## About The Pull Request
Makes all spritesheets cache by default. This wasn't the case originally
because some spritesheets like vending machines relied on in world
state, but none of them do anymore because that's whack.
Also fixes a bug that would cause half completed caches to break other
stuff. This didn't happen in real gameplay, but would've happened if you
tried to change cachable on anything while you already had a tmp folder.
## Changelog
🆑
fix: Cut down a significant amount of time that caused the start of
rounds to lag.
/🆑
## About The Pull Request
FOV as it is currently implemented is incompatible* with wallening.
I'm doin wallening, so we gotta redo things here.
The issue is the masking of mobs. Wallening relies on sidemap (layering
based off physical position), which only works on things on the same
plane (because planes are basically sheets we render down onto)
So rather then masking mobs, let's reuse the masking idea from old fov,
and use it to cut out a bit of the game render plane, and
blur/over-saturate the bit that's masked out.
My hope is this makes things visible in light, but not as much in
darkness, alongside making more vivid shit more easily seen (just like
real life)
Here's some videos, what follows after is the commits I care about
(since I had to rip a bunch of planes to nothing, so the files changed
tab might be a bit of a mess)
Oh also I had to remove the darkness pref since the darkness is doing a
lot of the heavy lifting now. I'm sorry.
Edit:
NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a
better future.
https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8
## Commits I Care About
[Implements something like fov, but without the planes as layers
hell](a604c7b1c8)
Rather then masking out mobs standing behind us, we use a combo color
matrix and blur filter to make the stuff covered by fov harder to see.
We achive this by splitting the game plane into two, masking both by fov
(one normally and one inversely), and then applying effects to one of
the two.
I want to make the fov fullscreens more gradient, but as an effect this
is a good start
[Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material
walls (init cost comes
here)](2548933739)
@Mothblocks see this. comment in commit explains further but uh, we need
to draw material walls to the light mask plane so things actually can be
seen on them, but we can't do that and also have them be big, so they
get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can
kill it with wallening.
[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](beec4c00e0)
I don't think it actually wants to draw here
@Time-Green I think this was you so pinging for opinion
[Resprites FOV masks to be clean (and more
consistent)](f02ad13696)
[f02ad13](f02ad13696)
This is 100% donglesplonge's work, he's spent a week or so going back
and forth with me sharpening these to a mirror shine, real chill
## Why It's Good For The Game
Walls are closing in
## Changelog
🆑 LemonInTheDark, Donglesplonge
image: Redoes fov "mask" sprites. They're clean, have a very pleasant
dithering effect, and look real fuckin good!
del: Changed FOV, it no longer hides mobs, instead it blurs the hidden
area, and makes it a bit darker/oversaturated
/🆑
###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
## About The Pull Request
If the station rolls the "Cargo Gorilla" trait, a button will now be
visible on the lobby.
Clicking on this button before the round has started will add you to a
list of participants, one of whom will be selected to become a gorilla
when the round begins.
If nobody signs up (because they're really boring I guess) the job will
instead appear on the latejoin menu.
Once someone has become the gorilla the button will disappear.

While implementing this I noticed that an inverted check means we were
never populating the "GLOB.cargo_sloth" field which means the station
trait wasn't even working.
BEHIND THE SCENES
This also adds a generic "job station trait" which can be expanded in
the future.
Future developers can extend this to add other "rare jobs" with relative
ease.
By default I have made it so all subtypes of this trait are mutually
exclusive, only one can roll at a time.
This also means that I have converted "cargo gorilla" into a job, which
applies most of the code previously located in the mob's typepath or in
the station trait.
The fact that it is a job means that **admins** can enable any number of
gorillas to be present on the latejoin menu (but not the roundstart one,
as it is not possible to add Cargo Gorilla to your occupation
preferences) if they so desire.
The random beurocratic station trait, event, and traitor item (and the
job console) are not able to add gorilla slots.
Because I changed "Cargo Gorilla" to a job it now no longer exists on
the map until a player gains the role, and there wasn't a non-hacky way
to copy the name of this round's cargo sloth. Instead I just added a
small cargo gorilla name list.
## Why It's Good For The Game
Makes the presence of a fun trait more visible to players.
Means that people who aren't observing get a chance to be a monkey.
This is a framework several other people have wanted to exist for their
own features.
## Changelog
🆑 Jacquerel and Fikou
qol: If the station rolls the "Cargo Gorilla" station trait. you will be
able to sign up for the role from the game lobby.
qol: If nobody signs up to be the Cargo Gorilla then you can select it
from the Late Join menu and arrive on the arrival shuttle.
fix: The Cargo Gorilla will actually spawn.
/🆑
## About The Pull Request
Adds pixel perfect 4x and 4.5x scaling. I tested it and it seems to work
though 4.5 scaling causes very slightly distorted pixel sizes. There's
also a bit of letterboxing but I think that happens with all of the
pixel perfect settings.
## Why It's Good For The Game
better fits 4k monitors and isn't stretch to fit
## Changelog
🆑
qol: adds pixel perfect 4x, 4.5x, and 5x
/🆑
## About The Pull Request
Nuclear operatives now receive an alias for their first name, instead of
a default human name. This alias is randomly selected, or can be set in
your name preferences.

This does not affect Operative Leaders selecting the team's last name.
This means that **operative names are now "[Alias chosen by player]
[Team name chosen by leader]".**
There is a list of default aliases, in case no alias has been selected.
I randomly came up with a bunch of stuff from the top of my head and put
it in a text file. If you think of something better, choose it yourself!
**OH, ALSO:**
There's some hair dye in the Firebase dorms now. Useful if you want to
further differentiate between your Operative/Crew characters, or just
look pretty.
## Why It's Good For The Game
No longer shall nukies be "your character but with a different name".
Now you can give yourself a bit more identity instead of just a random
name.
More customization options means more opportunities for people doing
interesting stuff, and to branch away from the beaten path of boring
meta strats.
## Changelog
🆑 Rhials
add: Nuclear Operatives, in an attempt to appeal to the more "tacticool"
members of their cause, have begun using callsigns to designate
themselves. Check your preferences to set your Operative Alias!
qol: At the request of the more vain members of the cause, hair dye has
been added to the Operative Firebase dorms.
/🆑
## About The Pull Request
Reopened#78997
Larger patch for bitrunning that addresses a few issues.
- Two new antagonists: cyber tac and netguardian
- Quantum server emag opportunity
- Modular mob packs: Like random spawners, but for groups
- Antag spawning fixed: vdom antags now have up to a 10% chance to spawn
based on domains loaded
- Virtual domains are no longer all fullbright by default, only the
outdoorsy ones
- Actually deletes legion map file, since it was removed in #79424
<details>
<summary>images</summary>
The netguardian prime


The glitch effect - this mob is being mutated

Cyber tac (t2 antagonist)

</details>
## Why It's Good For The Game
- Bitrunning antagonists are so incredibly rare that it's underwhelming
to play as one for the solid second they offer if you even get the role
- Bitrunners had basically no traitor route to follow, they became
assistants with black outfits
Fixes#79465
<details>
<summary>More info</summary>
Bitrunners don't have any type of traitor options. If they're made into
traitors, there's nothing bitrunner related they can do, and their
access is particularly bad so it's like they're a worse assistant. I've
coupled this with the bitrunning antagonist system, which is now
fixed.\. Bitrunners can now attempt to coax these entities to come onto
the station, however they are not given any form of allegiance for doing
so (and are quite counterable).
Previously, vdom antagonists relied on so many factors to spawn that it
basically wouldn't happen. Now, it runs on the server each time there is
a map loaded, with increasing probability as the round progresses. This
builds up the list of spawnable antagonists, of which two are new,
including an entirely new giant mech megafauna. This is the first
"megafauna-esque" basic mob in the game. Its AI is bad, it's really only
meant to be player controlled, but this does mean an admin can spawn
them. Being mech, they are very counterable with ion rifles and the
like.
Several refactors, rewrites, and overall bug fixes are included in this
PR.
Lastly, I added a framework for making bitrunner maps more random, the
modular mob spawning system, which works in conjunction with random
crate locations.
</details>
## Changelog
jlsnow301, infraredbaron
🆑
add: Bitrunning Patch 1 features a host of changes!
add: Added randomized mobs to virtual domains, which will be indicated
with a unique icon.
add: New emag interaction with the quantum server. Antags will spawn
more frequently, and they can hack themselves onto the station. You have
been warned.
add: Both living and dead players can now see which mob is going to
spawn an antagonist in the vdom.
add: Two new vdom antagonists: Cyber Tac and the NetGuardian. These
unlock at specific thresholds.
balance: You can no longer stack copies of the same ability with
bitrunning disks.
balance: Some of the disk items have been replaced with stronger
versions.
fix: You can no longer spy on crew using the advanced camera console on
syndicate assault.
fix: Fixed the spawning mechanism of virtual domain antagonists. You
should now have a chance of playing as one. This chance increases as
more domains are completed.
fix: Vdom antagonists shouldn't spawn at the end of the run any longer.
fix: The preference for vdom antagonists has been changed to factor in
the new types. Check your preferences!
fix: The quantum server will now show its balloon alerts to all
observers.
fix: Random domains should be fully random again.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Title. Adds a little cog button that expands a popper with a preference
list of relevant preferences.
https://github.com/tgstation/tgstation/assets/59709059/5718ad5d-fadb-489f-9a31-9e7173c6f35a
## Why It's Good For The Game
Customizable quirks are cool. Having a proper framework for customizable
quirks is even cooler. Good UX is even COOLER.
## Changelog
🆑
code: Quirks are now customizable on the quirks page instead of on the
character prefs page
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Title.
https://github.com/tgstation/tgstation/assets/59709059/c9fa7d41-6ca4-4b8b-97ec-fdfdd437ce25
## Why It's Good For The Game
The inability to use descriptions in character preferences really limits
the context you can give to readers, which becomes a big problem when
preferences become complicated or laden with policy that must be given
to the reader.
## Changelog
🆑
qol: Character preferences now have descriptions as tooltips - hover
over their names to see them
/🆑
## About The Pull Request
Adds food allergies as a counterpart to medicinal allergies.
This is about as you would expect. Eating food you are allergic to
causes Anaphylaxis, which can be cured with epinephrine. If you are not
cured rapidly, you will shortly fall into a coma and die.
There is a preference for choosing your character's allergy.
Not all food types are viable allergen types: Only `"Alcohol", "Bugs",
"Dairy", "Fruit", "Grain", "Meat", "Nuts", "Seafood", "Sugar",
"Vegetables"`.
You also get a dogtag like med allergies.
Minor implementation detail: I added a "dangerous" level of food quality
/ scale, so I gave it to the Death Sandwich.
## Why It's Good For The Game
This was a request, and I saw it fairly harmless, so I said why not.
Similar to Medicine Allergy, it adds a small mechanic to concern
yourself with when you visit the kitchen, encouraging you to get a bit
more familiar with food types before diving into food at the kitchen.
As it is not as impactful as Medicine Allergy, it is only a -2 quirk.
## Changelog
🆑 Melbert
add: Adds Food Allergies as a -2 quirk. You can select which food you're
allergic to or rock a random option.
/🆑
## About The Pull Request
It's exactly 6 months from April 1st, so this is a date for very serious
PRs only.
We've all seen that one tip at the beginning of the round:

So the afro must be really big, right? Having one must be a very large
sacrifice in the realm of pixel-based combat, right?
WRONG.

This is the largest afro currently available. Absolutely pathetic. It's
not even the largest hairstyle in terms of pixel volume.
Here's a bigger one.


The sprite overlaps the tile above by 6 pixels, which is noticeable, but
not enough to interfere significantly with gameplay (apart from having a
sacrificially larger hitbox).

This could already be done by creating a new .dmi file with larger,
non-square pixel bounds, but that's a less than elegant solution.
Instead, added a y offset var to hair sprite accessory datums.
## Why It's Good For The Game
The self-expressive merits of having more hairstyles should be
self-evident, so I will make a mathematical argument here.
Everyone knows that the coolness of an afro is determined by its volume.
As a 2-D sprite, the closet equivalent we have is area. An afro is,
approximately, a circle, so the area can be calculated as πR^2, with R
being the maximum distance from the top of the head to the top of the
sprite bounding box.
The current largest afro has a height of 6 pixels. This new afro has a
height of 12 pixels. As a result, impressiveness increases by a factor
of 4:
```math
coolness_{new\ \ afro} \over coolness_{old\ \ afro}
```
```math
π12^2 \over π6^2
```
```math
12^2 \over 6^2
```
```math
144 \over 36
```
```math
4
```
This means that, for the intrusion of a mere 6 pixels into our northern
neighbor's bounding box, we get **quadruple** the coolness.
## Changelog
🆑
add: Added Afro (Huge) hairstyle
/🆑
---------
Co-authored-by: Cruix <discoveryian2@gmail.com>
## About The Pull Request
The Prosthetic Limb quirk allows you to pick the limb you want. The
default is still random
## Why It's Good For The Game
Good for character customization, which is always nice. Statics who got
a specific limb replaced can now represent that properly in-game.
Also, this makes the quirk show up on the dummy on the character
customization again. This *does* cause a slight issue where when you
switch to another character, it keeps the previous' skin color, but it's
minor enough that i think the benefits are worth the drawback. If asked
i will make it not appear on the dummy though.
## Changelog
DATA_, with great help from Kapu🆑
add: You can now choose the prosthetic you want with the Prosthetic Limb
quirk.
/🆑
## About The Pull Request

When #16075 was created in the ancient year of 2016, it was a stopgap
solution to plasmamen spawning in with a regular nukie outfits and
burning to death. As a result, nukies have been human-only for the past
seven years. I come to you today to remove the stopgap, and once again
enable non-human nukies.
This was approved in the past (#59590), and I'm assuming that approval
is still valid. Let's take a look at how things work:
Spawning in as a Nuclear Operative (leader included), Lone Operative,
Clown Operative, or Reinforcement will now set your species to the one
if your prefs. That means lizard, cat, plasma, and ethereal nukies are
all on the table now.
Plasmamen now have their own syndicate envirohelm/suit combo. It doesn't
look fantastic (it's just a palette swapped roboticists envirosuit) but
I think it's serviceable at least. When the operative antag datum is
given, and the owner is a plasmamen, they will instead be given an
alternate outfit with these equipped. Loneop plasmamen will instead be
given a MODsuit with the plasma stabilizer MODule installed. These
MODules also spawn in the firebase lockers in case they're needed.
**But what about the AI?** Fortunately for the balancebrains in the
crowd, there is a preference (enabled by default!) to always roll human
as an operative. The AI still has to reasonably assume that nukies are
human until proven otherwise so please don't think this will affect the
rules of engagement for anyone not _directly opting into it._

(This pref will only appear if you have a nukie job enabled in the antag
menu!)
Huge thanks to Melbert who let me peek at his code on a branch trying to
do the same thing. My approach ended up being entirely on the antag
datum, with nothing on the job datum.
## Why It's Good For The Game
Rectifies a curious change made long long ago. Expands customization to
nukies while not affecting balance for those who care.
## Changelog
🆑 Rhials
add: Nuclear operatives have expanded the scope of their hiring
practices. Members of all species can now roll nukie!
qol: The preferences menu now has an option to always be human when
being selected for a nuclear operative role. Check it out!
image: Plasmaman operative envirosuits.
/🆑
## About The Pull Request
Unlocking an achievement now plays a sound. Which sound is played
depends on the associated preference of the player, found in the Sound
category of the game preferences UI.
The current options are a [glockenspiel
ping](https://freesound.org/people/FunWithSound/sounds/456965/), a
[beeps jingle](https://freesound.org/people/Eponn/sounds/619838/) and a
["tada!"
fanfare](https://freesound.org/people/plasterbrain/sounds/397355/), with
the obvious fourth option to not play a sound at all.
All sounds are from Freesound and are public domain. As such,
attributions are not required. The sounds have been also converted to
.OGG mono 44.1 Khz in accordance to the standards.
## Why It's Good For The Game
Enhancing the player feedback for unlocking an achievement with
choosable sounds.
## Changelog
🆑
sound: Unlocking an achievement now plays a sound by default. You can
change it in the Sound category of the game preferences.
/🆑
## About The Pull Request
`init_possible_values()` now only ever returns a list of values instead
of both values and icons. The responsibility of icon generation has
moved from this proc to a new `icon_for(value)` proc, which returns the
icon/typepath of an atom. A runtime is thrown if any value does not have
an icon.
This boosts production initialization times by 3+ seconds, but is
primarily done to allow for further optimizations of this process. As an
example, it is a mapping of value -> icon so that in the code that
executes this we can have more fine grained control over tick overrun.
As a bonus, fixes#67092.
## About The Pull Request
The string list is awful for maintainability and is the reason the
filter_invalid_quirks() proc wouldn't work properly.
randomise_quirks() is still broken though.
## Why It's Good For The Game
## Changelog
🆑
fix: Incompatible quirks in existing savefiles shouldn't be possible
anymore.
/🆑
## About The Pull Request
- Adds the ability to force your TTS voice to always be blips, default
is still normal speech
- Probably fixes a bug with silicon voices not transferring properly?
There was an entire argument missing from tts_request/New
- Fixes problems I got from the Docker build not working at all. Only
thing interesting is `--no-cache-dir` which was to fix the container
running out of RAM even though I literally just got 64GB of RAM today
Got permission from @optimumtact as alternative to being able to disable
your voice, CC @Iamgoofball
## Why It's Good For The Game
I spent two hours trying to find a voice that didn't make me
uncomfortable to use and that was even in the realm of being the voice I
would actually want people to hear. Characters still have distinct
"voices" because the blips are chopped together from the voice itself
## Changelog
🆑
add: You can now set your voice to just blips.
/🆑
## About The Pull Request
Adds some nice little mouse button indicators (optional), this is a port
of my version at
[Citadel-Station-13/15973](https://github.com/Citadel-Station-13/Citadel-Station-13/pull/15973).
**There is no more intent coloring**
## Why It's Good For The Game
Quick identification of what to do. Eh, i dunno if it's getting
accepted, mothblocks asked me to port it over.
## Changelog
🆑
image: Changed screentips icons to something a lot fancier unified with
the LMB / RMB text.
qol: There are accessibility preferences to disable this! Look for
"Screentip context with images" beside the other screentip preferences.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
instead of mob/species/human the icon folders are now mob/human/species,
this makes much more sense imo than having human stuff like hair or
bodyparts (which are a GENERAL thing, not human species only) be behind
a folder while you see shit like podperson hair and golem in the main
folder
the icon for human is replaced by the new sprites instead of the old
yellow guy with green eyes
## About The Pull Request

I actually do not know how to test this locally as I don't know how to
set TTS up, hope it works.
## Why It's Good For The Game
It's 2 buttons, one only works depending on the other, I don't think it
makes sense.
## Changelog
🆑
qol: The TTS and TTS Blips option is now one choiced preference.
/🆑
## About The Pull Request
#76305 removed the knowledge of every language from silicons, but this
had a couple of oversights.
This language set was not only used by cyborgs but also bots and vending
machines.
A couple of effects relied on them knowing all of those languages,
specifically their emp_act and also the station trait which rerolled
their languages.
Now they actually _learn_ a random language and start speaking it
instead.
Also I fixed a related runtime which I noticed in testing where a bot
would die as a result of being EMPed, delete itself, and then try and do
a bunch more shit after it stopped existing. Annoying.
Why was I looking at bot languages? Haha don't worry about it 😇
## Why It's Good For The Game
Restores function of a funny feature.
## Changelog
🆑
fix: Station traits can once again allow vending machines and bots to
speak a random language
fix: EMPed bots and vending machines once again speak a random language
/🆑
## 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
Code ported from https://github.com/lizardqueenlexi/orbstation/pull/461.
What this specifically does is adds the option for it/its pronouns to
character creation like how we added they/them a year or two ago. This
also allows human NPCs to generate with it/its pronouns and adds support
for it to Genetics.
This was requested by a member of the community and I saw no reason to
deny their request.
I've also changed the gender selector in character creation to basically
a pronoun selector - he/him instead of male, etc. Instead of using the
doll FontAwesome icons I switched it over to using gender symbols
because I couldn't find a better icon for neuter.

## Why It's Good For The Game
Inclusivity good, also this took me like ten minutes so why not
## Changelog
🆑 Vekter
add: Adds support for it/its pronouns. You can select these in character
preferences.
/🆑
## About The Pull Request
This was one of the tradeoffs for removing other, more consistent
sources of languages, and was requested by Melbert among many others.
This does go against my wanted goal of decreasing the risk of
eavesdropping by other players through just magically knowing a
language, but it is an expensive quirk and it is in their medical
records, which makes it better than language encryption keys or silicon
just innately knowing them.
This also limits Bilingual to only roundstart languages (+Uncommon),
rather than being randomly selected from a list (that had very useless
ones like monkey, podpeople, and beachbum). This is mostly just for
modularity, I didn't want to make it look terrible code-wise and thought
this may be the optimal way to handle it.
This is also me going back on
https://github.com/tgstation/tgstation/pull/71773 - which I had closed
myself.
## Why It's Good For The Game
If we're gonna keep the Bilingual quirk, it might as well be something
players can choose the language of, it's their character and they should
be allowed to decide how their character is, and it is my fault that
this stupid compromise of "getting a random language" was made in the
first place. It never should've happened.
It now actually limits it to roundstart-only languages, so there's no
way you can spy on people who prepare in advance through becoming
podpeople, or monkeys, etc.
## Changelog
🆑
balance: Bilingual quirk now lets you choose your language between ones
given to roundstart species.
balance: Foreigner and Bilingual are now mutually exclusive languages.
/🆑
## About The Pull Request
Removes the TTS voice disable option, which was already unavailable on
TG as it was set to off by default. The reason this was added was so
that downstreams could toggle the config on or off.
## Why It's Good For The Game
I think this option fundamentally undermines the TTS system because it
allows individual players to disable their voice globally, meaning that
players who have TTS enabled will not be able to hear them.
This worsens the experience for players who have TTS enabled and it's
not something I want to include as an option. If players don't like
their voice, they can turn TTS off for themselves so that they don't
hear the voices. If players don't want to customize their voice, they
can quickly choose a random voice, and we can take directions in the
future to make voice randomization consistent with gender so that a male
does not get randomly assigned a female voice and vice versa.
This option is already unavailable on TG servers because it was
primarily added for downstreams, but I don't think giving downstreams
the option to undermine the TTS system is the right direction to take.
Downstreams are still completely free to code this option on their own
codebase.
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Adds Jaywalking as a prisoner crime
Also moved Mass Murder so it's alphabetically ordered.
## Why It's Good For The Game
I was pretty surprised such a serious crime was somehow overlooked.
But more seriously, I feel it fits the tone of this game to have
something a little silly there. Hopefully the warden and sec won't be
too hard on people put away for this crime.
## Changelog
🆑
add: Prisoners can now be jaywalkers
qol: reordered a crime so it appears on the choice list alphabetically.
/🆑
## About The Pull Request
very similar to https://github.com/tgstation/tgstation/pull/76297, much
simpler though
removes the uses_skintones variable for similar reasons
## Why It's Good For The Game
Species variables are less useful and modular than traits.
If for some reason we ever add a mechanic that for some reason makes
your character use skin tones instead of whatever their original color
is, it will be much simpler to be handled.
## Changelog
not player facing
## About The Pull Request
- In PR https://github.com/tgstation/tgstation/pull/76356 missed a few
bits of maptext around, such as shuttle signs and the supermatter. Small
text adjustments/fixes here.
- Large amount of feedback about the context tooltips. Increases size,
lightens default color as to not be too imposing.
🆑 LT3
qol: Context tooltip size increased
fix: Fixed remnants of old maptext code on various things
/🆑
## About The Pull Request
Continues the work I started on
https://github.com/tgstation/tgstation/pull/76074
Fixes https://github.com/tgstation/tgstation/issues/73782
Implements a bunch of wrapper procs for hair style, facial hair style,
etc etc the whole nine yards.
Fixes many issues, especially with gradients because I did sloppy tired
code that didn't work there.
Makes head/get_limb_icon() not a disgusting mess (well, at least makes
it less of a disgusting mess).
## Why It's Good For The Game
Actually makes hair and lips depend entirely on the bodypart.
## Changelog
🆑
refactor: Head rendering code has been updated significantly... Again.
Please report any issues with hair, facial hair, lipstick and such.
/🆑
## About The Pull Request
IT'S OVER.
## Why It's Good For The Game
Species traits are a relic of a time before the trait system was added
to generalize this kind of behavior.
They are clunky and overall less useful than inherent_traits -
Converting these makes it easier to make these behaviors modular and
usable not only by species.
## Changelog
🆑
refactor: A significant species refactor happened, report any issues on
the github.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
https://github.com/tgstation/tgstation/assets/4081722/5ca8e015-21f9-4159-9953-bc370152d01f
Improves the audio quality and speaker fidelity by implementing
Retrieval Voice Conversion as an intermediary layer, utilizing the
repository at https://github.com/ddPn08/rvc-webui.
Leverages RVC to allow players to set a pitch for their voice.
https://github.com/tgstation/tgstation/assets/4081722/0eb76ed7-ad67-4da2-9ceb-02605eea2c83
Makes silicons utilize a player's chosen voice preference on their
character slot, and adds a preview button to hear the voice as a silicon
on character creation.
Adds a toggle on character creation to disable having a voice on a
specific character slot.
Adds support for per-tongue voice filters.
Reworks the silicon voice effect to be a special effect done on the TTS
server level instead of via normal filters.
Reworks the vending machine effect to use the new robotic voicebox
effect.
## Why It's Good For The Game
Vastly improves the audio quality and speaker fidelity of our TTS
system.
Allows players to further customize their voice per character, naturally
pitching the voice up or down with cutting edge machine learning based
pitch adjustment.
Allows silicon players to have a consistent voice that's also audible
and understandable regardless of the voice or pitch of the speaker.
Improves vending machine audio quality.
Enhances the immersion of snail tongues and robotic voiceboxes.
Adjusts how Poly's pitch adjustment works based on if RVC is available
or not.
Allows players who feel that a voice doesn't fit their character to
disable having TTS on their specific character.
Provides server operators a way to disable specific voices in situations
with a shared voice server.
## Changelog
🆑 Iamgoofball, Nadare, ddPn08, Mangio621, the rest of the RVC dev
team
add: Improves the audio quality and speaker fidelity by implementing
Retrieval Voice Conversion as an intermediary layer, utilizing the
repository at https://github.com/ddPn08/rvc-webui.
add: Leverages RVC to allow players to set a pitch for their voice.
add: Makes silicons utilize a player's chosen voice preference on their
character slot, and adds a preview button to hear the voice as a silicon
on character creation.
add: Adds a toggle on character creation to disable having a voice on a
specific character slot.
add: Adds support for per-tongue voice filters.
add: Reworks the silicon voice effect to be a special effect done on the
TTS server level instead of via normal filters.
add: Reworks the vending machine effect to use the new robotic voicebox
effect.
/🆑
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
This adds two new dropdown menus for AI preferences with holograms and
status displays. It also sets these preferences if admins transform a
player into an AI.
## About The Pull Request
Title.
I saw a comment on psyker code complaining about these species traits
(which admittedly, they suck) and heeded the call to turn all of this
crap into something defined almost entirely by the head bodypart.
## Why It's Good For The Game
Potential to simplify species code further in the future, by delegating
more visuals to bodyparts, which is where most of them should be
handled.
## Changelog
Should not be player facing, unless I fucked up.
---------
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Why It's Good For The Game Pull Request Why It's Good For
The Game
These were accidentally removed from the log
## Changelog
🆑 Tattle
admin: mob tags are now part of the mob tag log again
/🆑
---------
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
This adds a few more regular glasses options to the nearsighted pref
menu:
- Random
- Jamjar
- Binoclard
It also displays the icons for the TGUI dropdown menu.
## Why It's Good For The Game
More variety and better visualization. (nearsighted... get it?)
## Changelog
🆑
qol: Add more glasses to the nearsighted pref menu with icons
/🆑
---------
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Refactors elevator music to originate from an abstract object rather
than the elevator control panel.
Elevator music is applied while you are within a certain radius of this
object and cuts off immediately upon exiting (largely because as far as
I know you can't obtain playing sounds to fade them out in byond).
As a side-effect of this refactor it also isn't audible to ghosts at
all.
## About The Pull Request
Hi.
This pr contains work that is a collaborative effort between myself,
Halcyon, Mqiib and `2cents#8442` for the original leg-work (Ha Ha, Get
it?), ultimately finished by myself.
Here's a preview!

And here's some side previews!

## Why It's Good For The Game
Lizard sprites have not been updated since their inception in 2016. They
will now be updated and be much more consistent with everything else.
Signed off by @optimumtact
## Changelog
🆑
imageadd: Lizards have been resprited, as well as Digitigrade sprites.
Please remember to update your colors to account for this.
/🆑
## About The Pull Request
Floating point inaccuracy fun.
Since it's possible to have a `minimum`,`maximum`, and `step` that are
floats we need to round everything to `step` to ensure the comparison
operations work.
If we do not do this, there is no guarantee that `if(min <= number &&
number <= max)` will work correctly.
For example, in the linked issues, this manifested as the minimum value
(0.8) being considered invalid when the input was also 0.8.
Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/9507
Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/14394
## Why It's Good For The Game
Fixes an obscure bug that has gone unnoticed for a couple years.
## Changelog
🆑
fix: fixes floating point inaccuracies in numeric prefs
/🆑
## About The Pull Request
Per the title, this PR allows you to pick your starting paint color from
the "Tagger" quirk on the character preferences menu.

This replaces the starting color being random; it does not prevent you
from changing the color later as normal.
## Why It's Good For The Game
It's a minor quality of life change. This will mostly be helpful to
players who have some "signature" color they like to use, to prevent
having to manually select it (and possibly input a color code) every
round. It will be of less relevance to those who tend to select new
colors every round anyway.
Possible downsides are mainly adding another pref to the menu, although
this shouldn't be too much of an annoyance since it only appears if you
already have the relevant quirk. It does also remove the _ability_ to
have a randomly-chosen paint color, though I'm not sure if that matters.
## Changelog
🆑
qol: you can choose your default paint color for the "Tagger" quirk from
prefs.
/🆑
## About The Pull Request
Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is
Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A
## Why It's Good For The Game
## Changelog
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Relies on #72886 for some render relay expansion I use for light_mask
stuff.
Hello bestie! Night vision pissed me off, so I've come to burn this
place to the ground.
Two sections to discuss here. First we'll talk about see_in_dark and why
I hate it, second we'll discuss the lighting plane and how we brighten
it, plus introducing color to the party.
### `see_in_dark` and why it kinda sucks
https://www.byond.com/docs/ref/#/mob/var/see_in_dark
See in dark lets us control how far away from us a turf can be before we
hide it/its contents if it's dark (not got luminosity set)
We currently set it semi inconsistently to provide nightvision to mobs.
The trouble is stuff that produces light != stuff that sets luminosity.
The worst case of this can be seen by walking out of escape on icebox,
where you'll see this

Snow draws above the lighting plane, so the snow will intermittently
draw, depending on see_in_dark and the luminosity from tracking lights.
This would in theory be solvable by modifying the area, but the same
problem applies across many things in the codebase.
As things currently stand, to be emissive you NEED to have a light on
your tile. People are bad at this, and honestly it's a bit much to
expect of them. An emissive overlay on a canister shouldn't need an
element or something and a list on turfs to manage it.
This gets worse when you factor in the patterns I'm using to avoid
drawing lights above nothing, which leads to lights that should show,
but are misoffset because their parent pixel offsets.
It's silly. We do it so we can have things like mesons without just
handing out night vision, but even there the effect of just hiding
objects and mobs looks baddddddd when moving. It's always bothered me.
I'll complain about mesons more later, but really just like, they're too
bright as it is.
I'm proposing here that rather then manually hiding stuff based off
distance from the player, we can instead show/hide using just the
lighting plane. This means things like mesons are gonna get dimmer, but
that's fine because they suck.
It does have some side effects, things like view() on mobs won't hide
stuff in darkness, but that's fine because none actually thinks about
view like that, I think.
Oh and I added a case to prevent examining stuff that's in darkness, and
not right next to you when you don't have enough nightvision, to match
the old behavior `see_in_dark` gave us.
Now I'd like to go on a mild tangent about color, please bare with me
### Color and why `lighting_alpha` REALLY sucks
You ever walk around with mesons on when there's a fire going, or an
ethereal or firelocks down.
You notice how there isn't really much color to our lights? Doesn't that
suck?
It's because the way we go about brighting lighting is by making
everything on the lighting plane transparent.
This is fine for brightening things, but it ends up looking kinda crummy
in the end and leads to really washed out colors that should be bright.
Playing engineer or miner gets fucking depressing.
The central idea of this pr, that everything else falls out of, is
instead of making the plane more transparent, we can use color matrixes
to make things AT LEAST x bright.
https://www.byond.com/docs/ref/#/{notes}/color-matrix
Brief recap for color matrixes, fully expanded they're a set of 20
different values in a list
Units generally scale 0-1 as multipliers, though since it's
multiplication in order to make an rgb(1,1,1) pixel fullbright you would
need to use 255s.
A "unit matrix" for color looks like this:
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0, 0, 0, 0
)
```
The first four rows are how much each r, g, b and a impact r, g, b and
well a.
So a first row of `(1, 0, 0, 0)` means 1 unit of r results in 1 unit of
r. and 0 units of green, blue and alpha, and so on.
A first row of `(0, 1, 0, 0)` would make 1 red component into 1 green
component, and leave red, blue and alpha alone, shifting any red of
whatever it's applied to a green.
Using these we can essentially color transform our world. It's a fun
tool. But there's more.
That last row there doesn't take a variable input like the others.
Instead, it ADDS some fraction of 255 to red, green, blue and alpha.
So a fifth row of `(1, 0, 0, 0)` would make every pixel as red as it
could possibly be.
This is what we're going to exploit here. You see all these values
accept negative multipliers, so we can lower colors down instead of
raising them up!
The key idea is using color matrix filters
https://www.byond.com/docs/ref/#/{notes}/filters/color to chain these
operations together.
Pulling alllll the way back, we want to brighten darkness without
affecting brighter colors.
Lower rgb values are darker, higher ones are brighter. This relationship
isn't really linear because of suffering reasons, but it's good enough
for this.
Let's try chaining some matrixes on the lighting plane, which is bright
where fullbright, and dark where dark.
Take a list like this
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
-0.2, -0.2, -0.2, 0
)
```
That would darken the lighting a bit, but negative values will get
rounded to 0
A subsequent raising by the same amount
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0.2, 0.2, 0.2, 0
)
```
Will essentially threshold our brightness at that value.
This ensures we aren't washing out colors when we make things brighter,
while leaving higher values unaffected since they basically just had a
constant subtracted and then readded.
### But wait, there's more
You may have noticed, we gain access to individual color components
here.
This means not only can we darken and lighten by thresholds, we can
COLOR those thresholds.
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0.1, 0.2, 0.1, 0
)
```
Something like the above, if applied with its inverse, would tint the
darkness green.
The delta between the different scalars will determine how vivid the
color is, and the actual value will impact the brightness.
Something that's always bothered me about nightvision is it's just
greyscale for the most part, there isn't any color to it.
There was an old idea of coloring the game plane to match their lenses,
but if you've ever played with the colorblind quirk you know that gets
headachey really fast.
So instead of that, lets color just the darkness that these glasses
produce.
It provides some reminder that you're wearing them, instead of just
being something you forget about while playing, and provides a reason to
use flashlights and such since they can give you a clearer, less tinted
view of things while retaining the ability to look around things.
I've so far applied this pattern to JUST headwear for humans (also those
mining wisps)
I'm planning on furthering it to mobs that use nightvision, but I wanted
to get this up cause I don't wanna pr it the day before the freeze.
Mesons are green, sec night vision is red, thermals orange, etc.
I think the effect this gives is really really nice.
I've tuned most things to work for the station, though mesons works for
lavaland for obvious reasons.
I've tuned things significantly darker then we have them set currently,
since I really hate flat lighting and this system suffers when
interacting with it.
My goal with these is to give you a rough idea of what's around you,
without a good eye for detail.
That's the difference between say, mesons, and night vision. One helps
you see outlines, the other gives you detail and prevents missing
someone in the darkness.
It's hard to balance this precisely because of different colored
backgrounds (looking at you icebox)
More can be done on this front in future but I'm quite happy with things
as of now
### **EDIT**
I have since expanded to all uses of nightvision, coloring most all of
them.
Along the way I turned some toggleable nightvision into just one level.
Fullbright sucks, and I'd rather just have one "good" value.
I've kept it for a few cases, mostly eyes you rip out of mobs.
Impacted mobs are nightmares, aliens, zombies, revenants, states and
sort of stands.
I've done a pass on all mobs and items that impact nightvision and added
what I thought was the right level of color to them. This includes stuff
like blobs and shuttle control consoles
As with glasses much of this was around reducing vision, though I kept
it stronger here, since many of these mobs rely on it for engaging with
the game
<details>
<summary>
Technical Changes
</summary>
#### Adds filter proc (the ones that act like templates) support to
filter transitions.
Found this when testing this pr, seemed silly.
#### Makes our emissive mask mask all light instead
This avoids dumbass overlay lighting lighting up wallmounts.
We switch modes if some turfflags are set, to accomplish the same thing
with more overhead, and support showing things through the darkness.
Also fixes a bug where you'd only get one fullscreen object per mob, so
opening and closing a submap would take it away
Also also fixes the lighting backdrop not actually spanning the screen.
It doesn't actually do anything anymore because of the fullscreen light
we have, but just in case that's unsued.
Needs cleanup in future.
#### Moves openspace to its own plane that doesn't draw, maxing its
color with a sprite
This is to support the above
We relay this plane to lighting mask so openspace can like, have
lighting
#### Changes our definition of nightvision to the light cutoff of night
vision goggles and such
Side affect of removing see_in_dark. This logic is a bit weak atm, needs
some work.
#### Removes the nightvision spell
It's a dupe of the nightvision action button, and newly redundant since
I've removed all uses of it
#### Cleans up existing plane master critical defines, ensures
trasnparent won't render
These sucked
Also transparent stuff should never render, if it does you'll get white
blobs which suck
</details>
## Why It's Good For The Game
Videos! (Github doesn't like using a summary here I'm sorry)
<details>
Demonstration of ghost lighting, and color
https://user-images.githubusercontent.com/58055496/215693983-99e00f9e-7214-4cf4-a76a-6e669a8a1103.mp4
Engi-glass mesons and walking in maint (Potentially overtuned, yellow is
hard)
https://user-images.githubusercontent.com/58055496/215695978-26e7dc45-28aa-4285-ae95-62ea3d79860f.mp4
Diagnostic nightvision goggles and see_in_dark not hiding emissives
https://user-images.githubusercontent.com/58055496/215692233-115b4094-1099-4393-9e94-db2088d834f3.mp4
Sec nightvision (I just think it looks neat)
https://user-images.githubusercontent.com/58055496/215692269-bc08335e-0223-49c3-9faf-d2d7b22fe2d2.mp4
Medical nightvision goggles and other colors
https://user-images.githubusercontent.com/58055496/215692286-0ba3de6a-b1d5-4aed-a6eb-c32794ea45da.mp4
Miner mesons and mobs hiding in lavaland (This is basically the darkest
possible environment)
https://user-images.githubusercontent.com/58055496/215696327-26958b69-0e1c-4412-9298-4e9e68b3df68.mp4
Thermal goggles and coloring displayed mobs
https://user-images.githubusercontent.com/58055496/215692710-d2b101f3-7922-498c-918c-9b528d181430.mp4
</details>
I think it's pretty, and see_in_dark sucks butt.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: The darkness that glasses and hud goggles that impact your
nightvision (think mesons, nightvision goggles, etc) lighten is now
tinted to match the glasses. S pretty IMO, and hopefully it helps with
forgetting you're wearing X.
balance: Nightvision is darker. I think bright looks bad, and things
like mesons do way too much
balance: Mesons (and mobs in general) no longer have a static distance
you can see stuff in the dark. If a tile is lit, you can now see it.
fix: Nightvision no longer dims colored lights, instead simply
thresholding off bits of darkness that are dimmer then some level.
/🆑
## About The Pull Request
This is a port/rework of
https://github.com/yogstation13/Yogstation/pull/15735 - I changed a lot
of how it acted (some themes are locked behind maintenance apps).
The original author allowed this port to happen, and I really liked how
it looked there so I'd like to add it here.
### Applications
Removes the hardware configurator application, as all it did was show
you your space and battery now that all hardware was removed. These are
things your PC does by default, so it was just a waste of space.
Adds a Theme manager application instead, which allows you to change
your PDA's theme at will.
Adds a new Maintenance application that will give a new theme, however
it will also increase the size of the theme manager app itself as it's
bloatware.
### Menu
There's now a bar at the top of the menu showing 'special' tablet apps
which, for one reason or another, should stand out from the rest of the
apps. Currently this is PDA messenger and the Theme manager
Flashlight and Flashlight color is now only an icon, and is shown on the
same line as Updating you ID
https://cdn.discordapp.com/attachments/961874788706574386/1069621173693972551/2023-01-30_09-10-52.mov

### Themes
Adds a lot of themes to choose from, although SOME are hidden behind
Maintenance applications, which will give you a random theme. These are
bloatware however, so they come with some extra cost to the app's
required space storage.
Themes are now supported on ALL APPLICATIONS! If you have a computer
theme, you will have that theme in EVERY app you enter, rather than just
a select few.
ALSO also, emagging the tablet will automatically set & unlock the
Syndicate theme, which makes your PDA obvious but you can disguise it if
you wish through just re-painting it to something else.
https://cdn.discordapp.com/attachments/828923843829432340/1069565383155122266/2023-01-30_05-29-53.mov
### Preferences
This also adds a pref for theme, reworking the ringtone code to work
with it as well. I also removed 2 entirely unused PDA prefs just 'cause.
Screenshot not up-to-date, they now have proper names.

### Other stuff
Made defines for device_themes
Added support for special app-side checks to download files
Fixed programs downloading themselves TWICE because defines all had the
same definition
Removes the Chemistry computer disk as it was empty due to chemistry
app's removal
Removes the 'run_emag' proc, since apps can directly refer to the
computer to check for emag status instead.
Moved over and added better documentation on data computer files, and
moved the ordnance ones to the same file as the others.
## Why It's Good For The Game
It makes PDAs a lot more customizable while adding more features to
maintenance applications. I think the themes look cool and it fits with
PDAs being "personal" anyways.
I also explained most of my other arguments in the about section, such
as the hardware configuration application.
## Changelog
🆑 Chubbygummibear & JohnFulpWillard
add: A ton of new NtOS themes, which are accessible by the new Themify
application that comes with all PCs.
add: Emagging a PC now defaults it to the Syndicate option (and adds it
to go back to it if you wish)
add: There's a new maintenance app that gives you rarer themes
qol: The NtOS Main menu was moved around, added "header" applications
that are shown where the Flashlight is, such as your Theme manager and
PDA messenger.
code: Made defines for device_themes
code: Added support for special app-side checks to download files
code: Removes the 'run_emag' proc, since apps can directly refer to the
computer to check for emag status instead.
fix: Programs no longer download twice.
del: Removes the Chemistry computer disk as it was empty due to
chemistry app's removal
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>