## About The Pull Request
Converts all logging, excluding perf and investigate, to json.
I focused on making the system as easy to use and as easy to add new
categories as possible.
Due to issues related to logging to world at global creation logger is
now a byond real, which is created directly before Master
Log categories support versioning, secret flagging, and sub-category
filtering. Although all of this is entirely optional for coders.
If you ever want to add a new category and use it, all you need to do is
make the barebones category datum and the define.
I've kept existing procs such as log_game, and simply turned them into a
wrapper for Logger.Log(xxx, ...)
## Why It's Good For The Game
Makes processing and filtering logs much easier in the future, while
only minimally downgrading log crawling experience.
I am also working on a log viewer frontend for admin usage however that
will take a little bit longer to finish up.
Also makes special logging and data tracking much easier thanks to a
data list processing implementation and handling
## Changelog
🆑
server: All logs are now formatted in json, excluding perf and
investigations
/🆑
---------
Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
## About The Pull Request
For various reasons an admin may not be aware there is currently an
Internet sound playing. (Usually TGUI related or just recently logged
in.)
This provides a warning and optional override if they try to start an
Internet sound while one is already running.
https://github.com/tgstation/tgstation/assets/83487515/af4197c9-bf9d-43e4-a407-a556b88a6d30
## Why It's Good For The Game
Less "HEY I WAS ALREADY PLAYING SOMETHING!"
## Changelog
🆑 LT3
admin: Admins are now warned if they are going to override a currently
playing admin midi
/🆑
## About The Pull Request
This PR changes the request consoles in the folowing ways:
- The request console's had some very old UI, so I decided to convert it
to tgUI.
- Cleans up and changes various variable names. Also removes a
historical comment (desouls the file)
- Sending an announcement now has a cooldown of 30 seconds like the
message console priority announcement
- Audio feedback on successful and erroneous message give a little audio
feedback
- Reply is now Quick Reply, which you do in a popup
I have half a mind to remove the long material list from the ORM, as
some people told me I should, but for now it stays.
<details>
<summary>Screenshots of the new UI</summary>



</details>
I originally planned to add mapping helpers, but decided to delay it
until a future PR.
## Why It's Good For The Game
TgUI is good and powerful.
## Changelog
🆑
refactor: converts the request console to tgui
/🆑
## About The Pull Request
HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view
Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972
Adds a Coroner job to the game, they work in the Medical department and
have their office in the Morgue.
I was inspired to make this after I had played my first round on
Paradise and messed around in there. The analyzer is copied from there
(https://github.com/ParadiseSS13/Paradise/pull/20957), and their
jumpsuit is also mostly stolen from it (i just copied the color scheme
onto our own suits).
Coroners can perform autopsies on people to see their stats, like this

They have access to Medbay, and on lowpop will get Pharmacy (to make
their own formaldehyde). They also have their own Secure Morgue access
for their office (doubles as a surgery room because they are edgelords
or whatever) and the secure morgue trays.
Secure Morgue trays spawn with their beepers off and is only accessible
by them, the CMO, and HoS. It's used to morgue Antagonists. Security's
own morgue trays have been removed.
The job in action
https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4
### Surgery changes
Autopsies are a Surgery, and I tried to intertwine this with the
Dissection surgery.
Dissections and Autopsies both require the Autopsy scanner to perform
them, however you can only perform one on any given body. Dissections
are for experiments, Autopsies is for the paper of information.
Dissected bodies now also give a ~20% surgery speed boost, this was
added at the request of Fikou as a way to encourage Doctors to let the
Coroner do their job before reviving a body.
I also remember the Medical skill, which allowed Doctors to do surgery
faster on people, and I hope that this can do something like that
WITHOUT adding the potential for exploiting, which led to the skill's
downfall.
### Morgue Improvements
Morgue trays are no longer named with pens, they instead will steal the
name of the last bodybag to be put in them.
Morgue trays are also removed from Brig Medical areas and Robotics, now
they have to bring their corpses to the Morgue where the Coroner can
keep track and ensure records are properly updated.
### Sprite credits
I can't fit it all in the Changelog, so this is who made what
McRamon
- Autopsy scanner
Tattax
- Table clock sprites and in-hands
CoiledLamb
- Coroner jumpsuits & labcoats (inhand, on sprite, and their respective
alternatives)
- Coroner gloves
- CoronerDrobe (the vending machine)
## Why It's Good For The Game
This is mostly explained in the hackmd, but the goal of this is:
1. Increase the use of the Medical Records console.
2. Add a new and interesting way for Detectives to uncover mysteries.
3. Add a more RP-flavored role in Medical that still has mechanics tied
behind it.
## Changelog
🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb
add: The Coroner, a new Medical role revolving around dead corpses and
autopsies.
add: The Coroner's Autopsy Scanner, used for discovering the cause for
someone's death, listing their wounds, the causes of them, their
reagents, and diseases (including stealth ones!)
qol: Morgue Trays are now named after the bodybags inside of them.
balance: The morgue now has 'Secure' morgue trays which by default don't
beep.
balance: Security Medical area and Robotics no longer have their own
morgue trays.
balance: Dissected bodies now have faster surgery speed. Autopsies also
count as dissections, however they're mutually exclusive.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
Corrects `record_feedback()`'s copy/paste comment.
## Pointless history
Originally being added in e2a8a5e, it kept its name and args for quite a
few years, that was until #32188 which had it renamed to
`record_feedback` and its args pretty much doubled. In between these
times the known copy/paste comment was already around, but that wasn't
updated, until now apparently.
## About The Pull Request
Most calls of runEvent() now provide a cause that is read out to
deadchat. announce_deadchat() has been slightly adjusted to accommodate
this.
Previously, everything that wasn't a truly random event would broadcast
with the same generic "XYZ has just been triggered!" message. Now, you
get a little bit more detail as to why/what triggered the event.
Some helpers in the __HELPERS/events.dm file have been made, for forcing
events normally/async/after a delay (using an addtimer). This also moves
a lot (but not all) instances of events being forced to these helpers.
Some samples:

Traitors using uplink viruses to turn off the power/comms.

Beer nuke!

For when a traitor takes an Space Dragon final objective, which summons
a carp migration event.

Wizard ritual events!

Even this one!
This also changes runEvent() to run_event(), because I figured I'd be
touching every single instance of the proc anyways.
## Why It's Good For The Game
Better feedback, less confusion amongst deadchat's constituents.
Some of them may be a bit self-explanatory, but in some cases
(especially the apocalypse rune) it's beneficial to know that an admin
isn't the one behind it.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
🆑 Rhials
qol: Deadchat now gets more juicy details on what has triggered a
non-randomly occurring random event.
code: There are now helpers for forcing events in a variety of ways.
More events! More events!!!!!!!
/🆑
- Removes unnecessary real global vars.
- Adds comments pointing to the init order defined in
/code/game/world.dm.
- Prevent people using `GLOBAL_REAL_VAR` and `GLOBAL_REAL` to circumvent
init order.
- Properly type `PROFILE_STORE` real global.
- Refactored `make_datum_references_lists()` and moved the call to it
into `GLOB` init with duct tape.
- Renamed `GLOB.admin_log` to `GLOB.admin_activities` as it wasn't
actually a log file.
- Whitelist loading happens in config.
- Renamed `SSdbcore`'s `SetRoundID()` to `InitializeRound()`. Now
handles calling `CheckSchemaVersion()`.
- Created macro for setting up log `GLOB`s.
- Removed log line for `GLOB` count.
- Moved call to `make_datum_reference_lists()` to
`/datum/controller/global_vars/Initialize()`. I slimmed it down where
possible too.
- Updated comments about world init order.
- Move `load_admins()` call to after log setup.
- Removes unused function `gib_stack_trace()`.
- Removes a bunch of unused log `GLOB`s.
- Unlocks the secrets of the universe by finally making the first
executed line of code deterministic.
No functional changes. Closes#74792
Testmerge thoroughly.
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Removes network_id as it was completely unused now.
Also reworks the maints access secret buttons to work with how accesses
work now, taking into account req_one_access. This is theoretically a
problem when we moved to req_one_access more often in maints so
departments can access their own maint areas.
## Why It's Good For The Game
This is just minor changes I found while trying to edit other things,
and thought I should PR it.
## Changelog
🆑
admin: Secret buttons for Engineering/Brig maint accesses should now
work more consistently.
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/74587
When nightshift is forced on/off by an admin the subsystem is in an idle
state, so the tick check always fails and the lights don't change.
## Changelog
🆑 LT3
fix: Fixed forcing night shift lighting on/off
/🆑
## About The Pull Request
its meant for players, ckey is useless there
also mentions playing a sound, not specifically music
## Changelog
too minor to mention
## About The Pull Request
CTF code is rather infamous for being poor and hard to actually work
with, I wanted to add a feature for a mapping march project but the code
would not allow for it, so here we are refactoring the entire thing.
## Why It's Good For The Game
Replaces some really bad code with slightly less bad code. Should make
it much easier to add features onto CTF in the future.
## Changelog
🆑
refactor: CTF has been entirely refactored.
fix: Respawn times for CTF now work.
qol: CTF players are alerted during control point games when one team is
half way to winning.
admin: CTF instagib mode can now be toggled from the secrets panel.
/🆑
## About The Pull Request
Simply modifies the should_place_on_top value on these maps templates so
that they overwrite their baseturfs rather that creating an evergrowing
stack. I've also done the same for Mafia and CTF which should also not
be creating stacked baseturfs.
Fixes#69711
Should fix#74443 too since its the same issue.
## Why It's Good For The Game
Bugfix good.
## Changelog
🆑
fix: Basketball and Thunderdome maps should not load with broken turfs
are several resets of their maps.
/🆑
## About The Pull Request
This fixes a minor oversight I had on my last PR that altered
`PlaySound.dm` Where it shows the admins character name instead of CKEY
like it was before I updated it. This wasn't intentional to show the
character name instead of CKEY.
## Why It's Good For The Game
Fixes a a unintended bug to return the name of the shown admin back to
how it was previously as being their CKEY rather than character name
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: Play Internet Sound will no longer show an admins Character name
and returns back to showing CKEY as previously
/🆑
## About The Pull Request
Starting highlander as an admin prompts admins if they want it to start
with or without a warning. If you exit the window it treats it as if you
selected the 40 second warning. This makes it so admins can now cancel
out of this window.
## Why It's Good For The Game
Sometime, somewhere and admin is going to accidently click this button
and be unable to stop the unintended incoming highlander round. This
should prevent this.
## Changelog
🆑
admin: Exiting the highlander delay window without selecting an option
will no longer start highlander mode.
/🆑
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.
## About The Pull Request
Hey there,
This took a while to do, but here's the gist:
Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.
Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.
Scenarios this PR corrects:
* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*
(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game
If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).
Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.
I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.
(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
## About The Pull Request
while testing #74293 i tried to use this verb and it didnt work because
some stuff wasnt parsing in correctly so i fixed it
## Why It's Good For The Game
we want all of the admin tools to work
## Changelog
🆑
fix: admin respawn character verb works properly
/🆑
## About The Pull Request
Newscasters now have Library access for handing out D-Notices, and
Security access for Wanted issues, instead of both being tied to Armory
access.
Also allows Ntos Newscaster to work if ran by someone without Library
access, so Curator can download the app for others if they want.
## Why It's Good For The Game
- Newscasters have turned into one of the Curator's largest gameplay
aspects and it would be nice if they were able to moderate it as well,
instead of being the Warden who has absolutely no interest in
Newscasters.
- Allowing Officers to send out Wanted issues is more just in hopes it
will result in it being used more, though it seems like a very similar
feature to the wanted posters, maybe we can merge these two together one
day.
- The Ntos Newscaster access change is more of an oversight, I like it
when people can download apps for eachother as it gives a reason to seek
others and lend them your PDA for an application you want, blocking the
person from using the app after getting a Curator to download it for
them kinda sucks in-game.
## Changelog
🆑
balance: Curators/HoP can now manage Newscaster D-Notices (previously
was Warden/HoS).
balance: Security Officers/Detectives can now issue Wanted notices on
Newscasters.
balance: Ntos Newscaster now requires Library access only to download,
not to run.
/🆑
## About The Pull Request
Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is
Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A
## Why It's Good For The Game
## Changelog
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
You get an alert, and can continue to enter variables until you hit
cancel. Not sure if this is good ux or not, yell at me if not
## Why It's Good For The Game
Fikou asked me for it and that guy's pretty cool. Also it's annoying to
not be able to feed lists into procs
## Changelog
🆑
admin: You can now optionally populate new lists created via vv. hit
cancel to stop filling them up
/🆑
On the tin, doing it like this means we can reduce our overall line
fingerprint whenever we have to add two or more traits from the same
source on the same target. Especially helps when we get to the 4+ range
of traits, a breath of fresh air even.
Doesn't mean we have to do for loops, as that's already handled within
the define as well. I replaced some of the checks with `length()`
checks, let me know if I should switch it over to something else (maybe
`islist()`)? We stack_trace whenever we're not passed a list reference
on purpose, and sometimes var/lists are null by default (or just empty,
making this redundant).
## Why It's Good For The Game
I commonly feel the urge to write "use `AddTraits()`" or something in
reviews, then am sad when I remember it doesn't exist. I will no longer
be sad.
Can ensure a lot more trait safety as well by using static lists- when
both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are
confident (from a static point of view) that everything that you want to
be adding/removing works.
I may have missed a few things where this could be used, but both macros
implemented in this PR still use the same framework that was being used
in the last four years- so stuff won't break if left untouched. Just a
nifty new tool for developers.
also fixed up some code in the area, numerous bugs were found and
exploded
## About The Pull Request
There's a couple of open issues which fix places where only simple
animals were considered, but they are doing it piecemeal.
I decided to just go through every instance of `isanimal` or
`subtypesof(mob/living/simple_animal)` I could find, identify which
should also affect basic mobs, and fix them.
I left out the two others which are already in PR, I'm not stealing your
GBP.
Fixes https://github.com/tgstation/tgstation/issues/68881
## Why It's Good For The Game
Consistency, mostly.
As far as I can tell all of these things _should_ have effected basic
mobs, but didn't.
This fixes a fair number of bugs but also they're bugs that nobody
noticed or reported.
There are a couple of places I did not update which will need updating
in future. These are:
- Dextrousness checks, because basic mobs don't have that yet.
- The Charge cooldown action, because frankly I couldn't tell what it
was trying to do.
alright here goes
## Changelog
🆑
fix: Carp will once again be healed from being near carp rifts
fix: Sepia slime cores and the rewind camera now work on Ian
fix: Sapient ridden carp (or cows) can throw off their riders by shoving
them, or by performing the spin emote.
fix: Giant Spider AI will be disabled by the timestop spell
fix: Ian can eat envirochow
fix: Mice, Frogs, and Cockroaches will no longer set off bear traps
fix: You can put a macrobomb implant into Cayenne (or Ian)
fix: Ian will now recognise that being squeezed by a cyborg is a nice
hug
fix: The player panel will tell admins if you're currently a corgi
fix: The staff of storms deals massive damage to Bileworms and Giant
Spiders
fix: Ian will whimper if forced to scream
fix: Slimes can consume space carp
fix: Mice can be captured in xenoballs
fix: You can use pacifying potions on Giant Spiders
fix: Sgt Araneus can be fitted with a xenobiological radio implant
fix: Sapient corgis no longer count as living players for the purpose of
highlander escape objectives
fix: The random sentience event can now target corgis and sergeant
araneus
add: The random sentience event can target a wider array of farm animals
fix: Petsplosion wizard event can target corgis
add: Petsplosion wizard event will now target farm animals and
mothroaches
fix: The colossus possession crystal can now actually possess the
cockroach it spawns, does not kill you instantly upon ending possession
/🆑
Internal_organs now also contains external organs, so the naming was
incorrect
Requested by @tralezab in #72734
Also removed some now incorrect 'as anythings' that assumed everything
in the internal_organs list was an internal_organ (which is a lie since
I put extorgans in there which means runtimes and unintentionakl
behaviour
🆑
fix: fixes deadly harvesting just taking harmless extorgans
code: renames internal_organs to organs now that it can also contain
external_organs
/🆑
## About The Pull Request
- The `null` law check for the law panel existed in the UI side, but on
the dm side it didn't pass it as null correctly. Fixes that
- Adds a message admins for non-observers using the panel, a la Check
Antagonists. Just to be safe
## Changelog
Nothing player facing
## About The Pull Request
Requested by @tralezab
Admin event setups now use a list rather than a single setup. This means
common functionality list setting position and picking an option from a
list can be applied to events that have multiple customizable factors
rather than needing to making entirely overridden subtypes for every
event.
Adds a few new subtypes of event_admin_setup:
- input_number for setting a number value. An example can be found in
the heart attack event.
- set_location for causing an event to occur in a specific location. An
example can be found in the stray cargo pod event.
- question, yes no question that returns true/false. An example of its
usage can be found in immovable rod
- candidate_check, a more niche subtype used to block events that do not
function unless theres a specific number of valid candidates. An example
of its usage can be found in the disease events.
While doing the refactor I also implemented some simple extra options
for some of the refactored events. Classic Disease now has an option for
admins to roll **any** disease rather than just the "safe" ones. And
shuttle catastrophe now allows admins to select which shuttle is used.
## Why It's Good For The Game
Cuts back on duplicate lines of code a lot, should make adding more
customization to events slightly easier. Also more admin customization.
## Changelog
🆑
refactor: Admin event setup's have been refactored to use lists.
fix: When admins customize the pirate event all options will be
available rather than just options that have not been randomly rolled.
fix: The stray meteor event no longer runtimes when customized by
admins.
admin: Admins can now select the shuttle brought in by the shuttle
catastrophe event.
admin: Admins can now randomize the disease outbreak classic event to
roll any disease type, including transformation diseases so have fun
with that.
/🆑
This adds a config to secure discord chat commands used by admins.
When enabled it compares the discord id the chat command came from with
the linked discords db to find their ckey, then checks they have the
correct admin rights.
The check automatically self disables if the db is down or if legacy
admin ranks are enabled. (There is no config for discord account linking
or i'd just use that.)
Moved non-admin discord commands out of the admin modules folder and
into the discord modules folder.
Deleted some defunct shit. There was a global list and admin only notify
command that was used by nothing.
There was a whole discord config section that was used by nothing.
## About The Pull Request
I played around with the deadchat control component for some stuff
downstream and then decided to turn it into a smite, something that is
harsh but really funny especially with all of the inputs that ghosts
have.
The emotes are ones that have the character do something, coordinated
spins and flips have their usual consequences probably, drop causes them
to drop their held items, fall causes them to fall over (and drop their
held items), throw makes them throw whatever item they are holding in
their active hand in a random direction, shove causes them to shove a
random person or mob around them, sit and stand make them buckle and
unbuckle themselves from a chair, and run and walk change their speed
intent. Seven second cooldown and on anarchy ruleset because it _is_ a
smite.
There is a large range of smites from the small pay docking to the
instant and absolute gib but it doesn't feel like there's a lot in for a
nuisance. This would give an option that lets all of the ghosts annoy
one person in particular as they struggle to play while ghosts interfere
with them and constantly make them drop their items and interfere with
their movements, which is obviously fun for the ghosts.
Also I personally think that it is very funny.
Adds the Law Panel.
The Law Panel shows all silicons in the world and their lawsets.
From this panel, an admin can add new laws, remove old laws, edit
existing laws, or even re-arrange law order.
This allows for admins to get a lot more creative in creating custom
silicon lawsets. It also gives a much easier way for admins to deal with
law grief at a glance.
Additionally, the panel allows for admins to force a silicon to state
laws, privately announce the laws to the player, or give them a the
"laws updated" alert as normal.
## About The Pull Request
Relies on #72886 for some render relay expansion I use for light_mask
stuff.
Hello bestie! Night vision pissed me off, so I've come to burn this
place to the ground.
Two sections to discuss here. First we'll talk about see_in_dark and why
I hate it, second we'll discuss the lighting plane and how we brighten
it, plus introducing color to the party.
### `see_in_dark` and why it kinda sucks
https://www.byond.com/docs/ref/#/mob/var/see_in_dark
See in dark lets us control how far away from us a turf can be before we
hide it/its contents if it's dark (not got luminosity set)
We currently set it semi inconsistently to provide nightvision to mobs.
The trouble is stuff that produces light != stuff that sets luminosity.
The worst case of this can be seen by walking out of escape on icebox,
where you'll see this

Snow draws above the lighting plane, so the snow will intermittently
draw, depending on see_in_dark and the luminosity from tracking lights.
This would in theory be solvable by modifying the area, but the same
problem applies across many things in the codebase.
As things currently stand, to be emissive you NEED to have a light on
your tile. People are bad at this, and honestly it's a bit much to
expect of them. An emissive overlay on a canister shouldn't need an
element or something and a list on turfs to manage it.
This gets worse when you factor in the patterns I'm using to avoid
drawing lights above nothing, which leads to lights that should show,
but are misoffset because their parent pixel offsets.
It's silly. We do it so we can have things like mesons without just
handing out night vision, but even there the effect of just hiding
objects and mobs looks baddddddd when moving. It's always bothered me.
I'll complain about mesons more later, but really just like, they're too
bright as it is.
I'm proposing here that rather then manually hiding stuff based off
distance from the player, we can instead show/hide using just the
lighting plane. This means things like mesons are gonna get dimmer, but
that's fine because they suck.
It does have some side effects, things like view() on mobs won't hide
stuff in darkness, but that's fine because none actually thinks about
view like that, I think.
Oh and I added a case to prevent examining stuff that's in darkness, and
not right next to you when you don't have enough nightvision, to match
the old behavior `see_in_dark` gave us.
Now I'd like to go on a mild tangent about color, please bare with me
### Color and why `lighting_alpha` REALLY sucks
You ever walk around with mesons on when there's a fire going, or an
ethereal or firelocks down.
You notice how there isn't really much color to our lights? Doesn't that
suck?
It's because the way we go about brighting lighting is by making
everything on the lighting plane transparent.
This is fine for brightening things, but it ends up looking kinda crummy
in the end and leads to really washed out colors that should be bright.
Playing engineer or miner gets fucking depressing.
The central idea of this pr, that everything else falls out of, is
instead of making the plane more transparent, we can use color matrixes
to make things AT LEAST x bright.
https://www.byond.com/docs/ref/#/{notes}/color-matrix
Brief recap for color matrixes, fully expanded they're a set of 20
different values in a list
Units generally scale 0-1 as multipliers, though since it's
multiplication in order to make an rgb(1,1,1) pixel fullbright you would
need to use 255s.
A "unit matrix" for color looks like this:
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0, 0, 0, 0
)
```
The first four rows are how much each r, g, b and a impact r, g, b and
well a.
So a first row of `(1, 0, 0, 0)` means 1 unit of r results in 1 unit of
r. and 0 units of green, blue and alpha, and so on.
A first row of `(0, 1, 0, 0)` would make 1 red component into 1 green
component, and leave red, blue and alpha alone, shifting any red of
whatever it's applied to a green.
Using these we can essentially color transform our world. It's a fun
tool. But there's more.
That last row there doesn't take a variable input like the others.
Instead, it ADDS some fraction of 255 to red, green, blue and alpha.
So a fifth row of `(1, 0, 0, 0)` would make every pixel as red as it
could possibly be.
This is what we're going to exploit here. You see all these values
accept negative multipliers, so we can lower colors down instead of
raising them up!
The key idea is using color matrix filters
https://www.byond.com/docs/ref/#/{notes}/filters/color to chain these
operations together.
Pulling alllll the way back, we want to brighten darkness without
affecting brighter colors.
Lower rgb values are darker, higher ones are brighter. This relationship
isn't really linear because of suffering reasons, but it's good enough
for this.
Let's try chaining some matrixes on the lighting plane, which is bright
where fullbright, and dark where dark.
Take a list like this
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
-0.2, -0.2, -0.2, 0
)
```
That would darken the lighting a bit, but negative values will get
rounded to 0
A subsequent raising by the same amount
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0.2, 0.2, 0.2, 0
)
```
Will essentially threshold our brightness at that value.
This ensures we aren't washing out colors when we make things brighter,
while leaving higher values unaffected since they basically just had a
constant subtracted and then readded.
### But wait, there's more
You may have noticed, we gain access to individual color components
here.
This means not only can we darken and lighten by thresholds, we can
COLOR those thresholds.
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0.1, 0.2, 0.1, 0
)
```
Something like the above, if applied with its inverse, would tint the
darkness green.
The delta between the different scalars will determine how vivid the
color is, and the actual value will impact the brightness.
Something that's always bothered me about nightvision is it's just
greyscale for the most part, there isn't any color to it.
There was an old idea of coloring the game plane to match their lenses,
but if you've ever played with the colorblind quirk you know that gets
headachey really fast.
So instead of that, lets color just the darkness that these glasses
produce.
It provides some reminder that you're wearing them, instead of just
being something you forget about while playing, and provides a reason to
use flashlights and such since they can give you a clearer, less tinted
view of things while retaining the ability to look around things.
I've so far applied this pattern to JUST headwear for humans (also those
mining wisps)
I'm planning on furthering it to mobs that use nightvision, but I wanted
to get this up cause I don't wanna pr it the day before the freeze.
Mesons are green, sec night vision is red, thermals orange, etc.
I think the effect this gives is really really nice.
I've tuned most things to work for the station, though mesons works for
lavaland for obvious reasons.
I've tuned things significantly darker then we have them set currently,
since I really hate flat lighting and this system suffers when
interacting with it.
My goal with these is to give you a rough idea of what's around you,
without a good eye for detail.
That's the difference between say, mesons, and night vision. One helps
you see outlines, the other gives you detail and prevents missing
someone in the darkness.
It's hard to balance this precisely because of different colored
backgrounds (looking at you icebox)
More can be done on this front in future but I'm quite happy with things
as of now
### **EDIT**
I have since expanded to all uses of nightvision, coloring most all of
them.
Along the way I turned some toggleable nightvision into just one level.
Fullbright sucks, and I'd rather just have one "good" value.
I've kept it for a few cases, mostly eyes you rip out of mobs.
Impacted mobs are nightmares, aliens, zombies, revenants, states and
sort of stands.
I've done a pass on all mobs and items that impact nightvision and added
what I thought was the right level of color to them. This includes stuff
like blobs and shuttle control consoles
As with glasses much of this was around reducing vision, though I kept
it stronger here, since many of these mobs rely on it for engaging with
the game
<details>
<summary>
Technical Changes
</summary>
#### Adds filter proc (the ones that act like templates) support to
filter transitions.
Found this when testing this pr, seemed silly.
#### Makes our emissive mask mask all light instead
This avoids dumbass overlay lighting lighting up wallmounts.
We switch modes if some turfflags are set, to accomplish the same thing
with more overhead, and support showing things through the darkness.
Also fixes a bug where you'd only get one fullscreen object per mob, so
opening and closing a submap would take it away
Also also fixes the lighting backdrop not actually spanning the screen.
It doesn't actually do anything anymore because of the fullscreen light
we have, but just in case that's unsued.
Needs cleanup in future.
#### Moves openspace to its own plane that doesn't draw, maxing its
color with a sprite
This is to support the above
We relay this plane to lighting mask so openspace can like, have
lighting
#### Changes our definition of nightvision to the light cutoff of night
vision goggles and such
Side affect of removing see_in_dark. This logic is a bit weak atm, needs
some work.
#### Removes the nightvision spell
It's a dupe of the nightvision action button, and newly redundant since
I've removed all uses of it
#### Cleans up existing plane master critical defines, ensures
trasnparent won't render
These sucked
Also transparent stuff should never render, if it does you'll get white
blobs which suck
</details>
## Why It's Good For The Game
Videos! (Github doesn't like using a summary here I'm sorry)
<details>
Demonstration of ghost lighting, and color
https://user-images.githubusercontent.com/58055496/215693983-99e00f9e-7214-4cf4-a76a-6e669a8a1103.mp4
Engi-glass mesons and walking in maint (Potentially overtuned, yellow is
hard)
https://user-images.githubusercontent.com/58055496/215695978-26e7dc45-28aa-4285-ae95-62ea3d79860f.mp4
Diagnostic nightvision goggles and see_in_dark not hiding emissives
https://user-images.githubusercontent.com/58055496/215692233-115b4094-1099-4393-9e94-db2088d834f3.mp4
Sec nightvision (I just think it looks neat)
https://user-images.githubusercontent.com/58055496/215692269-bc08335e-0223-49c3-9faf-d2d7b22fe2d2.mp4
Medical nightvision goggles and other colors
https://user-images.githubusercontent.com/58055496/215692286-0ba3de6a-b1d5-4aed-a6eb-c32794ea45da.mp4
Miner mesons and mobs hiding in lavaland (This is basically the darkest
possible environment)
https://user-images.githubusercontent.com/58055496/215696327-26958b69-0e1c-4412-9298-4e9e68b3df68.mp4
Thermal goggles and coloring displayed mobs
https://user-images.githubusercontent.com/58055496/215692710-d2b101f3-7922-498c-918c-9b528d181430.mp4
</details>
I think it's pretty, and see_in_dark sucks butt.
## Changelog
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🆑
add: The darkness that glasses and hud goggles that impact your
nightvision (think mesons, nightvision goggles, etc) lighten is now
tinted to match the glasses. S pretty IMO, and hopefully it helps with
forgetting you're wearing X.
balance: Nightvision is darker. I think bright looks bad, and things
like mesons do way too much
balance: Mesons (and mobs in general) no longer have a static distance
you can see stuff in the dark. If a tile is lit, you can now see it.
fix: Nightvision no longer dims colored lights, instead simply
thresholding off bits of darkness that are dimmer then some level.
/🆑
When I refactored stuff to use lazy templates it broke a few needed checks, this is one of those checks.
Although there is no reason this shouldn't have been checking for station level over not CC
## About The Pull Request
adds findtext (+ex), view, viewers, rectangle turfs and flick as sdql2
wrappers
## Why It's Good For The Game
more fun admin stuff
## Changelog
🆑
admin: adds findtext (+ex), view, viewers, rect_turfs and flick as sdql2
wrappers
/🆑
## About The Pull Request
Fixes#73276
This is a followup PR from my series of biotype updates. Changed oxyloss
to default to ignoring biotype requirements. Fixes a bug in lung code
that was preventing mobs from suffocating under certain conditions.
~~Now biotype requirements for oxyloss are respected only when `forced`
is set to `FALSE`, which I have done for all applicable reagents. This
is more of a temporary fix for until the damage system gets a refactor
to better accommodate biotypes. @Time-Green and @LemonInTheDark would
know what I mean, we were just talking about this. There is a problem
with `MOB_ORGANIC` being the deafult and this is the ugly workaround.~~
Edit: I felt that oxyloss (which should be renamed to something else at
this point) should have its own flag to check what type of respiration
the mob's lungs can do. Because you can have organic mobs that breathe
different gases. It gets messy when you try to use the same flag for
everything.
So I refactored oxyloss to use a new lung flag, `respiration_type`,
which is automatically set based on the `safe_min_oxygen`,
`safe_min_plasma` etc variables within the lung code. This will allow
for individual lung types to dynamically determine whether they can take
oxyloss from reagents, or any other sources that pass the
`respiration_type` in the `adjustOxyLoss` proc.
## Why It's Good For The Game
Plasmamen can't breathe without plasma anymore. Humans can't breathe
without oxygen anymore. Etc.
Adds better handling for dealing with the 'oxyloss' damage type,
allowing it to be applied based on the type of gas being breathed by the
specific lung. The argumentless default is to apply it regardless of
respiration_type e.g. it behaves exactly as it did before.
## Changelog
🆑
fix: fixes oxyloss not being applied when there is a partial pressure of
0 (no more being able to breathe in space)
code: fixes any lingering damage-application issues related to non
MOB_ORGANIC biotypes
refactor: refactored lungs to have a respiration_type flag which is then
used by adjustOxyloss/setOxyloss to determine whether to take 'oxygen'
damage.
/🆑
## About The Pull Request

Admin events with admin setups now have a gear icon on the right of the
button.
## Why It's Good For The Game
Requested by @NamelessFairy for future admin compatibility development
and a small indication in game of potentially more customizable events
for... well, admin events!
## Changelog
🆑
admin: There's a cog next to events you can trigger if it has an admin
setup.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Damn that's a long title.
Admin Verbs can be used in the verb bar with hyphens instead of spaces
again.
## Why It's Good For The Game
Admin muscle memory
## Changelog
## About The Pull Request
revenant telepathy, genetic telepathy, eldritch telepathy, and split
personality communing now give the person you're sending a message to a
balloon alert to get them to check their chat window
EDIT: also added prayer responses, abductor messaging, and abductor mind
control to this list
EDIT: also added additional feedback for antimagic blocking telepathy
and tinfoil blocking abductor mind control
EDIT: also changed the telepathy reception message to more closely
resemble the prayer response one (they're still not identical, though)



I tested the prayer stuff too, you'll just have to trust me on that one.
## Why It's Good For The Game
fixes https://github.com/tgstation/tgstation/issues/73031
## Changelog
🆑 ATHATH
qol: Revenant telepathy, genetic telepathy, eldritch telepathy, split
personality communing, prayer responses, abductor-to-abductee messaging,
and abductor mind control now give the person you're sending a message
to a balloon alert to get them to check their chat window.
qol: Failing to send a telepathic message and failing to use abductor
mind control on someone now gives better feedback.
tweak: The telepath-ee notification message has been slightly altered.
/🆑
## About The Pull Request
This, as the title states, fixes a spelling error in the confirmation
dialog for the Reload Configuration verb.
Specifically, it changes "modificat**oi**ns" to "modificat**io**ns".
## Why It's Good For The Game
It's nice to not have to look at spelling errors.
## Changelog
🆑
spellcheck: The word "modifications" is now spelled correctly in the
Reload Configuration confirmation dialog.
/🆑
## About The Pull Request
- [x] TEST EVERYTHING
tested:
- Pirates
- Vending Machines
- Shuttle Catastrophe
- Anomalies
- Immovable Rod
- Sandstorms
- Scrubber Overflow
- Stray Meteor
- Madness
- Department Revolt (Well obviously, it is my super robust code after
all)
- Shuttle Loan
- Mass Hallucination
- Heart Attack
- False Alarm
Disease Outbreak is probably fine aha... It correctly reports that there
are no candidates before aborting.
#### The biggest change you'll notice is that some admin setup questions
allow you to let the game decide where previously you had to choose!
### Refactors Admin Setups on Forced Events
I need to refactor and datumize how admins set up special conditions on
forced events, so I did! Now `/datum/event_admin_setup` handles admin
settings, with a few prototypes to make it easier to give events admin
options in the future. This was exhausting and what 90% of the pr is.
### Refactors Vending Sentience
The code was so bad I could not datumize the admin part of it so I
cleaned it up, making a lot of things in the event get decided in
`setup()` where they should.
### Refactors Shuttle Loans
The code was so bad I could not datumize the admin part of it so I
cleaned it up AS WELL, by datumizing the shuttle loans. Should be easier
to add more types in the future, actually kinda stoked.
## Why It's Good For The Game
This is preparation for a tgui change to ForceEvent.ts an admin has
requested. Phew!
## Changelog
🆑
refactor: Refactored a bunch of admin-related event code, hopefully you
won't notice much
admin: ... But you specifically may notice some minor differences. Raw
inputs changed into tgui ones, minor soul removal, etc.
/🆑
## About The Pull Request
Adds automatic cordoning to block reservations.
Also fixes an issue where ChangeTurf would cause SSicon_smoothing to
throw runtimes by calling QUEUE_SMOOTH regardless of initialization
completion
## Why It's Good For The Game
## Changelog
---------
Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>