## About The Pull Request
Moves a lot of the unique renaming implementations described in #82664
to the functions given by the `obj_flag` `UNIQUE_RENAME`.
`UNIQUE_RENAME` has been given new properties to account for
non-standard renaming, these being the `RENAME_NO_DESC` flag that
prevents changing the description, the `nameformat()` and `descformat()`
procs that, when modified, allow for applying naming formats(i.e. "Body
Bag - [input]"), as well as other post-renaming handling such as
changing the name of the output plant of a renamed seed, the
`rename_checks()` proc that allows for unique naming prevention(such as
a locked personal closet), and the `rename_reset()` proc to clean up
other possible renamed variables potentially changed in `nameformat()`
and `descformat()`.
This also adds `/datum/element/tool_renaming` to crayons, which will let
them rename anything that has `UNIQUE_RENAME`. I looked through
everything with that flag, and I didn't see anything that I don't think
should be renameable by a crayon(except things that shouldn't be
renamable with pens), so it shouldn't fuck anything up.
## Why It's Good For The Game
moves all of the non-honorable mentions in #82664 to the same renaming
system, and also moves all of the honorable mentions save for:
- plaques, as they only get renamed once and wouldn't benefit from
`UNIQUE_RENAME` imo
- books, because they're far more than just renaming, and are persistent
- paintings, because they're persistent
- photos, because they're not normal renaming and they're persistent
- endoskeletons, because they're done with a multitool in UI
- cardboard IDs, because they're far more than just renaming
Additionally, this fixes:
- Implanter renaming didn't work because a ! was missing
- Clown borg picket sign renaming didn't work because they didn't use
the correct arguments
This'll make it easier to make renameable objects in the future, as
well.
## Changelog
🆑
fix: fixes implanter renaming not working
fix: fixes clownborg picket sign renaming not working
code: brought most unique renaming implementations under UNIQUE_RENAME
/🆑
## About The Pull Request
Converts the following:
- Medical Kiosk
- Implant case
- Flamethrower
- Chemical implant case
- Pappercutter
Also I've looked at some alt click procs and adjusted some of their
returns
## About The Pull Request
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.
The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.
## Why It's Good For The Game
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.
## Changelog
🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
## About The Pull Request
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
## Changelog
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
Quite simple - this changes every direct mention of a mob in a
`notify_ghosts` message to use `[mob.real_name]` instead of just `[mob]`
## Why It's Good For The Game
makes things less confusing - ghosts can see easily their actual
identity anyways, so it's not like there's much of a reason _not_ to do
this.
## Changelog
🆑
qol: Ghost notifications will now use the real names of mobs when
something happens (i.e no more "Unknown has completed an ascension
ritual!")
/🆑
## About The Pull Request
- Closes#90704
The following changes were implemented for this
- Moved sending signals `COMSIG_MOVABLE_TELEPORTING` &
`COMSIG_ATOM_INTERCEPT_TELEPORTING` from `check_teleport_valid` into
`do_teleport`. These 2 signals were causing all the side effects
- Removed signals `COMSIG_ATOM_INTERCEPT_TELEPORTED` &
`COMSIG_MOVABLE_TELEPORTED` as the above 2 signals can do their jobs &
block the teleport if needed so these signals became obsolete
- Removed define `COMPONENT_BLOCK_TELEPORT` in favour of returning a
positive value if teleport was successfully blocked. Having 2 signals
located in 2 separate files use this same define doesn't look great.
## Changelog
🆑
code: cleans up teleportation code. `check_teleport_valid` is now a pure
function with no side effects
/🆑
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
Refactors martial arts off the mind. Don't worry the martial arts you
learn still transfer with mindswap
Instead, they are just tracked on a list on the mob, and they also
independently track the datum that created them
This fixes a lot of jank with martial arts, like say, having your krav
maga gloves transfer across slime clones or something...
But it also opens an opportunity: As we track all martial arts
available, I added a verb (ic tab) that lets you swap between the ones
you know

(Some don't let you swap like that one brain trauma)
## Why It's Good For The Game
Aforementioned fixes a lot of jank
Recently martial arts have just been up and disappearing and this was
entirely spurred on by that bug
Probably fixes#84710 (haven't checked)
Probably fixes#89247
Probably fixes#89948
Probably fixes#90067
## Changelog
🆑 Melbert
refactor: Refactored martial arts, if you notice any oddities like
managing to know two martial arts at once or having your powers
disappear, report it!
add: If you know multiple martial arts, such as krav maga from gloves
and cqc from a book, you can now swap between them at will via a button
in the IC tab!
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
A bunch of places in code were recently updated to use a helper proc for
validating teleportation.
Unfortunately a lot of them also got the return value inverted, and
would only let you teleport to illegal locations. Most notably this
effected the hand teleporter, but also several other items.
Fixes#88966
what is a "dull universal force" supposed to be anyway
## About The Pull Request
Adds a new area flag, LOCAL_TELEPORT.
This flag allows teleports ONLY in the same area that the teleport is
used. This allows for short range hijinks without enabling long range
exploits, and thus it's given to DMs and domains.
Changed almost all area_flags & NO_TELEPORT checks to use
check_teleport() (as now areas may use local_teleport instead, and this
lets them check for multiple things instead)
Thus I re-added Void Phase to the heretic scribe in DM and shuffled some
stuff around
(realizing now i neglected to doublecheck if blade breaking tps you to
station. need to check just in case)
## Why It's Good For The Game
It sucks you can't use teleporting abilities in temporary areas, so this
is a good way to allow this to still happen without opening the way for
gamebreaking exploits.
## Changelog
🆑
code: Adds a new area flag, LOCAL_TELEPORT, given to virtual domains and
deathmatch arenas.
code: Re-added Void Phase to Heretic Scribes in Deathmatch's Ragnarok
map.
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
Fixes#86784
## About The Pull Request
Although some of the issues found were a direct result from #86692
(c698196766), there was still 40% of
length-related issues that wouldn't be covered anyways that are fixed in
this PR. I.E.:
* Name inputs without `MAX_NAME_LEN`
* Desc inputs without `MAX_DESC_LEN`
* Plaque inputs without `MAX_PLAQUE_LEN`
* Some people just screwed up the arguments so it would prefill
something like "40" in the `default` var because they didn't name their
vars.
To help me audit I added a lot of `max_length` named arguments to help
people understand it better. I think it might be kinder to have a
wrapper that handles adding `MAX_MESSAGE_LEN` in a lot of these cases
but I think there is some reason for a coder to be cognitive about input
texts? Let me know what you think. I didn't update anything
admin-related from what I can recall, let me know if anything needs to
be unlimited again.
## Why It's Good For The Game
The change to `INFINITY` notwithstanding, there were still an abundance
of issues that we needed to check up on. A lot of these are filtered on
down the line but it is clear that there needs to be something to catch
these issues. Maybe we could lint to make `max_length` a mandatory
argument? I don't know if that's necessary at all but I think that the
limit should be set by the invoker due to the wide arrangement of cases
that this proc could be used in.
This could all be a big nothingburger if the aforementioned PR is
reverted but a big chunk of cases fixed in this PR need to be fixed
regardless of that since people could put in 1024 character names for
stuff like guardians (or more now with the change). Consider this
"revert agnostic".
## Changelog
🆑
fix: A lot of instances where you could fill in 1024-character names
(normal limit is 42) have been patched out, along with too-long plaque
names, too-long descriptions, and more.
/🆑
## About The Pull Request
This extends the teleport blocker security implant's capabilities to
block jaunts. All jaunt subtypes (ethereal, ashen passage, shadow walk)
are blocked and stun you upon attempting to use them.
This took way more trial and error than it should have.
## Why It's Good For The Game
This was my initial vision when I added these. I even marketed them as
being useful for keeping a wizard or heretic contained, but that turned
out to be false advertising. After being served a civil claim under
Section 43(a) of the Lanham Act, I have been fined an undisclosed amount
of money and am being forced to rectify this.
Jokes aside, this was my intent from the get-go, and I'm only just now
getting around to making it so. It also just makes sense, because
jaunting is basically just teleporting with extra steps.
## Changelog
🆑 Rhials
balance: Teleport blocker implants now prevent implantees from jaunting.
/🆑
## About The Pull Request
Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.
This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.
No more type checks, removes a silly var on the mob level and another on
the client.
Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.
Other changes:
- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.
## Why It's Good For The Game
This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.
## Changelog
🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
## About The Pull Request
Basically what the title says. Abductors cannot be converted by
bloodbrother/revs/cult. They will NOT show up as having a mindshield,
however.
## Why It's Good For The Game
Abductors are, by design, incredibly strong. You are not meant to be
able to win against them, and this is reflected policy-wise by the fact
that they're a restricted antagonist. However, this is still a problem
when conversion antags get involved. If an abductor becomes a cultist or
a revolutionary, then suddenly every other player who isn't also
converted has to deal with an abductor without the normal restrictions.
It's not fun to play against and in general just shouldn't happen.
## Changelog
🆑
balance: Abductors (the antag, not the species) can no longer be
converted by any antagonist.
/🆑
## About The Pull Request
it's - conjunction of "it" and "is"
its - possessive form of "it"
grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good
## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
## About The Pull Request
This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.
### What does something being contraband MEAN?
Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.
### What items ARE contraband?
Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.
<details>
<summary>In hindsight it's kind of a long list.</summary>
* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.
</details>
### How does this interact with the round?
Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.
Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.
### Other minor changes that I rolled into this
Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.
Adjusted the N-spect scanner's description to match it's new
functionality.
The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.
https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d
**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.
**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.
**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).
## Why It's Good For The Game
Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.
As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.
Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.
If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.
Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.
## Changelog
🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Fixes#84170
Adds pen clicking and changes some of edagger and pendriver code to use
it instead.
Also replaces most pen typechecks to writing implement checks where it
makes sense, so now you can rename things with everything you can write
with (crayons)

Twisting pen caps (for traitor uplinks) has been moved to ctrl + click
instead.
## About The Pull Request
Mouse drag & drop has been refactored into its own attack chain. The
flowchart below summarizes it

Brief summary of each proc is as follows
**1. `atom/MouseDrop()`**
- It is now non overridable. No subtype should ever touch this proc
because it performs 2 basic checks
a) Measures the time between mouse down & mouse release. If its less
than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a
drag but a simple click
b) Measures the distance squared between the drag start & end point. If
its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag
is considered too small and is discarded
- These 2 sanity checks for drag & drop are applied across all
operations without fail
**2. `atom/base_mouse_drop_handler()`**
- This is where atoms handle mouse drag & drop inside the world. Ideally
it is non overridable in most cases because it also performs 2 checks
- Is the dragged object & the drop target adjacent to the player?.
Screen elements always return true for this case
- Additional checks can be enforced by `can_perform_action()` done only
on the dragged object. It uses the combined flags of
`interaction_flags_mouse_drop` for both the dragged object & drop target
to determine if the operation is feasible.
We do this only on the dragged object because if both the dragged object
& drop target are adjacent to the player then `can_perform_action()`
will return the same results when done on either object so it makes no
difference.
Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used
by huds & screen elements or in case you want to implement your own
unique checks
**3. `atom/mouse_drop_dragged()`**
- Called on the object that is being dragged, drop target passed here as
well, subtypes do their stuff here
- `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc
**4. `atom/mouse_drop_receive()`**
- Called on the drop target that is receiving the dragged object,
subtypes do their stuff here
- `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc
## Why It's Good For The Game
Implements basic sanity checks across all drag & drop operations. Allows
us to reduce code like this
8c8311e624/code/game/machinery/dna_scanner.dm (L144-L145)
Into this
```
if(!iscarbon(target))
return
```
I'm tired of seeing this code pattern `!Adjacent(user) ||
!user.Adjacent(target)` copy pasted all over the place. Let's just write
that at the atom level & be done with it
## Changelog
🆑
refactor: Mouse drag & drop attack chain has been refactored. Report any
bugs on GitHub
fix: You cannot close the cryo tube on yourself with Alt click like
before
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request
- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`
I have manually tested many of the refactored procs but there was 200+
so it's kinda hard
## Why It's Good For The Game
Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item
This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.
If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`
This does result in some instances of boilerplate as shown here:

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution
~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~
## Changelog
🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
## About The Pull Request
Allows you to alt-click a bunch of items while resting.
Fixes#82788
## Why It's Good For The Game
Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet
Others are just sensible changes.
## Changelog
🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑
## About The Pull Request
Rewrites how alt click works.
Based heavily on #82625. What a cool concept, it flows nicely with
#82533.
Fixes#81242
(tm bugs fixed)
Fixes#82668
<details><summary>More info for devs</summary>
Handy regex used for alt click s&r:
`AltClick\((.*).*\)(\n\t.*\.\.\(\))?`
`click_alt($1)` (yes I am aware this only copies the first arg. there
are no other args!)
### Obj reskins
No reason for obj reskin to check on every single alt click for every
object. It applies to only a few items.
- Moved to obj/item
- Made into signal
- Added screentips
### Ventcrawling
Every single atmospherics machine checked for ventcrawling capability on
alt click despite only 3 objects needing that functionality. This has
been moved down to those individual items.
</details>
## Why It's Good For The Game
For players:
- Alt clicking should work more logically, not causing double actions
like eject disk and open item window
- Added context menus for reskinnable items
- Removed adjacency restriction on loot panel
For devs:
- Makes alt click interactions easier to work with, no more click chain
nonsense and redundant guard clauses.
- OOP hell reduced
- Pascal Case reduced
- Glorious snake case
## Changelog
🆑
add: The lootpanel now works at range.
add: Screentips for reskinnable items.
fix: Alt click interactions have been refactored, which may lead to
unintentional changes to gameplay. Report any issues, please.
/🆑
## About The Pull Request
Adds a new final objective option with a classic premise; the forced
battle to the death.
The concept is that the Syndicate will provide you with an implanter
tool you can use on an arbitrary number of crew members. Once you have
at least 6 (though there is no ceiling) you can activate the implants to
start the Battle Royale and broadcast the perspectives of everyone you
implanted live to the entertainment monitor.
After activation these implants cause you to explode upon death. If at
the end of 10 minutes, more than one person remains unexploded then all
of the remaining implants will detonate simultaneously.
Additionally, one of the station's departments (Medbay, Cargo, Science,
or Engineering) will be chosen as the arena. If after 5 minutes pass
you're not within that department (or if you leave it after that time
has passed) then you will be killed.
The Syndicate plan on both using the recorded footage to study
Nanotrasen technology, and also to sell it as an underground blood
sport, and so have employed a pirate broadcasting station to provide
colour commentary.
The implantation is silent, however it requires you and your target to
be adjacent and stood still for one and a half seconds.
Once implanted, it will occasionally itch and eventually signal to the
implantee that something is up, so once you start implanting someone
you're on a soft timer until you are given away. You can also implant
yourself if you want to do that for some reason.
Removing an implant from someone has a 70% chance of setting it off
instantly, but it _is_ possible. If the implant is exposed to EMP, this
value is randomised between 0 and 100%. You could also try doing surgery
while the patient is wearing a bomb suit or something, that puzzle is
for you to solve and I'm not going to tell you the answers. I'm sure
you'll think of ones I haven't.
## Why It's Good For The Game
Adds a somewhat more down-to-earth but still hopefully exciting and
threatening option which should let people mess around with the sandbox.
The mutual death element provides some roleplaying prompts; nothing
actually _forces_ you to fight apart from fear of death and it may be
possible to find other ways to survive, or perform some kind of
solidarity behaviour with your fellow contestants. Maybe you'll try that
but one of your fellow contestants just wants to be the last survivor
anyway. Maybe you'll pretend you're setting up some kind of mutual
survivorship thing in order to make sure you're the sole survivor.
Gives some people to watch on the bar TV channel.
The crew apparently love playing Deathmatch while dead so we might as
well enable doing it while alive.
Also I'm going to follow this up with a separate PR to remove the Space
Dragon objective and it felt like it'd be a good idea to do one out one
in
## Changelog
🆑
add: Adds a new Final Objective where you force your fellow crew to
fight to the death on pain of... death.
/🆑
## About The Pull Request
Bumping into a door in a stealth implant opens the door (if you have
access)
## Why It's Good For The Game

Reduces jank by allowing stealth boxes to open doors.
## Changelog
🆑
qol: You can now open airlocks (That you have access to) while inside a
stealth implant box
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
This PR adds the base to simple modifiers that the host can select to
make the minigame ~~worse~~ more entertaining for everyone.
Here's the screenshot of the UI (without a few modifiers I added later):

## Why It's Good For The Game
I've seen this minigame is frankly popular lately, so I thought I could
contribute to it.
## Changelog
🆑
add: Added 20+ modifiers to the deathmatch minigame, which can be
enabled by the host.
/🆑
## About The Pull Request
- Freedom Implant will un-knot knotted shoes.
- Biodegrade will melt knotted shoes.
## Why It's Good For The Game
Just a niche interaction idea I had. Knotted shoes are, obviously,
obstructing your movement so these two tools that aim to un-obstruct
your movement should do something about it, right?
Also it would be funny to see a Ling melt their own shoes. Biodegrade
prioritizes handcuffs over anything else so it shouldn't be of great
concern.
## Changelog
🆑 Melbert
add: Freedom Implants and Biodegrade can you free you of the shackles of
knotted shoes.
/🆑
## About The Pull Request
- Large amount of storage datum cleanup.
- Documentation.
- Maybe more consistent use of parent vs real_location.
- Removes the weakrefs, replaces it with just references.
- These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
- Some bugfixes.
## Why It's Good For The Game
Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.
## Changelog
🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
## About The Pull Request
- Kicks Martial Arts out of the attack chain.
- All Martial Arts attacks are now handled via unarmed attack or grab
signals
- This means all martial arts are now technically on the living level,
allowing any mob that can unarmed attack to martial arts. Sort of. YMMV.
- All martial arts block checking is now handled by the arts themselves,
meaning you can selectively decide for a martial arts strike to not be
blocked. Maybe good for the future.
- A comprehensive cleanup of all existing martial arts. Improving var
names, code, adding some missing animation calls, etc.
Fixes#74829
## Why It's Good For The Game
Untangles the mess that is martial arts, making it a lot easier to work
with the attack chain and making it overall a ton more consistent.
## Changelog
🆑 Melbert
refactor: Big martial arts refactor, they should now overall act a ton
more consistent. Also technically any mob can do martial arts. Let me
know if something is funky.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
I was messing a little bit with TGUI stuff and ended up turning the
implant pad TGUI, so why not.
On top of the new UI, I replaced the messages to chat with nice and
consistent balloon alerts which will hopefully make it not seem like an
ancient piece of shit.
Video demonstration
https://github.com/tgstation/tgstation/assets/53777086/a1ebe0d4-005b-4e29-a623-2c1b352cd017
I also removed ``INTERACT_MACHINE_SET_MACHINE`` from the prisoner
console, because it was accidentally left in when the console was moved
to TGUI
## Why It's Good For The Game
I'm still going down the list of things that need to be TGUI, and I
ended up doing this cause I just felt like it while messing with some
other stuff.
Rest of the list is visible here:
https://hackmd.io/@sClqlHM0T4yZfn-qa5KnAg/S152Tl2hh
## Changelog
🆑
refactor: Implant pads now use TGUI
/🆑
Productionizes #80615.
The core optimization is this:
```patch
- var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+ var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```
We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
## About The Pull Request
For the vernacular purposes of the following PR body -- "Security
Implant" refers to the existing subset of implants given, by security,
to captured prisoners and such as a punitive, controlling measure. This
includes the chemical, tracking, and maybe exile implants.
This revamps the functionality of how "security" implants are displayed
on huds, prisoner management console implant controls/readouts, and
their instrumentality. It was also, ultimately, an attempt at nerfing
the tracking implant that spiralled far out of control.
Rather than only displaying chemical on the right and tracking on the
left, all implants with the "security implant" flag will be trackable on
SecHuds. A maximum of two can be implanted at once. This is both due to
technical limitations, but also conveniently provides security a limit
to consider when choosing implants.
Implants now also occupy their HUD slot based on the order they were
implanted in, rather than always occupying the same spot. Neat!

From two (three if you count the exile implant), there are now five
security implants. _The tracker implant has been split into two of these
implants._
<details>
<summary>Summary of the implants, functions, changes:</summary>
<br>
- **Tracker (Red)** -- No longer grants teleporter beacon. Tracking
radius has been increased from 20 to 35 tiles. The Prisoner Management
Console will now list the area the prisoner is occupying as well.
Disables after the implantee is dead for 10 minutes.
- **Chemical (Blue)** -- No mechanical changes. The implant pad readout
has been modified slightly.
- **Exile (Green)** -- In addition to past functionality, station
shuttle controls (public, mining, etc.) will be unresponsive for the
implantee. Flimsy, but more effective than a stern warning not to come
back from lavaland.
- **Beacon (Yellow)** -- Implantee becomes a teleporter beacon. The
prisoner console will report if their currently occupied area is
hazardous or not, so half of the security team doesn't blindly teleport
into space or lava. Disables after the implantee is dead for 10 minutes.
Available from Cargo.
- **Teleport Blocker (Deep Blue, not shown)** -- Prevents the implantee
from being teleported. Ever wanted to keep a wizard or cultist in a
cell? This is where you can start. Available from Cargo, expensive and
scarce.
Each of the implants has some application that would benefit security if
used on a captured criminal. Their usefulness may overlap in some
places, but the overall range of control these implants give security is
broadened.
</details>
The implant control console has also been given a small facelift.
Certain implants provide more useful readouts that can help officers
locate, control, or capture an implantee, rewarding cooperation between
officers.
It has also been totally converted into TGUI by @MrMelbert. Kickass!
Also, You can now remotely destroy implants, either to relieve criminals
from their punishment or to make room for a different implant. Wardens
should keep hold of their ID and remember to log out, since a motivated
convict could use it to shed their implants!

Everything made in this PR _should_ be scaleable enough to allow for new
security implant types to be implemented with relative ease. The
teleport-blocker implant was a last minute attempt to prove it to
myself. I had a few more ideas for implants in my head, but figured this
PR was already getting big and ugly enough. That is all for another day.
I truly apologize if there's anything I've missed in here. I did a lot
of this over a long period of time and kind of just... sat on it for a
while. If there's any confusing our unexplained changes, feel free to
point them out and I'll try to give an explanation.
## Why It's Good For The Game
The goal of this PR is to give a bit more depth to security's armory
implants. The intent is to present a choice in what implants are given
(rather than just tracker and maybe chem if you're feeling spiteful),
and to make them more useful as punitive/monitoring tools.
The tracker implant needed a nerf (and probably still does regardless of
this PR's success). It's never used for tracking since the teleporter
beacon is much more direct (+ gives a virtually free attack
opportunity), and the tracking range was incredibly subpar. I'd rather
not take toys away from security, but having the best option not be
roundstart gear feels like a fair compromise.
Warden content. Wardens have more gear to budget for and use at their
own (or the HOSes) discretion. The changes to the prisoner console allow
them to coordinate with officers to get good value out of the implants
they've chosen for an implantee.
Gives antagonists an alternate way to get de-implanted, without external
help, that can only be granted at the fault of security. Wardens who
dish out implants must keep an eye on the people carrying them!
## Changelog
🆑 Rhials, MrMelbert
add: The Tracker implant has had its teleport beacon functionality
migrated to the new (cargo accessible) Beacon implant.
add: Teleport Blocker security implant, that prevents the implantee from
teleporting by any means. Purchasable from cargo.
add: Security implants may now be harmlessly self-destructed at the
Prisoner Management Console.
balance: The Tracker implant tracking radius has increased from 20 to 35
tiles. The Prisoner Management Console will track and display the area
the implantee is in as well.
balance: The exile implant now prevents implantees from operating
shuttle controls.
code: Various code improvements and removal of unused vars in the
Prisoner Management Console
code: The HUD slots for chem/tracking implants have been converted to
display any implant with the IMPLANT_TYPE_SECURITY flag and an
associated sprite.
spellcheck: Modifies various implant pad readouts, removing false
information and rewriting some sections.
/🆑
---------
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.
## Why It's Good For The Game
The device.dmi was kind of a mess.
## Changelog
🆑
/🆑
## About The Pull Request
Third /icon/ cleansing splinter 1. Comments on commits say all it does
pretty much.

## Why It's Good For The Game
Inhand for walkietalkie was requested in the project, gets rid of some
usecases of old 'gangtool', headset splitoff requested by Fazzie.
Inhands reflecting the items they are supposed to represent is nice.
## Changelog
🆑
image: Following now have unique item sprites: syndicate war declaration
radio, curator and chief beacon's, chaplain beacon.
image: Following now have unique inhand sprites: radio, export scanner,
walkie-talkie, syndicate war declaration radio, curator and chief
beacon's, chaplain beacon.
/🆑
## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.
It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers
After:



NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑
## About The Pull Request
This helps clean up my favorite helper proc in the whole codebase,
`notify_ghosts()`.
The notify_suiciders, ignore_mapload, and flashwindow args are GONE.
They have been replaced with the notify_flags bitflag argument. This was
intended to make deadchat announcements a bitflag argument too, but
those got reverted right before I originally wanted to submit this PR.
The on-screen popup now shows the notification body when you hover it
with your mouse again. The format is now `[notify_ghosts message] --
[click action (orbit/jump/play)]`
Every single `notify_ghosts()` call has been changed to multiline format
and has been given trailing commas. Pretty!
## Why It's Good For The Game
Cleans up a proc that is very popular and going through a lot of changes
at the time.
Allows for further flexibility when this proc inevitably gets tweaked or
improved. 12 -> 10 args is an improvement, and it doesn't impact the
helper's flexibility at all.
## Changelog
🆑 Rhials
code: The notify_ghosts proc has been cleaned up. Please report any
abnormal changes in deadchat notification behavior.
qol: The on-screen deadchat popups now contain the notification blurb
when hovered with your mouse again.
/🆑
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()`
- `spill_organs()`
- `spread_bodyparts()`
And adds heavy documentation that communicates what the procs are used
for and how the different bitflags affect them. The difference is
noticeable:
`gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)`
The code is now much more legible which is important considering it's
used in a lot of places!
Another robust change, is that we had several places in the code where
there were double negatives like so:
```
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!?
// do stuff here
```
This is a mindfuck to untangle. I inverted a lot of these parts so we
don't lose our sanity.
Last thing that was changed was a big `if()` loop in the `spill_organ()`
proc. This was refactored to just be a simple `for` loop with `continue`
statements where we needed to skip enabled bitflags. It's now shorter
and cleaner than before.
The only slight gameplay change this affects is that gibbing a mob now
guarantees to drop all items unless the `DROP_ITEMS` bitflag is
deliberately omitted. Some places like admin gib self, we don't want
this to happen.
## Why It's Good For The Game
Gib code is very old. (~15 years) People kept adding more arguments to
the procs when it should have been a bitflag initially. By doing it this
way, there is more flexibility and readability when it comes to adding
new code in the future.
## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
## About The Pull Request
This aims to make the freedom implant a bit less clunky, and a bit more
responsive. No fundamental changes or buffs or anything, just some more
feedback and player-facing clarity on what this thing actually does.
Changes include:
- Freedom implants can no longer be implanted into non-carbon
(uncuffable) mobs.
- The freedom implant will no longer expend charges when used without
active restraints.
- The to_chat has been replaced with a balloon alert (displayed to the
user only, of course).
- The implant throws a balloon alert shortly after it runs out of
charges, notifying the user that it has degraded and is gone.
- The implant pad readout has been changed to provide a bit more useful
information, and provide a bit less incorrect information.
- No, seriously, what did _"Analyzes certain shadow signals in the
nervous system"_ even mean? Shadowlings??
- The uplink listing now lists the number of uses, and explains that the
implant is useful for more than just handcuffs.
## Why It's Good For The Game
I used this thing once on a nukie round and thought "oh god this needs a
facelift immediately".
Players should be able to know the basic functions of their toys without
having to consult the wiki.
## Changelog
🆑 Rhials
qol: The freedom implant has received minor feedback and other minor
usage improvements.
/🆑
Whatever you do, if it warrants the use of something like
`handle_atom_del`, chances are `Exited` can do it better, as most of
these cases involve movables that shouldn't be moved out of their loc
(`Destroy` forcefully moves movables to nullspace) without calling
specific procs, and for the remaining few, `handle_atom_del` doesn't
even cover the eventuality of a movable being deleted outside the source
atom, so it's quite garbage.
Beside, I feel confident in saying `handle_atom_del()` is older than the
DCS, an echo on the workarounds done at the time.
## About The Pull Request
This PR adds in the Tactical Deniability Implant to the nuclear
operative uplink for 6 TC. It's new version of the minibomb, implanted
directly into your brain.
It disables softcrit and hardcrit, making it extremely powerful... For
about 10.7 seconds (without stacked minibombs), before you realize what
the increasing beeping is for, and proceed to explode. Even atropine
can't save you from this one.
There is kind of a buff in that the delay of mini/macrobombs can no
longer reach 30 seconds, since it just makes things a lot more
interesting with a time cap (and also you'd need like 4 macrobombs to
reach it so it mostly only impacts this new feature)
## Why It's Good For The Game
It's an interesting tradeoff where you can survive for a bit after
critical condition, but whenever it triggers you've effectively sealed
your own fate. Even if a helpful operative comes along to heal you, you
WILL explode.
## Changelog
🆑
add: The Syndicate has begun rolling out new Tactical Deniability
Implants for their Nuclear Operative teams. It seems these implants are
designed to make teams "fight harder" by "giving incentives for fighting
to the bitter end", whatever they're talking about.
/🆑
## About The Pull Request
Removes all of the duplicate global lists for specific machine types
where the only thing they do is store all machines of that type.
Adds machine tracking to SSmachines in the form of a list for all
machines, and then an associative list for machines by their type.
Previously we have machines in multiple global lists, such as airlocks
being in GLOB.doors, GLOB.airlocks, GLOB.machines.
This makes that not a thing, and also means that iterating through
GLOB.machines looking for a specific type is no longer as expensive.
## About The Pull Request
Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.
## Why It's Good For The Game
Saner spriters = better sprites
## About The Pull Request
Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.
## Why It's Good For The Game
Saner spriters make better sprites. And also, just helps keep track of
things.
## Changelog
🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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## About The Pull Request
[Reduces timer insertion cost by
80%](c9e5b285ed)
Timer name generation involved a LOT of string shit, some in ways where
the string only existed for a moment.
This costs a good bit of time, and can be reduced with only minimal
impacts on the end product, so let's do that. Includes a compile flag to
flip it back if we ever have trouble in future.
This is about 0.1s off init, since we do a lot of timer stuff then too
[Removes STOPPABLE flag from QDEL_IN, moves it to a bespoke
macro](e7a5d7f2a7)
Its a waste most of the time, tho I would LOVE to analyze at compile
time to work out if we care
## Why It's Good For The Game
I like it when we don't spend all of our cpu time just setting the name
var on timers. that's good and not bad.
This saves time fucking everywhere. 15% off explosions, 0.1 seconds off
init, bunch of time off foam. it's just good.
Cherry picked out of #76104 since that was too cluttered (sannnnnn)
<!-- Argue for the merits of your changes and how they benefit the game,
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## About The Pull Request
just scratching an itch that's been present since #72377
as a minor thing, delayed explosion beeps get louder with each iteration
## Why It's Good For The Game
dmdocing vars, cleaner var names, what have you
reinforce the equation of 1 macrobomb = 10 stacked microbombs
## Changelog
🆑
sound: explosive implant's beeps get louder as it gets closer to
exploding
/🆑
## About The Pull Request
This adds ghost orbit popups for the following:
- Macrobombs (or stacked microbombs) being triggered.
- HFR Meltdowns.
- Living players about to be gored by an emagged organ harvester.
- Nuclear devices being armed.
- Doomsday devices.
- Blob hosts bursting.
This also modifies the following ghost orbit popups:
- Toy hot potatoes will no longer cause a popup when armed.
- Normal spider eggs will not flash the byond window, only special egg
types.
## Why It's Good For The Game
Gives more gathering spots/information to deadchat. Let no entertaining
moment in this game go unobserved.
Spider eggs flashing your window for every single egg produced makes
alt-tabbing suck. I saw some guy on the forums complaining about it and
thought "huh yeah I guess he's got a point that pisses me off too" so
here we are.
## Changelog
🆑 Rhials
qol: Basic spider eggs no longer flash the byond window when ready to
hatch.
qol: Toy hot potatoes no longer give a ghost notification.
qol: Deadchat will be notified in the event of an imminent macrobomb
detonation, HFR meltdown, organ harvesting,
qol: Deadchat will be notified when a nuclear/doomsday device is
activated, as well as when a blob-infection bursts.
/🆑
## About The Pull Request
Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.
This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.
[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)
[Moves signal procs over to their own
file](33d07d01fd)
[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)
[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)
[And finally passes over the examine
signals](65917658fb)
## Why It's Good For The Game
Code makes more sense, things are better teased apart, s just good imo
## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑