Commit Graph

5295 Commits

Author SHA1 Message Date
Y0SH1M4S73R
f8511ea227 You can install B.O.R.I.S. in circuits with MMI components (+other MMI component changes) (#92002)
## About The Pull Request

This PR adds the ability to install a B.O.R.I.S. in a circuit that
contains an MMI component. These circuits can then be remotely connected
to by an AI by clicking on them or anything they are inside of. To
indicate that a circuit allows remote AI connection, an indicator is
given to the circuit and anything containing it.

Additionally:
- Refactors the MMI component to use `item_interaction`, since it was
pertinent.
- You cannot insert an MMI/B.O.R.I.S. into a locked circuit.
- You can no longer hotswap MMIs/B.O.R.I.S.es - you must manually eject
the inserted one.

Let me know what changelog labels I should use for the hotswap removal
and the prevention of insertion into locked circuits.

## Why It's Good For The Game

If you can put an MMI or posibrain in a circuit, why not allow an AI to
use it using a B.O.R.I.S.?

## Changelog

🆑
add: B.O.R.I.S.es can be installed inside of integrated circuits with
MMI components, allowing an AI to remotely interface with them the same
way an MMI or posibrain could.
refactor: The MMI component now uses item interaction behavior for
inserting MMIs/B.O.R.I.S.es.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-09-03 23:25:50 -07:00
mcbalaam
6f8245f745 Prevents you from attacking the fireplace if not enough fuel is present (#92823)
## About The Pull Request

Cancels the attack chain and prevents the player from hitting the
fireplace with the tool if they interact with the fireplace by adding
various fuel or attempting to light it

Before:
<img width="312" height="43" alt="image"
src="https://github.com/user-attachments/assets/c052df8b-80c6-4cc9-984c-71e50293b929"
/>

After:
<img width="297" height="40" alt="image"
src="https://github.com/user-attachments/assets/28e7bd1f-d5e1-44da-9836-82e46b195da5"
/>

## Why It's Good For The Game

Common sense?
2025-09-03 02:51:35 +00:00
mcbalaam
d40bb5ddd2 H.A.U.L. gauntlets and package wrapper QOL (#92427)
## About The Pull Request

- Wrapping a crate with package wrapping while pulling it will now
automatically make you grab it
- You can now open the crate while dragging it with the H.A.U.L.
gauntlets if you're the one who's pulling it. Also applies to other
items (including MOD modules) that have the component


https://github.com/user-attachments/assets/7b4743c8-855d-4274-89ca-b0507f6d3e0e

## Why It's Good For The Game

QOL for cargo technicians - having to constantly grab and let go of
crates is very annoying
2025-09-02 21:32:47 -05:00
Winter Frost
c97eaa3195 de-hardcodes some of /obj/structure/table (#92740)
## About The Pull Request

Adds new variables and removes minor hardcoding with the
`/obj/structure/table` adding the variables
`var/flipped_table_icon`
`var/unflip_table_sound`
`var/flipped_table_sound`

## Why It's Good For The Game

This will provide more modular-ability, maintenance, and general care
for changes up and down the stream. allowing modules and individual
things to be made without affecting the /TG/ master files. Including
with these new sound variables, it allows further control over how
things should sound, not having to code-dive to find and change
anything. Making it much easier to control.

## Changelog

No player facing changes.
2025-08-29 18:59:23 -04:00
SmArtKar
c5eb346cbd Fixes table flipping sound/alert spam (#92648)
## About The Pull Request

Closes #92627 by restricting users to a single do_after at a time per
table

## Changelog
🆑
fix: Fixed table flipping sound/alert spam
/🆑
2025-08-21 02:41:46 +02:00
NoHaxJustPi
e927d8897e Fixes tank holder description (#92594)
## About The Pull Request
Fixes "It is The bolts[...]" in tank holder desc, changes tanks from
"one" to "a"/"an" (i.e. "an oxygen tank" instead of "one oxygen tank")
and adds span_notice to the other parts of the description to fit with
the screws message.
## Why It's Good For The Game
Fixes a grammar mistake in the description.
The "one [...]" doesn't make sense for something that only holds a
single tank at a time.
Using span_notice for the description makes it more uniform and
consistent.
## Changelog
🆑
spellcheck: Fixes "It is The bolts on the bottom are..." in tank holder
descriptions, and improves grammar for inserted objects.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-08-17 02:12:02 +00:00
MrMelbert
844ad39d65 Attackedby differentiates failed attacks from 0 damage attacks (#92564)
## About The Pull Request

Fixes #92558

Currently `attacked_by` does not differentiate an attack that did 0
damage with an attack that failed (due to blocking or whatnot)

See also: This hack I left in

ce958c77c0/code/_onclick/item_attack.dm (L346-L347)

This causes problems because successful attacks can deal 0 damage. See
linked issue.

This PR addresses the issue by having `attacked_by` return `-1`
(`ATTACK_FAILED`) for attacks which entirely do not connect.
-1 was used so consumers can easily check if an attack did 0 damage OR
failed (via checking `<= 0`)

This isn't the preferred fix - I'd prefer if all block checking and zone
targeting was moved to `/item/proc/attack`, but that requires attack
itself be reigned in a bit (cuz it's still a bit of a mess).

## Changelog

🆑 Melbert
fix: Item on-attack effects will trigger as expected when hitting a limb
at damage cap
/🆑
2025-08-15 04:24:18 +02:00
Thunder12345
d1b8145ad2 Icebox ruin: RoroCo glove factory (#92473)
## About The Pull Request

Adds a new surface ruin to icebox, the RoroCo factory. Contains a couple
of puzzles, and a small amount of loot in the form of ~~3 total pairs of
insulated gloves~~ a pair of insulated gloves, two adorable roros and a
cool unique labcoat. Just don't ask where the gloves come from...

Puzzles can of course be avoided/brute-forced by breaking down the walls
but that's for chumps.

<img width="1152" height="1024" alt="Space Station 13 2025-08-06 221903"
src="https://github.com/user-attachments/assets/21050aa6-9b27-494d-a949-7496aeda18cf"
/>

## Why It's Good For The Game

The upcoming 1x3 icebox surface calls for more ruin content to help fill
that space.

## Changelog
🆑
add: A new insulated glove factory has popped up on the ice moon.
add: Freezer floor tiles now come in the full range of shapes.
/🆑
2025-08-15 00:10:01 +00:00
SyncIt21
486b314a4a Fixes 2 platform problems (#92475) 2025-08-10 22:06:49 +02:00
Arturlang
0bc42d6940 Fixes the issue of usr pointing to admins by making Trigger pass down clicker (#92354)
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead
2025-08-05 22:58:40 -05:00
SyncIt21
c6dcc304ce Fixes closets not reusing images for clients (#92408)
## About The Pull Request
- Fixes #92214
- Fixes #92407

Whenever a mob with a client attached to it steps into a closet we
create 2 images(background & contents image) to display to that viewer

4ee0793ecd/code/game/objects/structures/crates_lockers/closet_see_inside.dm (L87)

We are meant to reuse these images for multiple clients however this
proc does not check if we already made an image before. It just creates
a new one for every client(and we don't keep track of those previously
creates images) so we loose track of all sanity.

But now we make sure we make this image just once to reuse across
multiple clients

## Changelog
🆑
fix: You can no longer see parallel universes when 2 or more people gets
shoved into closets.
code: cleaned up closet see through code. It's documented & slightly
faster performance wise
/🆑
2025-08-05 05:27:00 +02:00
SmArtKar
36d95d44b4 Fixes recovered crew bodybags being foldable while there's a "corpse" inside (#92423)
## About The Pull Request

Closes #92356
Also fixed prisoner envirobags being foldable while strapped despite
showing a failure message.

## Changelog
🆑
fix: Fixed recovered crew bodybags being foldable while there's a
"corpse" inside
/🆑
2025-08-04 10:48:08 +02:00
Thunder12345
d97c57b263 The Glitterening (#92226)
## About The Pull Request

Adds a number of new capabilities to glitter.

- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>

- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>

- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>

Resprited glitter to support these changes and make it not look like gas
(or ass).

## Why It's Good For The Game

It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.

## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
2025-08-03 00:25:58 +10:00
necromanceranne
f739485e3e Non-workout sources of athletics experience diminishing returns on experience gain (#92206)
## About The Pull Request

For instances of athletics gains that don't involve workout
machinery/granting the exercised status effect, those sources of
experience suffer from increasing diminishing returns as the person
gains athletics levels.

## Why It's Good For The Game

While I still like that this lets more people engage with athletics
across a round, it did unfortunately trivialize getting higher levels of
athletics by doing some relatively banal activities that took really no
preparation to accomplish. The intended method of getting experience
should be the workout equipment, and so at a certain point these sources
of experience should stop granting free levels.

If someone refuses to interact with the workout mechanics and only
chooses to use these alternative methods, then uh....I guess all the
more power to them but they'll be there for a while.

## Changelog
🆑
balance: Athletics experience gain from non-workout sources, such as
climbing ladders, hopping tables and rope climbing, experience
diminishing returns as you gain athletics levels. To reach legendary
fitness, you really should hit the gym.
/🆑
2025-07-31 12:44:12 -04:00
SmArtKar
aaec4fd227 Removes forced tint from NVGs (#92322)
## About The Pull Request

Partially reverts #84594, removing forced tint from night vision goggles
(if anyone for some reason wants to experience it again, they can toggle
it via alt click like it could be done before the [aforementioned
PR](https://github.com/tgstation/tgstation/pull/84594))

Approved by Ghom (the original PR author)

## Why It's Good For The Game

NVG tint is a pretty sizeable accessibility issue, as forced screentint
can easily cause eye strain if they're used for prolonged periods of
time, being especially bad for blue-tinted NVGs. They're already locked
pretty deep down the techweb, and this change just made everyone avoid
them. If we need to make tintless variants of them for every single
antag and special role (and bitrunners, lol), we maybe shouldn't have
added the tint in the first place.
2025-07-30 21:52:35 -05:00
LemonInTheDark
cba36db2a2 Fixes infinite loop in closet resist code (#92355) 2025-07-29 09:15:54 +02:00
Bloop
9e5ff3cc67 Fixes manifest hard dels (#92283)
## About The Pull Request

<img width="378" height="199" alt="1eSxYbsh0e"
src="https://github.com/user-attachments/assets/e8a658ca-c1c4-48fe-bb51-c77c85a7f824"
/>

Noticed some hard dels here, does some light refactoring/code
improvement to ensure that doesn't happen.

Crates shouldn't really be owning a hard ref to the manifest in the
first place since they are detachable. Removes some code duplication in
favor of calling `tear_manifest()` which has the safety check to prevent
`forceMove()`ing a qdeleted manifest out of nullspace.

## Why It's Good For The Game

Less server hiccups.

## Changelog

Nothing players will notice besides less server hiccups.
2025-07-25 20:15:29 -06:00
FalloutFalcon
d74f9ae8d5 generic parent type for both sabre sheaths (#92300)
## About The Pull Request
puts both the grass and normal sabre sheath types under a shared parent
type for shared behavior.
considered subtyping the storage datum but it seemed overkill. can do if
requested.
## Why It's Good For The Game
less copy paste. good if someone wants to add a clay-more sheath for
similar (believe that exists somewhere downstream), would have done it
myself but no sprites.
## Changelog
N/A
2025-07-25 20:14:26 -06:00
FalloutFalcon
51581d91d1 regex for for loop anti pattern (#92136)
## About The Pull Request
I made and metek improved this regex for finding instances if(itterator)
in for loops because a downstream im working on does it an insane
amount. Im fairly certin all these instaces have no reason to be running
if checks here saying most of the for loops are typed so if it was null
or something it shouldnt be iterated on
`for\s*\(var(/\w+)*/(\w+) .*\n\s+if\(\2\)`
## Why It's Good For The Game
just kinda bad practice. Its way way way worse on the downstream tho
holy shit
<img width="1264" height="759" alt="image"
src="https://github.com/user-attachments/assets/1d0f152d-372d-49d4-a9fa-6d8e4d27a816"
/>
## Changelog
N/A
2025-07-22 22:38:40 -07:00
Y0SH1M4S73R
3e2c118921 Adds constructible plastitanium reinforced walls (#92115)
## About The Pull Request

You can now construct reinforced plastitanium walls by using a single
plastitanium sheet on a reinforced girder. These are mostly identical to
syndicate walls, but only have 2 explosion resistance like normal
reinforced walls, as opposed to the 20 of syndicate walls.

## Why It's Good For The Game

Have you ever wanted a construction project to have that cool syndicate
aesthetic, but doing so would compromise its security due to the walls
being able to be simply welded down? Now you can make a syndicate
shuttle or satellite that will at least require thermite or the aid of
an engiborg to rapidly break into.

## Changelog

🆑
add: You can construct reinforced plastitanium walls by using
plastitanium on reinforced girders.
/🆑
2025-07-21 13:42:24 +02:00
SyncIt21
7be3eb8fdb Fixes winning ore vent wave defence by moving drone (#92220)
## About The Pull Request
- Fixes #92079

The `force` parameter in `handle_wave_conclusion()` was being
interpreted the wrong way in these 2 scenarios
- When `COMSIG_QDELETING` is sent `force` actually means are we deleting
the object forcefully & not if we want to win the wave defence
- When `COMSIG_MOVABLE_MOVED` is sent `force` gets the old location of
the drone(which gets misunderstood as TRUE because it's a non null
value) & not if we want to win the wave defence

So let's just remove this parameter so that it doesn't get
misinterpreted again. We don't lose any functionality with this because
when analysing all the places `handle_wave_conclusion()` is called, no
where is `force = TRUE` passed so the default is always assumed to be
FALSE so we can just throw it away

## Changelog
🆑
fix: You cannot win an ore vent wave defence by throwing a blue space
crystal on the drone or by moving it in any other way
/🆑
2025-07-20 20:27:32 +02:00
Nick
e97a69a782 [DMN]Reduces the amount of Public medkits in general, Changes Nanomed wall vendors, into emergency wall vendors (#92134)
## About The Pull Request
I would be very intrested to get this atleast testmerged, but anyhow.

This PR reduces the amount of medkits in general available in maps
(Mostly just public ones)
This PR changes the contents of Nanomed Wallvendors to include just
emergency stuff.
This PR REMOVES medigels from wall med vendors
This PR increases the sterilizine sprays amount in the drugs vendor from
1 to 3 to compensate the removal out the emergency vendors
This PR adds a tactical lite medkit to traitor uplink for 4 tc this
includes medicated suture/mesh health analyzer gauze and a atropine pen

What this PR achieves to AIM is repurposing wallmed vendors into a more
of a emergency type of vendor, while emergency lockers surgical kits are
free and RNG, this is gauranteed and costs a little bit of money.

Though i will need some help to see whats enough emergency med vendors,
so far i have 1 for every department as baseline maybe 1 every hallway
section aswell?, Pherhaps free and remove emergency medkits from
emergency lockers in general? i would love to hear people's opinion on
this

## Why It's Good For The Game

Theres alot of medkits available, so trickling down a little bit to have
medbay matter more, but in exchange there will be wall vendors to treat
your wounds with so you can bring them to medbay or have a
paramedic/doctor come to your location in time without the patient
dying.

This also removes one of the only imporant stuff in wall med vendors and
thats medigels, medigels are very popular and usually is the most common
way to treat damage (and space effecient)

## Changelog

🆑 Ezel
balance: Removes some public medkits on every map
balance: Changes the contents of wall med vendors to just have emergency
stuff
balance: Drugs vendor now includes 3 sterilizine medigels instead of 1
Balance: Tactical lite medkit added to traitor uplink for 4 tc, this
includes medicated suture/mesh, atropine pen, gauze, advanced health
analyzer
map:Adds more wall med vendors to the map atleast 1 every department.
/🆑
2025-07-19 20:54:00 -07:00
FalloutFalcon
ae374e5b25 bamboo walls should no longer tile red carpet (#92135) 2025-07-19 10:38:26 -06:00
SyncIt21
ba827b53ae Removes completing re-enforced girders with iron rods (#92163) 2025-07-18 10:24:06 +02:00
Waterpig
9197e23f98 [NO GBP] fish infusion and other mutant feature fixes (#92161)
## About The Pull Request

fixes #92156

<img width="72" height="74" alt="image"
src="https://github.com/user-attachments/assets/607384a8-b0d1-4cdf-ac42-fdf071df1789"
/>

## Why It's Good For The Game

Fix bug

## Changelog

🆑
fix: Fish tails now correctly show up
fix: Mutant colors and other features now apply correctly in some cases
where they previously didn't
/🆑
2025-07-15 19:59:23 +02:00
Tim
30d2f28c16 map_export now saves welded airlocks and paper on noticeboards (#91960)
When using `map-export`:
- Exports the welded state of an airlock to the welded airlock mapping
helper
- Exports the paper inside of a noticeboard to pop out and be saved on
the same turf

Both `airlocks` and `noticeboards` handle the outside objects already in
their `Initialization()` procs so I didn't have to change anything. Also
I cleaned up the paper code and added some better code documentation to
`on_object_saved()`.

We convert this:

![dreamseeker_h4gQeOTaSC](https://github.com/user-attachments/assets/356b976f-b597-4492-96b0-7169b22e1845)

To this:

![StrongDMM_lQ5B1i8lH5](https://github.com/user-attachments/assets/b5360967-3e36-4e32-b94d-a51245eab867)

## Why It's Good For The Game
There weren't any good examples of using `on_object_saved()` and the
documentation was lacking so I wanted to include some proof of concept
for a few objects. Also airlocks already save their welded state, but I
think it looks better to have it as a mapping helper since it shows up
in StrongDMM instead of being a VV edit.
2025-07-15 10:39:23 -04:00
Waterpig
b01756b97c Datumizes DNA blocks, makes DNA cleaner in general (#92061)
## About The Pull Request

Moves all the dna block handling onto singleton datums initialized
inside global lists, to make the handling dna less of a copy-paste mess
and make adding new blocks significantly easier. There is still some
work to be done in the copypaste department but ultimately that falls
under its own PR scope after the core refactor goes through. (Ill
probably do those but it will also be easier for everyone else as the
code is now significantly less of an eyesore)

Both features and identities have been tested through and through, and
seem to be working fine.

Also removed the reliance on weird hardcoded lookup tables for length,
and other similar things that just didn't make sense when I was passing
through DNA code. There's a lot more that fall out of scope for this
exact PR's goal however

## Why It's Good For The Game

I've been told the maintainers will love me for doing this

## Changelog

🆑
code: feature keys are no longer magical strings floating around the
codebase and use proper defines
refactor: DNA blocks are now handled with singleton datums.
/🆑
2025-07-14 16:51:45 -06:00
Nick
60549f1c56 Nukie base, expansion expansion pack! (#91829)
## About The Pull Request

## Chemical Department
Adds a extra section to the chemlab, with materials and even a empty
bomb case for your evil chemistry needs!
Adds various beakers sizes of beakers to do chemistry with, gives one
chemical payload that can hold up to 5 beakers to nukies
Adds a locker with chemical closet supplies, medigels pill bottles
beakers.
Adds a hand labeler to properly label your stuff with! a succesfull
nukie is a organized one
Adds a toolbox for properly editing of grenades and plumbing
Adds a smart fridge ontop of the window to store your stuff in

![image](https://github.com/user-attachments/assets/d05418ac-64be-4cfd-817d-b67208192f40)

## Bio Terrorism Department
Expands the cells so you no longer have to juggle your slimes between 2
cells
Adds a big BZ chamber to store the slimes your not breeding in (enough
space to contain every color)
adds a fully upgraded slime proccesor aswell!

![image](https://github.com/user-attachments/assets/f4d35f2e-c96a-4f07-a5b7-5d6d9f73eace)

## Medical section
Moves some stuff to make place for a operating computer

![image](https://github.com/user-attachments/assets/1c9dc5e8-8033-42fa-ae2f-557873cf2230)

This also introduces a new locker sprite made by aliceee2ch
and one chemical payload variant by me

## Why It's Good For The Game

Removes some of the jank and make these places easier to use.
Adds extra stuff to the chemical section to widen the options you can do
as nukies. and make the lab a more proper lab toolwise then the absolute
bare mininum

## Changelog
🆑 Ezel
balance: Nukie Chemistry section, now includes a proper chemistry locker
with pill bottles medigels and big beakers
balance: Nukie Chemistry section, now has a extra section attached to it
that holds some limited amount chemistry materials and a empty bombcase.
balance: Nukie Chemistry section, now has various sizes of beakers, a
special chemical payload that can hold up to 5 beakers, and a hand
labeler to tag your stuff with
map: Nukie Chemistry section, now has a smartfridge
map: Nukie xenobiology section widened and added a fully upgraded slime
proccesor
sprite: New syndicate chemical locker sprite by aliceee2ch
sprite: Adds a darker version of chemical payload only for nukies
/🆑

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-07-12 22:54:58 +00:00
Mothblocks
81bfe81910 You can see inside closets and interact with yourself and others inside them (#92029)
## About The Pull Request




https://github.com/user-attachments/assets/65a03f4a-0e44-4bce-b603-a019d5a3a36e

I want you to be able to pick up items and stuff in here but it seemed
annoying so I'm letting Melbert figure that out

Closes #92006

I didn't make it work with client log ins and log outs and all that such
and such fyi

## Why It's Good For The Game

Doesn't really make sense that you can't heal yourself in closets when
you're still able to use items and such in there. You're in the closet.

## Changelog
🆑
add: You can now see inside closets you're in, and interact with
yourself inside.
/🆑
2025-07-12 14:15:24 -06:00
Jacquerel
7146a6bb10 Platforms (#91559)
## About The Pull Request


![image](https://github.com/user-attachments/assets/32a5f39a-59b8-46c3-8418-1a089379d6a4)

This PR adds "platforms" to the game, a port of the window frames from
the Wallening branch but with no windows attached.
You can craft them with two stacks of many kinds of materials.
Functionally they're basically just tables for standing on and act as a
decorative tool allowing you to make raised areas like stages.
Largely as far as I can tell I _think_ these were sprited by @Krysonism
although it's a little hard to check if there's any that were done by
someone else.

You can walk directly from tables to platforms (and crates) and vice
versa. You can also tableslam people onto them.

This PR also comes with "steps" (AKA small stairs)
You can use steps to walk onto platforms (or tables, or crates) without
needing to do the climbing action first.

![dreamseeker_umhbakZ4lE](https://github.com/user-attachments/assets/675e815b-8901-49d2-81b1-64ef7a56cd31)
If you try to run through them the wrong way you will trip.
Right now they only come in "Iron" flavour. Maybe one day someone will
sprite some wooden ones, or other varieties.

Basically the intention is to use them to build a little stage or altar
or maze or something. They don't have a lot of non-decorative purpose.

Don't be alarmed by the touched files list. It's mostly sprites and
there's barely even any code in this PR. It's almost entirely elements
and boilerplate.

## Why It's Good For The Game

Mappers keep asking me to add these.
Salvages some sprites from the Wallening project which we can still use.
You can make a really really big multitile pizza.

## Changelog

🆑 Jacquerel, Smartkar, sprites by Kryson
add: Added "platforms", or "half-walls" which are a kind of decorative
block similar to tables which you can walk around on.
add: You can walk freely between tables, platforms, and crates that
happen to be near tables or platforms.
add: You can construct iron steps to traverse tables and platforms
without needing to climb on, but try not to trip over them.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-07-11 07:21:02 +00:00
grungussuss
5fca831746 fixes examine message for canister shot (#91890) 2025-07-01 11:02:48 +02:00
Rhials
7fb971e8cb Cardboard box speed potion fix (#91830) 2025-06-28 07:06:49 +02:00
John Willard
096c032402 Adds a new halloween species: Spirits (#90711)
## About The Pull Request

Adds 2 new species: Spirits and Ghosts

Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors

They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.

They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.

Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.

Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.

### The difference between Spirits and Ghosts

Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).

Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.

This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.


https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e

## Why It's Good For The Game

We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)

## Changelog

🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-06-22 10:02:06 +02:00
SyncIt21
ff13dcadab Stacks check for invalid amounts (#91656)
## About The Pull Request
Alleviates #91603

As in it does not fix it because i have not been able to reproduce it.
It now checks for invalid values and defaults to `amount`(which is 1)
during `Initialize()` and not null so we don't have to pass the number
`1` when creating a single sheet.
 
A stack trace is thrown for <= 0 sheet amounts so we can debug & fix
stuff

## Changelog
🆑
code: stacks error on invalid amounts, removed manual passing of number
`1` when creating a single stack in many cases
/🆑
2025-06-18 15:28:35 +02:00
Sealed101
73fa2dd425 Fixes edge case of animated petrified statues nullspacing the mob if expired during a jaunt (#91662)
## About The Pull Request

also makes the paralyze on a mob exiting the statue work
I guess the most plausible way to get this was by getting a wizard
holopara animate the wizard with a staff after they flesh to stone
themselves then jaunting when their petrifaction timer is about to
expire.
The solution does make the petrifaction drop you out of stuff like
closets or cargo holds of mecha or something, but that doesn't really
seem like a huge problem to me.

## Why It's Good For The Game

Fixes #73062
makes code work lmao

## Changelog

🆑
fix: fixed petrified statues dropping victims into nullspace if they
somehow ended up in a jaunt
fix: mobs exiting petrification actually get paralyzed for 10 seconds
now as intended
/🆑
2025-06-18 15:26:07 +02:00
SmArtKar
2b2ee8575a Fixes holobarriers going invisible after being spraypainted (#91635)
## About The Pull Request

Spraypainting holograms is a bit nonsensical, but the idea is pretty
funny so I'll allow it (and make it actually work)
Closes #91618

## Changelog
🆑
fix: Fixed holobarriers going invisible after being spraypainted
/🆑
2025-06-15 19:03:38 -06:00
Ben10Omintrix
a7b88a1cf3 fixes infinite recursion with surgery gas masks (#91608)
## About The Pull Request
there was an infinite recursion with masks being dropped over and over
again so the 'move' signal wasnt being unregistered from the mob holding
the mask. i figured the unequip signal wasnt needed anyway since we're
already registering a moved signal on the mask, which already handles
clearing signals from the holding mob upon being removed from their
inventory.

## Why It's Good For The Game
fixes #91607

## Changelog
🆑
fix: moving away from the surgery table with its mask no longer causes
lag
/🆑
2025-06-13 20:57:29 +02:00
jimmyl
089059d7d3 atmospherics shield generator (#91055)
## About The Pull Request

(old video)


https://github.com/user-attachments/assets/4b04c372-05a2-4bab-b4a4-1b2c965061e5

unlocked by holographics research
put two facing eachother and turn one on to make a field that blocks
atmos, if not obstructed by wall
fields cannot be broken or clicked but the generators may (theyre
relatively weak)
requires external airlock access or apc access
uses area power, environmental channel
may be locked
may be screwed open to access wiring, has 1 wire that just toggles it

changes tiny fans on stations to use those

## Why It's Good For The Game

a better and rebuildable alternative to magic tiny fans 

## Changelog
🆑
add: atmospherics shield generator, unlocked by Holographics research
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-06-10 15:31:43 +02:00
MrMelbert
0343a41b42 Handrails, visual shuttle buckles, and buckling feedback changes (#91504)
## About The Pull Request

1. Adds Handrails, currently mapper only. [Sprite ported from
Baystation](https://github.com/Baystation12/Baystation12/blob/dev/icons/obj/structures/handrail.dmi).
This is just a small fluff object designed to be put onto shuttles.
Players can click on it (or mouse drop) to buckle to it (grab it),
keeping them from being thrown around on shuttle launch.


![image](https://github.com/user-attachments/assets/b5bba651-d6ad-4e12-bb13-988ad5bc64ca)

2. Adds Shuttle chair restraints. [Sprite ported from
Aurora](https://github.com/Aurorastation/Aurora.3/blob/master/icons/obj/structure/chairs.dmi),
though altered a decent amount. They flip up with no one seated and flip
down when someone buckles, but they have no gameplay effects (ie, they
don't require a do-after, they don't block hands, etc etc)


![image](https://github.com/user-attachments/assets/4118a174-2443-4da2-8126-649dccfdcb65)


![image](https://github.com/user-attachments/assets/d40fb7b4-f7d2-4052-8f6c-41dfda62cf95)

3. Some objects now have unique feedback messages for buckling - you sit
on chairs, or lay down on beds. This message will change depending on if
the mob is restrained, so it's a bit more obvious when someone is tied
to a chair vs just sitting down.


![image](https://github.com/user-attachments/assets/9ea1da9f-ae25-4008-8ca4-8202f7508290)

4. If you're buckled on a shuttle which has "knockdown" force, you won't
be paralyzed - instead, just knocked down and immobilized for a short
period (so you can still use your hands / act).

## Why It's Good For The Game

1. Gives mappers some additional fluff for shuttles, especially if their
shuttle has knockdown force.

2. Adds muh immersion to shuttle rides. Just a flavor thing.

3. Adds muh immersion to sitting down at the bar. Again just a flavor
thing.

4. I did this to make handrails work, but I can find an alternate
workaround if so desired.

## Changelog

🆑 Melbert, sprites from Baystation / Aurorastation
add: Adds grabbable handrails (mapper only for now)
image: Adds a visual effect to buckling to shuttle seats
qol: Different objects have different chat messages for buckling. 
qol: If you're buckled in on a violent shuttle ride, you will be knocked
down and immobilized, but not fully stunned (ie: can still use hands).
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2025-06-09 17:40:48 +00:00
SmArtKar
7f693d1395 Allows attaching breath masks and tanks to operating tables (#91112)
## About The Pull Request

Air tanks (ones that can slot into tank holders) and breath masks
(normal, surgical and muzzle, which has been repathed to be a subtype of
breath masks instead of being a subtype of a muzzle, for some reason)
can now be attached to operating tables, and removed using
wrenches/screwdrivers respectively.
Right-clicking on an operating table with a mask attached will put it in
your hand akin to defib paddles (similarly snapping back if you walk
away). Dragging the table with an attached tank onto the person lying on
it will attempt to connect their internals to the attached tank.

Also since I had to adjust the table sprite, its lights now change color
based on whenever there's an active patient and an active operating
computer.

##### This is a commission for Improvedname/Ezel

## Why It's Good For The Game

Anesthetics are incredibly clunky to use, as either the person
themselves, or you as a surgeon, need to equip the tank onto whoever is
being operated on, then equip and activate the mask. This should make
them a bit less tedious, so maybe they'll actually see some use.

## Changelog
🆑
add: You can now attach anesthetic tanks and breathing masks to surgical
tables.
/🆑
2025-06-09 16:29:02 +01:00
Ghom
14fb86e3e8 Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## About The Pull Request
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.

The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.

## Why It's Good For The Game
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.

## Changelog

🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
2025-06-08 13:57:10 +02:00
Bloop
2bae025bfe Audits wash/cleaning signals + refactors wash() to ensure no needless mob updates occur (#91259)
## About The Pull Request

This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.

This PR

1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary

## Why It's Good For The Game

Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.

## Changelog

Nothing really player facing
2025-06-02 18:54:53 +00:00
Ghom
4f6727024d Crafting refactor, implementing materials (#89465)
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.

## Changelog

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-01 16:37:43 -07:00
John Willard
c51ee7efa5 Cyborgs now use storage datum (#90927)
## About The Pull Request

This moves Cyborgs onto using storage datums, removing the remenants of
the shitcode that was Cyborg inventory. It's now done mostly by
equipping/unequipping/storage items, much like how other mobs do.
This allows borgs to take advantage of more hand support stuff and
things like ``dropped()``, so borgs no longer have to copy paste drop
code to ``cyborg_unequip``

It also:
- Removes ``CYBORG_ITEM_TRAIT``
- Removes all borg items being ``NODROP``


https://github.com/user-attachments/assets/11442a10-3443-41f2-8c72-b38fb0126cdb

## Why It's Good For The Game

Currently borgs are able to have their entire inventory open and a bag
below it, which I thought was a little weird. I always assumed they WERE
storage items, so I guess I'm doing it myself.
Cyborgs using storage code makes it easier for contributors to actually
do stuff with, without risking breaking everything. It also hopefully
will make borg items more resilient against breaking in the future, now
that we're not relying on nodrop.
Also just brings them more in line with other mobs, all of which make
use of storages.

## Changelog

🆑
refactor: Cyborg's modules now use storage (so opening a bag will close
modules instead of overlap one over the other).
qol: Observers can now see Cyborg's inventories (like they can for
humans).
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-06-01 01:26:53 +00:00
_0Steven
412115c9b9 Fixes bugs related to transferring items to turfs, splits doing that off from dropItemToGround(...) (#91326)
## About The Pull Request

Closes #91131.
The author currently has other priorities, and as I need it for
something else I am finishing it myself with the author's blessing.

Recently, we turned `transferItemToLoc(...)` into a proc intended to be
for transfers to non-turfs, with it now playing an animation to reflect
that.
However, this had the effect of leaving us with `dropItemToGround(...)`
for mob>turf transfers, which isn't _ideal_. It sends an 'item dropped'
signal, it randomizes offsets, and using it to transfer to a
non-`drop_location()` loc was implemented as an afterthought.

So in this pr we create a new proc, `transfer_item_to_turf(...)`, that
separates off the actual transferring, setting offsets, and animating
into its own proc.
Then `dropItemToGround(...)`, tables, racks, easels, closets, hoops,
beds, conveyor belts, pin the tail corgi posters, some other stuff, and
the `floor_placeable` element call such each with their own preferred
arguments.
While we could leave setting offsets out of it, because setting the
offsets after calling the animation works just fine, having them be set
before the animation felt like a more intuitive flow.

...While I would love to refactor the easel's incredibly questionable
`attackby(...)`, that is outside of the scope of this pr.

## Why It's Good For The Game

Fixes #91082.
Less jank 👍

## Changelog
🆑
fix: Placing an item on a table/turf via the alt-click menu actually
centers it, again.
fix: Certain items, like canvases or syringe guns, are no longer weirdly
offset when placed on tables.
fix: Placing items on racks, closets, crates, hoops, beds, conveyor
belts, and pin the tail corgi posters is animated again, instead of
instantly teleporting followed by the pickup animation.
fix: Placing a canvas on an easels no longer applies a random offset as
if dropped.
fix: Tucking in someone else actually animates the bedsheet from you to
them, instead of from them to them.
qol: Placing a canvas on an easel is animated.
/🆑
2025-06-01 00:59:56 +00:00
SmArtKar
b4061f1800 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request

Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039 

#### Examples

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
carlarctg
4ac2974e95 Adds support for PVP Bitrunning Domains (#89798)
## About The Pull Request

Adds support for PVP bitrunning domains. If min/max candidates are set
above 0, the virtual domain will search for any ghost spawners inside
and cause a randomly-selected ghost that signed up via poll to spawn
there. If no ghosts are signed up the process is cancelled.

Also adds content for them:
An outfit wardrobe that lets you select one of several possible outfits,
once.

![image](https://github.com/user-attachments/assets/485d854d-d0c4-43b8-9dc4-75fa9dd2f17f)

Not confident in my code, it's been in the works (as part of a
now-canned library heretic domain thing) for over a year
## Why It's Good For The Game

PvP domains are an underexplored concept. The beach domain is cloying
and overly simple. This adds support for newer and cooler domains as
long as there are ghosts for them.
## Changelog
🆑
code: Adds support for PVP Bitrunning Domains
/🆑
2025-05-31 13:33:47 +00:00
SmArtKar
a5eed384ce Colorblindness now prevents you from seeing wire colors (#91315)
Being colorblind now makes you see all wires in tones of grey.

Also fixes the eyechart not taking the monochromacy quirk into account
when checking for colorblindness

Makes the quirk/trauma a bit more immersive and can lead to funny
situations when you know which color to cut but can't find it.
2025-05-28 09:45:20 -04:00
Y0SH1M4S73R
9b54dbf974 Adds usb support to advanced camera consoles (#91235)
## About The Pull Request

This PR adds usb functionality to advanced camera consoles.

The advanced camera console component gets the last valid position
viewed from the console, which is usually the current viewed position,
unless you move the view into static.

The advanced camera target intercept outputs the position you left/right
click (except shift-clicking), and what you clicked on. This only works
for atoms the camera can actually see, even if you somehow glitch your
way into not seeing static on your client.

Equipment action components on circuits attached to a camera console
will add their actions to be used from the console.

## Why It's Good For The Game

Expands the use cases for the advanced camera console, providing a means
to extend their functionality, as well as a potentially powerful source
of input data for circuit users able to acquire illegal tech (or get the
board from a space ruin).

## Changelog

🆑
add: Advanced camera consoles now have usb ports. Connected circuits can
get the position the camera is viewing, get the location of targeted
entities, and provide the console with actions that the user can
activate.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2025-05-27 14:06:13 +12:00
Bloop
cb51a652a9 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.


![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>


![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)


![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>


![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt


## Why It's Good For The Game

No more error icons in SDMM and loadout.

## Changelog

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-24 15:21:02 -07:00