## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.
## Why It's Good For The Game
Saner spriters = better sprites
## About The Pull Request
Removes UnregisterSignal when the janitor access key ring is destroyed.
Signal will clean itself up. Mentions adding janitor keys to the
Custodial Locator, which I forgot on the last PR
https://github.com/tgstation/tgstation/pull/74181
## Changelog
🆑 LT3
qol: Janitor access keys now show up on the Custodial Locator tablet app
/🆑
## About The Pull Request
- Puts recently added access key rings into the janitor devices list
- Access key rings now tracked in Custodial Locator tablet app
- Access key rings unregister their department signal when destroyed
## Why It's Good For The Game
Management of access key rings.
## Changelog
🆑 LT3
code: Access key rings added to list on creation
code: Access keys unregister signal when destroyed
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
HackMD for this can be found here:
https://hackmd.io/VEbjO1kaQJarao4KqGfzgw?view
Basically, this gives the first Janitor an access key that they can use
to enter departments. This requires a Head of Staff to approve it
through the keycard authenticator, and only holds one department at a
time, and will clear itself out after 10 minutes.
This gives departmental AA, including the head of staff's office, adding
a tradeoff.
The Janitor is alerted when access is given to their key (as their
keyring will say such) and everyone can see janitors trying to open a
door when they use it (with a cool sound, too).
You can't bump open airlocks with it, I limited it to directly using it
on the door, because I thought it made it feel more realistic to a
keyring.
I had an earlier version of this that gave the key it's own access,
which allowed bumping open, but it also allowed things like locking RD
consoles, and I dunno how strong I want this key to be.
I also wanted to limit how easy this is to greytide/steal, currently
only the first Janitor spawns with the key. I thought it would be too
easy to exploit otherwise, or essentially stolen roundstart if there
were no Janitors. Maybe this can also fit as a Traitor objective after
melon's new objective PR is done?
### Minor detail
While adding icons, I realized inhands don't actually set its icon state
to the default if it's null, so I removed that LYING comment.
## Why It's Good For The Game


Alternatively, https://youtu.be/dlkSbQ-IkRM?t=182 (timestamp)
## Changelog
🆑 JohnFulpWillard, sprites by BalkyGoat
add: The Janitor Access key: Janitors can now be given departmental AA
(one at a time) using the Keycard authentication device in Command
offices. Use it if you need cleaning!
fix: HoP's trim is no longer set to edit Supply access.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>