in the colossus fight, adds 1 second of delay between the telegraph
"Perish." and the actual attack, because it's currently nearly
impossible to react in time if you're within melee range, specially in
high ping
## About The Pull Request
Metalgen imprinting is now logged, foam and smoke have better logging
and so do plasma metalgenned things, metalgen no longer causes a ton of
runtimes on almost everything and foam and smoke no longer affect
abstract objects.
Also ***hopefully*** solves the issue with infinite hotspot loops, but I
don't think anyone knows what exactly occured there.
## Why It's Good For The Game
If servers explode, admins need to know who did it and coders need to
know how they did it.
## Changelog
🆑
fix: Metalgen foam/smoke no longer cause an absurd amount of runtimes
fix: Foam and smoke no longer affect abstract objects like landmarks
admin: Metalgen imprinting is now logged
admin: Improved logging for foam and smoke, and plasma metalgenned
objects
/🆑
## About The Pull Request
- Hypermetabolic Blood
- You bleed 1.5x more, but regenerate blood 6x faster.
- For reference: A moderate slash wound is ~2 blood loss per tick, a
crit slash wound is ~4 blood loss per tick, and you regenerate ~0.25
blood per tick.
- For weak bleed wounds, you will net lose less blood per tick with the
mutation than without.
- However, for strong bleed wounds you will net lose more blood per tick
with the mutation.
- Ultimately, you will (obviously) recover much faster once closing the
wound.
- Affected by synchronizer and power
- Rock Eater
- You can eat materials like a golem.
- Rock Absorber
- You can eat materials like a golem, and you will also gain golem buffs
from them.
- Combination gene from "Rock Eater" and "Stoner"
- I didn't (deeply) vet if any of these effects would be OP combined
with other genes, but I'm chalking it up to emergent gameplay if I miss
something
- Farsight
- Gives you an action button which lets you expand your view range
- Affected by power
- Inexorable
- Disables soft crit, but entering the threshold for soft crit will
cause ticking brute/toxin damage and force you to whisper.
- No slimepeople can't cheese this
- Also is an innate "painkiller".
- Affected by synchronizer
## Why It's Good For The Game
Just some random mutation ideas I had, for more genetics shenanigans.
They're all relatively unobtrusive but have some niche potential
(Bleeding more for Blood Cult? Farsight + Thermals? Inexorable +
Martyrdom?)
## Changelog
🆑 Melbert
add: "Hypermetabolic Blood" Mutation
add: "Rock Eater" Mutation
add: "Rock Absorber" Combination Mutation
add: "Farsight" Mutation
add: "Inexorable" Mutation
/🆑
## About The Pull Request
yeah, fixes that thing
Also shuffles some of this redeem_voucher_async code into multiple
procs, no change in behavior there.
## Why It's Good For The Game
the economy will never recover from this
https://github.com/user-attachments/assets/83a0acef-4de0-42c3-8012-7f5d960de70d
## Changelog
🆑
fix: Mining vendors will no longer mistake non-voucher items as
authentic mining vouchers
/🆑
## About The Pull Request
Fixes#90510
I added the overlay when only smites that destroyed the body had the
divine smite flag, then I added the flag to a bunch more things. Oops
## Changelog
🆑 Melbert
fix: Fix divine smites making you glow forever
/🆑
## About The Pull Request
This adds `THUNDER_CHANCE_VERY_RARE` for a thunder strike to occur on
lavaland during ash storms. The chance is 1 in 50,000, which is rare
enough for it to occur a few times during an ash storm. The emberfalls
storm does not have thunder strikes applied. I also went ahead and
colored the thunder red, to go with the red color of the mining turf
colors as requested by:

## Why It's Good For The Game
Fun little rare event to make ash storms cool.
You might wonder why we don't increase the chance? Since lavaland is
really only used by a few players during a round, it is a good idea to
minimize the amount of turf processing that is done. By making it very
rare, the calculations average about ~`1.18` turfs being processed per
tick for the entire z-level.

## Changelog
🆑
add: Add rare chance of thunder strikes during ash storms on lavaland
/🆑
## About The Pull Request
Cyborgs now have an alert that shows when someone is watching their
internal camera through a security camera console. SyndEye is excluded
from this as it's spying instead.
Made as an alternative to
https://github.com/tgstation/tgstation/pull/90410 but they also aren't
mutually exclusive, though I have the same fix for borg camera cutting
in this one too.
https://github.com/user-attachments/assets/5dfe92f8-8948-4a80-bb64-cbeaca4f80e0
##### This is part of the same code bounty as
https://github.com/tgstation/tgstation/pull/90410
## Why It's Good For The Game
Pretty much the same reason this PR is an alternative to, it's hard for
borgs to get away with doing antagonist stuff when people are able to
silently watch them at any point from any console or laptop laying
around the station, of which there are many. This hopefully lets borgs
know if someone is watching, to avoid doing anything in front of the
cameras, and to encourage them to get said cameras cut if they plan on
doing anything.
## Changelog
🆑
add: Drones now have internal cameras that shows up on camera consoles
(like Cyborgs)
balance: Cyborgs (and drones) now get a notification when someone is
watching them through a security camera console.
fix: Cutting a Cyborg's camera wire now properly disables it, and
mending it now properly re-enables it.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Implemented hair layers from #90275 for most hairstyles that could
reasonably use it.
<details>
<summary>Updated these hairstyles:</summary>
Ponytail 5
Braid (Floorlength)
Braid (High)
Updo
Braided Front
Ahoge
Ponytail (Side) 3
Tress Shoulder
Bun Head 2
Braided Tail
Ponytail 4
Ponytail (Long)
Long Hair 2
Pigtails 3
Ponytail (Side) 4
Braid (Short)
Long Side Part
Ponytail (Long)
Ponytail (High)
Drill Hair (Extended)
Long Hair 3
Ponytail (Country)
Ponytail 7
Ponytail 6
Bun (Manbun)
Ponytail (Short)
Wisp
Ponytail (Spiky)
Cornrow Tail
Double Bun
Drillruru
Ziegler
</details>
## Why It's Good For The Game
Hair look gooder.
## Changelog
🆑
image: Updated several hair sprites to layer better under hats.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
Was missing a source arg, thus trying to get mob's bonus_value var and
runtiming.
## Changelog
🆑
fix: Fixed watcher crusher trophies not applying their effects on
basicmobs
/🆑
## About The Pull Request
Orbiting component typechecked a knowingly null parent, which errored
and caused two runtimes for the price of one when you tried to transfer
a mob's mind while it had orbiters.
## Changelog
🆑
fix: Fixed mind transfers not transferring mob's observers to mind's new
mob.
/🆑
## About The Pull Request
this changes `QDEL_LIST(memories)` to `QDEL_LIST_ASSOC_VAL(memories)`
## Why It's Good For The Game
proper behavior good
## Changelog
🆑
fix: Fixed improperly cleaning up memories when a mind is deleted.
/🆑
## About The Pull Request
Holidays with mail allowed are now able to have a pool of mail goodies
associated with them.
(If anyone has any ideas I missed please do tell me them. Ones I really
wanted to add are things for Ramadan and Hanukkah but I both don't know
enough about them and also don't know any traditional Islamic/Jewish
foods/trinkets we have in our codebase)
## Why It's Good For The Game
Adds more flavor to the game's various holidays.
## Changelog
🆑 Wallem
add: Some holidays have been given their own pool of mail goodies.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
Adds bubblegum wrappers, I was originally gonna make it a trash type for
gum but thought it would hide the feature since there's no indication
that they are in a wrapper (and you'd have to eat the entire gum to get
to it, which I don't think you can even do?), so instead bubblegum boxes
have 4 wrappers which each holds 1 piece of gum.
These wrappers can be grinded down for aluminium, or used in a crafting
recipe with a cell of any kind to make a makeshift match, you can ignite
it by using it in your hand (at the cost of minor burn damage).
Fixes the description for matches having 2 periods in them

Icon for the wrapper is a recolored version of ``janitor.dmi``'s floor
sign, while the match itself is the "crappy" cell with a codersprited
stick of gum coiled around it, with a copy paste of the regular match's
fire for the fire.
## Why It's Good For The Game
For years I've thought of how cool it would be to add makeshift
equipment that prisoners could make, this is a pretty harmless addition;
a source of aluminium and matches. Prisoners currently are incredibly
dependent on prison loot spawn, which kinda sucks, and this is also
reliant on prisoner loots, but at the very least it means getting more
use out of the lesser-useful items.
It would be nice to open up new ways to play Prisoner that don't involve
some form of prison breakout.
## Changelog
🆑
add: Bubblegum now comes in wrappers.
add: You can make a match out of a battery and a gum wrapper.
spellcheck: Matches no longer have 2 periods in the description once
used.
/🆑
## About The Pull Request
##### Disclaimer - Some of the code/icons/sounds were ported from TMGC.
Introducing more weather types! And yes, you can now have rain be
reagent based!
<details>
<summary>Regular Rain</summary>

</details>
<details>
<summary>Blood Rain</summary>

</details>
<details>
<summary>Acid Rain</summary>

</details>
You can even make it rain ants, plasma, or drugs. All of their effects
get applied to turfs, objects, and mobs depending on the weather options
you select.
Did I mention... there is thunder?
<details>
<summary>Thunder Strikes</summary>

</details>
<details>
<summary>Sand Storms</summary>

</details>
Despite all this new stuff, none of it has been directly added to the
game but the code can be used in the future for:
- Wizard event - Similar to lava on floor, but this time make the
reagent random or picked from a list and give wizard immunity
- Chaplain ability - Maybe make this a benefit or ability once enough
favor has been obtained
- Admin events - I have added a BUNCH of admin tooling to run customized
weather events that let you control a lot of options
- New station maps/biomes for downstreams (Jungle Station, etc.)
- Change Ion storms to use the new weather system that triggers
EMP/thunder effects across the station
- IceBox could get plasma rain
- Lavaland could get thunder effects applied to ash storms
Relevant PRs that removed/added some of the weather stuff I used:
- #60303
- #25222
---
#### Attribution
- Rain sprites were added via [novaepee](https://github.com/novaepee) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/9675
- Sand sprites were added via [TiviPlus](https://github.com/TiviPlus)
(who commissioned them from bimmer) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/4645
- Rain sounds [already existed on
tg](https://github.com/tgstation/tgstation/pull/25222#discussion_r106794579)
and were provided by provided by Cuboos, using Royalty Free sounds,
presumed under default tg sound license - Creative Commons 3.0 BY-SA
- Siren sound is from siren.wav by IFartInUrGeneralDirection --
[Freesound](https://freesound.org/s/46092/) -- License: Attribution 4.0
The original `siren.ogg` sound used on a lot of SS13 servers doesn't
seem to have any attribution that I could locate. The sound was added
about 15 years ago. So I just looked for a somewhat similar sounding
siren noise on Freesound.
## Why It's Good For The Game
More weather customization!
## Changelog
🆑
add: Added new weather types for rain and sandstorms. Rain now uses a
reagent that gets exposed to the turfs, mobs, and objects. There is also
a thunder strike setting you can apply to any weather.
add: Hydro trays and soil will now add reagents to their trays when
exposed to a chemical reaction. (weather, shower, chem spills, foam
grenades, etc.)
add: Weather temperature now affects weather reagents and mobs body
temperature.
bal: Snowstorm temperature calculations were tweaked to allow universal
weather temperature effects.
sound: Added weather sounds from TGMC for rain and sirens (attributed to
Cuboos and IFartInUrGeneralDirection )
image: Added weather images from TGMC for rain and sand storms
(attributed to Novaepee and Bimmer)
refactor: Refactored a lot of the weather code to be more robust
admin: Admins can now control more weather related options when running
weather events. The weather admin verbs have been moved to their own
"Weather" category under the Admin tab.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Adds a couple helpers from #90354
1. `/proc/pick_recursive()` > able to take in nested lists and pick one
object from them. Works the same way `pick_weight_recursive()` does,
just without all the extra `_weight` stuff
2. `span_tinynicegreen()` > we had span_tiny for danger and notice but
not nicegreen, just filling that gap
3. `/matrix/proc/get_angle()` > Tells us the angle a matrix is currently
in
4. `GLOB.all_tool_behaviours` > in case you wanted an easy list for all
tool behaviors
5. `transition_filter_chain()` > a more complicated one, this is used if
you want to make an animation chain for a filter. (Thank you
LemonInTheDark for the help on this one.)
## Why It's Good For The Game
Helpful stuff for future coders is good
## Changelog
🆑 Wallem, LemonInTheDark
code: Added a couple helpers & procs for coders
/🆑
## About The Pull Request
Splits krav maga action descriptions from names and puts them into the
desc variable instead.
## Why It's Good For The Game
If you hover over a krav maga action with tooltips on (especially lung
punch), the upper third of your screen will get covered by a tooltip
because its a part of the actions's name. This fixes that.
## Changelog
🆑
spellcheck: Moved krav maga action descriptions into descriptions
/🆑
## About The Pull Request
Continuation of #90365
- Formatted some usages of `set_holdable()` to be more readable
- `exception_hold` list now stores its values inside `
GLOB.cached_storage_typecaches`. This means we don't have to manage a
static typecache list per storage but can share the value across all
storages making memory management slightly more efficient
- Monkey cube boxes now cannot hold gorilla cubes cause that would make
gorilla cube boxes obsolete also now gorilla cube boxes can now only
hold gorilla cubes & not general monkey cubes(which gorilla cubes is a
subtype of) cause that would make monkey cube boxes obsolete. We are
specializing each box for that specific use case
## Changelog
🆑
code: further improved storage code
fix: monkey cube boxes can no longer hold gorilla cubes & vice versa
/🆑
## About The Pull Request
- Removed duplicate definition of
`/obj/item/storage/contents_explosion()`
- Removed var `rummage_if_nodrop`. It's always `TRUE` and nowhere in
game is it modified so we implement its value directly
- Autodoc for procs `PopulateContents()` & `emptyStorage()`
- Deconstructing storages is faster as it drops the contents directly on
the turf instead of refreshing views, animating parent, updating
appearance & other stuff done in `removeAll()`. It also has no side
effects as presently indestructible contents is moved to the turf inside
`Destroy()`
## Changelog
🆑
code: improved storage code
/🆑
## About The Pull Request
This PR introduces the `set_locked()` proc, which I'll also need for
something else later.
## Why It's Good For The Game
I could still interact with the storage of a box I placed into a secure
safe after I locked the latter.
## Changelog
🆑
fix: Locking a storage item now locks you out of other storage items
inside it.
/🆑
## About The Pull Request
This overhauls nearly all aspects related to heart attacks, making them
more urgent and threatening. It also enables the use of defibrillators
for quicker, less invasive treatment of heart attacks.
They are now a status effect instead of a virus, with a fixed countdown
of about two and a half minutes before full stoppage. As this timer
counts down, symptoms steadily escalate from audio cues to suffocation
and dizziness. Through treatment, the countdown can be wound back and
eventually cured (or you can just swap the heart like usual. Boring!!).
### Treatment
Replacing the heart is no longer the *only* option for treatment. Now,
heart attacks can be cured with the use of a defib. Each shock will
rewind the countdown (and symptoms) heavily, curing it after 2-4 zaps in
quick succession. In lieu of a defib, most other shock sources will
work, albeit much less effectively.
So, if you're in security and *really* don't feel like going to medical,
you can just have your fellow officers taze you back to health!

The emergency penthrite given after the attack has a new icon/message,
and is slightly less forgiving. You can still use it to shock yourself
back to life, still being a very risky move.
The heart attack doesn't manifest on medical HUDs immediately. It only
appears after the victim has reached stage 3 for the first time. At
stage 3, it's pretty apparent to both the victim and anyone around that
they're having a heart attack anyways, but until then it will be on the
victim to identify symptoms. Heart attacks will always be reported on
health analyzer scans, shown as the organ failing due to a myocardial
infarction and a tooltip suggesting defibs/other shocks to treat it.
This also adds two tips, for secoffs and medics, on how to treat a heart
attack.
Defibs also now use up charge for restarting a stopped heart, instead of
only when reviving a corpse.
## Why It's Good For The Game
Making heart attacks more of a threat gives way more weight to something
people should be afraid of, but aren't. Heart attacks fail to emulate
anything resembling a heart attack, to the point that it is lame and
dissapointing. They're an annoyance and a trip to the surgery room for
anyone familiar enough with the game. This iteration may be more
dangerous, but it's also more *exciting* (and can be treated faster).
Broadening the ways to treat a heart attack, or just stave off symptoms,
gives an amount of player agency over this threat. It may be more
urgent, but it doesn't mean it has to be a trip to medbay every time.
You can look for other ways to get zapped (security will help if asked,
I promise) or sandbox up your own solution.
Also, treating heart attacks with defib shocks just makes sense. Why do
we have to trash the whole heart? Usually after a heart attack it still
has like, a year or so of juice left before it quits for good.
More threatening heart attacks also further incentivize synthetic hearts
and working out, or any other clever ways of shielding oneself from an
attack (in case you're paranoid like that).
And lastly, the whole reason I started with this PR in the first place
-- I think it is a bit odd having heart attacks be handled as *diseases*
in the code. Status effects make more sense.
## Changelog
🆑 Rhials
balance: Heart attacks are now more violent and urgent. If you can hear
your own heartbeat and are short of breath, you should probably see a
doctor.
balance: Heart attacks can now be treated and eventually cured with
repeated defibrillation shocks.
balance: Heart attacks can now be treated and eventually cured with
repeated shocks from other sources.
/🆑
## About The Pull Request
Hunger bar is now dynamic rather than 4 static sprites
Hunger bar now accounts for food you have yet to metabolize, meaning it
updates as you eat
https://github.com/user-attachments/assets/06269da7-f07d-4738-98b2-ca6bde8ba0fe
Other changes:
- Adds a hunger tier between hungry and starving
## Why It's Good For The Game
Overeating happens so often simply because this bar is trash, so let's
give it some love
## Changelog
🆑 Melbert
fix: All humans no longer have a baseline "75" ghost nutrition (which
means you can eat more)
qol: Hunger bar update! It's now dynamic and updates as you eat.
qol: Adds a hunger tier between hungry and starving (for mood)
/🆑
## About The Pull Request
various uis (tgui-say, vv, player panel, anything using
`/datum/browser`) would not correct for dpi. they now do
we also have a preference to allow you to have smaller windows that are
zoomed out, instead of larger windows that are not zoomed
#### of note, this does require a small change to the usage of css
viewport units, like `vh` and `vw`. they need to be fed through the
`vp(100vw)` function first. there was only one such unit in the codebase
on 4k monitor with 200% scaling:
fixed (pref on default)

pref disabled

## Why It's Good For The Game
516 fucked with uis again and this unfucks them a bit
## Changelog
🆑
qol: there's a new UI preference called UI scale which allows people
that use windows scaling to have their UIs original size with the
contents zoomed out, instead of the default, which is the UIs being
larger with the contents "normal" size
fix: various UIs did not respect windows scaling, they now do
/🆑
---------
Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
## About The Pull Request
Added two new "layers" to hairstyles. The first draws on the normal hair
layer but resists being affected by hair masks unless a piece of
clothing really insists that it must mask it. The second draws on top of
the headwear layer and will ignore all hair masking, but will disappear
entirely if a piece of clothing covers the part of the head that
hairpiece originates from.
Each of these "Layers" (called "hair appendages" in the code) is
associated with a part of the head that it comes off of (left side,
rear, right side, etc.), which pieces of clothing can cover to prevent
those parts from being shown. For example, a Beret will allow a ponytail
to sprout off the back of a person's head and ignore the normal hair
mask, but a winter coat hood covers every part of the head except the
front, so it will hide the ponytail completely.
## Costs
Hairstyles that use this system require some extra icon blending, but
each hairstyle will cache the result of each blend whenever a new hair
mask is applied, so the extra cost only happens once. The cache will
also be used on hairstyles that don't utilize the additional layers, so
we should end up with less total icon blending over the course of a
round than we currently have.
Adds a new sprite layer, OUTER_HAIR_LAYER, to humans.
Changes hair masks from strings specifying an icon state to datums with
an icon state and a bitfield storing which parts of the head the
headware that uses them cover. The singletons for these datums are
stored in the SSaccessories subsystem.
Any hairstyle that uses this system will need 1-2 more icon states in
the human_face.dmi file. I currently have 32 hairstyles marked that
could reasonably use this system, about half of which use both
additional icon states.
## Images
Old system:

New system:


The new system is currently only implemented on the "Ponytail (High)"
hairstyle for demonstration and testing. I have a branch with the same
update for most similar hairstyles I can push if this is merged.
## Why It's Good For The Game
Hair masks are okay but they look really bad with some hairstyles. This
allows people who really care about their character's look to make their
hairstyles work with their favorite hats.
Potential for fixing #88886
## Changelog
🆑
add: Added a system to create hairstyles with multiple layers to allow
better interaction with hats and helmets
image: Added additional sprite layers to the Ponytail (High) hairstyle
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
- Fixes jukebox volume reverting to 100% instead of preference setting
when adjusted at the jukebox.
- Fixes jukebox volume preference not applying to active jukebox music
track
- Splits jukebox and instrument into two different preferences.
## Why It's Good For The Game
The jukebox volume correctly updates and remains at what the player
sets.
## Changelog
🆑 LT3
fix: Jukebox volume preference applies to currently playing music
fix: Jukebox volume no longer resets to 100% when adjusted from the
object
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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## About The Pull Request
Because we didn't pass layer into sub-overlays they ended up layering
ontop of other sub-overlays. This didn't break main layering because
BYOND's overlay rendering is actually acting like an ordered tree when
layered overlays are concerned, and blood decals (other user of separate
overlays) also used FLOAT_LAYER (-1).
And hat stabilizers also just assigned an absolute value to theirs,
which also made them not work properly.
Closes#90388
## Changelog
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🆑
fix: Fixed hat stabilizer overlays rendering behind hats
/🆑
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## About The Pull Request
Quirks can now define if they're "species appropriate," where the base
proc's behavior is simply "does this species already have the quirk's
main trait"
I am unsure if that on its own imposes any new restrictions, currently.
Additionally, blood deficiency cannot be picked on any species without
blood or that doesn't breathe.
I'm sure there's more that might make sense, I'm open to suggestions
Alternative to #90238
## Why It's Good For The Game
Currently, reduces the possibility of taking something like blood
deficiency on a race which suffers no downside from it in order to get
free positive quirks.
Future-ly, potentially allows quirks exclusive to only a select few
species as offered by #90238
## Changelog
🆑
fix: Species without blood can no longer be blood deficient
/🆑
## About The Pull Request

Handcuffed people can be buckled to the tram rails.
If the tram hits them then they will die badly.
If they're not shockproof and are buckled to a powered rail, it will zap
them repeatedly for a little bit of damage (but not a lot because you
probably want them to die from something else).
Unbuckling someone from a powered rail is also pretty dangerous.
While doing this I fucked around a bit with how the "is the tram deadly"
calculation worked because I didn't like how a deadly tram cuts your
head off but does literally no other damage. Now it pulverises _and_
beheads you.
## Why It's Good For The Game

Multiple people I spoke to believed this was already possible
## Changelog
🆑
add: Handcuffed people can now be tied to the tram rails
balance: tram rails will no longer electrocute you if they're not
powered
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
Adds a unit test that checks that all designs are accessible through
some source, be it techweb, disks, or innate designs. Certain designs,
like pocket extinguishers, entertainment screens, etc, that have been
present in autolathes but not in the techweb despite having PROTOLATHE
flag assigned have been put into protolathes (where it made sense,
otherwise the flag was removed).
An important change is that restaurant portals are now printable, and
thus can be constructed and deconstructed. Indestructible portals have
been a major gripe of mine for a while, and I don't see a solid reason
for keeping them indestructible if they can easily be printed from the
service protolathe.
Closes#90212
## Why It's Good For The Game
Initial argument for keeping portals unbreakable was to prevent people
from griefing the chef/bartender, but by that logic we can make most
machinery unbreakable too. I don't think that having an unbreakable
portal is good if its locking us out from allowing chefs/bartenders to
reorder or even outright reposition their lunchroom/bar.
## Changelog
🆑
balance: Restaurant portals can now be printed, constructed and
deconstructed. They're also no longer completely invulnerable.
/🆑
## About The Pull Request
Adds `/datum/element/voucher_redeemer`, expands `/datum/voucher_set` a
bit, bumps all mining stuff down a level to `/datum/voucher_set/mining`.
## Why It's Good For The Game
Having a generic way to
`input item -> output a choice of a set of items`
would be really handy.
## Changelog
🆑 Melbert
refactor: Minor mining voucher refactor, report any oddities.
/🆑
## About The Pull Request
1. Burning paper (and similar) is now two way - rather than
necessitating you touch the paper with the burning thing, you can now
touch the burning thing with the paper
2. You can now light a cigarette on a lit candle
3. Candles no longer craft into flashlight eyes
## Why It's Good For The Game
1. Burning money with a cigarette larp
2. Cool Frenchman larp
3. ??? I noticed you can't light a candle with a candle because it tried
to craft flashlight eyes.
## Changelog
🆑 Melbert
qol: Burning paper (and similar) is now two way. Rather than needing to
click on the paper with a burning item, you can now click on a burning
item with the paper. This means you can burn paper on your lit cigarette
like a badass.
qol: You can now light cigarettes on candles.
del: Flares and candles can no longer craft into flashlight eyes, I
guess.
/🆑
## About The Pull Request
This won't actually do anything on live, since those are all set to
UTC±0 currently
Pins logging and IC uses of time2text to UTC±0 instead of using the
system timezone (byond default)
Timezones not being set to utc0 caused issues before (and is again)
All timezones are now passed explicitly to make it more likely it's
cargo culted properly at least
Deletes worldtime2text cus it was gameTimestamp default args
## Why It's Good For The Game
Server timezone changes probably shouldn't affect logging, round times,
file hashes, IC time, when you caught fish, etc
## Changelog
🆑
refactor: Logging and IC timestamps will now always use UTC±0 and not be
affected by server system timezone changes
fix: Station and round times will not longer be incorrect if the system
timezone is not UTC±0
/🆑
---------
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
## About The Pull Request
Adds STATUS_EFFECT_AUTO_TICK, a define with a value of 0 that just makes
process() call tick() every time.
## Why It's Good For The Game
An unambiguous way to make tick() consistent with process() is quite
nice.
Sometimes you just have a status effect that only needs to run every
0.2s or every 2s. (past cases downstream)
Other times you have a status effect that is reliant on being in sync
with process() (my case downstream that started this PR)
## About The Pull Request
I've been feeling for some time that fishes dying if placed on fishable
water (or lava/plasma for a couple ones) to be kinda lakluster and
counterintuitive. YakumoChen opening an issue about it proved I wasn't
the only one thinking that, and I'm not feeling like starting with
adding fishing stuff just yet. Not without improving the existing
content first.
The source_types file was also getting big and a bit bad to navigate
through, so I've decided to split it into half a dozen distinct files:
fishing portals, rifts, turfs, structures, mining/ruins and surgery.
## Why It's Good For The Game
This fixes#89872.
The files should also be bit more organized now.
## Changelog
🆑
fix: Fish will no longer drown if left half-submerged in a fishable turf
on which it can normally be found. Instead it will disperse after a
while or if starving. Note that this only happens if the fish is native
to such turfs (eg. lavaloop on beach water will still die).
/🆑
## About The Pull Request
Reverts the storage initialization refactor and all subsequent related
PRs.
The original PR is below our standards both for code quality and
testing, and is majorly flawed at its core. This has been discussed with
other maintainers and headcoder(s?) over on discord. A lot of changes
from the PR could be brought over later, but in its current state it
should not have been merged.
- Closes#90322
- Closes#90313
- Closes#90315
- Closes#90320
- Closes#90312
- Closes#90344
## Why It's Good For The Game
This PR causes a series of major issues which cannot be resolved without
either completely rewriting a lot of the original PR, or bad code.
Not matching our standards is grounds for not merging a PR, and the fact
that a PR should not have been merged is a reason for a revert.
## Changelog
🆑
fix: Fixed a series of storage-related bugs caused by a refactor PR.
/🆑
## About The Pull Request
- Fixes#90312
- Fixes#90320
- Gorilla cube boxes now only hold gorilla cubes & not monkey cubes
## Changelog
🆑
fix: cigarette donut & gorilla cube boxes hold the correct stuff again
/🆑
## About The Pull Request
adds the Cain & Abel to the lootpool of the colossus!

these are a set of angelic twinblades bound together by some chains. The
long chains allow u to attack mobs from a distance (2 tiles max) and at
very FAST speed, and come with a few new mechanics:
-Attacking a mob with the cain and abel grants you a special whisp that
follows your character. these whisps empower ur next melee attacks u can
collect a maximum of up to 6 whisps, (their bonuses stack), after which
they reset. If u get hit by a mob once, you'll lose ur whisps (and ur
melee bonus), so ull have to regain them by rebuilding up ur combo. u
can also choose to sacrifice ur whisps by firing them at mobs (by right
clicking them) for some hefty damage (this again means u'll lose them)
https://github.com/user-attachments/assets/0a1738db-9fa4-4226-ac80-334f5e97cfa5
-u can also choose to hurl one of ur daggers at enemies, there's 2 throw
modes u can toggle between by pressing Z while holding ur weapon.
1- On launch mode, u can throw one of ur daggers at a tile, afterwhich
the chains will rapidly pull u towards it, making for some cool getaways
in tense situations. this puts throw mode on a 7 second cooldown
2- On crystal mode, u can hurl a dagger at an enemy or at a tile. Spiked
crystals will errupt on nearby floors, dealing some damage to nearby
mobs and stunning them for 2 seconds (bosses dont get stunned tho). puts
throw mode on a 15 second cooldown
https://github.com/user-attachments/assets/665b9cf4-c5a1-4263-a36b-86e3f35d0ae5
-Lastly is the swing ability. This will swing ur daggers around u,
dealing AOE damage to nearby mobs, and makes u block all melee attacks,
tentacle attacks, and deflect incoming projectile attacks (could for
example be used to deflect the colossus' shotgun blast back to it). ull
only block attacks while the animation is active, which lasts a good
1.75 seconds, and is at a 20 second cooldown.
https://github.com/user-attachments/assets/073e5324-af5b-45ab-912e-5bcaa13fc728
Here's a short clip of me using them to fight a colossus and a bubblegum
https://www.youtube.com/watch?v=kp5Hu16dHPQ&ab_channel=Kobsa
## Why It's Good For The Game
adds a new fun weapon with a few deep mechanics to the game. also makes
taking down colossi alot more rewarding.
## Changelog
🆑
add: adds the cain and abel to the colossus lootpool!
/🆑
🆑
config: Added `TTS_HTTP_TIMEOUT_SECONDS` for setting the maximum
duration TTS HTTP requests can run for before being aborted.
/🆑
DNM because we need the rust-g PR to get released:
https://github.com/tgstation/rust-g/pull/210
Crit prio because rounds will not restart if there are hung TTS requests
and the TTS server is absolute dogshit and doesn't prevent them.
## About The Pull Request
Exactly what it says on the tin.
`TRAIT_GRABWEAKNESS` doesn't care if you're resisting via the
verb/button, or by trying to move while grabbed, it acts the same
regardless.
"Resisting out of grabs will take conscious effort" can easily be
interpreted as "you have to use the resist verb/button to escape like
normal", when this is not the case.
I've reworded that part to "Resisting out of grabs is noticeably more
difficult.", to make it clear that resisting out of grabs _in general_
is more difficult.
## Why It's Good For The Game
makes things clearer for players
## Changelog
🆑
qol: Reword the Pushover quirk's description to be more accurate to how
it actually works.
/🆑
## About The Pull Request
- In ``/datum/world_topic`` sets the variable ``require_comms_key =
TRUE`` so any new world_topics handlers will need to be deliberately set
otherwise.
- Added some documentation to help educate any future contributors
(especially on downstreams) the sensitivity of bad world.topic() code.
- Sets the default config to log topic calls. (This should really be
split into its own log file later)
## Why It's Good For The Game
Lingering security education is a good thing to have.
## Changelog
Not player facing