## About The Pull Request
When HOP tickets are destroyed, the displayed number no longer gets out
of sync with the current ticket number being called (the actual
selecting the next ticket already worked fine, only the display got out
of sync)
## Why It's Good For The Game
The number not actually being the number is a bug
## Changelog
🆑 PapaMichael
fix: The HOP ticket machine display now shows the correct number when
tickets are destroyed
/🆑
## About The Pull Request
In similar fashion to what was done with crafting recipes last year,
this year it's time for techweb designs and printed items to be audited.
This is mostly just about consistency, we've a lot of items that can be
printed by protolathes, autolathes, circuit printers and techfab etc.
However they almost all (except most stacks, mainly) have custom
materials that do not match in one way or another with the materials
used by the design, which is what this PR is for.
"But items printed from lathes etc. already get the mats used to make
them." Yes, they do, however that isn't the case for items of the same
type that were spawned in some other way (cargo shuttle, space/maints
loot, mapped, admins), this create a subtle discrepancy. It isn't a huge
deal (in spite of the size of this PR, ton of designs), but given that I
have done something similar with crafting recipes before, I may as well
give it a second arc of some sort and bring things to completion. And
fix a few possible oversights.
TL;DR consistency and stuff
## Why It's Good For The Game
Consistency, unit test checks to make it harder not to be consistent in
the future. Still has a few TODOs like:
- [x] Fixed newly printed, fully charged RCDs costing less than the RCD
cartridges required to fully charge one. EDIT: I had to tweak the newly
added RDD as well because it suffered from the same fundamental issue.
- [x] Fixed plates being made of iron and yet shattering like ceramic
ones. A new subtype for metallic ones has been made.
## Changelog
🆑
refactor: Refactored a few things with techweb designs (the ones for
autolathes, protolathes, circuit printers, mechfabs etc.) to make sure
that the materials of items that can be made from these designs more
closely match the materials used to make them.
fix: Lizard fries no longer need a plate to be made, like all other
treats that used to require plates in a distant past.
balance: Tweaked the materials cost of RCD, RDD and RCD cartridges.
image: Oven trays now have a more metallic hue.
balance: Plates printed printed from lathes won't shatter like ceramic
ones, in virtue of them being made out of iron instead.
/🆑
## About The Pull Request
21 things.
Additionally, an actual refactor(a real one) of refunding of item-based
spellbook entries, as in the three summons, which hasn't worked for four
years and now does.
Lastly, the holopayment stand IDs can project can now accept payment.
## Why It's Good For The Game
They want you to think this is worth 210 gbp, don't believe the lies
## Changelog
🆑
fix: Wizards can now successfully refund summoning items
fix: Holopayment stands can now take payment
code: 21 things have been moved from attackby() to item_interaction()
/🆑
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting
## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
## About The Pull Request
This 1st has to be PR'd so the integration tests can point out all
wallmounts that could not find a support structure to mount on. I then
will do many map edits to align them onto the closest atom
Yes we no longer use wall mount but atom mounted component. All objects
that are mounted on windows/tables & fences now also fall off when
destroyed
It'll probably be a WHILE before I can fix all wall mounts. Long day.
Expect me to misalign many stuff to fix failing CI so make sure to
provide suggestions when possible
Improved wallmount code overall
- Fixes#93793
## Changelog
🆑
fix: fixes all incorrectly maploded wall mounts that aren't actually
hanging on any support structure
fix: objects mounted on tables, windows & fences also fall off now when
destoryed
qol: lights can be mounted on windows
qol: cameras can be mounted on windows
qol: buttons can be mounted on tables
refactor: improved how wall mounts interact with objects as a whole
report bugs on github
/🆑
## About The Pull Request
- Fixes#93392
- Replaces all custom callbacks with call to `deconstruct()`. The
callbacks weren't necessary as it did the same thing as `deconstruct()`
but in an round about way
- Removed duplicate `Initialize()` procs and the params `building` &
`ndir` from all wall mounts. Makes everything cleaner
## Changelog
🆑
fix: wall mounts placed by player now falls off when the wall they are
mounted on is destroyed
code: cleaned up wall mount code
/🆑
## About The Pull Request
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
## Changelog
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
1. Burning paper (and similar) is now two way - rather than
necessitating you touch the paper with the burning thing, you can now
touch the burning thing with the paper
2. You can now light a cigarette on a lit candle
3. Candles no longer craft into flashlight eyes
## Why It's Good For The Game
1. Burning money with a cigarette larp
2. Cool Frenchman larp
3. ??? I noticed you can't light a candle with a candle because it tried
to craft flashlight eyes.
## Changelog
🆑 Melbert
qol: Burning paper (and similar) is now two way. Rather than needing to
click on the paper with a burning item, you can now click on a burning
item with the paper. This means you can burn paper on your lit cigarette
like a badass.
qol: You can now light cigarettes on candles.
del: Flares and candles can no longer craft into flashlight eyes, I
guess.
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## What's going on here
Kept you waitin huh!
This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).
If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.
Most of the rest of it is pipelining done to accommodate how icons are
cut.
## Path To Merge
Almost* all sprites and code is done at this point.
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily
This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.
Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.
Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.
## What does it look like?






## Credits
<details>
<summary>Historical Mumbojumbo</summary>
I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.
This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.
Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.
This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.
The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.
Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.
Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.
The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.
</details>
<details>
<summary>Detailed Credits</summary>
Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.
Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother
And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>
## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
## About The Pull Request
1. Objects now have an `get_proxy_for()` proc. This returns an atom that
will participate in the object melee attack chain on behalf of your
atom. Allows for general purpose polymorphism per object interaction
2. Cleaned up some multitool acts to accommodate proxy behaviour
3. You can pry tiles as an Engiborg with crowbar in hand & do other
similar behaviour with crowbar
5. Improves & Depends on #83880. We don't need a hidden omni toolbox &
can create the tools directly in the omnitool and pass them in the
attack chain as a proxy rather than calling the attack chain manually.
All tools are on the borg directly
- Fixes#84355
- Fixes#84359
- Fixes#84393
## Changelog
SyncIt21,zxaber
🆑
fix: omni crowbar tool interaction for replacing tiles has been fixed
fix: techfab screentip does not runtime when you hover over it with an
omnitool multitool
fix: medi borgs can do brain surgery again
code: improved multitool & general tool code for some machines
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Using these search regexes:
Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`
Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`
Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`
## Why It's Good For The Game
Code readability
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Using these search regexes:
Number ending in 0:
`do_after\((\w+), (\d+)0,`
Replace:
`do_after($1, $2 SECONDS,`
Single digit number:
`do_after\((\w+), [1-9],`
replace:
`do_after($1, 0.$2 SECONDS,`
Double:
`do_after\((\w+), (\d)([1-9]),`
Replace:
`do_after($1, $2.$3 SECONDS,`
## Why It's Good For The Game
Code readability
## About The Pull Request
This refactors how machines are deconstructed in the following ways
- You can no longer override `obj/machinery/deconstruct()`. If you want
customized behaviour then override `on_deconstruction()` instead.
This comes with the added benifit of no longer needing to check for the
`NO_DECONSTRUCTION` flag because the machine base proc does that for us
& if it finds that flag it won't proceed to call `on_deconstruction()`
meaning no machine will have a chance to spawn anything which is the
current behaviour.
This is required to make #81290 work for all machines at least so that
machine can send the `COMSIG_OBJ_DECONSTRUCT` signal without subtypes
overriding & forgetting to call the parent proc
- `dump_contents()` only gets called when the machine is deconstructed
not destroyed thus not leaving behind any of its contents inside. Fixes
https://github.com/tgstation/tgstation/pull/81290#issuecomment-1925752583
## Changelog
🆑
fix: machines that should not drop contents when deleted no longer do.
refactor: refactors how machines are deconstructed. report bugs on
github.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
This flag only worked on the `/obj/structure` and `/obj/machinery`
level, so let's rescope it from `flags_1` and put it where it belongs -
`obj_flags`.
Bitflag operators should be scoped to their subtype specific bitfield,
not really useful to have this take up a spot on the `/atom` level if
absolutely nothing other than `/obj`s use it.
## About The Pull Request
I was working on a feature that required the buffer of a multitool to be
cleared out after linking two devices, when I noticed it wasn't possible
to clear the multitool's buffer. The change to multitools in #77639 made
it impossible to set the buffer of a multitool to null without
destroying the stored object, yet many objects still tried to have the
multitool clear it's buffer after a successful linkage. This creates a
new proc, clear_buffer() dedicated just to clearing the buffer of a
multitool.
Also made all of the multitool linkage messages balloon alerts.
If there's any issues or things I can improve please let me know, I'm a
bit new to BYOND and DM but I'm working on learning so I can make some
more ambitious projects! _(I think I got the signaling right)_
## Why It's Good For The Game
Some objects aren't meant to be saved in the multitool's buffer after
the initial linking, this should fix that.
Also balloon alerts are nice.
## Changelog
🆑
fix: Nanotrasen has finally recalled their faulty multitools and
replaced them with working ones! The multitool's buffer now properly
clears itself.
qol: Moved multitool link messages to balloon alerts
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Adds a new component, called wall_mounted, which applies on the
wallframe objects on construction, as well as a number of wall frame
objects and structures to cover mapped in, roundstart objects of the
like.
I might have forgotten a few, but this covers the vast majority that
players will run into in a given round.
This will cover wall destruction, turf explosion, the whole nine yards,
and call that object/structure/machine's deconstruct proc. We have some
special handling for intercoms as well since they're apparently items.
So most basic case is this: You have a wall. that wall holds a sign. If
you examine the wall, it tells you that the wall is currently supporting
the **Example Sign**. It tells you that if the wall is damaged or
destroyed, the sign will **fall off the wall.** So, if you were to
welder, bomb, or hulk your way through that wall, it would call the
deconstruct() proc on that sign, and fall off the wall, leaving an item
sign at the foot of the wall.
## To-Do
- [x] Stop breaking all wallmounts when operating shuttles (Signal
conflict with COMSIG_TURF_CHANGED 😔)
- [x] Confirm that the ~~deconstruct~~ designated proc of each wallmount
falling is sane for the intended object
- [x] Clean up the contents of the wall_mounted component to reduce
copy-paste on object init.
- [x] Add it to more stuff that may just not have a directional helper?
- [x] ~~Change how APC construction is handled to make it easier!~~
- [x] ~~Don't accidently nerf malf AI into the ground I guess~~
## Why It's Good For The Game
Closes#22283.
Helps close more of #47526.
Closes#54983.
Closes https://github.com/wall-nerds/wallening/issues/90.
All of these objects are "wall mounts". It stands to reason that they're
mounted to the walls they appear to be attached to. This attempts to
rectify them by giving them a turf link to the turf they're mounted to,
and then upon changes to that turf, dropping or breaking that object.
It'll need a little more polish to get to 100%, since I can see a few
more issues to iron out first, but I'm dropping this here for now to get
some feedback and put some fire under me to get this completed.
## Changelog
🆑
add: Wall mounted objects (Things like APCs, Air Alarms, Light switches,
Signs, Posters, Newscasters, you name it) will now fall to the ground
and break or deconstruct when their attaching wall is changed or broken.
/🆑
## About The Pull Request
A pact made with `@Kapu1178`
Small changes you should not care about:
RD MODsuit outfit (admin only) no longer has a beret that blocks the
activation of the suit
The beret used by death squad officers no longer is blocked from being
put on a hat stabilizer module
Admins can now Shear matrices of objects in Modify Transform
Multitool buffers have been a little refactored to use a setter proc
that saves them from causing hard dels
Cooler stuff:
A revival and remake of [Nobody Wants To Learn Matrix
Math](https://github.com/tgstation/tgstation/pull/59103), this time with
additional tooling for quick matrix calculations.

The MODLink system, available through every MODsuit and MODLink scryers
(a neck item obtainable from advanced modsuit research or
charliestation)
Let's you make a holographic call with any other MODLink user, where you
can chat in realtime and see what's up with em


## Why It's Good For The Game
Adds a fun way for the crew to communicate with each other that can be
done in real-time with relative privacy compared to radio.
## Changelog
🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato)
fix: RD MODsuit outfit (admin only) no longer has a beret that blocks
the activation of the suit
fix: The beret used by death squad officers no longer is blocked from
being put on a hat stabilizer module
admin: Admins can now Shear matrices of objects in Modify Transform
admin: Admins now have access to Test Matrices in the VV dropdown, an
all-in-one tool for editing transforms.
add: MODLink system, available through scryers (from RnD and Charlie
Station) and through MODsuits. Lets you call people with holographs!
/🆑
## About The Pull Request
Removes all of the duplicate global lists for specific machine types
where the only thing they do is store all machines of that type.
Adds machine tracking to SSmachines in the form of a list for all
machines, and then an associative list for machines by their type.
Previously we have machines in multiple global lists, such as airlocks
being in GLOB.doors, GLOB.airlocks, GLOB.machines.
This makes that not a thing, and also means that iterating through
GLOB.machines looking for a specific type is no longer as expensive.
## About The Pull Request
New malf AI upgrade
Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely
emag things it can see and can access.
1. Very useful for psychological warfare (Emagging APCs to throw the
crew off their trail)
2. Logically makes sense - why, of all things, can the AI not emag
anything when it's fundumentally integrated with the station's
electronics?
3. Generally speaking can only access things that make sense for it to
access - it cannot emag ethereals, sadly
In order for this to work, emag_act now returns a boolean, designating
if the emag had any effect.
While I was in there, I also added args to every single emag_act I could
find and added far more feedback/converted a lot of things to balloon
alerts to allow the AI to see if its emag had any effect.
## Why It's Good For The Game
It just makes sense that the AI, the most electronically-sensitive
entity in the game, would be able to emag things. Plus, more options
given to malf that aren't strictly MURDER KILL MURDER are always a plus,
especially if they allow for fancier plays.
## Changelog
🆑
add: New malf ability: Remote safety overrides. Allows the AI to
remotely emag things it has access to.
code: emag_act() now returns a boolean designating it's success in
emagging
code: All instances of emag_act() now have the proper arguments
qol: Most usecases of emagging now have some kind of feedback, and
existing feedback has been sanity checked and converted to balloon
alerts.
/🆑
## About The Pull Request
Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.
## Why It's Good For The Game
Saner spriters = better sprites
## About The Pull Request
Breaking down #72371 because it's... unreasonably large.
So this PR adds recipes for light switches, request consoles,
telescreens, and ticket machines. Ticket machine frame by Kryson.
You can't print all of the telescreens, like the head of staff ones, but
the general department ones can be printed in their respective
departments.
## Why It's Good For The Game
Wallening compliance, and more of me on my shit breaking down long
files.
## Changelog
🆑 Tattle, Kryson
qol: light switches, request consoles, telescreens, and ticket machines
can now all be printed from lathes
/🆑
Co-authored-by: tattle <article.disaster@gmail.com>
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Adds a unique ID to the ticket machine in an icebox ruin, preventing it from getting mixed up with the HoP's.
* Adds more text on examining ticket machines and the tickets from them, allowing people to know what position in queue they are.
* Tickets now properly display their number, and is named after their position in queue.
* Adds more user alerts to certain actions around the ticket machine, such as when there are no more people in queue.
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.
Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.
Also changed some related proc names to be snake_case like everything should be.
This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
About The Pull Request
Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.
This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.
Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.
Some implications of this setup were:
You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.
Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:
endless-stack-of-intercoms
Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!
Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used
Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.
Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.
tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game
fml
Changelog
cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
Adds a MAPTEXT macro that wraps the given text in the maptext class, the thing we use for Runechat to make it so you can actually read it. Everything that sets maptext now uses this.
About The Pull Request
The messages alerting people that they were next in line or of a ticket's destruction were only visible when the tickets were on the ground. Not even the holder could see them. This fixes that. I'm not confident in the method though.
This also enables the HoP to delete the latest ticket, instead of having to bin it because he can't delete it until a new ticket is created that he can increment to.
Why It's Good For The Game
Makes the thing work as intended.
Changelog
cl cacogen
tweak: HoP can now delete the latest ticket
fix: HoP ticket messages should now be visible when the ticket is held
/cl
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
* One HoP ticket per person, old tickets deleted
* does a lot look at it
* Pleases Travis. Doesn't try to sell the nanite paper thing too hard, who cares if the stupes don't get it
* Update ticketmachine.dm
* it works fine now
* adds cooldown to emag_act
* Adds a ticket machine to the HOP's office so you can keep track of unruly hoardes of greyshirts while giving the clown all access.
* Fixes a logic error
* Whoops
* Idiot proofing
* Pt 2.
* Me make code less shit
* Fixes more badcode