## About The Pull Request
~~Kept you waitin huh!~~
The projectile refactor is finally here, 4 years later. This PR (almost)
completely rewrites projectile logic to be more maintainable and
performant.
### Key changes:
* Instead of moving by a fixed amount of pixels, potentially skipping
tile corners and being performance-heavy, projectiles now use
raymarching in order to teleport through tiles and only visually animate
themselves. This allows us to do custom per-projectile animations and
makes the code much more reliable, sane and maintainable. You (did not)
serve us well, pixel_move.
* Speed variable now measures how many tiles (if SSprojectiles has
default values) a projectile passes in a tick instead of being a magical
Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired
because it never had a right to exist in the first place. __This means
that downstreams will need to set all of their custom projectiles' speed
values to ``pixel_speed_multiplier / speed``__ in order to prevent
projectiles from inverting their speed.
* Hitscans no longer operate with spartial vectors and instead only
store key points in which the projectile impacted something or changed
its angle. This should similarly make the code much easier to work with,
as well as fixing some visual jank due to incorrect calculations.
* Projectiles only delete themselves the ***next*** tick after impacting
something or reaching their maximum range. Doing so allows them to
finish their impact animation and hide themselves between ticks via
animation chains. This means that projectiles no longer disappear ~a
tile before hitting their target, and that we can finally make impact
markers be consistent with where the projectile actually landed instead
of being entirely random.
<details>
<summary>Here is an example of how this affects our slowest-moving
projectile: Magic Missiles.</summary>
Before:
https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e
After:
https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915
</details>
<details>
<summary>And here is a much faster, and currently jankier, disabler
SMG.</summary>
Before:
https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348
After:
https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238
</details>
### But how will this affect the ~~trout population~~ gameplay?
Beyond improved visuals, smoother movement and a few minor bugfixes,
this should not have a major gameplay impact. If something changed its
behavior in an unexpected way or started looking odd, please make an
issue report.
Projectile impacts should now be consistent with their visual position,
so hitting and dodging shots should be slightly easier and more
intuitive.
This PR should be testmerged extensively due to the amount of changes it
brings and considerable difficulty in reviewing them. Please contact me
to ensure its good to merge.
Closes#71822Closes#78547Closes#78871Closes#83901Closes#87802Closes#88073
## Why It's Good For The Game
Our core projectile code is an ungodly abomination that nobody except
me, Kapu and Potato dared to poke in the past months (potentially
longer). It is laggy, overcomplicated and absolutely unmaintaineable -
while a lot of decisions made sense 4 years ago when we were attempting
to introduce pixel movement, nowadays they are only acting as major
roadblocks for any contributor who is attempting to make projectile
behavior that differs from normal in any way.
Huge thanks to Kapu and Potato (Lemon) on the discord for providing
insights, ideas and advice throughout the past months regarding
potential improvements to projectile code, almost all of which made it
in.
## Changelog
🆑
qol: Projectiles now visually impact their targets instead of
disappearing about a tile short of it.
fix: Fixed multiple minor issues with projectile behavior
refactor: Completely rewrote almost all of our projectile code - if
anything broke or started looking/behaving oddly, make an issue report!
/🆑
## About The Pull Request
Closes#83370
Converted most cases where we could benefit from using shared particles
(aka when there's probably more than 3 uses of that particle in a round)
to use the new shared particle system. Should provide significant
clientside performance in particle-heavy areas like botany (or sometimes
kitchen)
## Changelog
🆑
refactor: Converted most common particle sources to use our new pooling
system.
/🆑
## About The Pull Request
This allows you to use a fishing rod during the "manipulate organs" step
of the aforementioned surgery to snatch organs from a target.
Unlike other fish sources, this one has a negative fishing difficulty of
-20, which when summed with the default minigame difficulty should still
result in a negative difficulty. In layman terms, this means the
minigame is skipped here (unless you're wearing some clunky stuff like
insulated or boxing gloves). It also has a wait time of 8 to 13 seconds
versus the more random standard 3 to 25 seconds.
A small side-effect of this is that explosions during the "manipulate
organs" step will basically disembowel you, but it kinda fits anyway.
By the by, because of this, there is a tiny chance bluespace fishing
rods can yield you random organs. Worry not, they're newly generated, so
you won't be snatching it from another player by accident (at least for
now).
## Why It's Good For The Game
It adds more possible weird and rare shenanigans involving surgery.
## Changelog
🆑
Add: You can use a fishing rod to snatch organs during organ
manipulation surgery
/🆑
## 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
The Clarke Exosuit has received several adjustments to make it worth
using in the Arcmining era.
- Clarke no longer requires gold bars to be built.
- HP bumped from 200 to 250, melee armor bumped from 20 to 40.
- Clarke Ore storage module can now collect boulders and smelt them
internally.
- Exo mining scanners can now be used in proximity to a vent to start
the wave defense event.
- Mech Pkas now do more damage and have the AOE upgrade preinstalled.
- Mech drills are now a utility module rather than a weapon.
- New Internal module unique to the Clarke, It's a rusty sleeper that
can be used to recover dead miners, but lacks the ability to inject
chems
- Fixed Mech sleepers not granting life support.
- Plasma cutters and Bluespace satchels tech nodes are no longer locked
behind experiments, but they are now discounted by them.
## Why It's Good For The Game
Ever since the inception of Arcmining, the Clarke Exosuit has fallen
from being niche to straight up irrelevant.
The Clarke sits in this weird spot, where, while not being roundstart
available, it is an effectively worse fit than your regular Shaft Miner
in all aspects of the job.
This PR aims to address this by making The Clarke able to be built even
if the miners are absent or haven't secured a haul, while making it
actually capable of interacting with the new elements introduced by
Arcmining.
**Arcmining Clarke and Improved Combat functionality**
The Mech mining scanner can now be used to trigger the vent wave
defense, The internal storage module can now collect boulders and
internally smelt them within the Clarke.
Video Demonstration: https://www.youtube.com/watch?v=gtsNK5JbI3o
The Clarke is now a more capable fighter on Lavaland, being a bit
beefier overall.
The mech Pka was also in dire need of some love. It being unable to be
upgraded made it frankly underwhelming at dealing with Vent defences.
I was considering just having PkA upgrades applicable to the mech itself
but ultimately decided against it in fear of having it become a problem
on the station.
Instead, I just went for a flat damage increase and have the AOE upgrade
come preinstalled to better deal with legion swarms.
Lastly The drill modules have been reworked to be utility modules
instead of weapons.
Frankly these shouldn't be weapons, they are nowhere near as valuable as
the cutter or the PKA and can't be used at all on moving targets due to
the long cost time.
**New Clarke Exclusive Internal Module: Mining Sleeper**

Just a bit of extra functionality to aid miners that have tragically
fallen, this sleeper is effectively a worse version of the Odysseus, it
can stabilize patients but cannot inject chems, I also fixed an issue
where Mech sleepers were not putting patients on life support like
regular sleepers do.
**Tech Node Changes**
This is not something super related to the Clarke in and on itself, but
I figured I might push my luck and try these anyway.
There is just no good reason as to why satchels and cutters should be
hard locked behind gas shells.
These experiments are fairly trivial, but have a huge impact on lowpop
as they usually force people to break into ordinance or the teleporter
room just so miners could get their basic tools.
The shells still exist but now grant a discount instead of hardlocking
tech, so there's still an incentive to do them.
ROCK AND STONE!
## Changelog
🆑
add: New internal sleeper module for the Clarke.
balance: Clarke Integrity has been bumped from 200 to 250 HP, melee
armor bumped from 20 to 40.
balance: Exo mining module can now be used to scan vents and begin the
wave defense event.
balance: The Clarke Ore Storage Module can now collect boulders and
internally smelt them.
balance: Mech Pka is now bundled within the Clarke tech node, it now
does more damage and comes with the AOE upgrade preinstalled.
balance: Exo mining drills are now a utility module rather than a
weapon.
balance: Applied Bluespace Research and Controlled Plasma tech nodes are
no longer hardlocked behind surveys, they instead favor from a discount
if they are completed.
fix: Fixes Exo Mech modules not granting life support to housed
patients.
/🆑
---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Closes#75447 by allowing projectiles to pass through portals. This does
not allow for infinite loops for sanity (including host's) reasons.
Can safely be merged before #87740
## Changelog
🆑
fix: Many years later, projectiles finally can pass through portals -
this time without crashing the server.
/🆑
## About The Pull Request
Does as the title says, cleans up the code a bit and modernizes it, as
well as making it call its parent.
## Why It's Good For The Game
It's more readable this way, plus it properly calls its parent proc now.
## About The Pull Request
1. Deletes `INFINTIE`, it is misleading and not at all a big number and
causes bugs
2. Adds `STATUS_EFFECT_PERMANENT` and `STATUS_EFFECT_NO_TICK` to make it
clearer what infinite status effects are
## About The Pull Request
With this PR, I'm introducing fishing bluespace capsules to the game.
They can be found on the black market, but I'll get a couple more ways
to get them before it's ready.
Anyway, they're special bluespace capsules that spawn a fishing spot of
your choice. The fishing spot can be changed by alt-clicking the
capsule, and so far it has 5 choices, plus 2 locked behind emagging for
obvious reasons:
- Freshwater: pretty basic, you get freshwater fish from this.
- Saltwater: mainly saltwater fish.
- Tiziran: You get tiziran fish here, like the gunner jellyfish,
armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian
moonfish. By the by, moonfish now periodically lay moonfish eggs, a
staple of lizardfolk cuisine.
- Ice fishing spot: A small ice turf with a hole dug in it; salmon,
arctic char, arctic chrabs and the bonemass (skeleton fish).
- Hot Spring: Somehow the new home to the ought-to-be-extinct
sacabambaspis. It also doubles as a better shower overall, with mild
healing on top of stamina recovery. Felinids still hate it though, and
won't benefit from the healing.
- Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons.
- Plasma: Ditto, but it's plasma instead of lava.
As a sidenote, unlike standard shelter capsules, these require their
area to be clear of pipes and cables on top of the other requirements,
unless emagged. Obviously, I've done some changes to allow pipes and
cables to not be hidden by water turfs, though I'm still keeping these
reqs because I don't think these fishing spots would look great if
riddled with cables and pipes. I may remove this extra req later if it
proves to be a tad too tedious.
Also they don't knock you back when expanding.
Screenshot from a recent test (fixed the misplaced decal and tweaked a
few things since then):

## Why It's Good For The Game
The idea stems from how not all fishing spots aren't designed to be
accessible every round, which is fine, because we have the fish-porter
for that. However, even the fish-porter should have its limits in terms
of what it can provide by itself (linking is all fair and game), so I've
thought having something of a middle point would been neat, also as a
way to mess around with the station layout a bit, to empower the player
with a little extra "terraforming".
## Changelog
🆑
add: Added fishing bluespace capsules to the game, which can be used to
spawn a variety of fishing spots, from freshwater to tiziran sea to hot
springs, and also lava and plasma if emagged.
add: Added two new fish: the zagoskian moonfish and the sacabambaspis.
Moonfish will now periodically lay moonfish eggs.
map: The 'crashed pod' lavaland ruin now has a hot spring, and the
cursed hotspring on icemoon now has a plastic chair and a fishing
toolbox.
/🆑
## About The Pull Request
- Fixes#87612 by returning the correct define when
`COMSIG_ATOM_ATTACK_ROBOT_SECONDARY` blocks the attack
- Borg `UnarmedAttack()` now checks for modifiers (i.e. are we left or
right clicking) this allows `redirect_attack_hand_from_turf` (which
calls `UnarmedAttack()`) component to call either `attack_robot()` or
`attack_robot_secondary()` correctly so you can now turn the fire alarm
on & off by attacking its mounted wall as a borg
- Borg's `attack_robot_secondary()` now checks for `interaction_range`
just like `attack_robot()` so you can't do shinanigens like resetting a
fire alarm/turning on or off the conveyer switch from an infinite
distance like through camera's & such
- Removed Borgs `RangedAttack()` proc which called `attack_robot()`
because it violates `interaction_range` for the proc
## Changelog
🆑
fix: No runtime when clicking on a fire alarm's mounted wall as a borg
fix: You can turn the fire alarm on & off (And not just on) as a borg
via left & right click on its mounted wall
fix: certain secondary interactions of items & borgs now respect the
borgs interaction range
/🆑
## About The Pull Request
Herculean/Atlas spinal implants allow you to break boulders to process
them manually. Doing so also grants athletics experience.
They also increase the speed at which you throw objects, and also
increase the range further. The Atlas version also allows you to reduce
equipment movespeed penalties. (Fikou wanted me to do this for
specifically modsuits, but I don't see any reason this can't apply to
more than that, modsuits are just generally the slowest equipment you
could wear)
Boulders have 30 throw force, are by default HUGE, but have no throw
range at all and really weak tk throw range. You need a throwing booster
to throw boulders around. (They do extra damage to SPECIAL mobs, like
lavaland bosses, because it's funny to kill a god-like being with a huge
rock while slow as shit)
You naturally get athletics experience by doing some actions. Fireman
carrying, climbing tables/crates, climbing rope and climbing ladders
give you a slow and steady stream of experience. Rope gives a larger
amount if only because the process for doing so is destructive in some
way (you have to get more climbing rope eventually, so there is an
associated cost). Spinal implants now improve climbing speed for
climbing over objects.
## Why It's Good For The Game
I just had this strange compulsion to make the spinal implant make you
good at throwing boulders at lethal speeds. It already has some cool
rock-based special effects around you. Having mastery over rock throwing
just kind of made sense. Additionally, I thought it would be a funny
method for someone to be able to kill a boss via way of thrown boulders.
Or some hapless nuclear operative unprepared for a bunch of assistants
lobbing boulders at them.
Additionally, I also think it letting you break boulders for ore is a
fairly minor but fun addition. Pull boulders out of the vents, smash
them. Good work out. Particularly for miners.
I talked a while ago with I think Jacq about adding some natural methods
for accumulating athletics experience over the course of a round that
doesn't involve the dedicated weight lifting machinery/boxing bag. I
thought any method for doing that should probably be relatively slow and
definitely nonviable for significant athletics gains beyond novice
level. Mooost people will hit novice on a multi-z map if they go up and
down ladders enough. Or climb a lot of tables/crates. The results aren't
going to have much noticeable impact, however, as you only gain
appreciable benefits above novice. Probably just greater visibility of
fitness in a round. (Rather nice for the RD, who gets to show off how
swole they are more regularly).
<details>
<summary>Spoiler warning</summary>

</details>
## Changelog
🆑
balance: Herculean/Atlas spinal implants make you better at climbing
tables, throw objects much faster and throw them much further. You can
also break boulders with your bare hands.
balance: Atlas implants let you offset the weight of worn/carried
equipment (like boulders).
balance: Boulders have no throw range, but if you can throw them via
throwing range boosters (such as the spinal implant), they deal fairly
large amounts of damage. Especially to powerful mobs like lavlaand
bosses.
balance: You naturally gain a small amount of athletics experience doing
some tasks, such as climbing rope, ladders and tables/crates, fireman
carrying, or smashing open boulders.
/🆑
## About The Pull Request
mining resonator clips to belt slot.
## Why It's Good For The Game
its a belt-like toolcore itempunk. a total oversight it never did. it
fits in mining belts!!
## Changelog
🆑
qol: mining resonator clips to belt slot
/🆑
## About The Pull Request
Adds sprites for when the kinetic crusher's reskins are in the player's
back slot and suit storage slot. Additionally, ensures those spots
update when the kit is applied.

## Why It's Good For The Game
Fixes#87473 (and it really should have had those sprites to begin with,
my bad)
## Changelog
🆑
fix: Retooled kinetic crushers now have proper sprites for when they're
on your back or in your suit storage.
/🆑
Quick sidenote: I don't think the update_held_items proc is working in
this file and I have no idea why. Anyone able to help?
## About The Pull Request
(my dumb ass commited previous pr on master branch so i made new 💀)
- Adds "Service Cyborg Botany Upgrade" that cost 13 iron and 2 glass.
- Basically, the mostly unused cyborg model has now more functionality.
(as we know how many gimmicks can be made through botany)
- Botany Omni-tool:

- Meet the "Gardener"

## Why It's Good For The Game
I was outraged that despite the borg ability to cook - near half of the
recipes you could not recreate due to the lack of a botanist (or when
theyre doing syndicate operations). The Service borg can now serve well
on a lowpop rounds.
## Changelog
🆑
add: Added new botany module in mechfabricator designs. Gives service
cyborg plant bag and plant analyzer.
add: Added cyborg botanical omni-tool.
qol: Service apparatus (another existing module) can now hold: seeds,
fish, grafts.
qol: Secondary beaker storage can now hold any beakers. It used to spawn
with one, but when you dropped it - you could no longer pick it back.
image: New gardener skin for service cyborg.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.
This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).
And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.
## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.
Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.
Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

## Changelog
🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
## About The Pull Request
Previous attempt - https://github.com/tgstation/tgstation/pull/87227
`/atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
has first arg typed, but other procs were just referencing it as a
un-typed variable.
Since args are not standartized AND
`atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
is out-dated, since it can be called by things that has
`/datum/component/singularity` - not just by
`obj/singularity/singularity` - This PR just adds args to every
`proc/singularity_pull()` as follows:
`proc/singularity_pull(atom/singularity, current_size)`
## Why It's Good For The Game
Standartization
## Changelog
No changelog needed
(alt. title: to hold a still-beating heart)
## About The Pull Request
You can examine monster organs to ~~check their vibes~~ get a really
rough estimate on how long you have to use them. The timer-related
message disappears when the timer is deleted, which occurs when the
organ is stabilized or when the organ decays.

## Why It's Good For The Game
sometimes you don't have a backpack full of stabilizer serums and you
need to know which cores to use and which ones to dump, i guess?
## Changelog
🆑
qol: Nanotrasen employees have been given a quick primer on how
specialized fauna organs (brimdust sacs, rush glands, regenerative
cores) look in varying states of decay corresponding to lifespan (read:
you can now examine monster organs to get a vague idea of how long they
have left before decaying and becoming useless).
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
What it says in the title.
## Why It's Good For The Game
This is functionally identical, but a little more robust about what
counts as 'behind'.
## Changelog
🆑
code: Nullblades and proto-kinetic crushers use the new proc for
checking valid directions to backstab.
/🆑
## About The Pull Request
I randomly came across a `var/list/static` in the code, which does not
actually do what was intended, and thought it was silly. A ctrl+f
revealed that this was a fairly common mistake, so I went and fixed all
the instances of it I could find.
~~Including one in lighting code, which it looked like they were trying
to create a global list to cache generated lighting sheet values for
speed, but it was just a normal list that got created each time
pointlessly. Now those values are actually being cached (using a global
var, because a `static` list was not the right thing to use there in the
first place).~~
Nevermind, it seems that this was in fact being cached even if it
shouldn't have been, because byond. Just rearranged it there seeing as
it works either way.
## Why It's Good For The Game
Code that does what it's supposed to
## Changelog
🆑
fix: fixes a bunch of improper static list declarations
/🆑
## About The Pull Request
Gas masks and all their subtypes no longer have fov.
Using pepperspray on gas mask wearer applies 1 tint per 5u of spray. At
3 tint the wearer becomes fully blind.
If you wanna use the mask again you'll have to wash off the pepperspray
from it using soap or shower.
## Why It's Good For The Game
Gas mask assistants are peak soul and removing it was a terrible
disaster. FoV is too annoying to ever deal with, so it ends up with gas
masks never being worn. Gas filter doesn't make up for it whatsoever,
it's only use is shoving cigarettes in it to look cool. This PR makes it
so pepperspray/tear gas is still useful against mask wearers, albeit
less efficient.
## About The Pull Request
I'm "cooking" the materials system a bit, specifically the code
responsible for applying and removing effects. My goal is to move most
of the code to the objects-side, split it in smaller procs that can be
more easily overriden or called for object-specific modifiers and
effects, while also revamping things all around to better support items
made from multiple materials (the cleric mace will most likely be one in
this PR, with the handle and tip made of different materials).
PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO
MATERIALS.
## Why It's Good For The Game
One of the nastiest flaws with the materials system is that it's just
unfeasable to have items made of multiple mats (with effects enabled)
right now, as they easily tend to override each other, where some of the
modifiers and effects should only be applied the main material.
Beside, the system's starting to show signs of its time, from the
several type checks used to apply different effects, the one letter
variables to the the material flags that are still being passed down as
arguments when you can access them from the atom/source arg anyway. It
would be disonhest of me if I went ahead and coded material fishing rods
or whatever fish fuckery with materials without ensuring it won't
further the technical debt the feature currently has.
## Changelog
🆑
refactor: Refactored materials code. report any issue.
add: Cleric maces (The autolathe-printable weapon design from outer
space) can now be made of two different materials.
balance: Buffed cleric maces a little.
fix: toolboxes' stats are now affected by materials again.
/🆑
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
## About The Pull Request



Notable changes:
- Prices have been increased across the board. They're about on par with
the good clean fun vendor now.
- Less of each item. The machine will have to be restocked more often.
- Fake emags and fake hot potatoes are now avaliable.
- The ammo boxes are half-size boxes (20 darts) in the non-syndicate
vendor. Each foam dart costs 5 credits, and every riot dart costs 10
credits. The syndicate vendor sells the old size of boxes (40 darts) for
the same price, getting twice as many darts per credit.
- Syndicate balloon is now in the contraband section. There is only one
of them per vendor and they cost 999 credits.
- Replica space suits come in boxes now, instead of the parts being
bought seperately.
- All toy guns bought from the syndicate vendor are loaded with riot
darts.
- No more discounts for service jobs. Everyone pays the full price.
## Why It's Good For The Game
The current vendor isn't balanced very well, the pricing is a
placeholder and the vast amounts of gear in them make them a
destabilizing element when it makes its way on station. Spawning a lot
of high-end riot dart guns is easy, and the fact that this has 5
syndicate balloons with a value of 20 telecrystals avaliable for
effectively free is simply absurd. Reining it in a little makes it
easier for mappers and admins to put these machines in player-accessible
spots without worrying about it derailing rounds or empowering griefers.
Additionally, this change makes this vendor play nicer with the new
vending restock economy.
None of the pricing changes affect any vending machine that was mapped
in off the station z-level. Lavaland syndicates will continue not to be
charged for using their machine.
## Changelog
🆑
balance: Donksoft vendors now stock slightly more items, slightly less
of each item, and has increased prices across the board.
/🆑
## About The Pull Request
This pull request does a little bit of cleanup that I came across awhile
ago while looking at #85081, then forgot about, then came back up when I
was looking at some additional cleanup that needed to be done.
Reorganizes the handle_wave_conclusion function such that it can take a
force arg, to force a ore vent to be completed for debug purposes.
This also fixes a minor bug where vents, when successfully completed,
will still show a warning alert that the waves were failed, and that the
vent has closed up.
Grammar fix to the examine of boulder processing machines.
Moves the can-move behavior of boulders on conveyor belts and during
regular stacking to an early return over a late return (Thank you
Goofball for pointing that out).
Artifact boulders will now default to their artifact icon_state whenever
possible.
Finally, adds an additional sanity check to boulder processing to check
for custom material length, to attempt to avoid zero-content boulders
existing and running into the afforementioned #85081
## Why It's Good For The Game
Largely applies cleanup to several aspects of the boulder processing
system, and a handful of (hopefully) performance related rearrangements
to the existing layout of boulder processing code.
I can't for sure say that it'll fix the linked issue, due to the fact
that I could not for some reason re-create the issue in local testing,
but I'm hopeful that it's some kind of nebulous sanity-related issue.
Cleans up grammar in some spots, and provides a useful debug tool for
admin purposes when you just want a vent to flip. Might be a good
justification for a ore-manager admin panel later? 🤷
## Changelog
🆑
fix: Artifact boulders should keep their alien icon even after a first
round of processing.
fix: Boulders are less likely to exist with zero materials after
processing.
fix: Boulders should be slightly less laggy on conveyor belts.
fix: Grammar of refinery/smeltery examine is corrected.
/🆑
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.
## Why It's Good For The Game
Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.
## Changelog
Nothing player-facing
## 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
Title
## Why It's Good For The Game
it read good
## Changelog
🆑
spellcheck: fixed examine and balloon alert text for boulder refining
machinery
/🆑
## About The Pull Request
GODMODE has a lot of sources that toggle it. From admin-stuff to status
effects, components, actions and mobs which are supposed to be
invincible. It's better off as a trait than a flag, so we can manage
these sources.
## Why It's Good For The Game
See above.
## Changelog
🆑
admin: godmode is now a datum trait instead of a bitflag. This means the
process for toggling it is a little different now.
/🆑
## About The Pull Request
Fixes psyker echolocation permanently breaking when in the vicinity of
holopad holograms or someone being fulton'd
Also fixes non humans that have human appearances (eg syndicate
commandos) being invisible to psykers.
Also also fixes a runtime related to fulton extraction that I found
while testing the above
## Why It's Good For The Game
My eyes!
## Changelog
🆑
fix: Echolocation no longer breaks when witnessing a hologram
fix: Echolocation no longer breaks when witnessing a fulton extraction
fix: Humanoid NPCs are no longer invisible to echolocation users
/🆑
Because the wings were in fact made of wax
## About The Pull Request
Storage goes to the very bottom of the interaction chain, hardcoded in
on `/atom`.
This is not preferred, obviously, but it ends up being a lot less
snowflaking overall.
Tables also go at the very bottom by extending `base_item_interaction`.
Fixes#83742Fixes#84434Fixes#83982Fixes#85516Fixes#84990Fixes#84890Closes#85036Closes#84025 (RMB places it on the table.)
Closes#86616
Other changes:
Refactored pod storage to be less jank. Patches some exploits around it.
## Why It's Good For The Game
Should make a lot more interactions a lot more reliable... hopefully
## Changelog
🆑 Melbert
refactor: Storage and Tables are now a lower priority action, meaning
some uses of items on storage should work... better, now. Here's hoping
at least, report any oddities.
refactor: Note: For an overwhelming majority of items, **combat mode**
will attempt to attack/insert into the target, while **non-combat-mode**
will attempt to use on a target. This means screwdrivering or emagging a
MODsuit must be done on non-combat-mode, as combat mode will simply put
the screwdriver or emag into its storage. Same applies to tables, though
when in doubt, RMB may help (for things which are also weapons, like
mops).
refactor: Refactored escape pod storage, now they actually properly show
as unlocked on red alert and above.
/🆑
## About The Pull Request
Introduces a new MODule in the uplink, makes the user transperent and
grants the ability to siphon light sources to recharge your suit.
Ingame demonstration: https://www.youtube.com/watch?v=bhXNOAMDy4U
## Why It's Good For The Game
I've been playing a ton of Splinter Cell and Intravenous recently and
this random idea popped in my head.
"Wouldn't it be cool if traitors could blend in the darkness to get a
jump on their opponents?"
Also unrelated
"Wouldn't it be cool if tots had a tool to recharge their suit that
didn't involve sitting in a pod for 10 minutes?"
This PR introduces a new module to the uplink, the Wraith.
It comes with a passive and active component.
Passively it works exactly like the crew version of the cloaking module
with just a couple of differences.
1) Doesn't need to be manually activated, if you lose the cloak it's
regained after 5 seconds.
2) Lower stealth alpha value( how trasperent you are basically),
slightly less visible than the crew version, not as good the ninja
module however , I tuned it just enough so that you are more or less
undetectable in the dark.
The active component of the module lets you destroy stationary lights to
recharge your suit power, if used on handheld or borg lights it turns
them off for a minute.
**Why do we need this module when we already have the stealth implant
and the chameleon projector?**
I can think of a few reasons.
1) MODsuits were designed to be customizible, traitor suits range
between 6 to 16 TC, having to invest in a 7-8 TC item after you already
bought a suit is fairly expensive.
2) This MODule would be a better fit for ambushes, as it doesn't have
the *uncloaking* delay of its counterparts.
It is however considerably worse if you get caught, as the cloak is
disrupted on bump or damage.
3) It has better interactions with the sandbox.
Lights can go out for many reasons, maybe it’s just a power outage, or
some assistant broke it, or maybe it was anightmare.
It leaves room for plausible deniability, adding to the paranoia.
It's also not complete invisibility, if you want to stay undetected you
need to lurk in the darkness, you might expand your domain, at the cost
of the crew eventually wising up to your shaeneningans.
Lastly, since the active component of the module uses the same proc of
the saboteur handgun, I've updated the code to be a generic proc rather
than a signal, to make it easier to reuse in the future.
Item desc provided by NecromancerAnne.
Module sprite made by Orcacora.
## Changelog
🆑
add: The Wraith Cloaking Module is now available in the uplink, costs 3
TC.
code: the saboteur handgun now uses a generic proc rather than a signal
/🆑
---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)
## Why It's Good For The Game
slightly improves the performance of basic mob AI
## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Adds Punching Mitts, which grant the wearer Hunter Boxing. Hunter Boxing
works similar to boxing, but rather than just targeting those who are
boxing ready, it also allows you to apply your boxing skills to various
wildlife and creatures that deserve to be wiped off the face of the
earth in a violent manner.
While the gloves function as a lethal pair of boxing gloves, you still
cannot apply the new effects to normal humans. Even against other
boxers, the gloves operate as normal save that you are dealing Brute
damage instead of Stamina. This is NOT Evil Boxing.
Against wildlife, you gain an extra amount of damage and a much faster
punch speed. You also rebuke the targets that you crit, rather than
staggering/knockout. You also do three times the damage against wildlife
when you crit. You also..yell out your attacks. Loudly.
You can get these gloves from tendril chests and from demonic portals. I
replaced the Nuka Cola from the portals with these gloves. You're
welcome.
Megafauna can now be targeted by martial arts. This is really isn't a
major concern, since even if our martial artist had, say, Gloves of the
North Star, the highest damaging martial arts most people could access,
Sleeping Carp, does pathetically small amounts of damage to megafauna.
And you're in melee. And colossi eat you. This shouldn't be a problem.

## Why It's Good For The Game
I just really, really, REALLY wanted to punch the absolute SHIT out of
Bubblegum while screaming the whole time, and by god I should be allowed
to do that because that's awesome as fuck.
Adds a very practical but very rare method of applying your athletics to
some very self-contained content. I was tempted to have this
increase/become stronger with mining skill instead of athletics, but I
actually thought it would be funny if miners were taking the time to
work out before heading down to throttle drakes.
## Changelog
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observed by players or admins you should add a changelog. If your change
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
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should they deem it appropriate. You can attempt to finagle the system
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🆑
add: Punching mitts! Punch wildlife to death and scream the whole time.
ADVENTURE!
balance: Megafauna can be affected by martial arts.
/🆑
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---------
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
#85924 did it in a bad way, but I was too hasty and merged it anyway, so
it's on my shoulders to rectify that.
## Why It's Good For The Game
Code guidelines compliance.
## Changelog
N/A
## About The Pull Request
Removes mutant bodyparts and external organs from the game completely
Digitgrade behaviour was mutant bodypart for no reason
Cat ears now work with the bodyparts overlay system, same as all the
other external organs (since all their behaviour is now just on /organ
It doesn't remove all the /external types, but moves all behaviour to
/organ. I'll follow up with a PR wiping all the /external organ types,
but it's just conflict heaven so not this PR
I've also streamlined a lot of duplicate/weird species regeneration code
Melbert did the same PR as well but due to a lack of time (?) I have
absorbed his PR to double nuke mutant bodyparts
## Why It's Good For The Game
Frees us from the chain of unmodular code, and kills my greatest nemesis
(after the shuttle meteor murder bug)
## Changelog
🆑 Time-Green and MrMelbert
Refactor: External organ behaviour has been moved to /organ, ears now
use the same system as the other organs
Refactor: Mutant bodyparts are dead! This likely does not mean much to
the average person but it's very dear to me
code: Improves digitgrade handling in preference code
/🆑
I have absorbed #85126, using Melberts code to improve and add some
missing changes. Mainly improving the functioning of preferences and
digitgrade legs. I didn't take over the hairstyle improvements.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.
This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.
No more type checks, removes a silly var on the mob level and another on
the client.
Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.
Other changes:
- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.
## Why It's Good For The Game
This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.
## Changelog
🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
## About The Pull Request
Ever since Clarkes could pick up boulders they've been broken if you
ever collected one. The UI would break and all your precious minerals
would be trapped inside the Clarke, only being obtainable if you broke
the Clarke itself.
This also updates the Clarke Storage to differentiate by ore name rather
than icon, as otherwise the lower quality boulders would be mixed with
normal boulders with no way to differentiate them in the UI.
## Why It's Good For The Game
Fixes https://github.com/tgstation/tgstation/issues/84364
Before:
<details>
<summary>Before</summary>
https://github.com/user-attachments/assets/f90daf35-733a-42bd-8af5-7e6712f09fba
</details>
<details>
<summary>After</summary>
https://github.com/user-attachments/assets/4510803c-6dee-403e-a051-966a8a66c17c
</details>
## Changelog
🆑 TwistedSilicon
fix: Clarkes will no longer become unable to dump ores upon picking a
boulder up. Mine away.
/🆑
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.
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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request process. -->
## About The Pull Request
Mob remains alive when it is metalgenned into glass and then shattered
currently, here's a preview of what it causes

Reported on discord
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: Soulscythe now deletes the soul mob when destroyed
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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---------
Co-authored-by: Jack Edge <yellowbounder@gmail.com>
## About The Pull Request
This change allows AI Sillicon players to use the BRM - 6 months ago
this PR did a refactor https://github.com/tgstation/tgstation/pull/81358
- Whilst it added the ability for Cyborgs to interact with it - Nothing
was added for AI. This PR just corrects that and changes nothing else.

**The addition of the below matching attack_robot with identical
functions depending on left or right click**
`/obj/machinery/brm/attack_ai(mob/user)`
`/obj/machinery/brm/attack_ai_secondary(mob/user, list/modifiers)`
## Why It's Good For The Game
On many low pop scenarios with AI players, It allows them to begin
generating basic resources (Iron and Glass) for the station. Gives AI
players another task they can do to assist the crew and adds to the
value of an AI even in low pop.
I believe the original PR from six months ago meant to include AI but it
was an oversight, this PR corrects that oversight.
## Changelog
🆑
fix: AI Players can now operate the BRM (Boulder Retrival Matrix)
/🆑