## About The Pull Request
Closes#90666, converts minetypes to defines, gives icebox a minetype
define which could also be used later to give mining suits some fur or
something.
## Changelog
🆑
fix: Icebox artifact exports no longer claim they're from a lava planet
/🆑
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/81140
Closes https://github.com/tgstation/tgstation/issues/72342
Fixes presets, custom explosions, partly fixes tooltips (they are
completely broken and some positions don't work at all if text is too
long)
Fixes always failing sound length check and fall sound timing
Adds small preview box for preset color button
Adds 5th variable to custom explosion size: flash range
Adds flash range to admin logs

## Why It's Good For The Game
Less bugs (rip moths)
## Changelog
🆑
fix: fixed presets, custom explosion, fall sound in admin supply pod
admin: admin supply pod now can have flashy explosion, set it via custom
explosion button. Added flash range to admin logs
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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request process. -->
## About The Pull Request
So yesterday I've spotted that we had wrong SLOTS_AMT value set, and
went a bit down a rabbit hole and found how abhorrent our
ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK usage is. They're not real
inventory slots, but just "hints" at items being located in backpacks or
belts, or instructions to put an item into a belt/backpack. This PR
rewrites all usages of them as "hints", and adds an equip_to_storage
proc used to equip an item into a storage positioned in a certain slot,
so ``equip_to_slot_if_possible(item, ITEM_SLOT_BACKPACK)`` is now
``equip_to_storage(item, ITEM_SLOT_BACK)``
## Why It's Good For The Game
Its really stupid and we shouldn't have those as slot flags,
ITEM_SLOT_HANDS at least makes sense but those two are just absurd.
Should make equipping things into non-backpack storage a bit easier too,
in case we end up going through with the idea of suit/uniform pockets
being a major part of player inventory.
## 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 its 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
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
refactor: Refactored how backpack and belt contents are handled in mob
inventory code, report any issues with lingering item effects or
inability to equip things into them!
/🆑
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## About The Pull Request
This adds a `manifest` table to the database, basically a databasified
version of the `manifest.txt` log.
## Why It's Good For The Game
This is less of a game feature and more of an admin & Statbus tool. We
currently do not have a good way to see who played which character in a
given round. This aims to fix that.
~~Drafted because I'm not sure on some of the typecasting for the
`special` and `latejoin` columns, I would like someone to give that a
once-over.~~ We good.
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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## About The Pull Request
Crimes are now logged in db
Logging:

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
idk
we logging citations but not crimes, and i wanted to log the crimes too
<!-- 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
<!-- 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 its 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
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑 Rengan
server: The crimes are now logging in the database.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
## 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
Currently the button to open a map in webmap is tied to a config entry,
which would then take the name of the map being played and get the link
to that, however for cases like new/tested/admin uploaded maps where
there is no webmap available, this would still have a link to a url that
doesn't exist.
Instead, we'll make the webmap link be in ``maps.txt``, same as
feedbacklink.
## Why It's Good For The Game
Explained in the about section, this prevents webmaps appearing for maps
that aren't supposed to have a webmap link available.
## Changelog
Nothing player-facing, webmaps aren't currently used (afaik) currently
cause they're broken for tg codebases.
## About The Pull Request
adds snails to the game

these are harmless critters you can find in maints. they love eating all
variety of fruits, and are gravitated towards snail people, where
they'll dance around them.
you can also pick them up and put them on your head.
finally, you can also grab them and put them in hydrotrays (they will
swim around in it very slowly). they'll help ur plants grow as they act
as natural weed-repellants, as they'll eat weeds that grow in trays.

## Why It's Good For The Game
there's not that many mobs you can usually find in maints, currently
there's only mice and cockroaches, this helps expand the pools a bit.
## Changelog
🆑
add: adds snails to the game. (keep them away from salt!)
/🆑
## About The Pull Request
When the cult roundstart ruleset is picked, the most experienced cult
player is granted the cult Master title instead of it being determined
by voting. They can pass the role onto another willing cultist by using
an action once. Fixed cult masters not receiving their large speech
(instead not having any text spans whatsoever) and the Eldritch Pulse
spell being not usable whatsoever. Mark Target now displays an arrow
similar to heretic's living hearbeat to all cultists upon being cast.
This is a commission by Improvedname, but I do stand by the ideas
myself.
## Why It's Good For The Game
Cult Master, since its very inception, has been used for one thing and
one thing only - casting Final Reckoning on the summon rune by whoever
got to the area first and quickly used the vote that the cult reserved
for the finale. This results in other spells almost never being used, as
can be seen by the fact that one of them has been broken for the past 2
years. This change should make cult master more of a commander role akin
to how nuclear operative leader works, and make them a valuable target
for non-cultists to hunt down as they'll be present since roundstart.
## Changelog
🆑
add: Cult Master is now assigned to the player with most hours as a
cultist upon roundstart, instead of being votable.
add: Cult Masters can transfer their role once.
balance: Mark Target now gives all cultists a noticable directional
indicator, similar to heretics' living hearbeat
fix: Fixed cult master's broken speech spans
fix: Fixed Eldritch Pulse not working
/🆑
## About The Pull Request
I thought I fixed this a while back with changes to signals and such
(#76360), but I failed to handle machine to machine interaction and
autolinking properly which broke behavior. Mildly hard to test but it...
should? work better now. I don't think I've missed something but it is
possible.
[Unfucks telecomms_list, mild code quality
stuff](cc8316d523)
[cc8316d](cc8316d523)
GLOB.telecomms_list proported to hold just /telecomms machines but it
WASN'T, we stuffed message computers in there too to make references a
bit easier to clean.
This fixes that, handling them instead with a one to many pattern. I've
also renamed a few things (most prominently GLOB.telecomms_list ->
GLOB.telecomm_machines), and unindented an if check that was essentially
dead code. Also killed a really messy define and replaced it with a
proc.
## Why It's Good For The Game
Mapper asked for it, really should have done this years ago but we
didn't have a usecase for it.
## Changelog
🆑
fix: Tcomms machines will interoperate across z levels in the same
"stack" as expected now
/🆑
## About The Pull Request
This fixes a small excerpt from #90678:
>"[...] double-examining it to see what extra items it can hold
(normally all lures) only reports the Artificial Minnow as fitting."
By making it use subtypesof instead of typesof for purpose of spawning
lures and making the minnow its own subtype.
## Why It's Good For The Game
Fixing a mild botherance.
## Changelog
🆑
fix: Examining a fishing lures box twice no longer says it can hold just
artificial minnows.
/🆑
## About The Pull Request
This PR started with the idea of adding support for map feedback
threads, which I added to the roundend report, escape menu, and stat
panel. To do this though I had to make pretty annoying changes to the
stat panel and had to touch every single time something to the stat
panel was added, so since we now have a way to have links in the stat
panel I thought of taking full advantage of it and add some QOL.
AIs can now track their borgs by clicking their status on the stat panel
https://github.com/user-attachments/assets/1789dc46-5d12-48e9-bb8d-d3278aa19639
With Melbert's comment, I added another stat panel entry that directs
you to the Webmap page, which currently seems to be a little messed up
(https://github.com/AffectedArc07/SS13WebMap/issues/41 &
https://github.com/AffectedArc07/SS13WebMap/issues/42) but if they get
fixed this would be a swag asf feature
##### Code bounty for Ezel/Improvedname
## Why It's Good For The Game
Feedback threads was a suggestion from a player and is fully in control
of admins as an optional thing, and while we still have stat panel I
think it's nice to be able to take advantage of its features.
## Changelog
🆑
admin: Admins can now link a URL for maps, used to give feedback on said
maps. Accessible through the roundend report, escape menu, and stat
panel.
qol: AIs can track their borgs by clicking on them in the stat panel.
qol: You can now directly go to the webmap of maps from the stat panel
(assuming it's set in config).
/🆑
## About The Pull Request
- Tweaks partial understanding.
Paragraphs are now split into sentences first creating more natural
breaks between sentences.
- Adds "Common Second Language" quirk
This quirk changes your default understanding of common (up to) 90%
(your choice), meaning you drop the occasional word.


Additionally, when your sanity drops below a threshold, you become
forced to speak your native language, albeit with a partial
understanding applied for everyone else.
Incompatible with similar language quirks + can't be taken by humans
(yet?)
## Why It's Good For The Game
Just a fun way to play around with the new "partial understanding"
system.
## Changelog
🆑 Melbert
add: "Common Second Language" quirk
qol: Language translations chunk sentences together better, making
partial understanding a bit easier to parse.
/🆑
## About The Pull Request
As said in https://forums.tgstation13.org/viewtopic.php?t=38517 - Admins
don't want to touch the event multiplier configs because,
``for example changing the mult to 1.5 would make heart attack only roll
on 60+ pop``
and ends with;
``it would be better to make a pull request to the codebase and alter
the min_player var on the events that are issues``
So why not let ALL events be editable by admins?
This PR makes every single event possible to be edited, though the json
only comes with the non-wizard non-holiday ones (though they are totally
addable if admins want to put it in, I just didnt think we should make
it obvious it's possible so they DONT)
The config is off by default (no effect regardless since I have it the
same as code-side).
## Why It's Good For The Game
The multiplier config is rendered irrelevant by instead being able to
tweak the individual events to your liking, especially when one touch of
that causes certain events to be rendered never runnable.
This is (sorta) an admin request, and it also makes event rarities and
such an admin issue, therefore not our problem anymore (mostly), wahoo.
Get FUCKED, Grid Check!

## Changelog
🆑
config: Removed event time/weight multipliers, now all events vars are
editable in config.
/🆑
---------
Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
## About The Pull Request
Once the round starts, the TV's text shows the current map, how much
time it is in-game, how many players are connected, and what the
overflow job is (if the station trait is on). video as demonstration but
the overflow text has changed to "[job] overflow" instead of "Overflow
job: [job]"
https://github.com/user-attachments/assets/fe74b28b-06de-4827-9c4d-ca2e51f1e0b9
Closes https://github.com/tgstation/tgstation/issues/90651
## Why It's Good For The Game
Gives useful info on the TV instead of having it just magically
disappear (which currently doesn't work cause I forgot to deactivate it
on initialize for latejoiners) which will become more useful if the stat
panel is removed. Also makes overflow job more obvious, the TV is just a
good place to put info useful for new players though round time
personally was just put there to make the TV feel more full.
Wanted to put this in the original PR but wanted to try to match parity
to the stat panel in case this wasn't wanted.
## Changelog
🆑
qol: The TV on the title screen has round info once the round has
started or ended.
fix: The TV now fits on non-widescreen screens.
/🆑
## About The Pull Request
There's a function to call the shuttle when a proportion of the crew
die. This functionality is probably not turned on on actual tgstation
servers but it is a configurable option for people hosting their own
forks and whatnot to use.
However, while this works, it doesn't actually call the shuttle, as it
seems to require the time remaining for the shuttle to arrive to be
greater than 4 minutes, which, as the shuttle hasn't been called, the
time remaining is 1 second (the fallback value for when it's not in
transit). So it never calls.
(The fix I have here was suggested to me by someone else in the Discord
coding channel so I can't take full credit for it.)
## Why It's Good For The Game
It's good for the automatic shuttle call to call the shuttle
## Changelog
🆑 Kapu1178, Cirrial
fix: The server-configurable shuttle call when enough of the station
dies will now actually call the shuttle.
/🆑
## About The Pull Request
Weather subsystem code mixed up defines and indexes resulting in broken
behavior when you only had mobs and thunder defined in a subsystem.
Solved this by converting currentpart from define to active task index
Closes#90677
## Changelog
🆑
fix: Ash storms do damage again
/🆑
## About The Pull Request
Improves how the loadout menu looks by switching it to the new
ImageButton component, converting recolorable/reskinnable to use icons
with tooltips, and allowing items within a category to be grouped up
together (only used by pocket items as of now)
<details>
<summary>How it looks:</summary>


</details>
Monocles have been made prescription, and prescription, contains pens,
hair color, and other misc tags have been removed.
<details>
<summary>Additionally, plushies now have better baked-in sprites for
loadouts, with randomized lizard plushie receiving a coat of rainbow
paint in place of the removed tooltip.</summary>

</details>
## Why It's Good For The Game
Blue button make it hard to figure out details on certain items, and
tiny grey text is borderline unreadable. Also our pocket items category
is horribly bloated.
## Changelog
🆑
qol: Redesigned the loadout UI
balance: Monocles now work as prescription glasses
image: Loadout plushies no longer use mapper previews for their images
/🆑
## About The Pull Request
I heard you liked commas.
## Why It's Good For The Game
Trailing commas make everyone happy!
## Changelog
Nothing anyone will notice besides downstreams adding to these lists
## About The Pull Request
Fixes#89445 (well, technically. It fixes the bug associated but these
`say`s should really be emotes.)
Three things:
1. Reworks how language translation works.
Rather than scrambling a sentence into a language entirely, sentences
are now scrambled on a per-word basis.
Additionally, the 1000 most common words of a language are *never*
re-scrambled across the duration of a round. Once it's set it's set in
stone.
Example: (Sample / Old / New)

This allows for a number of things:
- More consistent translations, making it (more) viable to actually
"teach" someone words for something
- Maintaining emphasis such as caps (but not `||`, `++`, or `__` - at
least not yet)
- The following:
2. Adds partial language understanding
Some languages can understand portions of other languages.

This pr adds the following:
- Those who understand Beachtongue can understand 50% of Common and 33%
of Uncommon words.
- Those who understand Common can understand 33% of Beachtongue and 20%
of Uncommon words.
- Those who understand Uncommon can understand 20% of Common and 20% of
Beachtongue words.
3. Bilingual quirk has been expanded to accomodate these changes.
There are now two more preferences:
- Language Speakable
- You can toggle this, so you only understand the language, rather than
understand AND speak.
- Language Skill
- If you choose to be unable to speak the language, you can set how much
of the language you can understand, down to 10%.
## Why It's Good For The Game
Playing around languages is fun, but due to the way our translation
works, ALL context is immediately lost for what the other person may be
saying.
If the other person is shouting in all caps? Output language is normal
chatting. This is lame!
Even if someone is unable to understand you, there's a LOT you can
convey just by how you speak, and getting that across in game is quite
difficult when all translations get mauled so badly.
So this changes that.
- Emphasis like caps lock is maintained, so you see someone shouting in
caps in a foreign language you can probably intuit something is wrong
(but not what is wrong!)
- Some languages can gleam bits of other languages, so you MIGHT be able
to pick out context if you pay close attention
- "Brother" languages will now feel more like "brothers" and not
completely divergent
- You can even "teach" someone words in your language - at least the
most common words! (Until next round)
## Changelog
🆑 Melbert
add: Languages can now have partial understanding of other languages.
More common English words are more likely to be mutually understood.
add: Those who understand Beachtongue can understand 50% of Common and
33% of Uncommon words.
add: Those who understand Common can understand 33% of Beachtongue and
20% of Uncommon words.
add: Those who understand Uncommon can understand 20% of Common and 20%
of Beachtongue words.
add: Bilingual quirk: You can now choose between being able to speak or
not speak the language
add: Bilingual quirk: You can now choose to have partial understanding
of your language, rather than full.
qol: If you speak in ALL CAPS in a foreign language, the translated
words will also be ALL CAPS.
qol: Many more forms of punctuation are now conveyed across
translations.
qol: The 1000 most common English words will now never be scrambled when
translating into other languages for the duration of the round. This
means you can actually "learn" some words if you are especially
attentive! (Until the next round at least)
refactor: Refactored language translations. Report if you see any super
odd looking translations.
fix: Force-says forcing you to speak common (such as cult invocations)
will now correctly force you to speak common (even if you don't know
common)
/🆑
## About The Pull Request
While working on another PR, I noticed that there wasn't any real
distinction between subsystems that function as a network for various
logical components/systems in the code, and subsystems that are meant to
represent what is actually an in-game network. As such, I moved what
seemed to be clear representations of the functions of in-game networks
under their own subfolder.
This should have no effects otherwise.
## Why It's Good For The Game
Per an .md I added in the folder, it helps to clearly demarcate what are
backend programmatic networked systems, and what are meant to actually
be a network in the game itself; the radio jammer disrupts your suit
sensors and headset, not your signal relationships with DCS, and I
believe having that distinction be clear at a glance of the file
structure is valuable.
## Changelog
🆑 Bisar
code: Subsystems that are meant to represent a network in-game have been
moved into their own category inside the codebase.
/🆑
## About The Pull Request
Removes ``/mob/dead/get_status_tab_items()``, replaces it with a lobby
hud icon showing the same information
TV sprite made by Kryson, scanline and static taken from ``effects.dmi``
which I then blew up to fit the size.
https://github.com/user-attachments/assets/99733ae6-c596-42b1-bcae-d1a8d8f094c3
## Why It's Good For The Game
I want to try to remove as much reliance from the stat panel as possible
so we can hopefully remove it, as it takes up 1/3 of the screen for
nothing.
## Changelog
🆑 Kryson, JohnFulpWillard
qol: Lobby info is now on the title screen rather than being hidden in
the stat panel.
/🆑
## About The Pull Request
Persistent paintings should be loaded after persistence itself
## Why It's Good For The Game
Bugfix confirmed to be working (test merging this fix live currently).
## Changelog
🆑
fix: fixes persistent paintings not loading
/🆑
## About The Pull Request
Adds a new PDA app that allows you to create polls that people can bet
on with credits, the owner can then lock the bets, decide what the
answer is (up to the player for whatever poll they made), and send it
off, giving the money the losers bet into the accounts of the winners.
It's a small PDA app that currently doesn't make any announcements or
come preinstalled in anything, but that's subject to change. PDA screen
sprite is codersprited.
Video demonstration
https://github.com/user-attachments/assets/449e1f0b-7fd3-4948-bff8-2793af831360
Not shown (as I added later), it now uses newscasters as well.

###### Code bounty of
https://forums.tgstation13.org/viewtopic.php?t=38278
## Why It's Good For The Game
Allows people to host polls for station events, allowing for the SS13
version of sports betting.
## Changelog
🆑
add: Adds a new sports betting app on your PDA, you can now host and
vote on polls using in-game credits.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Certain throw impact callbacks, like those on energy bolas, could cause
the object to get deleted, which would make throwing datums runtime
because they didn't account for it.
## Changelog
🆑
fix: Fixed runtimes caused by energy bolas
/🆑
## About The Pull Request
##### Disclaimer - Some of the code/icons/sounds were ported from TMGC.
Introducing more weather types! And yes, you can now have rain be
reagent based!
<details>
<summary>Regular Rain</summary>

</details>
<details>
<summary>Blood Rain</summary>

</details>
<details>
<summary>Acid Rain</summary>

</details>
You can even make it rain ants, plasma, or drugs. All of their effects
get applied to turfs, objects, and mobs depending on the weather options
you select.
Did I mention... there is thunder?
<details>
<summary>Thunder Strikes</summary>

</details>
<details>
<summary>Sand Storms</summary>

</details>
Despite all this new stuff, none of it has been directly added to the
game but the code can be used in the future for:
- Wizard event - Similar to lava on floor, but this time make the
reagent random or picked from a list and give wizard immunity
- Chaplain ability - Maybe make this a benefit or ability once enough
favor has been obtained
- Admin events - I have added a BUNCH of admin tooling to run customized
weather events that let you control a lot of options
- New station maps/biomes for downstreams (Jungle Station, etc.)
- Change Ion storms to use the new weather system that triggers
EMP/thunder effects across the station
- IceBox could get plasma rain
- Lavaland could get thunder effects applied to ash storms
Relevant PRs that removed/added some of the weather stuff I used:
- #60303
- #25222
---
#### Attribution
- Rain sprites were added via [novaepee](https://github.com/novaepee) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/9675
- Sand sprites were added via [TiviPlus](https://github.com/TiviPlus)
(who commissioned them from bimmer) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/4645
- Rain sounds [already existed on
tg](https://github.com/tgstation/tgstation/pull/25222#discussion_r106794579)
and were provided by provided by Cuboos, using Royalty Free sounds,
presumed under default tg sound license - Creative Commons 3.0 BY-SA
- Siren sound is from siren.wav by IFartInUrGeneralDirection --
[Freesound](https://freesound.org/s/46092/) -- License: Attribution 4.0
The original `siren.ogg` sound used on a lot of SS13 servers doesn't
seem to have any attribution that I could locate. The sound was added
about 15 years ago. So I just looked for a somewhat similar sounding
siren noise on Freesound.
## Why It's Good For The Game
More weather customization!
## Changelog
🆑
add: Added new weather types for rain and sandstorms. Rain now uses a
reagent that gets exposed to the turfs, mobs, and objects. There is also
a thunder strike setting you can apply to any weather.
add: Hydro trays and soil will now add reagents to their trays when
exposed to a chemical reaction. (weather, shower, chem spills, foam
grenades, etc.)
add: Weather temperature now affects weather reagents and mobs body
temperature.
bal: Snowstorm temperature calculations were tweaked to allow universal
weather temperature effects.
sound: Added weather sounds from TGMC for rain and sirens (attributed to
Cuboos and IFartInUrGeneralDirection )
image: Added weather images from TGMC for rain and sand storms
(attributed to Novaepee and Bimmer)
refactor: Refactored a lot of the weather code to be more robust
admin: Admins can now control more weather related options when running
weather events. The weather admin verbs have been moved to their own
"Weather" category under the Admin tab.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Added two new "layers" to hairstyles. The first draws on the normal hair
layer but resists being affected by hair masks unless a piece of
clothing really insists that it must mask it. The second draws on top of
the headwear layer and will ignore all hair masking, but will disappear
entirely if a piece of clothing covers the part of the head that
hairpiece originates from.
Each of these "Layers" (called "hair appendages" in the code) is
associated with a part of the head that it comes off of (left side,
rear, right side, etc.), which pieces of clothing can cover to prevent
those parts from being shown. For example, a Beret will allow a ponytail
to sprout off the back of a person's head and ignore the normal hair
mask, but a winter coat hood covers every part of the head except the
front, so it will hide the ponytail completely.
## Costs
Hairstyles that use this system require some extra icon blending, but
each hairstyle will cache the result of each blend whenever a new hair
mask is applied, so the extra cost only happens once. The cache will
also be used on hairstyles that don't utilize the additional layers, so
we should end up with less total icon blending over the course of a
round than we currently have.
Adds a new sprite layer, OUTER_HAIR_LAYER, to humans.
Changes hair masks from strings specifying an icon state to datums with
an icon state and a bitfield storing which parts of the head the
headware that uses them cover. The singletons for these datums are
stored in the SSaccessories subsystem.
Any hairstyle that uses this system will need 1-2 more icon states in
the human_face.dmi file. I currently have 32 hairstyles marked that
could reasonably use this system, about half of which use both
additional icon states.
## Images
Old system:

New system:


The new system is currently only implemented on the "Ponytail (High)"
hairstyle for demonstration and testing. I have a branch with the same
update for most similar hairstyles I can push if this is merged.
## Why It's Good For The Game
Hair masks are okay but they look really bad with some hairstyles. This
allows people who really care about their character's look to make their
hairstyles work with their favorite hats.
Potential for fixing #88886
## Changelog
🆑
add: Added a system to create hairstyles with multiple layers to allow
better interaction with hats and helmets
image: Added additional sprite layers to the Ponytail (High) hairstyle
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
oooooh boy, have I been waiting on this PR. It was one of the first
things I tried when I got into 516 alpha. With this, we shuffle off all
the polyfills that makes TGUI build like it's still on IE.
TGUI should look and function exactly the same.
1. updated webpack build targets
2. removed polyfills
3. removed trident references
4. removed trident-only storage
5. updated documentation
6. bumped yarn (sorry, this makes the file diff huge but it seems to be
required)
7. fixed some prettier warnings
## Why It's Good For The Game
TGUI builds without restraint. Smaller bundle size, smaller overhead
## Changelog
🆑
add: TGUI is now v6! No more internet explorer. All gloves are off, it's
running edge under the hood now. Report any issues to the github,
please. Yes, I look!
/🆑
## About The Pull Request
Instead of just writing out the helper functions and styles directly
inside tgui.html, this minifies them and injects them into the document
on tgui init. The result should be a smaller bundle and more manageable
code, with clear separation of page, style, and javascript
## Why It's Good For The Game
Minification is generally a small perf gain but I want to be clear that
I'm doing this 100% for organization & separation of concerns
## Changelog
N/A
## About The Pull Request
Quirks can now define if they're "species appropriate," where the base
proc's behavior is simply "does this species already have the quirk's
main trait"
I am unsure if that on its own imposes any new restrictions, currently.
Additionally, blood deficiency cannot be picked on any species without
blood or that doesn't breathe.
I'm sure there's more that might make sense, I'm open to suggestions
Alternative to #90238
## Why It's Good For The Game
Currently, reduces the possibility of taking something like blood
deficiency on a race which suffers no downside from it in order to get
free positive quirks.
Future-ly, potentially allows quirks exclusive to only a select few
species as offered by #90238
## Changelog
🆑
fix: Species without blood can no longer be blood deficient
/🆑
## About The Pull Request
As the title says.
`init_order` is no more, subsystems ordering now depends on their
declared dependencies.
Subsystems can now declare which other subsystems need to init before
them using a list and the subsystem's typepath
I.e.
```dm
dependencies = list(
/datum/controller/subsystem/atoms,
/datum/controller/subsystem/mapping
)
```
The reverse can also be done, if a subsystem must initialize after your
own:
```dm
dependents = list(
/datum/controller/subsystem/atoms
)
```
Cyclical dependencies are not allowed and will throw an error on
initialization if one is found.
There's also a debug tool to visualize the dependency graph, although
it's a bit basic:

Subsystem load ordering can still be controlled using `init_stage`, some
subsystems use this in cases where they must initialize first or last
regardless of dependencies. An error will be thrown if a subsystem has
an `init_stage` before one of their dependencies.
## Why It's Good For The Game
Makes dealing with subsystem dependencies easier, and reduces the chance
of making a dependency error when needing to shift around subsystem
inits.
## Changelog
🆑
refactor: Refactored subsystem initialization
/🆑
## About The Pull Request
Dream Seeker will not send topic calls greater than 2kb in size. There
are cases where tgui will attempt to send `ui_act` payloads larger than
this, such as writing on paper. This PR takes payloads that would be
larger than 2kb, splits them into payloads that would be roughly 1kb
(after URL encoding), and sends them to the server in sequence. To
prevent abuse and/or topic spam, a config option has been added to put a
limit on the number of chunks for which the server will accept a
payload, defaulting to 10.
## Why It's Good For The Game
Fixes#90056, along with several other things that were affected by the
change to WebView2 in 516.
## Changelog
🆑
code: Any tgui message that would be too big to send to the server is
now split into chunks and sent in sequence. This fixes several issues,
such as...
fix: It is once again possible to save large amounts of text on paper at
once.
/🆑
---------
Co-authored-by: Lucy <lucy@absolucy.moe>
## About The Pull Request
This won't actually do anything on live, since those are all set to
UTC±0 currently
Pins logging and IC uses of time2text to UTC±0 instead of using the
system timezone (byond default)
Timezones not being set to utc0 caused issues before (and is again)
All timezones are now passed explicitly to make it more likely it's
cargo culted properly at least
Deletes worldtime2text cus it was gameTimestamp default args
## Why It's Good For The Game
Server timezone changes probably shouldn't affect logging, round times,
file hashes, IC time, when you caught fish, etc
## Changelog
🆑
refactor: Logging and IC timestamps will now always use UTC±0 and not be
affected by server system timezone changes
fix: Station and round times will not longer be incorrect if the system
timezone is not UTC±0
/🆑
---------
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
## About The Pull Request
I've been feeling for some time that fishes dying if placed on fishable
water (or lava/plasma for a couple ones) to be kinda lakluster and
counterintuitive. YakumoChen opening an issue about it proved I wasn't
the only one thinking that, and I'm not feeling like starting with
adding fishing stuff just yet. Not without improving the existing
content first.
The source_types file was also getting big and a bit bad to navigate
through, so I've decided to split it into half a dozen distinct files:
fishing portals, rifts, turfs, structures, mining/ruins and surgery.
## Why It's Good For The Game
This fixes#89872.
The files should also be bit more organized now.
## Changelog
🆑
fix: Fish will no longer drown if left half-submerged in a fishable turf
on which it can normally be found. Instead it will disperse after a
while or if starving. Note that this only happens if the fish is native
to such turfs (eg. lavaloop on beach water will still die).
/🆑
🆑
config: Added `TTS_HTTP_TIMEOUT_SECONDS` for setting the maximum
duration TTS HTTP requests can run for before being aborted.
/🆑
DNM because we need the rust-g PR to get released:
https://github.com/tgstation/rust-g/pull/210
Crit prio because rounds will not restart if there are hung TTS requests
and the TTS server is absolute dogshit and doesn't prevent them.
## About The Pull Request
this fixes a bunch of code incorrectly calling qdel directly on a list,
and adds a stack trace to qdel if someone does pass a list to it
## Why It's Good For The Game
because I'm pretty sure qdel ends up calling fucking `del()` as `/list`
is not a `/datum`
## Changelog
No user-facing changes.
## About The Pull Request
Just found this whilst working on something else downstream, why not fix
it
## Why It's Good For The Game
Something something readable bleeding.
## Changelog
🆑
code: The mobs subsystem and blood.dm file for living mobs no longer use
single letter vars
/🆑
## About The Pull Request
MODsuits now calculate their slowdown by querying modules by sending a
signal on themselves instead of having modules try and keep up with
control unit's speed updates (which broke in a fabulous fashion after
MODsuits were allowed to deploy by piece)
Also added a separate trait to prevent objects from being speed
potion-ed to combat stabilized red crossbreed issues, and removed a
duplicate list helper (40 lines down in the same file lol)
Closes#89979Closes#90036
## Changelog
🆑
fix: MODsuits should now be affected by stabilized red crossbreeds
fix: MODsuit slowdowns should no longer behave weirdly with ash
accretion/magboots/armor booster modules.
refactor: Refactored MODsuit slowdown calculations to be query-based
instead of modules directly modifying part speed values.
/🆑
## About The Pull Request
Removed the 516 warning from the statpanel, and updated incorrect
compiler warning note about 517 experiments.
## Why It's Good For The Game
Our servers now nag you to update to 516, makes no sense to have a
warning saying that you should downgrade.
## Changelog
🆑
code: Removed the 516 beta warning entirely
/🆑
## About The Pull Request
The code that uses the ship ambience volume slider uses the value in the
wrong SEND_SOUND call (one of the ones to stop the current playing
ambience) meaning the slider actually does nothing but toggle between
ship ambience being off and it being full volume. This fixes that
## Why It's Good For The Game
Volume make sound louder or quieter
## Changelog
🆑
fix: fixed the ship ambience volume slider not working properly
/🆑
## About The Pull Request
This adjusts the threat level for Heretic for the dynamic game mode to
have them cost as much as a changeling to be chosen. As well, it adjusts
the weighting for heretic latejoin from 8 to 4.
## Why It's Good For The Game
Heretic threat, as it is, is stupendously under-valued in relation to
our other antagonist threats. Heretic is regularly a round-ending threat
and their current threat level is totally inaccurate.
## Changelog
N/A
## About The Pull Request
Offloads GAGS generation to rust-g IconForge.
**Key Notes**
- The builtin GAGS editor still uses the 'legacy' generation to allow
for debugging.
- Does not support `color_matrix` layer type, which is currently not
used by any GAGS configs. Will do nothing if used.
- Does not support `or` blending mode, which is currently not used by
any GAGS configs. Will error if used.
- Has some 'quirks' compared to BYOND when it comes to mixing icon
states with different dir/frame amounts. BYOND will just silently handle
these and it's basically undefined behavior because what should you
expect BYOND to do? IconForge will spit errors out instead. So this PR
also fixes a few of those cases.
Functions by writing output to `tmp/gags/gags-[...].dmi`, copying that
output into the RSC and assigning the file object to `icon`.
Saves ~1.7s init by reducing worst-case GAGS icon generation from 250ms
to 1ms.
Also optimizes `icon_exists` by using `rustg_dmi_icon_states` for file
icons, saving ~60ms. Would have more savings if not for json_decode as
well as DMI parsing in rust being somewhat slow. Perhaps having
`rustg_dmi_icon_states` share a cache with IconForge could reduce this
cost, however I'd still recommend limiting these tests to unit tests
(https://github.com/tgstation/dev-cycles-initiative/issues/34),
especially for GAGS configs. I'm not sure they're worth 700ms.
Saves another ~400ms by replacing `md5asfile` with `rustg_hash_file` in
`/datum/greyscale_config/proc/Refresh`
Savings are likely even higher when combined with #89478, due to
spritesheets sharing a parsed DMI cache with GAGS. This means GAGS will
spend less time parsing icons synchronously and can generate output
faster. Tracy tests with this combo seem to yield ~2sec savings instead
of ~1.7sec
Total savings: ~2.16sec to ~2.46sec
- Ports https://github.com/BeeStation/BeeStation-Hornet/pull/10455
- Resolves https://github.com/tgstation/dev-cycles-initiative/issues/9
## Why It's Good For The Game
GAGS go zoooom
<details>
<summary>GAGS Working Ingame</summary>


</details>
<details>
<summary>GetColoredIconByType</summary>

</details>
<details>
<summary>icon_exists</summary>

</details>
<details>
<summary>Refresh</summary>

</details>
## Changelog
🆑
tweak: Optimized GAGS using rust-g IconForge, reducing worst-case
generation time to 1ms
/🆑