501 Commits

Author SHA1 Message Date
Alexis b5f6e40ea4 Digitigrade Clothes Unit Test (#5225)
## About The Pull Request
Adds a new unit test for determining whether digitigrade variants exist
for a given clothing item, and fails if they do not.
## Why It's Good For The Game
This will help us with making sure we have digi sprites for all our
modular clothes in the future.
## Proof Of Testing
It worked when I tested it ages ago.
## Changelog
N/A
2026-02-22 14:59:15 -05:00
nevimer a33fd49968 Upstream 12 15 25 unique reskins fixes (#5019)
This branch needs help, tons of datums to make for the customizable
items.

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
2026-01-10 13:14:26 -05:00
nevimer 1a21687143 Revert "Refactors unique_reskin, deletes retool kit (#93775)"
This reverts commit 6ebfbccebb.

# Conflicts:
#	code/modules/loadout/loadout_items.dm
#	code/modules/paperwork/clipboard.dm
2025-12-15 18:17:06 -05:00
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
MrMelbert 4c46ee0676 Fix bola slowing when held (#94335)
## About The Pull Request

We just deleted the code that read `SLOWS_WHILE_IN_HAND`

## Changelog

🆑 Melbert
fix: Bolas don't slow while in hand
/🆑
2025-12-05 14:48:04 +01:00
MrMelbert a0b271d336 Fix Flypeople before anyone realizes they're broken but me (#94264)
## About The Pull Request

After I merged #94200 I realized it blocked all attack hand interactions
on decal which means flypeople would break

Fixes that, adds some unit tests

## Changelog

🆑 Melbert
fix: Fix Flypeople's vomit interaction before anyone realizes it's
broken but me
/🆑
2025-12-02 17:07:20 -07:00
MrMelbert 0098ffca01 Makes it possible to add new mech construction steps without ruining everything (#94175)
## About The Pull Request

Currently mech construction icons correspond 1:1 with construction step

<img width="1357" height="349" alt="image"
src="https://github.com/user-attachments/assets/65763f51-776c-44a7-bc9e-b710db9342a1"
/>

This means if you want to add a new step in the middle of an existing
construction chain you are SOL and have to update everything manually

This suuuucks, and you will notice in the picture above that many states
*are identical*

So I have lightly refactored it:

- When steps are instantiated, it will automatically attempt to fill in
`icon_state`s according to the index in the list, as it does currently
- If the step specifies its own icon state, nothing happens, but index
goes up
- If the step specifies `skip_state`, it will neither set an icon state
nor increment the index

This means you can insert a step in the middle of an existing chain with
`skip_state = TRUE` if your state has no icon associated, OR you can
insert a step with `icon_state = "new_state", skip_state = TRUE` to add
your icon without needing to edit every existing icon

Now in an ideal world we get rid of this auto-setting system wholesale
and set bespoke icon states (`mecha_wires`, `mecha_internal_armor`,
etc). We would just define a step's `state = "wired"`, `state =
"armored"`, and so on. However, I feel like having the option of using
"default states" makes it easier during development.

Also I *could* go through and remove all the duplicate states and
replace them with `skip_state` instructions but I'm lazy. (Maybe I'll do
it anyways though)

Other changes

- Completing a construction step sends you a chat message about the next
step, so you don't have to examine the chassis to find out
- Changed around how the Phazon accepts its anomaly core

## Changelog

🆑 Melbert
refactor: Refactored how mech icons update mid-construction, report any
disappearing mechs please
fix: One of the Phazon's mid construction icons was not visible in the
past, now it is again. Yippee.
/🆑
2025-12-02 16:50:43 -07:00
MrMelbert 6ebfbccebb Refactors unique_reskin, deletes retool kit (#93775)
## About The Pull Request

Closes #93635

`unique_reskin` is no longer a list on `/item`, now `/datum/atom_skin`

The actual reskinning behavior has been moved out to
`/datum/component/reskinable_item`

PKC reskinning is now handled via alt-click reskin, rather than via the
retooling kit. The retooling kit has been removed.
There's no limit on how many times you can reskin your PKC (though
perhaps we limit it to one reskin and keep the retooling kit as a way to
allow a miner to reskin it a second time?)

The Ashen Skull unique reskin is still a trophy, and instead unlocks its
unique reskin option in the alt-click radial.

## Why It's Good For The Game

I'm unsure why the retooling kit exists on its own, when it's relatively
cheap and just performs the behavior of alt-click reskinning.

So to keep it consistent with all other forms of reskinning I've just
made it baseline. To accomplish that I refactored reskinning.

The new form of reskinning allows for greater potential in adding
reskins, allowing far more than just an icon state change. Also we can
put it on turfs and mobs and structures now which is cool I guess

There's also the added benefit of being able to see an item's reskins
without needing to instantiate it, which the loadout menu uses to great
effect.

## Changelog

🆑 Melbert
refactor: Refactored item reskinning (the alt-click way), report any
oddities with that
del: Deleted the crusher retool kit, now you can just reskin your
crusher with alt-click. The Skull skin is still locked behind having the
Ashen Skull trophy applied.
fix: Stunswords no longer have an incorrect lore blurb
fix: Fixed loadout item reskinning's UI
/🆑
2025-11-30 19:31:29 -07:00
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
MrMelbert 4984b25cec Fixes wall mounts prioritizing TABLES (#94064)
## About The Pull Request

It checks its own turf before the turf behind it

## Changelog

🆑 Melbert
fix: Wall mounts no longer stick to tables instead of the wall behind it
/🆑
2025-11-22 17:36:07 +01:00
RikuTheKiller c7cb0674cc Preliminary blood refactor (#93854)
## About The Pull Request

Moves all blood handling into procs and adds ways to easily hook into
basically every basic blood behavior.

This PR is not meant to fix every single case of janky blood logic in
the game. The main point and motivation of this PR is to add hooks for
blood behaviors. This allows for way more flexibility with blood code.

I am not going to fix our 3000 instances of single-letter vars, wacky
blood transfers, etc. This is just the groundwork for future PRs to
build off of, and by itself, should do very little to change blood
behavior.

I also added a rigorous set of unit tests for verifying that all of the
basic blood volume procs work correctly.

## Why It's Good For The Game

Previously, blood was handled via directly reading/writing
[var/blood_volume]. This was INCREDIBLY inconsistent and there was no
way to hook into it. This PR makes blood handling way more consistent,
which is great for all sorts of features.
2025-11-13 11:45:36 -06:00
Roxy 71faa643bf Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 2025-11-12 16:44:13 -05:00
paganiy b8f75406c1 Recycler minor cleaning. (#93837)
## About The Pull Request
Cleans up the recycler code to be easier to read and work better:
- Combined safety checks into one function.
- Preventing unnecessary item collection from mobs when safety mode is
active.
- Fixing issue with deleting content of holographic objects. (i think
this bug still exists in many other places in code where holograms are
being deleted)
- Unit test.
## Why It's Good For The Game
It's good, i think.
## Changelog
🆑
fix: Fixed recycler deconstruction.
fix: Holograms now properly drop their contents when processed in
recycler instead of deleting them.
code: Cleaned up recycler code.
/🆑
2025-11-11 17:34:30 -07:00
MrMelbert dc1df52bba Caps custom AAS message length to a more reasonable value (#93829)
## About The Pull Request

Reduces the max length you can set an AAS message by 83% (1024
characters -> 168 characters)

## Why It's Good For The Game

I think most people would agree it's fairly annoying when someone edits
the AAS messages to be full paragraphs, filling common up with nonsense

Ostensibly this can be handled by admins but I think allowing someone to
enter 1000 characters here is a bit excessive in the first place - The
longest default message we have is 144 characters

Alternatively I can cap message length on a per-message-type basis so
the most common messages (arrivals, weather) have a far shorter limit
than the uncommon messages (security alerts)

## Changelog

🆑 Melbert
del: Caps "Automated Announcement System" messages to 168 characters
(was: 1024 characters)
/🆑
2025-11-08 21:44:41 -07:00
Roxy d0ca474789 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 2025-11-05 19:43:07 -05:00
Arturlang 526a6c3839 re-adds and re-implements the heretic unit test (#93762)
## About The Pull Request
holy shit this was agony to do.
re-implements the heretic unit test in a way that works with the new
system of multiple list while being as thorough as possible

## Why It's Good For The Game
seeing unused knowledges good, which this has already found

## Changelog

🆑
code: heretic unit test is back
/🆑
2025-11-04 21:09:01 +01:00
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 e5be2d0f91 Sensors can now be printed, removed and installed on jumpsuits. HANDCRAFTED jumpsuits no longer have sensors by default (also mild crafting refactor) (#93121)
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-10-18 11:43:38 +02:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
EnterTheJake a2c7c8e57b Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request

Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.

For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

Code by Me, @Xander3359 and @Arturlang 

TGUI by @Arturlang 

Sprites by OrcaCora and GregorDM

Writing bits by @necromanceranne 

### Core changes

- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).

- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).

- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.

- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).

- Path specific robes have been introduced! They come with their own set
of quirks.

- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.

- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.

- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).

- Ascension now automatically calls the shuttle with no possibility of a
recall.

- Late join Heretic has been removed.

### New UI 
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>


### Knowledge shop

<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>




### Quality of life //General balance changes

- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).

- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.

- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.

- Codex Cicatrix no longer requires a special pen to be made.

### Passive abilities

- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.

- Crafting your first set of Eldritch robes will bump your passive to
level 2.

- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"

- Completing the ritual of knowledge or ascending will net you the final
level.

### Path Specific Robes

- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.

- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.

- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)

- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.

### Moon Path Rework

Moon path  rework.

Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.


**Cosmic Path Rework**

Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.

Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.

As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.

lastly The Star Gazer is now ghost controlled ; And they shoot lazers!

<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>


## Why It's Good For The Game


### Ok...but why do we want this?

Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".

### Cross Pathing my beloathed.

Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.

Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.

My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.

If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.


Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.

### Blade Breaking

I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.

## Less versatile, more specialized paths.

By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.

It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.

Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.

### What a horrible night to have a curse...., wait how do I curse
people again?

As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.

Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.

Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.

The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.

Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.

## Drip Of the Mansus

The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.

By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.

It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.

A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.

### Will this be 100% fair and balanced?

This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).

What I will say is that I'm not trying to change the core identity of
Heretic.

Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.

But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
2025-10-15 22:34:51 +00:00
MrMelbert da10322dc1 Fix modsuits and defibs (#93373)
## About The Pull Request

Fixes #93359

Caused by #93165

Inventory screen elements were no longer considered reachable, which
broke mousedrop handing on objects that check "is dragging into
inventory slot"

I don't know the best way to fix this yet but I figured the next best
thing would be to make all of these use the `drag_pickup` element, which
skips this reach-ability check

Thus I refactored it slightly to accommodate for items which should
contextually not be drag-pick-up-abble and bam, works like a charm

## Changelog

🆑 Melbert
fix: Dragging defibs and modsuits off your back works again
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2025-10-11 18:17:23 -04:00
MrMelbert dd8af45715 Fix soup pots being unreachable (#93377)
## About The Pull Request

Caused by #93165 

I'm not sure but I think this was just missing a check for
`TRAIT_SKIP_BASIC_REACH_CHECK`, because soup pots are given that trait

## Changelog

🆑 Melbert
fix: You can interact with soup pots on stoves again
/🆑
2025-10-11 00:16:15 +02:00
MrMelbert e83fd2603f Fix buckling and probably a lot more mousedrop interactions (#93352) 2025-10-08 11:47:52 +02:00
MrMelbert 858c241ae2 Fix screen alert click (#93337)
## About The Pull Request

#93305 rearranged the logic for `alert/Click` but deleted `return TRUE`
at the end which all subtypes rely on

## Changelog

🆑 Melbert
fix: Screen alerts are clickable again
/🆑
2025-10-07 20:08:57 +02:00
SmArtKar b99bea96a8 Mining style hotswapping now respects item interactions (#93277)
## About The Pull Request

Hotswapping now hijacks the attack chain in pre_attack rather than doing
so before item_interaction, which now allows players to interact with
items in their inventories (such as stabilizing cores with serums)
without hotswapping the two items.
Also added a unit test to ensure that it works as intended.

## Changelog
🆑
fix: Mining style hotswapping now respects item interactions
/🆑
2025-10-07 02:43:07 +02:00
Tim d1cf293c58 More trash added to spawners plus unit test (#93045)
## About The Pull Request
This adds more trash: 
- Paper 
- Empty cigarette packs
- Empty lighters
- Empty food containers from snacks
- Empty can containers
- Unarmed mousetraps
- Cut wire
- Broken plates
- ~~Empty bowls~~

This slightly tweaks some existing values to make things feel fresh.
Also adds a unit test to enforce trash food types to be added to the
trash spawner.
 
## Why It's Good For The Game
The more trash we have, the less we'll feel bad about being garbage
players.

## Changelog
🆑
qol: More types of garbage (empty lighters, empty cigarette packs, empty
food, etc.) have been added to the trash spawner.
qol: Paper plane added to the paper spawner, which is now used in the
trash spawner.
/🆑
2025-10-05 07:31:21 +02:00
xPokee 8aa39b75f0 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-04 05:28:09 -04:00
SimplyLogan 57028c78f8 Neurine Trauma Exploit - Unit Test & Fix (#93208)
## About The Pull Request

I was a solo doctor when someone chem factorised this and killed most of
the crew :)

Fixes #93133 
temp_trauma was declared as an instance reference but stored a type path

Store the actual trauma better and direct delete it, then cleans it up.

Also adds a unit test.
## Why It's Good For The Game

- Exploit farming bad
## Changelog
🆑
fix: Fixes endless Neurine trauma farming & adds unit test to keep it
safe
/🆑

Co-authored-by: loganuk <falseemail@aol.com>
2025-10-04 04:41:39 +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
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
SimplyLogan a1fdc715df Request Emergency Temporary Access - RETA (#92753)
<img width="819" height="348" alt="image"
src="https://github.com/user-attachments/assets/0424ec76-2648-43d3-8e94-d44558b44bcf"
/>

## About The Pull Request

Follow up from #92751 - Not to conflict with it but as an idea on how to
change it for the long run.

Paramedics currently start with broad department access. This proposal
replaces that by granting temporary department access only when an
emergency is called.

When a player presses "Call X" on a Requests Console, responders called
receive temporary access to the common work areas of that department.

![image](https://hackmd.io/_uploads/r1xNOv0Fle.png)
> [Security] The Automated Announcement System coldly states, "SECURITY
EMERGENCY in Research Lab! (Called by Sloan Keppel, Scientist) RETA door
access granted to responders."

> [Science] The Automated Announcement System coldly states, "RETA
activated (Called by Sloan Keppel, Scientist). Security personnel now
have temporary access to your areas."

They do not receive access to sub rooms or high risk areas.

- Access lasts 5 minutes (configurable)  
- Access is removed when the timer expires or the emergency is resolved
- No mapping changes are required (uses existing request consoles)  
- Removes Paramedics round start access but gives them external access
to rescue bodies in space by default
- Flashing blue lights on doors affected by temporary access
<img width="897" height="837" alt="image"
src="https://github.com/user-attachments/assets/97980cb4-3481-44b6-9f96-fc241ca16f57"
/>


**The full document is here:
https://hackmd.io/@NM8HxpG_Toahg5pimrpsKw/Hk0tKq3Yxe**

**Wiki documentation for players and admins:
https://wiki.tgstation13.org/Guide_To_RETA**


## Why It's Good For The Game

- Removes paramedics’ broad “Doctor+” access.
- Keeps them effective as emergency responders.
- Responders must be called in OR access upgraded.
- Keeps sensitive areas secure.
- Prevents spam or stacking through cooldown.
- Scales across all maps without mapper work.
- Gives admins a new tool for temp department wide access
- Dedicated logging file and unit tests
- Very performant, only affects living players with connected mind
- Gives Request Consoles more use as an alarm button and further utility
- Imagine later on "Request Janitor" which sorts access and tells
Janitor where needed

## Changelog
🆑
add: RETA System - Request Consoles give temporary access to responders
when used for some areas. Paramedics lose broad access but get external
space access.
qol: Request consoles now show name and job role on call message &
Cooldown on spamming calls + sound prompt
qol: Medibot access no longer based on Paramedic trim ID - Still has
original access
image: Added "lights_reta" for temporary door access when in effect
admin: Gives admins "RETA door access" verb for giving department wide
area access on maps.
config: New config settings for RETA

/🆑
2025-09-10 23:33:40 +00:00
MrMelbert aeeb6efa7c [MDB Ignore] Tests firedoor regions for fire alarms (#91816)
## About The Pull Request

Ensures regions of firedoors (full rooms, sections of hallways, etc)
have at least one fire alarm within, to ensure people can always reset
them.

Mappers can ignore regions with a mapping helper if they purposefully
want an area to lack a fire alarm.

## Why It's Good For The Game

A sore spot about fire alarms is when mappers forget / neglect to put a
fire alarm in a region of fire alarms, leaving people trapped.

So we brainstormed a way to automatically check that all firedoors can
be pulled or reset on either side, *somewhere*. It's not particularly
picky, so if the fire alarm is 50 tiles away, it'll still count

## Changelog

🆑 Melbert
qol: Firelock setups across every map should be more sane now, with
better coverage of fire alarms and fewer firelock boxes of doom.
/🆑
2025-07-30 17:37:27 -04:00
MrMelbert a9eb2d372f [MDB Ignore] Tests firedoor regions for fire alarms (#91816)
## About The Pull Request

Ensures regions of firedoors (full rooms, sections of hallways, etc)
have at least one fire alarm within, to ensure people can always reset
them.

Mappers can ignore regions with a mapping helper if they purposefully
want an area to lack a fire alarm.

## Why It's Good For The Game

A sore spot about fire alarms is when mappers forget / neglect to put a
fire alarm in a region of fire alarms, leaving people trapped.

So we brainstormed a way to automatically check that all firedoors can
be pulled or reset on either side, *somewhere*. It's not particularly
picky, so if the fire alarm is 50 tiles away, it'll still count

## Changelog

🆑 Melbert
qol: Firelock setups across every map should be more sane now, with
better coverage of fire alarms and fewer firelock boxes of doom.
/🆑
2025-07-23 03:10:00 +00:00
Ghom 1f3894e793 Crafting refactor, implementing materials (#89465)
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

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

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

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

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-05 20:05:13 -04:00
Ghom 4f6727024d Crafting refactor, implementing materials (#89465)
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

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

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

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

## Changelog

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-01 16:37:43 -07:00
MrMelbert 39f3d16095 Screenshot Tests Airlocks (#91203)
Tests that both normal and glass airlocks, and some of their overlays
work.
2025-05-22 21:31:01 -04:00
MrMelbert f245d8ab79 Screenshot Tests Airlocks (#91203)
## About The Pull Request

Tests that both normal and glass airlocks, and some of their overlays
work.
2025-05-20 12:07:13 +03:00
MrMelbert 8a44bf25fc Reworks language translations. Add partial language understanding. Bilingual update. (#90252)
Fixes #89445 (well, technically. It fixes the bug associated but these
`say`s should really be emotes.)

Three things:

1. Reworks how language translation works.

Rather than scrambling a sentence into a language entirely, sentences
are now scrambled on a per-word basis.

Additionally, the 1000 most common words of a language are *never*
re-scrambled across the duration of a round. Once it's set it's set in
stone.

Example: (Sample / Old / New)

![image](https://github.com/user-attachments/assets/69be41fa-bc40-45f0-bd80-e24e799c9f38)

This allows for a number of things:

- More consistent translations, making it (more) viable to actually
"teach" someone words for something
- Maintaining emphasis such as caps (but not `||`, `++`, or `__` - at
least not yet)
- The following:

2. Adds partial language understanding

Some languages can understand portions of other languages.

![image](https://github.com/user-attachments/assets/b6eee2c7-f564-437b-8c7a-bd1d88a9b680)

This pr adds the following:
- Those who understand Beachtongue can understand 50% of Common and 33%
of Uncommon words.
- Those who understand Common can understand 33% of Beachtongue and 20%
of Uncommon words.
- Those who understand Uncommon can understand 20% of Common and 20% of
Beachtongue words.

3. Bilingual quirk has been expanded to accomodate these changes.

There are now two more preferences:
- Language Speakable
- You can toggle this, so you only understand the language, rather than
understand AND speak.
- Language Skill
- If you choose to be unable to speak the language, you can set how much
of the language you can understand, down to 10%.

Playing around languages is fun, but due to the way our translation
works, ALL context is immediately lost for what the other person may be
saying.

If the other person is shouting in all caps? Output language is normal
chatting. This is lame!

Even if someone is unable to understand you, there's a LOT you can
convey just by how you speak, and getting that across in game is quite
difficult when all translations get mauled so badly.

So this changes that.

- Emphasis like caps lock is maintained, so you see someone shouting in
caps in a foreign language you can probably intuit something is wrong
(but not what is wrong!)
- Some languages can gleam bits of other languages, so you MIGHT be able
to pick out context if you pay close attention
- "Brother" languages will now feel more like "brothers" and not
completely divergent
- You can even "teach" someone words in your language - at least the
most common words! (Until next round)

🆑 Melbert
add: Languages can now have partial understanding of other languages.
More common English words are more likely to be mutually understood.
add: Those who understand Beachtongue can understand 50% of Common and
33% of Uncommon words.
add: Those who understand Common can understand 33% of Beachtongue and
20% of Uncommon words.
add: Those who understand Uncommon can understand 20% of Common and 20%
of Beachtongue words.
add: Bilingual quirk: You can now choose between being able to speak or
not speak the language
add: Bilingual quirk: You can now choose to have partial understanding
of your language, rather than full.
qol: If you speak in ALL CAPS in a foreign language, the translated
words will also be ALL CAPS.
qol: Many more forms of punctuation are now conveyed across
translations.
qol: The 1000 most common English words will now never be scrambled when
translating into other languages for the duration of the round. This
means you can actually "learn" some words if you are especially
attentive! (Until the next round at least)
refactor: Refactored language translations. Report if you see any super
odd looking translations.
fix: Force-says forcing you to speak common (such as cult invocations)
will now correctly force you to speak common (even if you don't know
common)
/🆑
2025-04-29 17:52:31 -06:00
MrMelbert 67dd51be79 Reworks language translations. Add partial language understanding. Bilingual update. (#90252)
## About The Pull Request

Fixes #89445 (well, technically. It fixes the bug associated but these
`say`s should really be emotes.)

Three things:

1. Reworks how language translation works.

Rather than scrambling a sentence into a language entirely, sentences
are now scrambled on a per-word basis.

Additionally, the 1000 most common words of a language are *never*
re-scrambled across the duration of a round. Once it's set it's set in
stone.

Example: (Sample / Old / New)


![image](https://github.com/user-attachments/assets/69be41fa-bc40-45f0-bd80-e24e799c9f38)

This allows for a number of things:

- More consistent translations, making it (more) viable to actually
"teach" someone words for something
- Maintaining emphasis such as caps (but not `||`, `++`, or `__` - at
least not yet)
- The following:

2. Adds partial language understanding

Some languages can understand portions of other languages.


![image](https://github.com/user-attachments/assets/b6eee2c7-f564-437b-8c7a-bd1d88a9b680)

This pr adds the following:
- Those who understand Beachtongue can understand 50% of Common and 33%
of Uncommon words.
- Those who understand Common can understand 33% of Beachtongue and 20%
of Uncommon words.
- Those who understand Uncommon can understand 20% of Common and 20% of
Beachtongue words.

3. Bilingual quirk has been expanded to accomodate these changes.

There are now two more preferences:
- Language Speakable
- You can toggle this, so you only understand the language, rather than
understand AND speak.
- Language Skill
- If you choose to be unable to speak the language, you can set how much
of the language you can understand, down to 10%.

## Why It's Good For The Game

Playing around languages is fun, but due to the way our translation
works, ALL context is immediately lost for what the other person may be
saying.

If the other person is shouting in all caps? Output language is normal
chatting. This is lame!

Even if someone is unable to understand you, there's a LOT you can
convey just by how you speak, and getting that across in game is quite
difficult when all translations get mauled so badly.

So this changes that. 

- Emphasis like caps lock is maintained, so you see someone shouting in
caps in a foreign language you can probably intuit something is wrong
(but not what is wrong!)
- Some languages can gleam bits of other languages, so you MIGHT be able
to pick out context if you pay close attention
- "Brother" languages will now feel more like "brothers" and not
completely divergent
- You can even "teach" someone words in your language - at least the
most common words! (Until next round)

## Changelog

🆑 Melbert
add: Languages can now have partial understanding of other languages.
More common English words are more likely to be mutually understood.
add: Those who understand Beachtongue can understand 50% of Common and
33% of Uncommon words.
add: Those who understand Common can understand 33% of Beachtongue and
20% of Uncommon words.
add: Those who understand Uncommon can understand 20% of Common and 20%
of Beachtongue words.
add: Bilingual quirk: You can now choose between being able to speak or
not speak the language
add: Bilingual quirk: You can now choose to have partial understanding
of your language, rather than full.
qol: If you speak in ALL CAPS in a foreign language, the translated
words will also be ALL CAPS.
qol: Many more forms of punctuation are now conveyed across
translations.
qol: The 1000 most common English words will now never be scrambled when
translating into other languages for the duration of the round. This
means you can actually "learn" some words if you are especially
attentive! (Until the next round at least)
refactor: Refactored language translations. Report if you see any super
odd looking translations.
fix: Force-says forcing you to speak common (such as cult invocations)
will now correctly force you to speak common (even if you don't know
common)
/🆑
2025-04-13 22:01:33 +01:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
ArcaneMusic 5624a33c26 Adds a unit test for Cargo Crates to prevent infinite credit oversights. (#89023)
## About The Pull Request

I was kinda shocked that we didn't have something for this considering
that it's an unspoken rule of cargo to check that a crate does not sell
back for more than it's price and that the one comment saying to do so
has been doing some heavy lifting for the last 12 years.

I'm a novice when it comes to unit testing specifically so hopefully the
smoothing out that needs to be done should be fairly quick.

*Edit (2/22/25):*
The following changes were also made in order to allow for this unit
test to work smoothly:

Exports now have a market define added to them, as the purpose of this
unit test is to test exports that occur on the station, bought from
supply and then sold back to supply. As such, these market defines
exclude exports specific to pirates (since the cargo shuttle cannot sell
living mobs back, preventing you from making 10k per parrot crate.).

I've also added the `abstract` variable to some export datums, to
signify that a given export is either variable, or not meant to be
compared against the value of it's own container, such as with gas
canister's base export value as their export datums are generated
dynamically. (The subtypes are not abstract, however.)

The verb, `/mob/living/verb/tally_physical_credits()` has been changed
to `/mob/living/proc/tally_physical_credits()`, because that's my B and
does effect some economy back end but it's a one line fix so I just
absent-mindedly fixed it here instead of atomizing it out. I can
one-line it otherwise.

Mulebots now no longer runtime on spawn as they set their own to their
own `get_turf` as opposed to pulling their `loc`.

A few supply packs have had their prices bumped up slightly to actually
pass the test itself:

* `/datum/supply_pack/misc/candles_bulk`
* `/datum/supply_pack/security/armor`
* `/datum/supply_pack/security/helmets`
* `/datum/supply_pack/security/baton`

## Why It's Good For The Game

Prevents future infinite credit bugs that could have been missed by
simply checking the sale value in game.

## Changelog

🆑
fix: To prevent infinite sales issues, security helmets, armors, and
batons packs now all cost 600 credits, up from 400.
fix: Candle packs now cost 400 credits, up from 300, and candles now
sell for 12.25 cr each.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-03-13 23:26:53 +01:00
itsmeow 9ebcabb077 IconForge: rust-g Spritesheet Generation (#89478)
Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.

![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)

![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:

![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

**Before**

![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**

![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-12 17:10:20 -04:00
Jacquerel 434e4e435e Removes Secondary & Final Objectives from Traitors (#89466)
## About The Pull Request


![image](https://github.com/user-attachments/assets/cb0bffb3-33be-4fb1-baec-a4d0f4a4cd57)
Pre-discussed with @Watermelon914, this PR removes Secondary & Final
Objectives from all Traitors, rather than just midround ones. It also
removes all of the surrounding supporting code.
Randomly assigned Primary Objectives still exist, I just used the
ability to rewrite mine to take the screenshot.

In terms of final objectives, the surrounding items that were available
still exist but don't necessarily have sources.
If anyone has good ideas for readding these in some other form it can be
done in future PRs.

It also allows all traitors to buy the Contractor kit, previously
limited to midround traitors which lacked secondary objectives, because
now all traitors lack secondary objectives.

This essentially limits all traitors to a maximum of 20 TC (16 if they
spawn with an uplink implant). Currently I don't foresee that they
strictly need any additional way of gaining TC during a round as 20 is
quite sufficient, but it may take some time to adjust and get used to it
after such a long time of having access to more. If we need to adjust
the starting value or add a slow drip of more points over time or
something, that can be done in followup PRs.

This also removes the ability to recreate your uplink added by my
beautiful wife in #74315
This was part of the progression traitor design document, but ultimately
probably a bad idea as it essentially made traitors impossible to
properly disarm. You will once more just need to carefully protect your
uplink.

**This does not remove the threat/progression system**. 
Like midround traitors, all Reputation requirements on gear are now
simple timelocks, most of which will have elapsed by the time 30 minutes
have passed.

**Finally** this PR also adds Romerol to the traitor uplink for 25 TC
and 30 minutes of reputation, as a treat (and because I removed the
final objective that previously granted it).

## Why It's Good For The Game

We've tried this system for a long time (3 years last month!) and while
I think it had a lot of promise, enabled some cool moments, and also
solved several of the problems it set out to solve, overall I think some
of the behaviours it has encouraged in players have been overall
negative for the game.
While the _game systems_ are fine, even quite fun and cool (especially
final objectives) I am of the opinion that having them in the game
creates a net negative purely in the way that they react with players'
_brains_, creating incentives towards behaviour we don't actually want
people to pursue.

While it's hard-to-impossible to prove any of this with hard data, there
has been a prevailing feeling for some time among many (though certainly
not all) people that the simple fact of _having_ a constant drip-feed of
objective available to players leads directly to less interesting
antagonist play. While certainly nobody is _forced_ to do secondary
objectives you are directly and quite strongly rewarded for doing so,
doing so efficiently, and doing so in a way which makes sure that nobody
(alive) sees you do it. This leads to a tendency to play defensively and
try to maximise the number of tasks you can complete in one round, which
also has a knock-on effect of generally minimising the number of people
you attempt to interact with in a round (unless you are killing them).

Even people who _intend_ on doing some more interesting gimmick can fall
into this trap, as "having more tools" is always useful for anyone who
is intending on any kind of plan at all, but then executing on the
secondary objectives again incentivises you to lay low, not interact
with anyone, be efficient, and then reduces the time you are spending
doing the thing that's your actual plan for the round. Removing the
ever-present temptation to fish for extra TC leaves "doing whatever your
actual plan is" as the sole thing to optimise.

Final Objectives too have created unfortunate psychological effects
between crewsided players and other antagonists. Because of the _threat_
(no matter how remote, Final Objectives have always been tuned to be
appropriately rare) that leaving any antagonist alone will cause them to
snowball by acquiring more power, it starts to feel foolish to respond
to any threat with less than the maximum possible level of force even if
they seem relatively innocuous in the moment. This even has an effect on
other non-progression antagonists, as traitors are the most common
antagonist type and how people treat them is going to be their default
level of reaction to most other station threats.

While there has always been the promise of expanding the system with
novel and exciting objectives that leverage appearing mid-round to do
something unique, we've taken very little advantage of that over time.
Most objectives we have added that didn't boil down to "kill someone,
with a twist" have been somewhat unsuccessful, serving either as ways to
get yourself arrested and killed for no reason or ways to get free
telecrystals by doing something the crew don't really care about
stopping you from doing. The option still exists to add more roundstart
objectives to traitors, if someone suddenly has a great idea that would
fit in this space.

The ideal outcome of making this change is a slight relaxation of crew
attitude towards feeling like their only option after catching an
antagonist that isn't sandbagging is to permanently remove them from the
round (although it's fine to do this still in many scenarios), and a
broadening of traitorous activity which is not purely focused on
collecting as many checkboxes as possible and might give people more
time to roleplay with other players, not worrying that this time could
have been more efficiently spent pursuing a different secondary goal.
I don't anticipate or desire that this will prevent traitors from
killing anyone (or even stop them from killing people they don't have a
specific objective to kill), I just want to remove the FOMO from
people's minds.

Also this gives us something to talk about at the coder townhall meeting
on the 22nd.

## Changelog

🆑
del: Misplaced or stolen traitor uplinks can no longer be recreated
using a radio code and special device, guard yours carefully or buy a
backup implant.
del: Roundstart traitors can no longer take on additional objectives in
order to earn additional Telecrystals and fast-forward any unlock timers
on items. They also cannot earn the ability to complete a Final
Objective.
balance: Roundstart traitors can now buy the Contractor Kit from their
traitor uplink, rather than only midround traitors.
add: Traitors can buy Romerol for 25 TC, after 30 minutes of time has
passed in a round.
/🆑
2025-03-12 16:00:35 -04:00
itsmeow cc335e7e9e IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request

Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

### TG MAINTAINER NOTE


![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

### Batched Spritesheets

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

#### Caching

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

### Universal Icons

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

### Other Stuff

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

## Why It's Good For The Game

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.


![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)


![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:


![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

### Comparison for a single spritesheet - chat spritesheet:

**Before**


![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**


![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

## Changelog

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-03 14:58:27 +01:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
Jacquerel 23ac16411d Removes Secondary & Final Objectives from Traitors (#89466)
## About The Pull Request


![image](https://github.com/user-attachments/assets/cb0bffb3-33be-4fb1-baec-a4d0f4a4cd57)
Pre-discussed with @Watermelon914, this PR removes Secondary & Final
Objectives from all Traitors, rather than just midround ones. It also
removes all of the surrounding supporting code.
Randomly assigned Primary Objectives still exist, I just used the
ability to rewrite mine to take the screenshot.

In terms of final objectives, the surrounding items that were available
still exist but don't necessarily have sources.
If anyone has good ideas for readding these in some other form it can be
done in future PRs.

It also allows all traitors to buy the Contractor kit, previously
limited to midround traitors which lacked secondary objectives, because
now all traitors lack secondary objectives.

This essentially limits all traitors to a maximum of 20 TC (16 if they
spawn with an uplink implant). Currently I don't foresee that they
strictly need any additional way of gaining TC during a round as 20 is
quite sufficient, but it may take some time to adjust and get used to it
after such a long time of having access to more. If we need to adjust
the starting value or add a slow drip of more points over time or
something, that can be done in followup PRs.

This also removes the ability to recreate your uplink added by my
beautiful wife in #74315
This was part of the progression traitor design document, but ultimately
probably a bad idea as it essentially made traitors impossible to
properly disarm. You will once more just need to carefully protect your
uplink.

**This does not remove the threat/progression system**. 
Like midround traitors, all Reputation requirements on gear are now
simple timelocks, most of which will have elapsed by the time 30 minutes
have passed.

**Finally** this PR also adds Romerol to the traitor uplink for 25 TC
and 30 minutes of reputation, as a treat (and because I removed the
final objective that previously granted it).

## Why It's Good For The Game

We've tried this system for a long time (3 years last month!) and while
I think it had a lot of promise, enabled some cool moments, and also
solved several of the problems it set out to solve, overall I think some
of the behaviours it has encouraged in players have been overall
negative for the game.
While the _game systems_ are fine, even quite fun and cool (especially
final objectives) I am of the opinion that having them in the game
creates a net negative purely in the way that they react with players'
_brains_, creating incentives towards behaviour we don't actually want
people to pursue.

While it's hard-to-impossible to prove any of this with hard data, there
has been a prevailing feeling for some time among many (though certainly
not all) people that the simple fact of _having_ a constant drip-feed of
objective available to players leads directly to less interesting
antagonist play. While certainly nobody is _forced_ to do secondary
objectives you are directly and quite strongly rewarded for doing so,
doing so efficiently, and doing so in a way which makes sure that nobody
(alive) sees you do it. This leads to a tendency to play defensively and
try to maximise the number of tasks you can complete in one round, which
also has a knock-on effect of generally minimising the number of people
you attempt to interact with in a round (unless you are killing them).

Even people who _intend_ on doing some more interesting gimmick can fall
into this trap, as "having more tools" is always useful for anyone who
is intending on any kind of plan at all, but then executing on the
secondary objectives again incentivises you to lay low, not interact
with anyone, be efficient, and then reduces the time you are spending
doing the thing that's your actual plan for the round. Removing the
ever-present temptation to fish for extra TC leaves "doing whatever your
actual plan is" as the sole thing to optimise.

Final Objectives too have created unfortunate psychological effects
between crewsided players and other antagonists. Because of the _threat_
(no matter how remote, Final Objectives have always been tuned to be
appropriately rare) that leaving any antagonist alone will cause them to
snowball by acquiring more power, it starts to feel foolish to respond
to any threat with less than the maximum possible level of force even if
they seem relatively innocuous in the moment. This even has an effect on
other non-progression antagonists, as traitors are the most common
antagonist type and how people treat them is going to be their default
level of reaction to most other station threats.

While there has always been the promise of expanding the system with
novel and exciting objectives that leverage appearing mid-round to do
something unique, we've taken very little advantage of that over time.
Most objectives we have added that didn't boil down to "kill someone,
with a twist" have been somewhat unsuccessful, serving either as ways to
get yourself arrested and killed for no reason or ways to get free
telecrystals by doing something the crew don't really care about
stopping you from doing. The option still exists to add more roundstart
objectives to traitors, if someone suddenly has a great idea that would
fit in this space.

The ideal outcome of making this change is a slight relaxation of crew
attitude towards feeling like their only option after catching an
antagonist that isn't sandbagging is to permanently remove them from the
round (although it's fine to do this still in many scenarios), and a
broadening of traitorous activity which is not purely focused on
collecting as many checkboxes as possible and might give people more
time to roleplay with other players, not worrying that this time could
have been more efficiently spent pursuing a different secondary goal.
I don't anticipate or desire that this will prevent traitors from
killing anyone (or even stop them from killing people they don't have a
specific objective to kill), I just want to remove the FOMO from
people's minds.

Also this gives us something to talk about at the coder townhall meeting
on the 22nd.

## Changelog

🆑
del: Misplaced or stolen traitor uplinks can no longer be recreated
using a radio code and special device, guard yours carefully or buy a
backup implant.
del: Roundstart traitors can no longer take on additional objectives in
order to earn additional Telecrystals and fast-forward any unlock timers
on items. They also cannot earn the ability to complete a Final
Objective.
balance: Roundstart traitors can now buy the Contractor Kit from their
traitor uplink, rather than only midround traitors.
add: Traitors can buy Romerol for 25 TC, after 30 minutes of time has
passed in a round.
/🆑
2025-02-14 12:46:56 +00:00
Jacquerel 28e4c83d54 Deprioritise phobias in two sources of random trauma (#88958) 2025-01-11 22:35:27 +01:00
MrMelbert 4b77c6f7c0 Decouples "Is this affected by a mop" from layer var (#88465)
## About The Pull Request

Rather than checking for object layer if we can clean something, has a
trait which accomplishes this

This better allows us to pick and choose what objects we want to clean
when mopping

Note: I didn't apply the trait to everything it previously affected
Currently, it cleans stuff like pipes and plumbing, which I deemed not
necessary to carry over since they can't get dirty anyways
I can re-add this if desired though

Fixes #88445
Fixes #88150

## Changelog

🆑 Melbert
fix: Gibs get bulk cleaned if you clean the turf again
refactor: Changed how things determine "I can be bulk cleaned if I clean
the turf underneath me", let me know if you notice anything not getting
bulk cleaned or weird things getting bulk cleaned
/🆑
2024-12-18 00:50:08 +01:00
MrMelbert 627f6baef4 Fix digi legs sprites getting stuck (#87254)
## About The Pull Request

Fixes #86756
Fixes #67174 (isn't this already fixed? Oh well now it's really fixed
because I tested it)

Basically changed the random calls to `update_body_parts` with a bespoke
proc which better explains what they are there to do

Adds one missing call to head items (for `HIDESNOUT`)

## Changelog

🆑 Melbert
fix: Fixed digitigrade pants sprite not updating in accordance to some
leg updates
/🆑
# Conflicts:
#	code/modules/mob/living/carbon/human/human_update_icons.dm
#	code/modules/surgery/bodyparts/species_parts/lizard_bodyparts.dm
2024-12-01 12:29:22 -08:00