Commit Graph

209 Commits

Author SHA1 Message Date
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
Thunder12345 0e0b223ed1 Makes the casino shuttle honkbot not run away (#96221)
## About The Pull Request

Adds a non-patrolling subtype of honkbot for the casino shuttle to use.

Fixes #96201 

## Why It's Good For The Game

He's supposed to be spreading joy to the evacuees, not running away roam
the halls.

## Changelog
🆑
fix: The honkbot on the casino emergency shuttle has been told not to
abandon its post.
/🆑
2026-05-29 22:48:48 -06:00
CabinetOnFire 9e0f63115a Fixes bots trying to blacklist items already marked for QDEL (#96124) 2026-05-21 11:01:14 -04:00
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

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

---------

Signed-off-by: dependabot[bot] <support@github.com>
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2026-05-16 00:56:00 +02:00
CabinetOnFire af8f69da13 Adds "Event Logging", or EVLogging, A new debug system that allows us to track individual datums and log events on a timeline (#96035)
## About The Pull Request

This Pull Request adds a new logging system that uses a timeline to
track and visualize important events for specific datums.

This is done via a new window in which you can select a datum for
tracking, which adds it to the timeline. If this datum implements the
EVLOGGING macros, it can track important events onto this timeline. As
an example, we can log whenever an AI is deciding to make a new path, if
it decides to generate a new decisionmaking plan, it finishes an action,
or it decides to target someone/something.

We can select these events to see more information, and optionally get a
snapshot of important variables at the time this event was logged (like
the blackboard and current plan for AI controllers).

You can also filter out specific events / track info, which is done via
categories. Each event / piece of track info is given a category and if
you disable a category all events / track info in that category is
hidden. This lets you filter out things you might not care about.

<img width="2346" height="1209" alt="image"
src="https://github.com/user-attachments/assets/0763077c-e349-4c7c-b017-23d29e1d089b"
/>

_whoever thinks we didnt need advanced cleanbot logging is a noob_


In the video below I showcase how this works;
https://file.house/7nsOiqdvmSTxlsk3fs-e8g==.mp4
A cleanbot is roaming the halls, I turn on the event logger, click the
"pick target" button and click on the datum I'd like to track (the
cleanbot). This results in the cleanbot now tracking its events. I spawn
some dirt and the cleanbot decides to clean it, and I go through the
events; You can see theres different events being listed, such as when
the cleanbot starts targetting the dirt, when it cleans plan, when it
makes it JPS path and every time it moves over it.


The macros I've currently implemented are as follows:

**EVLOG_TEXT(DATUM, CATEGORY, INFO)**
Only adds text to the event logger window, no world-visuals

EVLOG_LOCATION(DATUM, CATEGORY, INFO, TURF) 
Adds text to the event logger and adds an image to where that turf is.

EVLOG_TURFS(DATUM, CATEGORY, INFO, TURFS)
Adds text to the event logger and adds an image to each turf in the
TURFS list

EVLOG_LINES(DATUM, CATEGORY, INFO, TURF_A, TURF_B)
Adds text to the event logger and adds a line from turf_a to turf_B

EVLOG_PATH(DATUM, CATEGORY, INFO, TURFS)
Adds text to the event logger and visualizes a path from A to B (same
way as the pathfinding debugger, of which I moved the visualization
before to SSPathfinder)

In terms of performance, the logger is a singleton, and events are ONLY
logged if
1. The logger is running
2. The datum has the DF_EVLOGGING flag.

This means most of the time, logging an event is a single var lookup
(Since the runner is off by default). The DF_EVLOGGING flag is off by
default as well and has to be enabled by the event logger, or set
temporarily by a dev in code.

This system can easily be extended with more event types / visualization
types as well. (I'm thinking of datumizing the ones I have now)

The TGUI is still a bit of a mess, I would love some pointers because
I'm not really good at react so I just kind of hit it with a hammer
until it did what I wanted 😎

Also, all of this is based on VisLogging from Unreal Engine, so it will
have some likeness https://unreal-garden.com/tutorials/visual-logger/

## Why It's Good For The Game

This system allows us to debug more complex systems (like basic AI) in
an understandable and clear way. While the implementation cases are not
super common right now, extending this system could make debugging these
systems much more comprehensible, and hopefully lets more developers
help us with improving these systems. (plus, we LOVE timelines)

## Changelog

🆑 CabinetOnFire
refactor: Implements "Event Logging" an improved way for programmers to
debug specific datums.
/🆑

---------

Co-authored-by: Lucy <lucy@absolucy.moe>
2026-05-13 12:37:56 +00:00
CabinetOnFire 2ede6af8bc Fix basic mobs triggering click cooldown erroneously. (#95906)
## About The Pull Request

Basic Mobs used to always trigger cooldown on clicks. This resulted in
missed attacks causing you to have a delay before you could attack
again, this makes it really punishing to play as a basic mob.

To resolve this I did a mini-refactor on basic mob's attack chain to
allow for the return values to determine whether we go on cooldown or
not. Preventing attacks that did nothing (due to not passing checks, or
simply not having any behavior) from causing cooldown.

This fixes #95605

## Why It's Good For The Game

being able to perform melee with the same rules as /human is only fair

## Changelog

🆑 DresserOnFire
fix: Fixes a bug where player-controlled basic mobs would get a cooldown
when their attacks miss
refactor: basic mob attack chain can now decided whether an attack
resulted in a cooldown or not.
/🆑
2026-04-29 21:59:01 +01:00
Ben10Omintrix 7763db34a1 Basic beepskies and some ED209 additions (#95783)
## About The Pull Request
this PR refactors beepskies and ED209s into basic mobs. ive also added a
few features for the ed209 because i cant keep my hands to myself:

ED bots can now wear hats! a few hats give them some new unique
dialogue. Putting a cowboy's hat on an ED will have it acting like a
town Sherrif

EDs are now rideable when emagged. theyll still be shooting people while
ridden. youll also have the ability to charge at people full throttle
running them over

ive also added a new Nukie variant, purchasable from the uplink. These
versions come fitted with an LMG and will patrol the station and shoot
all walks of life. If emagged, theyll blow up people with (weaker)
rockets (im still working on balancing this). they are rideable but i
highly suggest against it; youll be caught in the crossfire. (i
understand if ud prefer i atomize this feature)

## Why It's Good For The Game
gives some personality to EDs, as well as updating all these bots to the
cool new ai system

## Changelog
🆑
refactor: beepskies, and ed209s have been refactored. please report any
bugs
add: ed209s can now wear hats! some hats give them new dialogue
add: emagged ed209s are now rideable! 
add: added evil versions of the ed209s to the syndie uplink
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2026-04-25 00:25:28 +00:00
Ben10Omintrix f0ad6b8101 fixes bot huds randomly dissappearing (#95750)
## About The Pull Request
Bot huds would sometimes dissappear when they're pathing to anything
that arent beacons

## Why It's Good For The Game
Bot huds would sometimes dissappear when they're pathing to anything
that arent beacons

## Changelog
🆑
fix: fixes bot huds randomly dissappearing
/🆑
2026-04-13 22:10:11 -04:00
Jacquerel a5c9662caa You can draw faces on bots (#95258)
## About The Pull Request

Adds the ability to use a pen or crayon or spraycan to draw a face or
eyes onto certain bots
This allows people who miss the pareidolia of the old medkit sprite to
fix it themselves
You can clean it off again using most cleaning products, if you disagree

<img width="649" height="220" alt="image"
src="https://github.com/user-attachments/assets/de4869b8-9ac1-4c79-8890-bd95fd4fcaa1"
/>

I think from looking at this screenshot apparently I haven't enabled
pixel perfect 2x on my laptop for which i should be executed, sorry

I didn't add any for ones not pictured here because I couldn't think of
a good way to draw them but it's simple enough to expand.
The face will be coloured with whatever ink you used to draw it, I was
just lazy and only used a regular pen in this picture
How are all of the non-white drawing implements adding that white
circle? Don't worry about it

This comes in the form of a component so if you want to make other
things easily graffitable then you can do that
I ironically called it the defaceable component even though it's used to
add faces

## Why It's Good For The Game

It seems like something people have been wanting and it seemed like a
cute idea

## Changelog

🆑
add: You can draw faces onto some bots using a pen, crayon, or spraycan
/🆑
2026-03-05 12:55:05 +13:00
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
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#	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
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#	code/modules/surgery/surgery_step.dm
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#	code/modules/unit_tests/designs.dm
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#	code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png
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#	icons/map_icons/clothing/head/_head.dmi
#	icons/map_icons/clothing/shoes.dmi
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#	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
nikothedude 5786289821 [BOUNTY] Dirty quirk (#5186)
## About The Pull Request

Adds a dirty quirk, as requested in a bounty in
https://discord.com/channels/1059199070016655462/1415440129362886727/1415440129362886727.

This quirk does a few things.

1. Walking around, you have a small chance to spread dirt to the floor.
2. If you are barefoot, you track colored footprints that fade out over
7 seconds.
3. If you are attacked, you have a puff of colored, opaque smoke fly off
you. **This cannot be spammed and must be refreshed by digging in
trash.**
4. People around you get a small mood debuff.
5. You get a small examine blurb telling people that you're dirty.

Both the dirt color and flavor text can be customized in the quirk.

If you are cleaned with soap...
1. You scream, flail, and get a -6 mood debuff.
2. **All above effects are disabled.**
3. You can refresh your filth by rummaging in trash

Hygeinebots also always try to clean dirty people.

## Why It's Good For The Game

We have filth goblins on station, and this lets them reflect who they
are mechanically. Its also a small, but minor, way to give janitors just
a bit more things to do - and a small source of conflict where you may
have people running around trying to clean you because god you just
smell so bad.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/6c627e3f-0874-4609-84e8-d7137628ecf1

</details>

## Changelog
🆑
add: Dirty quirk - spreads dirt, makes everyone annoyed at you, defeated
by soap.
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-02-02 00:51:17 -05:00
Bloop 68153c2333 Refactors faction lists to use getters and setters and be cached (#94490) 2026-01-19 04:12:35 +01:00
John Willard aedc5bae7a allowed is now signals based instead of hardcoded slots (#94871)
## About The Pull Request

ID cards/MMI mech access/simple mob access/pAIs now use signals instead
of checking specific slots with mob checks. We do this through mob's
``get_access`` proc that collects all access a mob has with a
collect_access signal.

## Why It's Good For The Game

It looks cleaner and we no longer individually check `check_access` for
every single item that may have access. It's cleaner to put it all
together and check in one go with all the access we've got. This also
makes it easier to add items that hold access that aren't necessarily
IDs but you want to be able to open stuff with.

## Changelog

🆑
refactor: ID checking for access has been reworked, please make a bug
report if anything that's supposed to grant access is not working.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2026-01-16 14:16:22 -07:00
Bloop 53ed83bb9d Makes some more lists lazy (#94388)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-12-28 19:57:42 +01:00
MrMelbert bfdb237612 Spooky Scary Supreme Surgery (Rework) (#93697) 2025-12-19 18:42:58 +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
archbtw 1b00ade33f (2) Reduce repair bot health (#94360)
## About The Pull Request

Previous PR - https://github.com/tgstation/tgstation/pull/94300

100 -> 35

## Why It's Good For The Game 

100 hp is inconsistently tanky compared to other bots
going off a cleanbot's hp (25) - add 10 extra hp for leeway due to
repairbots working in work hazards

## Changelog

🆑 ArchBTW
balance: repairbot hp 100 -> 35
/🆑

---------

Co-authored-by: glue0000 <230859540+glue0000@users.noreply.github.com>
2025-12-07 19:50:49 +00:00
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
Jordan Dominion 2da74f95c0 Hygienebot extinguishes you (#94253)
## About The Pull Request

Hygiene bots now extinguish mobs when they wash them.

## Why It's Good For The Game

You're being doused with a liquid, how is your cigarette still burning?

## Changelog
🆑
add: Hygiene bots now extinguish when cleaning.
/🆑

Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
2025-12-02 01:00:19 -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
Cirrial 31d4eb04f1 Fix Stoat Steal Behaviour (and some other AI stuff hopefully) (#94153)
## About The Pull Request

Two main things. 

Multiple instances of use of a proc in AI controllers seemingly assuming
the default behaviour will work for them, but what ends up happening is
`search_tactic` gets redefined and redefined with no defaut search range
parameter, so nothing ends up passed to the `search_tactic` child procs,
so they all call `oview` with `null` and this... somehow doesn't
runtime? Has behaviour that works some of the time??? I hate this
fucking language. Anyway.

Stoat steal items behaviour was completely broken and apparently was not
tested once since it was merged in. I've made the corrections I can, but
I haven't figured out why stoat AI never enters idle, so we have a
behaviour that leads to the stoat running up to an item, grabbing it,
and then just staying there, unmoving. I've sunk too many hours into
this, I'm just going to call it fixed and let someone else figure out
what exciting additions there need to be to a behaviour that was never
functional in the first place.

## Why It's Good For The Game

i don't know man i just want the pain to stop 

okay, generally speaking, when people write AI behaviours, they want
those AI behaviours to do something and not just silently fail for six
months or longer

## Changelog
🆑
fix: Stoats have a chance to try and grab items like they always should
have.
/🆑
2025-11-28 13:35:53 +02:00
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
FalloutFalcon cee8aae62d More /living/ abstract_types (#94092) 2025-11-27 06:24:16 -07:00
Roxy 71faa643bf Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 2025-11-12 16:44:13 -05:00
Roxy d84a87f668 Rewrites to fix compiler errors on 516.1670+ (#93801)
## About The Pull Request

Fixes all instances of numbers being used as assoc list keys in things
that aren't alists, either by turning them into alists or changing the
keys to something else. Also adds new macros to support creating global
alists, as a few global lists became alists. Most of these are pretty
simple and self-explanatory but
- The GLOB.huds one necessitated rewriting because code depended on it
being a non-assoc list, which it technically was because the defines it
used as keys were numbers so BYOND turned it into a regular list, most
of this was for loops through all the subtypes of
`/datum/atom_hud/data/diagnostic` of which there's only one, so I just
changed it to get that type directly by key
- NT Frontier used number indexes which it looped through for some
reason and also passed to TGUI, changed these to strings and adjusted
the TGUI to match, I tested this and it works fine

## Why It's Good For The Game

Makes the code compile, I couldn't test everything but I tried to check
all usages of affected vars to make sure they wouldn't break from being
switched to alists, a TM might be in order just to be sure nothing's
fucked

## Changelog
🆑
refactor: rewrote all cases of numbers being used as keys in non-alist
associative lists
/🆑
2025-11-08 14:19:55 -08:00
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
Ghom 38bebeaf47 Prosthetic Item arms no longer prevent ventcrawling: the remake (#93499)
## About The Pull Request
This is me picking up #93077 but with code changes relative to the two
new flags that Krysonism added in his PR, which unfortunately he never
finished.

## Why It's Good For The Game
Monkeys should be able to ventcrawl even if their left or right arm is
actually a chainsaw or armblade or whatever. See #93077

## Changelog
🆑 Krysonism
balance: prosthetic item limbs are no longer considered equipped items
for some purposes such as ventcrawling.
/🆑

---------

Co-authored-by: Krysonism <robustness13@hotmail.com>
2025-10-23 11:13:18 -04:00
Aliceee2ch ee388c204f More love to paramedic: revamping/adding paramedic offices, new access and more! (#93457)
## About The Pull Request

most of info in changelog, here i'll pin some screenshots. 
(also didnt touch catwalk on purpose since its medbay in process of
rework)

<details><summary>Screenshots</summary>


### Example of paramedic dispatch area, before it was used only on 2
maps:
<img width="479" height="490" alt="image"
src="https://github.com/user-attachments/assets/ca6f0ba6-93ed-4386-a94d-63b90985ef27"
/>
   
### Example of how I changed pallete to match paramedic outfit: dark
color mixed with blue
<img width="479" height="490" alt="image"
src="https://github.com/user-attachments/assets/e7acef94-2fd3-4fb4-9abf-5b83fd5cd738"
/>

### Icebox
<img width="463" height="320" alt="image"
src="https://github.com/user-attachments/assets/3e12aa10-caac-4b6e-89e8-81690d979150"
/>

(moved chem storage south)
<img width="534" height="476" alt="image"
src="https://github.com/user-attachments/assets/863a0644-520b-40a7-9deb-f1174b252757"
/>


### Tramstation
<img width="518" height="504" alt="image"
src="https://github.com/user-attachments/assets/f410f6c8-e2ee-423e-838c-03643ea1499f"
/>

(removed elevator and replaced with some public atmos equipment)
<img width="353" height="727" alt="image"
src="https://github.com/user-attachments/assets/df635bb5-5692-4367-b2b6-7c8df3c6c9a4"
/>

(theres new hall to replace the elevator path)
<img width="857" height="725" alt="image"
src="https://github.com/user-attachments/assets/15d12685-c9a0-44b5-a916-41766b12677c"
/>


### New locker that has all kind of stuff for emergencies!
<img width="186" height="155" alt="image"
src="https://github.com/user-attachments/assets/c1e40fd6-44f7-48e0-a5e4-ecb9fc562627"
/>


</details>

## Why It's Good For The Game

Since paramedic got more attention now, I feel it would be wise to
separate paramedic content (jaws and medical suit) from general medbay
and doctors.
<img width="382" height="135" alt="image"
src="https://github.com/user-attachments/assets/750e0d4c-7011-41e5-8ec4-d5f05f6c3515"
/>

For locker part: I think paramedic should have own locker with all kind
of emergency items/drip items instead of bloating items on the tables.


## Changelog

🆑
add: Added new medical access for paramedics.
map: Added paramedic dispatch on: TramStation and IceBox, removed
elevator from Tram and moved chemstorage on IceBox.
map: Paramedic dispatch area is used on every paramedic office now.
map: Medical MODsuit and Jaws of Recovery moved to paramedic office.
map: Redesigned northern medbay on MetaStation.
sprite: Paramedic locker was added.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-10-22 23:37:24 +00:00
Ghom ca2cc70322 Organ damage refactor/cleanup (#93436)
## About The Pull Request
So, my original goal was just a refactor for the emissive overlays of
eyes, as a way to implement the specular emissive introduced by smartkar
some time ago, but somehow I found myself dragged into a bigger refactor
or cleanup of organ damage, thresholds, failures. One of the main
problem was that there were no procs called when a organ suffered enough
damage to fail or when recovering from failure. It'd just enable or
disable a bitflag, leaving it up to subtypes to decide how to tackle
organ failure their own ways: diverse, funky and sometimes incompatible.
More often than not relying on their very own "update_thingamajig" kinda
procs that run whenever the organ takes damage, rather than just when
the threshold is reached (low, high, failure. There are however a couple
organs with their own quirky thresholds, I let those slide).

There's also a bit of old code, especially for ears, with the
`AdjustEarDamage` and temporary deafness both predating the framework
for organ damage as far as I know. It really needed a coat of fresh
paint.

Oh, there were also more than a handful of organs that still heavily
relied on some ORGAN_TRAIT source instead of the `organ_traits` list and
the two add/remove procs `add_organ_trait` or `remove_organ_trait`. This
include organs that lose or gain specific traits when failing et
viceversa.

~~Lastly, felinids (and the halloween ghost species) having reflective
eyes. It's just a nod to the tapetum lucidum that animals with night
vision often have (including cats), which is why their eyes are a bit
brighter in the dark. Felinids however, do not have night vision (nor do
ghosts). This is merely cosmetic.~~ Cut out for the time being due to
issues with the specular emissive...

## Why It's Good For The Game
Refactoring / cleaning up old organ code.

## Changelog

🆑
refactor: Refactored organ damage code a little. Hopefully there won't
be issues (otherwise report them).
/🆑
2025-10-21 16:52:28 -05:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
die 0204ab8fdd Canreach refactor (#93165)
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147

full credit to @Kapu1178 for the juice

instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
2025-10-07 20:28:59 +02:00
xPokee 5e629dff04 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-03 07:05:54 -04:00
MrMelbert 44acefa73f More things use trait huds over raw hud management (#93084) 2025-10-02 21:36:40 +02:00
SmArtKar 5f3c85eee0 Unifies mob, megafauna and boss crusher loot and achievements (#93068) 2025-09-30 17:24:34 +10:00
nevimer b348b617a3 Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts:
#	README.md
#	code/__DEFINES/admin.dm
#	code/__DEFINES/melee.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/economy.dm
#	code/datums/components/crafting/crafting.dm
#	code/datums/elements/crusher_loot.dm
#	code/modules/antagonists/pirate/pirate_shuttle_equipment.dm
#	code/modules/clothing/suits/_suits.dm
#	code/modules/escape_menu/leave_body.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/mining/equipment/mineral_scanner.dm
#	code/modules/mob/living/living.dm
#	code/modules/plumbing/plumbers/pill_press.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-09-07 00:37:52 -04:00
nikothedude f805e1dce4 Fixes player emagged medbots not being able to inject chloral on healthy players (#92784)
## About The Pull Request

Closes https://github.com/tgstation/tgstation/issues/92764

Title.
## Why It's Good For The Game

bugs bad
## Changelog
🆑
fix: Player-controlled medbots can now inject chloral on healthy targets
/🆑
2025-09-07 10:30:14 +10:00
necromanceranne 04e07752b6 Removes paramedic's extra access that isn't medical related or maintenance (#92751)
What it says on the tin. Paramedics still retain their expanded access
on lowpop.

I gave myself a task and I guess I'm doing it. I even made it six months
in case I changed my mind, and in that time, I actually was more and
more convinced it was the right course of action.

[I've attempted at least one moderate approach to resolving this problem
and it ended up going
nowhere.](https://github.com/tgstation/tgstation/pull/84422) Metek
attempted a few times and nothing happened.

I've already iterated a lot of the gameplay issues in my first PR. I
won't repeat them, just expand my frustrations since then. I went from
annoyance to pure resentment of the role existing during that time as
I've had to deal with more and more paramedic tiders with time.

Paramedics actively fuck with mapping in a way that maps were not
designed to accommodate, nor should they be in the first place. It is
pretty reasonable to expect that the only people who should have access
to a department are those who are from that department, have expanded
access from being a head of staff, or got access from the HOP.
Paramedics come pre-packaged with this expanded access as a non-head, so
they just are out the gate more versatile than the vast majority of
other roles while also having an entire department onto themselves
(short of pharmacy access on all but skeleton crew). Trying to
accommodate paramedics likely will start to have negative quality of
life impacts on other roles just to contain a role that probably
shouldn't be entitled to this kind of access in the first place.

[Even in the original PR that introduced
paramedics](https://github.com/tgstation/tgstation/pull/48236), Denton
acknowledged the potential problem of paramedics becoming Doctor+, but
failed to followup on auditing what they actually could access. So the
end result is more or less what he didn't want to have happen.
Paramedics are better than most roles in general. not just doctors.
Paramedics have almost as much access as most heads of staff. And maps
rarely have consistently planned spaces for what constitutes a 'lobby'.
Often times there can even be an open floor plan that paramedics can
waltz right into and do what they like in. Because, as I said, mappers
create maps with the expectation that the people who can access those
areas probably are in that department or are a head of staff with broad
access.

I'm not interested in waiting for overengineered solutions. We bite the
bullet and tell paramedics to cope, because they're getting snowflaked
to be able to go where they please for reasons that don't seem to be the
primary concern of the people who are abusing the levity provided to
this role. It's just too much of a low hanging fruit for abuse.

# I already asked maptainers long ago about this and they said "No" to
making map changes to contain paramedics. Don't bother bringing it up.
2025-09-04 15:20:20 -04:00
HurgnDurgn 9e473c20a4 Cleanbots can now clean Cigbutts (#92570)
No more roaches and rollies everywhere. Baby's first PR.
## About The Pull Request

Adds cigbutts to the list of trash on cleanbots. Cleanbots will now melt
and sweep cigarette butts, cigar butts, roaches, etc.

## Why It's Good For The Game

Cigarette trash is still trash, and deserves to be melted like the rest
of the trash.

## Changelog
🆑
add: Cleanbots now clean up used cigarettes.
/🆑
2025-08-19 22:41:18 -04:00
moocowswag 75e4c6af74 Has knife-cleanbots steal identificiation from ids rather than mind (#92535)
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/92533 by having
knife cleanbots read your worn id rather than reading your mind.
<img width="1920" height="1080" alt="image"
src="https://github.com/user-attachments/assets/3a40c315-de4c-4e86-9b76-d4401eb06998"
/>

edit: Incidentally makes a harder achievement much easier because its
based on id rather than magic mind reading
## Why It's Good For The Game

exploit to find out someone's identity bad
## Changelog
🆑

fix: knifed up cleanbots will now read your id card rather than your
mind when stealing valor

/🆑
2025-08-19 22:40:31 -04:00
HurgnDurgn 6df1579f9b Cleanbots can now clean Cigbutts (#92570)
No more roaches and rollies everywhere. Baby's first PR.
## About The Pull Request

Adds cigbutts to the list of trash on cleanbots. Cleanbots will now melt
and sweep cigarette butts, cigar butts, roaches, etc.

## Why It's Good For The Game

Cigarette trash is still trash, and deserves to be melted like the rest
of the trash.

## Changelog
🆑
add: Cleanbots now clean up used cigarettes.
/🆑
2025-08-17 03:56:39 +02:00
moocowswag c40e1d3127 Has knife-cleanbots steal identificiation from ids rather than mind (#92535)
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/92533 by having
knife cleanbots read your worn id rather than reading your mind.
<img width="1920" height="1080" alt="image"
src="https://github.com/user-attachments/assets/3a40c315-de4c-4e86-9b76-d4401eb06998"
/>

edit: Incidentally makes a harder achievement much easier because its
based on id rather than magic mind reading
## Why It's Good For The Game

exploit to find out someone's identity bad
## Changelog
🆑

fix: knifed up cleanbots will now read your id card rather than your
mind when stealing valor

/🆑
2025-08-15 00:30:03 +02:00
Arturlang 1c0ac21cb4 Fixes the issue of usr pointing to admins by making Trigger pass down clicker (#92354)
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead

(cherry picked from commit 0bc42d6940)
2025-08-08 15:31:08 -04:00
Arturlang 0bc42d6940 Fixes the issue of usr pointing to admins by making Trigger pass down clicker (#92354)
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead
2025-08-05 22:58:40 -05:00
Jacquerel 1cc3bbe590 Logging for bot sapience (#92302)
## About The Pull Request

This PR adds logging for people turning bot sapience on and off
This is currently logged to silicon logs, even though the mob is not a
silicon, just because I figured that's where an admin would look for
information related to robots. If you think that is stupid I can put it
somewhere else.

## Why It's Good For The Game

This is an action that can adds ghosts (and meta knowledge) into the
round which didn't leave any kind of paper trail, so it should probably
have one
Ejecting an existing player from bot control was already logged and I
didn't remove it

## Changelog

🆑
admin: adds logging for turning bot sapience on and off
/🆑
2025-07-30 17:37:32 -04:00
Jacquerel 39b53e390a Logging for bot sapience (#92302)
## About The Pull Request

This PR adds logging for people turning bot sapience on and off
This is currently logged to silicon logs, even though the mob is not a
silicon, just because I figured that's where an admin would look for
information related to robots. If you think that is stupid I can put it
somewhere else.

## Why It's Good For The Game

This is an action that can adds ghosts (and meta knowledge) into the
round which didn't leave any kind of paper trail, so it should probably
have one
Ejecting an existing player from bot control was already logged and I
didn't remove it

## Changelog

🆑
admin: adds logging for turning bot sapience on and off
/🆑
2025-07-25 20:13:27 -06:00
FeudeyTF 161d744035 Telecomms Update: Ability to change existing radio channels and create new ones (#91647)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.

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

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

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

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

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

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

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

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

## Why It's Good For The Game

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

## Changelog

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

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

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

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

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

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

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

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

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

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

## Why It's Good For The Game

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

## Changelog

🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑
2025-06-28 01:19:18 +10:00
Jacquerel 5bd8784918 Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) 2025-06-21 22:36:04 -04:00
Jacquerel e3dee6810e Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) 2025-06-21 03:21:22 +02:00