## 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 Why It's Good For The Game Pull Request Why It's Good For
The Game
These were accidentally removed from the log
## Changelog
🆑 Tattle
admin: mob tags are now part of the mob tag log again
/🆑
---------
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## 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
/🆑
Removes coroner from being under service in the crew manifest and
latejoin meny
I believe it would also make it so getting banned from Service jobs
wouldn't ban you from coroner. (Don't know if that ban type would ever
be used)
## 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
## 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.
/🆑
This builds on what #69790 did and improved the code even further.
Notable things:
- `Topic()` is a deprecated proc in our codebase (replaced with
Javascript tgui) so it makes sense to rename `canUseTopic` to
`can_perform_action` which is more straightforward in what it does.
- Positional and named arguments have been converted into a easier to
use `action_bitflag`
- The bitflags adds some new checks you can use like: `NEED_GRAVITY |
NEED_LITERACY | NEED_LIGHT` when you want to perform an action.
- Redundant, duplicate, or dead code has been removed.
- Fixes several runtimes where `canUseTopic` was being called without a
proper target (IV drips, gibber, food processor)
- Better documentation for the proc and bitflags with examples
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
Optimizes hud image addition/removal on z change
We were doing a lot of repeated work here, not to mention all the proc
calls.
So I pushed the "operate on loops" behavior into its own proc, so I
could ensure we only do some of this stuff once
This plus some removal of safeties saves 75% of the cost of z level
transitions as a ghost
Prevents double on_changed_z_level calls from ghosts and shuttles
Reacting to z changes used to be done off doMove or one of those
children, timber moved it to Moved, but did not remove the calls that
assumed things like abstract_move wouldn't trigger it
This means that moving up/down as a ghost was causing a double call of
the whole z move stack. Suprised this never broke anything tbh
Makes csv stat tracking actually encode numbers properly, cleans up an
indev comment from plane group code
## Why It's Good For The Game
Speed, and fixes
Have you ever really thought about how incredible ripped paraplegics
must be? Moving is much more difficult and they're always using their
arms

🆑
qol: Hardcore random gets a sixpack
/🆑
### Why is this good for the game?
Everyone currently doing hardcore random gets a sixpack, it's a very
obscure visual distinction that I think is fun to just mess with people
with. "Why is the anemic quadruple amputee with brain cancer ripped to
shreds?"
This is also all just an elaborate scheme to display how the new
bodypart_overlay system can be used with absolutely minimal effort
Bodypart overlays are now drawn by the new /datum/bodypart_overlay
datum.
External organs no longer draw anything and instead add a special
/datum/bodypart_overlay/mutant to the bodypart, which draws everything
Makes it way easier to add custom overlays to limbs, since the whole
system is now modularized and external organs are just one
implementation of it
I haven't moved anything but external organs to this new system, I'll
move eyes, bodymarkings, hair, lipstick etc to this later
New pipeline is as follows:
- External organ added to limb
- External organ adds /datum/bodypart_overlay/mutant to limb to
bodypart_overlays
- Limb updates its icon, looks for all /datum/bodypart_overlay in
bodypart_overlays
- Very cool new overlay on your limb!
closes#71820🆑
refactor: External organs have been near-completely refactored.
admin: Admin-spawned external organs will load with a random icon and
color
fix: fixes angel wings not working for non-humans (it was so fucking
broken)
fix: fixes external organs being invisible if they werent initialized
with a human
/🆑
### Why this is good for the game
External organs are cool but are pretty limited in some ways. Making
stuff like synthetic organs is kinda fucked. I tried and it was dogshit.
Now you can just give an icon state and icon and you're good (using
/datum/bodypart_accessory/simple)
Stuff like eyes, cat ears and hair seem like good choices for extorgans,
but don't quite work for it because their icons work a lot differently.
This solves for it completely since any organ (or object or whatever)
can add it's own icon to a bodypart.
Want to add an iron plate to someones head? Go ahead. Want a heart to
stick out of someones chest? No problem.
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
I have attempted or otherwise started this project at least 4 times. I
am sick of it being on my calendar. The code needs it. I need it.
- This makes crew records a proper datum rather than assigning
properties record.fields.
- General, medical, and security records are merged.
- Did some slight refactoring here and there for things that looked
obvious.
- Wanted states are now defined (and you can suspect someone through
sechud)
- pAI (unrelated but annoying) had some poorly named exported types that
i made more specific
- Job icons are moved back to the JS side (I wanted to get icons for
initial rank without passing trim)
<details>
<summary>previews</summary>
Editable fields & security console

Medical records

Look and feel of the more current version

</details>
## Why It's Good For The Game
TGUI'd some of the worst UIs in the game.
Creating new records is made much simpler.
Manifest_inject is made readable.
Probably bug fixes
## Changelog
🆑
refactor: Crew records have been refactored.
refactor: Medical records -> TGUI
refactor: Security records -> TGUI
refactor: Warrants console -> TGUI
qol: Players are now alerted when their fines are paid off.
qol: Cleaned up sec hud examination text.
qol: Adding and deleting crimes is easier.
qol: Writing crimes in the console sets players to arrest.
qol: You can now mark someone as a suspect through sec hud.
/🆑
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
1. **Two** new hairstyles, fitting more punk/messy needs.
2. Changing the shading (and a pixel) on Jade
3. Renaming and fixing odd way it ended on the side view of "Marginally
shorter Yet Long Bedhead".
(From "Marginally Shorter Yet Long Bedhead" to "Shorter Bedhead")
4. Changing the name of "BedHead 4X", and slightly making it darker
around the face as it was a very weak contrast.
(From "BedHead 4X" to "BedHead 4x")
## Why It's Good For The Game
While Adding two more short hairstyles that are about being bold and
punk it gives a little more love to jade to be used with the other
hairs! While also fixing some small oddities from my last changes.
Like odd pixels and way it ends with Marginally shorter yet long
bedhead, and, Changing it's name to a more normal one as the last one
was a joke about the way I described it every time I said I wanted a
shorter version. and while I still like that joke.
I believe it would at least lightly annoy someone due to it being too
big and disturbing the alphabetical order that the list tries to follow.
Here's a example of it all in-game(with comparisons):

## Changelog
:cl:MiiyaBot
add: Two new hairstyles! ("All the Fuzz" & "Over Eye (Izutsumi)")
spellcheck: Renamed "Marginally shorter yet long bedhead" to "Shorter
Long Bedhead"
spellcheck: Renamed "BedHead 4X" to "Bedhead 4x"
fix: Slight changes to "Jade", "Shorter Bedhead", "Bedhead 4x"
/🆑
Rescaling because i saw someone think that the number on the supermatter
UI are actually the percent damage over time, which is wrong.
Added delta symbol to damage and energy since they actually denote
change, not the actual value.
Chose the numbers that look good instead of doing a 1:1 rescale of the
old one (i.e. im dividing or multiplying things by 10 instead of 9). In
practice this means I'm lowering the damage cap but increasing damage
over the board for atmos (since it's mostly divisors). Lowered the
damage overall for external stuffs.
A bit of modification on the filter helpers to suit my needs. Added
documentation because I'm awesome.
## About The Pull Request
Fixes number of open slots being less than intended by simply adding an
if statement that prevents negative numbers from being added to the
total.
## Why It's Good For The Game
The number of department slots open will be accurate and there won't be
any nonsense like a negative number of slots.
Fixes#72034
## Changelog
🆑
spellcheck: fixed a bug where latejoin menu would display incorrect
number of open slots
/🆑
## About The Pull Request
Closes#72141
Roundstart humans weren't in control of their mob by the time
`AssignQuirks` was called.
The call chain for roundstart goes `create_characters` ->
`equip_characters` -> `AssignQuirks` -> `transfer_characters`.
For latejoin, `create_character` -> `transfer_character` ->
`AssignQuirks`.
I could simply move around the call chain, but that feels much more
fragile and more liable to cause other issues to me. So instead, I
simply allowed add quirk to be passed a client, so that a client's
quirks can be applied to a mob they are not currently inhabiting.
In doing this, it became possible to show visual quirks on the prefs
dummy, like nearsighted glasses and heterochromia. So I put in a little
work to accomplish that as well.

Along side, some refactoring and documentation for quirk datums.
## Why It's Good For The Game
People get what they expect on roundstart.
## Changelog
🆑 Melbert
qol: The preview dummy in the preferences menu now shows some visual
quirks, like Heterochromia or nearsighted.
fix: Fixed some quirks which read a preference roundstart not applying
the preference.
refactor: Refactored some bits of quirk datums and the quirk application
process.
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
That's right I'm still atomising #71421, some day I might even post
something related to carp.
This PR adds various behaviours to basic mobs allowing them to run away,
in a couple of variations.
Mice will flee from anyone who doesn't share their factions, at all
times (so they will scatter from most humans, but not regal rats).
Rabbits and Sheep will flee from anyone who has attacked them.
Pigs will run away from people who have attacked them, but only if
they're below half health.
https://user-images.githubusercontent.com/7483112/207127135-d1737f91-d3f7-468a-ac60-7c7ae5d6623d.mp4
Mice are still plenty catchable because they don't run _very far_ (or
very fast) but I think the chase will be good enrichment.
To achieve this I had to change the signal COMSIG_CARBON_HEALTH_UPDATE
into COMSIG_LIVING_HEALTH_UPDATE but frankly the latter seems more
sensible anyway.
## Why It's Good For The Game
More behaviours to use later when designing mobs, gradually gives mobs
more things to do rather than just sort of moving aimlessly around the
area you left them in.
It'll give people hunting rats in maintenance some exercise.
## Changelog
🆑
add: Mice will now run away from you, you have to catch them if you want
to eat them. Use those traps!
add: Rabbits, Sheep, and Pigs likewise won't just sit there and let you
pulverise them if they can see an escape route.
/🆑
## About The Pull Request
status panel for carbons and humans instead of hardcoding stuff, uses
signals (borg material storage too)
removes combat mode indicator in status tab from xenomorphs which have a
button for it, but adds it to simplemobs, since they dont have a visual
indicator
adds status tab stuff to basic mobs, i think they were missing
everything by accident
offsets unique status tab stuff for all mobs by a single line
the delay between updates is a third of what it was before, mainly to
make shuttle timers more accurate (approved by kyler)
## Why It's Good For The Game
much cleaner code, makes future implementations easy
## Changelog
🆑
qol: you can see your combat mode status as a simple or basic mob, and
you can see your health as a basic mob
qol: status panel updates three times as fast
/🆑
## About The Pull Request
`/datum/ui_state/new_player_state` now no longer lets users with R_ADMIN
permission see the UI. Changed `/datum/interview` to return always_state
when an admin watches an interview because it is important there.
`/datum/latejoin_menu` now uses new_player_state instead of its own
solution.
## Why It's Good For The Game
`/datum/ui_state/new_player_state` is designed to let lobby players
interact with the UI, so it does not make sense for it to make a weird
exception for admins too. My theory is that this was an oversight when
this was first implemented, since only `/datum/interview` used this
ui_state. It doesn't and it shouldn't be like this though. Code clarity.
## Changelog
No playerfacing changes.
Regal rats, while uncontrolled by players, are a point of interest
- They're the first monster to show up in an area that's otherwise empty
(in my case, a desert)
- There are no other monsters in the same biome as them
- They have a unique ability: they spawn chests when killed
- Their loot includes a rare drop
## About The Pull Request
Fixes issue in #71868
TGUI latejoin window stayed open because of an erroneous `isnewplayer`
check in the latejoin's `ui_interact` which blocked `try_update_ui` from
being called, therefore not letting the UI update its status.
also fixes dreamchecker warnings in latejoin menu code
## Why It's Good For The Game
bgug fix
## Changelog
No playerfacing changes.
## About The Pull Request
I fucked up, and it was realized after it was merged!
Fixes:
- No shuttle status
- No round timer
- The UI staying open after spawning (Nevermind, I can't figure out the
reason, and need help with this one...)
- The UI spamming the server with act calls while it's open
## Why It's Good For The Game
Less bug good

## Changelog
🆑 RimiNosha
fix: Fixed some issues with the TGUI latejoin menu, and made the shuttle
and round time display once more.
/🆑
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
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## About The Pull Request
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documented or this can delay review and even discourage maintainers from
merging your PR! -->
Fixes#69798Fixes#71621
When using hypnosis on a victim, the language should be accounted for
and whether the victim can properly hear it. Before the hearing code
would magically translate any message, this is no longer the case.
This also fixes the language barrier involving hearing for:
- Mind echo trauma
- Phobia trauma
- Hypnotic trigger trauma
- Split Personality brainwashing trauma
- Codeword hearing
- Hypnotize status effect
- Impure Inacusiate reagent
## Why It's Good For The Game
<!-- 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. -->
Better consistency, improved readability, and less bugs in the future.
## Changelog
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and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
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🆑
fix: Fix hypnosis, mind echo trauma, phobia trauma, hypnotic trigger
trauma, split personality brainwashing trauma, codeword hearing, and
impure inacusiate reagent all bypassing language and hearing checks. If
you try to give commands to a victim in a language they don't
understand, they will no longer magically understand the words.
fix: Fix sign language having accent modifications
refactor: Refactored saycode to be more robust, readable, and have more
unit tests.
/🆑
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Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
- The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.
- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.
## Why It's Good For The Game
- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication.
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


## Changelog
🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected.
/🆑
## About The Pull Request
This code assumes they haven't been offset yet, and they very much have
due to an abstract_move in their pre ..() initialize. Let's just use
initial here it's a cold path so it's fineee
## About The Pull Request
### Fixes
- Right now, the DNA infuser does not gracefully swap brains. With this,
it will!
- Fixes locked variable not working. **THIS DOES REMOVE BURNT WINGS, AS
ORIGINALLY INTENDED**
- Infuser now respects moving inside of it as exiting, it was never
intended to get you stuck inside
- Carp lungs work as intended
- Carp jaws work as intended (200 hours of testing btw), via a new
helper for changing no_equip_flags
- Properly undefs all defines in carp file
- fixes some missing args for the brain
- infuser logic checks for edible components, not food subtype for GORE
check
### QoL
- Added a new sound to the DNA infuser
- Dragging mobs into the dna infuser will place them as the subject if
they're carbon
### UI
New UI as well, with some instructions

## Why It's Good For The Game
Bugfix good!
## Changelog
🆑
fix: fixed getting kicked out of your body sometimes when pursuing the
carp mutant
fix: and carp lungs working incorrectly
qol: better ui explanation on the infuser book
qol: can drag people into the infuser chamber
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Adds the "DNA Infuser" to genetics. One person enters, a corpse is added
to the machine, and you can activate the machine to "infuse" the subject
with the DNA. This converts one random organ from a set into the
mob-related organ.
### Rat mutation 🐀
Rats can be fed in to turn you into a rat-creature-thing!
```diff
+See better in the dark
+Can pretty much eat anything! Toxic foods, gross foods, whatever works!
+Smaller, and can climb tables
?Randomly squeaks occasionally?
-Take twice as much damage
-Vulnerable to flashes
-Gets hungry MUCH quicker.
-Yes, eat anything, but only ENJOY dairy.
```
Having every rat organ at once allows you to ventcrawl nude!
### Carp mutation 🐟
Carp work for a mutation as well!
```diff
+Strong jaws, that drop teeth over time!
+Space immunity! Breathe in space, unbothered by pressure or cold!
+Smaller, and can climb tables
-Can't block your jaws with a mask
-Can't take the heat, overheats easily
-Can only breathe in environments that have minimal or no oxygen
-Nomadic. If you don't enter a new zlevel for awhile, you'll start feeling anxious.
```
Having every carp organ at once allows you to swim through space!
### Fly mutation 🪰
Any corpses without organs to turn into turn into fly organs! Fly organs
now have a bonus for collecting them all, transforming you into a fly,
when you pass the threshold. But even without those, fly organs are
technically... organs. They most of the time work like normal ones.
## Todo 🐦
- [x] Finish the infuser code
- [x] Create a little booklet that shows what kind of shit you can turn
into, hopefully i can autogenerate this based off of organ set subtypes
list
- [x] sprite/slap a color on rat mutant organs
- [x] Maybe make a *few* more organ sets
## Why It's Good For The Game 🐑
Oops, I forgor to fill this out! My hackmd is here.
https://hackmd.io/@bazelart/ByFkhuUIi
## Changelog 🧬🆑 Tralezab code, Azlan + Azarak (Az gaaang) for the organs
add: Added the DNA infuser to genetics! Person goes in, corpse goes in,
and they combine!
add: Try not to turn yourself into a fly, OK?
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
OpenDream (@Altoids1 specifically) discovered that BYOND will not throw
an unused variable warning if its type doesn't exist. So this removes
those from TG.
Co-authored-by: ike709 <ike709@github.com>
## About The Pull Request
Splits the `mutant_bodyparts.dmi` file up, as was suggested, but not
implemented, in #69302.
The following new files were created in the `icons\mob\species` folder,
containing the listed sprites:
- `lizard\lizard_misc.dmi`: Snouts, horns, frills, and body markings.
Anything I didn't feel needed an entire file to itself.
- `lizard\lizard_spines.dmi`: Lizard spines, both animated and not.
- `lizard\lizard_tails.dmi`: Lizard tails, both animated and not.
- `human\cat_features.dmi`: Felinid ears and tails.
- `monkey\monkey_tail.dmi`: The monkey tail.
- `mush_cap.dmi`: The lone mushperson cap, so easily forgotten.
Additionally, I moved `wings.dmi` from `mob\clothing` to `mob\species`.
I'm not sure what it was doing there.
## Why It's Good For The Game
`mutant_bodyparts.dmi` was something of a mess, with parts from four
different species thrown together haphazardly. It probably made sense in
earlier days when "mutant humans" were few and far between, but
splitting it up makes it more intuitive to find these sprites, and
brings it in line with other species - namely, moths. It also means that
any future sprites of these types added will not bloat an oversized file
even more.
Moving the wings file to the species folder just makes sense, because
wings are not a type of clothing.
## Changelog
🆑
refactor: Removed mutant_bodyparts.dmi and distributed its sprites in a
more sensible and granular manner.
/🆑
So i left over some basic `/whatever/proc/format` uses in the original
PR this fixes it.
Notable exceptions to the rule:
- Paths in add_verb/remove_verb, we need full path instead of a name
there to access verb metadata so we can't use proc ref macros there.
- regex.Replace, found out that it does not accept call by name. Instead
i added new REGEX_REPLACE_HANDLER so we can at least try to mark these.
There's still leftover global procs that do not use GLOBAL_PROC_REF but
they functionally equivalent so that's for later.
I don't see any reasonable way to grep for this. But if you got any
ideas please share.
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Area contents isn't a real list, instead it involves filtering
everything in world
This is slow, and something we should have better support for.
So instead, lets manage a list of turfs inside our area. This is simple,
since we already move turfs by area contents anyway
This should speed up the uses I've found, and opens us up to using this
pattern more often, which should make dev work easier.
By nature this is a tad fragile, so I've added a unit test to double
check my work
Rather then instantly removing turfs from the contained_turfs list, we
enter them into a list of turfs to pull out, later.
Then we just use a getter for contained_turfs rather then a var read
This means we don't need to generate a lot of usage off removing turf by
turf from space, and can instead do it only when we need to
I've added a subsystem to manage this process as well, to ensure we
don't get any out of memory errors. It goes entry by entry, ensuring we
get no overtime.
This allows me to keep things like space clean, while keeping high
amounts of usage on a sepearate subsystem when convienient
As a part of this goal of keeping space's churn as low as possible, I've
setup code to ensure we do not add turfs to areas during a z level
increment adjacent mapload. this saves a LOT of time, but is a tad
messy
I've expanded where we use contained_turfs, including into some cases
that filter for objects in areas. need to see if this is sane or not.
Builds sortedAreas on demand, caching until we mark the cache as
violated
It's faster, and it also has the same behavior
I'm not posting speed changes cause frankly they're gonna be a bit
scattered and I'm scared to.
@Mothblocks if you'd like I can look into it. I think it'll pay for
itself just off `reg_in_areas_in_z` (I looked into it. it's really hard
to tell, sometimes it's a bit slower (0.7), sometimes it's 2 seconds
(0.5 if you use the old master figure) faster. life is pain.)
## Why It's Good For The Game
Less stupid, more flexible, more speed
Co-authored-by: san7890 <the@san7890.com>