## About The Pull Request
For various reasons an admin may not be aware there is currently an
Internet sound playing. (Usually TGUI related or just recently logged
in.)
This provides a warning and optional override if they try to start an
Internet sound while one is already running.
https://github.com/tgstation/tgstation/assets/83487515/af4197c9-bf9d-43e4-a407-a556b88a6d30
## Why It's Good For The Game
Less "HEY I WAS ALREADY PLAYING SOMETHING!"
## Changelog
🆑 LT3
admin: Admins are now warned if they are going to override a currently
playing admin midi
/🆑
## About The Pull Request
This PR changes the request consoles in the folowing ways:
- The request console's had some very old UI, so I decided to convert it
to tgUI.
- Cleans up and changes various variable names. Also removes a
historical comment (desouls the file)
- Sending an announcement now has a cooldown of 30 seconds like the
message console priority announcement
- Audio feedback on successful and erroneous message give a little audio
feedback
- Reply is now Quick Reply, which you do in a popup
I have half a mind to remove the long material list from the ORM, as
some people told me I should, but for now it stays.
<details>
<summary>Screenshots of the new UI</summary>



</details>
I originally planned to add mapping helpers, but decided to delay it
until a future PR.
## Why It's Good For The Game
TgUI is good and powerful.
## Changelog
🆑
refactor: converts the request console to tgui
/🆑
## About The Pull Request
Corrects `record_feedback()`'s copy/paste comment.
## Pointless history
Originally being added in e2a8a5e, it kept its name and args for quite a
few years, that was until #32188 which had it renamed to
`record_feedback` and its args pretty much doubled. In between these
times the known copy/paste comment was already around, but that wasn't
updated, until now apparently.
## About The Pull Request
Most calls of runEvent() now provide a cause that is read out to
deadchat. announce_deadchat() has been slightly adjusted to accommodate
this.
Previously, everything that wasn't a truly random event would broadcast
with the same generic "XYZ has just been triggered!" message. Now, you
get a little bit more detail as to why/what triggered the event.
Some helpers in the __HELPERS/events.dm file have been made, for forcing
events normally/async/after a delay (using an addtimer). This also moves
a lot (but not all) instances of events being forced to these helpers.
Some samples:

Traitors using uplink viruses to turn off the power/comms.

Beer nuke!

For when a traitor takes an Space Dragon final objective, which summons
a carp migration event.

Wizard ritual events!

Even this one!
This also changes runEvent() to run_event(), because I figured I'd be
touching every single instance of the proc anyways.
## Why It's Good For The Game
Better feedback, less confusion amongst deadchat's constituents.
Some of them may be a bit self-explanatory, but in some cases
(especially the apocalypse rune) it's beneficial to know that an admin
isn't the one behind it.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
🆑 Rhials
qol: Deadchat now gets more juicy details on what has triggered a
non-randomly occurring random event.
code: There are now helpers for forcing events in a variety of ways.
More events! More events!!!!!!!
/🆑
- Removes unnecessary real global vars.
- Adds comments pointing to the init order defined in
/code/game/world.dm.
- Prevent people using `GLOBAL_REAL_VAR` and `GLOBAL_REAL` to circumvent
init order.
- Properly type `PROFILE_STORE` real global.
- Refactored `make_datum_references_lists()` and moved the call to it
into `GLOB` init with duct tape.
- Renamed `GLOB.admin_log` to `GLOB.admin_activities` as it wasn't
actually a log file.
- Whitelist loading happens in config.
- Renamed `SSdbcore`'s `SetRoundID()` to `InitializeRound()`. Now
handles calling `CheckSchemaVersion()`.
- Created macro for setting up log `GLOB`s.
- Removed log line for `GLOB` count.
- Moved call to `make_datum_reference_lists()` to
`/datum/controller/global_vars/Initialize()`. I slimmed it down where
possible too.
- Updated comments about world init order.
- Move `load_admins()` call to after log setup.
- Removes unused function `gib_stack_trace()`.
- Removes a bunch of unused log `GLOB`s.
- Unlocks the secrets of the universe by finally making the first
executed line of code deterministic.
No functional changes. Closes#74792
Testmerge thoroughly.
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Removes network_id as it was completely unused now.
Also reworks the maints access secret buttons to work with how accesses
work now, taking into account req_one_access. This is theoretically a
problem when we moved to req_one_access more often in maints so
departments can access their own maint areas.
## Why It's Good For The Game
This is just minor changes I found while trying to edit other things,
and thought I should PR it.
## Changelog
🆑
admin: Secret buttons for Engineering/Brig maint accesses should now
work more consistently.
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/74587
When nightshift is forced on/off by an admin the subsystem is in an idle
state, so the tick check always fails and the lights don't change.
## Changelog
🆑 LT3
fix: Fixed forcing night shift lighting on/off
/🆑
## About The Pull Request
its meant for players, ckey is useless there
also mentions playing a sound, not specifically music
## Changelog
too minor to mention
## About The Pull Request
CTF code is rather infamous for being poor and hard to actually work
with, I wanted to add a feature for a mapping march project but the code
would not allow for it, so here we are refactoring the entire thing.
## Why It's Good For The Game
Replaces some really bad code with slightly less bad code. Should make
it much easier to add features onto CTF in the future.
## Changelog
🆑
refactor: CTF has been entirely refactored.
fix: Respawn times for CTF now work.
qol: CTF players are alerted during control point games when one team is
half way to winning.
admin: CTF instagib mode can now be toggled from the secrets panel.
/🆑
## About The Pull Request
Simply modifies the should_place_on_top value on these maps templates so
that they overwrite their baseturfs rather that creating an evergrowing
stack. I've also done the same for Mafia and CTF which should also not
be creating stacked baseturfs.
Fixes#69711
Should fix#74443 too since its the same issue.
## Why It's Good For The Game
Bugfix good.
## Changelog
🆑
fix: Basketball and Thunderdome maps should not load with broken turfs
are several resets of their maps.
/🆑
## About The Pull Request
This fixes a minor oversight I had on my last PR that altered
`PlaySound.dm` Where it shows the admins character name instead of CKEY
like it was before I updated it. This wasn't intentional to show the
character name instead of CKEY.
## Why It's Good For The Game
Fixes a a unintended bug to return the name of the shown admin back to
how it was previously as being their CKEY rather than character name
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: Play Internet Sound will no longer show an admins Character name
and returns back to showing CKEY as previously
/🆑
## About The Pull Request
Starting highlander as an admin prompts admins if they want it to start
with or without a warning. If you exit the window it treats it as if you
selected the 40 second warning. This makes it so admins can now cancel
out of this window.
## Why It's Good For The Game
Sometime, somewhere and admin is going to accidently click this button
and be unable to stop the unintended incoming highlander round. This
should prevent this.
## Changelog
🆑
admin: Exiting the highlander delay window without selecting an option
will no longer start highlander mode.
/🆑
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.
## About The Pull Request
Hey there,
This took a while to do, but here's the gist:
Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.
Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.
Scenarios this PR corrects:
* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*
(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game
If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).
Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.
I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.
(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
## About The Pull Request
while testing #74293 i tried to use this verb and it didnt work because
some stuff wasnt parsing in correctly so i fixed it
## Why It's Good For The Game
we want all of the admin tools to work
## Changelog
🆑
fix: admin respawn character verb works properly
/🆑
## About The Pull Request
Newscasters now have Library access for handing out D-Notices, and
Security access for Wanted issues, instead of both being tied to Armory
access.
Also allows Ntos Newscaster to work if ran by someone without Library
access, so Curator can download the app for others if they want.
## Why It's Good For The Game
- Newscasters have turned into one of the Curator's largest gameplay
aspects and it would be nice if they were able to moderate it as well,
instead of being the Warden who has absolutely no interest in
Newscasters.
- Allowing Officers to send out Wanted issues is more just in hopes it
will result in it being used more, though it seems like a very similar
feature to the wanted posters, maybe we can merge these two together one
day.
- The Ntos Newscaster access change is more of an oversight, I like it
when people can download apps for eachother as it gives a reason to seek
others and lend them your PDA for an application you want, blocking the
person from using the app after getting a Curator to download it for
them kinda sucks in-game.
## Changelog
🆑
balance: Curators/HoP can now manage Newscaster D-Notices (previously
was Warden/HoS).
balance: Security Officers/Detectives can now issue Wanted notices on
Newscasters.
balance: Ntos Newscaster now requires Library access only to download,
not to run.
/🆑
## About The Pull Request
Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is
Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A
## Why It's Good For The Game
## Changelog
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Internal_organs now also contains external organs, so the naming was
incorrect
Requested by @tralezab in #72734
Also removed some now incorrect 'as anythings' that assumed everything
in the internal_organs list was an internal_organ (which is a lie since
I put extorgans in there which means runtimes and unintentionakl
behaviour
🆑
fix: fixes deadly harvesting just taking harmless extorgans
code: renames internal_organs to organs now that it can also contain
external_organs
/🆑
## About The Pull Request
- The `null` law check for the law panel existed in the UI side, but on
the dm side it didn't pass it as null correctly. Fixes that
- Adds a message admins for non-observers using the panel, a la Check
Antagonists. Just to be safe
## Changelog
Nothing player facing
Adds the Law Panel.
The Law Panel shows all silicons in the world and their lawsets.
From this panel, an admin can add new laws, remove old laws, edit
existing laws, or even re-arrange law order.
This allows for admins to get a lot more creative in creating custom
silicon lawsets. It also gives a much easier way for admins to deal with
law grief at a glance.
Additionally, the panel allows for admins to force a silicon to state
laws, privately announce the laws to the player, or give them a the
"laws updated" alert as normal.
## About The Pull Request
Relies on #72886 for some render relay expansion I use for light_mask
stuff.
Hello bestie! Night vision pissed me off, so I've come to burn this
place to the ground.
Two sections to discuss here. First we'll talk about see_in_dark and why
I hate it, second we'll discuss the lighting plane and how we brighten
it, plus introducing color to the party.
### `see_in_dark` and why it kinda sucks
https://www.byond.com/docs/ref/#/mob/var/see_in_dark
See in dark lets us control how far away from us a turf can be before we
hide it/its contents if it's dark (not got luminosity set)
We currently set it semi inconsistently to provide nightvision to mobs.
The trouble is stuff that produces light != stuff that sets luminosity.
The worst case of this can be seen by walking out of escape on icebox,
where you'll see this

Snow draws above the lighting plane, so the snow will intermittently
draw, depending on see_in_dark and the luminosity from tracking lights.
This would in theory be solvable by modifying the area, but the same
problem applies across many things in the codebase.
As things currently stand, to be emissive you NEED to have a light on
your tile. People are bad at this, and honestly it's a bit much to
expect of them. An emissive overlay on a canister shouldn't need an
element or something and a list on turfs to manage it.
This gets worse when you factor in the patterns I'm using to avoid
drawing lights above nothing, which leads to lights that should show,
but are misoffset because their parent pixel offsets.
It's silly. We do it so we can have things like mesons without just
handing out night vision, but even there the effect of just hiding
objects and mobs looks baddddddd when moving. It's always bothered me.
I'll complain about mesons more later, but really just like, they're too
bright as it is.
I'm proposing here that rather then manually hiding stuff based off
distance from the player, we can instead show/hide using just the
lighting plane. This means things like mesons are gonna get dimmer, but
that's fine because they suck.
It does have some side effects, things like view() on mobs won't hide
stuff in darkness, but that's fine because none actually thinks about
view like that, I think.
Oh and I added a case to prevent examining stuff that's in darkness, and
not right next to you when you don't have enough nightvision, to match
the old behavior `see_in_dark` gave us.
Now I'd like to go on a mild tangent about color, please bare with me
### Color and why `lighting_alpha` REALLY sucks
You ever walk around with mesons on when there's a fire going, or an
ethereal or firelocks down.
You notice how there isn't really much color to our lights? Doesn't that
suck?
It's because the way we go about brighting lighting is by making
everything on the lighting plane transparent.
This is fine for brightening things, but it ends up looking kinda crummy
in the end and leads to really washed out colors that should be bright.
Playing engineer or miner gets fucking depressing.
The central idea of this pr, that everything else falls out of, is
instead of making the plane more transparent, we can use color matrixes
to make things AT LEAST x bright.
https://www.byond.com/docs/ref/#/{notes}/color-matrix
Brief recap for color matrixes, fully expanded they're a set of 20
different values in a list
Units generally scale 0-1 as multipliers, though since it's
multiplication in order to make an rgb(1,1,1) pixel fullbright you would
need to use 255s.
A "unit matrix" for color looks like this:
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0, 0, 0, 0
)
```
The first four rows are how much each r, g, b and a impact r, g, b and
well a.
So a first row of `(1, 0, 0, 0)` means 1 unit of r results in 1 unit of
r. and 0 units of green, blue and alpha, and so on.
A first row of `(0, 1, 0, 0)` would make 1 red component into 1 green
component, and leave red, blue and alpha alone, shifting any red of
whatever it's applied to a green.
Using these we can essentially color transform our world. It's a fun
tool. But there's more.
That last row there doesn't take a variable input like the others.
Instead, it ADDS some fraction of 255 to red, green, blue and alpha.
So a fifth row of `(1, 0, 0, 0)` would make every pixel as red as it
could possibly be.
This is what we're going to exploit here. You see all these values
accept negative multipliers, so we can lower colors down instead of
raising them up!
The key idea is using color matrix filters
https://www.byond.com/docs/ref/#/{notes}/filters/color to chain these
operations together.
Pulling alllll the way back, we want to brighten darkness without
affecting brighter colors.
Lower rgb values are darker, higher ones are brighter. This relationship
isn't really linear because of suffering reasons, but it's good enough
for this.
Let's try chaining some matrixes on the lighting plane, which is bright
where fullbright, and dark where dark.
Take a list like this
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
-0.2, -0.2, -0.2, 0
)
```
That would darken the lighting a bit, but negative values will get
rounded to 0
A subsequent raising by the same amount
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0.2, 0.2, 0.2, 0
)
```
Will essentially threshold our brightness at that value.
This ensures we aren't washing out colors when we make things brighter,
while leaving higher values unaffected since they basically just had a
constant subtracted and then readded.
### But wait, there's more
You may have noticed, we gain access to individual color components
here.
This means not only can we darken and lighten by thresholds, we can
COLOR those thresholds.
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0.1, 0.2, 0.1, 0
)
```
Something like the above, if applied with its inverse, would tint the
darkness green.
The delta between the different scalars will determine how vivid the
color is, and the actual value will impact the brightness.
Something that's always bothered me about nightvision is it's just
greyscale for the most part, there isn't any color to it.
There was an old idea of coloring the game plane to match their lenses,
but if you've ever played with the colorblind quirk you know that gets
headachey really fast.
So instead of that, lets color just the darkness that these glasses
produce.
It provides some reminder that you're wearing them, instead of just
being something you forget about while playing, and provides a reason to
use flashlights and such since they can give you a clearer, less tinted
view of things while retaining the ability to look around things.
I've so far applied this pattern to JUST headwear for humans (also those
mining wisps)
I'm planning on furthering it to mobs that use nightvision, but I wanted
to get this up cause I don't wanna pr it the day before the freeze.
Mesons are green, sec night vision is red, thermals orange, etc.
I think the effect this gives is really really nice.
I've tuned most things to work for the station, though mesons works for
lavaland for obvious reasons.
I've tuned things significantly darker then we have them set currently,
since I really hate flat lighting and this system suffers when
interacting with it.
My goal with these is to give you a rough idea of what's around you,
without a good eye for detail.
That's the difference between say, mesons, and night vision. One helps
you see outlines, the other gives you detail and prevents missing
someone in the darkness.
It's hard to balance this precisely because of different colored
backgrounds (looking at you icebox)
More can be done on this front in future but I'm quite happy with things
as of now
### **EDIT**
I have since expanded to all uses of nightvision, coloring most all of
them.
Along the way I turned some toggleable nightvision into just one level.
Fullbright sucks, and I'd rather just have one "good" value.
I've kept it for a few cases, mostly eyes you rip out of mobs.
Impacted mobs are nightmares, aliens, zombies, revenants, states and
sort of stands.
I've done a pass on all mobs and items that impact nightvision and added
what I thought was the right level of color to them. This includes stuff
like blobs and shuttle control consoles
As with glasses much of this was around reducing vision, though I kept
it stronger here, since many of these mobs rely on it for engaging with
the game
<details>
<summary>
Technical Changes
</summary>
#### Adds filter proc (the ones that act like templates) support to
filter transitions.
Found this when testing this pr, seemed silly.
#### Makes our emissive mask mask all light instead
This avoids dumbass overlay lighting lighting up wallmounts.
We switch modes if some turfflags are set, to accomplish the same thing
with more overhead, and support showing things through the darkness.
Also fixes a bug where you'd only get one fullscreen object per mob, so
opening and closing a submap would take it away
Also also fixes the lighting backdrop not actually spanning the screen.
It doesn't actually do anything anymore because of the fullscreen light
we have, but just in case that's unsued.
Needs cleanup in future.
#### Moves openspace to its own plane that doesn't draw, maxing its
color with a sprite
This is to support the above
We relay this plane to lighting mask so openspace can like, have
lighting
#### Changes our definition of nightvision to the light cutoff of night
vision goggles and such
Side affect of removing see_in_dark. This logic is a bit weak atm, needs
some work.
#### Removes the nightvision spell
It's a dupe of the nightvision action button, and newly redundant since
I've removed all uses of it
#### Cleans up existing plane master critical defines, ensures
trasnparent won't render
These sucked
Also transparent stuff should never render, if it does you'll get white
blobs which suck
</details>
## Why It's Good For The Game
Videos! (Github doesn't like using a summary here I'm sorry)
<details>
Demonstration of ghost lighting, and color
https://user-images.githubusercontent.com/58055496/215693983-99e00f9e-7214-4cf4-a76a-6e669a8a1103.mp4
Engi-glass mesons and walking in maint (Potentially overtuned, yellow is
hard)
https://user-images.githubusercontent.com/58055496/215695978-26e7dc45-28aa-4285-ae95-62ea3d79860f.mp4
Diagnostic nightvision goggles and see_in_dark not hiding emissives
https://user-images.githubusercontent.com/58055496/215692233-115b4094-1099-4393-9e94-db2088d834f3.mp4
Sec nightvision (I just think it looks neat)
https://user-images.githubusercontent.com/58055496/215692269-bc08335e-0223-49c3-9faf-d2d7b22fe2d2.mp4
Medical nightvision goggles and other colors
https://user-images.githubusercontent.com/58055496/215692286-0ba3de6a-b1d5-4aed-a6eb-c32794ea45da.mp4
Miner mesons and mobs hiding in lavaland (This is basically the darkest
possible environment)
https://user-images.githubusercontent.com/58055496/215696327-26958b69-0e1c-4412-9298-4e9e68b3df68.mp4
Thermal goggles and coloring displayed mobs
https://user-images.githubusercontent.com/58055496/215692710-d2b101f3-7922-498c-918c-9b528d181430.mp4
</details>
I think it's pretty, and see_in_dark sucks butt.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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🆑
add: The darkness that glasses and hud goggles that impact your
nightvision (think mesons, nightvision goggles, etc) lighten is now
tinted to match the glasses. S pretty IMO, and hopefully it helps with
forgetting you're wearing X.
balance: Nightvision is darker. I think bright looks bad, and things
like mesons do way too much
balance: Mesons (and mobs in general) no longer have a static distance
you can see stuff in the dark. If a tile is lit, you can now see it.
fix: Nightvision no longer dims colored lights, instead simply
thresholding off bits of darkness that are dimmer then some level.
/🆑
## About The Pull Request
adds findtext (+ex), view, viewers, rectangle turfs and flick as sdql2
wrappers
## Why It's Good For The Game
more fun admin stuff
## Changelog
🆑
admin: adds findtext (+ex), view, viewers, rect_turfs and flick as sdql2
wrappers
/🆑
## About The Pull Request
Damn that's a long title.
Admin Verbs can be used in the verb bar with hyphens instead of spaces
again.
## Why It's Good For The Game
Admin muscle memory
## Changelog
## About The Pull Request
revenant telepathy, genetic telepathy, eldritch telepathy, and split
personality communing now give the person you're sending a message to a
balloon alert to get them to check their chat window
EDIT: also added prayer responses, abductor messaging, and abductor mind
control to this list
EDIT: also added additional feedback for antimagic blocking telepathy
and tinfoil blocking abductor mind control
EDIT: also changed the telepathy reception message to more closely
resemble the prayer response one (they're still not identical, though)



I tested the prayer stuff too, you'll just have to trust me on that one.
## Why It's Good For The Game
fixes https://github.com/tgstation/tgstation/issues/73031
## Changelog
🆑 ATHATH
qol: Revenant telepathy, genetic telepathy, eldritch telepathy, split
personality communing, prayer responses, abductor-to-abductee messaging,
and abductor mind control now give the person you're sending a message
to a balloon alert to get them to check their chat window.
qol: Failing to send a telepathic message and failing to use abductor
mind control on someone now gives better feedback.
tweak: The telepath-ee notification message has been slightly altered.
/🆑
## About The Pull Request
This, as the title states, fixes a spelling error in the confirmation
dialog for the Reload Configuration verb.
Specifically, it changes "modificat**oi**ns" to "modificat**io**ns".
## Why It's Good For The Game
It's nice to not have to look at spelling errors.
## Changelog
🆑
spellcheck: The word "modifications" is now spelled correctly in the
Reload Configuration confirmation dialog.
/🆑
## About The Pull Request
I have attempted or otherwise started this project at least 4 times. I
am sick of it being on my calendar. The code needs it. I need it.
- This makes crew records a proper datum rather than assigning
properties record.fields.
- General, medical, and security records are merged.
- Did some slight refactoring here and there for things that looked
obvious.
- Wanted states are now defined (and you can suspect someone through
sechud)
- pAI (unrelated but annoying) had some poorly named exported types that
i made more specific
- Job icons are moved back to the JS side (I wanted to get icons for
initial rank without passing trim)
<details>
<summary>previews</summary>
Editable fields & security console

Medical records

Look and feel of the more current version

</details>
## Why It's Good For The Game
TGUI'd some of the worst UIs in the game.
Creating new records is made much simpler.
Manifest_inject is made readable.
Probably bug fixes
## Changelog
🆑
refactor: Crew records have been refactored.
refactor: Medical records -> TGUI
refactor: Security records -> TGUI
refactor: Warrants console -> TGUI
qol: Players are now alerted when their fines are paid off.
qol: Cleaned up sec hud examination text.
qol: Adding and deleting crimes is easier.
qol: Writing crimes in the console sets players to arrest.
qol: You can now mark someone as a suspect through sec hud.
/🆑
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing
Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
The original sound I used for the admin comm/fax notification causes
confusion with shuttle uplink being enabled/disabled for various
reasons.
## Why It's Good For The Game
You wonder who disabled the shuttle, but it's just a fax.
## Changelog
🆑 LT3
admin: Changed admin comm/fax notification sound to be less confusing
/🆑
## About The Pull Request
Properly sanitizes adminhelp replies to match the sanitization given to
the initial adminhelp

## Why It's Good For The Game
LogBuddy breaks if any admin replies to a message over multiple lines,
so this fixes that
## Changelog
🆑
admin: Logbuddy should no longer fail to parse logs with multi-line
adminhelp replies
/🆑
## About The Pull Request
View runtimes will warn the user if the server's experience a large
amount of runtime errors

- Why not fix the runtimes?
We're not perfect
- Why not make the runtime viewer not crash the server?
I don't even know why it does it, someone else can accomplish that
- Why not find the exact threshold which it happens?
That's a waste of an afternoon
- Why not stop them from opening it wholesale?
Seeing the number is still kinda useful
- Admin Issue
Maintainers have crashed servers too
## Why It's Good For The Game
Maybe admins will stop crashing the game
## Changelog
🆑 Melbert
admin: Adds a warning to "View Runtimes" informing you (yes, you) that
it can (and will) crash the server if you attempt to render 100,000
runtimes into the UI at once
/🆑
Adds an audio alert when a CentCom or Syndicate communications console
message is sent, for things such as ERT requests.
It is optional and can be toggled in the Game Preferences menu.
Also fixes an incorrect line in the prefs readme.md
Less missing CentCom messages because you're busy doing other things,
less complaining that you're ignoring them.
## About The Pull Request
The proc takes a mob, not a client. `holder`'s a client.
This is fine if it ends up being `null` for some reason
It's also completely viable to just not pass a mob and keep it `null`,
so that's option B
## Why It's Good For The Game
I could've sworn this worked when I tested it last but 🤷
## Changelog
🆑 Melbert
fix: Secrets menu Summon Guns / Summon Magic work again.
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
Smithers asked me to, and he's pretty cool.
Said something about being hard to notice prayers and wanting to be able
to make a unique pane for them.
This doesn't include subtle messages, tho they're dumped into admin log
so it wouldn't be that hard to stick them in the same subcategory. lemme
know if that's an issue
🆑
admin: Added a new chat category for prayers. Filter them out, move them
to their own pane, live your best life
/🆑
## About The Pull Request
Mothblocks recently talked about wanting an auxlua function to check if
the lua state was about to overrun its execution limit, and that was
something I had been thinking about for a long time prior, but never
bothered to actually implement until it was brought up. So I did just
that. The documentation has also been updated to include a description
of how the execution limit works and how to use the new function,
`over_exec_time`
## Why It's Good For The Game
Allows for lua loops of indeterminate length to do as much work as they
reasonably can in a single tick without setting off the execution
limiter and erroring out.
## Changelog
🆑
admin: Adds a new function for admin lua scripting, "over_exec_time",
for checking if lua code is running close to the execution limit.
Details are available in the lua editor's help menu.
admin: The execution limit is described in detail in the lua editor's
help menu.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Similar vein to #70449.
## About The Pull Request
I was training an admin yesterday, and they accidentally reset the
thunderdome when they tried to cancel out of it by closing out of it
since they didn't hit the "cancel" button, but rather the big red X.
That's silly, let's have this respect that potential user entry.
Also, the log_admin call here had an excessive number of arguments?
Probably cruft that never got cleaned up, I just patched it up while I
was in the area. I also changed the name of the title to not be so
vague.
## Why It's Good For The Game
Better UX is always a good thing. It's silly to have this happen more
than once.
## Changelog
🆑
admin: The "Reset Thunderdome" option in the Secrets Menu now respects
you closing out of the confirmation screen as a way of cancelling your
potential thunderdome reset, rather than proceeding immediately. It
should also be easier to comprehend as well.
/🆑
## About The Pull Request
Hey there,

This admin didn't actually send that player to the secret nullspace
room, they sent them to somewhere stationside. This is because the
logging in admin_teleport only reads the location of the current
mob/atom's location, not the actual location of where they are going to.
Silly error, but I've fixed it now.
## Why It's Good For The Game

Logs being _correct_ is quite important, I feel.
## Changelog
🆑
admin: Whenever you teleport an atom/mob using the Get function found in
many admin utilities, rest assured that it will actually log the
destination location of where you are teleporting that thing to- rather
than the location they were pre-teleportation.
/🆑
## About The Pull Request
Admins now have a verb to add footnotes to the roundstart threat report.
These messages can be signed, and multiple can be submitted at once.

(If no footnotes are submitted, the report does not display the
"additional notes" section)
This ALSO adds a verb to delay the roundstart threat report
indefinitely, to give some extra time. If you turn it off, be sure to
toggle it back on when you're done!
## Why It's Good For The Game
Gives admins a way to set the tone for a shift, give IC advisory on
stuff, bully the command players, or just add some flavor to the report.
We already give these chuckleheads enough platforms to shitpost from.
What's one more?
## Changelog
🆑
admin: new admin verb -- Command Report Footnote. Lets you attach a
signed message to the roundstart command report.
admin: new admin verb -- Delay Command Report. Lets you delay the
roundstart command report indefinitely.
/🆑
More than a decade ago, these were all coded to use a weird dynamic list
radio broadcasting system to communicate with each other. If there was
any depth that they were planning on creating with this, it didn't come
to fruition, and it instead just wasted a lot of init time.
Removing `post_signal` saves 198.41ms, fired 588 times from lots of
different machinery. Its self cost was 81.44ms.
`broadcast_status`, also removed, was taking 218ms.
I'm pretty sure I'm done with this, but it's hard to tell given the
nature of old radio signal code.
A small self cost of 34.9ms was added in the form of /obj/Initialize
checking id_tag to set in a global list. This could be optimized away by
tagging everything that does use id_tag, but it's a loooot and I think
this is just a useful mechanism to have. Not worth it IMO.
The "Check Atmos Chamber Devices" verb has been removed. Everything it
did *should* be replicated by runtimes on Initialize, which is both more
obvious to mappers and shows up in unit tests since we spawn every ruin.
## About The Pull Request
**Comes with an UpdatePaths!**
Removes the tablet subtype, PDAs now replaces them entirely.
Nukie and Silicon tablets are now subtypes of the PDA instead, while
contractor ones were removed entirely as they didn't do anything and
were unused (though it wouldn't be hard to re-add).
Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi,
which is just larger icons of modular_pda. Each application requires an
icon state in both of these, for 2 different sizes, which makes it
annoying to make new applications, especially if it can also run on
computers/laptops.
### Icons
Because Silicon tablets are now a subtype of PDA, they use PDA icons
instead of tablet ones. Luckily for us, they already exist in code.

AI's don't use a tablet icon though, so they aren't affected.
## Why It's Good For The Game
There's very little difference between tablets and PDAs, PDAs overshadow
them in every single way, so at this point I don't see why we should
have both of these, and if you compare the two in usefulness and actual
in-game use by players, it's a no-brainer than the item all players get
roundstart and comes with a messenger should be the one we go with.
Also as said in the about section, when making an app you would need to
make icon states for the program running for all hardware it can run on,
which is Computer, Laptop, PDA, and Tablet.
Laptop is just a smaller computer icon
PDA is just a smaller tablet icon
However, you can't simply shrink the size of the icon, instead you have
to completely resprite the same app icon FOUR TIMES for it to not
bluescreen on all these different devices.
<details>
<summary>
Here's examples of it
</summary>
Computer (NOTE: *They share the same icon file as regular computers*)
<img
src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/>
Laptop
<img
src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/>
Tablet
<img
src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/>
PDA
<img
src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/>
</details>
If we wish to help in simplifying this, we should remove tablet icons
entirely, which means 1 less icon to worry about. To do this, we'd need
to resprite nukie PDAs, however I am very much not a spriter and never
tried GAGS, so I'll leave it to someone else to do.
## Changelog
🆑
del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon
and nukie tablets are now PDAs.
/🆑