Commit Graph

4202 Commits

Author SHA1 Message Date
Jacquerel 9fb7c20daa Cargo can buy more presents at Christmas time (#94251)
## About The Pull Request

Last Christmas we had and resolved this bug #88595 where via the
mechanic of buying random trash, Cargo could roll on the roulette to try
and get random Christmas presents and open them for random items.
This was removed because it's not supposed to work that way and was a
way of exploiting Christmas cheer for personal gain, which is grinchsome
behaviour.

That said, being able to order Christmas presents is also kind of
soulful, so this PR brings that mechanic back but on purpose this time.

During the Christmas season _only_, Cargo can spend 3000 credits of
their budget to order a "Surplus Christmas Gifts" crate which contains
4-6 presents _with pre-assigned recipients_.
In a similar system to addressed mail, only the person written on the
gift tag can open the present, so unless you're sufficiently scroogeous
to collect a huge pile of presents on the cargo room floor in hopes of
getting a couple with your name on (in my testing these contained raw
unbaked croissant dough, and a piece of paper from a space ruin) you
should mostly be using this to deliver generalised holiday cheer to the
crew rather than just yourself.



This PR also contains (maybe as more lines than the actual feature) a
refactor changing a bunch of boolean vars on `/datum/supply_pack` into
bitflags, because I needed to add one more and it seemed silly to have
so many booleans.

## Why It's Good For The Game

It allows those with the yuletide spirit to deliver some christmas cheer
to their fellow man, isn't that the season's reason?

## Changelog

🆑
add: When the game considers it to be Christmas, Cargo can order
additional Christmas gifts pre-addressed to random crew members.
/🆑
2025-12-12 02:10:31 +11:00
Jeremiah c771360e00 Removes tgui fancy mode as a preference, we're only fancy now (#94389)
## About The Pull Request
This defaults every tgui to fancy mode and removes the preference
entirely.
## Why It's Good For The Game
If you look through the code you'll find comments like these 
> //some browsers (IE8) have trouble with unsupported css3 elements that
break the panel's functionality, so we won't load those if a user is in
no frills tgui mode since that's for similar compatability support

We're far and away from IE8, therefore our need for compatibility
support, so I think it's valid to remove this so called 'no frills tgui
mode'. It's tied into the event message system with every backend
update, so there's a tad less overhead.
## Changelog
🆑
del: TGUI now defaults to fancy mode, there is only fancy mode. Welcome
to the future.
/🆑
2025-12-09 13:54:13 -07:00
Roxy 9f7dc7c970 [MDB IGNORE] Make /obj/item/stamp abstract, create proper granted stamp subtype (#94139)
## About The Pull Request

There is technically an `/obj/item/stamp/granted` in that one traitor
objective refers to it and tries to override a proc on it thus making it
a valid type, but not really. This changes the base `/obj/item/stamp`
from being the granted stamp to being an abstract type, and creates a
proper subtype for the granted stamp.

## Why It's Good For The Game

Base types being concrete outside of scenarios where its intuitive are
very annoying

## Changelog
🆑
code: makes /obj/item/stamp abstract, creates /obj/item/stamp/granted
/🆑
2025-12-02 16:53:07 -07:00
SmArtKar fd06311361 TGUI-fies the Spawn verb (#94094)
## About The Pull Request

This PR converts the native text/list input that pops up when the Spawn
verb is used into a TGUI panel with a dynamic search function. It now
displays atom names, as well if they are abstract (and probably
shouldn't be spawned).
You can still input a typepath after the spawn verb in the tab bar which
will open the menu with said path already in the input box. If only one
typepath matches the input, it will be spawned immediately without
opening the panel.

<img width="400" height="500" alt="Qs0t8xkGj7"
src="https://github.com/user-attachments/assets/d54a57d5-fc22-4f59-af18-45b4fab0b256"
/>

It features RegEx support which activates when the input starts with
``re:``, as well as toggles for searching in atom names and fancy
typepath display. They can be toggled via buttons, or Alt+R/N/F for
regex/names/fancy paths respectively. Invalid regex-es will highlight
the search bar red.
The list itself can be navigated using arrow keys, enter/double click
will spawn the atom, and escape will close the menu.

<img width="400" height="500" alt="xgK2vCd1ck"
src="https://github.com/user-attachments/assets/e621c6ba-ad6b-4a30-922f-eb863797c65a"
/>

<img width="400" height="500" alt="2DeOPBRqoC"
src="https://github.com/user-attachments/assets/18fbba32-17d7-4351-bbc2-bc8e66eb24ae"
/>

Old functionality of spawning multiple objects by leaving a colon +
number after the typepath has been preserved. Using ``*`` and``!`` to
signify final path/end of a path respectively also still works when
regex mode isn't active.

## Why It's Good For The Game

Spawn isn't a critical tool, and using TGUI allows it to have dynamic
search and shifts searching from serverside to clientside, making it
significantly more responsive. Because we don't need to build a fancy
list of atom types, using it the first time won't cause a lag spike on
weaker machines anymore, which should make debugging locally a bit less
annoying.

## Changelog
🆑
admin: Converted the Spawn verb into a TGUI input, featuring for dynamic
search and RegEx support
/🆑
2025-11-28 15:52:28 -07:00
Joshua Kidder 7a3ad79506 All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.

<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>


I'll upload the .cs script I used to do it shortly.

## Why It's Good For The Game
Just minor code cleanup.

Script used is located at https://metek.tech/camelTo-Snake.7z

EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
    static async Task Main(string[] args)
    {
        var readFile = new FileStreamOptions
        {
            Access = FileAccess.Read,
            Share = FileShare.ReadWrite,
            Options = FileOptions.Asynchronous | FileOptions.SequentialScan
        };
        FileStreamOptions writeFile = new FileStreamOptions
        {
            Share = FileShare.ReadWrite,
            Access = FileAccess.ReadWrite,
            Mode = FileMode.Truncate,
            Options = FileOptions.Asynchronous
        };
        RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
        Dictionary<string, int> changedProcs = new();
        string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
        Regex camelCaseProcRegex = new(regexPattern, regexOptions);

        string snakeify(Match matchingRegex)
        {
            var vals =
            matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
            var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
            string logString = $"{vals[0]} => {newVal}";
            if (changedProcs.TryGetValue(logString, out int value))
            {
                changedProcs[logString] = value + 1;
            }
            else
            {
                changedProcs.Add(logString, 1);
            }
            return newVal;
        }
        var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();

        // uses default ParallelOptions
        // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
        await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
        {
            var reader = new StreamReader(filePath, readFile);
            string oldContent = await reader.ReadToEndAsync();
            string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
            if (oldContent != newContent)
            {
                var writer = new StreamWriter(filePath, writeFile);
                await writer.WriteAsync(newContent);
                await writer.DisposeAsync();
            }
            reader.Dispose();
        });
        var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
        foreach (var pair in logToList)
        {
            Console.WriteLine($"{pair.Key}: {pair.Value} locations");
        }
    }
}

```

## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
2025-11-27 15:50:23 -05:00
MrMelbert f635eafc69 Adds a playerpanel button that just plays roleplay.ogg (#93936)
## About The Pull Request

Adds a playerpanel button that just plays roleplay.ogg to the player
(with a chat message to accompany it)

## Why It's Good For The Game

Gives admins a button which literally just tells the player to roleplay
appropriately. So they can take the hint

## Changelog

🆑 Melbert
admin: Adds "roleplay reminder" button to player panel
/🆑
2025-11-26 13:41:48 +11:00
FalloutFalcon cd8deef686 Admin Jukebox Moderation and Sound File code improvments (#93610)
## About The Pull Request
The primary feature of this pr is two admin verbs:
Both locked behind `R_SERVER` at present. Also both can be removed from
this pr if we arent interested in giving admins easy control over this.
Changes will not take effect untill the next round unless someone has
yet to touch/spawn a jukebox.
please ignore the "#. " in the titles, thats just how my spotify scraper
formats the titles and I am lazy.
### Jukebox Upload Music
Allows for the upload of any music to the jukebox (currently restricted
to `.ogg` file types for being the better format but I can release that
restriction). Adding Beats is optional but not required as it does not
do a ton tbh.


https://github.com/user-attachments/assets/859cdba8-c1dd-4ce4-bfce-40727a0a30b8

### Jukebox Browse Music
Allows you to delete any of them, this noticeably catches ANY sound
format stored within the list.
Also play and download


https://github.com/user-attachments/assets/cffca3dc-d7f2-4926-bda9-2bf3fef80adb


### Refactors
In order to add both of these verbs seemisly i made a bunch of
improvments,
Sound length for music is now gotten via the rust_g call instead of
being baked into the title, this means you only need two args for
jukebox titles. (This will mess up the bpm of old music tracks
unfortunately.)

Standerized the behavoir for validating the file type of a file, this is
not full proof from what im aware and there is no checks for if the file
ACCTALLY exists.
## Why It's Good For The Game
Atleast on a downstream, R_SERVER is alot more commonly handed out then
direct access to the tgs configs. And TGS kinda blows bubbles for doing
large scale file managment.
## Changelog
🆑
code: generic helpers and defines for validating file extenstion
refactor: the jukebox has had some improvements in how it validates the
sound file. hopefully none of your funny songs disappear.
admin: command_report_menu will let you set ANY sound file type for the
sound it plays.
admin: Admins can now manage jukebox songs in game
server: Jukebox songs length are now set automatically, update your
jukebox configs!
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2025-11-24 13:57:46 -07:00
FalloutFalcon c2dfa647a0 kills Debug and Debug2 all hail debugging_enabled (#94002)
## About The Pull Request
renames Debug2 and kills Debug as its last use (atleast the one
described in its comment) was removed
added it to the check to print to print stack traces to chat in the
instance your debugging without a debugger attached for some reason (if
this var is enabled on live it already causes random to_world messages,
kinda fuck it we ball at that point)
## Why It's Good For The Game
The first one was ENTIRELY unused now
this name makes more sense
## Changelog
N/A
2025-11-18 17:24:36 -07:00
SmArtKar 78ea4187fc Implements color matrix and transform modification support for Filterrific (#93867)
## About The Pull Request

Allows users to edit color matrix filters and layered filters'
transforms through Filterrific, which were the two last unsupported
filter fields. The menus are pretty minimal, but you shouldn't be
touching them if you don't know what you're doing anyways.


https://github.com/user-attachments/assets/e87447f3-e5d6-4f6c-a8e4-bf50a1d5fa79

## Why It's Good For The Game

Makes our tooling actually work

## Changelog
🆑
admin: Implemented color matrix and transform modification support for
Filterrific
/🆑
2025-11-13 08:55:15 +01:00
SmArtKar 2d813cce12 Unsorts the ruins in the Spawn Ruin verb (#93876)
## About The Pull Request

why

<img width="325" height="329" alt="image"
src="https://github.com/user-attachments/assets/8a9aa05a-b85b-415e-977c-9d43d35297e3"
/>

Now they're only sorted within their own categories instead of being
sorted twice

## Changelog
🆑
fix: Spawn Ruin verb no longer "sorts" its ruins alphabetically, instead
sorting them within their categories
/🆑
2025-11-11 22:03:14 +01:00
FalloutFalcon b0ddbf2fb1 Refactors sound file checking (#93734) 2025-11-10 08:58:26 -07:00
tonty aaead63f36 Cleans up /proc/find_safe_turf(), documenting and improving code (#93848)
## About The Pull Request

`/proc/find_safe_turf()` was cleaned up so that it did not have two
arguments that accomplished the same thing, removing opportunities for
user errors when calling the proc. Additionally, since I was here, I
decided to clean up some of the code and document it.

Some thresholds were changed in this PR (the max temperature threshold
was dropped from 360K to 340K), but I believe that it's better to keep
them consistent instead of using arbitrary values.

## Uncomfortably large gap

<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
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<br>
<br>
<br>

## Changelog

No user facing changes.

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-11-10 00:21:57 +01:00
Roxy d84a87f668 Rewrites to fix compiler errors on 516.1670+ (#93801)
## About The Pull Request

Fixes all instances of numbers being used as assoc list keys in things
that aren't alists, either by turning them into alists or changing the
keys to something else. Also adds new macros to support creating global
alists, as a few global lists became alists. Most of these are pretty
simple and self-explanatory but
- The GLOB.huds one necessitated rewriting because code depended on it
being a non-assoc list, which it technically was because the defines it
used as keys were numbers so BYOND turned it into a regular list, most
of this was for loops through all the subtypes of
`/datum/atom_hud/data/diagnostic` of which there's only one, so I just
changed it to get that type directly by key
- NT Frontier used number indexes which it looped through for some
reason and also passed to TGUI, changed these to strings and adjusted
the TGUI to match, I tested this and it works fine

## Why It's Good For The Game

Makes the code compile, I couldn't test everything but I tried to check
all usages of affected vars to make sure they wouldn't break from being
switched to alists, a TM might be in order just to be sure nothing's
fucked

## Changelog
🆑
refactor: rewrote all cases of numbers being used as keys in non-alist
associative lists
/🆑
2025-11-08 14:19:55 -08:00
MrMelbert 5146cfd403 Moves camera update handling to background subsystem, (maybe) fixing lag (#92208)
## About The Pull Request

When a camera update is triggered, it is instead added to a queue on a
background subsystem

An AI entering a camera chunk which is queued to update will force the
update immediately (bypassing the queue)

While the root problem of this is, ultimately, not addressed...

<img width="554" height="58"
alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155"
src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475"
/>

...the change will ultimately prevent update spam from consuming all of
the server's resources - instead allocating updates to the backburner in
times of high server stress (or on multi-z maps)

## Changelog

🆑 Melbert
refactor: Refactored the way camera updates are handled to hopefully
reduce some lag. Report any oddities
/🆑
2025-11-08 01:43:48 +01:00
Bloop 4aebc85937 Adds a new admin verb, Mass Modify Traits (#93767)
## About The Pull Request

Adds a verb, Mass Modify Traits, which allows an admin to apply or
remove a specific trait from all living mobs.

This lets you do things like give all mobs the `TRAIT_NOBREATHING`, or
making all mobs able to fly.

<img width="345" height="138" alt="JvkEnGMkQI"
src="https://github.com/user-attachments/assets/fad89db3-a1a5-42d7-ae54-67ca7ba92301"
/>

You can specify only cliented mobs, as well as the trait source for
removals.

<details><summary>results</summary>


![dreamseeker_K4w1Mmt73N](https://github.com/user-attachments/assets/62025b6a-1c16-4eb5-81ac-e2f5387877dd)

</details>

## Why It's Good For The Game

More tools for admins to get creative with is always a good thing, I
think! The trait system uses macros so it's difficult to use SQL to
mass-apply, so here's an easy verb for it instead.

## Changelog

🆑
admin: added new admin verb, 'Mass Modify Traits', which can be used to
add or remove a trait to/from every living mob.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2025-11-04 12:29:53 -05:00
SmArtKar d72dde631c Fixes `"Return Value of Proccall"` breaking on list returns (#93727)
## About The Pull Request

Closes #93693

## Changelog
🆑
fix: Fixed ``"Return Value of Proccall"`` breaking on list returns when
an admin calls a proc
/🆑
2025-11-02 15:30:07 +01:00
Cirrial 15c729ce22 Fix the swapped "display who played this song" anonymity buttons for Play Internet Sound (#93717)
## About The Pull Request

Hi I'm on a downstream server and this is driving me actually insane

## Why It's Good For The Game

I can't speak for tgstation admins but I like it when the buttons in a
panel are not lies

## Changelog
🆑
admin: Made the buttons asking you for anonymity when you select/approve
a Play Internet Sound request actually do what they say, instead of the
opposite.
/🆑
2025-11-02 01:43:11 -05:00
Jordan Dominion 105b74cb52 Trigger TGS config syncs on manual reboot (#93471)
Ops found that manually rebooting the server skips config syncs. Rectify

---------

Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-10-31 21:47:55 +00:00
Roxy f3848f1ef2 Renames flatten_list proc to assoc_to_values (#93453)
## About The Pull Request

`/proc/flatten_list()` -> `/proc/assoc_to_values()`, also changes the
code doc to mirror the language of `assoc_to_keys()`'s code doc

## Why It's Good For The Game

Having a proc called `assoc_to_keys` that takes an associative list and
returns a list of the keys, and also having a proc that takes an
associative list and returns a list of the values, and the latter not
being called `assoc_to_values` is very funny

## Changelog
🆑
code: renamed flatten_list proc to assoc_to_values
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-10-14 21:01:09 +00:00
mcbalaam 1c9e617697 Fixes and QOL for the "Request Internet sound" verb (#93244)
## About The Pull Request

Fixes inverted `tgui_input` arguments. Prettifies both admin and user
outputs.


https://github.com/user-attachments/assets/e91bc950-0117-42b4-add0-45de2295744d

<img width="687" height="202" alt="image"
src="https://github.com/user-attachments/assets/23b6fa14-016d-4357-ae9b-7121226be4a8"
/>

## Why It's Good For The Game

Cleaner code, looks better ingame

## Changelog

🆑
qol: Better output for sound requesting
fix: "Request Internet sound" input window's title and description are
not inverted anymore
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-10-14 22:30:48 +02:00
MrMelbert 65bd5e581a Beaker panel TGUI / At least makes it functional (#93398)
## About The Pull Request

Makes Beaker Panel a TGUI so it actually works

<img width="787" height="295" alt="image"
src="https://github.com/user-attachments/assets/343056d2-f059-473d-a1eb-5604d2c3a38e"
/>

There's a lot more I want to do to this UI, namely UX and more features
(like changing grenade types) but I figured I should PR it now that it's
bare minimum functional so I don't get eaten by scope creep

Fixes #89954

## Changelog

🆑 Melbert
admin: Spawn-reagent-container works again, and it's a TGUI
/🆑
2025-10-14 20:20:15 +02:00
Bloop b7402b77c2 Changes cat tail define from FEATURE_TAIL to FEATURE_TAIL_CAT so it matches the rest (#93426)
## About The Pull Request

Just a simple find + replace PR. All the other tail defines match their
text strings, but for some reason cat tails are just `FEATURE_TAIL`
which is inconsistent.

## Why It's Good For The Game

Consistency, + a lot of downstreams have a generic "tail" feature key
which is distinct from cat tails, so not taking up that define is
better.

## Changelog

Nothing any players would notice
2025-10-12 23:51:54 +02:00
SmArtKar 975d3d47ae Fixes certain broken icons in the outfit editor, stripping menu and multiple others (#93319)
## About The Pull Request

``icon2base64`` does not like animated icons and will display an atlas
in TGUI when one is passed into it

<img width="239" height="220" alt="JKneqDL9NH"
src="https://github.com/user-attachments/assets/47e0ffdf-c155-4c84-94ce-c23203281012"
/>

Additionally added some padding between the icon and the slot name in
the outfit editor because it annoyed me

## Changelog
🆑
fix: Fixed certain broken icons in the outfit editor, stripping menu and
multiple others
/🆑
2025-10-07 18:42:17 +02:00
SmArtKar cd5b2c2b82 [NO GBP] Fixes some filterrific functions not working (#93232)
## About The Pull Request

Non-smooth modification and renaming didn't work, and mass application
broke a lot of things (always, did actually)

## Changelog
🆑
fix: Fixed some Filterrific functions not working
/🆑
2025-10-02 12:37:17 -07:00
MrMelbert 44acefa73f More things use trait huds over raw hud management (#93084) 2025-10-02 21:36:40 +02:00
SmArtKar 0375103ff5 Fixes some Filteriffic issues and implements colorspace/blend mode controls (#93145)
## About The Pull Request

- Fixes filteriffic erroring out when trying to edit a filter
- Implements plugs for color/transform matrix editing rather than just
displaying an error
- Fixes bloom threshold displaying as a float rather than a color due to
an overlap with rays filter
- Displace filter flags can now be controlled
- Color matrix filter now allows the user to change the colorspace (not
really that useful considering you still can't edit the matrix)
- Layering filter now allows the user to control its blending mode
(actually useful this time)

## Changelog
🆑
fix: Fixed filteriffic runtiming when editing filters, and claiming that
bloom threshold is a number
admin: Filteriffic got a few new options (you should still avoid using
it)
/🆑
2025-10-01 05:45:36 +00:00
mcbalaam bf1c46a173 Adds a TGUI spawn panel for badmining time (#90943)
## About The Pull Request

### Adds this TGUI spawn panel with a lot of stuff


![image](https://github.com/user-attachments/assets/f2ce34e9-3bd3-488e-bc48-cb5930b865ba)

### Adds two useful admining hotkeys

`Ctrl + Shift + LMB` on an atom opens the View Variables window

`Ctrl + LMB` on a mob opens the Player Panel window

This PR is an upgrade/continuation/upstreaming of the following PR by
@Ez-Briz: https://github.com/ss220club/BandaStation/pull/1242

## Why It's Good For The Game

### Icon and object previews!


https://github.com/user-attachments/assets/894c4383-0455-4ba8-9cc1-7fb0d8dff6c7

### Introducing Fuzzy Search!


![image](https://github.com/user-attachments/assets/e5d6e3d7-8328-49c1-991b-7eee75895e10)

### Easier datum marking and recalling!


https://github.com/user-attachments/assets/4934ecca-18aa-45ce-83af-1fe90263b534

### Targeted spawn and quick targeted droppods (Build Mode Lite™️) (RMB
to disengage)!


https://github.com/user-attachments/assets/38eb6e08-74bf-471c-8bd5-61e1b219086b

### Weaponize your tiders with a hover of a mouse!


https://github.com/user-attachments/assets/9840d0ed-d20d-4d48-91e0-2dc1eaf17e36

The options are persistent between opens and even rounds, using local
`storage`, which means you won't have to readjust your panel every time
you close it!

...and it doesn't end there.

## WIP things:

- [x] implement fuzzy search (requires
https://github.com/tgstation/tgui-core/pull/166 to be merged);
- [x] add a modal window to adjust description, icon file/state/size and
badmin flags;
- [x] clean the code up;

## Changelog

🆑 mcbalaam, Ez-Briz
admin: Added a new TGUI spawn panel, removing it's ancestors - HTML
"Create X" panels
/🆑
2025-09-24 01:05:27 +02:00
SmArtKar 4a2efa2928 Refactors filters to utilize binary insertion instead of timSort (#93053)
## About The Pull Request

update_filters() is more expensive than it should be due to running
timSort every time a filter is added or removed, plus we wipe
re-initialize the entire atom filter list every time we call it. I
swapped it to use binary insertion into the main list, and we can cut
down on the amount of filter churn by storing filters in a separate list
which we can use Insert on, which allows us to stop constantly deleting
and recreating filters completely.

## Why It's Good For The Game

Server CPU consumption go down

## Changelog
🆑
refactor: Refactored filters to utilize binary insertion instead of
timSort. The server should run somewhat faster now, hopefully.
/🆑
2025-09-21 14:48:38 +02:00
MrMelbert 750ca9d2ec Two as anything greps (and some other cleanup) (#92974) 2025-09-20 13:44:28 -04:00
MrMelbert 65852c9362 Removes Captain from the security department (still under sec in the ban panel) (#92940)
## About The Pull Request

Removes the security department from the Captain 

Captain still remains under Security in jobbans

<img width="436" height="74" alt="image"
src="https://github.com/user-attachments/assets/ffac3488-282c-458e-80f1-82fd316fb006"
/>

## Why It's Good For The Game

There seemed to be a common misconception that the Captain was
officially integrated into security as a consequence of the Captain
gaining security department for the purpose of jobban sorting

However, Captain is *not* a member of Security.

## Changelog

🆑 Melbert
del: Captain's no longer sorted under Security in places such as the
manifest or job selection
/🆑
2025-09-11 23:05:04 -07:00
SyncIt21 95ed2de101 Fixes map export breaking semi colon dependent strings (#92898)
## About The Pull Request
Take the atmos gas mixture string for example. All parts of the gas
mixture is appended together with semicolon `;`

https://github.com/tgstation/tgstation/blob/d2ec1056ab5aaf494cba4877fe8d65a6cbf39cf9/code/modules/atmospherics/gasmixtures/gas_mixture.dm#L768

However the map export replaces semicolon `;` with an empty string ` `

https://github.com/tgstation/tgstation/blob/d2ec1056ab5aaf494cba4877fe8d65a6cbf39cf9/code/modules/admin/verbs/map_export.dm#L180

We don't want that cause you get broken gas strings. There is no problem
in writing special strings that would spawn items because we are already
replacing `{` & `}` with empty strings so the string becomes non
parseable anyway

## Changelog
🆑
fix: map export won't break exported gas strings & other that depend on
semicolon
/🆑
2025-09-09 11:52:05 +02:00
MrMelbert c2b8ef1d09 Allow localhosts to set "dev override preferences" to load a specific preference savefile for guests (#92770)
## About The Pull Request

A verb is now available on localhost called `"Export Save as Dev
Preferences"`

This exports your current savefile to `/config/dev_preferences.json`

If you then connect to your localhost as a guest, it will load
`dev_preferences.json` as your preference datum

This allows for devs testing the game locally to load preferences for
guests.
(Guests connecting to live servers are completely unaffected.)

## Why It's Good For The Game

Initially I only did this because the recent keybinding changes have
destroyed my muscle memory when testing w/o logging in.

But as I worked on it I thought of a few other usecases, like when
implementing preference version migration - the dev preference is never
saved which means you can re-compile as much as you want without needing
to revert your save manually.
2025-08-29 18:36:56 -04:00
SimplyLogan e17c21b82c Fixes #92714 - Admin Cure Diseases now adds immunity to disease (#92723)
## About The Pull Request

Fixes #92714

Admin Cure all in secrets.dm explicitly did not add immunity from curing
all diseases, which meant re-infection happened, it passed a value of 0
which prevented immunity.

It is permanent immunity to that disease with no time limit so added a
prompt to clarify the button.
## Why It's Good For The Game

- Makes the anti disease button for admins better
2025-08-26 16:37:40 -05:00
Lucy 5d8bddfcf4 Pre-sort PDA messengers by name/job instead of sorting every time we list them (#92613)
## About The Pull Request

this gets rid of the `get_messengers_sorted_by_name` and
`get_messengers_sorted_by_job` procs, instead replacing them with two
new global lists: `GLOB.pda_messengers_by_name` and
`GLOB.pda_messengers_by_job`

those two lists are updated in the `add_messenger` proc, which uses the
binary insert macros to insert it into the properly sorted place.

why? bc sorts suck for performance and all inserts/removals to this list
go thru a single proc anyways, so we can just ensure it's sorted like
this once, instead of re-sorting each time.

thanks to @LemonInTheDark for helping me with this

<details>
<summary><h3>Testing Proof</h3></summary>

<img width="1708" height="1349" alt="2025-08-16 (1755391989) ~
dreamseeker"
src="https://github.com/user-attachments/assets/1e2dc99a-1863-4a35-8032-8ae64706fdaa"
/>

<img width="1708" height="1349" alt="2025-08-16 (1755392002) ~
dreamseeker"
src="https://github.com/user-attachments/assets/4d9b3bd0-7f3a-410b-a073-1bf2bd69690b"
/>

</details>

## Why It's Good For The Game

because doing a sort repeatedly whenever someone has their PDA messenger
open is stupid and sucks

## Changelog

no player-facing changes
2025-08-18 00:15:18 +02:00
_0Steven 69bd91b2f4 Fixes newscaster channels having a random chance of breaking upon creation of a new channel, refactors how channels are tracked in the first place (#92371)
## About The Pull Request

So in a recent round I noticed the newscaster UI was acting kind of
funky, where two channels seemed to overlap and weirdly pick between the
two in unpredictable ways. Looking into it, it seemed that somehow the
channels had managed to get their unique IDs to overlap-
Oh.

https://github.com/tgstation/tgstation/blob/5d3353e7af2b88ab9379d5fb567b24afd8776acd/code/game/machinery/newscaster/newscaster_data.dm#L109-L131
I see.

...I think that code speaks for itself, in how this could've gone wrong.

Anyhow, in this pr we entirely ditch this system, and instead make it
use an incremental and thus guaranteed to be unique ID.
This fixes our issues.

While we're here, we also remove the unused `channel_IDs` list, and
replace it with the associative lists `network_channels_by_id` and
`network_channels_by_name`. This allows us to also stop iterating over
every network channel until we find the one with the right name or ID.
We also rename some confusing, wrong, or non-standard vars while we're
here.
2025-08-12 16:22:35 -05:00
MrMelbert 5df4de3f71 [MDB Ignore] Re-add hop console second ID slot (#92157)
## About The Pull Request

<img width="491" height="301" alt="image"
src="https://github.com/user-attachments/assets/a3b5b19f-edf5-4de9-9201-9cbfab9e8827"
/>

Mod computers with the access changing software installed have a
secondary ID slot once again. This ID slot doesn't contribute to access.
You can insert IDs into the slot with right click and remove them with
alt-right click.

Also removes the "New IDs and you" memo paper. 

Also tweaks PDA on_deconstruct so contents are dropped on when they're
deconstructed with assembly.

Fixes #92151

## Why It's Good For The Game

Changing IDs is very unnecessarily clunky with the one slot. Insert hop
id, log in, remove hop id, insert crew id, change access, remove crew
id, log out.

We had it right back when we had two slots. Insert hop ID, insert crew
id, log in. It just works.

This also allows for mobile HoPs to change access without necessitating
removing their ID from their PDA.

Other changes: 

The "New IDs and you" memo is very old. They haven't been new for 4
years now. I don't think anyone reads it and they served their purpose.

I found it odd that, if your PDA was melted or blown up, it would delete
your ID. If this is a hold-over from old PDA behavior feel free to let
me know but otherwise it seems sensible that it'd spit out the contents
as you would expect.

## Changelog

🆑 Melbert
qol: The access changing software (the HoP console) now has ID two slots
again (one for the HoP's id and one for the ID being changed). You can
insert IDs in the secondary slot via the UI or right click, and remove
them via the UI or alt-right click.
qol: If your PDA is destroyed via acid or bombs, your ID (and similar
contents such as disks) are spit out instead of being deleted
del: Deletes the "New IDs and you" memo in the HoP's office. They
haven't been new for 4 years.
fix: Engineering sub-tab in the access changing software no longer looks
messed up
fix: Fix reversed alt-click logic for mod pcs
/🆑
2025-08-11 19:08:18 +00:00
Arturlang 0bc42d6940 Fixes the issue of usr pointing to admins by making Trigger pass down clicker (#92354)
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead
2025-08-05 22:58:40 -05:00
FalloutFalcon 7b5ee58502 Whitelist Admin Verb (#92276)
Co-authored-by: Lucy <lucy@absolucy.moe>
2025-07-28 15:32:02 -04:00
MrMelbert dba39d33c7 Allows set_blood_type to take strings (#92242) 2025-07-28 05:15:07 +02:00
Yasha 50bcb00109 Add custom sound action on command report (#91985)
## About The Pull Request

When I was administering one downstream there were often situations when
instead of the standard announcement sound it was necessary to play
something of my own. So I got my hands on it. Together with standard
announcement sounds there is a possibility to play a custom sound.


https://github.com/user-attachments/assets/ba17f4d1-56f6-4022-b049-6ad6dab8481f


## Why It's Good For The Game

Admins will ~~get a soundpad~~ have the ability to play their own
announcement sounds to match the tone of the situation.

## Changelog
🆑
admin: Added the ability to play your own announce sounds.
/🆑
2025-07-25 10:43:47 +02:00
Tim 30d2f28c16 map_export now saves welded airlocks and paper on noticeboards (#91960)
When using `map-export`:
- Exports the welded state of an airlock to the welded airlock mapping
helper
- Exports the paper inside of a noticeboard to pop out and be saved on
the same turf

Both `airlocks` and `noticeboards` handle the outside objects already in
their `Initialization()` procs so I didn't have to change anything. Also
I cleaned up the paper code and added some better code documentation to
`on_object_saved()`.

We convert this:

![dreamseeker_h4gQeOTaSC](https://github.com/user-attachments/assets/356b976f-b597-4492-96b0-7169b22e1845)

To this:

![StrongDMM_lQ5B1i8lH5](https://github.com/user-attachments/assets/b5360967-3e36-4e32-b94d-a51245eab867)

## Why It's Good For The Game
There weren't any good examples of using `on_object_saved()` and the
documentation was lacking so I wanted to include some proof of concept
for a few objects. Also airlocks already save their welded state, but I
think it looks better to have it as a mapping helper since it shows up
in StrongDMM instead of being a VV edit.
2025-07-15 10:39:23 -04:00
Waterpig b01756b97c Datumizes DNA blocks, makes DNA cleaner in general (#92061)
## About The Pull Request

Moves all the dna block handling onto singleton datums initialized
inside global lists, to make the handling dna less of a copy-paste mess
and make adding new blocks significantly easier. There is still some
work to be done in the copypaste department but ultimately that falls
under its own PR scope after the core refactor goes through. (Ill
probably do those but it will also be easier for everyone else as the
code is now significantly less of an eyesore)

Both features and identities have been tested through and through, and
seem to be working fine.

Also removed the reliance on weird hardcoded lookup tables for length,
and other similar things that just didn't make sense when I was passing
through DNA code. There's a lot more that fall out of scope for this
exact PR's goal however

## Why It's Good For The Game

I've been told the maintainers will love me for doing this

## Changelog

🆑
code: feature keys are no longer magical strings floating around the
codebase and use proper defines
refactor: DNA blocks are now handled with singleton datums.
/🆑
2025-07-14 16:51:45 -06:00
Gaxeer 0c10a3684d remove useless view_variables verb from stat panel (#92040)
## About The Pull Request

Make `VV` verb Context Menu only.
As it's very annoing when clicked on, because it's forming the list of
all atoms in world which causes nasty client freeze.

## Why It's Good For The Game

No more accidentally clicking VV when trying to click View Runtimes 😠 

## Changelog

🆑
admin: VV verb is removed from Debug tab. Who is even using it?
/🆑
2025-07-09 09:39:23 -04:00
Tim 83ecdecb39 Fix map_export including projectiles in saved maps (#91878)
## About The Pull Request
The map export verb was including fired projectiles from
guns/lasers/magic/etc. if a map was saved at the exact time the
projectile was on the screen. This is bad because when the map is
loaded, the projectile is just stationary and doesn't disappear.

## Why It's Good For The Game
Mapping consistency.

## Changelog
🆑
fix: Fix map export including projectiles in saved maps
/🆑
2025-07-06 21:12:42 +02:00
Fikou 75fddec771 sdql wrapper for generators and getting list output from generators (#91954) 2025-07-04 19:02:37 -04:00
Lucy 3a71c8a352 adds some more SDQL2/Lua wrappers (#91950)
## About The Pull Request

This adds ~~3~~ 8 wrappers for SDQL2/Lua: `_floor(x)`, `_ceil(x)` (we
already had `_round(a, b = 1)`), and `_typesof(a, subtypes_only)`

`_typesof` has a second argument, `subtypes_only` (default false), which
makes it act like `subtypesof` instead, to save from having to manually
remove the base type (especially since removing by value is kind of
annoying in Lua)

the Lua SS13 library has had a `SS13.typesof` function added, which does
exactly what it says on the tin (also with the second `subtypes_only`
argument)

also added `_uppertext`, `_html_encode`, `_html_decode`, `_url_encode`,
and `_url_decode`. these should all be selfexplanatory

## Why It's Good For The Game

more utility for Lua and SDQL2

## Changelog
🆑
admin: Added some more Lua/SDQL2 wrappers: _floor(), _ceil(),
_typesof(), _uppertext(), _html_encode(), _html_decode(), _url_encode(),
and _url_decode()
/🆑
2025-07-04 11:40:20 +02:00
LemonInTheDark 2e5d3ad984 Adds In Game Rank Editing (Permissions Panel Cleanup) (#91873)
## About The Pull Request

Ok there's a lot here, sorry bout that.

- Cleaned up the permissions panel backend pretty signficantly
- Added some extra security measures to said code, mostly proc call
checks
- Properly implemented filtering code jordie wrote years and years ago
for permissions logs
- Cleaned up the permissions ui generally, more bars, nicer lookin
stuff, etc
- Fixed the Management panel's relationship with combined roles, and
renamed it to Housekeeping. Its display is expanded too.
- Added tracking to rank datums on where exactly they came from
- Added a new tab to the permissions panel which allows the modification
and deletion of ranks
- Beefed up rank modification to try and avoid accidential temp rank
additions to the db

I'm doing my best to avoid perms escalation issues, tho they are always
possible right.
Also, got mad at some query cleanup handling, did a pass on it. this
isn't nearly all of em, but it's some.

## Why It's Good For The Game

I realized there is no way to, in game, cleanly edit/create ranks, and
that the way the existing system worked was quite opaque.
I'm trying to fix that here. It does mean potentially opening up DB rank
deletion/modification to bad actors, but frankly I am not overly worried
about that. Admin modification has always been a vulnerability so like.

Here's a video with my changes (mostly, it's lightly outdated)
https://file.house/XqME7KWKk0ULj4ZUkJ5reg==.mp4

## Changelog
🆑
refactor: Fucked with admin rank setup very slightly, please yell at me
if anything is wrong.
admin: Updated the permissions panel to be a good bit more user
friendly, added rank management support to it.
server: I've added code that gives the game modification/deletion perms
for the rank table, be made aware.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2025-06-29 11:41:41 -06:00
Twaticus 8d08fc6c53 Schoolgirl Outfit Resprited Renamed and GAGsified (#91871)
## About The Pull Request

Renames the schoolgirl costume to seifuku, the japanese name for sailor
style uniforms.
Resprites the uniform using GAGs.
Adds an 'adjust' style for the uniforms(rolled sleeves).
Tweaks the stock uniform colors from blue, red, green, and orange to
blue, red, teal, and tan.

stock options
blue, red, teal, tan. long sleeve/short sleeve

![dreamseeker_SZEV1Ql3XP](https://github.com/user-attachments/assets/5e183af5-816d-454c-b20b-353d849f3c91)

custom colors as example
+anyone sad about the sailor moon reference being replaced with more
basic colors dont worry you can still make them :)

![dreamseeker_ECcQewtUaI](https://github.com/user-attachments/assets/defb90a2-0c78-4119-a7b6-2f830b82b23e)
## Why It's Good For The Game

Updates the sprite to be more inline with our current clothes.
Makes the sprite in-game player customizable.
## Changelog
🆑
image: resprites the schoolgirl outfit using GAGs
/🆑
2025-06-28 21:43:28 -07:00
FeudeyTF 35494b93bb Telecomms Update: Ability to change existing radio channels and create new ones (#91647)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.

The channel settings are changed and created through the servers
(Frequencies Settings)

![ui](https://github.com/user-attachments/assets/cb010d75-bb00-4e3c-86b6-351b39b832e3)

Here i created my own channel:
1) Add frequency at Receiver (you will not see channel name):

![TestChannelInReceiver](https://github.com/user-attachments/assets/d3934e96-fb2d-492a-a1d6-84e8bfbd6628)
2) Add frequency at Bus (you will not see channel name):

![TestChannelnBus](https://github.com/user-attachments/assets/9955fb9c-9ca0-44f5-8d8f-caf02c0b3a9c)
3) Add frequency at Server
4) Add settings for your frequency

![NewChannel](https://github.com/user-attachments/assets/14a86eae-a000-4106-848b-a140ab678c3c)
5) See the result:

![TestChannel](https://github.com/user-attachments/assets/a720c660-43f6-47c0-8e85-fd313e8ce8d7)

Important Notes:
1) Headsets, radios, and intercoms will not see a change in
telecommunications, but will use standard names (Common, Security etc.).
2) There are still reserved names that cannot be used: CentComm,
Syndicate, Uplink, CTFs channels
3) Servers must filter frequency for applying settings on them

## Why It's Good For The Game

Now telecommunication channels names and colors depends on the settings
of the network servers, which makes it more flexible and logical. It is
also useful for foreign language servers, as you can translate channel
names.

## Changelog

🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑
2025-06-28 01:19:18 +10:00
LemonInTheDark afdd88c717 Fixes an issue with ranks (#91848)
## About The Pull Request

All these guard checks, layers and layers of protection, built from the
ground to the outer firmament, and you fucking got the negation wrong.
2025-06-26 22:59:41 -05:00