## About The Pull Request
Removes the quite weird 4 second density delay from security barriers.
That's kind of what the grenade timer is for.
Refactors barricade interactions to use tool acts and
item_interaction(), rather than attackby. Also makes it so that wooden
barricades don't....delete themselves and spawn a new one instead when
repaired?
## Why It's Good For The Game
> Security Barrier
I think this was potentially depreciated code that was grandfathered
forward in new forms. Very few places seem to explain WHY it has that
but I think that might have been how barrier grenades used to spawn in
their barrier from the grenade itself. Totally inexplicable really.
> Refactors
This codes old as hell, some of it nearly a decade.
## Changelog
🆑
qol: Security barrier grenades no longer have an arbitrary 4 second
delay on becoming tangible.
refactor: Barricades now use tool act and item interactions, and behave
sanely. Looking at you wooden barricade.
/🆑
## 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.
/🆑
## 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.

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


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

</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>
## About The Pull Request
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
## Changelog
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
Repaths all the various minigames to be in the same mapping folder for
organization.
## Why It's Good For The Game
Being able to find maps is nice.
## Changelog
🆑
map: Move mafia, CTF, and deathmatch maps into minigame folder
/🆑
## About The Pull Request
Hitscan projectiles that run out of dedicated tick time before they hit
anything abort their movement, ensuring that firing an emitter beam into
space won't cause horrible lag. However, most hitscans also have icons
and have visible (albeit unanimated) movement in such a case, making it
look like projectile code is exploding as tracers appear only after a
rather visible and tangible projectile hits its target.
This PR resolves the issue by making hitscans "chunk" their trails in
such cases, ensuring that they always look like actual hitscans. Video
below has an artificial speed cap on hitscans, to showcase how it'd look
during extreme lag.
https://github.com/user-attachments/assets/eeac034d-d08e-45b0-b7d2-8589376f1c7d
Also some minor hitscan code improvements because I can.
## Changelog
🆑
fix: Hitscan projectiles like emitter beams should look less weird
during extreme lag spikes
/🆑
## About The Pull Request
The sequel to https://github.com/tgstation/tgstation/pull/89234
> someone should do the rest at some point
guess what, I'm that someone :3
## Why It's Good For The Game
Same reasoning as the previous PR:
> less cluttered code is nice, and it should in theory be more optimized
as we avoid the need to run min, max, and locate.
## Changelog
No user-facing changes
## About The Pull Request
There are a couple of cases where ghost roles that give the temporary
body component prevent you from returning to the round when they really
shouldn't. The particular cases are:
- You entered a temporary body while you had no body, but could be
recovered via means such as podcloning
- You enter a temporary body, and while in that body, your original body
is permanently removed while your mind could be recovered via means such
as podcloning
- Basketball
This PR addresses those cases by allowing the temporary body component
to operate with a null `old_body`, and allowing the temporary body
component to be given to ghosts whose minds don't have bodies.
## Why It's Good For The Game
Erroneous DNRs caused by code oversights are probably very undesirable
to the playerbase.
## Changelog
🆑
fix: Joining a minigame or taking certain ghost roles, while you have a
mind without a body, will no longer DNR you, just in case you can be
resurrected by some means.
fix: If your old body is permanently destroyed while you are playing a
minigame or as certain ghost roles, you will still return to your
character's original mind, just in case you can be resurrected by some
means.
fix: The basketball minigame now gives its players and referee temporary
bodies.
/🆑
## About The Pull Request
Since #87866 PostTransfer now has it's parent set to nil, and instead
has a `datum/new_parent` argument supplied to it.
Why does the ***post*** transfer proc not have it's parent set yet? Not
sure, but some procs (and the documentation) haven't been adjusted yet
and this PR fixes that
also:
fixes#88156fixes#88325
## Why It's Good For The Game
Fix man good...
## Changelog
🆑
fix: /datum/component/PostTransfer() procs that didn't have their
new_parent arguments have now been fixed
fix: This means that turning into a Domain gondola shouldn't RR people
anymore
/🆑
## About The Pull Request
Fixes issues with var typing and proc arguments, discovered using
OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd
upstream yet).
## Why It's Good For The Game
Codebase maintenance.
## About The Pull Request
On a downstream, we have an antagonist, that is a less competent
wizards. This antagonist's preview outfit has a beer bottle in their
hand, which has caused runtimes, as the bottle did not have any reagents
instantiated, and it tried check its length for sloshing. After putting
in a check for the `initial` argument of `on_equip`, I have noticed that
the problem goes deeper: the various procs that handle putting something
in your hand do not pass along if the items is put in your hand as a
preview or not. This PR adds a new optional var to these procs, ensuring
that unwanted behaviour during previews won't trigger.
I also swapped `visualsOnly` to snake case, as it looked inconsistent
with the rest of the code style.
## Why It's Good For The Game
Making the argument that ensures avoiding side effects during previews
work with all kinds of items is good.
## Changelog
🆑
fix: if an outfit puts a reagent container in the preview dummy's hand,
it will not try to slosh
code: outfits putting items in your hand will respect the visual_only
argument
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
## About The Pull Request
Radios/encryption keys now use a `RADIO_SPECIAL_XXXXX` bitflag for
behaviors related to "special" radio channels (Binary, Centcom, Syndie).
I decided to do this because I wanted to add a radio channel for pirates
and hunters (hence the branch name), but it felt weird adding two more
variables. The more I look at the changes I've made here the more I
realize that the effort was probably not worth the utility but whatever.
This also subtypes some varedited intercoms and makes them their own
objects.
## Why It's Good For The Game
Compresses a whopping three (3!) variables into a single one. Easier to
scale (I guess?). I felt like adding a fourth/fifth variable and just
moving on with the original project, but decided "lets do this the
unnecessarily hard way instead".
## Changelog
🆑 Rhials
code: Radios/encryption keys now use a single variable for "special"
frequencies. Please report if you experience any strangeness with
accessing/being unable to access the Centcom, Syndicate, or Cyborg
radio.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.
## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
## About The Pull Request
Adds a new crate to the Service section of cargo. The Fletching and
Bow-Making Starter Kit. Comes with some materials and a fletching
instruction manual.
The manual teaches you how to make shortbows (18 force from normal
arrows utilizing projectile multipliers), arrows, holy arrows (but you
need a divine bow to make them), quivers (but they only hold 10 arrows),
plastic arrows and violins. For reasons.

### Fixes
Bows now no longer utilize hardcoded sprites for their loaded sprite.
Now they use overlays.
Bows properly become undrawn once fired. No longer can your bow
magically launch arrows by sheer force of will.
## Why It's Good For The Game
Initially I just wanted to provide a way for bow wielding chaplains to
produce additional arrows for their bow. Running out of those always
felt pretty lame. But then I got to thinking; actually, I kind of want
to LARP sometimes as an archer. I think that'd be kind of goofy and fun.
So I bundled that together into a solution for both.
The shortbow is really, really not meant to be a meaningful weapon. It's
just kind of silly, and meant to let people pretend to be Robin Hood and
occasionally hurt someone in a workplace accident. I'm particularly
thinking of clowns being the perfect users for this with their clumsy
trait. I will make this weaker if I have too.
(I am not, at this moment, redoing flaming arrows okay? I saw the code
comment. I know. Not right now. @tralezab, if you have any flaming arrow
sprites lying around, please let me know.)
## Changelog
🆑
add: Fletching starter kit! Make your own bow, shoot your friends in an
unfortunate workplace accident. Replace all those holy arrows you lost.
fix: Bows now properly undraw once they have fired an arrow.
code: Bows now utilize overlays in order to display loaded arrows.
Unique overlays per arrow.
/🆑
## About The Pull Request
Basically, adds a version of `randomize_human` that's a tad more
curated, IE, primarily picks results to create a more "coherent" result
than full randomization.
Shown here: Humans, Lizards, Felinids. Looks a bit boring, but that's
the point.

Non-humans I left almost entirely untouched, as they generally form a
more "coherent" mob from pure randomization already.
## Why It's Good For The Game
Basically just aiming to perform a more "consistent" style for humonkeys
and corpses.
For monkeys, it doesn't make the most sense when they pop up with a
giant red afro.
For corpses, it's a bit hard to feel immersed in the ruins when they've
all got pink and green mustaches.
## Changelog
🆑 Melbert
add: Humonkeys and random corpse spawns now look more... human.
/🆑
## About The Pull Request
1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As
the name suggests when the object is deconstructed it won't drop any
items/debris. After my last refactor for this flag it now serves a new
purpose so its name has been changed to match that
2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly.
Some of these changes include
- Removing the flag in objects where there are no means to deconstruct
them (e.g. jukebox, hydroponics soil, flora etc)
- Replacing the flags old purpose by overriding its tool procs so that
it regains its old behaviour(e.g. You once again cannot deconstruct ctf
reinforced tables, survival pods, indestructible windows etc)
## Changelog
🆑
code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so
its name matches its intended purpose
fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to
its refactor, meaning makes some objects non deconstructable again
/🆑
## About The Pull Request
I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.
This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.
Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).
## Why It's Good For The Game
I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.
## Changelog
🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
## About The Pull Request
This PR does many things, I'll try to explain the basic/background stuff
to the main thing first:
1. Adds a new remote that allows a human to function like an AI. It
controls a fly that will fly around the station slowly, and when it
reaches a machine then the person can interact with it as if they were
an AI. This required changing a lot of silicon/AI checks with one that
also checks for this remote, and some messing with shared ui state.
2. Moves req_access from the obj and bot to ``/atom/movable`` which lets
it be shared between the two, no more copy-paste and one side lacking
features/checks/signals the other has.
3. Adds a check for AI config for AI-related station traits, which was
lacking prior
Now for the good part...
Adds a new station trait that replaces the AI with a Human.
This person is equipped with an AI headset (including Binary), an
advanced camera console, an omni door wand, the machine controller, and
their laws.
They are immune to the SAT's turrets (even if set to target borgs) and
are slow outside of the SAT, mimicing the actions of the AI.
They interact with the world through their advanced camera console,
which allows them to do most AI stuff needed, and the holopad they can
connect to without having to ring first (like Command can).
They are given a paper with the laws they must follow, but since they
are human they are able to bend it. Cyborgs that run the default lawset
are "slaved" to them via an unremovable law 0, so the Human AI can bend
the laws if they really need to (for their own survival n such), and
make the cyborgs obey their commands above laws, but in general this
shouldn't be a frequent occurrence. This does take into account the
unique AI trait, so it's not guaranteed Asimov.
When this station trait rolls, all Intellicards, AI uploads, and AI core
boards are destroyed and are unresearchable. They can be spawned by
admins in-game if necessary. Maybe in the future we can also exclude
Oldstation from this but I haven't really decided.
Extra perks:
Human AI spawns with a Robotic voicebox (unless they are a body purist)
and teleport blocking implant, so they can't use teleporters to bypass
their on-station slowdown.
They also have an infinite laser pointer that can be used to blind
through their camera console. This is unfortunately nerfed from the
recent borg balance PR that removed its stun. This was meant to be the
alternative to no longer being able to permanently lock borgs down like
AIs can (or more than one, for that matter).
They aren't affected by Roburgers, Acid, and Fuel's toxicity.
Bots salute them like they do Beepsky (which is now a trait)
They spawn with SyndEye to replace the AI's tracking ability
They do not have a bank account
### The machine remote
The machine remote has a little fly in it that flies to the machines it
is pointed to, working as the arms and legs of the Human AI. It scans
the machine and punches in the action the AI does, and is how the AI
accesses basically anything. This fly slowly moves from one machine to
the next, and can be recalled with Alt Click.
It works on machines and bots.
### Video (Low quality to fit Github)
https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8
## Why It's Good For The Game
I've seen a funny screenshot one day of a person replacing the AI by
using a bunch of door remotes, camera console, crew monitoring console,
and a few other things. I've been thinking about that for a few years
and really wanted to make it official if not easier to make possible,
because it is an incredibly funny interaction.
This makes it a reality, and while they aren't as powerful as regular
AIs, I think it makes for better and funnier in-game moments. With the
same weight as Cargorilla (1), I hope this wouldn't be rolling too often
and ruin rounds, but instead show off the different capabilities that
Humans and AIs can do, to do the job of an AI. You win some you lose
some.
## Changelog
🆑 JohnFulpWillard, Tattax
add: Adds a new station trait job: The Human AI.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
This just seemed like a minor error with the new syntax that popped up:
The intent of these seem to be "take our obj flags and add
`NO_DECONSTRUCTION` to it", which was perfectly serviceable in a
majority of places, as the parent type had the same obj flags as `/obj`.
But in a small handfull of places (such as any table subtypes) this was
not the case, and it caused some objects to have missing flags that they
were otherwise intended(?) to inherit.
So I replaced `/obj::` with `parent_type::` meaning rather than using
the base obj flags and then adding `NO_DECONSTRUCTION`, they use their
parent type's obj flags and then add `NO_DECONSTRUCTION`.
## Changelog
🆑 Melbert
fix: You can build on some niche tables again, such as the Wabbajack
Altar.
/🆑
## About The Pull Request
Goes through and changes some `in area` / `in a` loops to use
`get_contained_turfs` to cut down on `in_world` loops. Saves some free
lag.
## Changelog
🆑 Melbert
fix: Some things which affect everything in an area are less laggy, the
"all lights are broken" station trait especially
/🆑
## About The Pull Request
After https://github.com/tgstation/tgstation/pull/80628, these shouldn't
be needed anymore right?
## Why It's Good For The Game
Cleans up some vestigial code
## Changelog
EDIT: Not player-facing.
Productionizes #80615.
The core optimization is this:
```patch
- var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+ var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```
We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
## About The Pull Request
Another small issue fixed. Thanks Melbert for telling us what's wrong
with it.
EDIT: other objects were rendered unhittable by that flags refactor PR.
## Why It's Good For The Game
Fixes#80311. I made the xmas tree indestructible because the comment to
the `NO_DECONSTRUCTION` flag didn't make a load of sense since that
doesn't stop it from getting destroyed anyway.
## Changelog
🆑 MrMelbert, Ghommie
fix: Alien nests, and some other stuff, can be physically attacked
again.
balance: x-mas trees (the ones with presents), are indestructibles.
Truly protected by a yuletide spirit.
/🆑
## About The Pull Request
I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.
## Why It's Good For The Game
The device.dmi was kind of a mess.
## Changelog
🆑
/🆑
This flag only worked on the `/obj/structure` and `/obj/machinery`
level, so let's rescope it from `flags_1` and put it where it belongs -
`obj_flags`.
Bitflag operators should be scoped to their subtype specific bitfield,
not really useful to have this take up a spot on the `/atom` level if
absolutely nothing other than `/obj`s use it.
## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.
It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers
After:



NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑
## About The Pull Request
If you attempted to use the shielded component properly (applying it in
`Init`), it would not work because the equipped signal was improperly
passing its arguments to `set_wearer`.
The only reason why this worked now is that every consumer added the
component after it was `equipped`... usually in `equipped`.
This also meant shielded items that added it in equipped were open to an
exploit, allowing you to reset the charges by unequip / re-equip.
## Changelog
🆑 Melbert
fix: Fixes some potential exploits and issues involving shielded
equipment.
/🆑
## About The Pull Request
This helps clean up my favorite helper proc in the whole codebase,
`notify_ghosts()`.
The notify_suiciders, ignore_mapload, and flashwindow args are GONE.
They have been replaced with the notify_flags bitflag argument. This was
intended to make deadchat announcements a bitflag argument too, but
those got reverted right before I originally wanted to submit this PR.
The on-screen popup now shows the notification body when you hover it
with your mouse again. The format is now `[notify_ghosts message] --
[click action (orbit/jump/play)]`
Every single `notify_ghosts()` call has been changed to multiline format
and has been given trailing commas. Pretty!
## Why It's Good For The Game
Cleans up a proc that is very popular and going through a lot of changes
at the time.
Allows for further flexibility when this proc inevitably gets tweaked or
improved. 12 -> 10 args is an improvement, and it doesn't impact the
helper's flexibility at all.
## Changelog
🆑 Rhials
code: The notify_ghosts proc has been cleaned up. Please report any
abnormal changes in deadchat notification behavior.
qol: The on-screen deadchat popups now contain the notification blurb
when hovered with your mouse again.
/🆑
## About The Pull Request
- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
- Fixes silicons sparking off when hit by disabler fire.
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
- The Sleeping Carp deflection is now signalized
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.
## Why It's Good For The Game
This is cringe.
1863eb2cd8/code/modules/mob/living/carbon/human/_species.dm (L1430-L1442)
Bullets should overall act more consistent across mob types and objects.
## Changelog
🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑
## About The Pull Request
#78957 accidently made it so CTF could only be played by people with
mobs to return to after dying. I've made it so those who don't have mobs
to return to (e.g. roundstart observers) can play CTF again.
## Why It's Good For The Game
Everyone should be allowed to play CTF without needing to engage with
the space roleplay game we've strapped on.
## Changelog
🆑
fix: Players without bodies to return to can play CTF again.
/🆑
## About The Pull Request
Currently, the power cost for each shot is just written as a number, and
you have to know the size of the cell to know what this number means. If
you just see than a laser gun costs 83 energy, then it's not clear that
this translates to 12 shots unless you know that the cell holds 1000
units of energy. Now, all energy weapons (except those that cost 0
energy and one that costs 10000) use a macro define in the form of
`LASER_SHOTS(X)`. So the laser gun would example be `LASER_SHOTS(12)`,
to clearly convey that it gets 12 shots out of a full charge.
I also removed the `laser/hellfire/antique` subtype because it had no
mechanical difference from `laser/hellfire` whatsoever.
## Why It's Good For The Game
Readable code is good.
## Changelog
No player facing changes.
## About The Pull Request
You can return to your old body after playing CTF or being summoned as a
manifest rune cult ghost. This is done by slapping the temporary_body
component onto cult rune summons and CTF bodies. This also extends to
Medisim Shuttle knights.
This also blocks suicides from being performed in CTF areas. Ghosting
and "manually" suiciding is, of course, still an option.
## Why It's Good For The Game
There's no reason these two cases should lock you out of being revived.
They both also dust bodies on death or after their job is done, making
them a perfect fit for this component.
Blocking suicides ensures that all bodies are properly "cleaned up" by
the death dusting process. Gun suicides, for instance, would remove the
brain from the body and bypass cleanup. This not only prevents the user
from being returned to their old body, but likely has other unforeseen
problems that leaving a body behind might cause.
## Changelog
🆑 Rhials
qol: You can now return to your old body after being summoned by a
manifest rune.
qol: You can now return to your old body after dying in CTF.
qol: You can now return to your old body after dying in the Medisim
Shuttle battle area.
qol: You can no longer suicide in CTF areas, for integrity purposes.
/🆑
## About The Pull Request
Adds a new Wizard Ritual Finale effect which makes everything immortal.
By this I mean, 10 seconds after death a ghostly image of them will
appear somewhere near where the corpse was and then 50 seconds after
that the mob will return to life at that location.
This applies to every mob, everywhere.
This is likely to cause a little bit of disruption to the rest of the
round, so you can only do it after at least 30 minutes have passed.
After that the crew will have to figure out how to deal with their new
gift of immortality. It will involve throwing people into chasms and
lava, probably.

Here's a gif sped up for example purposes.
You can escape from the cycle of death and rebirth via suicide, purely
because it's pointless to try and force people to play the video game if
they don't want to.
Also I split all of these effects into their own files, the only new
code for those is in `immortality.dm`
shout out to Vekter for distracting Oranges while I posted this
wizard-related PR so I didn't get disapprovingly reacted for posting
magic shit (yet)
## Why It's Good For The Game
This might be _too_ much but I want to see what would happen.
It will allow us to simulate whether polite society can survive when
violence has no consequences.
## Changelog
🆑
add: Wizards who complete the grand ritual can now gift everyone with
eternal life
/🆑
## 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
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.
Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.
Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura
## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use
It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.
## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
As the title says, mag type has been split into two variable that do
different things:
Accepted magazine type handles what magazines that gun will accept, type
and any subtypes. If spawn magazine type isnt defined, then it will be
made equal to accepted magazine type to prevent having to double define
magazines on every gun ever.
Spawn magazine type is separate from accepted magazine type, spawn
magazine type is what magazine the gun will actually spawn with. This
exists because there are a few weapons which are made to spawn with
special magazines, that can't use normal magazines anymore. For example,
the riot dart pre-loaded donk soft pistol can only ever be reloaded with
the riot subtype of donk soft magazines at the moment. This isn't
typically something people notice because new magazines are usually not
a thing people come by with these specific weapons, but its a problem I
noticed while coding some weapons.
## Why It's Good For The Game
In short, certain weapons (mostly donksoft weapons, but there's a single
traitor pistol subtype that spawns with fire ammo) will no longer be
limited to the exact subtype of magazine they spawned with, allowing
them to use the normal versions of those magazines as well.
## Changelog
🆑
refactor: The mag_type variable on guns has been split between
accepted_magazine_type and spawn_magazine_type, allowing weapons to
safely spawn with subtypes of their normal magazines without breaking
the weapon
fix: Several weapons that spawned with special magazines, the riot dart
pre-loaded donk pistol for example, will now be able to accept normal
donksoft magazines that don't spawn loaded with riot darts.
/🆑
## About The Pull Request
Yikes this stuff is messy to work with...
Fairly comprehensive changelist:
- Removed a LOT of redundant .json files, huzzah!
- Moves the Large Scarf into the normal Scarves .json since they're both
2 component states and can thus share a file
- Renamed almost every single config to have the same naming schemes
("Name (Type)")
- Subtyped a majority of the configs to related ones, inheriting where
possible
- Renamed some icons to account for now-inherited .jsons where needed
---
**A relevant question for coders/maintainers:**
As of now, the .json configs are structured with a few rules in place:
- a .json config's states MUST have the same amount of colored component
states
- a .json config can not have states that are not buildable via a linked
.dmi
The second one is proving troublesome; namely, for toggleable clothing.
The object sprites of a majority of these don't change, but the worn
sprites have _d added to the end. For a majority of the cases I've been
able to just share a .json for the object and worn GAGS configs, but for
every toggleable item (such as jumpsuits) they need to keep their own
separate .json just to add a new state.
I'm not knowledged in coding proper systems like this, so I was just
wanting to ask, is there a way that GAGS's .json configs can have
toggle-states without assembling one for the objects?
## Why It's Good For The Game
Code standardization and legibility yahoo
## Changelog
🆑
refactor: refactored some code relating to greyscale clothing - please
report relevant issues on github!
/🆑
## About The Pull Request
Adds more warnings telling CTF players the flag has to be taken to the
controller to capture it by:
Text when picking up the flag
Text and angry buzz when trying to hit another flag with it
## Why It's Good For The Game
Players continue to obliviously drop flags on the ground on top of their
own flag despite being told what to do when joining the match, so this
information needs to be reiterated during the match when relevant to the
player.
## Changelog
🆑
qol: CTF has more reminders of how to capture flags.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.
## Why It's Good For The Game
Saner spriters make better sprites. And also, just helps keep track of
things.
## Changelog
🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
The reusable and caseless types only purposes are the behaviors of
deleting the casing when fired and spawning a new object when the
projectile ultimately reaches its maximum range or hits a target, both
of which are easily "elementizable". Also, I don't like those barely
filled sub-folders in the projectile module, and the fact we've
divergent reusable and single use arrow types.
## About The Pull Request
See the title and relative issue reports mentioned in the section below.
## Why It's Good For The Game
Closes#75461, closes #75462, closes#75467.
## Changelog
🆑
fix: Capturing CTF control points no longer requires the active hand to
be empty.
/🆑
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
## About The Pull Request
CTF code is rather infamous for being poor and hard to actually work
with, I wanted to add a feature for a mapping march project but the code
would not allow for it, so here we are refactoring the entire thing.
## Why It's Good For The Game
Replaces some really bad code with slightly less bad code. Should make
it much easier to add features onto CTF in the future.
## Changelog
🆑
refactor: CTF has been entirely refactored.
fix: Respawn times for CTF now work.
qol: CTF players are alerted during control point games when one team is
half way to winning.
admin: CTF instagib mode can now be toggled from the secrets panel.
/🆑
## About The Pull Request
Simply modifies the should_place_on_top value on these maps templates so
that they overwrite their baseturfs rather that creating an evergrowing
stack. I've also done the same for Mafia and CTF which should also not
be creating stacked baseturfs.
Fixes#69711
Should fix#74443 too since its the same issue.
## Why It's Good For The Game
Bugfix good.
## Changelog
🆑
fix: Basketball and Thunderdome maps should not load with broken turfs
are several resets of their maps.
/🆑
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.
## About The Pull Request
Hey there,
This took a while to do, but here's the gist:
Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.
Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.
Scenarios this PR corrects:
* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*
(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game
If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).
Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.
I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.
(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)