When I refactored stuff to use lazy templates it broke a few needed checks, this is one of those checks.
Although there is no reason this shouldn't have been checking for station level over not CC
## About The Pull Request
adds findtext (+ex), view, viewers, rectangle turfs and flick as sdql2
wrappers
## Why It's Good For The Game
more fun admin stuff
## Changelog
🆑
admin: adds findtext (+ex), view, viewers, rect_turfs and flick as sdql2
wrappers
/🆑
## About The Pull Request
Fixes#73276
This is a followup PR from my series of biotype updates. Changed oxyloss
to default to ignoring biotype requirements. Fixes a bug in lung code
that was preventing mobs from suffocating under certain conditions.
~~Now biotype requirements for oxyloss are respected only when `forced`
is set to `FALSE`, which I have done for all applicable reagents. This
is more of a temporary fix for until the damage system gets a refactor
to better accommodate biotypes. @Time-Green and @LemonInTheDark would
know what I mean, we were just talking about this. There is a problem
with `MOB_ORGANIC` being the deafult and this is the ugly workaround.~~
Edit: I felt that oxyloss (which should be renamed to something else at
this point) should have its own flag to check what type of respiration
the mob's lungs can do. Because you can have organic mobs that breathe
different gases. It gets messy when you try to use the same flag for
everything.
So I refactored oxyloss to use a new lung flag, `respiration_type`,
which is automatically set based on the `safe_min_oxygen`,
`safe_min_plasma` etc variables within the lung code. This will allow
for individual lung types to dynamically determine whether they can take
oxyloss from reagents, or any other sources that pass the
`respiration_type` in the `adjustOxyLoss` proc.
## Why It's Good For The Game
Plasmamen can't breathe without plasma anymore. Humans can't breathe
without oxygen anymore. Etc.
Adds better handling for dealing with the 'oxyloss' damage type,
allowing it to be applied based on the type of gas being breathed by the
specific lung. The argumentless default is to apply it regardless of
respiration_type e.g. it behaves exactly as it did before.
## Changelog
🆑
fix: fixes oxyloss not being applied when there is a partial pressure of
0 (no more being able to breathe in space)
code: fixes any lingering damage-application issues related to non
MOB_ORGANIC biotypes
refactor: refactored lungs to have a respiration_type flag which is then
used by adjustOxyloss/setOxyloss to determine whether to take 'oxygen'
damage.
/🆑
## About The Pull Request

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



I tested the prayer stuff too, you'll just have to trust me on that one.
## Why It's Good For The Game
fixes https://github.com/tgstation/tgstation/issues/73031
## Changelog
🆑 ATHATH
qol: Revenant telepathy, genetic telepathy, eldritch telepathy, split
personality communing, prayer responses, abductor-to-abductee messaging,
and abductor mind control now give the person you're sending a message
to a balloon alert to get them to check their chat window.
qol: Failing to send a telepathic message and failing to use abductor
mind control on someone now gives better feedback.
tweak: The telepath-ee notification message has been slightly altered.
/🆑
## About The Pull Request
This, as the title states, fixes a spelling error in the confirmation
dialog for the Reload Configuration verb.
Specifically, it changes "modificat**oi**ns" to "modificat**io**ns".
## Why It's Good For The Game
It's nice to not have to look at spelling errors.
## Changelog
🆑
spellcheck: The word "modifications" is now spelled correctly in the
Reload Configuration confirmation dialog.
/🆑
## About The Pull Request
- [x] TEST EVERYTHING
tested:
- Pirates
- Vending Machines
- Shuttle Catastrophe
- Anomalies
- Immovable Rod
- Sandstorms
- Scrubber Overflow
- Stray Meteor
- Madness
- Department Revolt (Well obviously, it is my super robust code after
all)
- Shuttle Loan
- Mass Hallucination
- Heart Attack
- False Alarm
Disease Outbreak is probably fine aha... It correctly reports that there
are no candidates before aborting.
#### The biggest change you'll notice is that some admin setup questions
allow you to let the game decide where previously you had to choose!
### Refactors Admin Setups on Forced Events
I need to refactor and datumize how admins set up special conditions on
forced events, so I did! Now `/datum/event_admin_setup` handles admin
settings, with a few prototypes to make it easier to give events admin
options in the future. This was exhausting and what 90% of the pr is.
### Refactors Vending Sentience
The code was so bad I could not datumize the admin part of it so I
cleaned it up, making a lot of things in the event get decided in
`setup()` where they should.
### Refactors Shuttle Loans
The code was so bad I could not datumize the admin part of it so I
cleaned it up AS WELL, by datumizing the shuttle loans. Should be easier
to add more types in the future, actually kinda stoked.
## Why It's Good For The Game
This is preparation for a tgui change to ForceEvent.ts an admin has
requested. Phew!
## Changelog
🆑
refactor: Refactored a bunch of admin-related event code, hopefully you
won't notice much
admin: ... But you specifically may notice some minor differences. Raw
inputs changed into tgui ones, minor soul removal, etc.
/🆑
## About The Pull Request
Adds automatic cordoning to block reservations.
Also fixes an issue where ChangeTurf would cause SSicon_smoothing to
throw runtimes by calling QUEUE_SMOOTH regardless of initialization
completion
## Why It's Good For The Game
## Changelog
---------
Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
I have attempted or otherwise started this project at least 4 times. I
am sick of it being on my calendar. The code needs it. I need it.
- This makes crew records a proper datum rather than assigning
properties record.fields.
- General, medical, and security records are merged.
- Did some slight refactoring here and there for things that looked
obvious.
- Wanted states are now defined (and you can suspect someone through
sechud)
- pAI (unrelated but annoying) had some poorly named exported types that
i made more specific
- Job icons are moved back to the JS side (I wanted to get icons for
initial rank without passing trim)
<details>
<summary>previews</summary>
Editable fields & security console

Medical records

Look and feel of the more current version

</details>
## Why It's Good For The Game
TGUI'd some of the worst UIs in the game.
Creating new records is made much simpler.
Manifest_inject is made readable.
Probably bug fixes
## Changelog
🆑
refactor: Crew records have been refactored.
refactor: Medical records -> TGUI
refactor: Security records -> TGUI
refactor: Warrants console -> TGUI
qol: Players are now alerted when their fines are paid off.
qol: Cleaned up sec hud examination text.
qol: Adding and deleting crimes is easier.
qol: Writing crimes in the console sets players to arrest.
qol: You can now mark someone as a suspect through sec hud.
/🆑
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing
Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
- Nearsighted is now a grouped status effect.
- Blindness is now a grouped status effect.
- Eye handling of blindness has improved.
- When eyes are removed, they now cause you to become blind, rather than
handling it in `update_tint`.
- Being ahealed no longer blinds you for one tick, meaning that black
overlay on aheal is gone.
- Temporary Blindness is now a status effect.
- Both Nearsightedness and Blindness have been exorcised from mob vars
and life chains. This means that we've finally cut 2 procs from life,
`handle_status_effect` and `handle_traits`, and moved both to event
based processing. Wooo optimizations.
- Swapped pacifism status effect to use apply and set helpers.
- Removed an unused admin toggle that disabled welding helmet tint but
also tint from every clothing item and also blindness from losing your
eyes.
- Clothes now generally all blind their mob more consistently.
- Oculine, eye surgery, and sensory restoration are now no longer the
only way to fix blindness from eye damage. If your eyes are healed
through any other means, it will also heal your blindness.
- Some things that made you blind, such as ling blind sting, no longer
just flat made you blind from eye damage forever. They now cause eye
damage directly, which in turn makes you blind from eye damage, as
expected.
- Pacifists can't eyestab anymore. Eyestabs now have a limit on the
amount of blur applied.
- Refactored some `is_x_covered` procs to accept flags rather than have
a lot of arguments for some silly reason.
- Unit tests for blindness.
## Why It's Good For The Game
Blindness was exceptionally poorly handled prior, primarily due to the
fact that it was tied to the mob instead of separated out
On top of that the system put a LOT of faith in proper handling of
blindness on the coder's end which was misplaced evidently. Many places
didn't update or handle blindness correctly, or just let people
perma-blind.
Deferring it to a status effect improves this a lot
## Changelog
🆑 Melbert
refactor: Refactored blindness and nearsightedness. Important to note is
that all mobs are naturally blind until their eyes are actually created.
refactor: Refactored "is covered" procs
fix: Less sources of blindness now cause permanent blindness. Includes
the "Blind" Spell and "Blind Sting" from changelings.
admin: Ahealing someone no longer flashes the blind overlay for 1 tick.
admin: I removed an unused (sort of) inaccessible admin verb that
allowed you to toggle the tint from all welding helmets (and clothing)
(and lack of eyes) in existence, let me know if you want similar back
balance: Changeling "Blind Sting" now causes eye damage (enough to
blind) rather than arbitrarily forcing blindness.
balance: Visionloss virus symptom now causes eye damage (enough to
blind) rather than arbitrarily forcing blindness.
balance: Oculine has been reworked slightly. Prior, Oculine arbitrarily
healed blindness and nearsightedness from eye damage reagrdless of how
damaged the eyes were, and applied blur on success. Now, Oculine just
heals eye damage, and blindness / nearsightedness is restored in the
process. There is now a probability every tick that eye blur is applied
based on how pure the oculine is while healing very damaged eyes.
balance: Pacifists can no longer eyestab.
balance: Any clothing item that covers your eyes contributes to getting
the bonus while sleeping, and to removing temporary blindness faster
/🆑
## About The Pull Request
The original sound I used for the admin comm/fax notification causes
confusion with shuttle uplink being enabled/disabled for various
reasons.
## Why It's Good For The Game
You wonder who disabled the shuttle, but it's just a fax.
## Changelog
🆑 LT3
admin: Changed admin comm/fax notification sound to be less confusing
/🆑
## About The Pull Request
This PR allows admins with R_FUN to create paper that doesn't sanitize
as much HTML as the default, player-accessible paper. Specifically, the
ability for admins with R_FUN to add images that papercode would
normally sanitise via HTML img tags.
## Why It's Good For The Game
I'd like to make some fancy papers to send as faxes, but the current
sanitization doesn't allow for images.

This was a fax I threw together in a few minutes after making the logo
## Changelog
🆑
admins: Admins with the appropriate permissions can now use HTML image
tags in paper and faxes.
/🆑
## About The Pull Request
- Improves duplication code significantly
- Removes 'perfectcopy', 'newloc', 'nerf' and 'holoitem' args. These
were made for holodeck items, but holodeck items do not use this proc so
it's since been unused.
- Adds many things to duplicate forbidden vars, such as external organs
(and fixes internal organs), overlays, and signals. The signal part is
what broke basic things for duplicated mobs, such as dying, huds, and
lying down.
- Duplicated mobs now properly carry over the identity of the old mob
without losing anything in the process, and now actually work as a mob,
with visible HUDs and everything. They also carry implants over now.
- Duplicated mobs also now no longer cut all their contents and rebuild
the entire mob, they don't carry overlays at all (so we don't have the
problems that come along with it, like clothing sprites from clothes
that don't exist).
- As a minor detail, makes DuplicateObject use snake_case instead, and
makes duplicate_forbidden_vars protected.
- Removes copy_contents_to because it's unused. It was originally meant
for Holodeck, but holodecks now use map templates so it's no longer used
in-game.


## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/42212
Duplicating mobs no longer gives a broken mob, which was a common
problem with cloning pods (the admin pods, that you drop down onto
people).
Updates very old code to modern code standards.
This PR was made to help out
https://github.com/tgstation/tgstation/pull/71141 too, the author of
that PR is aware of this one.
## Changelog
🆑
refactor: Duplicating mobs now should now give properly functioning
mobs, as duplications in general have been reworked. Admins can feel
free to use the pod feature on people.
/🆑
## About The Pull Request
Properly sanitizes adminhelp replies to match the sanitization given to
the initial adminhelp

## Why It's Good For The Game
LogBuddy breaks if any admin replies to a message over multiple lines,
so this fixes that
## Changelog
🆑
admin: Logbuddy should no longer fail to parse logs with multi-line
adminhelp replies
/🆑
## About The Pull Request
View runtimes will warn the user if the server's experience a large
amount of runtime errors

- Why not fix the runtimes?
We're not perfect
- Why not make the runtime viewer not crash the server?
I don't even know why it does it, someone else can accomplish that
- Why not find the exact threshold which it happens?
That's a waste of an afternoon
- Why not stop them from opening it wholesale?
Seeing the number is still kinda useful
- Admin Issue
Maintainers have crashed servers too
## Why It's Good For The Game
Maybe admins will stop crashing the game
## Changelog
🆑 Melbert
admin: Adds a warning to "View Runtimes" informing you (yes, you) that
it can (and will) crash the server if you attempt to render 100,000
runtimes into the UI at once
/🆑
## About The Pull Request
Test Card Distribution debug verb has been altered slightly to prevent
runtimes. Backing out of any one of the menus would send null as an
argument, and cause a runtime.
The Validate Cards verb now returns a message if no errors are found. I
kept mistakenly clicking this verb thinking it was the Cardpack
Distribution one, and would get confused whenever nothing happened. Now
it returns a message!
Also converts some of the stuff I touch into snake case because pretty
code is nice.
## Why It's Good For The Game
Closes#66987. Feedback for the random debug buttons I accidentally
click is good.
## Changelog
🆑 Rhials
fix: backing out of the Test Card Packs debug menu will no longer cause
a runtime
fix: Validate Cards debug verb now gives feedback if no errors are
detected.
/🆑
Adds an audio alert when a CentCom or Syndicate communications console
message is sent, for things such as ERT requests.
It is optional and can be toggled in the Game Preferences menu.
Also fixes an incorrect line in the prefs readme.md
Less missing CentCom messages because you're busy doing other things,
less complaining that you're ignoring them.
## About The Pull Request
The proc takes a mob, not a client. `holder`'s a client.
This is fine if it ends up being `null` for some reason
It's also completely viable to just not pass a mob and keep it `null`,
so that's option B
## Why It's Good For The Game
I could've sworn this worked when I tested it last but 🤷
## Changelog
🆑 Melbert
fix: Secrets menu Summon Guns / Summon Magic work again.
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Rescaling because i saw someone think that the number on the supermatter
UI are actually the percent damage over time, which is wrong.
Added delta symbol to damage and energy since they actually denote
change, not the actual value.
Chose the numbers that look good instead of doing a 1:1 rescale of the
old one (i.e. im dividing or multiplying things by 10 instead of 9). In
practice this means I'm lowering the damage cap but increasing damage
over the board for atmos (since it's mostly divisors). Lowered the
damage overall for external stuffs.
A bit of modification on the filter helpers to suit my needs. Added
documentation because I'm awesome.
## About The Pull Request
Smithers asked me to, and he's pretty cool.
Said something about being hard to notice prayers and wanting to be able
to make a unique pane for them.
This doesn't include subtle messages, tho they're dumped into admin log
so it wouldn't be that hard to stick them in the same subcategory. lemme
know if that's an issue
🆑
admin: Added a new chat category for prayers. Filter them out, move them
to their own pane, live your best life
/🆑
<!-- 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
War item checked for being on the CC zlevel which is no longer where the
nukie base is loaded.
Instead it now checks for being in a reserved area, which it will be if
loaded in __correctly__
fixes https://github.com/tgstation/tgstation/issues/72214
Also restricts loading lazy templates until the game has fully started,
i've noticed that trying to load pregame has a tendency to get stuck in
a runtime loop when SSicon_smoothing fires at the same time loading is
occurring
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
War Good
<!-- 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
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probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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and it's effects on PRs in the tgstation guides for contributors. Please
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should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: War can once again be declared
/🆑
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## About The Pull Request
Title for the most part.
## Why It's Good For The Game
I was told, many, MANY, moons go, as a downstream host, that one of
these lists would rarely ever get touched.
What a fat lie that was.
The more I had to stare at this list the more infuriated I got with it.
Now, I just went ahead and organized most of the lists in this file, as
well as fixing comments to fit the format of `/* hey bozo */`. Where
applicable, things were organized into `/datums/admins/` and
`/client/proc` as well.
## Changelog
🆑 Jolly
code: The lists in admin_verbs.dm was organized to be made better. This
shouldn't affect the panels admins use at all, since they're already
alphabetized.
/🆑
## About The Pull Request
Mothblocks recently talked about wanting an auxlua function to check if
the lua state was about to overrun its execution limit, and that was
something I had been thinking about for a long time prior, but never
bothered to actually implement until it was brought up. So I did just
that. The documentation has also been updated to include a description
of how the execution limit works and how to use the new function,
`over_exec_time`
## Why It's Good For The Game
Allows for lua loops of indeterminate length to do as much work as they
reasonably can in a single tick without setting off the execution
limiter and erroring out.
## Changelog
🆑
admin: Adds a new function for admin lua scripting, "over_exec_time",
for checking if lua code is running close to the execution limit.
Details are available in the lua editor's help menu.
admin: The execution limit is described in detail in the lua editor's
help menu.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Removes the nukie base and wizard den from the base centcom map. They
are instead now lazy loaded as required.
To make a new lazy load template is fairly simple, make a map, allocate
an area for it, and place a marker at the bottom left corner of that
area. I have it check an area to ensure that if someone makes the map
larger than expected but doesn't account for the template allocation it
doesn't overwrite stuff without warning
[Replaces some improper CHECK_TICKs with
MAPLOADING_CHECK_TICKs](c7fbca9148)
Atom init has already been tripped by the time we get to this portion of
the loading, so if we don't use the right check tick, we will
potentially block unrelated init attempts. This is bad. (Lemon edit, I
want this in the commit desc)
## Why It's Good For The Game
Cuts down on init times.
Closes https://github.com/tgstation/dev-cycles-initiative/issues/17
## Changelog
🆑
admin: New mapping verb to load lazy templates as needed. In your admin
tab under the Mapping category.
/🆑
this isnt technically player visible, so not sure it needs a changelog
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Similar vein to #70449.
## About The Pull Request
I was training an admin yesterday, and they accidentally reset the
thunderdome when they tried to cancel out of it by closing out of it
since they didn't hit the "cancel" button, but rather the big red X.
That's silly, let's have this respect that potential user entry.
Also, the log_admin call here had an excessive number of arguments?
Probably cruft that never got cleaned up, I just patched it up while I
was in the area. I also changed the name of the title to not be so
vague.
## Why It's Good For The Game
Better UX is always a good thing. It's silly to have this happen more
than once.
## Changelog
🆑
admin: The "Reset Thunderdome" option in the Secrets Menu now respects
you closing out of the confirmation screen as a way of cancelling your
potential thunderdome reset, rather than proceeding immediately. It
should also be easier to comprehend as well.
/🆑
<!-- 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
Does what it says on the tin, instead of being able to fax central
command fax machines are linked to a randomly selected Nanotrasen
department. Current options are as follows but more can be added if any
creative ideas are provided.
- NT HR Department
- NT Legal Department
- NT Complaint Department
- NT Customer Relations
- Nanotrasen Tech Support
- NT Internal Affairs Dept
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Re-restricts contacting the top dogs at central command to people with a
captain ID. Being able to contact central commands highest ranks from an
IC perspective makes sense to be restricted to the captain only through
the use of the communications console. The crew can instead contact what
is likely an intern working in a specialized department.
<!-- 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
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
spellcheck: Admin fax report names now default to standard report rather
than standart.
del: Central Command can no longer be faxed directly from fax machines.
spellcheck: Replaced the ability to contact central command directly by
being able to contact a randomly selected nanotrasen department.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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## About The Pull Request
Investigate logs contain dates because I didn't notice they didn't have
dates.
## Why It's Good For The Game
Good for external parsers. Bringing logs closer to a standard (we hope)
## Changelog
🆑 Tattle
admin: investigate logs have dates, not just times
/🆑
Co-authored-by: tattle <article.disaster@gmail.com>
Current process:
- Human created
- Body parts created for basic human
- Species set
- Body parts torn down, recreated
New process:
- Human created
- Species set
- Body parts created then and there
I think the same is being done to organs, can be adjusted.
Set species was also being invoked asynchronously, but it's not clear
why, and SHOULD_NOT_SLEEP indicates nothing sleeps, so alas. This isn't
done for init, just for consistency.
Reorders init a little to accomodate the body parts not necessarily
being there, huds now need to safety check.
Saves about 0.3s of init. Closes
https://github.com/tgstation/dev-cycles-initiative/issues/18
Just some unnecessary costs. We create `/datum/admins` for every admin
in the txt and database. It might sound silly, but it ends up being
useful for things like the permissions panel. Anyway, admins are usually
given profiling access, but the SetConfig call is extremely slow. So
slow that we have it config'd off on Campbell, AFAIK. This defers that
cost to when an admin joins.
This could in theory cause issues with latejoining admins getting debug perms, but it appears to work in testing. noting for far future
## About The Pull Request
All investigate logs start with [src], which can be any atom. So
sometimes names and items get printed twice. Adds ckeys to the
investigate_logs of living mobs.

## Why It's Good For The Game
Better logging, includes the ckey for living mobs in investigate logs,
and fixes some investigate_death logs that weren't properly attributed
to mobs.
## Changelog
🆑 Tattle
admin: investigate logs include ckey of source (if applicable)
/🆑
Co-authored-by: tattle <article.disaster@gmail.com>
## About The Pull Request
Basically, sometimes, very rarely, it was possible for this to happen,
when it shouldn't be happening. I was wondering for a little while what
it was about, and then I finally downloaded my chat logs for a round and
realized what was going on. It should no longer happen.
## Why It's Good For The Game
Clickable links that lead nowhere (and thus don't do anything) aren't
very good for the game.
## Changelog
🆑 GoldenAlpharex
fix: There shouldn't be clickable names in Adminwho that don't do
anything anymore.
/🆑
## About The Pull Request
Hey there,

This admin didn't actually send that player to the secret nullspace
room, they sent them to somewhere stationside. This is because the
logging in admin_teleport only reads the location of the current
mob/atom's location, not the actual location of where they are going to.
Silly error, but I've fixed it now.
## Why It's Good For The Game

Logs being _correct_ is quite important, I feel.
## Changelog
🆑
admin: Whenever you teleport an atom/mob using the Get function found in
many admin utilities, rest assured that it will actually log the
destination location of where you are teleporting that thing to- rather
than the location they were pre-teleportation.
/🆑
## About The Pull Request
This is right under a button that says "End Round Now" so I was scared
as piss to click on it in a live server to undelay round end
## Changelog
🆑
admin: Renamed "End Round Normally" in Check Antagonists to "Undelay
Round End"
/🆑
## About The Pull Request
Admins now have a verb to add footnotes to the roundstart threat report.
These messages can be signed, and multiple can be submitted at once.

(If no footnotes are submitted, the report does not display the
"additional notes" section)
This ALSO adds a verb to delay the roundstart threat report
indefinitely, to give some extra time. If you turn it off, be sure to
toggle it back on when you're done!
## Why It's Good For The Game
Gives admins a way to set the tone for a shift, give IC advisory on
stuff, bully the command players, or just add some flavor to the report.
We already give these chuckleheads enough platforms to shitpost from.
What's one more?
## Changelog
🆑
admin: new admin verb -- Command Report Footnote. Lets you attach a
signed message to the roundstart command report.
admin: new admin verb -- Delay Command Report. Lets you delay the
roundstart command report indefinitely.
/🆑
More than a decade ago, these were all coded to use a weird dynamic list
radio broadcasting system to communicate with each other. If there was
any depth that they were planning on creating with this, it didn't come
to fruition, and it instead just wasted a lot of init time.
Removing `post_signal` saves 198.41ms, fired 588 times from lots of
different machinery. Its self cost was 81.44ms.
`broadcast_status`, also removed, was taking 218ms.
I'm pretty sure I'm done with this, but it's hard to tell given the
nature of old radio signal code.
A small self cost of 34.9ms was added in the form of /obj/Initialize
checking id_tag to set in a global list. This could be optimized away by
tagging everything that does use id_tag, but it's a loooot and I think
this is just a useful mechanism to have. Not worth it IMO.
The "Check Atmos Chamber Devices" verb has been removed. Everything it
did *should* be replicated by runtimes on Initialize, which is both more
obvious to mappers and shows up in unit tests since we spawn every ruin.
## About The Pull Request
**Comes with an UpdatePaths!**
Removes the tablet subtype, PDAs now replaces them entirely.
Nukie and Silicon tablets are now subtypes of the PDA instead, while
contractor ones were removed entirely as they didn't do anything and
were unused (though it wouldn't be hard to re-add).
Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi,
which is just larger icons of modular_pda. Each application requires an
icon state in both of these, for 2 different sizes, which makes it
annoying to make new applications, especially if it can also run on
computers/laptops.
### Icons
Because Silicon tablets are now a subtype of PDA, they use PDA icons
instead of tablet ones. Luckily for us, they already exist in code.

AI's don't use a tablet icon though, so they aren't affected.
## Why It's Good For The Game
There's very little difference between tablets and PDAs, PDAs overshadow
them in every single way, so at this point I don't see why we should
have both of these, and if you compare the two in usefulness and actual
in-game use by players, it's a no-brainer than the item all players get
roundstart and comes with a messenger should be the one we go with.
Also as said in the about section, when making an app you would need to
make icon states for the program running for all hardware it can run on,
which is Computer, Laptop, PDA, and Tablet.
Laptop is just a smaller computer icon
PDA is just a smaller tablet icon
However, you can't simply shrink the size of the icon, instead you have
to completely resprite the same app icon FOUR TIMES for it to not
bluescreen on all these different devices.
<details>
<summary>
Here's examples of it
</summary>
Computer (NOTE: *They share the same icon file as regular computers*)
<img
src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/>
Laptop
<img
src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/>
Tablet
<img
src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/>
PDA
<img
src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/>
</details>
If we wish to help in simplifying this, we should remove tablet icons
entirely, which means 1 less icon to worry about. To do this, we'd need
to resprite nukie PDAs, however I am very much not a spriter and never
tried GAGS, so I'll leave it to someone else to do.
## Changelog
🆑
del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon
and nukie tablets are now PDAs.
/🆑