## About The Pull Request
Fixes a bug where tram signs update without checking if the update is
intended for their tram.
## Why It's Good For The Game
Fixes bug
## Changelog
🆑 LT3
fix: Tram signs only update on signals from their linked tram
/🆑
## About The Pull Request
Fixes a bug where tram signs update without checking if the update is
intended for their tram.
## Why It's Good For The Game
Fixes bug
## Changelog
🆑 LT3
fix: Tram signs only update on signals from their linked tram
/🆑
## About The Pull Request
Makes more machinery using MAP_SWITCHes so their fancy preview icons
could be displayed in SDMM. MAP_SWITCH takes original icon+icon_state of
machinery as first argument and icon+icon_state (basically a machinery
part because the naming system, like `MAP_SWITCH("computer",
"/obj/machinery/computer/slot_machine")` ) from
icons/obj/fluff/map_previews.dmi
Adds a tool (subsystem) for that need that generates preview icons for
stuff that has overlays. To include them in preview generating you have
to set specific variable to TRUE.
## Why It's Good For The Game
Lets us do this instead of black boring consoles:
(before)
<img width="641" height="575" alt="image"
src="https://github.com/user-attachments/assets/35fc5a19-bc24-4c02-957a-43ddef86e684"
/>
(after)
<img width="641" height="575" alt="image"
src="https://github.com/user-attachments/assets/99310823-747f-4e0a-acf8-60abcc8f2ed1"
/>
## Changelog
🆑
qol: Made machinery with overlays actually be properly displayed in SDMM
editor.
/🆑
## About The Pull Request
30 more(files, counting by files now). In combination with the other pr
this means that we are now at more `item_interaction()` overrides than
`attackby()` overrides, not counting `[tool]_act()`s.
Changes beyond conversion:
You can no longer repeatedly put gravitational or bluespace cores into
the gravity and wormhole guns, respectively. One's enough.
A runtime that occured when boxcuttering a package open no longer occurs
## Why It's Good For The Game
300 GBP for the cost of 3. A steal if I've ever seen one. You should get
in on this.
## Changelog
🆑
fix: You can no longer repeatedly put anomaly cores into the anomaly
core guns
fix: A runtime that occured when opening a package with a boxcutter no
longer occurs.
code: 30 files have been moved from attackby() to item_interaction()
/🆑
## About The Pull Request
Re-did blips to be significantly nicer sounding and way better. Alien
speech you don't understand now comes through as Blips. If you have TTS
entirely disabled, you won't hear blips. Blips also now include more
customization options, and a dedicated Blips preview button by clicking
the leaf icon.
<img width="1749" height="354" alt="ApplicationFrameHost_5nKJEvaNV1"
src="https://github.com/user-attachments/assets/ef6c6b61-7c22-4a87-94c9-be50e89c65bb"
/>
https://github.com/user-attachments/assets/8cab7e55-6370-4e4e-99ba-ea2475569453
Radio TTS has been implemented. By default, you will hear all TTS over
the radio, but will not hear yourself over the radio. You can configure
this in Game Settings.
https://github.com/user-attachments/assets/94a44d84-17a9-4e6e-ac5c-3b800b11c159
<img width="743" height="193" alt="chrome_MOIcXaC2gh"
src="https://github.com/user-attachments/assets/907379b7-0689-486c-b29c-9be0a2259b05"
/>
The new TTS stack is located at
https://github.com/Iamgoofball/tgtts-qwen3 and is AGPLv3 licensed. The
new blips design was inspired by
https://github.com/joshxviii/animalese-typing.
The configuration to disable TTS on whispering has been removed, as it
is no longer needed and also interferes with radio TTS functioning
properly.
The Tram now utilizes TTS, and has had a general audio tune-up.
https://github.com/user-attachments/assets/f532d002-939c-43a1-95d0-0f0c43048997
TTS audio is now 3D and in space, see attached.
https://github.com/user-attachments/assets/b00df49a-9d1d-4b27-a8a0-d103099f5c7e
## Why It's Good For The Game
Quality of life improvements to the TTS system, long overdue. Also, TGMC
can migrate to this new method of doing radio audio so they aren't
sending double the TTS requests anymore.
## Changelog
🆑
add: Added support for Radio TTS. You will now hear players over the
radio via the TTS system.
add: Configure this in Game Options under the Sound tab.
sound: Re-did blips to be significantly nicer sounding and way better.
sound: Alien speech you don't understand now comes through as Blips. If
you have TTS entirely disabled, you won't hear blips.
sound: The Tram and Computers now utilize the TTS system. Configs have
been added to set a consistent voice.
sound: TTS audio now utilizes 3D audio; you can now walk away from
people saying stupid shit and it gets quieter.
sound: Blips also now include more customization options, and a
dedicated Blips preview button by clicking the leaf icon.
del: The configuration to disable TTS on whispering has been removed, as
it is no longer needed and also interferes with radio TTS functioning
properly.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
## About The Pull Request
Removes a lot of cargo cult copypasta with
`default_deconstruction_screwdriver`, `default_deconstruction_crowbar`,
and to a lesser extent `default_pry_open` and
`default_change_direction_wrench`
ALL you gotta do now if you want your machine to have an openable panel
or be deconstructible with a crowbar is this
```dm
/obj/machinery/dish_drive/screwdriver_act(mob/living/user, obj/item/tool)
return default_deconstruction_screwdriver(user, tool)
/obj/machinery/dish_drive/crowbar_act(mob/living/user, obj/item/tool)
return default_deconstruction_crowbar(user, tool)
```
`default_deconstruction_screwdriver` no longer directly sets
`icon_state`, requiring the user pass in the open and closed icon
states. Now, it just calls `update_appearance`, and everything that once
passed the icon state now uses `base_icon_state` and
`update_icon_state`.
## Why It's Good For The Game
Many of these procs were terribly overcomplicated and difficult to work
with for what should be a relatively simple action
Streamlining it makes it easier for coders to understand and work with
## Changelog
🆑 Melbert
refactor: A majority of machines had their screwdriver/crowbar/wrench
interactions rewritten, report any oddities like being unable to open a
machine's panel or deconstruct a machine
/🆑
## About The Pull Request
this translates some various
- `FLOOR(x, 1)` -> `floor(x)`
- `CEILING(x, 1)` -> `ceil(x)`
- `SIGN(x)` define is gone, just uses the native BYOND `sign()` now.
Also, the `MODULUS` define is just a wrapper for the [BYOND `%%`
operator](https://ref.harry.live/operator/modulomodulo) now.
would be nice if someone double checked to make sure there's no
potential subtle oddities resulting from this.
## Why It's Good For The Game
These procs presumably did not exist whenever the defines were written -
and they are BYOND builtins, meaning it will just be, say, one `sign`
instruction, instead of two comparisons and a subtraction.
## Changelog
no player-facing changes
## About The Pull Request
- Removes some unused tram signals that have been replaced with
COMSIG_TRANSPORT_ACTIVE.
- Renames COMSIG_TRANSPORT_ACTIVE to COMSIG_TRANSPORT_UPDATED to better
reflect what it now does, and commonality with other x_UPDATED named
signals
- Tram door fixes
- Fixes admins varediting tram speed not working. Introduces a new var
"tram_max_speed" with 100 being the fastest. Easier to understand at a
glance and not having to worry about movement delay vars, etc. Admins
can just set a value 1-100 and it will change the appropriate internal
vars.
## Why It's Good For The Game
Fixes, remove unused code
## Changelog
🆑 LT3
fix: Admins can now actually adjust the speed of the tram
fix: Fixed tram doors repeating multiple varied copies of their audio
fix: Fixed tram doors emergency release sound/animation
code: Cleaned up some tram signal code
/🆑
## About The Pull Request
Its a boolean, switch case only makes sense if it can be a null (which
its not in any of these cases)
## Changelog
Not player facing
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.
## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.
Currently a WIP as I slowly deal with the unit test reports.
## Changelog
🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
## 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
changes tiled_dirt to just tiled_turf and expands its use slightly to be
the "i have a 2x2 tile sprite"
<img width="864" height="691" alt="image"
src="https://github.com/user-attachments/assets/78a7ba96-fffe-42e1-9eef-35b96b22481b"
/>
https://github.com/user-attachments/assets/7a273302-a331-48b2-a06f-d65bddf13bfd
## Why It's Good For The Game
its silly for things that arent visually tiled to use the tiled water
sprite
## Changelog
🆑
fix: stuff like carpet and wood tiles dont use the 2x2 tiled sprite
fix: similarly, floors that dont use the tiled sprite now can have
permafrost sprites (as they are not tiled)
/🆑
## About The Pull Request
When a camera update is triggered, it is instead added to a queue on a
background subsystem
An AI entering a camera chunk which is queued to update will force the
update immediately (bypassing the queue)
While the root problem of this is, ultimately, not addressed...
<img width="554" height="58"
alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155"
src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475"
/>
...the change will ultimately prevent update spam from consuming all of
the server's resources - instead allocating updates to the backburner in
times of high server stress (or on multi-z maps)
## Changelog
🆑 Melbert
refactor: Refactored the way camera updates are handled to hopefully
reduce some lag. Report any oddities
/🆑
## About The Pull Request
There was a few things going on here
- The prox monitor for elevators didn't need to be the advanced subtype,
and that was actually breaking it because for some reason with a range
of 1 `field_turfs` only includes the center turf and there are no
`edge_turfs`, meaning the check to not overlap music if you're already
in range wouldn't work and music would start every step except the
middle
- The looping_sound subtype for elevator music had `sound_channel`
already set but the `New` code for looping_sound also has a
sound_channel arg and didn't check if one has actually been passed
before setting it, so sound_channel was being overwritten with null and
thus the music would not stop when you exited the elevator zone
## Why It's Good For The Game
Fixes#92623Fixes#88261https://github.com/user-attachments/assets/e5a2f736-bf68-430a-a3bc-070482e9b68e
## Changelog
🆑
fix: fixed elevator music starting every time you took a step
fix: fixed elevator music not stopping when you left the elevator
/🆑
## About The Pull Request
- Fixes#93603. posters now apply the wall mount component
- Fixes tram wall frame doing a lot of extra checks & not applying the
wall mount component
## Changelog
🆑
fix: posters applied on walls fall off when the wall is destroyed
fix: player mounted tram wall frame controller falls off when the wall
is destroyed
/🆑
## 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
Using a multitool on a pod door assembly controller now displays a list
of doors to choose from instead of typing an ID from `0->100`. You can
only control doors that you have either crafted/linked with an assembly
controller It can also auto generate a unique ID for you to assemble new
doors
https://github.com/user-attachments/assets/0918f1e3-1f22-4cde-b20e-0eb8bb6ba953
## Why It's Good For The Game
Having to no longer remember the ID of doors you created cause the game
now displays that list for you is very convenient. Also generating new
unique IDs without player intervention (which results in errors if you
can't remember the door IDs you typed before) is faster as well.
Not to mention currently if you have created 100 doors you run out of
unique ID's. Now that's no longer the case
## Changelog
🆑
qol: Multitooling a pod door controller now picks from a list of doors
available for that player(crafted, set via controller) only and can auto
generate new IDs for you
/🆑
## About The Pull Request
This fixes several bitfield operations that were missing parenthesis
encapsulation. I noticed this problem in:
- #92601
And decided to use regex to search for similar patterns which I came
across in:
- Move loops bypassing the `MOVELOOP_STATUS_RUNNING` status
- Elastic arms mutation bypassing `ABSTRACT` object flags for picking up
objects
- Species radiation bypassing `HEAD_HAIR` hairstyle flags for balding
- Damaged APC board status bypassing `EMAGGED` and `BROKEN` status for
screentips
- Shuttle cleanup code bypassing `MOVE_CONTENTS` for moving old turfs
- Tram crossing signals bypassing `NORTH` and `EAST` direction checks
## Why It's Good For The Game
Code behaves as intended.
## About The Pull Request
+5 damage to airlock crushing
Now uses apply damage (which means it can wound and is affected by
physiology)
Has a wound bonus so it has the potential to cause wounds. In testing it
seems super uncommon unless you're frail though.
## Why It's Good For The Game
15 damage for being smashed in a door? Insane
## Changelog
🆑 Melbert
balance: Airlock crushing now does 20 damage, up from 15. Also may
uncommonly cause wounds. Also is properly affected by damage reduction
or modifiers.
/🆑
(cherry picked from commit f84df6300b)
# Conflicts:
# code/game/machinery/doors/door.dm
## About The Pull Request
+5 damage to airlock crushing
Now uses apply damage (which means it can wound and is affected by
physiology)
Has a wound bonus so it has the potential to cause wounds. In testing it
seems super uncommon unless you're frail though.
## Why It's Good For The Game
15 damage for being smashed in a door? Insane
## Changelog
🆑 Melbert
balance: Airlock crushing now does 20 damage, up from 15. Also may
uncommonly cause wounds. Also is properly affected by damage reduction
or modifiers.
/🆑
## About The Pull Request
**1. Makes the machine creation process from both efficient.**
The machine frame no longer creates & deletes the machines old component
parts before moving in the new parts. It instead now passes its parts
directly to the circuit boards `apply_default_parts()` meaning the old
parts are never created and the new ones get applied directly. This also
mean it does not have to again call `RefreshParts()` as the machines
`Initialize()` proc will do that for us by default so the performance is
just faster now.
Flatpack box also benefits from this and it will need it as stated below
- Fixes#86514. As the circuit board is passed to the machine's
`Initialize()` proc during reconstruction so it sets it's
`all_products_free` from the board both during mapload & when player
constructed from either machine frame & flatpack
**2. Flatpack enhancements**
- The flatpack box now passes its stored circuit board into the machine
meaning any changes made like with a screw driver or such are preserved
in the newly created machine rather than the board getting deleted & the
machine creating the default board
- Flatpacker now accept custom component parts that replaces its stored
circuit board default parts. This implements
https://github.com/tgstation/tgstation/pull/91670#issuecomment-2977259973
meaning instead of the vendor created from the flatpacker starting out
empty it now accepts the refill canister and will package both of them
together. Then during deployment that stored canister is stored back in
the vendor meaning instead of starting out empty you get to carry over
all your previous stock
Depends on https://github.com/tgstation/tgstation/pull/91512 because of
named arg conflict. Keep this drafted till that gets merged
## Changelog
🆑
qol: flatpacker now accepts custom component parts(like vendor refill
canister) along with the circuit board so you can carry over your
previous stock during deployment rather than starting out empty
fix: flatpack boxes now passes its stored circuit board into the machine
thus preserving its properties instead of creating a default board in
the machine
fix: vending machines reconstructed on station from circuits loaded off
station(having free products) will continue to sell free products
code: machine construction via flatpacker/machine frame is faster
performance wise
/🆑
## About The Pull Request
**1. Makes the machine creation process from both efficient.**
The machine frame no longer creates & deletes the machines old component
parts before moving in the new parts. It instead now passes its parts
directly to the circuit boards `apply_default_parts()` meaning the old
parts are never created and the new ones get applied directly. This also
mean it does not have to again call `RefreshParts()` as the machines
`Initialize()` proc will do that for us by default so the performance is
just faster now.
Flatpack box also benefits from this and it will need it as stated below
- Fixes#86514. As the circuit board is passed to the machine's
`Initialize()` proc during reconstruction so it sets it's
`all_products_free` from the board both during mapload & when player
constructed from either machine frame & flatpack
**2. Flatpack enhancements**
- The flatpack box now passes its stored circuit board into the machine
meaning any changes made like with a screw driver or such are preserved
in the newly created machine rather than the board getting deleted & the
machine creating the default board
- Flatpacker now accept custom component parts that replaces its stored
circuit board default parts. This implements
https://github.com/tgstation/tgstation/pull/91670#issuecomment-2977259973
meaning instead of the vendor created from the flatpacker starting out
empty it now accepts the refill canister and will package both of them
together. Then during deployment that stored canister is stored back in
the vendor meaning instead of starting out empty you get to carry over
all your previous stock
Depends on https://github.com/tgstation/tgstation/pull/91512 because of
named arg conflict. Keep this drafted till that gets merged
## Changelog
🆑
qol: flatpacker now accepts custom component parts(like vendor refill
canister) along with the circuit board so you can carry over your
previous stock during deployment rather than starting out empty
fix: flatpack boxes now passes its stored circuit board into the machine
thus preserving its properties instead of creating a default board in
the machine
fix: vending machines reconstructed on station from circuits loaded off
station(having free products) will continue to sell free products
code: machine construction via flatpacker/machine frame is faster
performance wise
/🆑
## About The Pull Request
they are not attackable or clickable
fixes https://github.com/tgstation/tgstation/issues/90155
## Why It's Good For The Game
less likely to break things
## Changelog
🆑
fix: portable grav gen effects can't be moved by tram
code: portable grav gen effects are actually a subtype of effect now
/🆑
## About The Pull Request
they are not attackable or clickable
fixes https://github.com/tgstation/tgstation/issues/90155
## Why It's Good For The Game
less likely to break things
## Changelog
🆑
fix: portable grav gen effects can't be moved by tram
code: portable grav gen effects are actually a subtype of effect now
/🆑
## About The Pull Request
- Fixes airlock's run_animation from having a duplicate open in the
switch case instead of an open/closed.
- Completes the implementation of [Variable Door
Delay](https://github.com/tgstation/tgstation/pull/84631) on airlocks.
(The procs were made but never called in the airlock code.
- Implements a set_airlock_state that sets the airlock state as well as
managing operating status and animations instead of calling it
individually.
## Why It's Good For The Game
Fixes, less code duplication, airlocks use the new animation procs.
## Changelog
🆑 LT3
fix: Fixed incorrect opening case in variable door delay
code: Airlocks can have variable animation delay same as doors
/🆑
(cherry picked from commit c4877abb6f)
## About The Pull Request
- Fixes airlock's run_animation from having a duplicate open in the
switch case instead of an open/closed.
- Completes the implementation of [Variable Door
Delay](https://github.com/tgstation/tgstation/pull/84631) on airlocks.
(The procs were made but never called in the airlock code.
- Implements a set_airlock_state that sets the airlock state as well as
managing operating status and animations instead of calling it
individually.
## Why It's Good For The Game
Fixes, less code duplication, airlocks use the new animation procs.
## Changelog
🆑 LT3
fix: Fixed incorrect opening case in variable door delay
code: Airlocks can have variable animation delay same as doors
/🆑
## About The Pull Request
Flatpacks pass an arg into ``on_construction`` which makes vendors wipe
their inventory to prevent duping by repeatedly flatpacking a vendor to
refill its inventory.
Closes#91615
## Changelog
🆑
fix: Flatpacked vendors start empty to prevent duping
/🆑
## About The Pull Request
Alleviates #91603
As in it does not fix it because i have not been able to reproduce it.
It now checks for invalid values and defaults to `amount`(which is 1)
during `Initialize()` and not null so we don't have to pass the number
`1` when creating a single sheet.
A stack trace is thrown for <= 0 sheet amounts so we can debug & fix
stuff
## Changelog
🆑
code: stacks error on invalid amounts, removed manual passing of number
`1` when creating a single stack in many cases
/🆑
## About The Pull Request
Flatpacks pass an arg into ``on_construction`` which makes vendors wipe
their inventory to prevent duping by repeatedly flatpacking a vendor to
refill its inventory.
Closes#91615
## Changelog
🆑
fix: Flatpacked vendors start empty to prevent duping
/🆑