## About The Pull Request
quirk called social anxiety is no longer compatible with mute as mute is
a more severe option of that quirk
## Why It's Good For The Game
free points are bad
## Changelog
🆑
fix: social anxiety is incompatible with mute
/🆑
## 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
I was helping someone debug some weird bug with spritesheets a bit ago,
and I didn't like having to manually comment out all of the `fdel()`
stuff in order to help visualize what the potential issue might have
been with the spritesheets on either their DM-side generation or their
TGUI-level display. I decided to add a compile-time level flag that will
automatically copy over any generated spritesheet assets (css and pngs)
to the round-specific `data/logs` folder for analysis when a developer
should need it.
I also had to switch around some vars and make a few new ones to reduce
how copy-pasta it might get and ensure standardization/readability while
also being 0.001 times faster since we benefit from the string cache
(unprovable fact).
## Why It's Good For The Game
It's incredibly useful to see the actual flattened spritesheet itself
sometimes when you're doing this type of work and you keep getting odd
bugs here and there. Also saves headache from having to clear out the
temp `/data/spritesheets` folder every time you comment shit out, as
well as having an effective paper trail for A/B testing whatever
bullshit you've got going on.

## Changelog
Doesn't affect players.
## About The Pull Request
Generally cleans up code on both components.
Moves burn proc back to /obj level, I'm not sure why I moved it to /atom
level, it was unnecessary.
Acid component generalized so it can be used on any atom that uses
atom_integrity.
Fixes a bug where objects that stopped burning didn't update their burn
overlay properly due to bad removal logic and leftover code.
Standardizes examine messages on burning items by just slapping an
examine signal registration on the component.
Adds fire particles to items thanks to Lemon's PR:
https://github.com/tgstation/tgstation/pull/74524
## Why It's Good For The Game
Particles look cool


Bugfixes are good
Code improvements are good
## Changelog
🆑
add: Burning items now get (small) smoke particles. Sick.
fix: Burning objects now clear their burning overlay properly.
qol: Examining burning objects will always tell you that they are
burning.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Adds global define for DEFAULT_SPACE_RUIN_LEVELS and
DEFAULT_SPACE_EMPTY_LEVELS
### Proportional budget
Adds proportional budget to setup_ruins
The budget is multiplied by the current amount of ruin levels over the
default amount
Smaller amounts will have less ruins, while bigger maps will have more
ruins
Should maintain the same amount of ruins per z-level
### Z-levels spawning fix
Z-levels didn't seem to spawn their intended amount of ruins
This was because the for loop added the count variable before doing the
spawning. So for example if there was only 1 level, it would count to 1
and end the loop without spawning the level.
Also removed a loop that seemed to just make the process more complex
for no reason. It even had a note to remove it. However, if it has a use
then you should tell me.
## Why It's Good For The Game
Maps with a smaller amount of ruin levels won't be completely filled
The amount of ruins will be consistent per z-level
The creator of North Star won't allow space exploration unless there's a
way to proportionally reduce the space budget see #74719
## Changelog
🆑
fix: Maps now spawn the correct amount of space levels. The bug caused
them to spawn 1 less in each category
code: The space ruins budget is now proportional to the amount of ruin
levels. This has no effect on the current default maps, but added maps
with less than the default amount of ruin levels will see less ruins.
/🆑
## About The Pull Request
deers only show up in the BEPIS but i decided that they would be easy
enough to turn into a basic mob (they were). it was so easy in fact that
i decided to dip my toes into coding AI behavior, and made them freeze
up whenever they see a vehicle. this required a lot of code in a bunch
of places that i was quite unfamiliar with before starting this project,
so do let me know if i glonked up anywhere and i can work on smoothing
it out.
## Why It's Good For The Game
one less simple animal on the list. deers staring at headlights is
pretty cool i think, neato interaction for when you do get them beyond
the joke the bepis makes
i'm also amenable to dropping the whole "deer in headlights" code if you
don't like that for w/e reason- just wanted to make them basic at the
very least
## Changelog
🆑
add: If you ever happen upon a wild deer, try not to ride your fancy
vehicles too close to it as it'll freeze up like a... you know where I'm
going with this.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
On terry this takes 17 to 20 seconds to init (3 seconds on servers local
to the db like sybil), during which world.cpu is 4%. This is because it
waits for each bookcase to do its random books sql query before
initializing the next bookcase.
callback_select is a system to invoke a list of callbacks asynchronous
but only return once they are all finished running, Easymode pipelining
of network requests.
There is also the query side query_select that would more directly do
what we want, but the query is too detached from the loop to do it that
way.
There is also the fact that we could make this not do a query
per-bookcase, but that just makes the code more abstract for a benefit
we can get by just doing some basic pipelining of network requests using
a single proc i wrote 6 years ago
## About The Pull Request
Removes a bunch of sound files that we don't use and moves some sound
files into better locations. I'm hoping to get an archive repo for
sounds going, much like the
[map_depot](https://github.com/tgstation/map_depot) and
[SS13-sprites](https://github.com/tgstation/SS13-sprites).
EDIT: The old sound files are being moved here:
https://github.com/tgstation/SS13-sounds
Also increased the volume of the clownana rustle sound and clipped off
some dead air from shockwave_explosion
## Why It's Good For The Game
Removes a total of 1.95MB worth of unused sound files from the codebase.
## Changelog
🆑 Tattle
soundadd: increased the volume of the clownana rustle
/🆑
---------
Co-authored-by: tattle <article.disaster@gmail.com>
dbcore was very fuckulated.
It had 3 lists of queries, but they all had their own current_run style
list to support mc_tick_check (as it was already being done before with
the undeleted query check, so i can understand why they ~~cargo culted~~
mirrored the behavior) This was silly and confusing and unneeded given
two of those loops can only process at most 25 items at a time on
default config, plus these were cheap operations (ask rustg to start
thread, ask rustg to check on thread).
Because of the confusingness of the 6 lists for 3 query states, The code
to run pending/queued queries immediately during world shutdown was
instead looking at the current_run list for active queries, **meaning
those queries got ran twice.**
The queued query system only checked the current active query count in
fire(), meaning even when there was nothing going on in this subsystem
new queries had to wait for the next fire() to run (10 ticks, so 500ms
on default config)
Those have all been fixed.
the config `BSQL_THREAD_LIMIT` has been renamed to
`POOLING_MAX_SQL_CONNECTIONS` and its default was lowered to match
MAX_CONCURRENT_QUERIES .
added a new config `POOLING_MIN_SQL_CONNECTIONS`, allowing you to
pre-allocate a reserve of sql threads.
The queue processing part of SSdbcore's fire() has been made to not obey
mc_tick_check for clarity and to make the following change easier to do:
If there is less than `MAX_CONCURRENT_QUERIES` in the active queue, new
queries activate immediately.
(its ok that there are two configs that kinda do the same thing,
POOLING_MAX_SQL_CONNECTIONS maps to max-threads in the mysql crate, and
it seems to only be a suggestion, meanwhile MAX_CONCURRENT_QUERIES can't
do anything during init, which is when the highest amount of concurrent
queries tend to happen.)
🆑
config: database configs have been updated for better control over the
connection pool
server: BSQL_THREAD_LIMIT has been renamed to
POOLING_MAX_SQL_CONNECTIONS, old configs will whine but still work.
fix: fixed rare race condition that could lead to a sql query being ran
twice during world shutdown.
/🆑
I have not tested this pr.
## About The Pull Request
Fixes eigenlockers bypassing teleport protections.

Tested w/ one and multiple lockers, prevents entering or exiting from a
tp-prot eigenlocker
## Why It's Good For The Game
This came up in an away mission designed to be a "one-way-trip", the
only exit being at the very end of the away mission. However, people are
able to bypass this with eigenlockers, thanks to them performing no
teleportation checks, which I believe is an oversight.
## Changelog
🆑
fix: Eigenstasium lockers no longer bypass teleport protection
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
0426f7ddba/code/game/objects/items/stacks/stack.dm (L449)
Ok, but can we not?
This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.
All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.
This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.
<details><summary>Details</summary>
---
### What I've done:
-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.
-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.
-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.
-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`
-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.
---
### What the new flags do:
`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_
`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_
`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_
These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.
---
### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.
`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).
`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.
---
### In summary:
Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.
</details>
## Why It's Good For The Game
This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.
It had to be done. Those window checks were a mess.
## Changelog
🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
IT'S `PRIORITY` NOT `PRIOTITY` WHAT THE FUCK IS A `PRIOTITY`.
FYI nothing was broken since both the subsystem and the define had the
same name so there wasn't any bullshittery going on there - just a bit
of silliness that I noticed.
## About The Pull Request
We have a config flag to set random shift start times or server sync'd
start times, but not one to simply set the shift start time.
## Why It's Good For The Game
Control over the shift start time. This way events such as breakfast can
occur during actual breakfast hours.
## Changelog
🆑 LT3
config: Station shift start time can now be set in the server config
/🆑
---------
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
## 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
/🆑
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
## About The Pull Request
Well this started as a PR updating some of the spelling and grammar on
the biscuits... though spilled out a little into other aspects of the
relevant code.
There are a few things I've done here.
**Paper biscuits:**
- Updated spelling and grammar for paper biscuits. Confidental ->
confidential, that sort of thing.
- A little reorganisation and cleanup of the code itself.
- Preset slips are now generated on init on the parent from a var,
rather than each having its own init proc.
- Early returns, clearer vars, etc
**Paper Cutters**
Ended up doing more here, even though it wasn't the original reason I
started looking at this code.
- Added one (1) paper cutter blade to the paper cutters cargo crate.
Raised the price a little. This is just a reskinned hatchet, so I don't
think it's much of a balance concern.
- Clarifies and docs vars
- Cleans up refs on destroy
- Many `to_chat`s to `balloon_alert`s
- Removed single-letter vars
- Cancelled attack chains when trying to actually use the cutter. You
now pick it up either by having the blade secured and no paper inside,
or by dragging it into your hand.
## Changelog
🆑
spellcheck: Paper biscuits now have more proper spelling and grammar
qol: You now get one spare paper cutter blade in the paper cutter cargo
crate.
tweak: You now use right click to cut paper with a paper cutter
fix: You can now remove paper from a paper cutter if you change your
mind.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
Quoting the comment:
This one is incredible.
`if (x) else { /* code */ }` is surprisingly fast, and it's faster than
a switch, which is seemingly not a jump table.
From what I can tell, a switch case checks every single branch
individually, although sane, is slow in a hot proc like this.
So, we make the most common `blocks_emissive` value,
EMISSIVE_BLOCK_GENERIC, 0, getting to the fast else branch quickly.
If it fails, then we can check over every value it can be (here,
EMISSIVE_BLOCK_UNIQUE is the only one that matters).
This saves several hundred milliseconds of init time.
## About The Pull Request
Removes emergency meetings. Uh, let me know if I missed anything
## Why It's Good For The Game
We gotta come up with NEW ways to ruin the round each year, this one's
so old and busted
## Changelog
🆑
del: Votes out some sussy emergency meeting code
/🆑
## About The Pull Request
**This is not a literal biscuit which you eat. "Biscuit" is just a
nickname of this kind of snap-cards.**
Slip paper is now actually paper, before that, it was just literally
nothing, an object which does nothing. Because of that, the paper cutter
was useless as well, as it turned normal paper into useless paper slips.
Because of this now paper cutters are placed at:
- Bridge
- HoP office
- Warden office
- Cargo
Also adds biscuit cards. If you have no idea what it is, it's a kind of
card placed around a piece of paper usually to conceal some document and
it can be opened by cracking it with a crunchy sound (that's why it's
named a biscuit). Those are usually only opened in certain situations or
emergencies (The most famous example is the US president's nuclear
biscuit, which contains nuclear codes)
There are 2 biscuits: Normal and Confidential.
Normal is a plain biscuit with nothing really special, can be coloured
if you want as it's white.

The confidential biscuit is blue and has "NT" on it.

There is a not-sealed biscuit you can print in autolathe, it starts open
so you can put paper in and seal later making it a normal crackable one.
Now spare ID safe code automatically spawns in a confidential biscuit in
a new paper slip subtype - corporate slip paper. It's a plastic card
which is sturdier than the normal paper clip.

You can also create the corporate paper slip paper using - normal paper
slip, plastic, and captain rubber stamp (making this paper having a rare
status)


## Why It's Good For The Game
Paper slips being not paper is stupid and has no point in being that
way. This also made the paper cutter useless; hence, it was never placed
on any map (and never used).
This PR makes it paper, so it's usable when crew members need a paper
slip instead of a full-size sheet.
Placing paper cutters around the station makes it so the crew can
produce paper slips when they need them, this also gives it finally a
use and place on the station.
The 'biscuits' are cool and give more flavour to the spare ID safe
codes, as well as to other documents people might put in future PRs.
This also makes those paranoid captains which are scared of their spare
ID safe code being stolen and read can sleep tight, as now if someone
opens it up it's really obvious. Now also you can really make sure if
that head is lying about "not touching the spare ID", _but not as anyone
cares really._
**Okay, it's draft for now just so I can add some new things, and fix
the dupe bug:**
- [x] Being able to fax the paper biscuits
- [x] Make it impossible to cut paper slips into paper slips
- [x] Make corporate paper slips craftable or printable
- [x] Make confidential biscuits craftable or printable
- [x] Make paper cutters orderable at the cargo
_CRUNCH_
## Changelog
🆑 DrDiasyl aka DrTuxedo#0931
add: Added 'biscuit' cards! They can contain documents and can only be
accessed by cracking them open, you can't close them back. Nanotrasen
now stores spare ID safe codes in them.
add: Placed paper cutters around the station. They're in Bridge, HoP
office, Warden office, and Cargo.
add: Now you can order paper cutters at cargo.
fix: Now the paper slip is actually paper.
imageadd: The paper slips sprite was slightly tweaked to have text lay
more logically, added the corporate paper slip.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Post 9ee4703133, river generation was
broken
It broke things by moving ruin loading to BEFORE world gen (river gen
happens w ruin loading for convienience), which, since rivers retain
their old area (and world gen is area based), meant that rivers just got
overriden.
I've fixed things by moving river generation to AFTER world gen, since
rivers rely on things like mineral walls existing
## Why It's Good For The Game
If we're gonna spend cpu time on these they should like, exist.
Closes#61371
## Changelog
🆑
fix: Lava and plasma rivers (openspace on icebox too) will generate now.
This was broken for 2 years wtf man
/🆑
# 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
It was config'd off to save init time, but having it function in testing
and mapping is more valuble then the time spend on it.
On that topic, we spend roughly 1.7 seconds of init on this.
~1.3 is spent handling the light sources and their light object
modifications (this is potentailly inflated since other sources could
cause the same objects to need updates)
~0.3 is spent searching for space turfs around lighting_objects during
init.
This will impact change_turf slightly too, costing about ~0.07 in local
testing.
It does save time for live however, since we avoid these config checks.
## Why It's Good For The Game
I believe this time is worth spending.
I've had people try to "fix" artifacts of starlight not being enabled,
things that aren't bugs.
The test environment should as much as we can make it reflect the visual
reality of the game. This helps ensure that
## Changelog
🆑
server: The starlight config has been removed, as it is enabled by
default
/🆑
## About The Pull Request
Was reminded of doing this via
https://github.com/tgstation/tgstation/issues/74245#issuecomment-1483943979
They're mapping issues, so let's log them to the mapping log. Quite
shrimple honestly.

## Why It's Good For The Game
As the comments expound, the reason why we probably haven't done this in
the past is because any number of things can cause active turfs (like
ruin placement (either in icebox or in space)), or other silly stuff
like that. Thus, finding stuff like this would only really be viable
with stuff like the View Active Turfs verb, where you could visually
jump to and see all of the active turfs in that dynamic configuration
(and this still remains the best way to find active turfs).
This PR just makes it easier to do a "post-mortem" analysis on potential
active turfs, so that if it's very blatant, it can be fixed a lot
easier. It's best to try and find them during an ongoing round, but this
is life. (same as the unit tests concession, not too enthused on that
but we would have spontaneous errors out the ass without _something_)
## Changelog
Nothing that concerns players.
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
## 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
This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.
Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.
- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.
## Why It's Good For The Game
Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.
## Changelog
🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
Right now, each time life processes we need to run has_gravity, and
check its output against a bunch of thresholds.
We could save off that second bit by caching the previous value, but
we'd still be only updating this every 2 seconds.
This potentially delayed updating leads to really janky feeling behavior
around transition points too (like when moving on/off the sand on tram
station)
So instead of doing this updating off life(), let's make it event based.
We'll decompose has_gravity, and take all the values it relies on, and
check for them changing ourselves.
That way we get instant response, and can save all the wasted
has_gravity calls.
This constant checking on movement adds a few signal registrations, a
connect_loc, and some logic on living/Moved
The Moved logic increases Moved's self by 50%, roughly 1 second a round
at worst.
Don't have concrete numbers for the connect_loc
(new self / old self)

In constrast, handle_gravity is currently on average maybe 15 seconds.

I could JUST save maybe 13 seconds and not spend the 1 by storing the
previous gravity value, but I think this is worth the ux changes. It
does add some extra resistance to change, but s much nice.
Moved some functions around too, and removed now redundant
update_gravity calls
## Why It's Good For The Game
Snappier gravity, faster Life()
## Changelog
🆑
qol: Human gravity will react to changes instantly, instead of waiting
for the next process tick. Hopefully this feels better and not worse
/🆑
## About The Pull Request
New DLC bout to drop.

Lots of new things included:
- New basketball minigame that can be played between 2-7 players
- Crafting recipe for basketballs using leather sheets
- Crafting recipe for basketball hoops using metal, rods, and durathread
- New basketball sounds for the ball and hoops
- New scorecard that can be reset using CtrlClick
- Basketball hoops can be rotated using a wrench and AltClick
- Dunking and shooting animations.
### New basketball mechanics that now utilize stamina:
- Dunking costs large stamina and you must be directly adjacent to the
hoop and click on it.
- Shooting costs medium stamina and uses RMB. Shooting lets you aim the
ball over peoples heads, meaning anyone obstructing your path will be
bypassed. There is a half second delay during shooting where someone can
bump or push to prevent the shot from succeeding.
- Shooting from further away results in less accuracy. If you do not
click directly on the hoop, there is also an accuracy penalty!
- Passing costs no stamina and uses LMB. Trying to score into the hoop
via passing results in a reduced chance.
- Spinning costs medium stamina while holding the ball. It gives a
reduced chance for the ball to be stolen but decreases accuracy for
shooting.
- Pushing a player using RMB will attempt to steal the ball and drain
their stamina.
- The chance to steal the ball is based on the stamina of both players
and the direction they are facing. If the person with the ball is at low
stamina, and the person stealing is at full stamina, they will have a
higher chance. Likewise, if the person with the ball is face to face
with the stealer, then there is a higher chance for the ball to be
stolen. If the person has their back to the stealer, then it's a lower
chance.
- Shooting from more than 2 tiles away, results in 3 points. See below
picture to know the distance.

### Now to introduce the teams:
<details>
<summary>Nanotrasen Basketball Department</summary>

</details>
<details>
<summary>Greytide Worldwide</summary>

</details>
<details>
<summary>Lusty Xenomorphs</summary>

</details>
<details>
<summary>Space Surfers</summary>

</details>
---
Big shoutout to the nukie round a few weeks ago where the nuke ops
challenged the crew (and clown) to a basketball match on their rebuilt
basketball shuttle. The nukies won, but it made me realize that the
basketball mechanics were very raw and needed some polishing.
#### TODO LIST
- [x] Fix bug where ball only goes over peoples heads if they are 1 tile
away
- [x] Remove leftover code comments and procs
- [x] Rebalance stamina values (maybe move this to different ball types)
- [x] Fix basketball stadium template runtiming from wall smoothing
during load
- [x] Fix space surfer stadium having an air breach somewhere
- [x] Add more sounds for when ball is passed, shot, or dunked
- [x] Make it so that holding a ball while on the floor isn't possible
(to avoid those meta cheese strats)
- [x] Drop basketball lets mobs make sounds when spinning (need to
detach signal?)
- [x] Finish adding a simple lobby menu for minigame
## Why It's Good For The Game
_If you can't slam with the best, then jam with the rest._
## Changelog
🆑
add: Add crafting recipe for basketballs (leather sheets) and basketball
hoops (metal, rods, and durathread)
add: Add new basketball minigame for 2-7 players. There are 4 different
courts and teams by default with more planned to be added later.
add: New basketball mechanics that uses stamina. Shoot with RMB, pass
with LMB, and dunk by clicking the hoop while adjacent. Spinning while
holding the ball decreases the chance for someone to steal the ball, but
it decreases your shooting accuracy. Shooting from 2 tiles away lets you
score 3 points.
qol: Basketballs now play a buzzer sound when someone scores. CtrlClick
will reset the scorecard and AltClick with a wrench will rotate the
hoop.
qol: Dunking and shooting animations for basketball.
soundadd: Added basketball bounce sound with credits attribution
imageadd: Added basketball icon to minigames. Move baseball and
dodgeball icons to toy/balls.dmi
/🆑
## About The Pull Request
Xenomorphs who are a product of the roundstart xenobio egg delivery will
now spawn as "Captive Xenomorphs", who receive an objective to break
containment. Here's how it works:
When a delivery egg is generated that area will be marked as the
"captivity area". Xenomorphs born within this area now have their own
team, and have their own section in the roundend report that will
greentext them based on if they were able to survive and escape
captivity. Xenomorphs born outside of this area will spawn as normal
Xenomorphs, with no escape objective or special fanfare.
To further encourage people from actually taking the role and
potentially resigning themselves to an hour in Xenobio CBT prison, the
first of the hive gets their own header on the roundend report.
(When I say "team" here, I mean they receive a different antag team
datum. They're still able to collaborate and cooperate with other
Xenomorphs, they just have a different title and extra objective in
addition to the bonus roundend report limelight.)


(This also adds a basic "survive and advance the hive" objective for all
xenomorphs, since their objective popup was otherwise completely blank).
Since the captivity area is entirely dependent on the location of the
egg itself, admins can plop one of these down anywhere, and mappers
don't have to put the egg mapping helper specifically in Xenobio.
For clarification -- To be qualified for the Captive Xenomorph team, **a
delivery egg must be spawned**, and the xeno you inhabit must be born in
the same area the egg was spawned. If the queen breaks captivity and
starts nesting elsewhere on the station, their children will be born as
normal Xenomorphs, not Captive Xenomorphs.
## Why It's Good For The Game
Adds a bit of distinction, and gives bragging rights, to anyone bold
enough to take a roundstart xeno roll and escape with it.
The Xeno egg delivery is already rare enough, I think it deserves a bit
more fanfare (especially considering the dramatic impact it sometimes
has on the direction of a round).
## Changelog
🆑
add: Xenomorphs born in the room the roundstart delivery egg was spawned
in will be part of a special "captive xenomorph" team, tasked with
escaping and tracked in the roundend report.
fix: Regular Xenomorphs no longer receive a blank objectives popup on
spawn.
/🆑
## 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
Removes NtNet softwaredownload/communication because they did nothing,
so this also removes the feature to shut them off from Wirecarp
I removed tablets from being added to networks, Tablets already generate
logs for actions they do, which is already enough for the effects it has
in-game (just being visible to Wirecarp), once NtNet is deleted from
everything else then we can move it to ModPCs and limit logging to only
ModPC actions.
Fixes shutting off ntnet relays from Wirecarp, now you can properly shut
off Ntnet, and the warning that it kicks you out of the program is now
true.
Gives the Holodeck it's own network root define and fixes Syndicate
network showing up on Wirecarp
Wirecarp's PDA logs now shows the source of an action
## Why It's Good For The Game
Moves ModPCs further from NTNet so we can move towards deleting it
entirely
Makes Wirecarp more responsible and trustworthy
Removes useless stuff that never gets used, simplifying a overthought
overcomplicated system.
## Changelog
🆑
balance: Wirecarp now properly shuts off NtNet remotely.
balance: Wirecarp now shows the source of a PDA that does an action.
fix: Wirecarp can no longer be used to see if Nukies exist through their
networks.
del: Removes Software downloading and communication Ntnet networks, as
they were pretty worthless.
/🆑
## About The Pull Request
HackMD for this can be found here:
https://hackmd.io/VEbjO1kaQJarao4KqGfzgw?view
Basically, this gives the first Janitor an access key that they can use
to enter departments. This requires a Head of Staff to approve it
through the keycard authenticator, and only holds one department at a
time, and will clear itself out after 10 minutes.
This gives departmental AA, including the head of staff's office, adding
a tradeoff.
The Janitor is alerted when access is given to their key (as their
keyring will say such) and everyone can see janitors trying to open a
door when they use it (with a cool sound, too).
You can't bump open airlocks with it, I limited it to directly using it
on the door, because I thought it made it feel more realistic to a
keyring.
I had an earlier version of this that gave the key it's own access,
which allowed bumping open, but it also allowed things like locking RD
consoles, and I dunno how strong I want this key to be.
I also wanted to limit how easy this is to greytide/steal, currently
only the first Janitor spawns with the key. I thought it would be too
easy to exploit otherwise, or essentially stolen roundstart if there
were no Janitors. Maybe this can also fit as a Traitor objective after
melon's new objective PR is done?
### Minor detail
While adding icons, I realized inhands don't actually set its icon state
to the default if it's null, so I removed that LYING comment.
## Why It's Good For The Game


Alternatively, https://youtu.be/dlkSbQ-IkRM?t=182 (timestamp)
## Changelog
🆑 JohnFulpWillard, sprites by BalkyGoat
add: The Janitor Access key: Janitors can now be given departmental AA
(one at a time) using the Keycard authentication device in Command
offices. Use it if you need cleaning!
fix: HoP's trim is no longer set to edit Supply access.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
BYOND is inconsistent about whether it treats these as `"key" = value`,
or `src.key = value`, or something else. We suspect that this behavior
is fluctuating in 515, and given that this proc has been causing immense
overtime, that it might be the culprit of some recent complains of
recurring lag. And if it's not, then we at least have more consistent
code.
Avoids calling `cut_overlay` if we know that we manage every overlay
we're about to remove, and short-circuits to `overlays = null`. This
saves the cost of building the appearance list and performing `-=` of
the list.
More minor change, splits validation part of `POST_OVERLAY_CHANGE` into
`VALIDATE_OVERLAY_LIMIT`. This is because there is no point checking if
we hit the overlay limit after removing overlays, since we would've
checked in `add_overlay` in reasonable cases.
<!-- 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
I done fucked it lads. Space turfs are never initialized, so asserting
all shareable turfs have a cycle below 0 is not safe. instead we'll use
-infinity. if that ever breaks I'll eat my shoe
Closes#73961
## About The Pull Request
Hate having your cables eaten by mice? Nanotrasen have heard your
complaints and settled on a natural, _organic_, and eco-friendly
solution.
When this station trait is active, roundstart and event mouse spawns
have a chance to instead be replaced with duct spiders (both will exist,
it doesn't remove mice).
Duct spiders are largely harmless to humans, actively hunt other
maintenance creatures (such as mice), and have only one _tiny_ downside.

These mobs can also sometimes be spawned by a minor scrubber clog event.
As a side note, all spider basic mobs with AI (except Araneus) will now
try to automatically fill a small area around them with webs.
Also I made it so that mobs will ignore their random_walking behaviour
if they're engaged in a `do_after`, just in case.
## Why It's Good For The Game
Adds a little bit of variety to things which can slightly annoy you in
maintenance.
Spiders will automatically make places they live in look like spiders
live there.
## Changelog
🆑
add: A station trait which sometimes populates maintenance with small
spiders. You can wear them as a hat if you wanted to have a spider on
your head for some reason.
add: Spider mobs will automatically start webbing up their environment.
/🆑
## About The Pull Request
Each time we intialized a turf's atmos, we checked all the turfs around
it to see if they were different. This meant each pair of turfs talked
to each other twice.
If we instead do the comparing in a second loop, we can use
current_cycle to ensure we only compare a pair once. This saves 0.5
seconds of atmos init.
## Why It's Good For The Game
Speed
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
Approval Voting is a system in which voters can select as many maps as
they want, instead of selecting only one. Final tallies show how many
votes each map received, and the winner is the map with the most
support.
## Changes since https://github.com/tgstation/tgstation/pull/73413
- Custom votes can now be started using either system
- Icon during AV votes indicating your selections
- Map population filter counts active players and participating ghosts
https://user-images.githubusercontent.com/83487515/222580901-61506cc3-dc42-4435-9775-1e6291a3f734.mp4
## Why It's Good For The Game
First-past-the-post (our current voting system) has flaws such as
creating a bunch of wasted votes, in that a large number of selections
ultimately have no impact and for example, a map can win a 3 way race
11/10/10, even though 2/3 of the votes were not for that map. This leads
to people having to vote strategically, and perhaps not what their true
choice is.
Approval Voting solves this by instead allowing the player to select all
the maps they would like to play, so they can vote for their true
preferred choice, as well as alternates.
For example, a player that wants Metastation, is okay with Icebox, and
doesn't want Delta may feel pressured to vote Icebox if it's in a 2 way
race with Delta.
AV lets them vote for Meta, and Icebox or as many others as they want as
their alternates and creates a more fair outcome of a map vote.
Map population filter removing AFK/lobby screen dwellers gives a better
number of active players so as to not trip the map filter's population
cap earlier than it should.
tl;dr: Less of this

## Changelog
🆑 LT3
rscadd: Added new multi-vote system
balance: Map votes are now calculated using multi-vote instead of the
old single-vote system
admin: Admins can now use either multi-vote or single-vote for custom
votes
code: Map choice filtering uses active player count, not all connected
clients
/🆑
## About The Pull Request
Mind is not active yet when job is equipped
## Why It's Good For The Game
**You are the idiot.**
## Changelog
🆑 Melbert
fix: Jobs get "You are the" and policy text again on spawn
/🆑
- Make names version independent
- Version .yml file (Will I write the code to ever use it, who tf
knows?)
- Add WatchdogLaunch.sh to .yml
- Remove defunct PreSynchronize script.
- Cargo isn't needed in WatchdogLaunch
- Why are we running apt outside of the if?
- grep was only needed for the LinuxOneShot (old tool)
- Bring common code into one file
TODO:
- [x] Test this shit
- Added a test app, ran locally, verified the scripts work, added it to
CI
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
MSO was being tsundere about this and it seemed useful, so here we go
## Changelog
🆑
config: Added a warning build config setting, you can now lightly
repremand but not block clients with older builds but fine major
versions
/🆑
## About The Pull Request
Current blacklist makes it so you cannot be both frail and paraplegic,
but it's intended to exclude quad amputees from taking those.
## Why It's Good For The Game
Who says a paraplegic can't also have weak bones?
## Changelog
🆑
fix: frail and paraplegia quirks can once again be taken together.
/🆑
Reverts tgstation/tgstation#73159
Pretty sure this wasn't supposed to be merged, considering it disabled a
test, a workflow run, and implements an atom New override