## About The Pull Request
After https://github.com/tgstation/tgstation/pull/80628, these shouldn't
be needed anymore right?
## Why It's Good For The Game
Cleans up some vestigial code
## Changelog
EDIT: Not player-facing.
## About The Pull Request
I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.
## Why It's Good For The Game
The device.dmi was kind of a mess.
## Changelog
🆑
/🆑
## About The Pull Request
I find the proc hard to read honestly. There's no reason we can't split
this into two functions - the secondary functionality is used only once,
in reader.dmm.
## Why It's Good For The Game
Code improvement
Glorious snake case
## Changelog
N/A nothing player facing
---------
Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
## About The Pull Request
Fixes#76349
I didn't know that people needed to add any new traits to a global list
so they can be easily read in View Variables, and was pretty shocked to
find out many other people didn't know it was a thing. Let's make it a
thing by testing it using a new CI Python Linter to check this. But oh
no-

There were about 200+ missing traits. Alright, so let's do the
following:
* Move trait defines to their own dedicated folder in the `_DEFINES`
folder.
* Split up the traits mega-file into different files, for better
organization. One for the macros, one for the sources, and a few for the
"trait declarations"
* Run the linter a load of times and add everything to the globalvars
file, removing anything that's no longer used and figuring out where the
best categorization of it is. also minor code improvements. also rename
all of the ones that look weird. also fix list indentations
* Also alphabetize the lists because it's easy
* Move everything to a new `traits_by_type` list, while keeping the
admin one the way it is for the time being while we figure out a better
way to show that list to admins.
* Profit
## Why It's Good For The Game
Mapping trait injectors will now work for any type of trait. You
shouldn't add any trait via this injector though, but you're no longer
limited to coders remembering to add it to that critical list you
needed.
Lays the framework for a better view variables experience. This work is
too lengthy to presently do, but hopefully we can get this done sooner
rather than later. we will need a code-accessible way to view these
traits for such a framework to be implemented, so let's just do that.
Future steps are to break down the mega-declarations file into a folder
full of separate files by typepath, but that requires a lot of auditing.
Does need to happen one day though, there's a lot of mob traits mingled
with datum traits and auuugh we gotta do this later this PR is already
massive.
there's probably ways to game this but this catches _my_ mistakes so
good luck to everyone else (it should work for 99% of everyone)
## Changelog
Nothing applicable to players. However, to mappers, the mapping trait
injector should always be able to add any kind of trait (which is rather
good for the times when you need it).
## About The Pull Request
Mafia should now start without the need of admin intervention.
I made a unit test that should always have a PDA and a ghost spawning in
a game of Mafia and having it run through basic setup to confirm they
both successfully sign up and the game starts.
I had to change a lot of things in order to get this working, such as
giving unique ckeys to mock clients, fixing harddels in Mafia, and
plenty of minor fixes. This is the first time any of this code is put in
CI, so a lot of uncaught errors are now showing their faces.
Because loading maps mid-round runtimes due to smoothing, I have mafia
their own unit test-only map that doesn't use smoothing.
I also split the mafia ui code into its own file, and moved a single
helper that was sitting around in mafia's file into a helpers file.
I also added some comments to explain why certain things are the way
they are, because I wrote some undocumented code previously and forgot a
few things, leading to self-inflicted wasted time.
## Why It's Good For The Game
^
## Changelog
🆑
fix: Mafia games can now start properly.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
See title.
## Why It's Good For The Game
If a lazy template is loaded AFTER roundstart it doesn't get included
into the global init procs, because that work is offloaded into a
subsystem
LINDA runtimes are bad, null.archive() runtime be gone.
## Changelog
🆑
fix: The Syndicate have fired their previous construction company after
poor results in recent outposts.
/🆑
## About The Pull Request
- Reworks transformation sting.
- Transformation sting is now temporary, lasting 8 minutes (number not
final) in humans.
- If used on a monkey, it lasts forever instead.
- While the target mob is dead or in stasis, the duration will not
progress, making it functionally infinite until revived and taken off
stasis, where it will resume its timer where it left off.
- Chemical cost reduced to 33
- DNA cost reduced to 2
- Removes TRAIT_NO_TRANSFORMATION_STING, instead just checks for
TRAIT_NO_DNA_COPY
- These were essentially the same traits, so I just combined the two
- Organizes some trait lists alphabetically
- Adds TRAIT_STASIS, to allow for reacting to mobs entering and exiting
stasis via COMSIGS
- Everything that checks IS_IN_STASIS now checks HAS_TRAIT TRAIT_STASIS,
which is probably more performant, so that's a bonus.
## Why It's Good For The Game
A lot of people don't like the current iteration of Transformation
Sting, me included
Right now it's only use is for a meme - you make the entire station into
felinids until you get lynched, and that's it.
It's not really a healthy ability for ling's current kit, so this pr
attempts to soft rework it to make it a bit more in line with how ling
should be acting - turning it into a source of short term confusion
between people, or using it on a body to cover your tracks.
This accomplish it two fold - One, it is now cheap enough to use twice
in rapid succession, allowing for quick on-the-spot "BE CONFUSED"
situations while you abscond. Two, as mentioned in the last paragraph,
you can poke a body of someone you murder to obfuscate the crime scene
and maybe help out in taking over someone's identity.
## Changelog
🆑 Melbert
balance: Transformation sting now lasts 8 minutes, down from permanent.
However, the effect is paused for dead and stasis mobs, making it
permanent SO LONG AS they stay dead or in stasis. The effect is also
permanent if used on a monkey.
balance: Transformation sting now costs 33 chemicals, down from 50.
balance: Transformation sting now costs 2 dna points, down from 3.
fix: Transformation sting works on monkeys again.
refactor: Refactored a bit of human randomization.
/🆑
## About The Pull Request
Adds multi-z support for lazy templates
Also fixes some improper use and placement for turf flags
## Why It's Good For The Game
Shadow needs/wants this for bit runner maps.
Turf flags are also why lava has been generating in places it shouldnt.
(inside of ruins)
## Changelog
🆑
fix: Lava can no longer occasionally generate inside of previously
loaded templates and breach and/or destroy shit
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
#78239 is a fun mapping add but engineered in a way that
1. Creates a real eyesore of a typepath
2. Would further proliferate a hundred subtypes if it became commonly
used
Instead of using subtypes for this I put the behaviour in a component
and made a mapping helper to apply the component.
Now you can just put the mapping helper on top of any turf you want to
make into a zelda bomb wall and it will be so, rather than having to
make different subtypes for walls with different icons.
## Why It's Good For The Game
Cleaner, more maintainable.
## Changelog
not player facing
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
- Morgue guarantees 1 human body to dissect even if
`morgue_cadaver_disable_nonhumans` config flag is set.
- All maps bar birdboat will now spawn with one additional morgue
cadaver.
- Did some minor code cleanup around the dead body placer, removes an
`in world` loop, etc.
## Why It's Good For The Game
- Morgue guarantees 1 human body to dissect even if
`morgue_cadaver_disable_nonhumans` config flag is set.
- This is mostly a downstream server issue but if your server enables
this config and has additional species enabled, the odds of you getting
a human to dissect tends to be very low.
- Why is this a problem? Well, a human is necessary to dissect to get
medical's tech.
- Why not get genetics to get you a hu-monkey? This is an option, but if
A. there's no geneticists or B. they are refusing to cooperate then you
tend to be SOL unless you want to wait for a greytide to come in after
drinking themselves to death. Given we have a role now dedicated to
performing dissections, having no job to do for the first twenty or so
minutes due to a lack of a human body is kind of sad.
- If this is an intended facet, I will revert this change and leave it
to the code improvements / bodycount uptick.
- All maps bar birdboat will now spawn with one additional morgue
cadaver.
- This was actually intended on some maps but has been stealthily
removed in some cases? Icebox and Delta used to have two dead body
spawners to place 4 cadavers. So I decided to bring this back.
- For the most part, this just gives higher population maps more bodies
to mess around with. Higher pop means more people means more people need
bodies, either for antagging, cooking, body replacements, or coron-ing.
- Also like, sometimes messing around with dead bodies are fun, and it's
nice to not have to worry that you're running out of them for actual
medical use.
- I can also make this scale on roundstart pop if we really care. But
that seems overkill. Especially as these maps had their body counts
higher for a while and were fine.
## Changelog
🆑 Melbert
balance: If your server has non-human morgue cadavers enabled, you will
be guaranteed one human cadaver no matter what.
balance: All maps (with the exception of Birdboat) now have an
additional morgue cadaver roundstart.
/🆑
## About The Pull Request
I think I forgot how the numbers worked here, seems that way at least
given how the DMM stuff looks
Closes#77482
Thanks to itsmeow for pointing this out
Oh also fixes tgm using maxx for the y comp. it should never actually
matter but yaknow just in case
## About The Pull Request
This adds a new emergency shuttle called the **Hall of Fame**.

It's designed around persistence. The goal is to have the shuttle store
memories, photos, and trophies for the crew to see!
## Why It's Good For The Game
Cool way for the crew to store and share memories.
## Changelog
🆑
add: Add a new 'Hall of Fame' emergency shuttle. It even comes with it's
own nifty photo album.
/🆑
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.
## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.
## Changelog
N/A
## About The Pull Request
Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.
Let's start from first principles yeah?
### Why Angled Lights?
Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.
Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.
### How Angled Lights?
This is more complex then you'd first think so we'll go step by step

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.
This is very useful for angle work, since it makes it almost totally
free.
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in
We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.
We do need some extra fenangling to make this all work nicely tho.
We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.
So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.
I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.
### Debug Tool?
In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.
Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.
The second button opens a debug menu for that light

There's a lot here, let's go through it.
Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.
This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.
Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.
My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.
### Lemon No Why What
Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.
Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.
(Images as examples)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.
This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance.
Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.
### Misc + Finishing Thoughts
Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.
I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.
### Farish Future
I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.
This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.
## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑
---------
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
## About The Pull Request
[Removes the pretense of relative multiz
levels](0293fdc2bd)
Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.
That's a fiction of the trait system, the actual backend has never
really supported this.
This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.
I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.
Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.
[Converts the starlight disease to use BYOND's directional defines
instead of our
own](7d698f02d9)
To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before
## Why It's Good For The Game
Faster multiz code, faster init, etc etc etc
## About The Pull Request
The issue was map verification calling build_cache, which uses the
define which enables/disables init values on sleep. We avoid this by
using a var on map datums and using that to enable the init value
modification only when we are actually loading stuff.
Also fixes a bug in clear_tracked_initialize() where it being called
with no values lead to bad values/potentially overriding initialized on
accident.
Also also I forgot how for loops worked so this would not have worked
regardless
## Why It's Good For The Game
Code should like, function
## About The Pull Request
The old system was... ok, but the stack trace was unfortuante, and the
potential to double remove was silly.
Let's use a list of source, value instead, to block overremovals and
properly support different load states
## Why It's Good For The Game
Prevents a bug a goodhearted bagilmin showed me where shuttles would
randomly just fail to load.
Calling clear twice should not be a failure
## Changelog
🆑
fix: Maps loaded post init will no longer randomly enter a failed state.
Hopefully.
/🆑
## About The Pull Request
https://github.com/tgstation/tgstation/assets/7501474/a2d83ce8-eba1-42d9-a1f8-9d73f7c40b21
Adds shuttle events! Stuff can now start to happen outside the shuttle,
either benign or spicy (but usually just fun to watch)!
## Why It's Good For The Game
The shuttle escape sequence is an important part of the game, uniting
about every player surviving player. Recently, #71906 has made the
escape sequence more forgiving as well as more interesting by
conditionally doubling the playing field. The area outside the shuttle
is still mostly empty though, except for the few people being spaced,
daredevils and the occasional epic space fight.
This PR adds adds some space events to spice up the outside of the
shuttle! This both gives people something too look at, making the escape
sequence feel less static and more lively, as well as give people a
reason to go outside and get the full experience of ~being decapitated
by a meteor~ swimming with the fishes!
<details>
<summary>Shuttle Events</summary>
**Friendly carp swarm**
Spawns a group of carp that flies past the shuttle, completely friendly
unless provoked.
**Friendly meteors**
Spawns a lot of strong meteors, but they all miss the shuttle.
Completely safe as long as you don't go EVA
**Maintenance debris**
Picks random stuff from the maintenance spawn pool and throws it at the
shuttle. Completely benign, unless you get hit in the head by a toolbox.
Could get you some cool stuff though!
**Dust storm**
Spawns a bunch of dust meteors. Has a rare chance to hit the shuttle,
doing minimal damage but can damage windows and might need inflight
maintenance
**Alien queen**
One in every 250 escapes. Spawns a player controlled alien queen and a
ripley mech. RIP AND TEAR!! Really not that dangerous when you realize
the entire crew is on the shuttle and the queen is fat as fuck, but can
still be fun to throw people around a bit before being torn to shreds.
**ANGRY CARP**
Once in every 500 escapes. Spawns 12 normal carp and 3 big carps, who
may just decide to go through the shuttle or try and bust through the
window if you look at them wrong. Somewhat dangerous, you could stay
away from the windows and try to hide, or more likely shoot at them and
weld the windows
**Fake TTV**
Lol
**Italian Storm**
Once in every 2000 rounds. Throws pasta, pizza and meatballs at the
shuttle. Definitely not me going off the rails with a testing event
**Player controlled carp trio**
Once in every 100 escapes. Spawns three player controlled carp to harass
the shuttle. May rarely be a magicarp, megacarp or chaos carp. I can't
honestly see them do anything other than be annoying for 3 seconds and
die
There are some other admin only ones: a group of passive carps going
directly through the shuttle and just being little shits, and a magic
carp swarm
</details>
Events are selected seperately, there isn't a crazy weighting system,
each just has a chance to run, and multiple could run at once. They also
don't immediately trigger, so people can get settled a bit, and to make
sure just waiting out the more dangerous ones is still a valid strategy.
## Changelog
🆑
add: Adds shuttle events! If shuttle escapes weren't exciting before
(doubtful), they definitely are now! I'm joking it's mostly an
atmosphere thing.
admin: Adds an admin panel to interact with shuttle events, under the
Events tab: Change Shuttle Events
fix: Objects spawned in hyperspace will properly catch hyperspace drift
/🆑
There's a few things I'd like to do later (another PR) (honestly anyone
can do them because I suck at follow-ups), because this is too big as
is:
- Hijack triggered shuttle events
- More events (got a lot of cool suggestions, but I'm putting most of
them on hold)
- Maybe stration announcements if some more dangerous ones get added
- Structures appearing next to the escape shuttle???
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
This standardizes fugitive hunter IDs, making all hunter packs use the
same subtype and giving them to hunters who would spawn with no ID at
all.
The badass flaming ID color that the OG Bounty Hunter team got are now
the standard for fugitive hunter IDs. Additionally, these IDs now come
with a radical skull trim.
(Spacepol Officers don't get the badass flaming skull ID, and instead
get a more modest Police Officer ID).
**These IDs come with access, too. Airlocks, bolt buttons, shuttle
controls, and shutters on all of the hunter shuttles now require a
hunter's ID to operate.**
While I was in the area doing mapping stuff to get the accesses in
place, I made a few other very minor changes to the shuttles. These
include:
- The Bounty Hunter shuttle now has an oxygen dispenser. Two walls have
been moved to make space.
- The Russian Hunter shuttle now gets enough oxygen tanks to share with
everyone.
- The Psyker Hunter spawners now have proper spawner menu text. This was
due to duplicate-but-not-really subtypes existing, and me mistakenly
putting the wrong ones there in a previous PR.
- The cut ai wire helpers from the Russian/Psyker shuttles have been
extended to the Bounty/Spacepol shuttles.
- Every hunter shuttle now has a shuttle pinpointer on it somewhere, and
is no longer exclusive to a single Bounty Hunter's loadout.
## Why It's Good For The Game
Some of the hunter IDs would spawn without trims or coloration, and some
hunters wouldn't spawn with IDs at all. Now, everyone gets a credible,
cool-looking ID that lets everyone know what you're here to do at a
glance.
One of these is a crazed larper with an unregistered firearm, the other
is a certified bounty hunter.
As for the hunter access, it's pretty nonsensical that anyone can just
walk into the hunter ship and set up shop. At least the pirates get
turrets! Not to mention, it's hard to balance or give hunters new
equipment in good conscience when their entire domain is public-access
and anything they can't carry is considered forfeit to the crew. Now it
can be used as a base of operations, storage area, etc. more securely.
Locking down the shuttle with accesses isn't going to stop a determined
gamer with a toolset, but it'll at least make it more interesting and an
actual risk. If the fugitives want to try and loot/hijack the shuttle,
it will require the effort of taking down one of their hunters first.
While hunters stand out for the differences/imbalances between each
group, I don't see the shuttle pinpointer as something that contributes
positively to the OG bounty hunter's uniqueness. There's no reason why
the other hunters shouldn't also be able to track their ship.
## About The Pull Request
Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.
This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.
[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)
[Moves signal procs over to their own
file](33d07d01fd)
[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)
[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)
[And finally passes over the examine
signals](65917658fb)
## Why It's Good For The Game
Code makes more sense, things are better teased apart, s just good imo
## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
## About The Pull Request
Some things, like door control buttons, set locked directly instead of
calling lock() or unlock(). This fixes that, which should make sound
effects play. Also annotates some code where we *don't* want that to
happen with an explanation of why we just set locked directly.
## Why It's Good For The Game
Fixes Skyrat-SS13/Skyrat-tg/issues/21510, which also applies to
upstream.
## About The Pull Request
There were some attempts to get an area of an object that is confirmed
to be null in the condition, which resulted in runtimes when the helper
couldn't find an object.
Also ensures that the window spawner places window before the helper
tries to find it.
And updates damaged window integrity roll thresholds to guarantee
cracks.
## Why It's Good For The Game
No runtimes
## Changelog
🆑
fix: fixed possible issues with apc, airalarm and damaged
machinery/windows helpers
/🆑
## About The Pull Request
To control vents and scrubbers in ordinance, burn and engine chambers,
mappers extend the area outside of the walls towards a tile where they
place the air alarm.
With this PR, they can now assign `chamber_id` to an air alarm and
connect to the chamber with an air sensor. There is a new map helper for
this.
Also, this connection can be done manually. You need to click on a
sensor with a multi-tool, then unlock certain air alarm, and click with
a multi-tool on it. This action will link sensor to an air alarm,
reporting gas mixture from the sensor tile and giving control over the
vents and scrubbers of the sensor's area.
### TLDR
Before:
<img width="718" alt="ordnance_before"
src="https://user-images.githubusercontent.com/3625094/236577769-5d79871f-2dce-43be-a20a-e6669bfbc1c6.PNG">
After:
<img width="638" alt="ordnance_after"
src="https://user-images.githubusercontent.com/3625094/236577786-3c7e9c9f-1501-4747-bbe1-292fc4947b0d.PNG">
This is how the area is setup on meta station right now vs if it was
setup with a link

This is also true for the supermatter chamber - you can make the air
alarm display the gas mix in the actual chamber and avoid using mapping
area hack there too.
<img width="954" alt="supermatter_after"
src="https://user-images.githubusercontent.com/3625094/236578528-4650b426-6bf0-4634-a5b0-cad7a50d5b01.PNG">
## Why It's Good For The Game
The area hack is no longer needed and you can place air alarm to control
certain remote area wherever you want when you design a map. Even 3 air
alarms next to each other controlling 3 different burn chambers.
The air alarm will also report the gas mix on the actual tile of a
sensor, instead of the gas mix before the air alarm, which is usually a
normal habitable environment.
Also, now you can build such chambers manually because there are no
precise area editing tools available in-game to repeat the area hack.
## Changelog
🆑
add: Air alarms can be connected to an area remotely via air sensor with
multi-tool and corresponding access
qol: Mapping: Added air alarm helper to link air alarm with certain
chamber_id on map load
/🆑
## About The Pull Request
This PR adds mapping helpers for requests consoles. Two of them set up
if the console can receive ore updates, and if it can make
announcements, flipping their relevant variables to TRUE. The other
three adds the consoles to their relevant department console lists
during late initialize. This allowed me to remove three variables
directly from the consoles themselves.

New sprites by CoiledLamb!
~~This PR also anchors mapping helpers, to prevent effects like the
roundstart crate initialization from moving them.~~ This was fixed by a
different PR.
## Why It's Good For The Game
Less var edits, easier to see a console's type at a glance.
## Changelog
🆑 Profakos, sprites by CoiledLamb
qol: Most request console varedits have been moved to mapping helpers.
/🆑
## About The Pull Request
Persistent Birdshot CI failure was caused by broken floor helper sharing
a tile with a random loot spawner, which would sometimes spawn a
maintenance crate which deletes itself, but only after the crate eats
the mapping helper. This causes the mapping helper to delete before it
has initialised.
There's no reason for a mapper to assume this would cause a problem so
the fix isn't to edit the map, instead I just anchored all mapping
helpers so that closets won't try to contain them.
## Why It's Good For The Game
I'm really tired of birdshot failing CI
This probably fixes some other really niche bug nobody has noticed
## Changelog
Not player facing
## About The Pull Request
HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view
Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972
Adds a Coroner job to the game, they work in the Medical department and
have their office in the Morgue.
I was inspired to make this after I had played my first round on
Paradise and messed around in there. The analyzer is copied from there
(https://github.com/ParadiseSS13/Paradise/pull/20957), and their
jumpsuit is also mostly stolen from it (i just copied the color scheme
onto our own suits).
Coroners can perform autopsies on people to see their stats, like this

They have access to Medbay, and on lowpop will get Pharmacy (to make
their own formaldehyde). They also have their own Secure Morgue access
for their office (doubles as a surgery room because they are edgelords
or whatever) and the secure morgue trays.
Secure Morgue trays spawn with their beepers off and is only accessible
by them, the CMO, and HoS. It's used to morgue Antagonists. Security's
own morgue trays have been removed.
The job in action
https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4
### Surgery changes
Autopsies are a Surgery, and I tried to intertwine this with the
Dissection surgery.
Dissections and Autopsies both require the Autopsy scanner to perform
them, however you can only perform one on any given body. Dissections
are for experiments, Autopsies is for the paper of information.
Dissected bodies now also give a ~20% surgery speed boost, this was
added at the request of Fikou as a way to encourage Doctors to let the
Coroner do their job before reviving a body.
I also remember the Medical skill, which allowed Doctors to do surgery
faster on people, and I hope that this can do something like that
WITHOUT adding the potential for exploiting, which led to the skill's
downfall.
### Morgue Improvements
Morgue trays are no longer named with pens, they instead will steal the
name of the last bodybag to be put in them.
Morgue trays are also removed from Brig Medical areas and Robotics, now
they have to bring their corpses to the Morgue where the Coroner can
keep track and ensure records are properly updated.
### Sprite credits
I can't fit it all in the Changelog, so this is who made what
McRamon
- Autopsy scanner
Tattax
- Table clock sprites and in-hands
CoiledLamb
- Coroner jumpsuits & labcoats (inhand, on sprite, and their respective
alternatives)
- Coroner gloves
- CoronerDrobe (the vending machine)
## Why It's Good For The Game
This is mostly explained in the hackmd, but the goal of this is:
1. Increase the use of the Medical Records console.
2. Add a new and interesting way for Detectives to uncover mysteries.
3. Add a more RP-flavored role in Medical that still has mechanics tied
behind it.
## Changelog
🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb
add: The Coroner, a new Medical role revolving around dead corpses and
autopsies.
add: The Coroner's Autopsy Scanner, used for discovering the cause for
someone's death, listing their wounds, the causes of them, their
reagents, and diseases (including stealth ones!)
qol: Morgue Trays are now named after the bodybags inside of them.
balance: The morgue now has 'Secure' morgue trays which by default don't
beep.
balance: Security Medical area and Robotics no longer have their own
morgue trays.
balance: Dissected bodies now have faster surgery speed. Autopsies also
count as dissections, however they're mutually exclusive.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
I asked someone in discord if it was worth it, they said it was, from
what i remember at least.
## Why It's Good For The Game
More comfort with apc's for mappers.
---------
Co-authored-by: san7890 <the@san7890.com>
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.
## About The Pull Request
Hey there,
This took a while to do, but here's the gist:
Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.
Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.
Scenarios this PR corrects:
* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*
(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game
If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).
Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.
I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.
(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
## About The Pull Request
This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.
Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.
- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.
## Why It's Good For The Game
Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.
## Changelog
🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
What it says on the tin. Warning: copy-pasted mapper sprites.
## Why It's Good For The Game
Fewer varedits, better maintainability, more obvious in the map editor
what's been applied to a given airlock.
## Changelog
No player facing changes.
Internal_organs now also contains external organs, so the naming was
incorrect
Requested by @tralezab in #72734
Also removed some now incorrect 'as anythings' that assumed everything
in the internal_organs list was an internal_organ (which is a lie since
I put extorgans in there which means runtimes and unintentionakl
behaviour
🆑
fix: fixes deadly harvesting just taking harmless extorgans
code: renames internal_organs to organs now that it can also contain
external_organs
/🆑
## About The Pull Request
Fixes#71504#70237 attempted to remove this and did in some cases, however the case
where the abandoned airlock is able to find an adjacent wall turf to
copy the type of still fails to delete the airlock.
This fixes that.
Also in my testing, the times where it _failed_ to find a nearby wall
turf to copy and spawned a default wall would leave the mapping helper
visible in the round. Oops!
## Why It's Good For The Game
Mapping helpers should always delete themselves when finished.
The airlocks with walls under them are funny once and annoying the rest
of the time. As of that older PR, this continuing to happen is regarded
as a bug.
Also apparently it might be required anyway for Wallening.
## Changelog
🆑
fix: Maintenance tunnels should no longer sometimes contain airlocks
with walls underneath them.
/🆑
New regression in init times. Closes
https://github.com/tgstation/dev-cycles-initiative/issues/32. CC @Fikou
- Instead of creating a human and icon for *every* cardboard cutout when
initialized, only creates the one we're actually using. When you're
about to use a crayon, creates all of them.
- Instead of using getFlatIcon, uses appearances directly.
## About The Pull Request
Reinforced plating mapping helpers worked for only a feew specific
use-case which ended up being the only usecases I tested, I've modified
the code so it should work as expected in all usecases. In short this
fixes reinforced plating appearing in places where there is not actually
plating for it to replace, and stacking multiple layers of plating where
there should not be multiple layers.
## Why It's Good For The Game
Fixes a bug I introduced myself.
## Changelog
🆑
fix: Reinforced Plating baseturf helpers work and should now be bug free
enough to be used in maps.
/🆑
#72709 added cordons to all reservations, inadvertantly breaking
hyperspace since anyone falling off the shuttle would just... bump into
a cordon
I've added a second "soft-cordon" that can be put x tiles away from the
actual cordon, preferably in a place where the player touching it wont
see the true cordon. Shuttle soft-cordon will dump people in space,
restoring original functionality (sort of)
🆑
fix: falling off the shuttle wont trap you in a box anymore
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
We've got a few space related things that are busted, and shuttle
movement is slow.
I'd like to try to improve these things, if just a bit.
Long list of only tenuously related topics. Sorry for the shotgun blast
#### [Fixes lazyloaded stuff having bad
space](d4de176a63)
We need to handle area transferring in maploading code under niche
cases, and we also need to actually init reservation spaces we create.
It's also redundant and potentially dupe creating to do area lighting
handling in changeturf, because it gets touched in turf init anyway. Old
me is stupid.
#### [Adds some doc comments, yeets
ssmappping/transit](269717145d)
We had a reserved space for just shuttles to use, except it wasn't for
just shuttles.
So in theory if the space got clogged with other shit, the shuttles
could have nowhere to actually use.
It's better to just have the two groups share real estate. More sane
### The "Starlight is Slow" Block
#### [Starlight optimization part one (don't check config for each
individual turf you check for
activity)](7312a314be)
#### [Starlight optimization part two (infer
context)](be94c422ed)
Starlight was causing each space turf to cause itself and its neighbor
to constantly recheck if they had starlight off changeturf.
The exact same effect can be had by taking advantage of some
pre-existing information, namely if the space turf is gaining or losing
a source of starlight.
Essentially, instead of telling a turf to check all adjacent turfs to
see if it's got starlight, we tell the turf if WE are a source of
starlight, or if we might be taking something away from it.
There's a bit of wasted cpu here but not much, if it's worth doing a
register signal pattern for clearing depends on the case we're working
with.
Being intelligent about this makes things much faster, something in the
neighborhood of 4 to 3 fold.
I've also made openspace's starlight work better, cause the old pattern
was a bit silly.
### Changeturf is Annoying (Microops)
#### [Micro ops changeturf and turf deletion a
bit](386b3ab7fc)
Don't do work if the thing you're working on doesn't exist, don't check
every adjacent turf for firelocks on turf change (just have thefirelocks
manage that), don't check all atoms on the turf for decals on turf
change, similar.
Also moves visibility changes from camera code into changeturf, to avoid
unneeded work.
Needs some extra work to optimize the guts for this path but I can do
that!
#### [Micros camera vis
changes](ebab69e9ea)
We should only update vis when our opacity changes.
In addition, we don't need all the camera handling fluff if we only want
to update our turf's static groups.
Also micros a camera net helper to be less crap for non multiz maps
#### [Micros some open space atmos cases, alongside avoiding a for(null)
in opacity
handling](72ae07ba1d)
#### [Ensures space_lit tiles never accidentially inherit lighting
objects](a99ff2265a)
S dumb, and leads to space turfs having two sources of lighting, which
looks wrong.
This was invisible when their lighting was fullbright, but it sucks now.
### Misc Stuff
#### [Cleans up stat tracking a bit to avoid
collisions](40fb8f21e2)
#### [Cleans up a turf helper to not be
stupid](bf4ee67100)
WHY ARE YOU USING THE RANGED TURF HELPER IF YOU GO ONE TILE
#### [Moves transit turf signal cleanup to destroy, I named this proc
wrong](c85c2cfc86)
I'm sorry @Time-Green
#### [Adds better transit caching to
shuttles](35e85334c4)
Adds a max reserved transit size to the shuttle subsystem, to keep
things in bounds.
In addition, adds a soft cap under which existing transit space will get
hold onto, to make repeated non escape/arrive shuttle movements faster
Hopefully this makes common shuttle moves less bad.
## Why It's Good For The Game
Speed
## About The Pull Request
Ensures we don't try and rebuild loading turfs midload
Turf refs persist through destroy, so when we changeturf earlier to get
our turf reservation, we insert our space turfs into the rebuild queue,
and then end up here where we can be rebuilt randomly, midload, with
uninit'd turfs
Avoids starting atmos machine processing until init
This avoids some runtimes with null gasmixtures
There's still trouble with atmos and template loading, pipes start
processing before their pipelines exist, so we just kinda get fucked.
Need to look into this more deeply, it involves pulling this stuff off
`on_construct` and `setup_template_machinery` and throwing it in maybe
late init, which I don't really relish but will just have to do
eventually.
## Why It's Good For The Game
Reduces runtime spam
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Adds support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them
#### Adds render steps
An expansion on render_target based emissive blockers.
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely
Fixes shuttles deleting z holder objects
#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color
This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight
This requires a bit of extra work, see later
This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)
The emissive blocking floor stuff requires making a second render plate
to prevent double scaling
Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon
#### Makes things in space blue
We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright
This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee
#### Makes glass above space glow, and some other stuff
Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.
Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.
#### Modifies partial space showing to support glow
Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.
We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.
#### Makes appearance realization's list output ordered
I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that
## Why It's Good For The Game
Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more
<details>
<summary>
Old
</summary>



</details>
<details>
<summary>
New
</summary>



</details>
## Changelog
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🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑
<!-- 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
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<!-- You can use multiple of the same prefix (they're only used for the
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---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
Adds automatic cordoning to block reservations.
Also fixes an issue where ChangeTurf would cause SSicon_smoothing to
throw runtimes by calling QUEUE_SMOOTH regardless of initialization
completion
## Why It's Good For The Game
## Changelog
---------
Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
revive of #68760
this time a proc, not an element
this time supports cardboard cutouts
this time supports mob corpses

## Why It's Good For The Game
prevents these icons ever being outdated, they'll always look what they
are supposed to, saves spriting work
## Changelog
🆑 Fikou, a hood by Viro
refactor: humanoid mobs and cardboard cutouts automatically generate
their sprites, they no longer will be outdated
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>