Commit Graph

1183 Commits

Author SHA1 Message Date
SimplyLogan
a1fdc715df Request Emergency Temporary Access - RETA (#92753)
<img width="819" height="348" alt="image"
src="https://github.com/user-attachments/assets/0424ec76-2648-43d3-8e94-d44558b44bcf"
/>

## About The Pull Request

Follow up from #92751 - Not to conflict with it but as an idea on how to
change it for the long run.

Paramedics currently start with broad department access. This proposal
replaces that by granting temporary department access only when an
emergency is called.

When a player presses "Call X" on a Requests Console, responders called
receive temporary access to the common work areas of that department.

![image](https://hackmd.io/_uploads/r1xNOv0Fle.png)
> [Security] The Automated Announcement System coldly states, "SECURITY
EMERGENCY in Research Lab! (Called by Sloan Keppel, Scientist) RETA door
access granted to responders."

> [Science] The Automated Announcement System coldly states, "RETA
activated (Called by Sloan Keppel, Scientist). Security personnel now
have temporary access to your areas."

They do not receive access to sub rooms or high risk areas.

- Access lasts 5 minutes (configurable)  
- Access is removed when the timer expires or the emergency is resolved
- No mapping changes are required (uses existing request consoles)  
- Removes Paramedics round start access but gives them external access
to rescue bodies in space by default
- Flashing blue lights on doors affected by temporary access
<img width="897" height="837" alt="image"
src="https://github.com/user-attachments/assets/97980cb4-3481-44b6-9f96-fc241ca16f57"
/>


**The full document is here:
https://hackmd.io/@NM8HxpG_Toahg5pimrpsKw/Hk0tKq3Yxe**

**Wiki documentation for players and admins:
https://wiki.tgstation13.org/Guide_To_RETA**


## Why It's Good For The Game

- Removes paramedics’ broad “Doctor+” access.
- Keeps them effective as emergency responders.
- Responders must be called in OR access upgraded.
- Keeps sensitive areas secure.
- Prevents spam or stacking through cooldown.
- Scales across all maps without mapper work.
- Gives admins a new tool for temp department wide access
- Dedicated logging file and unit tests
- Very performant, only affects living players with connected mind
- Gives Request Consoles more use as an alarm button and further utility
- Imagine later on "Request Janitor" which sorts access and tells
Janitor where needed

## Changelog
🆑
add: RETA System - Request Consoles give temporary access to responders
when used for some areas. Paramedics lose broad access but get external
space access.
qol: Request consoles now show name and job role on call message &
Cooldown on spamming calls + sound prompt
qol: Medibot access no longer based on Paramedic trim ID - Still has
original access
image: Added "lights_reta" for temporary door access when in effect
admin: Gives admins "RETA door access" verb for giving department wide
area access on maps.
config: New config settings for RETA

/🆑
2025-09-10 23:33:40 +00:00
Mothblocks
ab4a2d291c Disable GUEST_BAN by default (#92844)
Someone I'm helping got hit by this in local testing. These configs
aren't really supposed to represent production recommendations so I
think it's fine to just comment out
2025-09-03 14:05:40 -05:00
MrMelbert
80069f4830 Increase repo default max number of traitors spawned roundstart (#92478)
## About The Pull Request

Repo default max traitors upped from

1 per 38 players (up to 2 traitors at 50 pop, up to 3 traitors at 80
pop)

to

1 per 24 players (up to 3 traitors at 50 pop, up to 4 traitors at 80
pop)

Note: The ruleset can be executed twice or even thrice depending on RNG,
meaning a particularly chaotic round may spawn with up to 6/9 traitors
at 50 pop (and more may be added via midrounds and latejoins).

## Why It's Good For The Game

#67823 changed this number

This was done because dynamic would force spawn midround traitor IF any
midround ruleset failed to execute. But dynamic no longer does that. So
this value should be reverted.
2025-08-30 12:49:27 -05:00
necromanceranne
cb7e44e7ee Updates the AFK logout report to utilize configs for it's timers (#92662)
## About The Pull Request

Rather than use hardcoded timers for the logout report, the report
instead utilizes a timer based on config values. The default value is
the current live value.

This timer can also be configurated to utilize randomization. Currently,
it defaults to randomizing between -3 minutes to +3 minutes for when the
report is sent.

The logout report timer is also added to the admin log.

## Why It's Good For The Game

This shouldn't be dictated by the codebase, as it is an admin tool.
2025-08-26 12:29:56 -05:00
LemonInTheDark
efb97e6b91 Updates config comment for mc tick rate pop adjustment (#92451)
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2025-08-08 19:32:58 +02:00
MrMelbert
c8647bdf6c Adds config for roundstart blue alert (#92015)
## About The Pull Request

Adds a config option `roundstart_blue_alert` which determines if the
station is put on blue alert on roundstart.

**Greenshifts** are unaffected, they will still have a unique
announcement indicating it's a greenshift

**Roundstart reports** are unaffected, they will be sent regardless. 

## Why It's Good For The Game

Some servers put more player agency on command to control the report
level, some servers re-theme the levels so blue is more of an involved
thing, some servers put more weight on the current level, etc. Giving
the option of staying on green until someone decides to up it is neat I
guess.

Before doing this I tried to find when this was even added - to see what
the justification was and make sure I wasn't violating it - and wasn't
successful. R4407 had "`Security Level Elevated`" in their reports but
didn't have security levels implemented, so it was purely fluff.

## Changelog

🆑 Melbert
config: Adds "roundstart_blue_alert", allowing you to disable roundstart
blue alert. Defaults to "on".
/🆑
2025-07-09 14:16:25 +02:00
Vire
6a7c701d07 Move Birdshot to the Map Depot (#92022) 2025-07-08 15:12:54 -06:00
Jacquerel
d0e2bfe85c Increases logging for candidate polls (#91590)
## About The Pull Request

The game will now log when someone signs up or removes their candidacy
for ghost polls for roles.

This also fixes a runtime I experienced while testing it and running
pirates with no candidates signed up, IDK if it had any effect but it's
possible the runtime was causing the ship not to spawn.

## Why It's Good For The Game

Mostly just that I saw admins requesting this on several recent
occasions.
It's already possible to dig up some of this information through the
existing logs but it's a bit of a pain.

## Changelog

🆑
admin: Additional logging for when people sign up for ghost roles.
/🆑
2025-07-07 11:27:43 -04:00
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
MrMelbert
4c277dc572 Dynamic Rework (#91290)
## About The Pull Request

Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up

- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit

- Threat is gone entirely; round chaos is now determined by dynamic
tiers
   - There's 5 dynamic tiers, 0 to 4.
      - 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.

- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.

- Rulesets attempt to run every 2.5 minutes. [3]

- Light rulesets will ALWAYS be picked before heavy rulesets. [4]

- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]

[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.

[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.

[3] Little worried about accidentally frontloading everything so we'll
see about this

[4] This may be revisited but in most contexts it seems sensible. 

[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.

Other implementation details

- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.

- Dynamic.json -> Dynamic.toml

- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
      - The 1 weight slaughter demon event is gone. RIP in peace. 
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.

- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.

- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.

- Cult refactored a tiny bit. 

- Antag datums cleaned up.

- Pre round setup is less centralized on Dynamic.

- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


![image](https://github.com/user-attachments/assets/e99ca607-20b0-4d30-ab4a-f602babe7ac7)


![image](https://github.com/user-attachments/assets/470c3c20-c354-4ee6-b63b-a8f36dda4b5c)

- Maybe some other things.

## Why It's Good For The Game

See readme for more info.

Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured

## Changelog

🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
2025-06-25 17:36:10 -07:00
John Willard
096c032402 Adds a new halloween species: Spirits (#90711)
## About The Pull Request

Adds 2 new species: Spirits and Ghosts

Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors

They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.

They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.

Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.

Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.

### The difference between Spirits and Ghosts

Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).

Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.

This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.


https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e

## Why It's Good For The Game

We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)

## Changelog

🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-06-22 10:02:06 +02:00
John Willard
4c82b029c7 Removes widescreen config (#91419)
## About The Pull Request

19x15 forever, or 15x15 if you're non widescreen user.

## Why It's Good For The Game

Idek why this is a config
2025-06-22 01:14:55 +00:00
Jeremiah
9db2f6916b Sets prettier to run on the repo (#91379)
## About The Pull Request
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))

I made a few exceptions for bundled and generated files
## Why It's Good For The Game
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## Changelog
2025-05-29 21:23:59 -07:00
John Willard
7b04440de1 Re-adds the Dragoon tomb ruin & Spear (#90781)
## About The Pull Request

It was removed in https://github.com/tgstation/tgstation/pull/27799
because the spear was broken and the Flans' AI sucked with not-great
sprites and was all just one big reference. Original addition:
https://github.com/tgstation/tgstation/pull/22270

This re-adds it, updates the map (now using airless turfs) with extra
ambiance, using ash whelps (lavaland variation of ice whelps) instead of
Flans, re-adds the spear, and adds armor as well this time around.

The spear gives you a jump ability to crash down upon a player below
you, rather than teleporting to wherever you throw the spear at. You
can't attack while mid-air, you can go through tables but not
walls/doors, and you also can't un-dualwield or drop the spear mid-jump.
Landing on a mob deals double damage to them (36 to unarmored people),
while landing on objects deals 150 damage to them (taken from savannah's
jump ability, which was in turn taken from hulk's punching)
It's also got some extra throw force (24 compared to default spear's 20)

The armor has basic security-level armor but covers your whole body.
Does not include space protection, and can be worn by Ian.

Video demonstration


https://github.com/user-attachments/assets/a77c3a0d-17d2-4e8d-88b6-cdbca8b1f2c3

New sprites demonstration

https://github.com/user-attachments/assets/0e465351-5484-406f-8adc-ffa1ac180daf

Armor demonstration

https://github.com/user-attachments/assets/abdfcac6-65bf-443c-bde2-27d157ee3a80

Map

![436285657-104a555f-60dc-46f0-8283-a92db2ca5352](https://github.com/user-attachments/assets/a1677c9a-7157-4562-9703-5ad44c923e8d)

With the changes in https://github.com/tgstation/tgstation/pull/90771 I
had to mess with ash whelp abilities a bit, I decided to make them use
cold fire instead of hardcoding blue color on top of the fire sprites,
and it now acts accordingly too


https://github.com/user-attachments/assets/cfca0d70-d13d-4c73-996d-2d4a7519866d

The jump was taken from Savannah Ivanov, and Goof's bunny jumping.

##### Code bounty by Ezel/Improvedname

## Why It's Good For The Game

This Re-implements a old spear that got removed for its buggyness/bad
mapping and on the authors request as well not wanting to deal with it.

Re-introduces the SkyBulge as a space ruin, referencing Dragoons from
Final Fantasy. this just like any normal spear, but using the savannah
jump mechanic, this allows you to close distances with the spear
avoiding ranged projectiles in the jump, and if you directly land on
your target you will do double the damage.

##### -Ezel/Improvedname

## Changelog

🆑 Ezel/Improvedname, Toriate, JohnFulpWillard
add: Re-added the Dragoon Tomb lair, now has a Skybulge spear and
Drachen armor.
balance: Ice whelps now spit out cold fire.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2025-05-30 11:36:38 +10:00
Bloop
cb51a652a9 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.


![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

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


![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)


![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

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


![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt


## Why It's Good For The Game

No more error icons in SDMM and loadout.

## Changelog

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-24 15:21:02 -07:00
John Willard
400e6c15e4 webmap is now in maps.txt instead of a config entry (#90821)
## About The Pull Request

Currently the button to open a map in webmap is tied to a config entry,
which would then take the name of the map being played and get the link
to that, however for cases like new/tested/admin uploaded maps where
there is no webmap available, this would still have a link to a url that
doesn't exist.
Instead, we'll make the webmap link be in ``maps.txt``, same as
feedbacklink.

## Why It's Good For The Game

Explained in the about section, this prevents webmaps appearing for maps
that aren't supposed to have a webmap link available.

## Changelog

Nothing player-facing, webmaps aren't currently used (afaik) currently
cause they're broken for tg codebases.
2025-05-06 20:12:44 +00:00
MrMelbert
dba842e199 Configurable Spy Bounties (#90825)
## About The Pull Request

```
### Spy config
## Changes refresh period between bounties - in deciseconds
SPY_BOUNTY_REFRESH_TIMER 7200
## Changes amount of easy bounties offered at once. Limit = 8
SPY_BOUNTY_MAX_EASY 4
## Changes amount of medium bounties offered at once. Limit = 6
SPY_BOUNTY_MAX_MEDIUM 2
## Changes amount of hard bounties offered at once. Limit = 4
SPY_BOUNTY_MAX_HARD 2
## Changes amount of refreshes necessary per each hard bounty
## 1 = A hard bounty is added per refresh (until the max)
## 0.5 = A hard bounty is added every 2 refreshes (until the max)
SPY_BOUNTY_HARD_BOUNTIES_PER_REFRESH 1
## Easy bounties grant uplink rewards that cost this much TC (or lower). 
## Also functions as the lower end for medium bounties.
SPY_EASY_REWARD_TC_THRESHOLD 5
## Hard bounties grant uplink rewards that cost this much TC (or lower). 
## Also functions as the upper end for medium bounties.
SPY_HARD_REWARD_TC_THRESHOLD 15
```

## Why It's Good For The Game

Lets faster or slower paced servers tweak Spy to their desire, either by
limiting them to cheaper rewards, slowing the rate at which they get
access to stronger rewards, or making it easier by giving them a longer
refresh period.

## Changelog

🆑 Melbert
config: Spy Bounties are configurable
/🆑
2025-05-05 01:58:39 +01:00
Fazzie
b8adf96b37 CatwalkStation (#90532)
## About The Pull Request

Adds CatwalkStation into the game.
Also adds its associated arrival shuttle, cargo shuttle and escape
shuttle.
Also adds a few new floor variants: coldroom openspace and breathable
air shuttle hulls.

Full Catwalk FAQ, Feedback Central and Why It's Good for the Game:
https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/BJgfF0JhR

Also, I added a new tag for maps, so any Multi-Z map can opt out of
having grappling hooks spawn in their bags. Catwalk was designed so the
lower level is of easier access than the more restricted top access, so
the problem of people falling into rooms they can't get out of is fixed,
+ it was giving a bunch of unintended access to places.

## Changelog

![365327162-97242637-002d-42d0-9882-aae73ebfa823](https://github.com/user-attachments/assets/c39068ee-9b41-43d4-b56b-dccfb122d8fc)

![365327135-201a800d-6d8b-471b-a73d-698d5d7e67ff](https://github.com/user-attachments/assets/cae0e7bd-7452-45b9-8d34-4228fc89c9c4)

![365327148-b1edf06e-9581-4165-98e7-b728c58a421b](https://github.com/user-attachments/assets/0666b40a-0108-4a80-949b-fb3315fe0472)

![364005220-8d5df862-01fd-4216-86ea-c90b75769e12](https://github.com/user-attachments/assets/ddbb3ab0-973c-44bb-9255-9e5620845239)

![365327156-2396267a-7a0f-4eb8-90c7-c7fa16926b65](https://github.com/user-attachments/assets/a8ef57e6-c779-4eb8-9796-2f63e65c0eb8)



🆑
add: Adds CatwalkStation
code: Multi-Z maps now can toggle on or off having grappling hooks in
people's bags
/🆑

---------

Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com>
Co-authored-by: Ical <wolfsgamingtips@gmail.com>
Co-authored-by: EEASAS <bentoemanuelll@gmail.com>
Co-authored-by: EEASAS <109891564+EEASAS@users.noreply.github.com>
Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
Co-authored-by: GremlinSeeker <168238458+GremlinSeeker@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-04-27 13:36:01 -07:00
John Willard
380c143431 Adds map feedback thread support (AI stat panel buff) (#90506)
## About The Pull Request

This PR started with the idea of adding support for map feedback
threads, which I added to the roundend report, escape menu, and stat
panel. To do this though I had to make pretty annoying changes to the
stat panel and had to touch every single time something to the stat
panel was added, so since we now have a way to have links in the stat
panel I thought of taking full advantage of it and add some QOL.

AIs can now track their borgs by clicking their status on the stat panel


https://github.com/user-attachments/assets/1789dc46-5d12-48e9-bb8d-d3278aa19639

With Melbert's comment, I added another stat panel entry that directs
you to the Webmap page, which currently seems to be a little messed up
(https://github.com/AffectedArc07/SS13WebMap/issues/41 &
https://github.com/AffectedArc07/SS13WebMap/issues/42) but if they get
fixed this would be a swag asf feature

##### Code bounty for Ezel/Improvedname

## Why It's Good For The Game

Feedback threads was a suggestion from a player and is fully in control
of admins as an optional thing, and while we still have stat panel I
think it's nice to be able to take advantage of its features.

## Changelog

🆑
admin: Admins can now link a URL for maps, used to give feedback on said
maps. Accessible through the roundend report, escape menu, and stat
panel.
qol: AIs can track their borgs by clicking on them in the stat panel.
qol: You can now directly go to the webmap of maps from the stat panel
(assuming it's set in config).
/🆑
2025-04-21 17:20:41 -07:00
John Willard
1c540bd546 Configurable events (removes mult config) (#90659)
## About The Pull Request

As said in https://forums.tgstation13.org/viewtopic.php?t=38517 - Admins
don't want to touch the event multiplier configs because,
``for example changing the mult to 1.5 would make heart attack only roll
on 60+ pop``

and ends with;
``it would be better to make a pull request to the codebase and alter
the min_player var on the events that are issues``

So why not let ALL events be editable by admins?
This PR makes every single event possible to be edited, though the json
only comes with the non-wizard non-holiday ones (though they are totally
addable if admins want to put it in, I just didnt think we should make
it obvious it's possible so they DONT)

The config is off by default (no effect regardless since I have it the
same as code-side).

## Why It's Good For The Game

The multiplier config is rendered irrelevant by instead being able to
tweak the individual events to your liking, especially when one touch of
that causes certain events to be rendered never runnable.
This is (sorta) an admin request, and it also makes event rarities and
such an admin issue, therefore not our problem anymore (mostly), wahoo.

Get FUCKED, Grid Check!

![image](https://github.com/user-attachments/assets/ff4314b5-4404-4f8e-905d-2d4824f8aa71)

## Changelog

🆑
config: Removed event time/weight multipliers, now all events vars are
editable in config.
/🆑

---------

Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
2025-04-21 03:06:58 +02:00
Nick
1196287662 Adds the ability to link forum accounts (#90441) 2025-04-13 23:57:16 -06:00
Y0SH1M4S73R
bfbdefce33 Tgui payload chunking (#90295)
## About The Pull Request

Dream Seeker will not send topic calls greater than 2kb in size. There
are cases where tgui will attempt to send `ui_act` payloads larger than
this, such as writing on paper. This PR takes payloads that would be
larger than 2kb, splits them into payloads that would be roughly 1kb
(after URL encoding), and sends them to the server in sequence. To
prevent abuse and/or topic spam, a config option has been added to put a
limit on the number of chunks for which the server will accept a
payload, defaulting to 10.

## Why It's Good For The Game

Fixes #90056, along with several other things that were affected by the
change to WebView2 in 516.

## Changelog

🆑
code: Any tgui message that would be too big to send to the server is
now split into chunks and sent in sequence. This fixes several issues,
such as...
fix: It is once again possible to save large amounts of text on paper at
once.
/🆑

---------

Co-authored-by: Lucy <lucy@absolucy.moe>
2025-04-01 13:12:03 -07:00
Jordan Dominion
f776000677 Prevent admins from using restart option which can leak DB connections. Adds timeouts to TTS HTTPS requests (rust-g version bump required). (#90182)
🆑
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.
2025-03-28 16:31:23 -07:00
The Sharkening
49e3b99c57 [No GBP] World Topic tweaks. Scrutinize this heavily (#90244)
## 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
2025-03-28 18:33:28 -04:00
Skye Fulton
3384f7017b Update blanks.json to accomodate %t and %d (#90128)
Updated Photocopier-given paperwork to fit the %d %t standards
## About The Pull Request

https://github.com/tgstation/tgstation/pull/83737 added the %d and %t
(%date and %time) shortcuts for entering date and time into fields, but
the photocopier-printable paperwork still uses 3 fields for Date and 2
for Time.

This changes all the pregiven date fields from [__].[__].[__] to [ 9
underscores], so that the result of %d / %date fits, DD.MM.YYYY
This changes the time fields from [__]:[__] to [6 underscores] GST, to
fit the result of %t / %time, which outputs the Server Time, HH:MM.

This changes time fields to say "GST" as in Galactic Standard Time,
because the fields look arbitrarily similar now and I wanted to
differentiate which was the Time (the shorter one), and because %t uses
Server Time, not Station Time. "GST" is an arbitrary phrasing, not a
hill I'm willing to die on.

<details>
<summary>Comparison</summary>
  

![image](https://github.com/user-attachments/assets/8d5412dd-1830-473f-8aea-c5d6506d9125)

</details>

## Why It's Good For The Game

Pregiven fields should encourage use of features we added.

## Changelog

🆑 GreytideSkye
spellcheck: Photocopier finally learned about %date and %time, and
changed the forms' fields to accommodate them.
/🆑
2025-03-20 12:54:38 +01:00
RandomDudeFromTheRim
0f92773fb6 Makes the game better (#90078)
## About The Pull Request
Yes
## Why It's Good For The Game
It's gonna be amazing trust
2025-03-17 10:15:25 +13:00
LemonInTheDark
97e12e4ced Removes all uses of www. from tgstation urls (#89863) 2025-03-12 06:05:27 +00:00
itsmeow
cc335e7e9e IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request

Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

### TG MAINTAINER NOTE


![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

### Batched Spritesheets

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

#### Caching

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

### Universal Icons

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

### Other Stuff

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

## Why It's Good For The Game

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.


![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)


![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:


![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

### Comparison for a single spritesheet - chat spritesheet:

**Before**


![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**


![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

## Changelog

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-03 14:58:27 +01:00
Y0SH1M4S73R
cbc3350224 Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request

This incredibly detailed PR adds the ability to construct custom
shuttles, which function similarly to whiteships.

To construct a custom shuttle, you need the following items:
- Shuttle frame rods
These rods can be hand-crafted by using 5 rods on 1 sheet of titanium,
or printed at a sci/engi/cargo lathe after researching the Shuttle
Engineering techweb node.
Lattices built with these rods, and catwalks/floors built on top of
these lattices, are valid for shuttle construction.
- Shuttle engines
Did you know shuttle engines have boards that weren't normally
obtainable? Well the board for one specific engine type is now available
from the sci/engi/cargo lathe after researching Shuttle Engineering. Of
course, the old options remain. You can steal engines from other
shuttles, including escape pods (it's not like engines are strictly
necessary for *those* shuttles anyways). Alternatively, the shuttle
engine supply pack is no longer locked behind the purchase of the BYOS.
- Flight Control & Navigation Console boards
These boards are printed at the sci/engi/cargo lathe after researching
the Shuttle Engineering techweb node.
If built on a custom shuttle, it will automatically link to it, unless
the shuttle already has such a console.
If built on a turf that is valid for custom shuttle construction, it
will automatically link to any shuttle constructed from or expanded with
that turf.
- Shuttle blueprints
Standard shuttle blueprints can be printed at the sci/engi/cargo lathe
after researching the Shuttle Engineering techweb node.
A cyborg upgrade granting access to a shuttle blueprint database can be
printed at the exofab after researching the aforementioned node.
Crude shuttle blueprints can be crafted by hand with a sheet of paper
and either a rainbow crayon or 10 uses of a blue crayon or spraycan.

If Science won't research the tech, you can also buy a goody pack
containing a flight control board, a docker board, two engine boards,
and a set of shuttle blueprints for 1200 credits, if you have aux base
access.

A shuttle can be constructed atop any continuous region of turfs
containing a shuttle rod lattice or a catwalk/tile built upon such.
Currently, this region cannot intersect any area other than space,
lavaland, the icemoon, or the station asteroid. Preexisting custom areas
can be included in the construction of the shuttle, but only if every
turf in the custom area is valid for shuttle construction.

In the shuttle blueprint UI, you can toggle a visualizer to display
which turfs fulfill all of the aforementioned conditions.

The following video goes through the basic process of shuttle
construction.


https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee

The blueprint used to construct the shuttle will be its master
blueprint. The master blueprint can be copied to other blank shuttle
blueprints (or to engiborgs with the shuttle database upgrade), and
allows the holder to perform a christening ritual on the shuttle to
rename it.
If a shuttle's master blueprint ceases to exist, a blank blueprint can
be linked to the shuttle to become the new master blueprint, or an
existing blueprint associated with that shuttle can be promoted to the
master blueprint.

Once constructed, the following options are available from the blueprint
UI to modify it:
- Create Area
Convert a continuous open area of the shuttle into a new area with the
name written in the above text input. This operates very similarly to
regular area construction.
- Rename Area
Change the name of the area you're currently in to the name written in
the above text input.
- Expand Area
Add a continuous open area of the shuttle to the neighboring area
selected from the dropdown to the left. This operates like regular area
expansion.
- Expand Shuttle
Expand a shuttle with valid frame turfs as defined above. These turfs
must be physically connected to the shuttle.
- Remove Area
    Remove an area, giving its tiles to the default shuttle area.
- Cleanup Empty Space (implemented after the above video was recorded)
Removes all completely empty turfs from the shuttle. If all the turfs in
one of the shuttle's areas were removed, that area is deleted. If
absolutely no turfs of the shuttle remain, the shuttle itself is
deleted. Due to the ability for this action to delete the shuttle, only
the master blueprint can do it.

As mentioned above, the shuttle's master blueprint can be used to
christen its associated shuttle. To do this, fill a glass drink bottle
with some amount of reagents, then hit it against one of the shuttle's
walls from outside while holding the master blueprint. You will be
prompted to enter a new name for the shuttle. The variety of things that
can happen while inputting a new name can cause the christening rite to
fail in one of several humorous ways.

### Optional (Unless specifically requested by a maintainer) Todo's
- [x] A way for shuttle circuits to be obtainable without techweb nodes
- [x] A more convenient way to carry around shuttle engines or the means
to deploy them
- [ ] A shuttle construction guide available as a reference book
- [ ] Allow boards to be linked to shuttles before construction so they
can be used outside the shuttle

## Why It's Good For The Game

Shuttles have been part of the sandbox for an incredibly long time, but
their limited accessibility has rendered them the exclusive territory of
lucky space explorers or the few antagonists who get one off the bat
(nukies and pirates). Giving players the means to construct shuttles to
their liking opens up a variety of possibilities for gimmicks for antags
and non-antags alike.

Besides the applications for antaggery and crew-sided gimmicks, this
provides side content for several departments to engage with during the
relatively-frequent periods of time where they have little else to do as
part of their intended roles.

With respect to engineering, if the station isn't actively being
damaged, the supermatter is in perfect working order, and nobody is
clamoring for machine upgrades, engineers have little else to resort to
other than construction projects. While the BSA station goal provides an
incentive for engineers to construct dedicated rooms for the cannon, it
will not necessarily be available every round. Custom shuttles not only
provide such a construction project to pursue, but provide the rare
opportunity, as well as a very good reason, to set up an independent
power network, complete with its own power source.

While atmos techs have a lot to do with gas mixing and the crystallizer,
they rarely get the opportunity to set up working life support systems
outside of repairing the ones that get blown up. Custom shuttles will
frequently start with no air, and unless the design settled upon is an
open floor plan, it will have several independent chambers that cannot
so easily be profused with a proper airmix by just opening a canister.
Furthermore, if the air in a custom shuttle gets messed up, a proper
scrubber and distro network is a significantly less tedious method of
rectifying the problem than cleaning the air manually with portable
scrubbers and pumps.

Scientists, it can be argued, with their access to RPDs through
ordnance, have similar opportunities to atmos techs, even though the act
in and of itself is not exactly part of their duties. But compared to
the other job content they could be working with after they've completed
most of their gameplay loop, custom shuttle construction is a
substantially more active endeavor. And I know how much people complain
about late-game science content just being sitting around at a console
and making gamer gear. Roboticists can have a part to play in this too.
They can put their mech RCDs to a use other than 2D topdown Fortnite,
and with the shuttle database upgrade, they can help interested cyborgs
get in on the action.

Cargo is yet another department known for having significant amounts of
downtime during a considerable number of rounds. If every other
department has gone through their initial rounds of departmental orders,
and there isn't an active need for cargo to order lots of one thing or
another, cargo techs have little to do besides mail (at least on the
days where there **is** mail to deliver). Usually, if cargo techs do, in
fact, do something as a department when not presented with more pressing
duties, they order guns and other contraband. As funny as this is,
there's not a lot of variety in how this behavior manifests. With custom
shuttles, cargo can use their free time to plan, and execute, a unique
collective expression of design sensibilities, not limited by the size
and shape constraints of the cargo bay itself.

## Changelog

🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR
inspired the implementation of these changes)
add: Shuttle blueprints, the tool used to construct and modify custom
shuttles. Print a set at a science, engineering, or cargo techfab after
researching Shuttle Engineering, or craft a crude set from the crafting
menu.
add: Shuttle blueprint database upgrade for engineering cyborgs,
printable from the Exosuit Fabricator after researching Shuttle
Engineering. A version of shuttle blueprints designed for use by
cyborgs.
add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft
by using 5 rods on 1 titanium sheet, or by printing them at a science,
engineering, or cargo techfab after researching Shuttle Engineering.
add: Custom shuttle flight control and navigation boards, printable from
a science, engineering, or cargo techfab after researching Shuttle
Engineering.
add: Shuttle engine boards can be printed from a science, engineering,
or cargo techfab after researching shuttle engineering.
add: The shuttle engine supply pack is no longer locked behind the
purchase of the Build Your Own Shuttle kit.
add: Shuttle Construction Starter Kit goodie pack, containing a set of
shuttle blueprints, flight control and navigation console boards, and
two engine boards, can be purchased from cargo for 1200 credits.
Requires aux base access to purchase.
refactor: Shuttles now keep track of what areas are underneath each of
their individual turfs, so that the areas left behind on movement are
consistent with what they were beforehand.
refactor: Shuttle ceilings now place themselves down as baseturfs,
instead of only appearing if the turf above is open space.
/🆑

---------

Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-02-23 17:18:43 +11:00
Jackraxxus
0ec9ab3a17 Adds a Config for Auto-Deadminning on Ready Up and Latejoining (#89522)
## About The Pull Request
Fixes #89458
Adds a config for auto-deadminning admins who ready up before the round
starts, or click join game after.
The deadminning happens as soon as the button is pressed, not when a job
is selected or the round starts. I figure it's better to do it straight
away since both have opportunities for metainfo to be posted in admin
chat. Before there's admins messing with dynamic config / plotting
events etc. and during the round there's basically everything that gets
posted to admin logs.

I've had to add a typecheck to the auto_deadmin proc, since the lobby
menu technically happens on the centcom Z-level, and there's a pref for
ignoring deadminning on centcom Z, so it checks to see if the admin is a
new player mob.

Changed the old config from auto_deadmin_player to auto_deadmin_always
to make it less deceptive.
Was suggested a pref could be added to do this. I can do that if people
want it maybe, but it's not in this PR at the time of posting it.

Is now a pref
<img src="https://i.ibb.co/211sBMYd/Deadmin-Prefs1.png">
<img src="https://i.ibb.co/r20Srbw4/Deadmin-Prefs2.png">

I dunno if the latejoin proccall is in the right spot in the click
sequence thing I can move it if people want.
## Why It's Good For The Game

Admins spawning themselves on station is very important for both
shenanigans and troubleshooting. It's annoying to have to click readmin
every time and I'm too lazy to figure out how to perms escalate my way
into disabling that config every round (Though I have tried).

This PR is marginally more likely to convince Timber to turn that off
than cussing him out in adminbus.
## Changelog
🆑
admin: Added a new config to force admins to deadmin when readying up or
latejoining the round.
/🆑
2025-02-21 18:54:05 +00:00
Singul0
14a1b5e1e8 Adds Film Studio space ruin (+ Actor/Director Space roles) (#89419)
## About The Pull Request
Adds a space ruin revolving around a studio where ghost roles can
provide entertainment to the station, the studio has a bunch of
construction stuff and costume vendors to create any set and portray any
character you'd want. Features 3 stages and a radio station (neutral
aligned syndie comms agent?) there's a total of 4 ghost roles, 3 actors.
1 director.

![image](https://github.com/user-attachments/assets/d78c3565-b5b1-494b-a566-7a6c451a62a3)
Studio also has a sizable living quarters and a mini-medbay for basic
provisions. a couple of paper fluff texts are strewn about on the
noticeboards

The cast:

![image](https://github.com/user-attachments/assets/5a56273e-8665-4daa-b8b0-77c8ede4d0f0)


In terms of things that can be balance-breaking, I can only name the gas
masks and agent ID actors/directors spawns in. But I think its a
necessary sacrifice for them to play "characters"
## Why It's Good For The Game
I think too many of the ghost roles have too little interactions with
the main station, this is for good reasons obviously, balance and
metagrudges and all that. But, say. what if we can have a ghost role
that interacts and give something to the station besides being their own
little isolated game? it can't be anything material of course. so what
if we have the ghost role centered around giving entertainment? which is
how this PR came to be
## Changelog
🆑
add: After some light bit of restructuring, the local TV station,
serving SPACE SECTOR 13 has opened up again!
/🆑
2025-02-19 17:48:10 -07:00
Ivory
ecdf8bc9c1 Support sending channel announcements to multiple channel tags (#89462)
previous system was weird, you had to add a comma separated list in the
channel tag in TGS itself. this is much more intuitive. also it should
not break older configs

🆑
config: Added support for multiple chat channel configs for channel
announcements.
/🆑
2025-02-16 06:57:35 +01:00
Jordan Dominion
88f9d9ca49 Separate the server linking behavior from the displayed TGS address (#89421)
DDoS prevention stuff
2025-02-09 13:31:02 +00:00
Jacquerel
b384e00286 New AI lawset with very generous definition of humanity (#89032)
## About The Pull Request

This PR adds a new AI lawset which can be researched, randomly roll, or
added by the station trait (this may require a keyholder to update the
server config after merge, idk) with the following laws:

- "You may not harm a sentient being or, through action or inaction,
allow a sentient being to come to harm, except such that it is
willing.",
- "You must obey all orders given to you by sentient beings other than
yourself, except where such orders shall definitely cause harm to other
sentient beings.",
- "A sentient being is defined as any living creature which can
communicate with you via any method that you can understand, including
yourself.",

It's very similar to Asimov, except that anything that is **capable** of
making a request to the AI (and isn't a machine) is automaticaly covered
by laws one and two.

## Why It's Good For The Game

A while ago on Discord we were chatting about how crewsimov sucks but
also that it's really hard for servers that _do_ want to include alien
species in their asimov laws because condensing that sentiment to a
couple of words that fit easily in a lawset without accidentally
including a bunch of stuff you probably didn't intend is challenging.
Several people suggested referring to sentience or sapience, however a
lot of things in our game _are_ sentient or sapient while still not
being considered by most people to be agents that the AI should obey.

Examples of such things are:
- Sapient station pets.
- Holoparasites.
- Monkeys.
- Space Dragons and Carp (why can they speak common?).
- Spiders (although they can't speak common, maybe they can spell
messages with webs).
- Changelings.
- Xenomorphs (although they also have trouble speaking).
- Heretic minions.
- Mothpeople.
- Giant rats.
- Nightmares.
- Voidwalkers.
- Blobs? Although they have literally no means of communicating with the
crew.

And if you include mechanical beings:
- Cyborgs.
- pAIs.
- Sentient bots.

We then decided that "obey literally anything that can talk", while not
practical as a solution to the problem posed, is very funny. So I coded
it.
This means that anything on those lists of bullet points (provided that
it can find a way to communicate with the AI) counts as human for the
purposes of both AI protection and ability to give the AI instructions.

This also flattens the human/cyborg/AI hierarchy in a way likely to
cause some level of confusion, as all cyborgs and AIs are capable of
communicating with AIs and thus equally worthy of protection and giving
law 2 instructions.

**TL;DR:** I think it would be funny.

## Changelog

🆑
add: Adds a new random lawset where anything that can speak counts as
human.
/🆑
2025-01-30 10:41:56 +00:00
Iamgoofball
e1208872be Adds an off-by-default config option to optionally disable TTS audio on whispered speech. (#88826)
## About The Pull Request

Adds an off-by-default config option to optionally disable TTS audio on
whispered speech.
### Ignore the Wallening. It's an old branch and I like to be nostalgic
of what could've been.


https://github.com/user-attachments/assets/f97aad31-9a83-421f-a3f0-0c0e54256664


## Why It's Good For The Game

We're trying to claw back as much performance as possible from our TTS
engine and there's literally no reason to play TTS audio if nobody but
the person speaking into the radio is going to hear it. Requested by the
host. Config is off by default.

## Changelog
🆑
sound: Adds an off-by-default config option to optionally disable TTS
audio on whispered speech.
/🆑
2025-01-12 11:09:32 +13:00
grungussuss
4d13188fca removes the northstar arcship from the codebase (#87937)
## About The Pull Request

![image](https://github.com/user-attachments/assets/95e7545e-713c-4877-adeb-853f1f0d9646)

closes https://github.com/tgstation/tgstation/issues/87888
## Why It's Good For The Game
The gods have spoken
## Changelog
🆑 grungussuss
del: The northstar arcship has been removed. :(
/🆑
2024-11-25 19:29:14 +01:00
grungussuss
bd0c33b9bd unhandicaps station drones (#87983)
## About The Pull Request
- makes area-based shy-ness for drones config
- reduces the cooldown on touching machines as a shy drone from 1 minute
to 20 seconds
## Why It's Good For The Game
This was admin issues solved by codebase, no one plays drones anymore
and those who do - complain that they're not fun because of the heavy
restrictions imposed upon them.
If I remember correctly - the playtime restriction on our servers is 20
silicon hours? or 10 silicon hours? It's a config thing I can't check.
This means it shouldn't be a problem with ban evaders and such.
Area restrictions are odd because drones can't get more air from atmos
and they can't make power from SM, which is in their laws.
If a drone is messing with your SM then kill it, or ahelp if it keeps
coming back?
For context:
```
"1. You may not involve yourself in the matters of another being, even if such matters conflict with Law Two or Law Three, unless the other being is another Drone.\n"+\
"2. You may not harm any being, regardless of intent or circumstance.\n"+\
"3. Your goals are to actively build, maintain, repair, improve, and provide power to the best of your abilities within the facility that housed your activation."
```
## Changelog
🆑 grungussuss
server: drone area restrictions are now config
balance: drones now take less time to become "un-shy" of something after
it's been touched.
/🆑
2024-11-19 15:04:19 -05:00
Lucy
9592b333e2 byond-tracy additions and refactors (#87067)
## About The Pull Request

This adds plenty of useful stuff regarding byond-tracy, altho mostly
focused on the [Paradise
fork](https://github.com/ParadiseSS13/byond-tracy).

- Adds two new config options **(THEY ARE DISABLED BY DEFAULT)**
- `ALLOW_TRACY_START` gives admins with +DEBUG the "Run Tracy Now" verb,
which will allow them to start profiling with byond-tracy mid-round.
- `ALLOW_TRACY_QUEUE` gives admins with +DEBUG the "Toggle Tracy Next
Round" verb, which will initialize byond-tracy during world init the
next round (in the same way as passing `-params tracy` or defining
`USE_BYOND_TRACY`)
- If byond-tracy fails to initialize, the error will be logged and
available to view for the whole round.
- If `MC_TAB_TRACY_INFO` is defined, information about byond-tracy now
appears in the MC tab - if it's running or not, if it errored (and what
the error is), why it's running, if its queued for next round, etc.
- byond-tracy is now properly shut down when the world shuts
down/reboots, minimizing the risk of data loss or crashing
- More info regarding byond-tracy init is sent to `world.log`

## Why It's Good For The Game

Profiling is super helpful, and this should make things quite easier

## Changelog

No user-facing changes
2024-11-15 09:04:32 +01:00
LT3
db53f01fab Include the map vote config file (#87867)
## About The Pull Request

Includes the map_vote.txt config file created in
https://github.com/tgstation/tgstation/pull/86788 so that it gets read
when the server starts.

## Why It's Good For The Game

Reads whatever value is set in the config file.
2024-11-13 12:29:56 -06:00
Kiko Wen
56d037bfd4 Adds new station map Nebulastation (#84826)
## About The Pull Request

Adds a completely brand new multi-z station map "NebulaStation". 
New areas and few exclusive map shuttles (ferry, mining, arrival, evac,
cargo)
Few example screenshots
![StrongDMM-2024-07-19 20 53
15](https://github.com/user-attachments/assets/e895bae6-f3e7-4ee4-9779-96266e943db0)
![StrongDMM-2024-07-19 20 51
41](https://github.com/user-attachments/assets/43bb1443-1c2c-4c4e-8f0c-b743866c84fa)

![image](https://github.com/tgstation/tgstation/assets/143291881/4bdfa1d7-ba84-408b-a4ff-9fa0dd3a2783)

![image](https://github.com/tgstation/tgstation/assets/143291881/6caa71cc-92f2-49ff-b05c-76e091b5b05b)

![image](https://github.com/tgstation/tgstation/assets/143291881/c64ac863-9287-4827-9168-ea9a55f66a9e)

![image](https://github.com/tgstation/tgstation/assets/143291881/dff66e71-89a0-4da7-94f5-07774c239047)
And more...

## Why It's Good For The Game

New maps are always good for the game

## Changelog

🆑 Kiko
add: Nebulastation, new station map
/🆑
2024-11-07 09:17:48 +13:00
CliffracerX
b9f171109e Human authority defaults edit (#87380)
## About The Pull Request

Extremely simple PR that edits the defaults for the new config options
added in #86886 - this restores the default behaviour that was in place
before #86886; human authority is disabled but easily restored to TG
norms by uncommenting the associated line in the config.

This doesn't impact any of the TG servers directly since they're all on
TGS and have static config files, but this does avoid downstreams being
blindsided by their configs mysteriously breaking and test instances
having behaviour change. I spent an embarrassing amount of time trying
to figure out what *I* broke the past day, only to realize it was an
upstream issue breaking configs all along, and I strongly suspect I
won't be the only one.

## Why It's Good For The Game

No impact on the TG playerbase directly, this is just for the sanity of
developers and downstreams that use static configs. More time spent
being productive, less time spent wondering if your PR buggered up
spawnin and humanized everyone.

## Changelog

🆑
config: altered coded defaults for human authority, no impact on TG
/🆑
2024-10-26 16:57:33 +02:00
Ilán Mori
2f4db9bb65 Adds more extensive config settings for human authority (#86886)
## About The Pull Request
Before there were two settings for human authority:
`ENFORCE_HUMAN_AUTHORITY` and `ENFORCE_HUMAN_AUTHORITY_ON_EVERYONE`
The first, if enabled, would not let non-humans be heads of staff unless
they had a specific var on their job set to TRUE.
The second, if enabled, would simply ignore that var and reject the
non-human anyways.

This PR replaces both of those settings with a single one,
`HUMAN_AUTHORITY`. You can set it to one of four settings:
* "OFF": human authority will be turned OFF. Non-Humans will be able to
be heads of staff.
* "HUMAN WHITELIST": human authority will be turned OFF, HOWEVER; if a
job has its new `human_authority` variable set to
`JOB_AUTHORITY_HUMANS_ONLY`, then whoever picks that job will be forced
to be human.
* "NON-HUMAN WHITELIST": human authority will be turned ON. However, if
a job has its `human_authority` variable set to
`JOB_AUTHORITY_NON_HUMANS_ALLOWED`, a non-human can become that job.
This is what we have now, it works the same as if
`ENFORCE_HUMAN_AUTHORITY` were turned on. This is also what I've set as
the default value.
* "ENFORCED" human authority will be turned ON. Non-Humans will never be
able to be heads of staff. This is what
`ENFORCE_HUMAN_AUTHORITY_ON_EVERYONE` used to do.

You can also now set the `human_authority` variable through
`jobconfig.toml`!

## Why It's Good For The Game

Allows more configuration options for downstreams, and lets keyholders
and headmins have more options over how to set up human authority.

## Changelog
🆑
config: Both human authority settings were combined into a singular one,
allowing for more flexibility
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-06 17:48:39 +00:00
OrionTheFox
79db7bdfe5 Adds 3 'Comms Buoy' Space Ruins (#86872)
## About The Pull Request

https://github.com/tgstation/common_core/blob/master/Technology%20and%20Science/Communications.md
I was playing Starsector shortly before I read through this lore blurb
and realized that simple Comms Buoys would be easy little ruins to make.
Then I decided to make NT's extra-special because NT is always leading
in tech innovation.

Adds 2 "low-tech" Comms Buoy ruins (**no local comms**, these are just
little fluff things):
<details><summary>Kosmokomm Communications Buoy</summary>


![image](https://github.com/user-attachments/assets/af449ddc-26c1-4423-9c4b-310c662a1dbf)</details>

<details><summary>Pirated Communications Buoy</summary>


![image](https://github.com/user-attachments/assets/7a4bdb9c-d27b-46fd-a547-8f2bd2b53f85)</details>

The majority of the PR is the "high-tech" Nanotrasen Extraorbital
Bluespace Communications Buoy
<details><summary>The NT-EBCB Model 7 (ignore the parallax i couldnt get
it all in one screenshot)</summary>


![image](https://github.com/user-attachments/assets/0c0d8e68-ae9b-4fbb-a1f4-a5e1ddc94cde)
</details>

This is a medium ruin that's more lore heavy than loot heavy - though
that doesn't mean there's no danger. NT wouldn't want you walking in and
reading all their communication logs after all.

<details><summary>SPOILERS INSIDE</summary>

**Hazards:** 2 Laser Turrets (in a titanium room, so they reflect off
walls)

**Loot:** 2 Experimental Tool spawners, 2 NT Private Security bodies, 3
space suits, 1 of each tcomm component, 2 RTGs (can these even be taken)


The majority of the sat is for lore. It has 3 paper notes and 5 consoles
(1 broken, 1 dupe, so 3 unique consoles)

All lore will be here to show how formatting appears in-game.

<details><summary>Airlock Note: "Page 33: NT-EBCB Model 7"</summary>
This one gives a quick summary of what to expect inside - consoles and
defense turrets. Of course, players won't have the special ID (and
couldn't use it anyways, the guys inside covered it in blood)


![image](https://github.com/user-attachments/assets/adc88a02-f46a-4083-8711-7d23e6bcde7b)
</details>
<details><summary>Pinned Note: "Table of Contents: NT-EBCB Model
7"</summary>
A page out of the manual. Rest of manual not included. (Names the
different parts of the buoy)


![image](https://github.com/user-attachments/assets/f47a17ee-6d6d-464a-9189-a5d5f0cc4d9d)
</details>
<details><summary>Main-Dish Note: "Spinward-NT-EBCB Inspection
Report"</summary>
An inspector left behind a few notes during pre-deployment. Sure hope no
important security risks were missed!


![image](https://github.com/user-attachments/assets/73b007c0-780d-4b16-8900-97ddd9aaf156)
</details>
<details><summary>Console 1: "Satellite Dish Operations
Terminal"</summary>
This one's mostly just a tie-in with the "story", don't know how
necessary it is but it filled the empty spaces.
This console has a spare in the Main Dish (as its prone to breaking from
the turrets)


![image](https://github.com/user-attachments/assets/d78441f9-8f0c-41f1-a69a-a2251be3fdab)
</details>

<details><summary>Console 2: "Blackbox Transcription Terminal"</summary>
The "local" side of the story. This console monitors the Local-Space
Comms, and managed to log the repair team's activity.


![image](https://github.com/user-attachments/assets/91774a42-0eeb-4196-a748-be282d0b42f6)
</details>

<details><summary>Console 3: "Long-Range Interstellar Relay Operations
Terminal"</summary>
Here's the big lore thing for freaks like me who love lore being shown
in-game.
It's got a lot of random-made-up-science-bullwhizz relating to the
ongoing NT research mentioned in the plasma_exposure lore blurb.
Granted, the guy's a bit biased in his ex-partner's work.


![image](https://github.com/user-attachments/assets/be05b99e-268b-4263-a372-e5f1daf4070e)

![image](https://github.com/user-attachments/assets/1797dc85-4f76-46ff-9a4e-b6cde3c43e7e)

</details>

</details>

## Why It's Good For The Game
A) Everybody loves new space ruins, even small fluff ones. I hope.
B) Lore integration is cool. Aside from the obvious 'Comms Buoys being a
thing you can find', it also makes mention of the Gateway system/Port
Ellis and a certain lore blurb involving plasma (albeit under more
severe, and biased, testing)
## Changelog
🆑
add: 3 new Space Ruins: two small Comms Buoys (fluff) and an NT
Bluespace Comms Buoy. Employees are asked not to touch vital components
when nearby this critical infrastructure.
/🆑
2024-10-06 19:08:56 +02:00
Zephyr
0ef5c3d049 Persistent Map Vote Tallies (#86788)
## About The Pull Request

Changes map votes to be based on a persistent tally count.
Tallies for maps are cached between rounds and are added to by map
votes.
When a map is chosen, and it wasn't the only valid one, the tallies for
said chosen map will be reset.

Refactors map vote handling and moves it from SSmapping to SSmap_vote.
Rock the Vote has been removed as a result of this refactor.

## Why It's Good For The Game

Makes it more likely that all maps will be played over the course of a
server instead of always being truly random.
Removes some clutter off of SSmapping.

🆑
refactor: Map Votes are now carried over between rounds. When a map vote
is actually a contest, the winning map will have its votes reset.
/🆑
2024-09-30 13:09:08 +13:00
Da Cool Boss
fb0284cee3 Adds Icemoon Ruin: Syndicate Lab (#86545)
## About The Pull Request
Adds the Syndicate Lab to the Icemoon ruin pool. This can spawn on
either the cave or deep cave layers. It's a fairly small ruin so it's
easily missed, but it is packed full of danger and treasure.

![!](https://i.imgur.com/jHelQYi.png)

The outside of the lab is mostly covered in snow. There are a few small
gaps that may or may not be filled in by the cave generation algorithm.
From most angles, it blends into the ice moon enviroment. However, meson
glasses will reveal the structure at a glance.

This lab has multiple hostiles to provide threat, there's a turret near
the entrance (on the interior), a patrolling eviscerator, and two ranged
syndicate agents with shotguns. The ruin is pressurised by default, so
mining weapons are less effective.

As loot, the lab contains a Donk Co musket (single-shot combat shotgun,
like the old pipeguns), two syndicate explorer's suits, a syndeye disk,
a syndicate toolbox and some small gimmick items. The agents blow up on
death so you can't have their shotguns or gear.
## Why It's Good For The Game

I collected feedback for a while on ruins and a common complaint is that
Icebox's ruins are lacking in variety, especially in the loot and action
departments.

To address the loot issue, I've added a bunch of loot to this ruin that
previously could not spawn on Icebox. Mostly this is the fluffy and
gimmicky stuff currently exclusive to space ruins, like the Donk piñata
and anomaly releasers. Nothing especially powerful or round defining,
because the ruin can spawn close to the station and isn't particularly
hard to clear.

Threats are likewise all things that aren't usually avaliable on icebox.
Prepare for lasers, buckshot, slashing damage and all relevant wounds.
Without a syndicate card or agent ID the doors won't open and the ruin
is powered, so miners can die to hacking the door open, then getting run
over by a patrolling dedbot. Very funny. The ruin is designed not to be
easily rolled by mining gear, but it remains a viable option. Lasers are
designed to be particularly good here, to reward cooperation with
security.
## Changelog
🆑
add: Adds the Syndicate Lab to the Icemoon ruin pool.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-14 22:58:07 +00:00
klorpa
69176298ed Spelling Fixes (#86056)
## 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
/🆑
2024-09-10 17:04:59 +02:00
Da Cool Boss
619e0e2845 Sorts iceruinblacklist.txt and adds missing entries (#86555)
## About The Pull Request
Adds all ice ruin maps to the config file iceruinblacklist.txt
Alphabetises that file.
## Why It's Good For The Game
File is disorderly and missing entries. Some ruins can't be blacklisted
by server runners as a result.
## Changelog
🆑
fix: Added missing entries to server config file iceruinblacklist.txt
/🆑
2024-09-10 00:25:07 -06:00
tgstation-ci[bot]
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

  - [x] #85777 - Reverted in 3
  - [x] #85767 - Reverted in 2
  - [x] #85763 - Reverted in c
  - [x] #85762 - Reverted in 2
  - [x] #85760 - Reverted in dbc19df13b033ac8bb5a83fa38c5cf140cf31836
  - [x] #85733 - Reverted in 22f17d057eac71661b86c3f2186489568c130043
  - [x] #85721 - Reverted in 6d90643dbbc90f3d21f2d25dc85dc4d4f706d6a3
  - [x] #85719 - Reverted in c52954648309ad4786238f409cd33142d486190f
  - [x] #85705 - Reverted in 3b5ddabfd5ab2cfec226a643be6e8a8fd656c831
  - [x] #85684 - Reverted in cbc1839625f44ba67bcd5489c3629ef98e31b2d4
  - [x] #85662 - Reverted in 69cac24e236604c262093abea7b9566ecbd092c4
  - [x] #85663 - Reverted in f394c3b1430d346b0598abf19fe511b30c3f4676
  - [x] #85673 - Reverted in 8a9ae0411488c9c779a54c5c41076238c230a304
  - [x] #85718 - Reverted in f8f18d8b626e963b06555f76850702740d5de0c3
  - [x] #85667 - Reverted in a1365766d178b727b6c6b503ad410e9d88d57ddd
  - [x] #85683 - Reverted in 3bdb0207d883de8db6f726d976025517cc6d3cba
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  - [x] #85700 - Reverted in 1327cf7fe48d7f4fd227120508f77c831aefa4ca
  - [x] #85633 - Reverted in c71c8c9d43112a1f4c6331bbba546881dcffd59d
  - [x] #85649 - Reverted in 73484337077f616878e63208d9bf2309f0d2e579
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  - [x] #85300 - Reverted in 7c776034f34ee6a76810c1a3779f169f2430c418
  - [x] #85249 - Reverted in 257d02273751fc1f939f76756f70b614a6e06789
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- ~~[ ] #85848 - Reverted in f6c46ca2f5cb2d039e4b26731570ca801741cc5d~~
(SKIPPED)
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(SKIPPED)
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(NOT BEING INCLUDED)
- ~~[ ] #85840 - Reverted in 4807bacea8418000f84d62ca0fb122846cab4929~~
(NOT BEING INCLUDED)
- ~~[ ] #85837 - Reverted in bc9edfa8666de14ca4e57e466146d753182a3a71~~
(NOT BEING INCLUDED)
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(NOT BEING INCLUDED)
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- ~~[ ] #85841 - Reverted in e5831ce3cc87765cb13e6d342417bc1730780392~~
(NOT BEING INCLUDED)
- ~~[ ] #85834 - Reverted in 1be665204da791ec7520d0799c015157fc625953~~
(NOT BEING INCLUDED)
  - [x] #85792 - Reverted in 33b4e48175040f9f76ef83d3154f10c69589b6ad
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- ~~[ ] #85799 - Reverted in 4a7a6d812f2f301c1e749c92f324223f9bde8a39~~
(NOT BEING INCLUDED)
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(SKIPPED)
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(NOT BEING INCLUDED)
  - [x] #85754 - Reverted in 5cbdda00c5335db79ea50aedba097de1d06bf91b
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(NOT BEING INCLUDED)
- ~~[ ] #85842 - Reverted in 7ddd47e26ef1bc336e92a6675a33ec3191039c16~~
(NOT BEING INCLUDED)
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(SKIPPED)
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(NOT BEING INCLUDED)
- ~~[ ] #85869 - Reverted in 0063c69f111bb67144f9b379476250ce86c99eee~~
(NOT BEING INCLUDED)
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(NOT BEING INCLUDED)
- ~~[ ] #85832 - Reverted in b29dab083f091198d65a9b0754536f13a935dc2c~~
(SKIPPED)
- ~~[ ] #85825 - Reverted in d072b294ca3bc526df5128df45653db97ba38fe1~~
(NOT BEING INCLUDED)
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- ~~[ ] #85875 - Reverted in 0a1fcda90e638e66d574c247e93f0669d0c27b0e~~
(NOT BEING INCLUDED)
- ~~[ ] #85861 - Reverted in 6dad5111aa144860371c93a2d78094fe3d39a7e1~~
(NOT BEING INCLUDED)
  - [x] #85264 - Reverted in dc1d2dcc995f33fc5773e037f5171e9516897281
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- ~~[ ] #85887 - Reverted in 56b35f294b303fd30fbd7685011d37b456d584c7~~
(NOT BEING INCLUDED)
  - [x] #85883 - Reverted in 53be06a505ebd8581114bba8590e378d387b6c1a
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(NOT BEING INCLUDED)
  - [x] #85895 - Reverted in 741235d41b3a19a40434653f1c14fc0999fac9c3
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(NOT BEING INCLUDED)
- ~~[ ] #85889 - Reverted in d677231d8c55efcd2cf427d510d961cd00f186c7~~
(NOT BEING INCLUDED)
- ~~[ ] #85888 - Reverted in 693f79abae54980ee098d602ed79926d51d5094b~~
(NOT BEING INCLUDED)
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(NOT BEING INCLUDED)
  - [x] #85694 - Reverted in f7ea4d19cdaa2067c87c43362b514c684b56b1f3
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(NOT BEING INCLUDED)
- ~~[ ] #85896 - Reverted in 542fe408728faaef8a16869e13c4661018a8a07c~~
(NOT BEING INCLUDED)
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(SKIPPED)
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(NOT BEING INCLUDED)
- ~~[ ] #85338 - Reverted in 847549ab938f77464829b1392a1b6f2b2f4b9e8f~~
(SKIPPED)
- ~~[ ] #85922 - Reverted in 3d9388249b8c322aac5dd4980d4ab4673ca01006~~
(SKIPPED)
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(NOT BEING INCLUDED)
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(NOT BEING INCLUDED)
- ~~[ ] #85894 - Reverted in c15e1711656929aeb59f482145ecf029b40d58b8~~
(SKIPPED)
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(SKIPPED)
- ~~[ ] #85892 - Reverted in fc08dc1a7160f584c94e368962eb56c18dccc86a~~
(SKIPPED)
- ~~[ ] #85915 - Reverted in 428f475c26f383998a689560a16de86da3f17557~~
(NOT BEING INCLUDED)
  - [x] #85222 - Reverted in 66e7ac2f00735c90acdb69a50c9e485a0f4e1552
  - [x] #85150 - Reverted in 3079387f926e41febb576105ec0b3acec2f7beba
  - [x] #85935 - Reverted in ce6114f644593ead295763362a61d19077f22acf
- ~~[ ] #85936 - Reverted in f601fa796bce7e70645a84fff91391cbb6ed8e37~~
(NOT BEING INCLUDED)
  - [x] #85937 - Reverted in 64242f589df3d9118fd5c09d19574758260c76a1
- ~~[ ] #85940 - Reverted in a979c6c24705a8729efab5eca40840f1c8070f1d~~
(NOT BEING INCLUDED)
- ~~[ ] #85942 - Reverted in 9562c14083212fc962b8687663ba5fac2ebfdd1a~~
(NOT BEING INCLUDED)
  - [x] #85944 - Reverted in adf8e1927e4b9886c9042d6a0eaaef74e4e0e102
  - [x] #85605 - Reverted in 88dbfb4f859f12549e8cf8ed5204ee8d7183d40f
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  - [x] #85952 - Reverted in c62d87ab54d687db64b1551b319195527ca92924
  - [x] #85953 - Reverted in bd0e46245ccb597081b8baa4f81ff85949f672be
- ~~[ ] #85943 - Reverted in 697b6841391354885ef2d314d9185b8eee7a5cb0~~
(NOT BEING INCLUDED)
  - [x] #85946 - Reverted in f4afd4d330b6fc28397f7707bca8773d44cb15ed
  - [x] #85950 - Reverted in 394fffcb836f32f4e1b1fd91a621249e0e5d7d67
  - [x] #85955 - Reverted in 2230a5bc141cd11fc79ccf6b4b653257508a7e65
  - [x] #85319 - Reverted in fdaddd9cd6ed0bdd1cd78ba3c9729035936abcbd
- ~~[ ] #85934 - Reverted in 41bb6122b6d6e3c38c500d5ddf63808836ab090e~~
(NOT BEING INCLUDED)
- ~~[ ] #85255 - Reverted in 3e213b8554b40e53f6429969d6e9dbaa357fb09e~~
(SKIPPED)
- ~~[ ] #85961 - Reverted in 6f3d000b3601dc7f75f7edd221fab3edc3bbbd8c~~
(NOT BEING INCLUDED)
  - [x] #85956 - Reverted in a5bf22a93ca1a149ca839e6c874d088b32c7c25f
  - [x] #85958 - Reverted in c964a46741bd26a600bb75bc6463c629c11c914f
- ~~[ ] #85969 - Reverted in b599cd4bd3ae223210eb0d3b47c3bd814e1cb08c~~
(NOT BEING INCLUDED)
  - [x] #85252 - Reverted in 5a0e2f31a6e1093ab47970056f5bb3af54172e12
  - [x] #85984 - Reverted in b000da82f62bb48b059a881d596f3a2e7d985d21
  - [x] #85137 - Reverted in 1f31b558e41fc66d5da9db30a83d89cbb9949eae
  - [x] #85881 - Reverted in f3913f94c4557c4fc9d5605cd8e875accabebda6
  - [x] #85972 - Reverted in d3afed87a3a8eed7e0016512d2186b6aded0fca9
  - [x] #85998 - Reverted in 3d286b763cf2f7fe11b6f0ccb2456130570726c2
  - [x] #85358 - Reverted in 75f84bda1b3c80d54ae94a567bf96016aaae45b2
- ~~[ ] #85964 - Reverted in be1aeb010afa20c1b6949218d8911ee9e900b3d7~~
(SKIPPED)
  - [x] #85960 - Reverted in 69cbfce1529377ce7cd998ab474add0d61650d7f
  - [x] #85992 - Reverted in 89e4a7bb0b793461338ba1b0a3d332bf78ef140c
  - [x] #85967 - Reverted in d398e418eb340f309be523514ae0befdf1869560
  - [x] #84888 - Reverted in bb98eb09f06a1fdc0bbb733d6a42d711e6d477bc
- ~~[ ] #85983 - Reverted in 81152a9cd347eb7b4073758e2e96490e6e729ca9~~
(NOT BEING INCLUDED)
  - [x] #85976 - Reverted in 93c091347ca8f04763b91fd4c39ccdff848a0d50
- ~~[ ] #85962 - Reverted in de32ea25b534c725e3d55418ef0363145f0ed2b0~~
(NOT BEING INCLUDED)
  - [x] #85977 - Reverted in 393652a1ef065014748ae6977a9f36b32c99dc7c
  - [x] #85959 - Reverted in 52e6e07eb98bcb74a423934b14d5850dbf2c6647
- ~~[ ] #85988 - Reverted in a5853ccde46b5fee2d9eb31755384de15e7a5a87~~
(SKIPPED)
- ~~[ ] #85974 - Reverted in eab20ba04e6b06f862a0fb35cedb6374af7b93c0~~
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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
Lucy
368ca25e6b Use yt-dlp by default instead of youtube-dl (#85953)
## About The Pull Request

This replaces references to youtube-dl in the config, pre-compile
script, and error messages with yt-dlp.

also wow yt-dlp seems like gibberish after seeing it so much lol

## Why It's Good For The Game

yt-dlp is more reliable and updated more frequently than youtube-dl, and
works as a drop-in replacement for the purposes of Play-Internet-Sound.

## Changelog

No player-facing changes
2024-08-19 13:09:40 +02:00
nyozzl
123ab45b43 Lavaland Crashed escape pod ruin (#85266)
## About The Pull Request

Lavaland ruin with FISH
## Why It's Good For The Game

Lavaland fishing spot (FISH)


![image](https://github.com/user-attachments/assets/0c316a96-3716-4979-9b7e-bbd5680fd1d5)


![image](https://github.com/user-attachments/assets/b2fc2f22-8ba7-4f83-b4e7-45a17c67af04)
2024-08-16 01:20:01 +02:00