## About The Pull Request
Flashing a borg still called a dead proc I forgot to remove from the
code. Now it's fixed.
## Why It's Good For The Game
Fixes an issue that hasn't been reported yet. I don't have the time to
implement any unit test rn tho.
## Changelog
🆑
fix: Fixes borg being chiefly unaffected by flashes.
/🆑
## About The Pull Request
The first argument of `Hear` is `message`, the message heard
OR SO YOU'D THINK
Actually the first argument doesn't do anything but get overridden by
ALL implementations of `Hear`
No other uses as far as I and Ephe can tell. Removing it makes it a ton
easier to understand and gives us some free performance in radio code by
not rendering messages twice
## Changelog
🆑 Melbert
code: Removed some redundant code from core hearing code. Report if you
hear anything weird.
/🆑
## About The Pull Request
After refactoring this, I realized that baking honorifics into all
voices had side effects
Honorifics only needs to be included in voice when speaking, not when,
say, storing names for later use
## Changelog
🆑 Melbert
fix: Honorifics will no longer interfere with voice detectors and
similar things
/🆑
## About The Pull Request
Using a multitool on a pod door assembly controller now displays a list
of doors to choose from instead of typing an ID from `0->100`. You can
only control doors that you have either crafted/linked with an assembly
controller It can also auto generate a unique ID for you to assemble new
doors
https://github.com/user-attachments/assets/0918f1e3-1f22-4cde-b20e-0eb8bb6ba953
## Why It's Good For The Game
Having to no longer remember the ID of doors you created cause the game
now displays that list for you is very convenient. Also generating new
unique IDs without player intervention (which results in errors if you
can't remember the door IDs you typed before) is faster as well.
Not to mention currently if you have created 100 doors you run out of
unique ID's. Now that's no longer the case
## Changelog
🆑
qol: Multitooling a pod door controller now picks from a list of doors
available for that player(crafted, set via controller) only and can auto
generate new IDs for you
/🆑
## About The Pull Request
Closes#92778Closes#86829
<img width="347" height="39" alt="image"
src="https://github.com/user-attachments/assets/c50bd1ff-8c00-47a7-a31a-617fae2adc5b"
/>
1. Splits `TRAIT_UNKNOWN` into `TRAIT_UNKNOWN_APPEARANCE` and
`TRAIT_UNKNOWN_VOICE`
2. Renames some stuff like `getvoice` and `getspecialvoice`
3. Gets rid some crummy signals around `get_visible_name` and
`get_voice`
4. Heads now apply the disfigured trait when relevant (rather than
snowflake checking for damage amount)
5. Ling voice refactored into using special voice (it was only used by a
viro symptom anyways; I don't anticipate this overlap being problematic)
6. Mask voice changer refactored into a trait
## Why It's Good For The Game
Potted plants shouldn't have magical voice concealing powers -
especially not over radio, but not over in person either. It's a damn
plant
So I addressed this by refactoring our face and voice system. Overall
things should be a lot cleaner and easier to use.
## Changelog
🆑 Melbert
refactor: Refactored a lot of code relating to human face and voice, ie,
what shows up in examine and in say. Report anything odd when examining
people, with ID cards, when talking over radio, or when disguised
refcator: Refactored how you get disfigured when your head's super
damaged
refactor: Refactored ling mimic voice and traitor voice changer
del: Potted plants no longer hide voice. They still hide appearance,
though
qol: Honorifics now show in examine / in world, rather than only when
speaking.
/🆑
## About The Pull Request
`Flash_act()` no longer stuns Shadow/Nightmare species mobs. It instead
applies confusion and high (-ly spammable) damage. Just to be absolutely
clear, this applies to both the "shadow" halloween species and the
Nightmare antag species.
This applies to most forms of flashes, including welding, flashbangs,
and of course, flashes. I'm going to talk about those seperately:
FLASHES:
Head-on flashes do 16 damage and apply 3 seconds of confusion. This goes
down to 8 damage and 1 second if from the side. If you want to open up a
fight with a Nightmare, you can still flash it like usual. The enemy
will be hurt and confused, but not stunned like previously. You could
continue spamming flashes (assuming you're at the right angle) to keep
doing damage and keep them confused, but they won't be helpless and will
likely start attacking you while you do this.
Not-head-on flashes do half damage and confuse for half as long. It
still works but not as good, just like flashes do in every other case.
Yes, this does include in-hand flash uses, so if you're afraid of
getting jumped by a nightmare, you can keep one in your back pocket and
spam it as you run away for safety.
THE OTHER FLASH_ACT() STUFF:
Other sources of flashes will do full damage regardless of distance or
direction faced. This includes flashbangs (they won't stun) and welding
(your whole body is made of shadow, so you won't be protected by a
welding mask). Seriously. Don't try to operate a welder as a Nightmare.
Just jaunt past the wall. You will die.
OH ALSO:
Shadow species now have a cool sounding scream. They scream when flashed
too.
https://github.com/user-attachments/assets/781f9d2f-d2a9-4be5-ab47-95a4261dfa55
## Why It's Good For The Game
Flashes should not be the remedy to the Nightmare issue. They're
roundstart gear, virtually everywhere, and come as standard gear for
every cyborg. The flashes aren't the issue, it's the effect they have on
Nightmares.
Rather than remove flashes from the equation entirely, they're now a
handy tool for opening up attacks on Nightmares. You can land a good hit
with them to confuse and injure them, then follow up with the baton or
welder or whatever you were carrying around.
Effectively, flashes been bumped down from "two-shot wincon that most of
your adversaries have as default gear" to "controlled equipment that a
player might want when they know they'll have to fight this particular
antag".
As for the rest of the sandbox corners that this affects, I think being
more sensitive to even benign flashes of light makes sense in-character.
And... it adds a little bit more depth to the species. Now all sources
of bright, flashing light are something that must be considered, rather
than just the ones used to kill antagonists.
## Changelog
🆑 Rhials
balance: Nightmares/Shadowpeople are no longer stunned by intense
flashes like flashbangs or handheld flashes.
balance: Nightmares/Shadowpeople are now harmed and confused by ALL
flash sources, including welding or other sources of flash-like
flashing.
sound: Nightmares now have a wretched hiss as their default scream
sound. Spooky!
/🆑
## 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)

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

2) Add frequency at Bus (you will not see channel name):

3) Add frequency at Server
4) Add settings for your frequency

5) See the result:

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
/🆑
## About The Pull Request
This moves Cyborgs onto using storage datums, removing the remenants of
the shitcode that was Cyborg inventory. It's now done mostly by
equipping/unequipping/storage items, much like how other mobs do.
This allows borgs to take advantage of more hand support stuff and
things like ``dropped()``, so borgs no longer have to copy paste drop
code to ``cyborg_unequip``
It also:
- Removes ``CYBORG_ITEM_TRAIT``
- Removes all borg items being ``NODROP``
https://github.com/user-attachments/assets/11442a10-3443-41f2-8c72-b38fb0126cdb
## Why It's Good For The Game
Currently borgs are able to have their entire inventory open and a bag
below it, which I thought was a little weird. I always assumed they WERE
storage items, so I guess I'm doing it myself.
Cyborgs using storage code makes it easier for contributors to actually
do stuff with, without risking breaking everything. It also hopefully
will make borg items more resilient against breaking in the future, now
that we're not relying on nodrop.
Also just brings them more in line with other mobs, all of which make
use of storages.
## Changelog
🆑
refactor: Cyborg's modules now use storage (so opening a bag will close
modules instead of overlap one over the other).
qol: Observers can now see Cyborg's inventories (like they can for
humans).
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
split personality may not roll if the target is in a deathmatch area
bolt of possession deals 25 brain damage if the target is in a
deathmatch area (8 hits for brain death)
removed a camera from the meta brig map
Disciple of Pete has 9 tile range signalers instead (that nobody uses
anyway lmao because you cant use them for minibombs or the other
grenades)
## Why It's Good For The Game
fixes#91171fixes#90912fixes#89212
## Changelog
🆑
fix: removed a camera from the deathmatch meta brig map, disciple of
pete has low-range signalers, deathmatch bolt of possession deals brain
damage instead, split personality may not roll in deathmatch
/🆑
## About The Pull Request
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
## Changelog
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
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
516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.
This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.
I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.
Lints will probably be failing for a bit, got to wait for [this
update](4b77cd487d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt
## Why It's Good For The Game
Fixes this massive 516 mess, hopefully.
closes#90281
## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
## About The Pull Request
If you attached a proximity sensor to a wire and then detached it again,
it would cause a runtime.
This is because when the proximity sensor moved into your tile it would
trigger and attempt to pulse, despite not being attached to anything
To prevent this, we clear its `holder` variable before moving it so that
it knows that there actually isn't anything for it to pulse
## Changelog
Not sure this actually had any player facing effect other than creating
a runtime error
## About The Pull Request
Fixes#89272
- Adds an argument to `is_wire_tool` to fail if the item is secured,
which assemblies are by default. (They must be screwdriver'd to attach
to things)
Makes cyborg use item interaction
- Cleaner, non-deprecated attack chain.
- Also changes to chats to balloon alerts.
## Changelog
🆑 Melbert
qol: Using items on cyborgs now use balloon alerts instead of chat
messages.
fix: You can flash cyborgs again
refactor: Refactored item interaction on cyborgs.
/🆑
## About The Pull Request
Commit messages should be descriptive of all changes.
The "incorrect `\The` macro capitalization" was intentional when it was
added, but as far as I know TG says "the supermatter" rather than "The
Supermatter," so it's incorrect now.
This is completely untested. I don't even know how you'd go about
testing this, it's just a fuckton of strings.
Someday I want to extract them and run NLP on it to catch grammar
problems...
## Why It's Good For The Game
Basic grammar pass for name strings. Should make `\the` work better and
avoid cases like `the John Smith`.
## About The Pull Request
- Fixes#89242
- Fixes balloon alert runtime when the assembly is secured & the holder
cannot be attached
## Changelog
🆑
fix: fixes balloon alert runtimes with assembly holder
/🆑
## About The Pull Request
This PR adds several circuit features, and changes several
assembly-related features to make them a bit more logical in how they
work. Included are the following changes/additions:
- Assemblies and wires have been refactored with vars that describe
their behavior:
- Assemblies have an `assembly_behavior` bitflag instead of a
`attachable` var. This var has 3 flags:
- `ASSEMBLY_INPUT`: The assembly is able to pulse the wire it is
attached to.
- `ASSEMBLY_TOGGLE_ARMED`: On activation, the assembly toggles whether
it can pulse the wire it is attached to.
- `ASSEMBLY_FUNCTIONAL_OUTPUT`: On activation, the assembly does
something other than just toggling whether it's armed.
- Wires have a `wires_behavior` bitflag with 3 flags:
- `WIRES_INPUT`: The object the wires are attached to does something
when the wires are pulsed.
- `WIRES_TOGGLE_ARMED`: The object the wires are attached to can
activate assemblies attached to those wires, and is fine if all that
activating that assembly does is toggle whether it's armed.
- `WIRES_FUNCTIONAL_OUTPUT`: The object the wires are attached to
expects that assemblies attached to its wires do something other than
toggling themselves when activated.
- Buttons can only accept assemblies with `ASSEMBLY_FUNCTIONAL_OUTPUT`.
- Pressure plates can now accept any assembly with
`ASSEMBLY_FUNCTIONAL_OUTPUT`, not just signalers. Assembly shells
attached to pressure plates will draw power from the powernet if the
pressure plate is under a tile.
- Adds a new circuit component - the wire bundle.
- This component gives the circuit a number of wires corresponding to
the size of the shell.
- Each wire has a corresponding port on the component that can pulse,
and receive pulses from, that wire.
- A circuit can only have one wire bundle component.
- Assembly shells cannot be attached to these wires, and no wires will
be created if the component is added to an assembly shell.
- Available with roundstart tech.
- Adds two new shells.
- The wallmounted shell is a large shell that can be hung on walls, and
uses power from the area it's placed in.
- Frame icon:

- Constructed icon:

- The undertile shell is a small shell that only works when fit under a
floor tile, but uses power from the area it's placed in.

- Both shells support usb cables.
- The above shells are available with the Advanced Shells techweb node.
## Why It's Good For The Game
The wire bundle component complements the functionality of the assembly
shell by allowing circuits to use assemblies directly in their logic.
The wallmounted and undertile shells provide ways of placing circuits
that don't necessarily take up space for machines. The undertile shell
is particularly useful for relaying usb component data over wirenets.
Pressure plates being able to accept assemblies other than signalers
expands their uses significantly.
## Changelog
🆑
refactor: Wires and assemblies have been refactored to have
directionality to them. This mostly makes it so that assemblies can only
be attached to wires it would make sense for them to be attached to.
qol: Pressure plates can now also accept igniters, condensers, flashes,
assembly shells, and door controllers.
add: Undertile circuit shells. They only work when placed under floor
tiles, but support USB cables and use APC power instead of cell power.
add: Wallmounted circuit shells. Large shells that support USB cables
and use APC power instead of cell power.
add: Wire bundle component. Adds a number of wires to the circuit
proportional to the capacity of the shell, allowing you to use
assemblies in circuit logic.
/🆑
## About The Pull Request
Assembly shells now use power from whatever machine/borg/mech/modsuit
they are attached to the wires of, instead of their own power cell, when
appropriate.
As for the meat of this PR, circuit wirenet components function like
NTnet and NFC components, but their signals are transmitted across
whatever cable network the shell (or in the case of assembly shells, the
machine or button it's inserted into) is connected to. These components
are available with roundstart tech.
## Why It's Good For The Game
Provides a somewhat intuitive way to make circuit networks that aren't
dependent on external factors to continue functioning.
NTnet components require a functional NTnet relay, which usually means
they need telecomms to be working. NFC components have a range limit,
and you need to provide a specific reference to the circuit being
communicated with. Wirenet components, on the other hand, just need the
shell to be anchored (or for assembly circuits, the thing whose wire it
is attached to), and for the shell to have a cable under it.
Also might indirectly provide a reason to use cable layers other than
the default one.
## Changelog
🆑
add: Adds circuit wirenet components, allowing data to be transmitted
and received over cable networks.
qol: When attached to a machine, mech, modsuit, or borg, assembly
circuit shells will use power from those instead of the circuit's own
cell.
/🆑
## About The Pull Request
Looks through calls to `receive_damage` and replaces them with calls to
`apply_damage`
`receive_damage` is a gross to use internal proc that doesn't take into
account physiology (damage modifiers) or even update the mob's sprite
when taking damage
It should be avoided many uses - `apply_damage`, in fact, can take a
bodypart as a target, and is overall a lot easier and more ergonomic to
use.
"So what are valid uses of it?"
- Apply damage itself, and similar direct-damage procs
- Ensuring you deal an exact amount of damage to a bodypart
- Damaging a limb with no owner
## Changelog
🆑 Melbert
refactor: A ton of things now use the more correct method of applying
damage to you. Which means they will correctly factor in damage
modifiers and are less likely to break your sprite. Some examples
include embedded objects jostling around, chiropractice, and tackling a
wall. Report any oddities, such as extreme damage or bodyparts being
wrongly affected.
fix: Having acid splashed on your face may now disfigure you and make
you bald, as it once did three years ago.
fix: Itchy heretic trauma now better checks if the bodypart is covered
or not before determining if you should itch.
fix: "Repair Puncture" logs no longer mistakenly report you are
"Incising burned flesh"
/🆑
## About The Pull Request
`boldannounce` is NOT for use ICly it's only for OOC stuff. `bolddanger`
is identical it just doesn't carry the same baggage
## Changelog
🆑 Melbert
fix: Stuff like the SM exploding will no longer output to your OOC tab
/🆑
## About The Pull Request
1. Having a broken arm will affect your accuracy when firing a weapon
with that arm, even potentially causing damage to you if it's a weapon
with recoil. This effect is not applied under the effects of a
painkiller.
2. The sister effect of this (punching someone with a broken arm) now
also has an interact with painkillers (it can no longer block your
attack).
3. Being drunk heavily affects ranged weapon accuracy, unless you're the
bartender
4. A lot of hand handling cleanup, using new macros to make it a lot
more readable at a glance
## Why It's Good For The Game
We have this system for modifying firearm accuracy but we don't really
use it commonly, and I feel like it slots in well with a lot of places
For broken arms, it adds some more depth to the wound system, in the
same way that trying to punch someone with a broken arm causes pain. (I
actually want to expand this to melee weapon accuracy and attacking with
melee weapons in general, but that's for a later time)
For drunkenness, it just adds to the drunk shenanigans. It also slightly
reduces the effectiveness of drinks as combat healing chemicals, such as
quadsec - makes it a bit more of a trade off.
## Changelog
🆑 Melbert
balance: Having a broken arm affects your accuracy with ranged weapons
fired with that arm. Utilizing a painkiller will nullify this effect,
however.
balance: Painkillers will prevent your punches from being cancelled due
to having a broken arm. You'll still take damage, though.
balance: Being drunk now affects your accuracy with ranged weapon. The
bartender is immune to this effect via their skillchip.
code: A lot of code involving left and right hand handling has been
cleaned up, easier to read. Report any oddities, like left and rights
being flipped
/🆑
## 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
All usages of world.icon_size in code have been replaced with new
`ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on
context
Replaces some "32" magic numbers with the defines
A few bits of code have been modified to split up x/y math as well
## Why It's Good For The Game
Magic number bad, code more readable, code more flexible and I'm told
there's an access cost to doing world.icon_size so minor performance
gains
## Changelog
🆑 tonty
code: made some code relating to the world's icon size more readable
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## 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
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
## About The Pull Request
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
Refreshes absolutely ancient assembly sprites in 3/4 format

Top to bottom, left to right: voice analyzer, health scanner, condenser,
igniter, proximity detector (now inspired by IRL motion detectors),
remote signaller, timer and infrared beam emitter. Timers now also show
time left with their blinking lights, additional lights will blink for
every 10 seconds remaining on the timer
## Why It's Good For The Game
Current ones are absolutely ancient and rather abstract, I am honestly
not even sure what half of them were supposed to represent.
## Changelog
🆑
image: Resprited all main assemblies
/🆑
## About The Pull Request
Changes it so that interacting in hand with an assembly bomb will
interact with the assemble instead of opening the tank UI.
## Why It's Good For The Game
Currently when you interact with an assembly bomb in hand it opens the
tank UI instead of interacting with the assembly, which makes them
awkward to use as you have to configure the assembly before attaching it
to the tank and welding the tank.
Fixes#84073
## Changelog
🆑
fix: Interacting with an assembly bomb in hand will now allow you to
interact with the attached assembly instead of opening the gas tank UI.
Right-clicking will display the gas tank UI instead.
/🆑
## About The Pull Request
Rewrites how alt click works.
Based heavily on #82625. What a cool concept, it flows nicely with
#82533.
Fixes#81242
(tm bugs fixed)
Fixes#82668
<details><summary>More info for devs</summary>
Handy regex used for alt click s&r:
`AltClick\((.*).*\)(\n\t.*\.\.\(\))?`
`click_alt($1)` (yes I am aware this only copies the first arg. there
are no other args!)
### Obj reskins
No reason for obj reskin to check on every single alt click for every
object. It applies to only a few items.
- Moved to obj/item
- Made into signal
- Added screentips
### Ventcrawling
Every single atmospherics machine checked for ventcrawling capability on
alt click despite only 3 objects needing that functionality. This has
been moved down to those individual items.
</details>
## Why It's Good For The Game
For players:
- Alt clicking should work more logically, not causing double actions
like eject disk and open item window
- Added context menus for reskinnable items
- Removed adjacency restriction on loot panel
For devs:
- Makes alt click interactions easier to work with, no more click chain
nonsense and redundant guard clauses.
- OOP hell reduced
- Pascal Case reduced
- Glorious snake case
## Changelog
🆑
add: The lootpanel now works at range.
add: Screentips for reskinnable items.
fix: Alt click interactions have been refactored, which may lead to
unintentional changes to gameplay. Report any issues, please.
/🆑
## About The Pull Request
Using these search regexes:
Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`
Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`
Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`
## Why It's Good For The Game
Code readability
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
picking up the dropped rifles of #78515 and #81618 and making only one
small, measurable change that should test the general principles while
making life better if they're proven true:
does what it says on the tin: makes flashes Knockdown rather than
Paralyze
this will be successful if people report more close fights where flashes
were involved and feel better about playing on both sides of
flashing/getting flashed
## Why It's Good For The Game
hardstun rocket-tag combat bad. opportunities for counterplay and combos
good.
Paralyzes
- basically prevent you from doing anything. anything.
Knockdowns
- let you try to deploy your flash protection before the follow-up if
the opponent's just trying to use the flash
- let you try to crawl, juke, and make your opponent's life a little
less simple
- give you an actual choice: do I try to scream HELP immediately after
the flash before I get taken out, or try to use an item, swing back, or
wriggle out?
- still disarm you if you're standing which is pretty cool I think
- still let you stamcrit some goofball crawling at you even if they keep
crawling
doesn't change how mounted flashes or portable flashers work. still 10
and 8s Paralyzes respectively.
not a moth buff because they still can't wear sunglasses to no-sell the
flash entirely ha ha goofy bug
## Changelog
🆑
balance: personal flashes now Knockdown rather than Paralyze direct
targets.
/🆑
## About The Pull Request

removes IEDs, these are its replacement

this recipe produces a finished pipebomb
you can craft pipes (of the atmos kind) with some metal
then you can make it into a pair of halved pipes with a welder
then you stuff in items for extra effect (optional, only works if it
does something)
then you put in welding fuel OR gunpowder (no other options as of now,
gunpowder is a better explosive)
cable finishes that part
after that, you can attach an unsecured assembly to finish the bomb
also this is the math for the explosion, power is decided by fuel

using it in-hand activates the assembly, using it off-hand allows you to
configure the assembly
## Why It's Good For The Game
IEDs suck and stuff and this would be a better upgrade/replacement
because with assemblies you could make a circuit sentient pipebomb or
gift a pipebomb via cargo or something and gimmicks i guess
## Changelog
🆑
add: Pipebombs
del: Improvised Firebombs
/🆑
## About The Pull Request
While on the floor, you can:
- Use the UIs of Atmos machinery (except thermomachine and bluespace gas
vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins
- Close extinguisher cabinets with Right-Click
- Click and drag yourself onto a photocopier to climb onto it.
I also changed all instances of ``ui_status`` to have all the args it's
being passed, I was messing with it a bit but it's gonna be for a later
PR.
## Why It's Good For The Game
It's an extra layer of harmless realism, also nice QoL for people who do
not have functional legs and do not have a wheelchair.
## Changelog
🆑
qol: You can use atmos machines, holopads, crayons, spray cans, and
disposal bins while floored.
fix: You can close extinguisher cabinets while floored.
fix: You can climb onto a photocopier from the floor.
/🆑
## About The Pull Request
[Fixes static lights not
moving](ffef43c05a)
Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.
[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](de73a63bd4)
People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome
## Why It's Good For The Game
Closes#80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑
## About The Pull Request
I recently played a game where I rotated my skeleton model while
rotating my own character at the same time and it being in sync gave me
the realization on how cool it would be if the Coroner was able to
simply control the skeleton body.
I find skeleton displays very funny and I want to see more funny things
happen with them, so I thought this would be a good place to start, with
the benefits that it also works on mannequins and statues too so they
aren't left out.
Basically, while it is unanchored, if you have a statue/mannequin
grabbed, it will change its direction as you do, and speak the same
words you do. Your own messages can only be heard if the person is
directly next to you, revealing that it was you talking through it all
along.
I was originally gonna add this to the simple rotation component but
moved off when I decided to add talking through it, I left in the code
improvements I made to the component though since it is one of the
oldest components and hasn't been touched in a while.
Video demonstration (before I added the person also talking, just ignore
that missing)
https://github.com/tgstation/tgstation/assets/53777086/27242fc3-9649-418d-95cb-b31619319e97
While fixing the Toilet bong's rotation stuff I noticed a lot of it
wasn't up to proper code standards so I went over it and fixed issues I
had with it. It now doesn't give text saying you found something nasty
to species that still likes mice (like flypeople), and fixed its update
appearance to match the codebase standard set by the introduction of
``update_appearance`` many years ago.
## Why It's Good For The Game
It's a funny small idea I had and got inspired to add, it's a niche
mechanic that I think fits the aesthetic I am going for with Coroner and
also give a funny interaction with the human-like inanimate objects.
## Changelog
🆑
fix: Species that can eat mice don't get disgusted from seeing one in
the toilet bong.
add: Grabbing an unwrenched statue/mannequin/skeleton model will now
move its direction as you move yours, and you can talk through it.
/🆑
## About The Pull Request
checks can_interact now
## Why It's Good For The Game
bug bad
## Changelog
🆑
fix: you may not toggle health assemblies from any range, even while
crit
/🆑
## About The Pull Request
Got the idea from #80682. A lot of parent procs don't do anything, some
are just formatted in a bad way, and others early return and do no ops,
it's bad in general but this should give us a head start.
Some good overhead saved here
## About The Pull Request
I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.
## Why It's Good For The Game
The device.dmi was kind of a mess.
## Changelog
🆑
/🆑