f"
/>

When triggered, igniters will heat the reagents up by a bit while
condensers will cool them down. However, you can also attach and wire up
a power cell, which will cause it to dump all of its power into the
beaker when the igniter fires off, triggering ``spark_act`` interactions
potentially causing a larger explosion.

<img width="534" height="447" alt="dreamseeker_k9Uzf18Eoa"
src="https://github.com/user-attachments/assets/4cfed5b4-3875-4522-9bfa-5f6a3c8e0864"
/>

Decently sized boom from The Contraption.

Plasma and welding fuel's potency inside of beakerbombs/soda cans is
significantly reduced compared to other riggable objects (strengthdiv is
3 times higher) as they're very easy to obtain and would make for very
powerful explosives, considering their very strong strengthdiv as most
rigging interactions use very little fuel/plasma to cause a large
explosion, which was carried over to the new system. (Don't worry, this
still leaves them at sensible values with welding fuel being about as
strong as old IEDs on average)

Closes #94990 via having plasma's electrical power modifier have a
decline past a certain point based on its volume

## Why It's Good For The Game

#81529 didn't justify IED removal whatsoever and I think with new
mechanics these can be used as easier (but weaker) to make improvised
bombs, being much less clunky to make and use than pipebombs.
Beakerbombs are essentially a somewhat weaker (even with metamat
beakers, you're still 20u short of a normal large beaker grenade at
200u) form of grenades, but have access to new interactions involving
charged up explosions, which could make for some variety among chemists'
weaponry.

## Changelog
🆑
add: Added back IEDs made by attaching some wire and tape to a soda can
filled with fuel, plasma, or any other explosive of your choice. They
need to be lit on fire with a lighter or a welding tool.
add: You can now attach a lid to beakers with alt-click, preventing them
from being spilled when thrown.
add: Added beakerbombs, made by attaching an assembly (with optional
power cell and wiring) to a lidded beaker.
balance: Rigged explosions now create flames.
balance: Plasma explosions now limit their explosion potency past a
certain point based on their volume
/🆑
2026-01-28 09:11:50 +13:00
SmArtKar c74f104c89 Rewrites plasma rigging code to be much more flexible and dynamic, and cover more cases (#94861)
## About The Pull Request
Instead of being snowflake interactions on objects themselves, rigging
things with plasma or welding fuel is now handled on reagents' side via
``on_spark_act``, allowing each reagent to decide how they want to
handle exposure to electric currents or violent heating.
- Obviously plasma and welding fuel cause explosions, but former gains
additional power from electric current being passed through it (same
math as powercells), while latter doesn't explode unless in an enclosed
space, or a high enough current/temperature has been reached, and merely
creates a hotspot instead.
- Napalm and phlogiston create hotspots, or (try to) damage the holder
if they're enclosed
- Sorium, liquid dark matter, TATP, nitroglycerin and flash/smoke/sonic
powders trigger their usual detonation effects, albeit slightly weaker.
- Teslium creates a ZAP, with additional power for a BIG ZAP if it has
been triggered by electric current.
- RDX becomes spicier with temperature and current, similarly to how it
becomes more dangerous when mixed with LE or teslium.
- Gunpowder produces a delayed explosion effect (unless its hot or the
current is high enough, in which case its instant) and causes sparks as
the message claims it does (normal gunpowder explosions also do that)

Plasma and gunpowder rigged items can now be controlled using
stabilizing agent - in its presence, plasma will not explode unless the
used charge is higher than 0.2% of a standard cell's per unit of agent,
while gunpowder will instead spend 0.1 + (charge / 10% of a standard
cell's charge) units of agent to delay its detonation.

Smoke (powder) now produces a visible message and slightly damages lungs
of whoever it reacted inside of, if the container was a mob.
The numbers on plasma/welding fuel rigs should be ***roughly*** the
same. Also lighters can now be rigged in a fashion similar to welding
tools.

Also it turns out we broke light rigging at some point, so now it works
again.

## Why It's Good For The Game

This makes the system much more flexible and allows players to make more
creative IEDs, expanding upon the sandbox aspect of the game. Also I
have an upcoming project bringing IEDs (kind of, in a new form) back,
which is why I wrote this in the first place (but decided to atomize the
PRs).
As for smoke damage, it feels weird to not have any tells when someone
suddenly starts hacking up volumetric amounts of smoke, it makes sense
that they'd struggle a bit after coughing a few dozen cubic meters of
thick vape clouds.

## Changelog
🆑
add: Multiple new reagents such as napalm, sorium, TATP,
smoke/sonic/flash powders and other explosives can now be used to rig
cells or tools.
add: Plasma and gunpowder rigged items can now have controlled current
requirement/delay by adding some stabilizing agent alongside the main
reagent.
balance: Creating chemical smoke inside of a mob now makes them
violently cough it up, damaging their lungs a bit.
fix: Chemically-rigged lightbulbs now once again explode.
refactor: Refactored how power cells, welding tools, lightbulbs,
cigarettes (and now, lighters) handle being rigged with chemicals.
/🆑
2026-01-21 19:21:06 +00:00
Bloop ed78409958 Adds a trailing comma to some lists, cleans up cargo cult static vars (#94770)
## About The Pull Request

Tin, some global lists being kept in memory for no reason when all they
are used for is initially picking a random reagent from a list.

## Changelog

Nothing player-facing, just code janitoring.
2026-01-11 22:50:34 +00:00
SyncIt21 468b351b86 Axes grind & juice vars into procs (#94592)
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.

Now these values are only generated on demand by calling their
respective procs. Considering how these vars are on the obj level the
memory savings are quite significant

## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
2025-12-25 20:40:35 +01:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
Bloop 7754938c72 Makes a bunch of lists lazy (#94239)
## About The Pull Request

Empy lists. There are a lot of 'em.

<img width="981" height="512" alt="image"
src="https://github.com/user-attachments/assets/b94b041a-2904-466b-ab89-54bd1de11b4e"
/>

Going through ways to reduce memory I found a few easy ones here. Wires,
the edible component, the seethrough component. None of these are really
a concern when it comes to needing lists in memory for performance
reasons. Wires aren't going to be cut most of the time for each door. A
lot of food does not have any junkiness. Seethrough component lies
dormant most of the round. Etc.

Making lists lazy in these cases should be a no brainer.

Everything I tested still seems to work exactly the same.

## Why It's Good For The Game

Frees memory that is just taking up space a lot of the time.

## Changelog

Not player-facing, this is all under-the-hood stuff.
2025-12-03 13:42:16 -07:00
Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.

Currently a WIP as I slowly deal with the unit test reports.

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
Joshua Kidder 7a3ad79506 All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.

<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>


I'll upload the .cs script I used to do it shortly.

## Why It's Good For The Game
Just minor code cleanup.

Script used is located at https://metek.tech/camelTo-Snake.7z

EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
    static async Task Main(string[] args)
    {
        var readFile = new FileStreamOptions
        {
            Access = FileAccess.Read,
            Share = FileShare.ReadWrite,
            Options = FileOptions.Asynchronous | FileOptions.SequentialScan
        };
        FileStreamOptions writeFile = new FileStreamOptions
        {
            Share = FileShare.ReadWrite,
            Access = FileAccess.ReadWrite,
            Mode = FileMode.Truncate,
            Options = FileOptions.Asynchronous
        };
        RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
        Dictionary<string, int> changedProcs = new();
        string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
        Regex camelCaseProcRegex = new(regexPattern, regexOptions);

        string snakeify(Match matchingRegex)
        {
            var vals =
            matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
            var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
            string logString = $"{vals[0]} => {newVal}";
            if (changedProcs.TryGetValue(logString, out int value))
            {
                changedProcs[logString] = value + 1;
            }
            else
            {
                changedProcs.Add(logString, 1);
            }
            return newVal;
        }
        var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();

        // uses default ParallelOptions
        // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
        await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
        {
            var reader = new StreamReader(filePath, readFile);
            string oldContent = await reader.ReadToEndAsync();
            string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
            if (oldContent != newContent)
            {
                var writer = new StreamWriter(filePath, writeFile);
                await writer.WriteAsync(newContent);
                await writer.DisposeAsync();
            }
            reader.Dispose();
        });
        var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
        foreach (var pair in logToList)
        {
            Console.WriteLine($"{pair.Key}: {pair.Value} locations");
        }
    }
}

```

## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
2025-11-27 15:50:23 -05:00
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
Leland Kemble fcf08eed57 Lets you make Trick Trick Cigarettes (#93488)
Co-authored-by: tonty <39193182+tontyGH@users.noreply.github.com>
2025-10-19 19:22:33 +02:00
xPokee 939f2fc9ac Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync 2025-09-10 14:12:16 -04:00
massaheartsu 50499dba9a Adds opium and meth rocks! (#92699)
## About The Pull Request


![demo2](https://github.com/user-attachments/assets/26223fa6-6eb8-43eb-ba87-54be7d2c19b3)<img
width="612" height="185" alt="dreamseeker_SNMvxqCRiR"
src="https://github.com/user-attachments/assets/1d3103e9-edc1-4e50-8793-c8c2ace53aea"
/>

This is a small expansion to narcotics, their production, and presence
in the game! For my esteemed Terry and Manuel/Sybil sector colleagues
I've added:
- 2 new solid drug items: **crystal meth and opium**!
- A **precipitation reaction** for meth after it's been cooled,
producing a solid crystal form, 2u sulfuric acid, 10u meth. **Above 90%
purity, the meth will gain an increasingly blue tint!**
- A production method for opium! Slice a well developed poppy pod with
any sharp item, **before it's fully mature and flowered** to extract a
small amount of opium to enjoy! It's a small container for morphine. Can
be pressed together to combine the concentrations up to 10u, as each
extraction contains trace amounts. Scales off poppy's potency.
- Populated narcotics/contraband spawners with new items, and items that
really should have been on there.
- Added a brand new smoking apparatus, the glass pipe! Can be crafted.
Fixed the transparent pixel.
- **Fixed methsplosions so that now spacemen can finally smoke meth
without exploding!!!** Omegaweed too. Normal methsplosions are
untouched!
- **Expanded the ability for players to insert all drug items into
pipes**, so now players can smoke moon rocks, SaturnX, and my new items!
Previously, only 'dried' items were.
- Fentanyl patch box for narcotics spawner, also for a new ruin I've
made.
- **Expanded these changes to the black market uplink.** 
<img width="640" height="256" alt="demo"
src="https://github.com/user-attachments/assets/c8a0eb2c-b0fa-4e70-b6c1-2e741cd170a2"
/>

Now, players can precipitate meth into a solid form, and produce opium.
I added a lot of these substances and the ones that didn't exist into
spawners that they were partially in, or could reasonably be in. The
opium poppy extraction required a new variable that can be used for
similar interactions too. Crystal sprites are transparent, smoked sprite
has a nice little animation and glow.

These items are now on the black market uplink, in both expensive dealer
shipments of varying rarities for different narcotics, as well as
personal use quantities on a different rotation, at a steeper price.
Expanded randomized spawners to give the black market and ruins more
teeth and edge, without adding another weapon.

Credit to the moon rock guy, I'm just happy I made your stuff smokable!!
<img width="219" height="201" alt="dreamseeker_N8x9bsN3kS"
src="https://github.com/user-attachments/assets/64d23c27-92b9-423b-91ac-903b8476d0b4"
/>


tl;dr added opium and meth
## Why It's Good For The Game
For **too long**, narcotics, chems and stims have been mere integers or
buffs/debuffs in pills or syringes, so I introduced two new methods for
making them and populated niche, criminal vectors with them. These are
real items now, with more interactions. Allowing these to be smoked also
allowed moon rocks and SaturnX to be smoked too, including them into
this and enticing players to have another reason to make them as well.
Buffs with drawbacks, addictions and problems are actually great.

It's a new venue for flavor. I've put thought into the balance for
addition and quantity. It'll add a criminal, or exotic tone to a round,
provide new business opportunities, and new access to stims and chems
without going over the top. Perhaps something peaceful antagonists can
do. More proverbial floor pills give security or command something to
selectively enforce, and absolutely provide novel opportunities for
medical staff!

Also, methsplosions now don't happen in cigarette items! You can smoke
omegaweed without fucking dying!
## Changelog
🆑
add: Added meth, opium, and their production! Also added to black market
uplink.
add: Added a craftable glass pipe.
add: Added to contraband spawners. 
qol: Can now insert any drug item into a pipe.
fix: Spacemen can now smoke meth without exploding!!
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2025-09-09 01:13:46 +00:00
Thunder12345 e7c25d4c40 The Glitterening (#92226)
## About The Pull Request

Adds a number of new capabilities to glitter.

- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>

- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>

- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>

Resprited glitter to support these changes and make it not look like gas
(or ass).

## Why It's Good For The Game

It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.

## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
2025-08-04 20:53:39 -04:00
Thunder12345 d97c57b263 The Glitterening (#92226)
## About The Pull Request

Adds a number of new capabilities to glitter.

- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>

- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>

- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>

Resprited glitter to support these changes and make it not look like gas
(or ass).

## Why It's Good For The Game

It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.

## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
2025-08-03 00:25:58 +10:00
kittysmooch dcbd05a70c makes lit ciggies emit light (#91648)
## About The Pull Request


![455125089-37e64bf0-485b-4ff8-853f-da033e19e938](https://github.com/user-attachments/assets/1e815c66-784e-47e0-9d39-c9556f6a7f03)

ciggies and their children now emit light onto their tile when sparked
up :3c
and stop emitting light when they're put out

tha screenies from downstream where i did it initially but this is like
7 lines of code its a good pr it works trust me just merge it im begging
u my new tg repo has been building for twenty minutes im scared of what
its making in there please dont make me find out

*edit* nvm it built now look

![image](https://github.com/user-attachments/assets/8c9931d7-5650-47da-902a-36921affe72e)
wahoo!
## Why It's Good For The Game

its cute! its flavor! you can farm aura by sparking a dart in a dark
maint tunnel! tactical dudes can talk about 'light discipline' and go
oorah! there's something for everyone here really

## Changelog

🆑
add: Lit smokables now act as a weak lightsource.
🆑
2025-06-21 22:36:02 -04:00
kittysmooch d9de687335 makes lit ciggies emit light (#91648)
## About The Pull Request


![455125089-37e64bf0-485b-4ff8-853f-da033e19e938](https://github.com/user-attachments/assets/1e815c66-784e-47e0-9d39-c9556f6a7f03)

ciggies and their children now emit light onto their tile when sparked
up :3c
and stop emitting light when they're put out

tha screenies from downstream where i did it initially but this is like
7 lines of code its a good pr it works trust me just merge it im begging
u my new tg repo has been building for twenty minutes im scared of what
its making in there please dont make me find out

*edit* nvm it built now look

![image](https://github.com/user-attachments/assets/8c9931d7-5650-47da-902a-36921affe72e)
wahoo!
## Why It's Good For The Game

its cute! its flavor! you can farm aura by sparking a dart in a dark
maint tunnel! tactical dudes can talk about 'light discipline' and go
oorah! there's something for everyone here really

## Changelog

🆑
add: Lit smokables now act as a weak lightsource.
🆑
2025-06-20 11:23:41 -06:00
massaheartsu eb84412816 Adds a new brand of cigarettes, Mainthol Greys (#91328)
**We all like a little flavor, and a new brand in the sector promises a
dark smoke, questionable trace compounds, and the robust flavors of
maintenance...**

![paintdotnet_GC1kzxYiG0](https://github.com/user-attachments/assets/fb1c9986-7ce2-4ab4-a033-f4d2cf93b3c6)

## About The Pull Request
I've added a new brand of cigarettes! Mainthol greys, now available in
hacked cigarette vending machines for an immodest sum, hand rolled &
grown in the Sybil sector. The syndicate stock some stolen surplus too.
The goal was to create another nice little flavor item, a compliment to
grey bull and other maintenance loot.

<details>
<summary>Chemical contents in code, for the joy of discovery!</summary>

  ```
1u oculine is in every cigarette, an imperceptible buffer against the
welder harming an enterprising assistant's eyes.
Extremely trace amount for cigarette microdosing.
Each cigarette has a 40% chance to have an extra reagent from a list of
14 minor toxins, drugs, and things like glitter.
They're inconsequential via cigarette, but still noticed and
experienced.
  ```
</details>
I tested these bad boys extensively, blending them, ate them, blinded
myself with a welder, spammed a health analyzer while smoking to gauge
chemicals and ensure intended effects are noticed and add a nice je ne
sais quois.

**Our sprites!**

![image](https://github.com/user-attachments/assets/4a8c8e57-634b-4c29-ae03-ae8913040279)

## Why It's Good For The Game
It's an extra little flavor item with a couple simple surprises to spice
up your assisting.
## Changelog
🆑
add: Added a new brand of cigarettes to hacked & syndicate vending
machines+spawner list.
/🆑

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2025-06-15 15:53:26 -04:00
massaheartsu cdac0c5bf9 Adds a new brand of cigarettes, Mainthol Greys (#91328)
**We all like a little flavor, and a new brand in the sector promises a
dark smoke, questionable trace compounds, and the robust flavors of
maintenance...**

![paintdotnet_GC1kzxYiG0](https://github.com/user-attachments/assets/fb1c9986-7ce2-4ab4-a033-f4d2cf93b3c6)

## About The Pull Request
I've added a new brand of cigarettes! Mainthol greys, now available in
hacked cigarette vending machines for an immodest sum, hand rolled &
grown in the Sybil sector. The syndicate stock some stolen surplus too.
The goal was to create another nice little flavor item, a compliment to
grey bull and other maintenance loot.

<details>
<summary>Chemical contents in code, for the joy of discovery!</summary>

  ```
1u oculine is in every cigarette, an imperceptible buffer against the
welder harming an enterprising assistant's eyes.
Extremely trace amount for cigarette microdosing.
Each cigarette has a 40% chance to have an extra reagent from a list of
14 minor toxins, drugs, and things like glitter.
They're inconsequential via cigarette, but still noticed and
experienced.
  ```
</details>
I tested these bad boys extensively, blending them, ate them, blinded
myself with a welder, spammed a health analyzer while smoking to gauge
chemicals and ensure intended effects are noticed and add a nice je ne
sais quois.

**Our sprites!**

![image](https://github.com/user-attachments/assets/4a8c8e57-634b-4c29-ae03-ae8913040279)

## Why It's Good For The Game
It's an extra little flavor item with a couple simple surprises to spice
up your assisting.
## Changelog
🆑
add: Added a new brand of cigarettes to hacked & syndicate vending
machines+spawner list.
/🆑

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2025-06-09 16:32:15 +01:00
Bloop 9ef0768b1c Removes a couple of duplicate gag map_icons + fixes the gags_recolorable component + most lootpanel gags previews (#91341)
## About The Pull Request

Turns out there were a couple of black mask subtypes that I missed as
well as a prisoner uniform subtype.

Also fixes some bugs that are not related to the map icon pr to further
improve the situation with GAGS previews.

## Why It's Good For The Game

Smaller .dmis, working previews

## Changelog

🆑
fix: spraycan can now be used to recolor the gi, glow shoes, striped
dress, H.E.C.K. suit
fix: most GAGS items should now be showing up in the lootpanel again
/🆑
2025-06-05 20:05:18 -04:00
Ghom 1f3894e793 Crafting refactor, implementing materials (#89465)
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

Improving the backbone of the crafting system. Also materials and food
code.

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-05 20:05:13 -04:00
Bloop 4250ecb14c Removes a couple of duplicate gag map_icons + fixes the gags_recolorable component + most lootpanel gags previews (#91341)
## About The Pull Request

Turns out there were a couple of black mask subtypes that I missed as
well as a prisoner uniform subtype.

Also fixes some bugs that are not related to the map icon pr to further
improve the situation with GAGS previews.

## Why It's Good For The Game

Smaller .dmis, working previews

## Changelog

🆑
fix: spraycan can now be used to recolor the gi, glow shoes, striped
dress, H.E.C.K. suit
fix: most GAGS items should now be showing up in the lootpanel again
/🆑
2025-06-01 19:44:15 -07:00
Ghom 4f6727024d Crafting refactor, implementing materials (#89465)
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.

## Changelog

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-01 16:37:43 -07:00
Bloop 655b66bdd0 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>

![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)

![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>

![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt

No more error icons in SDMM and loadout.

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-29 16:14:43 -04:00
Bloop cb51a652a9 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.


![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>


![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)


![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>


![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt


## Why It's Good For The Game

No more error icons in SDMM and loadout.

## Changelog

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-24 15:21:02 -07:00
MrMelbert bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-22 21:30:07 -04:00
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
Shadow-Quill f060897697 Merge remote-tracking branch 'upstream/master' into upstream-25-04b 2025-05-06 20:04:54 -06:00
Shadow-Quill 14aec07fc4 Removes Pollution (#3725)
## About The Pull Request

deletes pollution

## Why It's Good For The Game

`The odor of decaying waste fills your nostrils...`

## Changelog
🆑
del: Due to new environmental regulations, we have removed all
pollutants from our space stations.
/🆑

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2025-05-06 21:52:01 -04:00
Ghom 11d82b7995 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

Improving old code. And I want to be able to pet mobroaches while
holding them too.

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-29 18:22:44 -06:00
John Willard fc62d98d31 Adds battery matches & gum wrappers (#89871)
## About The Pull Request

Adds bubblegum wrappers, I was originally gonna make it a trash type for
gum but thought it would hide the feature since there's no indication
that they are in a wrapper (and you'd have to eat the entire gum to get
to it, which I don't think you can even do?), so instead bubblegum boxes
have 4 wrappers which each holds 1 piece of gum.
These wrappers can be grinded down for aluminium, or used in a crafting
recipe with a cell of any kind to make a makeshift match, you can ignite
it by using it in your hand (at the cost of minor burn damage).

Fixes the description for matches having 2 periods in them

![image](https://github.com/user-attachments/assets/16b13b64-ca25-4f2f-ba7e-dcaca36f7442)

Icon for the wrapper is a recolored version of ``janitor.dmi``'s floor
sign, while the match itself is the "crappy" cell with a codersprited
stick of gum coiled around it, with a copy paste of the regular match's
fire for the fire.

## Why It's Good For The Game

For years I've thought of how cool it would be to add makeshift
equipment that prisoners could make, this is a pretty harmless addition;
a source of aluminium and matches. Prisoners currently are incredibly
dependent on prison loot spawn, which kinda sucks, and this is also
reliant on prisoner loots, but at the very least it means getting more
use out of the lesser-useful items.
It would be nice to open up new ways to play Prisoner that don't involve
some form of prison breakout.

## Changelog

🆑
add: Bubblegum now comes in wrappers.
add: You can make a match out of a battery and a gum wrapper.
spellcheck: Matches no longer have 2 periods in the description once
used.
/🆑
2025-04-29 17:44:47 -06:00
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
John Willard 17503426ee Adds battery matches & gum wrappers (#89871)
## About The Pull Request

Adds bubblegum wrappers, I was originally gonna make it a trash type for
gum but thought it would hide the feature since there's no indication
that they are in a wrapper (and you'd have to eat the entire gum to get
to it, which I don't think you can even do?), so instead bubblegum boxes
have 4 wrappers which each holds 1 piece of gum.
These wrappers can be grinded down for aluminium, or used in a crafting
recipe with a cell of any kind to make a makeshift match, you can ignite
it by using it in your hand (at the cost of minor burn damage).

Fixes the description for matches having 2 periods in them

![image](https://github.com/user-attachments/assets/16b13b64-ca25-4f2f-ba7e-dcaca36f7442)

Icon for the wrapper is a recolored version of ``janitor.dmi``'s floor
sign, while the match itself is the "crappy" cell with a codersprited
stick of gum coiled around it, with a copy paste of the regular match's
fire for the fire.

## Why It's Good For The Game

For years I've thought of how cool it would be to add makeshift
equipment that prisoners could make, this is a pretty harmless addition;
a source of aluminium and matches. Prisoners currently are incredibly
dependent on prison loot spawn, which kinda sucks, and this is also
reliant on prisoner loots, but at the very least it means getting more
use out of the lesser-useful items.
It would be nice to open up new ways to play Prisoner that don't involve
some form of prison breakout.

## Changelog

🆑
add: Bubblegum now comes in wrappers.
add: You can make a match out of a battery and a gum wrapper.
spellcheck: Matches no longer have 2 periods in the description once
used.
/🆑
2025-04-07 19:06:44 +02:00
MrMelbert dd3d58781d Adds blowing cigarette smoke in people's face (#89974)
## About The Pull Request

If you exhale a cloud of smoke from a cigarette while face to face with
someone, you will give them a negative moodlet, blowing it right in
their face.

## Why It's Good For The Game

Added disrespect

## Changelog

🆑 Melbert
add: If you exhale a cloud of smoke from a cigarette while face to face
with someone, you'll blow it right in their face.
add: Syndicate Cigarettes will blind (for a very short time) if you blow
their smoke in someone's face.
/🆑
2025-03-14 11:51:12 +13:00
Ghom 87ce43bb8f The edible component now uses DUPE_SOURCE mode (#89687)
## About The Pull Request
The edible component now uses DUPE_SOURCE mode, which is needed to avoid
conflicts between sources. This includes some other tidbits from my
refactor like renaming dcs/flags.dm to ds/declarations.dm (in virtue of
the fact it doesn't only contain flags anymore even before this PR),
meat materials giving protein and fat reagents to affected atoms instead
of generic nutriment and oil, and the pizza material no longer
containing meat, because margherita pizza, which the material is
extracted from, doesn't contain meat either. The pepperonis were
magically conjured space bs.

## Why It's Good For The Game
There are multiple sources of the edible component and we don't want
issues with that. Also atomizing stuff from my refactor.

## Changelog

🆑
balance: objects made out of meat are no longer classified as gross food
on top of being raw and meaty, and actually contain protein and fat
instead of standard nutriment and oil.
balance: the pizza material stacks, crafted with margherita pizza and
rollig pin mind you, no longer magically contain pepperoni.
/🆑
2025-03-12 16:55:07 -04:00
Ghom da31ea158c The edible component now uses DUPE_SOURCE mode (#89687)
## About The Pull Request
The edible component now uses DUPE_SOURCE mode, which is needed to avoid
conflicts between sources. This includes some other tidbits from my
refactor like renaming dcs/flags.dm to ds/declarations.dm (in virtue of
the fact it doesn't only contain flags anymore even before this PR),
meat materials giving protein and fat reagents to affected atoms instead
of generic nutriment and oil, and the pizza material no longer
containing meat, because margherita pizza, which the material is
extracted from, doesn't contain meat either. The pepperonis were
magically conjured space bs.

## Why It's Good For The Game
There are multiple sources of the edible component and we don't want
issues with that. Also atomizing stuff from my refactor.

## Changelog

🆑
balance: objects made out of meat are no longer classified as gross food
on top of being raw and meaty, and actually contain protein and fat
instead of standard nutriment and oil.
balance: the pizza material stacks, crafted with margherita pizza and
rollig pin mind you, no longer magically contain pepperoni.
/🆑
2025-03-02 13:15:08 +01:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
Penelope Haze d0a7f955f8 Fix various issues with names in string interpolation (#89246)
## About The Pull Request
Commit messages should be descriptive of all changes.
The "incorrect `\The` macro capitalization" was intentional when it was
added, but as far as I know TG says "the supermatter" rather than "The
Supermatter," so it's incorrect now.
This is completely untested. I don't even know how you'd go about
testing this, it's just a fuckton of strings.
Someday I want to extract them and run NLP on it to catch grammar
problems...

## Why It's Good For The Game
Basic grammar pass for name strings. Should make `\the` work better and
avoid cases like `the John Smith`.
2025-01-29 17:46:03 +01:00
MrMelbert 586710e0d4 You can light a match on the heel of your boot (#88690)
## About The Pull Request

- Matches can be ignited with boots.
- Matches have a rare chance of failing to ignite (prompting you to try
again) or an even rarer chance of snapping (wasting it).
- Also makes ignition span use mostly-consistent (using rose span for
the "cooler" ignition effects).

## Why It's Good For The Game

You may be thinking "hey, matches won't light on just friction unless
they're from the 1800s", and you'd be right. But it's a cool movie
trope, which means it should be possible, I don't make the rules.

## Changelog

🆑 Melbert
add: You can light matches on the heel of your boots - Just don't do it
too hard.
/🆑
2025-01-06 03:16:59 +01:00
Waterpig bf1e3f2619 [NO-GBP] Fixes a minor fuckup that made cigarettes contain up to double the intended amount of nicotine (#87733)
## About The Pull Request

See name, also fixes them not being injectable

Sorry guys, this is my fault.

## Why It's Good For The Game

Fixes a bug that was brought upon us when I thought 500 cigarettes was
funny

## Changelog

🆑
fix: Cigarettes can be injected again and have the right amount of
nicotine
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2024-11-09 17:03:01 +01:00
zoomachina 9dbdbf7e1f Prevent vape from being emptied if the cap isn't open (#87652)
## About The Pull Request
If the cap isn't open, reagents won't be emptied
## Why It's Good For The Game
It makes no sense and you constantly empty reagents by accident, this
will hopefully prevent this
## Changelog
🆑
fix: e-cigarettes can't be emptied if the cap isn't open
/🆑

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2024-11-07 05:10:14 +01:00
necromanceranne f5099185c8 Adds a new INHALE reagent transfer method and applies it to smoking and smoke inhalation. Nitrous oxide (the reagent version) inhalation causes brain damage. (#87306)
## About The Pull Request

Adds the ``INHALE`` transfer method. Smoking and smoke exposure now uses
this method.

Makes a few sensible inhalation effects for current behaviours.

Adds a unit test amongst the rest of the exposure method tests.

Nitrous oxide does brain damage on inhalation based on volume inhaled.

## Why It's Good For The Game

Smoke and smoking being based on ingestion rather than inhaling was
always weird to me. It'd be nice to have a specific method for smoking
instead of a method shared by drinking. Many of our smokables make sense
as indigestibles, obviously, but maybe we'd like a chem you can ONLY
smoke.

~~Also, I walked out of a job interview and up the street to see a guy
throwing his empty nitrous canisters around and yelling at passerbys, so
shout out to that fucking guy with this PR.~~

## Changelog
🆑
code: Introduces a INHALE method for reagent transfer. Cigarettes and
smoke reactions use this new method.
balance: Nitrous oxide now brain damage if you inhale it. So don't do
that.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-30 12:24:43 +00:00
Ghom 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

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

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

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

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

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

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

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
Ghom b9fad92412 Adds achievement-unlockables hats for orbies (feat. big rollies from hacked cigarette vending machines) (#86098)
## About The Pull Request
So, do you remember orbies, those cutesy virtual PDA pets from that PR
that Ben made roughly six months ago before moving on his next project,
leaving them to be probably forgotten in a near future/present/past?
Yeah, personally I never played around, however I recalled that they do
have customizable virtual hats, which can be selected from a dropdown in
the UI, and I thought that it would be a perfect target for some
achievement-related content, as they're totally cosmetic that provides
no gameplay advantage nor affects balance in no way whatsoever. I cannot
sit well with cheevos being purely an end to itself, that's the reason
this PR exists.

The new additions to orbies hats, and their respective required
achievements are:
- The fishing hat (Legendary Fisher)
- A huge-ass rollie (Unhealthy Snacks) (yeah, it isn't exactly a hat but
the code in no way assume that the item has to be a hat, beside vars
named like that for the sake of convenience)
- A tape wizard hat (Archmage)
- An energy cakehat (Very Important Piscis)
- A bounty hunter cowboy hat (Hot Damn!)
- A fancy crown (Outdebted)

The huge-ass rollie (called fat dart) in the game, is a new cigarette,
rarely found in hacked cigarette vending machines. It's obviously a
reference to that Ralsei meme from 3 years ago or so but I personally
don't care, I just wanted to give an excessively big cigarette to orbies
to symbolize the proposterous accomplishment of eating 500 cigarettes in
a single round without dying from nicotine OD less than halfway through,
but since orbie hats use actual items are references for their
appearance, I found myself obliged to add one to the code. Overall, the
fat dart comes from an old PR on Citadel, though I had to resprite it
myself.

Here's a lazy collage of the hats. For some reason unbeknownst to me,
the hats are horizontally squished. I need to ask Ben why he did them
this way when Orbies' heads are as wide as a rugby ball.

![immagine](https://github.com/user-attachments/assets/f1b0e28f-1fb5-4678-bc32-fe38ca04a1b6)

## Why It's Good For The Game
Simple, extra cosmetic stuff for a simple feature that's as relevant as
playing around with plushes.

## Changelog

🆑
add: Added more customizable options to PDA virtual pets, which can be
unlocked by completing achievements.
add: Added a fat dart that can be rarely found in hacked cigarette
vending machines.
/🆑
2024-09-23 08:59:57 +12:00