## About The Pull Request
Removes the rather overcomplicated system behind heretic influences and
makes them use alt appearances
Fixes a few bugs involving alt appearances that I noticed in making them
I made this PR 7 months ago and forgot to Pr it
## Why It's Good For The Game
Less complex codes and lets observers get a cut in on the action.
Should fix#77530
## Changelog
🆑 Melbert
refactor: Refactored heretic influences a tiny bit, now ghosts can see
them! Report any oddities.
/🆑
## About The Pull Request
Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.
This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.
No more type checks, removes a silly var on the mob level and another on
the client.
Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.
Other changes:
- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.
## Why It's Good For The Game
This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.
## Changelog
🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
## About The Pull Request
Currently if you want to apply a HUD you usually add both its trait and
the HUD itself. Only exceptions are things like simplemobs where you
should avoid adding the hud trait since it adds security/med DB access
and such, but there is no cases where you'd want to apply the trait and
not apply the hud.
Requested by Melbert about a week ago.

## Why It's Good For The Game
This makes working with HUDs significantly easier, as you no longer have
to bother with manually adding/removing them. Also potentially removes
an edge case where if your hud could get removed while keeping the
trait.
## Changelog
🆑
refactor: HUD traits now apply their corresponding hud automatically
/🆑
## About The Pull Request
#83186 made it so ghosts are fooled by disguises, like wearing a mask
and an ID. This PR fixes that behavior, instead always displaying the
person's real name and their face/ID name (if their face name is somehow
different from real name) in brackets.
Additionally, this PR makes orbit menu prioritize "real" job name and
icon, aka the ones the person spawned with. If they don't have an
assigned job, it will fall back to current behavior of looking it up
from their ID. Also, searching people includes both their fake and real
name.
## Why It's Good For The Game
Ghosts really, really shouldn't be fooled by wearing a gas mask and an
ID. **Especially** admin ghosts.
## Changelog
🆑
qol: Ghost orbit menu now always displays person's real name and their
roundstart job and cannot be fooled by disguises.
/🆑
## About The Pull Request
If you move off someone you automatically stop autoobserve (stop viewing
their UI and seeing from their perspective)
## Why It's Good For The Game
Only way to stop autoobserve right now is via orbit UI, and following in
chat does not break you out of it either. And if you have closed your
orbit window, you need to open it from ghost tab as you no longer have a
button for it, which can be annoying.
## Changelog
🆑
qol: Stopping orbiting now automatically breaks you out of autoobserve
/🆑
## About The Pull Request
Partial port of https://github.com/DaedalusDock/daedalusdock/pull/996
- Fixes ambience prefrence inconsistancy issues with Observers unable to
turn off the ambience buzz.
- Ambience buzz requires a working, existing, charged APC with power to
the enviorment.
- Moves ``update_ambience_area()`` and ``refresh_looping_ambience()``
into ``code\controllers\subsystem\ambience.dm`` for better organization.
## Why It's Good For The Game
Mostly to tackle a prefrence bug where ghosts are unable to turn off
ambience buzz. But this also includes ambience buzz requiring a powered
area. Makes the station feel more dead when there's no enviorment power.
There should also be no buzzing inside space.
## Changelog
🆑 Kapu (ported by StrangeWeirdKitten)
fix: Ambience buzz will now respect ship ambience prefrences for
observers.
sound: Ambience buzz requires APC enviorment power to function
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Improved code quality of both so they resemble each other. Some of the
new specs are as follows
1. Moved` COMSIG_CLICK_ALT` & `COMSIG_CLICK_ALT_SECONDARY` up i.e.
before `can_perform_action()` making them pure hooks not bound by any
action checks giving components full control over them
2. Removed range check(`CAN_I_SEE`) & view check(`is_blind()`) out of
the base alt click proc. They now only apply to living mobs and don't
apply to ghosts(ghosts don't get blind & see everything) & revenants
(the range check still applies for revenants though).
This was actually a bug because these 2 checks were only meant to see if
the loot panel could be opened (as stated in
https://github.com/tgstation/tgstation/pull/83736#discussion_r1628097941)
but because they are at the top of the proc they also apply to all alt
click actions which is not intended. Also, by moving these checks down
to mob subtype levels some of the snowflake checks like this
7579e0e173/code/_onclick/click_alt.dm (L23)
can be removed. We should not check for subtypes within the parent type
proc but instead have subtypes override their parent procs to implement
custom behaviour
3. Removed redundant signals like` COMSIG_XENO_SLIME_CLICK_ALT` in
favour of just `COMSIG_MOB_ALTCLICKON`
4. While looking for alt click signal overrides I found alt click for
style meter was run timing, that's fixed now
## Changelog
🆑
fix: alt click runtime no more when using style meter
code: improved alt & ctrl click code
/🆑
## About The Pull Request
Same idea as #82656 but for ctrl click & ctrl shift click cause why not
- Does your signal & `can_perform_action()` checks using
`interaction_flags_click` flags before delegating the event down to
`ctrl_click()` proc.
- The one new change now is that `ctrl_click()` proc is now blocking,
meaning returning `CLICK_ACTION_SUCCESS` or `CLICK_ACTION_BLOCKING` will
stop the object from getting grabbed/pulled. So remember to return these
values if you want to stop the grab action or return `NONE` if you want
to process the click but still want the object to get grabbed as well
## Changelog
🆑
refactor: Ctrl click & Ctrl shift click has been refactored. Please
report bugs on GitHub
/🆑
## About The Pull Request
Mouse drag & drop has been refactored into its own attack chain. The
flowchart below summarizes it

Brief summary of each proc is as follows
**1. `atom/MouseDrop()`**
- It is now non overridable. No subtype should ever touch this proc
because it performs 2 basic checks
a) Measures the time between mouse down & mouse release. If its less
than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a
drag but a simple click
b) Measures the distance squared between the drag start & end point. If
its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag
is considered too small and is discarded
- These 2 sanity checks for drag & drop are applied across all
operations without fail
**2. `atom/base_mouse_drop_handler()`**
- This is where atoms handle mouse drag & drop inside the world. Ideally
it is non overridable in most cases because it also performs 2 checks
- Is the dragged object & the drop target adjacent to the player?.
Screen elements always return true for this case
- Additional checks can be enforced by `can_perform_action()` done only
on the dragged object. It uses the combined flags of
`interaction_flags_mouse_drop` for both the dragged object & drop target
to determine if the operation is feasible.
We do this only on the dragged object because if both the dragged object
& drop target are adjacent to the player then `can_perform_action()`
will return the same results when done on either object so it makes no
difference.
Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used
by huds & screen elements or in case you want to implement your own
unique checks
**3. `atom/mouse_drop_dragged()`**
- Called on the object that is being dragged, drop target passed here as
well, subtypes do their stuff here
- `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc
**4. `atom/mouse_drop_receive()`**
- Called on the drop target that is receiving the dragged object,
subtypes do their stuff here
- `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc
## Why It's Good For The Game
Implements basic sanity checks across all drag & drop operations. Allows
us to reduce code like this
8c8311e624/code/game/machinery/dna_scanner.dm (L144-L145)
Into this
```
if(!iscarbon(target))
return
```
I'm tired of seeing this code pattern `!Adjacent(user) ||
!user.Adjacent(target)` copy pasted all over the place. Let's just write
that at the atom level & be done with it
## Changelog
🆑
refactor: Mouse drag & drop attack chain has been refactored. Report any
bugs on GitHub
fix: You cannot close the cryo tube on yourself with Alt click like
before
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request
This PR moves random name generation for species onto their languages.
What does this mean?
- For species with a predefined name list, such as Lizards and Moths,
nothing.
- For species without predefined name lists, such as Felinids, their
names will now be randomly generated from their language's syllables.


(In the prefs menu:)

Why?
- Well, we actually had some dead code that did this. All I did was fix
it up and re-enable it.
- Generates some pretty believable in-universe names for various
languages that are lacking name lists. Obviously defined lists would be
preferred, but until they are added, at least.
- Moves some stuff off of species, which is always nice.
- Also hopefully makes it a tad easier to work with name generation.
There's now a standard framework for getting a random name for a mob,
and for getting a random name based on a species.
Misc:
- Adds a generic `species_prototype` global, uses it in a lot of places
in prefs code.
- Makes `GLOB.species_list` init via the global defines
- Deletes Language SS
- Alphabetizes some instances of admin tooling using the list of all
species IDs
- Docs language stuff
- Deletes random_skin_tone, it does pretty much nothin
## Changelog
🆑 Melbert
refactor: Random Name Generation has been refactored. Report any
instances of people having weird (or "Unknown") names.
qol: Felinids, Slimepeople, Podpeople, and some other species without
defined namelists now automatically generate names based on their
primary language(s).
qol: More non-human names can be generated in codewords (and other misc.
areas) than just lizard names.
/🆑
This is just a revitalization of #80275.
## About The Pull Request
On the tin, basically demotes everything related to setting up and
storing these bulky lists generated from reading
`/datum/sprite_accessory` subtypes from living in a global space that
will instead be in a compartmentalized subsystem for accesses. Also a
lot of code modernization and micro-improvements (unquantifiable)
## Why It's Good For The Game
Same exact expected results, just accessed in a different way.

There's a few reasons why I want this to happen.
* The `GLOB` space is too clogged. There are at least a thousand
variables on `GLOB`, and it's extremely painful to access stuff on
production/local through view variables when you're debugging stuff like
this. It's also painful when there is stuff that _should_ live on `GLOB`
that you might want to see in VV/Debugger but are forced to either have
to scroll a mile to find what you want or wait a long while for it to
load. The less bulky lists we have of stored initialized datums, the
better.
* `make_datum_reference_lists()` is a consequence of wack stuff like
this where we're reliant on certain things being initialized in the
`GLOB` portion of world initialization _before_ subsystems/static
variables load - most of these datum lists in the aforementioned proc
doesn't _really_ need to be ready to go before `world.New()` for
example. We'll sadly have to abuse `PreInit()` for now, but it really is
something that has to be ready to go due the critical dependence that
stuff like Preferences has on it.
* We don't have to have the procs live in a global namespace either.
Instead of passing in `GLOB.XList` or `DSstorage.XList` every single
time, we can instead just move the proc setup on the subsystem and use
`XList` in a more native fashion.
* It's easier to find what you need. To me, it's a lot nicer to
ctrl+click the DS and go to the variables to find something I'm looking
for instead of having to scavenge around for any footprint/trace of the
global I want to look for. This is more trivial than the other two, but
that's something I like to think about when I go to bed.
I also had to refactor a bit of the code to accommodate the limitations
of the new DS system, but it should be a lot cleaner anyways.
## Changelog
Not relevant
---
Also nothing should have broken but it's a good thing we have screenshot
unit tests to prove me wrong.
## About The Pull Request
Off shuttle move doesn't need to happen because shuttles use abstract
move which calls it anyway
Similar story for the ghost stuff, this was actually causing pretty
common double calls so we may actually get somethin out of this Oh and
something in air which is past me knifing me in the back
## About The Pull Request
Fixes#82440
This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.
I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
## 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
On one compile of MetaStation, I saw that there's 45 basic mobs on the
station, 256 on lavaland (the number growing from tendrils), and 59 in
all other z levels combined.
While we do expect Lavaland to be visited every round, at least it won't
be running during the times when no one is there, but even more
importantly, space exploration is something not done every round, so we
don't have any reason to waste our resources on AIs that will never be
interacted with.
Simple animals had an easy solution to this:
If no one is on the Z level, their AI turns off
If someone is on the Z level, they are idle unless needed.
The last simple animals that exists right now are bots, megafauna,
geese, gondolas, and some minor ones like mimic, zombie, dark wizard,
soulscythe, etc.
Point is, we're very much nearly done going through all simple animals,
so this code is being wasted just to ensure things like cleanbots won't
work if no one is on the z level, something I doubt happens often, so I
took their code and made it work for basic mobs instead. I could've done
both but I thought it would look very bad, and maybe this is a good
incentivize to get more basic mob conversions.
There's one major change here and it's that we're missing the "Idle"
mode, some basic mobs like the Lavaland village seems to be made with
intent that they'll be running even if players aren't around, so this
sets up a future PR that makes idle AI easier to add, and I want to make
sure those cases are taken into account.
## Why It's Good For The Game
We don't need to always be processing these basic mobs, and sets us in
the future to hopefully also implement idle AIs.
## Changelog
🆑
balance: Basic mob AIs with no mobs on the Z level now stop.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Refactors a lot of the unused defines.
## Why It's Good For The Game
Refactors a lot of the unused defines.
## Changelog
Nothing player facing
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Caused by goof's PR. Because for some reason observers overridde `up` to
skip checks but not `down`.
## Changelog
🆑 Melbert
fix: Moving "down" as an observer is no longer janky.
/🆑
## About The Pull Request
[Fixes static lights not
moving](ffef43c05a)
Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.
[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](de73a63bd4)
People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome
## Why It's Good For The Game
Closes#80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑
## About The Pull Request
[Converts all manual extraction of rbg with rgb2num. It's just
better](ae798eabd5)
[Yanks out old HSV management, replaces it with list
stuff](4997e86051)
There's this old lummy era clunky code that passed HSV as text
We can now cleanly replace it with passing hsv as lists from a rgb2hsv
proc
So let's just do that.
Also, cleans up spraytan code (and ethereal lighting)
## Why It's Good For The Game
Code better
## About The Pull Request
Ghosts can examine people to see Wanted Status and view their Sec
Records which show crimes
## Why It's Good For The Game
More fun observer experience. You can already see the "W" hud, so more
info is nice

## Changelog
🆑
qol: Ghosts can now view Wanted Status and Sec Records by examining
people
/🆑
## About The Pull Request
Tin. This was another /image hard del that I came across within a given
round. AFAIK this was occurring because `updateallghostimages()` removes
refs of these images from GLOB.ghost_images_default and
GLOB.ghost_images_simple, and this proc was being called after
`QDEL_NULL()`. So they were still in the lists at the time of the
qdeletion. We don't need to be qdeleting them at all though so let's
just set them to null.

## Why It's Good For The Game
Reduces the lag.
## Changelog
🆑
fix: fixed an /image hard del in ghost code
/🆑
Reverts tgstation/tgstation#80407
Fixes#80460Fixes#80485
I don't think this was a good fix, we should be preventing people from
observing themselves outright. Not "they can observe themselves but skip
the actual observe-part of observing".
Also it breaks observing.
## About The Pull Request
Fixes#77034 by adding in a check to do_observe to prevent observers
from observing themselves. It does prevent them from observing their own
bodies and seeing their hud and entire inventory as a ghost, but that's
not a major problem because they probably either remember what they had
if it's so important to constantly see what's on their mob or it doesn't
matter. Additionally they can just use re-enter corpse so whatever.
## Why It's Good For The Game
Observers can no longer intentionally or even completely accidentally
flood admin logs from their observetarget not resetting due to them
observing themselves.
## Changelog
🆑
fix: Observers observing themselves no longer floods admins' logs.
/🆑
## About The Pull Request
adds a station trait which adds a new role, the bridge assistant
he is designed to help commandeer the bridge and help out other heads
when needed. he is armed with the mini energy gun (the one heads used to
have on kilostation), a flash, a toolbelt (with an inducer), some cool
shades and a swanky scarf.
as he is a nerd he is weak and unable to twohand weapons, preventing him
from wielding the fire axe.
currently he does not have a mindshield but he cannot roll antag
he currently has access to the bridge, announcement console, eva,
teleporter, gateway, maint, and a weapon permit (somewhat (not really
other than for nerds) interestingly this is the first job that isnt
assistant that doesnt have access to any lathes, so he doesnt have orm
access unlike all the other jobs (except assistant))
the trait also makes a coffee machine spawn on the bridge
here is some useful art of your role

and ingame screenshots



## Why It's Good For The Game
Adds upon the station trait job system with a straight forward role that
IS just a human (unlike the cargorilla), and is pretty basic with no
custom assets or whatever other than hud icons
Having the bridge assistant in some rounds seems like a neat way to
protect it since it gets fucked up in like half the time, while also not
having enough mechanical depth or gameplay as to warrant it as a
permanent role
## Changelog
🆑
add: Bridge Assistant job accessible from a station trait.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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request process. -->
## About The Pull Request
Renames
- `/mob/proc/notify_ghost_cloning` to `/mob/proc/notify_revival`
- `/mob/dead/observer/proc/notify_cloning` to
`/mob/dead/observer/proc/send_revival_notification`
- `/atom/movable/screen/alert/notify_cloning` to
`/atom/movable/screen/alert/revival`.
I could have found a way to merge both procs together but default
parameters keep me up at night.
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## Why It's Good For The Game
Conciseness, code that is named after a removed feature is silly.
<!-- Argue for the merits of your changes and how they benefit the game,
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## Changelog
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nothing playerfacing
<!-- Both 🆑's are required for the changelog to work! You can put
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<!-- You can use multiple of the same prefix (they're only used for the
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## About The Pull Request

I had this runtime sitting around for who-knows-how-long so I decided I
would just fix it today. `ghostize()` is expected to work on all
subtypes of `/mob` so it's a bad idea to access a variable that only
exists on `/mob/living` (and there is no real point to move
`timeofdeath` up a level imo, we already have too much clutter there and
`/mob/camera/imaginary_friend` would _never_ need it).
## Why It's Good For The Game
We should only access variables like these when when they exist.
## Changelog
No shot a player would ever notice this
## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.
It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers
After:



NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑
## About The Pull Request
#79139 turned out to be quite annoying, it wasn't taken into account
that these alerts can stack (ie: spiders).
Of course, I poked around the code and found some inconsistencies in the
process. For instance, there were usages of Topic for custom action
behavior which could've been consolidated. There were other instances
where jump (the default action) doesn't give a link at all, which I
think it should anyway, since the screen toast gives you this.
I've standardized it more, meaning you can use "NOTIFY_PLAY" without
writing a custom link and topic handler (for instance, MMIs)
## Why It's Good For The Game
Fixes#79198Fixes#79195
## Changelog
🆑
fix: Ghost alerts have been tuned down a bit.
/🆑
This adds a tracker for sources of invisibility and a priority system. I
needed this for another thing so I'm doing this first since it touches a
lot of code. As for the bugs fixed in the changelog, it's only what I
noticed while going through everything and there's likely a few more
things fixed with this. This should be testmerged for a while, I'll
bring this out of draft when it feels safe.
🆑
admin: Invisimin can now be used on mobs that are already invisible,
whether through temporary or permanent effects.
fix: Monkeyize/Humanize mob transformations no longer permanently reveal
invisible mobs if they had effects making them invisible otherwise.
fix: Objects with the undertile element that have been made invisible
through other means are no longer revealed by being uncovered.
/🆑
## About The Pull Request
It's exactly 6 months from April 1st, so this is a date for very serious
PRs only.
We've all seen that one tip at the beginning of the round:

So the afro must be really big, right? Having one must be a very large
sacrifice in the realm of pixel-based combat, right?
WRONG.

This is the largest afro currently available. Absolutely pathetic. It's
not even the largest hairstyle in terms of pixel volume.
Here's a bigger one.


The sprite overlaps the tile above by 6 pixels, which is noticeable, but
not enough to interfere significantly with gameplay (apart from having a
sacrificially larger hitbox).

This could already be done by creating a new .dmi file with larger,
non-square pixel bounds, but that's a less than elegant solution.
Instead, added a y offset var to hair sprite accessory datums.
## Why It's Good For The Game
The self-expressive merits of having more hairstyles should be
self-evident, so I will make a mathematical argument here.
Everyone knows that the coolness of an afro is determined by its volume.
As a 2-D sprite, the closet equivalent we have is area. An afro is,
approximately, a circle, so the area can be calculated as πR^2, with R
being the maximum distance from the top of the head to the top of the
sprite bounding box.
The current largest afro has a height of 6 pixels. This new afro has a
height of 12 pixels. As a result, impressiveness increases by a factor
of 4:
```math
coolness_{new\ \ afro} \over coolness_{old\ \ afro}
```
```math
π12^2 \over π6^2
```
```math
12^2 \over 6^2
```
```math
144 \over 36
```
```math
4
```
This means that, for the intrusion of a mere 6 pixels into our northern
neighbor's bounding box, we get **quadruple** the coolness.
## Changelog
🆑
add: Added Afro (Huge) hairstyle
/🆑
---------
Co-authored-by: Cruix <discoveryian2@gmail.com>
## About The Pull Request
Do_after bars always draw based on the top-left corner of the targetted
atom, for atoms with sprites that are larger than 32x32 this gives them
a weird offset instead of being centred, which bugs me.
I have tried my best to figure out a way to reverse this which does not
interfere with atoms which use pixel_x/pixel_y to visually appear to be
on a different tile.
## Why It's Good For The Game
Before:

he hates how you missed him completely 😦
After:

now you're cleaning his feet 🙂
## Changelog
🆑
image: progress bars and cleaning particles are now centered on the tile
occupied by the target, if it is a big sprite
/🆑
## About The Pull Request
I literally can't focus on anything nowadays, so I just did this to
break a never-ending chain of distress. Anyways, regal rats! These
fellas are mostly player controlled, but did have _some_ AI capabilities
(mainly tied to their actions), so that was incorporated too. Everything
should work as-expected (as well as look a shitload cleaner).
Instead of doing weird and awful conditional signals being sent out, I
made the `COMSIG_REGAL_RAT_INTERACT` (not the actual name) have a return
value so we can always rely on that working whenever we have that signal
registered on something we attack. I also cleaned up pretty much every
proc related to regal rats, gave them AIs to reflect their kingly nature
(and action capabilities (as well as move the action to
`mob_cooldown`)).
Since I thought they needed it, Regal Rats now get a special moniker!
This is stuff like "the Big Cheese" and what-not, like actual regents in
history. That's nice.
## Why It's Good For The Game
Two more off the list. Much better code to read. Way smarter rats with
spawning their army as part of a retaliatory assault (war). More sovl
with better regal rat names. The list goes on.
## Changelog
🆑
refactor: Regal Rats have been refactored into basic mobs. They should
be a bit smarter and retain their docility (until attacked, in which
case you should prepare to get rekt by summoned rats), and properly flee
when they can instead of just sit there as you beat them to death. The
framework for them interacting with stuff (i.e. opening doors while
slobbering on food) is a bit more unified too, now. They also have
cooler names too!
/🆑
FYI: Beyond a few code touchups, I haven't touched the actions at all. I
do not believe myself to be enthusiastic about fixing anything involving
the actions code as of this moment so that this PR is more overbloated
unless it's unbelievably stupid or easy to fix.
## About The Pull Request
This PR adds a bunch of sanity checking to the `prefs.chat_toggles` var
accesses.
Prefs can be null when client is creating/deleting and this causes a
runtime where you might not be able to use emotes.

EDIT: as per suggestion I stopped masking the issue and added stack
traces instead. And made them into helper procs to avoid code
duplication.
For some of these procs it is important that we are able to continue
running to get to the end. **A ghost having null prefs should not stop
everyone else from hearing/seeing the emote.**
So now they will put the stack trace and keep on trucking if that issue
occurs. This is the main 'point' of the PR, which has seemingly gotten
bogged down in the creation of the two helper procs--apologies.
See https://github.com/tgstation/tgstation/pull/70404 for essentially
the same issue but applied to chat messages. I have gone back and
replaced the duplicated code from that to use the new helper procs
instead.
## Why It's Good For The Game
Anything chat related is a bad place to runtime. Some messages can take
a while to type out and to have it not display is frustrating at worst,
possibly detrimental if you have to communicate something urgently.
## Changelog
🆑
fix: fixes a bug that can cause emotes to stop working if a client is
being created or deleted
/🆑
## About The Pull Request
Fixes#76553
Sleeping inputs my beloved
Observetarget was overridden and thus we couldn't remove the original
target, so got to keep their stuff rather than removing it
## Why It's Good For The Game
Exploity
## Changelog
🆑 Melbert
fix: Fixed an exploit involving observers
/🆑
## About The Pull Request
Title.
I saw a comment on psyker code complaining about these species traits
(which admittedly, they suck) and heeded the call to turn all of this
crap into something defined almost entirely by the head bodypart.
## Why It's Good For The Game
Potential to simplify species code further in the future, by delegating
more visuals to bodyparts, which is where most of them should be
handled.
## Changelog
Should not be player facing, unless I fucked up.
---------
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
Adds optional (disabled by default) respawn delay. If the player is
observer and have a body, it will firstly check the body. If the body is
destroyed or if there was none, then it will check observer's login
time.
## Why It's Good For The Game
Optional respawn delay is good, when you want players to comeback not
only as a midround event, but don't want them to not care about their
life. Also, if respawn is enabled, removes "money dupe" and other
problems with 0 respawn delay.
This proc can also be used for ghost-roles or anything else, where we
need to check how much time has elapsed since their death, but is not
implemented here.
## Changelog
🆑
add: Added optional respawn delay (disabled by default), which prevents
returning to lobby while dead.
/🆑
## About The Pull Request
Makes it so the ghost verb doesn't try to succumb if you are conscious
and therefore can't succumb.
## Why It's Good For The Game
No more mildy annoying "You are unable to succumb to death! This life
continues." message when you press the ghost verb.
Even if you are a zombie and press the ghost verb while conscious you're
probably intending to ghost instead of succumb. So I don't think there's
any need for this message to exist while conscious.
## Changelog
🆑
qol: The ghost verb no longer says you are unable to succumb to death if
you're pressing it while conscious
/🆑
## About The Pull Request
Notes in Mafia are no longer written for you, you instead write it
yourself and save.
Also adds a button to automatically say out your notes for other
players.
Hides the judgment buttons when it's not time to judge
Makes the UI autoupdate and makes use of ui_data / ui_static_data
Video of it in action: https://www.youtube.com/watch?v=NDUSuIUqQv8
## Why It's Good For The Game
A downside to notes currently is that it's very easy to confirm yourself
as a role against players who don't code-dive to know exactly how notes
should be formatted for any role, this makes it easier, as everyone will
type out their own notes, and can send it directly to chat when needed.
## Changelog
🆑
balance: [Mafia] Notes are no longer written out for you.
qol: [Mafia] You can now send your notes to chat whenever.
qol: [Mafia] Roundend has changed. Solos will win over others in a 1v1,
but a HoP can keep a round going in case they can solo lynch.
/🆑
## 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
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>
## About The Pull Request
Firstly, this var was on `/mob`, even though only `/mob/living` and
`/mob/dead` could have ever used it, so who knows how much needless
memory it was consuming on stuff such as `oranges_ear` that would never
ever ever use something like this.
Edit: okay instead of memory it just polluted variable edit windows for
all /mob when it didn't need to. I like having a slim VV window
Secondly, it's a technical improvement over the previous system as we
are able to "track" where a suicide originates from, and how we can
track that from mob-to-mob-to-mob. Previously, the boolean `suiciding`
would only inform us if they had ever been connected to a mob that had
ever committed suicide, but now we are able to precisely determine which
mob gave them the trait that they must now apparently bear until the
round restarts.
## Why It's Good For The Game
Less memory usage, more indepth ability to track suicides in case you
really need that dexterity. Currently no implemented code could benefit
from using it, but it would be pretty neat if someone could figure out a
way to have someone be guilt-tripped whenever they look into a mirror
and seeing the reflection of their past life? This PR won't actually
help you code that and it'll probably require a bit more work, but it's
a possibility of some cool interactions you can do when you have this
information available to you.

## Changelog
🆑
refactor: Some aspects of how we track suicides from your living mob to
your observer have changed- please do let us know if anything has broken
via a GitHub Issue Report.
/🆑
There's probably some technical improvements that can be made in some
parts of the code I reworked to accommodate this change, do let me know
if you spot any easy ones (or fuckups). a lot of excess comes from the
fact that any step in the TRAIT framework trusts that you are passing in
a valid datum (or subtype) so that's a thing