Commit Graph
921 Commits
Author SHA1 Message Date
Alexis 88e84645b1 Merge commit '6b52b564a50e4f3091470529c683587e5de15d49' into upstream-sync-7-22-2026 2026-07-22 13:39:09 -04:00
OdairuandGitHub be7c367992 Forwards PDA messages to the AI core to the shell they currently inhabit because security PDAd me then raided my core when I didn't respond (#5955)
## About The Pull Request
title
## Why It's Good For The Game
When I play AI and I'm in a shell I miss PDA messages because I get no
notification
## Proof Of Testing
<img width="598" height="35" alt="image"
src="https://github.com/user-attachments/assets/fac3eace-0b87-4f0a-b596-bd51af86bb89"
/>

<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
qol: AI core PDA messages get forwarded to their deployed shell
/🆑
2026-07-17 17:12:55 +02:00
bf98195fda Ghosts can see more info on health scan (#96792)
## About The Pull Request

I have no idea how to word this so here's a list instead. 

1. Fixes #96445 by making it so that instead of healthscan code coming
up with cure text on the spot for viruses, advanced diseases have a
function that can generate cure text so you can use it in things other
than healthscanning.
2. Rewords a single letter var in medical kiosk code
3. As a result of 1, the code for disease state analyzers healthscanning
has been shortened because the cure text generating function only has to
be written once and not twice.
4. Health scans now have a power level instead of just being advanced or
basic. There is a new power level called super, and it's only available
to ghosts. Super scans can see all virus symptoms instead of just 3, and
the current stage of an alien embryo.
5. For some reason a bunch of healthscan code (like stuff from the eye
of god and health scanner mod module) were using 1 instead of
SCANMODE_VERBOSE (a define that equals 1 but is more readable) for the
scanmode. That's no longer the case.
6. A new health scanner, the super health scanner, that replaces the
advanced one in the box of debug tools.

<img width="620" height="223" alt="image"
src="https://github.com/user-attachments/assets/a0c5e56e-cf19-4db2-a2df-b72456123c50"
/>
<img width="73" height="65" alt="image"
src="https://github.com/user-attachments/assets/27f8c81b-4f89-455b-82fa-a0ecf94656cf"
/>

## Why It's Good For The Game

Ghosts should be able to see everything, I think

## Changelog

🆑
qol: Ghosts can see alien embryo stage and all virus symptoms when
health scanning
code: Health scanners now support multiple scan levels
fix: Fixes medical kiosks not being able to identify advanced disease
cures.
/🆑

---------

Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2026-07-17 00:07:13 +02:00
RoxyandGitHub 58caf75e0c Fix FaxBond not notifying for new faxes (#96990)
## About The Pull Request

Using a (DCS) signal was a nice idea but it ran into the problem of spam
filters on telecomms machines, if each subscribed PDA is responsible for
sending the (PDA message) signal to themselves (and because there is
always at least 5 instances of head PDAs stored in `SSwardrobe`) only
the first one gets through before telecomms refuses to send the rest.
This moves it from a DCS signal registered on the fax machine and
handled on the PDA to a system where PDAs register themselves with the
fax machine and when it receives a fax it builds a single message signal
addressed to all the targets and sends that instead.

## Why It's Good For The Game

Fixes #96902 

## Changelog
🆑
fix: fixed FaxBond not sending notifications when faxes are received
/🆑
2026-07-16 23:12:43 +02:00
TimandGitHub 01534749dd Modular computers (PDAs) now shutdown when out of power (#96932)
## About The Pull Request

This PR refactors modular computers (PDAs) so that they actually respect
their power cells and shut down when they hit 0% charge.

Previously, PDA power mechanics were essentially non-functional. While
the flashlight would drain more power, it would never actually turn off
when the battery died. Additionally, there was broken code intended to
make the messenger program immune to power requirements. That immunity
code was so buggy that it made all the power mechanics get ignored.

To fix this, I gutted the broken immunity code. The marginal power draw
of the messenger program is so tiny that it doesn't need exceptions.
Now, when a modular computer runs out of power, everything, including
the flashlight, shuts off completely.

## Why It's Good For The Game

Right now, the power mechanics for modular computers are effectively
LARP that does nothing.

Players now have a tangible reason to conserve power and seek out
upgraded power cells if they plan on heavily utilizing their PDA's
features. It's balanced so that you'd have to be quite careless with the
flashlight to completely drain a standard battery. It adds consequence
without being overly punishing to the average crewmember.

## Changelog

🆑
balance: Modular computers (PDAs) now shutdown when out of power
fix: PDA flashlights now turn off when out of power
sound: Added a terminal off switch sound to PDAs when power runs out
/🆑
2026-07-16 16:04:44 +02:00
John WillardandGitHub 0b465dde49 Emojipedia update (#96976)
## About The Pull Request

- Updates the UI of Emojipedia so instead of having a bunch of loose
icons that enlarge on hover, they are all already enlarged and in boxes
so it doesn't look horrific.

- Fixes the sprites for some face emojis as they were in the corner
instead of center, and renames a few emojis to make more sense
(exclamation is now x just as question is q)

- Clicking an emoji now copies ``:emoji:`` rather than forcing you to
manually type the : in

- Removes the sorting from the UI so now it's in order in which they
appear in the DMI, so faces are all together and such.

<img width="603" height="640" alt="image"
src="https://github.com/user-attachments/assets/8ec18e39-3936-45c8-b92e-cd4bcd3c8728"
/>


- Adds emojis: Crate, Pickaxe, Computer


<img width="54" height="84" alt="image"
src="https://github.com/user-attachments/assets/2753a23f-e114-4f2c-89fa-5c568bed1afd"
/>
<img width="67" height="95" alt="image"
src="https://github.com/user-attachments/assets/54e446a0-88c9-491b-b41c-78bb2f639ba3"
/>
<img width="62" height="86" alt="image"
src="https://github.com/user-attachments/assets/ef003a66-b050-4853-8c1f-9cfd3261f349"
/>



## Why It's Good For The Game

Better UI I think. Better emojis I think.

## Changelog

🆑
qol: Better Emojipedia UI, better emojis, some more emojis.
/🆑
2026-07-15 16:39:01 -06:00
FeudeyTFandGitHub 213c43dec6 NTOS Notepad update (#96892)
## About The Pull Request

You can edit and save text files on your modular console through notepad
app. The only thing that was useful in
https://github.com/tgstation/tgstation/pull/96793
## Why It's Good For The Game

I think these are the basic features of any text editor
## Changelog
🆑
qol: Notepad can edit and save text files
/🆑
2026-07-15 23:36:21 +02:00
RikuTheKillerandGitHub 67b19027b2 Add Botanical Encyclopedia app for browsing knowledge about plants (#96652)
## About The Pull Request

The app comes pre-installed on all botanist PDAs and can be manually
installed by anyone on any device.

I extracted the seed extractor UI into a seed table component that the
botanical encyclopedia now also uses.

I also made the seed extractor Scrap and Take buttons separate instead
of sharing a button with a toggle.

I'm not great at UI work so expect some rough edges and bugs. It does
work in testing.

Video of me testing the botanical encyclopedia:
https://streamable.com/um3yul

Video of me testing the seed extractor: https://streamable.com/5fn3ll
## Why It's Good For The Game

It allows players to access plant information without code-diving or
using the wiki.
## Changelog
🆑
add: Added Botanical Encyclopedia app for browsing knowledge about
plants, which comes pre-installed on all botanist PDAs.
/🆑
2026-07-02 09:41:59 +02:00
Roxy de4c3b255d Merge branch 'master' of github.com:tgstation/tgstation into upstream-2026-06-23 2026-06-23 15:51:55 -04:00
IajretandGitHub fa56a10149 FaxBond app for bonding with your fax (fax message subscription app) (#96467)
## About The Pull Request
Adds an up that allows you to subscribe to any fax. Heads start with one
by default and they are subscribed to their office fax upon joining.
Later part involved creation of fax subtype specific to a head. So i
decided to also make those as a required map item for the purposes of
CI.

<details>
<summary>UI</summary>
<img width="435" height="552" alt="изображение"
src="https://github.com/user-attachments/assets/73b814d5-3009-4c76-a829-c01f021aecf4"
/>

</details>

its pretty simplistic, but i am not a UI designer, sorry
## Why It's Good For The Game

It really sucks when you wait for someones message but they never
respond to it because apparently they never visit their office and never
saw a paper over their fax if even if they responded, by the time you
get an answer you already forgot about it anyway. In general, it makes
paperwork experience relating to faxes more enjoyable (probably)
## Changelog
🆑
add: added a FaxBond app. Everyone can download it and use it on a fax
of their choice to be notified when it receives a message. Heads of
staff come with it preinstalled and automatically subscribed to a fax
inside their office.
/🆑
2026-06-19 15:52:44 -06:00
Ben10OmintrixandGitHub 64baa1979d Basic mulebots. last basic bot refactor (#95899)
my watch has ended

<img width="401" height="256" alt="ffffff"
src="https://github.com/user-attachments/assets/a539203c-020b-4ad8-b034-f69ec0eafa78"
/>



## Changelog
🆑 Profakos (originally pulled from their branch, did massive chunk of
this), Ben10omintrix
refactor: mulebots have been refactored. please report any bugs
/🆑
2026-06-11 23:58:13 -07:00
SmArtKarandGitHub 456f8ae1cc Prettifies RND techweb, adds some more info to designs (#96334)
## About The Pull Request

Replaces normal ``<Button>``s with ``<ImageButton>``s and adds
information on where a design can be printed and how much it costs to
print to the RND techweb menu

<img width="640" height="735" alt="image"
src="https://github.com/user-attachments/assets/823d0f9b-2662-4a7e-89ee-328389b69d4e"
/>

(Ignore it being called autolathe and not protolathe, I fixed the label
for ancient lathes already)

## Why It's Good For The Game

Looks better, provides more info to new players who don't know what
designs can be printed where yet.

## Changelog
🆑
qol: RND Techweb now displays where a design can be printed and how much
it'd cost to print
/🆑
2026-06-10 09:05:57 +12:00
QuiteLiterallyAnythingandGitHub b7d5b2e343 Fix for toxins paper discounts not appearing in UI (#96222)
## About The Pull Request
Fixes #68995

Hello! This is my third-first SS13 PR. Accordingly, I thought I'd go for
a simple bugfix. It turned out to be a slight bit more difficult than
expected, but as a whole it's relatively short.

Essentially, the discounts gained from toxins papers do not show up on
research consoles. They still apply in code, but a zero-cost node will
sometimes appear at its regular price in UI. After a substantial amount
of confusion, I determined that this was due to the discount data simply
not being passed to UIs at all.

For both ease of handling the discounts and their passing as static
data, I have refactored discounts from a singular nested list on
techwebs (`boosted_nodes`) to a less complex list per tech node
(`discount_boosts`). While coding, I have attempted to preserve the
(presumably unused) capacity for discounts to vary by research point
type. It does seem that discounts were only ever applied as general
research points, but it should be easier if anyone ever intends to
implement other point types.
## Why It's Good For The Game
Visual bugs cause confusion, and this PR fixes one. It's also a bit odd
that toxins discounts weren't passed to UIs in the first place.
## Changelog
🆑
fix: Made discounts from toxins papers show up in research UIs properly.
refactor: Refactored research techwebs such that toxins discounts are
now stored per techweb node rather than per techweb.
/🆑
2026-06-04 02:44:37 +02:00
FandGitHub 53ce41b870 Fix infiniti paper printing from NT Shop app (#96259)
## About The Pull Request

Fixed infiniti printing via NT shop app

Closed https://github.com/tgstation/tgstation/issues/96154
## Why It's Good For The Game

So I would made a 10 PDA at maints, at different places with integrated
circuits, and also these PDAs on looped conveyrs, so they are moving at
the circle, so then when TIME HAS COME, I would send via one button
circuit-transmitter the signal to 10 PDAs to buy one cheap goodie for 28
credits, then cancel the purchase, than buy again, than I spam that
button, or better, I would use clock, so its only one click for 5
purchasing at 1 tick on 1 PDA, so 1 PDA is 5 papers, so 10 PDAs are 50
papers, so 2 ticks are 100 papers, 3 is more and more, and all that shit
on conveyers, so its 1000 papers, which are moving at circles with
insane speed at only 20 ticks,

but now its not possible
## Changelog
🆑
fix: fixed NT shop printing infiniti papers, now its linked to
computer's(laptop, pda, any) paper storage
/🆑
2026-06-04 01:17:55 +02:00
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
SmArtKarandGitHub ec3ed5d4b3 Fixes nanopaint file harddels (#96280) 2026-06-01 22:18:30 -04:00
Y0SH1M4S73RandGitHub 33785492f6 Assorted Nanopaint-related Fixes (#96293) 2026-06-01 22:17:58 -04:00
FlufflesTheDogandGitHub e83d0cc4c6 Bugsquashing (#96204) 2026-05-26 09:08:36 -04:00
+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

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

---------

Signed-off-by: dependabot[bot] <support@github.com>
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2026-05-16 00:56:00 +02:00
ArturlangandGitHub d67ca75e37 kills cargo imports (#5491)
## About The Pull Request
kills cargo imports with no mercy, moves it into goodies with
newly-added subcategories
also adds a persi only agent ID single pack per request
also also tarkon and persi can buy private packs via id money
## Why It's Good For The Game
ugly UI that doesn't work for other factions and needs hacks to work
with cargo ui is not great

## Proof Of Testing


<summary>Screenshots/Videos</summary>
<img width="1268" height="1124" alt="image"
src="https://github.com/user-attachments/assets/fd3d9a58-ea0b-4242-88d2-b6123a214c72"
/>

## Changelog

🆑
add: cargo imports moved into it's own category with a brand subcategory
system, and orderable without a private account (god why did i do this)
add: persistence only agent ID single pack
add: persistence and tarkon can now buy stuff via ids directly
add: captain access can always unlock departmental orders
fix: persistence and persistence cargo consoles sending cargo pods to
the station if cargo bay is selected
del: entire cargo company imports system
/🆑
2026-05-12 17:20:32 -07:00
Leland KembleandGitHub 250f6e5115 SyndEye PDA app tracking successfully tracks (#96007)
## About The Pull Request

Inversion on early return, tracks only if the target isn't on cams. 

## Why It's Good For The Game

fixes #95935

## Changelog
🆑

fix: SyndEye PDA app tracking tracks successfully

/🆑
2026-05-08 21:59:04 -04:00
aa4dc56835 Removes Station-time (more time changes) (#95744)
## About The Pull Request

Removes Station-Time entirely
Server Time is now NST (Nanotrasen Standard Time). SS13 takes place
exactly 540 years in the future of the current day, so every second is 1
second in-game.
Round Time is now PT (Pay-Time), how Nanotrasen keeps track of how long
the current rotation of Employees has been working for.

Telecomms uses NST due to its importance of being the communication to
the blackbox.

Autopsy report, clocks, scientific reports and requisitions use both
timestamps due to them being more official documents that NT may need to
know beyond just the current round (just for flavortext).

Pretty much everything else (Det scanner, PDA, IC logs, Time-of-Death,
AI law changes, Cyborg file downloading) uses PT

PT
<img width="305" height="217" alt="image"
src="https://github.com/user-attachments/assets/cef73025-6292-4f9c-8565-197397bda2ca"
/>
<img width="168" height="59" alt="image"
src="https://github.com/user-attachments/assets/a99db568-045d-45fc-8206-0d9a7b13c7d2"
/>
<img width="308" height="122" alt="image"
src="https://github.com/user-attachments/assets/37ca6f17-8916-4af2-9c91-0f0707038ca5"
/>



https://github.com/user-attachments/assets/29445051-c98b-4af3-a657-812083aab91a


Clock (Literate)
<img width="748" height="292" alt="image"
src="https://github.com/user-attachments/assets/c824e812-91b5-4737-858d-768336e9a7c4"
/>

Clock (Illiterate)
<img width="446" height="94" alt="image"
src="https://github.com/user-attachments/assets/90d5ea0d-eaff-4ced-aa31-ffdf0b4832a5"
/>

New paperwork time working properly

<img width="311" height="190" alt="image"
src="https://github.com/user-attachments/assets/6d048926-db61-4c91-893b-ce93e1ea7775"
/>

NST
<img width="800" height="115" alt="image"
src="https://github.com/user-attachments/assets/35ffde49-13c1-4ce7-ab24-858e48b608bd"
/>
<img width="1288" height="142" alt="image"
src="https://github.com/user-attachments/assets/40c30d16-e0de-4efc-b460-9486eeb901d6"
/>

# Other changes

1. Circuit time checker will now get the value of the given input (Hour,
Minute, Second) rather than the full dedisecond time converted into
hour/minutes/seconds

<img width="270" height="67" alt="image"
src="https://github.com/user-attachments/assets/097440cc-1c45-447f-9976-18de7f9c722c"
/>

2. Turns nightshift into a round event that'll last approximately 22
minutes
3. 12-hour pref (doesn't apply to the stat panel because it's global
info) & removal of "TCT" time

<img width="569" height="440" alt="image"
src="https://github.com/user-attachments/assets/d39083b1-d248-41c0-9a1c-b2398ca203a7"
/>

4. The chocolate pudding negative moodlet is now based on the server's
IRL time.
5. Admins can now use ``class``, ``style`` and ``background`` (they were
already given perms to use ``img`` so hiding background, which was
removed to prevent image embedding, is pointless)
6. Also fixes ``year`` being off on localhost.


## Why It's Good For The Game

Server Time is approximately 1s = 12s converted, not including it
desyncing from lag (I believe?).
This makes it pretty much impossible for people to actually use this as
a unit of measurement for in-game actions.
Different things also uses different timestamps which is a bit more
confusing.

The main change here is for accessibility and, hopefully, using time as
a source of immersion. "20 minutes ago" is no longer OOC, they're just
speaking in PT. There's no timezones in space, Nanotrasen Standard Time
is the closest there is, but Pay Time is how NT considers when you get
your paychecks, so it's what is more commonly used.

It also fixes major inconsistencies between "IC time" and "Station
time", things like breakfast moodlet was the first 15mins of the round
despite the round starting like 7 hours in? Nukies with an L6 SAW firing
down the halls was shooting like 1 bullet every 3 seconds (assuming 4
bullets per second), overall there was just a disconnect between how
long time actually is in the universe.

The secondary reason for this change (though it is what pushed me to
actually get around to making this change) is the greater stat-panel
removal. This hopes to lessen the dependence on the stat panel for
station-time by making it easier to understand, and the end-goal I have
is for this information to be limited to Admins & the AI (AI will get
the IC version with the accurate year), so until that happens I would
like to improve the use of station-time by making it consistent (for
example, you should only care for PT for IC, which is also what your PDA
displays), so that when it gets removed it won't leave players timeless.

If you haven't already, and is interested in helping remove the stat
panel, every entry that needs to be removed can be found here -
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view

Closes https://github.com/tgstation/tgstation/issues/94988

## Changelog

🆑
del: Removed Station Time, now we use NST (Nanotrasen Standard Time),
which is IRL server time +540 years, and PT (Pay Time), the amount of
time since the round has started.
del: Station nightshift is now a Station event rather than being based
on Server time.
balance: Time circuit's Unit of Measure now tells the amount of time in
hour/minute/seconds rather than giving the whole time translated to
hours/minutes/seconds.
qol: Added a 12-hour clock pref for people who prefer it.
qol: Hovering over NST timestamps on official documents will now
translate how much it is in PT/Shift Time.
admin: Admins can now use style/class/background in their papercode.
/🆑

---------

Co-authored-by: Isratosh <Isratosh@hotmail.com>
2026-04-25 14:13:31 -06:00
de1f01fe76 General maintenance for hand held camera (#95295)
## About The Pull Request
- Merged a lot of procs into procs `attempt_picture()` and
`interact_with_atom()` reducing proc overhead
- Taking pictures will now always use the cameras internal
`picture_size_x` & `picture_size_y`. It no longer accepts variable sizes
as parameters
- All camera operations are asynchronous and respects checks on if the
target can be captured on camera or not.
- A bunch of other code rearrangement that makes readability easier
- Fixes the following camera bugs. They fall under the same category
  - Fixes #95286
  - Fixes #95256

## Changelog
🆑
fix: camera devices work again, camera flash turns on in most instances
refactor: camera code has been refactored. Report bugs on github
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2026-04-04 12:41:39 -04:00
38c8884d3c Adds a boolean type to circuits (#95487)
## About The Pull Request

A substantial number of number circuit ports, input and output alike,
effectively act as boolean flags. That is, they are either input ports
that only care about whether the value is or is not zero, or they are
output ports that can only output zero or one. This PR adds a boolean
datatype, and converts all these ports to booleans.

Anything can be connected to a boolean input port, effectively setting
the port to the truthiness of the input. Booleans can be connected to
number and signal ports, as they all use numbers as their underlying
values.

## Why It's Good For The Game

Having a proper boolean datatype makes the affected ports a bit more
intuitive to compute with.

## Changelog

🆑
qol: Many circuit components have had ports that effectively act as
boolean inputs or outputs converted into a new boolean datatype.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2026-03-23 17:57:33 -04:00
LucyandGitHub 3fa9c8ebaa Adds screentips for scanning raptors (#95421)
## About The Pull Request

This adds screentips for scanning raptors - both with the PDA RaptorDex
app, and the standalone handheld version.

Also fixed a bug where the "scanned" balloon alert didn't properly
appear for the, bc it'd try to display the balloon alert to the
raptor...

<img width="329" height="419" alt="2026-03-15 (1773602977)"
src="https://github.com/user-attachments/assets/8a16f5c4-f65b-4931-ac0b-7c165f4781de"
/>

<img width="285" height="349" alt="2026-03-15 (1773603014)"
src="https://github.com/user-attachments/assets/827e2e1a-5243-4763-8532-b4fe2246c745"
/>

## Why It's Good For The Game

I initially didn't realize that you had to _right click_ to scan raptors
with the PDA app, so like, I decided to add screentips to make that
clearer.

also bugfix good.

## Changelog
🆑
qol: Added screentips for scanning raptors with the RaptorDex PDA app
and standalone handheld RaptorDex.
fix: Fixed the handheld RaptorDex not showing the "scanned" balloon
alert when scanning a raptor.
/🆑
2026-03-19 16:06:57 +01:00
MrMelbertandGitHub 68901285c7 Fix pda cargo app being unable to order autogenerated supply packs (#95423) 2026-03-18 13:43:57 +01:00
Y0SH1M4S73RandGitHub 0208b29e74 [TM First] The Paintening: Part 2 of ? - NanoPaint: The Modular Computer Paint App (and related modular computer changes) (#95213) 2026-03-08 05:02:22 -04:00
546dc7fdfa Quarters camera chunk area, Implements better yielding to subsystem on update. (#94530)
## About The Pull Request

[cameras should actually show all of their
view](https://github.com/tgstation/tgstation/commit/a8ef0f3bd7f16e590b9fae193f645c6cb6255f8f)

Melb fucked up luminosity a bit (cries)

[Implements camera range as the deciding factor for who can see a
chunk](https://github.com/tgstation/tgstation/commit/bf4f9776dfce1c15e756ae1933a96ff0cff2dbf0)

This allows us to safely modify chunk size (which I do, down to 8, which
increases the actual cost involved in doing a full z update, but
decreases the cost per chunk significantly)

I use the range to macro optimize chunk New, we can safely use a
bounding box instead of multiple urange calls and get about 1/3 the
performance hit, even with a lower range (and thus 4x as many chunks)

Standard caching and such applies

[Fixes cameras not looking down
correctly](https://github.com/tgstation/tgstation/commit/99b23f25203f34f04c0f92bb7d191699b91a439a)

[Implements yielding support for individual
chunks](https://github.com/tgstation/tgstation/commit/bdd2d01106465b8498307c16f83e9dd90706652a)

This should functionally remove lagspikes from the cameras subsystem,
which just leaves the problem of ais flying around.

Much better tick obedience:


https://github.com/user-attachments/assets/607d61a4-ad96-450c-acdf-10da967ab49b

I tested this pr with #94522 to confirm that halving chunk sizes would
have a benefit, see below:

<img width="364" height="176" alt="image"
src="https://github.com/user-attachments/assets/19f3ae7f-408b-4da5-8e38-a691030138fe"
/>
<img width="462" height="195" alt="image"
src="https://github.com/user-attachments/assets/492b93bf-93ae-4227-9c6d-c5b2f0be9711"
/>
<img width="469" height="229" alt="image"
src="https://github.com/user-attachments/assets/dba92982-09e4-4c3a-96e2-15e1a299676b"
/>
<img width="444" height="233" alt="image"
src="https://github.com/user-attachments/assets/40b1e0dc-c03a-4acd-bba9-f1e4c68bffad"
/>

Things to note:
Mean cost of finding turfs goes from 2ms to 1ms
Max cost of finding turfs goes down by somewhere between 30% and 50%.

I'd call this worthwhile, even if total cost of updating has gone up
slightly.

[Properly manages the camera refs in
chunks](https://github.com/tgstation/tgstation/pull/94530/commits/00c97183ca83a91d95b9afcde70814c36a8f9a5e)

[00c9718](https://github.com/tgstation/tgstation/pull/94530/commits/00c97183ca83a91d95b9afcde70814c36a8f9a5e)

Turns out our solution for moving cameras in chunk code was to just...
NOT CARE!! This means any moving camera is going to cause hard deletes.

This was an issue during unit tests because of a stripping unit test. I
suspect it only showed up here because I reduced the chunk size so we
actually enter/leave a new set of chunks.

I fixed this by reworking things to use a "leaving/joining" pattern.

There's some other stuff here, mostly cleaning up old copypasta'd cruft
in the code adjacent to moving cameras. I also changed the cameras and
processing cameras alists back into lists, mostly for the sake of vv
ability this didn't actually break anything.

The harddel wasn't showing up because it was a number keyed alist, and
reference tracking isn't built to find those (yet, pr up)

## Why It's Good For The Game

I want AIs flying around to not cause massive lag spikes. That + the
camera subsystem are one of like 4 things that's causing reliable tidi
on live and it makes me upset.

## Changelog
🆑
fix: Cameras should work a little better (won't fail in the dark, will
display multiz correctly
refactor: Changed how static turf generation thinks about cameras.
Shouldn't break anything but it MIGHT so keep an eye out for that. The
chunks we use to divvy up the world for them are also 1/4th the area
now, which should make flying around as ai less lagsikey
/🆑

---------

Co-authored-by: Lucy <lucy@absolucy.moe>
2026-02-20 20:58:39 -05:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
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SmArtKarandGitHub f58b8511f0 Refactors effect_system (#94999)
## About The Pull Request

This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.

``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists

I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.

Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)

## Why It's Good For The Game

Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.

## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
2026-02-03 22:23:09 -05:00
MothblocksandGitHub eeedcc9414 Respond properly to null SSjob.get_department_type (#95048)
`get_department_type` can return null if all jobs in that department are
disabled. This can't happen in normal gameplay, but is being triggered
in event-base, which disables everything except assistant and cyborg.

This appears to be an expected invariant as job checks it within itself,
and even part of the department_order console code as well.
2026-01-30 19:57:47 -06:00
RikuTheKillerandGitHub 8f98047bfe [TM FIRST] Literally just halves the performance cost of cameras (#94522)
## About The Pull Request

Title, I used an alist and some inlined list operation tricks to make
camera chunk updates twice as fast.

The data in the screenshots is from me updating every single camera
chunk on Meta. I did also test on Icebox and it scaled just as well
there as it did on Meta, which means that multi-z doesn't cause any
issues for these changes.

The correct way to compare these costs is to take the total cost, divide
it by the count, and then compare them relatively to see which is
higher/lower and by how much.

Before:
<img width="415" height="306" alt="image"
src="https://github.com/user-attachments/assets/c3be5986-e405-412d-a9e0-cc34014a7dab"
/>

After (combined keys):
The value of "update visible turfs" here is just a merged version of
"collect turfs" + "the & operator" + "update visible turfs"
<img width="356" height="271" alt="image"
src="https://github.com/user-attachments/assets/93ca0e9a-bf17-4b87-a4f0-c70c70148ab0"
/>

After 2 (separate keys, but fucked up counts):
Not as directly comparable cuz the counts are fucked up, gotta do some
math to figure it out.
<img width="414" height="293" alt="image"
src="https://github.com/user-attachments/assets/205d4842-4294-4130-a7dd-69d196d318e9"
/>

The biggest remaining performance bottleneck, which now accounts for
~70% of all the performance cost of camera chunks, is camera.can_see()
being slow as balls. You can see this in the After 2 image.

The only cost of doing this is that the format of the list is now
"alist[turf] = null" instead of "list[i] = turf", which makes checking
for individual turfs cumbersome. Entirely possible and and still
relatively performant, but the syntax is just cumbersome. Said single
checks are only used by SyndEye as of now.
## Why It's Good For The Game

On live, it seems that camera chunks are consistently the biggest and
fattest source of performance loss and overtime in the entire game.
Obviously halving that cost is good for the game.
## Changelog
🆑
fix: Camera chunks, the biggest source of lag in the entire game, now
run twice as fast.
/🆑
2026-01-16 17:18:41 -05:00
GhomandGitHub 8c534a521e Maintenance PDA themes are added to roundstart PDAs on future rounds as well once installed (#92983)
## About The Pull Request
I'm making the ordeal of finding a maint disk (or buying blackmarket
bootleg disk) with a theme in it a slightly more rewarding experience,
while sticking to the concept that it's something you've to find, unlike
default PDA themes.

This PR also proves to be an opportunity to put the progress tab that I
coded a year ago for the 'Fishdex' to good use.

TODO:
~~Refactor preferences to allow specific choices to be shown/hidden
depending on whether the player meets a defined criteria, otherwise
you'll have to do it manually every round, which is lame~~

- [x] Make some simple ui icons associated with each unlockable theme to
be shown in the cheevo progress tab

- [x] Code to validate deserialized DB values, in the remote case that
any theme is removed in the future, as well as unit test code for any
non-abstract theme without ID

- [x] Add sound cue and chat feedback when unlocking a theme (or when
fishing a new kind of fish for the first time, like, the code's similar)

- [x] Test all of this

## Why It's Good For The Game
These themes are basically an end in itself, and I understand the reason
behind their existence is to make for some cute, little maint loot, but
relegating it to chance of finding a disk somewhere in maintenance,
**every single round** really rots whatever little substance this purely
cosmetic feature already has.

## Changelog

🆑
add: Once installed, special PDA themes from maintenance disks will be
present on your roundstart PDA on future rounds (Sadly I couldn't figure
out a way to add those to the preferences UI yet). You can check which
PDA themes you've unlocked in the Progress tab of the achievements UI.
/🆑
2026-01-16 17:18:03 -05:00
aedc5bae7a allowed is now signals based instead of hardcoded slots (#94871)
## About The Pull Request

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

## Why It's Good For The Game

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

## Changelog

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

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2026-01-16 14:16:22 -07:00
MrMelbertandGitHub b804e1df79 Revamps security bounties (#94545)
## About The Pull Request

<img width="565" height="201" alt="image"
src="https://github.com/user-attachments/assets/f747992c-82d7-4cd2-9d5c-b94b7de37cdd"
/>

<img width="618" height="108" alt="image"
src="https://github.com/user-attachments/assets/8d5c4e25-87ea-4e53-b9e6-e95e26b3e69f"
/>

- N-spect scanners can no longer print reports

- Clown N-spect scanners have been removed as printing reports was their
primary function

- Security no longer get bounties to loot the brig's equipment. The
contraband bounty is still available.

- Patrol bounties have been reworked. 
- A patrol bounty will give you an area and a number of steps that you
must take in an area.
- To complete the bounty, you must walk to the area and take that many
steps. It's that simple.
   - Your ID card will update you as you progress the bounty. 
- You are rewarded more for larger areas, and less for teeny tiny areas.
- Walking back and forth the same two tiles will not count towards
progress.
- When done, all you need to do is go back to the civ console and press
"send". You don't need to add any items to the pad.
- All security officers can get general patrol bounties (service + maint
+ hallways). Departmental officers can get patrol bounties for their
department.
- And yes, it tracks if your *id card* moves. This means you can strap
your ID card to a drone and it'll count. Get creative if you're lazy.

- ID trims how handle bounty generation. This changes very little,
besides allowing certain trims for certain jobs to add specific
bounties.

- There's now setters for bounties and bank accounts. 

- Fix Bountious Bounty trait by having a `get_reward`

## Why It's Good For The Game

Sec bounties to loot a bunch of miscellaneous things from the brig is...
odd. All it does is deprive your team of equipment should you need it.

On the other hand, patrol bounties are really flavorful, but a bit
cumbersome thanks to needing a hand scanner. By integrating the process
of patrolling *into* the officer's ID card, it means you can just grab a
bounty and go about your business.

The idea is that this'll streamline the process of patrolling a bit and
make it more natural and fun (well, as fun as "walking around" can be.
Which is fun to me...)

## Changelog

🆑 Melbert
del: N-spect scanners can no longer print reports. All it does now is
scan for contraband.
del: Clown N-spect scanners have been removed.
del: Security no longer get bounties to loot the brig's equipment.
Though the contraband bounty is still available.
add: Security's patrol bounties have been reworked. Now, they just
require you to walk around an area for a bit. No scanning necessary.
refactor: Adds setters for bounties and bank accounts. Report any
situations where your bank account is not set correctly.
refactor: ID trims now handle bounty generation. Report any situations
where you get a weird pool of bounties.
fix: Bountious Bounties station trait works again
/🆑
2026-01-11 14:20:11 -05:00
SmArtKarandGitHub 0f2a1dd6a3 Adds raptor growth progress bar to RaptorDex (#94659)
## About The Pull Request
Players can now check their chick's/youngling's growth progress via the
RaptorDex item or app

## Why It's Good For The Game

Currently there's no way to know how much food you need to feed to your
raptor to advance their growth, which can cause confusion among newer
players.

## Changelog
🆑
qol: Added raptor growth progress bar to RaptorDex
/🆑
2026-01-04 11:44:51 -07:00
GhomandGitHub e3c82da770 The Themeify PDA app no longer has an empty checkbox in its options. (#94691)
## About The Pull Request
The imported themes list was made lazy, but by adding null to a list,
you end up having a new key in that list that is null.

## Why It's Good For The Game
Fixing stuff that ArcaneMusic told me about on Discord.

## Changelog

🆑
fix: The Themeify PDA app no longer has an empty checkbox in its
options.
/🆑
2026-01-04 11:44:02 -07:00
3799968eb3 feat: new floppy disk sprites; most disks are now under the /item/disk type; adds disk stacking, uqinue styling and wrapping (#94112)
## About The Pull Request

Floppy disks received a sprite upgrade, as well as unique wraps:

<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>

<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>

You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:


https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2

MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.

## Why It's Good For The Game

Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!

## Changelog

🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑

---------

Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
2026-01-04 08:52:18 +13:00
RoxyandGitHub 1eac3967a1 Fix cargo PDA app missing currency name (#94641)
## About The Pull Request

All the prices are just numbers theres no cr at the end

## Why It's Good For The Game

Bug fix

## Changelog
🆑
fix: fixed cargo PDA app missing currency name
/🆑
2025-12-29 21:39:12 -05:00
53ed83bb9d Makes some more lists lazy (#94388)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-12-28 19:57:42 +01:00
MrMelbertandGitHub bfdb237612 Spooky Scary Supreme Surgery (Rework) (#93697) 2025-12-19 18:42:58 +01:00
leaKsiandGitHub f5e97b5e52 Fixes 2 infinite credits exploits. (#94523)
## About The Pull Request

What it says in the title. 2 href exploits.

## Changelog
🆑
fix: Fixed 2 infinite credit exploits.
/🆑
2025-12-18 09:15:01 -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
FalloutFalconandGitHub d25c6201f4 Standerdizing currency symbols Part 2 (#94259)
## About The Pull Request
Converts almost all non-constant, non-tgui usages of all variantions of
"credit" and "cr"

Everything seems in order, tested most the currencies.
<img width="905" height="119" alt="image"
src="https://github.com/user-attachments/assets/3fa005a7-a114-426c-9646-b81f68bc2dec"
/>
<img width="255" height="128" alt="image"
src="https://github.com/user-attachments/assets/14c83b54-4fd9-4bee-838f-5b1c03939d9a"
/>


## Why It's Good For The Game
Same justification as https://github.com/tgstation/tgstation/pull/94128
Just easier to mantain/adjust the grammer/names of our money
## Changelog
🆑
spellcheck: minor cleanup on some usecases of "credits"
/🆑
2025-12-13 21:00:19 -05:00
AlienandGitHub 9175f53a2e Adds "Department Budget" access that lets you place orders with the shopping app, gives it to warden and cargo techs (#94288)
## About The Pull Request

The "NT Shopping Network" app now checks for if you have "Department
Budget" access instead of command access for letting you place orders
and not requests. All heads, cargo techs and the warden have it shift
start but it can be given to anyone (same as EVA access) and heads of
staff can add or remove it at their access consoles.
Also makes warden start with the app to hint that they have access to
the budget.

## Why It's Good For The Game

The access itself is good because letting heads choose who has access to
the department budget is obviously good.
Cargo techs get it cuz they already have access to it by having access
to the request consoles in cargo.
Warden gets it by default because HOS is usually busy
killing/arresting/patrolling while warden is the one actually managing
brig and the armory. If HOS really hates that warden has access to the
budget they can just remove it on their console.
2025-12-11 19:18:37 -06:00
JacquerelandGitHub 9fb7c20daa Cargo can buy more presents at Christmas time (#94251)
## About The Pull Request

Last Christmas we had and resolved this bug #88595 where via the
mechanic of buying random trash, Cargo could roll on the roulette to try
and get random Christmas presents and open them for random items.
This was removed because it's not supposed to work that way and was a
way of exploiting Christmas cheer for personal gain, which is grinchsome
behaviour.

That said, being able to order Christmas presents is also kind of
soulful, so this PR brings that mechanic back but on purpose this time.

During the Christmas season _only_, Cargo can spend 3000 credits of
their budget to order a "Surplus Christmas Gifts" crate which contains
4-6 presents _with pre-assigned recipients_.
In a similar system to addressed mail, only the person written on the
gift tag can open the present, so unless you're sufficiently scroogeous
to collect a huge pile of presents on the cargo room floor in hopes of
getting a couple with your name on (in my testing these contained raw
unbaked croissant dough, and a piece of paper from a space ruin) you
should mostly be using this to deliver generalised holiday cheer to the
crew rather than just yourself.



This PR also contains (maybe as more lines than the actual feature) a
refactor changing a bunch of boolean vars on `/datum/supply_pack` into
bitflags, because I needed to add one more and it seemed silly to have
so many booleans.

## Why It's Good For The Game

It allows those with the yuletide spirit to deliver some christmas cheer
to their fellow man, isn't that the season's reason?

## Changelog

🆑
add: When the game considers it to be Christmas, Cargo can order
additional Christmas gifts pre-addressed to random crew members.
/🆑
2025-12-12 02:10:31 +11:00
MrMelbertandGitHub 9fd5d260c6 Readds Sent from my PDA Sent from my PDA (#94302)
## About The Pull Request

PDA messages once again have a chance to say Sent from my PDA Sent from
my PDA

In the past it was a flat 1% chance going up to 25% chance if you were
over 30. But now I scaled it directly based on age (so the chance can
always go up) Sent from my PDA

## Why It's Good For The Game

I consider this a critical feature Sent from my PDA

## Changelog

🆑 Melbert
add: Readds Sent from my PDA Sent from my PDA
/🆑
2025-12-04 21:03:35 -05:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
Joshua KidderandGitHub 7a3ad79506 All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.

<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>


I'll upload the .cs script I used to do it shortly.

## Why It's Good For The Game
Just minor code cleanup.

Script used is located at https://metek.tech/camelTo-Snake.7z

EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
    static async Task Main(string[] args)
    {
        var readFile = new FileStreamOptions
        {
            Access = FileAccess.Read,
            Share = FileShare.ReadWrite,
            Options = FileOptions.Asynchronous | FileOptions.SequentialScan
        };
        FileStreamOptions writeFile = new FileStreamOptions
        {
            Share = FileShare.ReadWrite,
            Access = FileAccess.ReadWrite,
            Mode = FileMode.Truncate,
            Options = FileOptions.Asynchronous
        };
        RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
        Dictionary<string, int> changedProcs = new();
        string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
        Regex camelCaseProcRegex = new(regexPattern, regexOptions);

        string snakeify(Match matchingRegex)
        {
            var vals =
            matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
            var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
            string logString = $"{vals[0]} => {newVal}";
            if (changedProcs.TryGetValue(logString, out int value))
            {
                changedProcs[logString] = value + 1;
            }
            else
            {
                changedProcs.Add(logString, 1);
            }
            return newVal;
        }
        var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();

        // uses default ParallelOptions
        // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
        await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
        {
            var reader = new StreamReader(filePath, readFile);
            string oldContent = await reader.ReadToEndAsync();
            string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
            if (oldContent != newContent)
            {
                var writer = new StreamWriter(filePath, writeFile);
                await writer.WriteAsync(newContent);
                await writer.DisposeAsync();
            }
            reader.Dispose();
        });
        var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
        foreach (var pair in logToList)
        {
            Console.WriteLine($"{pair.Key}: {pair.Value} locations");
        }
    }
}

```

## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
2025-11-27 15:50:23 -05:00
BloopandGitHub 183c5af2e4 Adds flag for virtual areas, fixes being able to send funds from virtualspace to real accounts (#94071)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/90641
Fixes https://github.com/tgstation/tgstation/issues/88366

Eliminates worries over virtualspace currency being sent to real
accounts.

When I was looking into why there were no flags for bitrunning areas.
Then I saw this mess:

<img width="929" height="889" alt="Code_2we2QjDyFp"
src="https://github.com/user-attachments/assets/8a807bfe-b566-4057-a8ea-2b306325687d"
/>

Not having enough space / being too lazy to refactor this is a silly
reason to not include flags for something like these virtual areas where
it can be quite helpful. Fortunately I am not too lazy ~~in this
moment~~ so here we go:

It was fairly logical to move over some of these to a separate flag,
which I've called `area_flags_mapping` since they pertain to maploading
things and terrain generation mostly. `area_flags` stays reserved for
general properties and now has more room than it did before for you
people to fill it with.

In doing this it's also neatened up the code quit a bit, as UNIQUE_AREA
was kind of everywhere and now that it's implied by default less areas
need to have it defined (or explicitly un-defined).

<details> <summary> Working as intended </summary>

<img width="787" height="448" alt="dreamseeker_p0Qts36tG1"
src="https://github.com/user-attachments/assets/25056f34-8d43-4be2-a293-e53df7a7d1db"
/>

<img width="383" height="59" alt="dreamseeker_Ek7TXCcpbA"
src="https://github.com/user-attachments/assets/89622974-9467-4cdb-8345-d684f7c9004b"
/>

</details>

## Why It's Good For The Game

Fixes an exploit, improves the area flags situation slightly.

## Changelog

🆑
fix: you can no longer send money from virtualspace to a real account
code: adds a flag for virtual areas so they can easily be checked, as
well as an easy helper proc, 'is_area_virtual(your_area)'
/🆑
2025-11-22 12:24:41 -07:00