## About The Pull Request
renames Debug2 and kills Debug as its last use (atleast the one
described in its comment) was removed
added it to the check to print to print stack traces to chat in the
instance your debugging without a debugger attached for some reason (if
this var is enabled on live it already causes random to_world messages,
kinda fuck it we ball at that point)
## Why It's Good For The Game
The first one was ENTIRELY unused now
this name makes more sense
## Changelog
N/A
## About The Pull Request
why
<img width="325" height="329" alt="image"
src="https://github.com/user-attachments/assets/8a9aa05a-b85b-415e-977c-9d43d35297e3"
/>
Now they're only sorted within their own categories instead of being
sorted twice
## Changelog
🆑
fix: Spawn Ruin verb no longer "sorts" its ruins alphabetically, instead
sorting them within their categories
/🆑
## About The Pull Request
When a camera update is triggered, it is instead added to a queue on a
background subsystem
An AI entering a camera chunk which is queued to update will force the
update immediately (bypassing the queue)
While the root problem of this is, ultimately, not addressed...
<img width="554" height="58"
alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155"
src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475"
/>
...the change will ultimately prevent update spam from consuming all of
the server's resources - instead allocating updates to the backburner in
times of high server stress (or on multi-z maps)
## Changelog
🆑 Melbert
refactor: Refactored the way camera updates are handled to hopefully
reduce some lag. Report any oddities
/🆑
## About The Pull Request
A verb is now available on localhost called `"Export Save as Dev
Preferences"`
This exports your current savefile to `/config/dev_preferences.json`
If you then connect to your localhost as a guest, it will load
`dev_preferences.json` as your preference datum
This allows for devs testing the game locally to load preferences for
guests.
(Guests connecting to live servers are completely unaffected.)
## Why It's Good For The Game
Initially I only did this because the recent keybinding changes have
destroyed my muscle memory when testing w/o logging in.
But as I worked on it I thought of a few other usecases, like when
implementing preference version migration - the dev preference is never
saved which means you can re-compile as much as you want without needing
to revert your save manually.
## About The Pull Request
<img width="491" height="301" alt="image"
src="https://github.com/user-attachments/assets/a3b5b19f-edf5-4de9-9201-9cbfab9e8827"
/>
Mod computers with the access changing software installed have a
secondary ID slot once again. This ID slot doesn't contribute to access.
You can insert IDs into the slot with right click and remove them with
alt-right click.
Also removes the "New IDs and you" memo paper.
Also tweaks PDA on_deconstruct so contents are dropped on when they're
deconstructed with assembly.
Fixes#92151
## Why It's Good For The Game
Changing IDs is very unnecessarily clunky with the one slot. Insert hop
id, log in, remove hop id, insert crew id, change access, remove crew
id, log out.
We had it right back when we had two slots. Insert hop ID, insert crew
id, log in. It just works.
This also allows for mobile HoPs to change access without necessitating
removing their ID from their PDA.
Other changes:
The "New IDs and you" memo is very old. They haven't been new for 4
years now. I don't think anyone reads it and they served their purpose.
I found it odd that, if your PDA was melted or blown up, it would delete
your ID. If this is a hold-over from old PDA behavior feel free to let
me know but otherwise it seems sensible that it'd spit out the contents
as you would expect.
## Changelog
🆑 Melbert
qol: The access changing software (the HoP console) now has ID two slots
again (one for the HoP's id and one for the ID being changed). You can
insert IDs in the secondary slot via the UI or right click, and remove
them via the UI or alt-right click.
qol: If your PDA is destroyed via acid or bombs, your ID (and similar
contents such as disks) are spit out instead of being deleted
del: Deletes the "New IDs and you" memo in the HoP's office. They
haven't been new for 4 years.
fix: Engineering sub-tab in the access changing software no longer looks
messed up
fix: Fix reversed alt-click logic for mod pcs
/🆑
## About The Pull Request
Make `VV` verb Context Menu only.
As it's very annoing when clicked on, because it's forming the list of
all atoms in world which causes nasty client freeze.
## Why It's Good For The Game
No more accidentally clicking VV when trying to click View Runtimes 😠
## Changelog
🆑
admin: VV verb is removed from Debug tab. Who is even using it?
/🆑
## About The Pull Request
- If a cable is destroyed by an explosion, all rooms within 64-100 (it's
a probability) tiles AND which are connected to the same powernet as the
split cable will have their lights flicker 1-3 times.
- Also adds a verb for visualizing powernets.
- Reduces cable integrity from 300 to 50.
- Cables have innate 75% bomb armor when under a floor tile.
## Why It's Good For The Game
- A big devastating explosion a few doors down is, usually, not felt at
all outside of the screen shake. This adds a bit more ambience to the
effect - you hear a big explosion, your screen goes wild, and the lights
cut for just a second.
- Verb just makes it easier to trace powernets.
- I found it a little ridiculous that cables have 300 integrity, the
same as most furniture. This ultimately makes them a lot more vulnerable
to stuff like acid and fire.
- To compensate for their drastically reduced integrity, I gave cables a
considerable boost to explosive resistance while concealed under the
floor. This prevents bombs from outright shredding all cables in a 50
mile radius. (Devastating explosions will still one-tap them, but heavy
explosions will on average take two blasts.)
## Changelog
🆑 Melbert
add: If a cable is destroyed by an explosion, all rooms within 64-100
(it's a probability) tiles AND which are connected to the same powernet
as the split cable will have their lights flicker 1-3 times.
balance: Cable integrity has been reduced from 300 to 50
balance: Cables have an innate 75% bomb resistance while under floor
tiles
/🆑
## About The Pull Request
As the title says.
`init_order` is no more, subsystems ordering now depends on their
declared dependencies.
Subsystems can now declare which other subsystems need to init before
them using a list and the subsystem's typepath
I.e.
```dm
dependencies = list(
/datum/controller/subsystem/atoms,
/datum/controller/subsystem/mapping
)
```
The reverse can also be done, if a subsystem must initialize after your
own:
```dm
dependents = list(
/datum/controller/subsystem/atoms
)
```
Cyclical dependencies are not allowed and will throw an error on
initialization if one is found.
There's also a debug tool to visualize the dependency graph, although
it's a bit basic:

Subsystem load ordering can still be controlled using `init_stage`, some
subsystems use this in cases where they must initialize first or last
regardless of dependencies. An error will be thrown if a subsystem has
an `init_stage` before one of their dependencies.
## Why It's Good For The Game
Makes dealing with subsystem dependencies easier, and reduces the chance
of making a dependency error when needing to shift around subsystem
inits.
## Changelog
🆑
refactor: Refactored subsystem initialization
/🆑
## About The Pull Request
[cleans up poor namespacing on light debugging
tools](https://github.com/tgstation/tgstation/commit/93cc9070d56ee4dbeb600ebd4616b047adf9d648)
[Implements a pathfinding visualization
tool](https://github.com/tgstation/tgstation/commit/ed91f69ac42a92329c10ccdbba308d213fc8c759)
It holds a set of inputs from the client, and uses them to generate and
display paths from source/target. Left click sets the source, right
click sets the target.
Pathmap support too, if no target is set we display the paths from every
turf in the map to the source, if one is set we build a path TO it from
the source.
I had to add COMSIG_MOB_CLICKON to observers to make this work (tho idk
why it didn't exist already), I also removed the everpresent colorblind
datum from admin datums, only needs to exist if they're using it.
[Adds a mutable_appearance helper that dirlocks them, wallening port
which I thought might be useful here, and will likely be useful
elsewhere in
future](https://github.com/tgstation/tgstation/commit/87f752e7c361ff47d62452f2f1ea805458f71b66)
[Fixes an infinite loop in pathmaps if we tried to pull a cached path to
an unreachable target, && not ||
4head](https://github.com/tgstation/tgstation/commit/10086a655df817c9f4494f9aac879c85a6059719)
[Fixes JPS not dealing with border objects properly. They violate some
of the assumptions JPS makes, so we need to backfill them with checks.
These basically read as (if the thing that should normally take this
path can't reach this turf, can
we?)](https://github.com/tgstation/tgstation/commit/f56cc4dd434cecee89879aea500bd1c9d2f38ce6)
## Why It's Good For The Game
Maybe deals with #80619?
Adds more robust testing tools for pathfinding, should allow people to
better understand/debug these systems. I added this with the idea of
adding multiz support but I don't have the time for that rn.
JPS will work around thindows better, that's nice.
https://file.house/IrBiR0bGxoKw1jJJoxgMRQ==.mp4
## Changelog
🆑
fix: Fixed our pathfinding logic getting deeply confused by border
objects
admin: Added clientside displayed pathfinding debug tools, give em a go
/🆑
## About The Pull Request
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).
Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.
## Why It's Good For The Game
Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
## About The Pull Request
I was just clicking random buttons and noticed this would always pass
even when I said no or closed the alert.
## Why It's Good For The Game
Let me back out of doing things to the server
## Changelog
🆑
admin: Reload Configuration can be cancelled via the alert it gives you.
/🆑
## About The Pull Request
del() log, radio log, check antagonists, law/dna/fingerprint logs all
use browser instead, which means darkmode, wahoo



The only difference now is that they are in darkmode, really.
Also removed browse calls to pipe dispensers (the machine) and windoor
assembly, as they both use TGUI now so these don't do anything.
Lastly, adds an early return to the tram admin tool if you don't select
a tram, cause I found it annoying.
## Why It's Good For The Game
Try to use old admin tools, get flashbanged
## Changelog
🆑
admin: Check antagonists & del/law/dna/fingerprint/radio log panels use
browsers which means they have darkmode. Also the tram panel will cancel
out if you click cancel.
/🆑
## About The Pull Request
This PR reimplements https://github.com/tgstation/tgstation/pull/71538
atop `master`. Quoting the original PR:
> Every `icon_exists()` call will cache the entire file. Past me didn't
realise _why_ file opts were so expensive, but I do now. This is
immeasurably slower on a single call, and _significantly_ faster on
subsequent calls to the same file.
I attempted to handle some of the review comments that were posted
there, by splitting screaming functionality into its own proc.
* `if(icon_state in icon_states(file))` and `if(!(icon_state in
icon_states(file)))` were refactored to use `icon_exists(file,
icon_state)`.
* Where screaming was seemingly wanted (and where there wasn't a more
descriptive error inside the `if` block), I refactored them to use
`icon_exists_or_scream(file, icon_state)`
* The exception to the above was under
`/datum/unit_test/turf_icons/Run()` and
`/datum/unit_test/worn_icons/Run()`, where `icon_states()` was being
passed a mode flag. Given that this is only used in unit tests (where
performance isn't a priority), I opted to leave these be.
Additionally, I revised the documentation comment for
`/proc/icon_exists()`, as I felt it was a bit vague currently.
## Why It's Good For The Game
https://youtu.be/Z9G1Mf6TZRs
## Changelog
No player-facing changes (hopefully).
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
## About The Pull Request
Moved broken on 516 UI's to browser datum
They now work and have a dark theme
Most of them are admin ones (All except 1)
I tried to check all the raw HTML UI's by typing `<< browse(` into the
VSC search and going through each element, but I might have missed
something.
What worked as it was, I didn't touch, except for the Dynamic control
UI's
## Why It's Good For The Game
Admin can do their things on 516
Coders/Mappers can debug some stuff on 516

## Changelog
🆑
fix: Admin/Debug UI's (Especially the Game Panel) now work properly on
Byond 516, instead of showing raw HTML
/🆑
## About The Pull Request
Was just scrolling through the Paradise github since they seem to have
more work done for 516 to see if there's anything I can port over, found
this and thought why not.
Ports parts of https://github.com/ParadiseSS13/Paradise/pull/25105
Specifically, updaing all hrefs to use the internal ``byond://``, and
adding it to grep.
## Why It's Good For The Game
More work towards 516.
## Changelog
Nothing player-facing.
## About The Pull Request
This adds plenty of useful stuff regarding byond-tracy, altho mostly
focused on the [Paradise
fork](https://github.com/ParadiseSS13/byond-tracy).
- Adds two new config options **(THEY ARE DISABLED BY DEFAULT)**
- `ALLOW_TRACY_START` gives admins with +DEBUG the "Run Tracy Now" verb,
which will allow them to start profiling with byond-tracy mid-round.
- `ALLOW_TRACY_QUEUE` gives admins with +DEBUG the "Toggle Tracy Next
Round" verb, which will initialize byond-tracy during world init the
next round (in the same way as passing `-params tracy` or defining
`USE_BYOND_TRACY`)
- If byond-tracy fails to initialize, the error will be logged and
available to view for the whole round.
- If `MC_TAB_TRACY_INFO` is defined, information about byond-tracy now
appears in the MC tab - if it's running or not, if it errored (and what
the error is), why it's running, if its queued for next round, etc.
- byond-tracy is now properly shut down when the world shuts
down/reboots, minimizing the risk of data loss or crashing
- More info regarding byond-tracy init is sent to `world.log`
## Why It's Good For The Game
Profiling is super helpful, and this should make things quite easier
## Changelog
No user-facing changes
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.
## Why It's Good For The Game
Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.
## Changelog
Nothing player-facing
## About The Pull Request
1. Removes code duplication
2. Fully documents `sortTim()`
3. Makes a define with default sortTim behavior, straight and to the
point for 95% of cases
4. Migrates other sorts into the same file
5. Removes some redundancy where they're reassigning a variable using an
in place sorter
For the record, we only use timSort
## Why It's Good For The Game
More documentation, easier to read, uses `length` over `len`, etc
Should be no gameplay effect at all
## About The Pull Request
This is not player-facing, however it's a good QOL that i made for
downstream modular ruins. The pick-list of maps makes it a bit..
annoying to really grab a ruin quickly - so all this does is add an ID
to the front of them for Space, Lava and Ice respectively.
## Why It's Good For The Game
## Changelog
:cl:Zergspower
admin: renames ruin names to have an identifier in front of it
refactor: converts map plate and jump to ruin to tguilist
/🆑
## About The Pull Request
You can now get station goals in a slightly better way over using a
`locate() in` call on a global list.
The Meteor Satellite goal no longer stores a giant list of ALL OBJECTS
in view. And now correctly only counts turfs.
## Changelog
🆑
fix: Meteor Satellites no longer erroneously count every piece of paper
as a protected turf.
fix: As a result the station goal is slightly more difficult
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
This is an update that touches many more things all at once (compared to
my other PRs) meant to make PDAs in general feel more consistent and not
take away from one of the experiences we want to encourage: interaction
between players.
1. Replaced all checks of a 'pda' with a 'modular pc'. This means
technically (though not done in-game currently) other modpcs can hold an
uplink, and microwaves can charge laptops.
2. Speaking of microwave, they now don't break and require
deconstruction if the cell is removed mid-charge.
3. When a Mod PC is out of power, it will now allow the Messenger to
work (which now also doesn't consume any additional power), if the app
exists on the PC. Here's a video demonstration
https://github.com/tgstation/tgstation/assets/53777086/7ae12f81-a271-49b8-95fa-2ba54d2e2d1f
4. Flashlights can't be turned on while the cell is dead
5. I replaced a bunch of program vars with ``program_flags`` and renamed
``usage_flags`` to ``can_run_on_flags``.
6. Added a debug modPC that has every app installed by default. Mafia
had some issues in the past that were unknown because Mafia wasn't
preinstalled with any tablet so was never in create & destroy nor in any
other unit test. This was just an easy solution I had, but PDAs should
get more in-depth unit tests in the future for running apps n stuff- I
just wanted to make sure no other apps were broken/harddeling.
## Why It's Good For The Game
Currently when a PDA dies, its only use is to reply to PDA messages sent
to you, since you can still reply to them. Instead of just fixing it and
telling players to cope, I thought it would be nice to allow PDA
Messenger to still work, as it is a vital app.
You can call it some emergency power mode or whatever, I don't really
mind the reason behind why it is this way.
When I made cells used more on PDAs, my main goal was to encourage
upgrading your PDA and/or limiting how many apps you use at once, I did
not want this to hit on players who use it as a form of interaction.
This is the best of both worlds, I think.
The rest of the changes is just for modularity, if some downstream wants
to add tablets, phone computers, or whatever the hell else, they can
still get just as far as PDAs should be able to get to, hopefully.
## Changelog
🆑
add: PDAs with a dead power cell are now limited to using their
Messenger app.
fix: Microwaves now stop charging PDAs if the cell was removed
mid-charge.
fix: Microwaves can now charge laptops.
fix: PDA Flashlights can't be turned on while the PDA is dead.
fix: You can now hold a laptop up to a camera (if it has a notekeeper
app installed) like PDAs already could.
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Replaces all instances of `SSblackbox.record_feedback\("tally",
"admin_verb", 1, (.+)\)` with `BLACKBOX_LOG_ADMIN_VERB($1)`
This makes so the funny comment isn't necessary.
It also reveals one location which someone did not heed the comment, the
`debug_controller` proc copy+pasted the line but did not change the
fourth argument. PEOPLE DON'T READ!
## About The Pull Request
I'm sick of the progress bar harddel, and I've ran into this problem in
the past, so I'm just gonna do something about it
If you want to provide an individual logged bit of info about a harddel,
you can override `/datum/proc/dump_harddel_info()` and return a string
containing "whatever"
Use of this should be limited, this could potentially clutter del logs,
especially if it's used on something that fails often, like pipes
I do think it's still useful tho. It's output ingame, in the logs, and
in unit test failures. Hopefully all nicely tho I'm only really 100%
sure about in game.
## About The Pull Request
Fixes a bunch of stuff broken by #76822, including APC control console,
malf blackout ability, shunted malf pinpointing, Admin APC recharge and
others.
## Why It's Good For The Game
Yes.
## Changelog
:cl:Thebleh
fix: Fixed several APC related issues.
/🆑
## About The Pull Request
Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.
Let's start from first principles yeah?
### Why Angled Lights?
Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.
Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.
### How Angled Lights?
This is more complex then you'd first think so we'll go step by step

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.
This is very useful for angle work, since it makes it almost totally
free.
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in
We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.
We do need some extra fenangling to make this all work nicely tho.
We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.
So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.
I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.
### Debug Tool?
In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.
Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.
The second button opens a debug menu for that light

There's a lot here, let's go through it.
Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.
This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.
Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.
My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.
### Lemon No Why What
Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.
Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.
(Images as examples)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.
This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance.
Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.
### Misc + Finishing Thoughts
Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.
I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.
### Farish Future
I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.
This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.
## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑
---------
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
## About The Pull Request
Removes all of the duplicate global lists for specific machine types
where the only thing they do is store all machines of that type.
Adds machine tracking to SSmachines in the form of a list for all
machines, and then an associative list for machines by their type.
Previously we have machines in multiple global lists, such as airlocks
being in GLOB.doors, GLOB.airlocks, GLOB.machines.
This makes that not a thing, and also means that iterating through
GLOB.machines looking for a specific type is no longer as expensive.
## About The Pull Request
Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that
[Creates "levels" of locked objects, uses that to make locked duffels
work](https://github.com/tgstation/tgstation/pull/76442/commits/c613c00f62fa3ff03bb33737d24da9acbf2050e3)
[c613c00](https://github.com/tgstation/tgstation/pull/76442/commits/c613c00f62fa3ff03bb33737d24da9acbf2050e3)
Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.
Adds a few outfit subtypes to avoid this class of failure in future.
Renames the args in a few but not all touched procs, one thing at a time
Closes#76407Closes#76430 Had the lock check in the wrong place
Closes#76441 GOD I HATE TK SO MUCH
Wrote half the pr without glasses so if it's weird gimme some grace
yeah?
## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
## About The Pull Request
This PR changes the request consoles in the folowing ways:
- The request console's had some very old UI, so I decided to convert it
to tgUI.
- Cleans up and changes various variable names. Also removes a
historical comment (desouls the file)
- Sending an announcement now has a cooldown of 30 seconds like the
message console priority announcement
- Audio feedback on successful and erroneous message give a little audio
feedback
- Reply is now Quick Reply, which you do in a popup
I have half a mind to remove the long material list from the ORM, as
some people told me I should, but for now it stays.
<details>
<summary>Screenshots of the new UI</summary>



</details>
I originally planned to add mapping helpers, but decided to delay it
until a future PR.
## Why It's Good For The Game
TgUI is good and powerful.
## Changelog
🆑
refactor: converts the request console to tgui
/🆑
## About The Pull Request
Corrects `record_feedback()`'s copy/paste comment.
## Pointless history
Originally being added in e2a8a5e, it kept its name and args for quite a
few years, that was until #32188 which had it renamed to
`record_feedback` and its args pretty much doubled. In between these
times the known copy/paste comment was already around, but that wasn't
updated, until now apparently.
## About The Pull Request
Removes network_id as it was completely unused now.
Also reworks the maints access secret buttons to work with how accesses
work now, taking into account req_one_access. This is theoretically a
problem when we moved to req_one_access more often in maints so
departments can access their own maint areas.
## Why It's Good For The Game
This is just minor changes I found while trying to edit other things,
and thought I should PR it.
## Changelog
🆑
admin: Secret buttons for Engineering/Brig maint accesses should now
work more consistently.
/🆑
## About The Pull Request
CTF code is rather infamous for being poor and hard to actually work
with, I wanted to add a feature for a mapping march project but the code
would not allow for it, so here we are refactoring the entire thing.
## Why It's Good For The Game
Replaces some really bad code with slightly less bad code. Should make
it much easier to add features onto CTF in the future.
## Changelog
🆑
refactor: CTF has been entirely refactored.
fix: Respawn times for CTF now work.
qol: CTF players are alerted during control point games when one team is
half way to winning.
admin: CTF instagib mode can now be toggled from the secrets panel.
/🆑
## About The Pull Request
Damn that's a long title.
Admin Verbs can be used in the verb bar with hyphens instead of spaces
again.
## Why It's Good For The Game
Admin muscle memory
## Changelog
## About The Pull Request
This, as the title states, fixes a spelling error in the confirmation
dialog for the Reload Configuration verb.
Specifically, it changes "modificat**oi**ns" to "modificat**io**ns".
## Why It's Good For The Game
It's nice to not have to look at spelling errors.
## Changelog
🆑
spellcheck: The word "modifications" is now spelled correctly in the
Reload Configuration confirmation dialog.
/🆑
## About The Pull Request
View runtimes will warn the user if the server's experience a large
amount of runtime errors

- Why not fix the runtimes?
We're not perfect
- Why not make the runtime viewer not crash the server?
I don't even know why it does it, someone else can accomplish that
- Why not find the exact threshold which it happens?
That's a waste of an afternoon
- Why not stop them from opening it wholesale?
Seeing the number is still kinda useful
- Admin Issue
Maintainers have crashed servers too
## Why It's Good For The Game
Maybe admins will stop crashing the game
## Changelog
🆑 Melbert
admin: Adds a warning to "View Runtimes" informing you (yes, you) that
it can (and will) crash the server if you attempt to render 100,000
runtimes into the UI at once
/🆑
## About The Pull Request
**Comes with an UpdatePaths!**
Removes the tablet subtype, PDAs now replaces them entirely.
Nukie and Silicon tablets are now subtypes of the PDA instead, while
contractor ones were removed entirely as they didn't do anything and
were unused (though it wouldn't be hard to re-add).
Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi,
which is just larger icons of modular_pda. Each application requires an
icon state in both of these, for 2 different sizes, which makes it
annoying to make new applications, especially if it can also run on
computers/laptops.
### Icons
Because Silicon tablets are now a subtype of PDA, they use PDA icons
instead of tablet ones. Luckily for us, they already exist in code.

AI's don't use a tablet icon though, so they aren't affected.
## Why It's Good For The Game
There's very little difference between tablets and PDAs, PDAs overshadow
them in every single way, so at this point I don't see why we should
have both of these, and if you compare the two in usefulness and actual
in-game use by players, it's a no-brainer than the item all players get
roundstart and comes with a messenger should be the one we go with.
Also as said in the about section, when making an app you would need to
make icon states for the program running for all hardware it can run on,
which is Computer, Laptop, PDA, and Tablet.
Laptop is just a smaller computer icon
PDA is just a smaller tablet icon
However, you can't simply shrink the size of the icon, instead you have
to completely resprite the same app icon FOUR TIMES for it to not
bluescreen on all these different devices.
<details>
<summary>
Here's examples of it
</summary>
Computer (NOTE: *They share the same icon file as regular computers*)
<img
src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/>
Laptop
<img
src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/>
Tablet
<img
src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/>
PDA
<img
src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/>
</details>
If we wish to help in simplifying this, we should remove tablet icons
entirely, which means 1 less icon to worry about. To do this, we'd need
to resprite nukie PDAs, however I am very much not a spriter and never
tried GAGS, so I'll leave it to someone else to do.
## Changelog
🆑
del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon
and nukie tablets are now PDAs.
/🆑
## About The Pull Request
Removes the last computer part in the game: ID parts
Because this is removed, I also removed all computer hardware in the
game, and removed mentions of it in the game.
There is still 'hardware', as in Computer, Tablet, or Laptop.
Computers now all hold one ID slot by default, the only time a second ID
was needed was to use the access of both at once, and for the ID
modification application. This was now replaced with a new UI that only
has one tab, one ID slot:
https://user-images.githubusercontent.com/53777086/202801939-151b783f-75c8-46bf-a6c5-1b57b0d0da8e.mp4
## Why It's Good For The Game
Computer hardware is finally dead 🦀
## Changelog
🆑
balance: All modular computers now only have one ID slot, and cannot be
upgraded.
qol: The HoP's access application now only has one app, logging in will
directly modify the ID that's in it, making it less confusing to swap
back and forth.
/🆑
## About The Pull Request
- Fully heal can be passed a series of flags detailing what all is
healed by the proc. This allows for things to provide
almost-but-not-quite fully heals.
- Uses this in Adminordrazine, so that it stops being a pain to update
every time fully heal is updated.
This includes some small balance changes which i'll go over, nothing
extremely noticable.
## Why It's Good For The Game
Allows for more precise control over full heals.
## Changelog
🆑 Melbert
refactor: Fully heal can be passed a series of flags. As a result, some
things which previously did a full heal might heal slightly less, or
some things which did partial full heals might do slightly more.
fix: Adminordrazine will no longer completely break every facet of a
person
admin: Ahealing a changeling will refill all of their chems.
/🆑
## About The Pull Request
This replaces needless GLOB.machines with more precise lists whenever
one existed, plus adding a new one for CTF machines.
## Why It's Good For The Game
GLOB.machines holds every single /obj/machinery in the game, so checking
the whole list for stuff is pretty big. This aims to cut that down by
using smaller lists whenever possible. I also gave CTF a new list
because it checked machines very often.
## Changelog
Nothing player facing.
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Area contents isn't a real list, instead it involves filtering
everything in world
This is slow, and something we should have better support for.
So instead, lets manage a list of turfs inside our area. This is simple,
since we already move turfs by area contents anyway
This should speed up the uses I've found, and opens us up to using this
pattern more often, which should make dev work easier.
By nature this is a tad fragile, so I've added a unit test to double
check my work
Rather then instantly removing turfs from the contained_turfs list, we
enter them into a list of turfs to pull out, later.
Then we just use a getter for contained_turfs rather then a var read
This means we don't need to generate a lot of usage off removing turf by
turf from space, and can instead do it only when we need to
I've added a subsystem to manage this process as well, to ensure we
don't get any out of memory errors. It goes entry by entry, ensuring we
get no overtime.
This allows me to keep things like space clean, while keeping high
amounts of usage on a sepearate subsystem when convienient
As a part of this goal of keeping space's churn as low as possible, I've
setup code to ensure we do not add turfs to areas during a z level
increment adjacent mapload. this saves a LOT of time, but is a tad
messy
I've expanded where we use contained_turfs, including into some cases
that filter for objects in areas. need to see if this is sane or not.
Builds sortedAreas on demand, caching until we mark the cache as
violated
It's faster, and it also has the same behavior
I'm not posting speed changes cause frankly they're gonna be a bit
scattered and I'm scared to.
@Mothblocks if you'd like I can look into it. I think it'll pay for
itself just off `reg_in_areas_in_z` (I looked into it. it's really hard
to tell, sometimes it's a bit slower (0.7), sometimes it's 2 seconds
(0.5 if you use the old master figure) faster. life is pain.)
## Why It's Good For The Game
Less stupid, more flexible, more speed
Co-authored-by: san7890 <the@san7890.com>
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi