## About The Pull Request
Closes#79969
In administration, things shouldn't be _required_ to have unique names.
I think that searching by ckey/key in logs should still work fine but I
can see the value in having the mob tag (which is also exposed in places
like `debug.log`, and in public spots too like `hallucinations.html`)
being added with all this data for even more trimming if you wanna find
all the rule-breaking stuff someone does as a very specific mob.
Anyways, the player details datum tracks both the name as well as the
mob tag in an associated list that we can access in order to do work
with it in stuff like the player panel.
We do this by the following
* Rework the player details list to be associated, as well as updating
all instances of the proc that sets this list.
* Make the code for handling duplicates a bit more explicit so it
actually works.
* Make the formatting in the player panel better as well.
* Also add the mob tag information to wherever we might need to log it
via a new proc `key_name_and_tag()`
* Also adds this information to the per-player player panel
## Why It's Good For The Game
Better administration tools, should be more helpful when it comes to
filtering as well as post-mortem cross-comparison for coders in order to
find out exactly _which_ mob was problematic when looking at debug.log
or whatever you may have.
```txt
[2023-11-28 01:25:37.434] GAME-SAY: San7890/(Katie Yossarian) (mob_2759) (DEAD) "deez nuts" (Primary Tool Storage (138,140,2))
[2023-11-28 01:25:39.478] GAME-SAY: San7890/(Katie Yossarian) (mob_2759) (DEAD) "as big chungus" (Primary Tool Storage (138,140,2))
[2023-11-28 01:25:40.617] GAME: *no key*/(Katie Yossarian) (mob_2759) *no key*/(Katie Yossarian) is no longer owning mob Katie Yossarian(/mob/dead/observer) (Primary Tool Storage (138,140,2))
[2023-11-28 01:25:40.618] GAME-ACCESS: Mob Login: San7890/(Katie Yossarian) was assigned to a /mob/living/carbon/human
[2023-11-28 01:25:40.624] GAME: San7890/(Katie Yossarian) (mob_2760) Client San7890/(Katie Yossarian) has taken ownership of mob Katie Yossarian(/mob/living/carbon/human) (Primary Tool Storage (138,140,2))
[2023-11-28 01:25:42.305] GAME-EMOTE: *no key*/(chasm lobstrosity) (mob_88) chitters. (Lavaland Wastes (126,178,3))
[2023-11-28 01:25:42.435] GAME-SAY: San7890/(Katie Yossarian) (mob_2760) "i hate it here" (Primary Tool Storage (138,140,2))
[2023-11-28 01:25:43.058] GAME-COMPAT: ADMIN: San7890/(Katie Yossarian) admin ghosted.
```


this was taken over three rounds ignore discrepancies
i'm rather fond of having this information in the per-player panel
because otherwise you need to
A) scroll through the F6 window until you find your match
B) pull up three different VV windows
## Changelog
🆑
admin: The Player Panel should now contain the unique mob tag associated
to a certain mob that a player might inhabit at one time, which is
stored on their player details datum on their client (which is
guaranteed to always exist).
admin: The "Old Names" details of a player is now visible in their own
personal per-player player panel.
/🆑
## About The Pull Request
removes the triple ai mode secret and makes it into a station trait
## Why It's Good For The Game
it seems to be an interesting way to spice up the gameplay of a given
round
## Changelog
🆑
add: turns triple ai mode into a station trait
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/79866
Hadn't been updated to the new system where candidates are found during
round event setup. Changes the failure message for clarity on why it
fails, and sends a message to admins same as a successful outbreak.
## Changelog
🆑 LT3
fix: Disease outbreak: classic spawned from the admin secrets panel no
longer fails to start
fix: Disease outbreak provides a message about why it fails to start
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Replaces all instances of `SSblackbox.record_feedback\("tally",
"admin_verb", 1, (.+)\)` with `BLACKBOX_LOG_ADMIN_VERB($1)`
This makes so the funny comment isn't necessary.
It also reveals one location which someone did not heed the comment, the
`debug_controller` proc copy+pasted the line but did not change the
fourth argument. PEOPLE DON'T READ!
## About The Pull Request
Fixes#76349
I didn't know that people needed to add any new traits to a global list
so they can be easily read in View Variables, and was pretty shocked to
find out many other people didn't know it was a thing. Let's make it a
thing by testing it using a new CI Python Linter to check this. But oh
no-

There were about 200+ missing traits. Alright, so let's do the
following:
* Move trait defines to their own dedicated folder in the `_DEFINES`
folder.
* Split up the traits mega-file into different files, for better
organization. One for the macros, one for the sources, and a few for the
"trait declarations"
* Run the linter a load of times and add everything to the globalvars
file, removing anything that's no longer used and figuring out where the
best categorization of it is. also minor code improvements. also rename
all of the ones that look weird. also fix list indentations
* Also alphabetize the lists because it's easy
* Move everything to a new `traits_by_type` list, while keeping the
admin one the way it is for the time being while we figure out a better
way to show that list to admins.
* Profit
## Why It's Good For The Game
Mapping trait injectors will now work for any type of trait. You
shouldn't add any trait via this injector though, but you're no longer
limited to coders remembering to add it to that critical list you
needed.
Lays the framework for a better view variables experience. This work is
too lengthy to presently do, but hopefully we can get this done sooner
rather than later. we will need a code-accessible way to view these
traits for such a framework to be implemented, so let's just do that.
Future steps are to break down the mega-declarations file into a folder
full of separate files by typepath, but that requires a lot of auditing.
Does need to happen one day though, there's a lot of mob traits mingled
with datum traits and auuugh we gotta do this later this PR is already
massive.
there's probably ways to game this but this catches _my_ mistakes so
good luck to everyone else (it should work for 99% of everyone)
## Changelog
Nothing applicable to players. However, to mappers, the mapping trait
injector should always be able to add any kind of trait (which is rather
good for the times when you need it).
## About The Pull Request
- As the size of the announcement proc has grown over the past few PRs,
did a pass over them for readability and consistency
- Include the arg names for coders unfamiliar with the new announcement
format
- Replaced leftover hardcoded Central Command text with the command name
proc, so all announcements reflect the command name if changed by an
admin
- Replaced hard coded emergency shuttle timer text with the actual
timeleft vars, so it's correct if the timers are changed for any reason
- Darkens the dark mode blue/red headers to be more red less pink, while
staying in accessibility standards
- Adds a lower profile grey colour for automated non-Central Command
announcements
## Changelog
🆑 LT3
code: Emergency shuttle announcements no longer use hardcoded values
code: Central Command announcements now correctly use its new name when
changed
spellcheck: Consistency pass on event announcements
/🆑
## About The Pull Request
Fixes#68825Fixes#72249Fixes#70184
Converts maintenance drones to use the basic mob framework. As drones
don't use AI, this was mostly a perfunctory conversion, but I took the
opportunity to clean up drone code a bit and fixed a few bugs.
Noteworthy changes:
- Drones now have a `can_unhack` field. This is set to FALSE on
syndrones, because unhacking them doesn't make them stop being evil but
does cause some weirdness. Syndrones are unused right now, but you never
know.
- Drones use the Dextrous component for hand-having.
- Drones no longer have an internal ID card, instead being given
all-access with the `simple_access` component.
- Picking up drones now works the same as for other mobs, instead of
pointlessly copying the code into `attack_hand`. As a consequence, it is
now possible to punch drones if you want to for some reason.
- Drones can now reboot/cannibalize dead drones without being in combat
mode.
- Cannibalizing a drone that contains a client no longer runtimes - the
client is ghosted ahead of time.
- Drones now have TRAIT_ADVANCEDTOOLUSER, allowing them to properly
interact with machines.
- Trying to screwdriver a dead drone now gives a balloon alert about why
you can't do that.
In addition to these changes, I cleaned up the code quite a bit,
organizing things better and placing more useful comments throughout.
And removing a hell of a lot of single-letter variable names.
I will note that this PR does _not_ address #72129. The issue there is
that sprites for drones-as-hats are entirely nonexistent, and I'm not a
spriter. It shouldn't be too hard to fix if someone makes dronehat
sprites, though!
## Why It's Good For The Game
Kills 8 more simple animals.
In addition to that, drones were clearly a bit neglected, so this fixes
them up a bit and makes the code a little bit clearer. Maybe not that
much clearer, but it's something. It certainly leaves them in a better
place for further work if anyone wants to do that. Plus, a bunch of bugs
and other jankiness are fixed now, which is nice.
## Changelog
🆑
refactor: Maintenance Drones now use the basic mob framework. This
shouldn't come with any noticeable gameplay changes, but please report
any bugs.
fix: Drones can now interact normally with electrified doors.
fix: Drones' built-in tools can no longer be placed in storage objects
and/or thrown on the floor.
fix: Drones can now perform right-click interactions correctly, such as
deconstructing reinforced windows.
fix: Drones can now reboot or cannibalize other drones without being in
combat mode.
/🆑
## About The Pull Request
See title.
If someone was abusing signalers previously to cause server lag, going
into list signalers would actually cause even worse lag as byond sat
there and processed thousands of items into a string over and over,
which would cause string format operations on longer and longer strings,
resulting in more and more overhead. This is bad.
So instead there is now a limit to the size of the list, currently I
have that set to 500 although I am open to increasing and even reducing
the number.
I have also made signalers slightly more intuitive by having the
cooldown actually displayed in the ui as a tooltip instead of just being
a secret feature you didnt know about unless you code dived. Also made
the cooldown actually respected by things such as circuitry where it
didnt even implement the cooldown and would happily send as many signals
as you had items connected to your proximity circuit.
## Why It's Good For The Game
Admins won't accidentally kill the server by trying to parse a lag
machines signal list. Players lagging the server? No, how about the
admins trying to fix it!
## Changelog
🆑
qol: signalers now tell you their cooldown and also use balloon alerts
/🆑
## About The Pull Request
`SS13.get_runner_client()` and `SS13.get_runner_ckey` will return the
client and the ckey respectively of the user who ran the lua script. Can
be unreliable after the first sleep or yield.
The SS13 module can now be made local as the tables that need to be
accessed globally have been moved to their own global variables.
Added `SS13.start_loop(time, amount, func)`, `SS13.end_loop(id)`,
`SS13.stop_all_loops()` that allow lua scripts to more easily make
loops. Removed the `timer` parameter from these functions, which
specified the timer subsystem to use.
Documentation on all new added functions have been added in the
lua/README.md
## Why It's Good For The Game
Getting the client who ran the script and the ckey that ran the script
is useful for self contained scripts that are looking for an entrypoint
(e.g. location to spawn some item/mob/structure). `dm.usr` is a special
variable used for other purposes and can be unreliable when used this
way even if there haven't been any sleeps or yields yet, so having a
dedicated variable and function to handle it makes things easier.
Being able to make the SS13 module local allows for more self-contained
scripts. Although this isn't super helpful because `require` will still
load the same object for all lua scripts loaded on the same state.
Basic looping helpers allow for lua scripts to more easily create loops
without needing to recursively do a `set_timeout` or to do a
`while(true) do SS13.wait(1) end` loop.
## Changelog
🆑
admin: Added SS13.get_runner_ckey() and SS13.get_runner_client() which
stores the ckey and returns the client of the user who ran the lua
script. Can be unreliable if accessed after sleeping.
admin: Added timer loop helpers to the SS13.lua module, check the docs
admin: The SS13.lua module can now be made local without causing any
errors.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
it checked for food not on the station
## Why It's Good For The Game
bug bad
## Changelog
🆑
fix: count station food verb now counts food only onstation
/🆑
## About The Pull Request
Fixes "offical" to "official" in several locations - admin fax panel,
admin newscaster, art patron text, a photocopier template, and a corgi
tail pin item description. Adds this common misspelling to the
check_grep.sh ci tool.
## Why It's Good For The Game
I have corrected the typo manually every single time I have sent a fax
from Central Command.
## Changelog
🆑
spellcheck: "offical" has been officially corrected to "official" in
several official locations.
/🆑
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()`
- `spill_organs()`
- `spread_bodyparts()`
And adds heavy documentation that communicates what the procs are used
for and how the different bitflags affect them. The difference is
noticeable:
`gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)`
The code is now much more legible which is important considering it's
used in a lot of places!
Another robust change, is that we had several places in the code where
there were double negatives like so:
```
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!?
// do stuff here
```
This is a mindfuck to untangle. I inverted a lot of these parts so we
don't lose our sanity.
Last thing that was changed was a big `if()` loop in the `spill_organ()`
proc. This was refactored to just be a simple `for` loop with `continue`
statements where we needed to skip enabled bitflags. It's now shorter
and cleaner than before.
The only slight gameplay change this affects is that gibbing a mob now
guarantees to drop all items unless the `DROP_ITEMS` bitflag is
deliberately omitted. Some places like admin gib self, we don't want
this to happen.
## Why It's Good For The Game
Gib code is very old. (~15 years) People kept adding more arguments to
the procs when it should have been a bitflag initially. By doing it this
way, there is more flexibility and readability when it comes to adding
new code in the future.
## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
## About The Pull Request
You add spells to mobs via a dropdown in VV but mob abilities via
marking the mob and pressing a button in the admin status panel.
I like opening the VV menu more than I like marking mobs (I am usually
going to need to open it anyway) so I added an alternate route in the VV
dropdown.
## Why It's Good For The Game
It's better for my personal workflow.
## Changelog
🆑
admin: Mob abilities can be granted to arbitrary mobs via the VV menu in
a similar way to spells.
/🆑
## About The Pull Request
Adds an option to the respawn config which forces you to pick another
character (slot) before you respawn.
## Why It's Good For The Game
Just an idea i'm throwing out there, not necessarily pushing for it to
be enabled on any servers.
Respawning as an alternative character can be a good way to make people
less frustrated at dying, particularly if paired with the cooldown
config that already exists:
"Oh shucks, I died and got my head cut off and got absorbed and got
spaced by some changeling. I won't be able to finish my project or
whatever. At least in 15 minutes I may be able to join as my botanist
character to try something else rather than having to wait an hour and a
half for the round to tick over."
Also nice for downstream support.
(Obviously you can just, *ban* people who respawn as the same character,
use an honor system, but codifying it seems better than not.)
## Changelog
🆑 Melbert
config: Adds a config option for player respawning that enables
respawns, but forces you pick a new character.
config: "NORESPAWN" has been replaced with "ALLOW_RESPAWN 0". Unlimited
respawns is "ALLOW_RESPAWN 1" and character limited respawns is
"ALLOW_RESPAWN 2".
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
As the title says, you can no longer become an antagonist if you can't
qualify for a role beforehand. How this works is that it runs job
assignment before antagonist roles are handed out to see which players
can qualify for a job role. It then undoes job assignments and then runs
antagonist assignment.
This is to prevent players from setting a highly contested role to low
priority so that they have a 0% chance of ever getting it, whilst still
being eligible for every antag role.
It's not completely foolproof as it's not really possible to account for
the fact that some players may become antagonists, thereby freeing up
some job slots. Since it's an approximation, it means that players who
put themselves at a high chance of returning back to lobby due to their
preference choices have an overall lower chance of becoming an
antagonist as they can be excluded from the antagonist roll due to the
random nature of job selection.
If players want to prevent this from happening, simply set a lot of jobs
to low/medium priority or adjust the "Return back to lobby" preference
to any other preference.
## Why It's Good For The Game
Prevents players from rolling antag without ever intending to play the
game as a non-antagonist.
## Changelog
🆑
fix: Fixed players being able to roll antagonist without ever being
eligible to play any role. Players who have their preferences set up so
that they're likely to return to lobby when the round starts have a
lowered chance of becoming antagonist.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Title summarizes all.
## Why It's Good For The Game
<details>

</details>
Prevents this nightmare on a comms console during an event with
particularly high centcom announcement traffic.
No, don't come at me with "it's soul", it's just highly annoying to deal
with and having the option to prevent it is better. If you leave a
downvote and tell me in the comments that I'm "taking" soul out of the
game then I will come find you and actually take your soul out of your
body.
## Changelog
🆑
admin: The "Create Command Report" verb now has the option to not print
report papers at communications consoles.
/🆑
## About The Pull Request
Fixes#78011
Does the same thing also for the "force everyone to play as a random
character" button.
## Why It's Good For The Game
It shouldn't do that.
## Changelog
🆑
fix: Prevents admins from accidentally gibbing people by closing a
confirmation window.
/🆑
## About The Pull Request
- Fixed that if you chose to press a cross while toggling instagib mode
it will react as `Yes` instead of just canceling
- Added description for assault class (with shotgun and rocket gloves)
so you know that you have faster moving speed and lover armor.
- Fixed that when you already chose a team and try to click on other
teams spawners you'll be asked to consider other teams to make them
equal.
- Decreased time of recharge start delay from 20 seconds to 12, because
when it takes soo much to regen your shield its just faster to die and
respawn with a new one.
- Added 1.7 scope to marksmans rifle.
- Little cleanup.
**Everything is arguable.**
**Ask if something is unclear or confusing.**
## Why It's Good For The Game
Less buggs, less wondering why do you die in 1 hit and others don't, a
little bit of consistency.
## Changelog
🆑
qol: CTF assault class' (with shotgun and rocket gloves) description now
mentions that it has low armor and increased moving speed.
balance: Decreased CTF recharge start delay for shields from 20 seconds
to 12 seconds.
balance: Marksmans rifle now has 1.7 scope.
fix: When toggling instagib mode for CTF and pressing a cross now will
just cancel instead of proceeding.
fix: When clicking on other CTF teams spawners and after you already
chose your team no more will ask you to join some other team to make
them even.
/🆑
## About The Pull Request
Look at this menu:

Isn't this basically useless?
When you try to add a mob ability to a mob, it displays a huge list of
typepaths.
Literally none of the typepaths are short enough that they even fit in
the window, and the data about what the ability actually is usually lies
at the end of the typepath.
This is clearly silly.
I made it look like this instead:

Now you see the name _and_ the typepath (it's still useful information
in cases where there are several similar abilities).
Also I gave the lobster charge ability its own name because it didn't
have one.
## Why It's Good For The Game
Increases usability of this admin feature.
## Changelog
🆑
admin: The Add Mob Ability menu now prefixes the typepath of the ability
with the ability's name, so you can much more quickly see what the
ability is.
/🆑
## About The Pull Request
This PR adds a bunch of sanity checking to the `prefs.chat_toggles` var
accesses.
Prefs can be null when client is creating/deleting and this causes a
runtime where you might not be able to use emotes.

EDIT: as per suggestion I stopped masking the issue and added stack
traces instead. And made them into helper procs to avoid code
duplication.
For some of these procs it is important that we are able to continue
running to get to the end. **A ghost having null prefs should not stop
everyone else from hearing/seeing the emote.**
So now they will put the stack trace and keep on trucking if that issue
occurs. This is the main 'point' of the PR, which has seemingly gotten
bogged down in the creation of the two helper procs--apologies.
See https://github.com/tgstation/tgstation/pull/70404 for essentially
the same issue but applied to chat messages. I have gone back and
replaced the duplicated code from that to use the new helper procs
instead.
## Why It's Good For The Game
Anything chat related is a bad place to runtime. Some messages can take
a while to type out and to have it not display is frustrating at worst,
possibly detrimental if you have to communicate something urgently.
## Changelog
🆑
fix: fixes a bug that can cause emotes to stop working if a client is
being created or deleted
/🆑
## About The Pull Request
Fixes some more lua harddel problems with lingering refs on the gc_guard
variable. This variable has been changed to a list instead and will get
cleared every time the SSlua subsystem fires so that lua instantiated
objects that are not tracked by the subsystem will essentially delete
themselves on the next tick, aka whenever the lua script sleeps.
Also removed the unnecessary and not completely functional
lua_reference_cleanup proc which wasn't even being called reliably
because the signal handler was the datum itself.
## Why It's Good For The Game
Fixes more harddel bugs, increases consistency.
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
See title. Callbacks were getting deleted in SS13.lua which is
non-ideal. They should be automatically collected by the garbage
collector.
Also adds some utility lua functions like SS13.is_valid,
SS13.stop_tracking, SS13.new_untracked, SS13.type and SS13.qdel
## Why It's Good For The Game
Fixes some harddel issues, as well as callbacks clogging up the garbage
subsystem.
## Changelog
🆑
admin: Added new lua functions: SS13.is_valid, SS13.stop_tracking,
SS13.new_untracked, SS13.type and SS13.qdel
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Lua created atoms hard delete because they get added to a references
list without ever being cleared. This fixes that by registering a
qdeleting signal on them and removing them from the list on delete.
## Why It's Good For The Game
Harddel fixes
## Changelog
🆑
fix: Fixed a hard delete that would occur with lua-created atoms.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
I'm sick of the progress bar harddel, and I've ran into this problem in
the past, so I'm just gonna do something about it
If you want to provide an individual logged bit of info about a harddel,
you can override `/datum/proc/dump_harddel_info()` and return a string
containing "whatever"
Use of this should be limited, this could potentially clutter del logs,
especially if it's used on something that fails often, like pipes
I do think it's still useful tho. It's output ingame, in the logs, and
in unit test failures. Hopefully all nicely tho I'm only really 100%
sure about in game.
## About The Pull Request
- "Long shift" can now be earned from sub 10 minute rounds rather than
sub 5 minute rounds
- Admin restarts no longer give out "Long shift"
## Why It's Good For The Game
I do not think this achievement can *possibly* be earned right now. Like
at all.
Nuke Ops and cult are the only antags that can possibly do it and it's
incredibly infeasible (requiring that they nuke the station or summon
Nar'sie in just 3 minutes!)
So I bumped up the timer to 10 minutes. This means that ops can get it
if they nuke the station in 8 minutes, cult can get it if they REALLY
speedrun, and revs can get it if they beeline the heads.
I checked the DB for stats on this achievement and it's only been earned
in 3 rounds across the last year - `208780` (admin restart due to a bug)
`192892` (admin restart due to a bug?) `186192` (admin restart).
So I also prevented admin forcing the round to end. (I don't know if it
catches admin reboots directly I'll have to check that.)
## Changelog
🆑 Melbert
balance: The "Long Shift" achievement is now feasibly obtainable, and
admins can no longer trigger it unknowingly
/🆑
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.
## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.
## Changelog
N/A
If an admin forces 10 alien queen shuttle events, you'd probably want to
alert the other admins. Previously this just put it in the admin log
without telling anyone, but it's probably more fitting to just pop it in
asay for how infrequent it is and considering forcing other events does
it too
🆑
admin: Changing shuttle events now alerts admins
/🆑
Thanks to @Rex9001 for calling it out
## About The Pull Request
the bee now a baisc insect he will now go to find his home and he will
go and pollinated the plants and helped the queen make children by
polliniting the plants and he will. the queen will leve the hive more
rarely than the normal bees so she can stay in the hive to make kids
## Why It's Good For The Game
the bee now is a basic insect so it means he have a better ai
## Changelog
🆑
balance: the bee now can fly over the machines so its easy for him to go
to the hydroponics machine
fix: player bees now will not be stuck inside the hive if he entered it,
they can now leave it
fix: fixed a har deleted when the hive is deleted all the bees still
have a refence to the hive now its fixed
fix: now when a player interacted with the bee hive the bees will now
leave the hive to defend the hive (it was glitched)
refactor: the bees now are a basic insect.
/🆑
## About The Pull Request
Fixes a bunch of stuff broken by #76822, including APC control console,
malf blackout ability, shunted malf pinpointing, Admin APC recharge and
others.
## Why It's Good For The Game
Yes.
## Changelog
:cl:Thebleh
fix: Fixed several APC related issues.
/🆑
## About The Pull Request
Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.
Let's start from first principles yeah?
### Why Angled Lights?
Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.
Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.
### How Angled Lights?
This is more complex then you'd first think so we'll go step by step

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.
This is very useful for angle work, since it makes it almost totally
free.
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in
We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.
We do need some extra fenangling to make this all work nicely tho.
We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.
So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.
I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.
### Debug Tool?
In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.
Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.
The second button opens a debug menu for that light

There's a lot here, let's go through it.
Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.
This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.
Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.
My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.
### Lemon No Why What
Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.
Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.
(Images as examples)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.
This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance.
Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.
### Misc + Finishing Thoughts
Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.
I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.
### Farish Future
I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.
This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.
## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑
---------
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
## About The Pull Request
Removes all of the duplicate global lists for specific machine types
where the only thing they do is store all machines of that type.
Adds machine tracking to SSmachines in the form of a list for all
machines, and then an associative list for machines by their type.
Previously we have machines in multiple global lists, such as airlocks
being in GLOB.doors, GLOB.airlocks, GLOB.machines.
This makes that not a thing, and also means that iterating through
GLOB.machines looking for a specific type is no longer as expensive.
## About The Pull Request
Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.
## Why It's Good For The Game
Saner spriters = better sprites
## About The Pull Request
I was requested by one of the game admins over in the TG discord to
change the credit from character name to ckey.
## Why It's Good For The Game
It's mostly a OOC thing, personally I don't know of a good enough reason
to put here other than its a PR someone requested of me.
## Changelog
🆑
fix: Music Request Credit shows CKEY instead of character name
/🆑
## About The Pull Request
PR done for bounty:
https://tgstation13.org/phpBB/viewtopic.php?f=5&t=33988
borgs can now turn on stoves and griddles
borg click code has been reworked a bit to be closer to base mob, you
are now able to click on stuff within reach rather than just Adjacent
(might be buggy to introduce this? hopefully not. if anything we can
testmerge this), which lets us make the apparatus work to pick up stoves
on the range and such
Adds the Codex Cibus Mechanicus as an upgrade you can research in RnD
with the other service borg ones. When you use it it shows you the
cooking menu!

## Why It's Good For The Game
The service borg has the tools to prepare ingredients, but it can't
actually do anything with them, which severely limits it, only being
able to do slapcrafted foods.
The apparatus not working on items that are on top of stoves/griddles
seems to be just a bug with how cyborg click code is handled.
## Changelog
🆑 Fikou
fix: service borg apparatus now works on stoves and griddles and ovens
qol: borgs can now activate stoves and griddles
add: rnd can research a cookbook for service borgs
/🆑
## About The Pull Request
When using the organ manipulator, implants that fail implant() would
still be created and be left out of the implantee.
Now, implants that fail insertion will self-delete and notify the menu
operator. This functionality has been extended to organs as well,
although I don't know of any cases where they could fail insertion.
I also touched up on the variable names while I was here, because they
needed a face-lift.
## Why It's Good For The Game
Prevents edge cases that could lead to orphaned implants or organs.
More readable code is neat too.
## Changelog
🆑 Rhials
fix: The organ manipulator menu will now delete implants or organs that
fail to properly insert.
code: The organ manipulator menu code now looks nicer :)
/🆑
## About The Pull Request
Hey there,
A pretty bad bug (#76226) got through, but it was fixed pretty quickly
in #76241 (cf92862daf). I realized that if
we were testing all the away missions, that this could theoretically get
caught and not happen again. Regardless, unit testing gateway missions
has been on my to-do list for a while now, and I finally got it nailed
down.
Basically, we just have a really small "station" map with the bare bones
(_teeny_ bit of fluff, maploading is going to take 30 seconds tops
anyways let me have my kicks) with a JSON map datum flag that causes it
to load all away missions in the codebase (which are all in one folder).
Just in case some admins were planning on invoking the proc on
`SSmapping`, I also decided to gate a `tgui_alert()` behind it because
you never can be too sure of what people think is funny these days (it
really does lock up your game for a second or so at a time).
I also alphabetized the maps.txt config because that was annoying me.
## Why It's Good For The Game
Things that break on production could(?) be caught in unit testing? I
don't know if the linked issue I mentioned above would have been caught
in retrospect, but it's likely to catch more than a few upcoming bugs
(like the UO45 atmospherics thing at the very top) and ensure that these
gateway missions, which tend to be the most neglected part of mapping,
stay bug-free.
This is also helpful in case someone makes a new away mission and wants
to see if stuff's broken. Helps out maptainers a bit because very, very
technically broken mapping will throw up runtimes. Neato.
## Changelog
Nothing that players should be concerned about.
Let me know if there's a better way to approach this, but I really think
that having a super-duper light map with the bare basics to load up
gateway missions and then all nine-ish gateway missions can sequentially
load during init. I can't think of a better way to do it aside from some
really ugly `#ifdef` shit. Also also, it has the added benefit of being
a map that will always load your away mission without touching a single
shred of config (and it's not likely to break if you follow sane
practices such as making your own areas)
## About The Pull Request
What this PR does is it adds a small additional feature to the Request
Internet Sound verb to give users who request music an option to credit
themselves for the song request. It will use character name of the
person who submits the request, with the option to be anonymous. The
default will make users anonymous.
## Why It's Good For The Game
This differentiates songs that where requested by users and songs that
admins themselves played. And allows users to give themselves credit for
their 'Good' (or bad) music preferences.
<details>
<summary>Screenshot</summary>

</details>
## Changelog
🆑
qol: Request Internet Sound now has the option to credit the person who
requested the Sound. Defaults to anonymous.
/🆑
## About The Pull Request
Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that
[Creates "levels" of locked objects, uses that to make locked duffels
work](c613c00f62)
[c613c00](c613c00f62)
Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.
Adds a few outfit subtypes to avoid this class of failure in future.
Renames the args in a few but not all touched procs, one thing at a time
Closes#76407Closes#76430 Had the lock check in the wrong place
Closes#76441 GOD I HATE TK SO MUCH
Wrote half the pr without glasses so if it's weird gimme some grace
yeah?
## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
Powerful or dangerous admin verbs should have some prompt or forced
runtime input to lower the attack surface once somebody finds a href
exploit since topics can trigger commands and verbs.
## About The Pull Request
https://github.com/tgstation/tgstation/assets/7501474/a2d83ce8-eba1-42d9-a1f8-9d73f7c40b21
Adds shuttle events! Stuff can now start to happen outside the shuttle,
either benign or spicy (but usually just fun to watch)!
## Why It's Good For The Game
The shuttle escape sequence is an important part of the game, uniting
about every player surviving player. Recently, #71906 has made the
escape sequence more forgiving as well as more interesting by
conditionally doubling the playing field. The area outside the shuttle
is still mostly empty though, except for the few people being spaced,
daredevils and the occasional epic space fight.
This PR adds adds some space events to spice up the outside of the
shuttle! This both gives people something too look at, making the escape
sequence feel less static and more lively, as well as give people a
reason to go outside and get the full experience of ~being decapitated
by a meteor~ swimming with the fishes!
<details>
<summary>Shuttle Events</summary>
**Friendly carp swarm**
Spawns a group of carp that flies past the shuttle, completely friendly
unless provoked.
**Friendly meteors**
Spawns a lot of strong meteors, but they all miss the shuttle.
Completely safe as long as you don't go EVA
**Maintenance debris**
Picks random stuff from the maintenance spawn pool and throws it at the
shuttle. Completely benign, unless you get hit in the head by a toolbox.
Could get you some cool stuff though!
**Dust storm**
Spawns a bunch of dust meteors. Has a rare chance to hit the shuttle,
doing minimal damage but can damage windows and might need inflight
maintenance
**Alien queen**
One in every 250 escapes. Spawns a player controlled alien queen and a
ripley mech. RIP AND TEAR!! Really not that dangerous when you realize
the entire crew is on the shuttle and the queen is fat as fuck, but can
still be fun to throw people around a bit before being torn to shreds.
**ANGRY CARP**
Once in every 500 escapes. Spawns 12 normal carp and 3 big carps, who
may just decide to go through the shuttle or try and bust through the
window if you look at them wrong. Somewhat dangerous, you could stay
away from the windows and try to hide, or more likely shoot at them and
weld the windows
**Fake TTV**
Lol
**Italian Storm**
Once in every 2000 rounds. Throws pasta, pizza and meatballs at the
shuttle. Definitely not me going off the rails with a testing event
**Player controlled carp trio**
Once in every 100 escapes. Spawns three player controlled carp to harass
the shuttle. May rarely be a magicarp, megacarp or chaos carp. I can't
honestly see them do anything other than be annoying for 3 seconds and
die
There are some other admin only ones: a group of passive carps going
directly through the shuttle and just being little shits, and a magic
carp swarm
</details>
Events are selected seperately, there isn't a crazy weighting system,
each just has a chance to run, and multiple could run at once. They also
don't immediately trigger, so people can get settled a bit, and to make
sure just waiting out the more dangerous ones is still a valid strategy.
## Changelog
🆑
add: Adds shuttle events! If shuttle escapes weren't exciting before
(doubtful), they definitely are now! I'm joking it's mostly an
atmosphere thing.
admin: Adds an admin panel to interact with shuttle events, under the
Events tab: Change Shuttle Events
fix: Objects spawned in hyperspace will properly catch hyperspace drift
/🆑
There's a few things I'd like to do later (another PR) (honestly anyone
can do them because I suck at follow-ups), because this is too big as
is:
- Hijack triggered shuttle events
- More events (got a lot of cool suggestions, but I'm putting most of
them on hold)
- Maybe stration announcements if some more dangerous ones get added
- Structures appearing next to the escape shuttle???
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.
This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.
[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)
[Moves signal procs over to their own
file](33d07d01fd)
[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)
[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)
[And finally passes over the examine
signals](65917658fb)
## Why It's Good For The Game
Code makes more sense, things are better teased apart, s just good imo
## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑