## About The Pull Request
`create_from_ghost` can be called from stuff like... dynamic executing a
ruleset, so putting a sleep/user input within it causes problems
So I refactored ghost spawns a fair bit, creating a clear delineation
between where you can and can't put user input
## Changelog
🆑 Melbert
fix: Pirates will no longer randomly spawn as human
fix: Servant Golems have numbered names again
refactor: Refactored ghost spawns (like spider eggs or pirate spawners),
report any oddities
/🆑
## About The Pull Request
The first argument of `Hear` is `message`, the message heard
OR SO YOU'D THINK
Actually the first argument doesn't do anything but get overridden by
ALL implementations of `Hear`
No other uses as far as I and Ephe can tell. Removing it makes it a ton
easier to understand and gives us some free performance in radio code by
not rendering messages twice
## Changelog
🆑 Melbert
code: Removed some redundant code from core hearing code. Report if you
hear anything weird.
/🆑
Adds 2 new species: Spirits and Ghosts
Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors
They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.
They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.
Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.
Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.
Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).
Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.
This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.
https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e
We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)
🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
(cherry picked from commit 096c032402)
## About The Pull Request
Adds 2 new species: Spirits and Ghosts
Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors
They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.
They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.
Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.
Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.
### The difference between Spirits and Ghosts
Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).
Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.
This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.
https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e
## Why It's Good For The Game
We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)
## Changelog
🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
https://github.com/tgstation/tgstation/pull/91619 missed a couple that I
use and I want them back!!
Also unhides the report-issue verb as it's kind of a pain to get to now
with the removal of the ever present button above stat panel.
## Why It's Good For The Game
Reee give me back my verbs
## Changelog
🆑
qol: "Spawners Menu" and "Minigames Menu" are back as chat verbs for
power users
qol: report-issue is now a verb that can be used in chat to open the
issue report prompt for power users
/🆑
## About The Pull Request
https://github.com/tgstation/tgstation/pull/91619 missed a couple that I
use and I want them back!!
Also unhides the report-issue verb as it's kind of a pain to get to now
with the removal of the ever present button above stat panel.
## Why It's Good For The Game
Reee give me back my verbs
## Changelog
🆑
qol: "Spawners Menu" and "Minigames Menu" are back as chat verbs for
power users
qol: report-issue is now a verb that can be used in chat to open the
issue report prompt for power users
/🆑
## About The Pull Request
Partially rolls back #91370 by reintroducing ghost verbs, but for the
chatbar only. Doesn't clutter up the statpanel, but powerusers can
quickly type them in without navigating the menu.
## Why It's Good For The Game
The change massively fucked over our powerusers (aka admins, which are
already suffering from poor UX) who were used to typing out the verbs in
the chat. No reason to remove functionality, the menu is neat but if you
remember commands by heart its faster to type them out.
## Changelog
🆑
add: Ghost verbs are back in the chatbar, you can now type out things
like "Orbit" or "T-ray-scan" once again as a ghost.
/🆑
## About The Pull Request
Partially rolls back #91370 by reintroducing ghost verbs, but for the
chatbar only. Doesn't clutter up the statpanel, but powerusers can
quickly type them in without navigating the menu.
## Why It's Good For The Game
The change massively fucked over our powerusers (aka admins, which are
already suffering from poor UX) who were used to typing out the verbs in
the chat. No reason to remove functionality, the menu is neat but if you
remember commands by heart its faster to type them out.
## Changelog
🆑
add: Ghost verbs are back in the chatbar, you can now type out things
like "Orbit" or "T-ray-scan" once again as a ghost.
/🆑
This is part of my ongoing project to remove the Stat panel which you
can read/contribute to here: https://hackmd.io/443_dE5lRWeEAp9bjGcKYw
Replaces the pAI button at the bottom of Ghost's HUD with a new button
for Ghost settings
Default look

With fun verbs (admin only, the 2 buttons at the top right), No body,
and lag switches on (disables T-Ray and Zooming)

The ghost icon next to "re-enter body" is the DNR button, which requires
double click.
Extra view is now easier to understand, 0 is "default", anything more is
extra vision you get. Goes to 3 for regular users, 7 for BYOND members.
Removes the "Ghost" tab from the stat panel entirely, this replaces it.
The Ghost tab of the stat panel is filled with barely functional stuff,
like "Jump to Mob" which allows you to jump to "oranges ear" which
teleports you to nullspace, or the 4 different jump to verbs for
different things which is irrelevant from the Orbit menu and the many
improvements it got over the years, and even the Notifications panel,
which seems pretty useful, but because it's delegated to a small button
filled with the rest of these it gets entirely drowned out.
This puts all the important things in front of the user at the click of
a button, meant to be easy to navigate and giving important information
first.
🆑
add: Added a 'Ghost settings' button, taking the spot of the pAI
candidate button and replacing the "Ghost" tab of the Stat panel. This
button contains buttons pertinent to your time as an Observer.
/🆑
## About The Pull Request
This is part of my ongoing project to remove the Stat panel which you
can read/contribute to here: https://hackmd.io/443_dE5lRWeEAp9bjGcKYw
Replaces the pAI button at the bottom of Ghost's HUD with a new button
for Ghost settings
Default look

With fun verbs (admin only, the 2 buttons at the top right), No body,
and lag switches on (disables T-Ray and Zooming)

The ghost icon next to "re-enter body" is the DNR button, which requires
double click.
Extra view is now easier to understand, 0 is "default", anything more is
extra vision you get. Goes to 3 for regular users, 7 for BYOND members.
Removes the "Ghost" tab from the stat panel entirely, this replaces it.
## Why It's Good For The Game
The Ghost tab of the stat panel is filled with barely functional stuff,
like "Jump to Mob" which allows you to jump to "oranges ear" which
teleports you to nullspace, or the 4 different jump to verbs for
different things which is irrelevant from the Orbit menu and the many
improvements it got over the years, and even the Notifications panel,
which seems pretty useful, but because it's delegated to a small button
filled with the rest of these it gets entirely drowned out.
This puts all the important things in front of the user at the click of
a button, meant to be easy to navigate and giving important information
first.
## Changelog
🆑
add: Added a 'Ghost settings' button, taking the spot of the pAI
candidate button and replacing the "Ghost" tab of the Stat panel. This
button contains buttons pertinent to your time as an Observer.
/🆑
## About The Pull Request
516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.
This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.
I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.
Lints will probably be failing for a bit, got to wait for [this
update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt
## Why It's Good For The Game
Fixes this massive 516 mess, hopefully.
closes#90281
## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
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.
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
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
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
Partially improves:
* #46002
Previously, the ghost's "t-ray view" acted as a toggle, even though the
scan only occurred once. This PR changes it to function as an action
rather than a toggle, removing the need to press the button twice.
While the ideal solution would be for the t-ray scan to work on the
process tick, my attempt to give ghosts their own t-ray scanner and to
toggle it on upon using the verb did not work as expected because the
scanner didn't recognize the ghost as its holder (`mob/viewer` in the
code).
This update serves as an improvement to the current behaviour, but in
the future, the t-ray scan verb should function like a normal t-ray
scanner, instead of just a one-time scan.
## Why It's Good For The Game
Improves the t-ray verb, before it acted as a toggle even though it only
worked once upon toggling on. Improves user experience using this verb.
## Changelog
🆑
fix: the ghost "t-ray view" no longer requires a double press to
activate a second time.
qol: renamed "t-ray view" to "t-ray scan" for clarity.
/🆑
## Why It's Good For The Game
Clarity and consistency regarding DM's systems.
Internally, `eye` is used for anything that controls the client's view.

How `eye` is used in DM is consistent with how we use the term, so I
figured this would add clarity.
Being named mob/camera also makes it unclear exactly what it's doing.
The name implies that it would function similar to how mob/camera/ai_eye
does, but most of the time it's only used as... an eye.
My ulterior reason for this PR is that I want to clean up
mob/camera/ai_eye and it's subtypes after this.
## Changelog
🆑
server: mob/camera has been renamed to mob/eye, which may break
downstreams
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Fixed being unable to aghost while corpselocked, via adding another
parameter to ghostize that checks if it's an aghost or not
## Why It's Good For The Game
i wana leave my body when testing as ethereal
## Changelog
🆑
fix: Fixed being unable to aghost while corpselocked
/🆑
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.
This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).
And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.
## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.
Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.
Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

## Changelog
🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
3591 individual conflicts
Update build.js
Update install_node.sh
Update byond.js
oh my fucking god
hat
slow
huh
holy shit
we all fall down
2 more I missed
2900 individual conflicts
2700 Individual conflicts
replaces yarn file with tg version, bumping us down to 2200-ish
Down to 2000 individual conflicts
140 down
mmm
aaaaaaaaaaaaaaaaaaa
not yt
575
soon
900 individual conflicts
600 individual conflicts, 121 file conflicts
im not okay
160 across 19 files
29 in 4 files
0 conflicts, compiletime fix time
some minor incap stuff
missed ticks
weird dupe definition stuff
missed ticks 2
incap fixes
undefs and pie fix
Radio update and some extra minor stuff
returns a single override
no more dupe definitions, 175 compiletime errors
Unticked file fix
sound and emote stuff
honk and more radio stuff
## About The Pull Request
Partially improves:
* #46002
Previously, the ghost's "t-ray view" acted as a toggle, even though the
scan only occurred once. This PR changes it to function as an action
rather than a toggle, removing the need to press the button twice.
While the ideal solution would be for the t-ray scan to work on the
process tick, my attempt to give ghosts their own t-ray scanner and to
toggle it on upon using the verb did not work as expected because the
scanner didn't recognize the ghost as its holder (`mob/viewer` in the
code).
This update serves as an improvement to the current behaviour, but in
the future, the t-ray scan verb should function like a normal t-ray
scanner, instead of just a one-time scan.
## Why It's Good For The Game
Improves the t-ray verb, before it acted as a toggle even though it only
worked once upon toggling on. Improves user experience using this verb.
## Changelog
🆑
fix: the ghost "t-ray view" no longer requires a double press to
activate a second time.
qol: renamed "t-ray view" to "t-ray scan" for clarity.
/🆑
## About The Pull Request
All usages of world.icon_size in code have been replaced with new
`ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on
context
Replaces some "32" magic numbers with the defines
A few bits of code have been modified to split up x/y math as well
## Why It's Good For The Game
Magic number bad, code more readable, code more flexible and I'm told
there's an access cost to doing world.icon_size so minor performance
gains
## Changelog
🆑 tonty
code: made some code relating to the world's icon size more readable
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Heretic Influences use alt appearances (so ghosts can now see them (semi-transparent)) (#85932)
## About The Pull Request
Removes the rather overcomplicated system behind heretic influences and
makes them use alt appearances
Fixes a few bugs involving alt appearances that I noticed in making them
I made this PR 7 months ago and forgot to Pr it
## Why It's Good For The Game
Less complex codes and lets observers get a cut in on the action.
Should fix#77530
## Changelog
🆑 Melbert
refactor: Refactored heretic influences a tiny bit, now ghosts can see
them! Report any oddities.
/🆑
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Removes the rather overcomplicated system behind heretic influences and
makes them use alt appearances
Fixes a few bugs involving alt appearances that I noticed in making them
I made this PR 7 months ago and forgot to Pr it
## Why It's Good For The Game
Less complex codes and lets observers get a cut in on the action.
Should fix#77530
## Changelog
🆑 Melbert
refactor: Refactored heretic influences a tiny bit, now ghosts can see
them! Report any oddities.
/🆑
[MIRROR] HUD traits now apply their corresponding hud automatically. Most clothing/item/etc sources of HUDs now only use traits [MDB IGNORE] (#3861)
* HUD traits now apply their corresponding hud automatically. Most clothing/item/etc sources of HUDs now only use traits (#84984)
Currently if you want to apply a HUD you usually add both its trait and
the HUD itself. Only exceptions are things like simplemobs where you
should avoid adding the hud trait since it adds security/med DB access
and such, but there is no cases where you'd want to apply the trait and
not apply the hud.
Requested by Melbert about a week ago.

This makes working with HUDs significantly easier, as you no longer have
to bother with manually adding/removing them. Also potentially removes
an edge case where if your hud could get removed while keeping the
trait.
🆑
refactor: HUD traits now apply their corresponding hud automatically
/🆑
* Modular changes
* rest of the modular stuff
* no bot path hud actually
standard diag glasses don't give this, for some reason
---------
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
## About The Pull Request
Currently if you want to apply a HUD you usually add both its trait and
the HUD itself. Only exceptions are things like simplemobs where you
should avoid adding the hud trait since it adds security/med DB access
and such, but there is no cases where you'd want to apply the trait and
not apply the hud.
Requested by Melbert about a week ago.

## Why It's Good For The Game
This makes working with HUDs significantly easier, as you no longer have
to bother with manually adding/removing them. Also potentially removes
an edge case where if your hud could get removed while keeping the
trait.
## Changelog
🆑
refactor: HUD traits now apply their corresponding hud automatically
/🆑
* Stopping orbiting now automatically breaks you out of autoobserve (#84987)
## About The Pull Request
If you move off someone you automatically stop autoobserve (stop viewing
their UI and seeing from their perspective)
## Why It's Good For The Game
Only way to stop autoobserve right now is via orbit UI, and following in
chat does not break you out of it either. And if you have closed your
orbit window, you need to open it from ghost tab as you no longer have a
button for it, which can be annoying.
## Changelog
🆑
qol: Stopping orbiting now automatically breaks you out of autoobserve
/🆑
* Stopping orbiting now automatically breaks you out of autoobserve
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
If you move off someone you automatically stop autoobserve (stop viewing
their UI and seeing from their perspective)
## Why It's Good For The Game
Only way to stop autoobserve right now is via orbit UI, and following in
chat does not break you out of it either. And if you have closed your
orbit window, you need to open it from ghost tab as you no longer have a
button for it, which can be annoying.
## Changelog
🆑
qol: Stopping orbiting now automatically breaks you out of autoobserve
/🆑