[IDB IGNORE] Upstream Merge 2026-03-26 #141
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XeonMations wants to merge 535 commits intoMonkestation:masterfrom
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[IDB IGNORE] Upstream Merge 2026-03-26 #141XeonMations wants to merge 535 commits intoMonkestation:masterfrom
XeonMations wants to merge 535 commits intoMonkestation:masterfrom
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## About The Pull Request Adds the ability to use a pen or crayon or spraycan to draw a face or eyes onto certain bots This allows people who miss the pareidolia of the old medkit sprite to fix it themselves You can clean it off again using most cleaning products, if you disagree <img width="649" height="220" alt="image" src="https://github.com/user-attachments/assets/de4869b8-9ac1-4c79-8890-bd95fd4fcaa1" /> I think from looking at this screenshot apparently I haven't enabled pixel perfect 2x on my laptop for which i should be executed, sorry I didn't add any for ones not pictured here because I couldn't think of a good way to draw them but it's simple enough to expand. The face will be coloured with whatever ink you used to draw it, I was just lazy and only used a regular pen in this picture How are all of the non-white drawing implements adding that white circle? Don't worry about it This comes in the form of a component so if you want to make other things easily graffitable then you can do that I ironically called it the defaceable component even though it's used to add faces ## Why It's Good For The Game It seems like something people have been wanting and it seemed like a cute idea ## Changelog :cl: add: You can draw faces onto some bots using a pen, crayon, or spraycan /:cl:
## About The Pull Request 1. Removes the particle effects from mob fire. 2. Fire lighting now scales with how "on fire" you are. 3. Adds an emissive effect to mob fire. 4. Slightly increased the number of firestacks needed for the more intense effect (by 10%) (3->5) 5. Fixes the singular broken frame in monkey fire sprite. 6. Xenomorphs now use the generic fire sprite, adjusting the offset for larger xenos. Closes #12605 . ## Why It's Good For The Game 1. The effect just doesn't look good as mobs move and rotate unfortunately. We could probably revisit it in the future when particle frameworks are more developed, but in the meanwhile watching all of a mob's embers just twist 90 degrees as they flop to the ground looks jarring. 2. Produces a neat effect of the light dying out as you get closer to extinguishing a fire. 3. Adds some bloom to fire, and keeps fire visible as the light dies out (as the firestacks decrease). I think it looks neat, though I'm not sure how... realistic? It is in practice? 4. You scarcely see the "low stack" fire vfx due to the low threshold it was set to. This change is intended to make it slightly more common. 5. Bugfix. It was not offset correctly. 6. Bugfix. I didn't sprite anything unique for them - I just made them use the generic fire overlay. <img width="336" height="142" alt="image" src="https://github.com/user-attachments/assets/ceeac35d-912c-4ad1-9d3b-4384ffdb905b" /> ## Changelog :cl: Melbert del: Removed ember particle effects from mob fire add: Mob fire brightness now scales with how "on fire" it is - the more fire, the brighter the light add: Mob fire now has a bloom effect and glows a bit add: The threshold that human fire sprites update from "small" to "big" has been increased (by 10%) fix: Fixed broken frame in monkey fire animation fix: All Xenomorphs now use the generic fire sprite fix: All Xenomorphs no longer lose their fire sprites when resting fix: Large Xenomorphs now offset their fire overlay to the middle of their sprite /:cl:
…MODsuits via strip menu (#95250) Allows deployment, undeployment, activation and deactivation of other people's MODsuits via stripping buttons. Deployment and undeployment is the same as if you were right clicking the button, i.e. undeployment if you have any parts active, deployment otherwise. Each action takes the MOD's `strip_delay` as its time to complete. DNA lock modules' consequences do not trigger on anybody if the `user` is not the `wearer`. They still don't deploy unless the acting agent is the right dna. Currently, there are two ways to get a MODsuit to activate or deploy on another person without that person's involvement. An very rare PDA app and sacrificing an AI. That's unfortunate, given as MODsuits are the most used space protection. If you're forced to take off someone's MODsuit in order to provide some sort of medical care, you are unable to then put it back on them to prevent additional space-wrought damage. You can't ~waste~ use a MODsuit to protect a incapacitated prisoner, or force a springlocked MODsuit on a potential victim. It feels like a missed avenue of interaction. The PDA app is still powerful, for better reasons, as is the AI. Not to imply anyone was using AIs for this. :cl: add: You can now deploy, undeploy, activate & deactivate other people's MODsuit via the strip menu /:cl:
Co-authored-by: l0 <-->
## About The Pull Request Fixes this. <img width="1201" height="213" alt="Workflow" src="https://github.com/user-attachments/assets/4f1fb7db-c060-495e-80db-645f1bdcb754" /> It has been causing flaky CI Failures all over the place. Speed merge would be appreciated cause it's been spamming my notifications ## Changelog N/A
## About The Pull Request Proper fix because domi doesn't have time rn Closes #95226 ## Changelog :cl: fix: Fixed rogue "ING IN" on lobby screen /:cl:
… (#95317) ## About The Pull Request Replaces the usage of "Dicktard" in heckacious.json with "boneheafd", fitting more with the general theme of the mutation. As well as not being something some people consider a slur nowadays. Also as goofball pointed out. Github TOS. If the word is decided to be kept, it can be done in a server-side json override. Just not in the repo. ## Why It's Good For The Game This language is not needed at all in current day and a good amount of people consider it a slur. After a code review, changed it to be a (more fitting) replacement of the word said instead of a downright removal of the word. Also TOS Violation Bad. ## Changelog :cl: spellcheck: Heckacious Larincks no longer uses a github-TOS-breaking word as one of it's transforms /:cl:
…(#95316) Tin, these in particular make sense to be relative to the max blood volume. Better code (in particular for codebases that might modify `MAXIMUM_BLOOD_VOLUME`). Not player-facing
## About The Pull Request Fish can be scanned as animals for the DNA vault Increases the average number of animals needed by ~6-10 Reduces the average number of plants needed by like... ~8-12 or something? ## Why It's Good For The Game Fish are animals. It makes sense to me. Because fishing is pretty darn easy I increased the animal count to compensate. I see this as fine anyways because there are more than enough animals on station to fulfill the vault as-is. While I was tweaking the numbers, I budged the plant count down because it's quite a lot of plants to wait to be fully grown - upwards of 30 at times. ## Changelog :cl: Melbert balance: Fish can be scanned for the dna vault. balance: You need more animals on average to complete a dna vault. balance: You need less plants on average to complete a dna vault. /:cl:
## About The Pull Request - Removed global list `fake_reagent_blacklist` in favour of `abstract_type`. Saved memory - Removed proc `get_chemical_reaction()` in favor of `GLOB.chemical_reaction_list`. No proc overhead and faster access - Remove unused proc `remove_chemical_reaction()` - Removed proc `find_reagent()` in favour of `GLOB.chemical_reagents_list`. No proc overhead and faster access - Directly access name of reagents via `::` operator from typepaths instead of looking up the datum in global chemical reagents list for some operations. Faster variable access - Removed unit test `reagent_id_typos`. The typepaths will error at compile time because they aren't strings so there's no need for this test ## Changelog :cl: code: cleaned up code pertaining to reagent & reaction lookup /:cl:
- Removing reagents now won't trigger new chemical reactions. This has always been the default behaviour in code and if you think about it logically if the reagents failed to react to begin with then removing already present reagents doesn't help in starting new reactions. - Transferring reactions has now been removed because it made no sense. We call `handle_reactions()` on the target holder anyway which will create new reactions for us with the reagents we have just transferred **Note**: Please Test merge first as it does effect a lot of reagent related stuff :cl: code: reagent transfer & removal operations now have faster cpu performance /:cl:
## About The Pull Request Revival of tgstation/tgstation#91378 for renewed effort of ruining the stat panel for everyone. This PR does a few things to address issues I've had with the HUD in hopes to bring reliance less upon the stat panel. 1. Adds a Memory button <img width="133" height="169" alt="image" src="https://github.com/user-attachments/assets/7f643882-5666-4099-9c68-5d6092a6d82c" /> <img width="134" height="169" alt="image" src="https://github.com/user-attachments/assets/e7592ec3-ec3e-4afe-baa3-6d0e6d5d22c8" /> Potential alt icon, but I don't know if it's better <img width="1322" height="115" alt="image" src="https://github.com/user-attachments/assets/82cc6ad9-becd-4502-8b83-276b0ef6ed0d" /> 2. Makes Alien, Animal & Borg HUDs more compact (This is uploaded before Borg HUD icons were made) Borg - Removed 'Store' button, now you left click your model to store it (RMB to open/close), think of it more like a bag now. <img width="1054" height="324" alt="image" src="https://github.com/user-attachments/assets/5352a350-8f3e-4b3a-8634-929e2c9aa2f4" /> Alien <img width="305" height="189" alt="image" src="https://github.com/user-attachments/assets/c0f0b9f0-941a-405e-bdfd-4b5b46690fb6" /> Animals - Their HUDs now appear in the corner of the screen rather than having the strange offset <img width="202" height="168" alt="image" src="https://github.com/user-attachments/assets/ddf26108-d930-4744-8ef5-17f981a3384b" /> I didn't touch gorilla, they still look weird. <img width="732" height="181" alt="image" src="https://github.com/user-attachments/assets/5c1534c3-7190-491d-8a1f-6fe51eebd9a2" /> 2. Fixes borg numbers not showing up at the request of a user <img width="701" height="312" alt="image" src="https://github.com/user-attachments/assets/65464e15-8e31-41f8-b506-050fa27cebde" /> Closes tgstation/tgstation#95163 I also added a rustle sound when you drop something as a borg so you have an audio cue that you dropped something, sometimes as a borg I'll drop something and think it disappeared, cause I didn't realize I accidentally hit drop. This is a local sound, so it doesn't play to anyone near you. Purely for feedback. 3. If you didn't notice, this de-hardcodes the UI for non-humans UIs now respect your prefs for many more mobs now, pretty much only the ones with unique special UIs (Alien, pAI, AI, Borg) will now respect your prefs. ## Why It's Good For The Game UIs make a bit more sense, takes Memories out of being only accessible through the stat panel, allows your prefs to be respected more and makes inventories a little more consistent through mob types. If the stat panel is to be removed or made optional, we can't afford to hide Memories through it because certain antagonists (see: nukies) absolutely rely on it. ## Changelog :cl: ttt, JohnFulpWillard add: Added a Memory HUD to your UI. In case you didn't know, you get memories of things happening around the station, or important antagonist info such as the nuclear codes. del: Removed Borg's "store" button, now the cyborg module will behave more similar to a backpack (LMB to store, RMB to open/close) fix: Borg material now properly displays how much materials they can afford with their cell's charge. qol: Your HUD prefs are respected on more mobs now. qol: Improved the HUD of simple/basic animals, as well as Cyborgs, AIs, pAIs and Xenomorphs. /:cl: --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request What it says on the tin-- with having a nice abstract types system now, we can utilize that in create_and_destroy. ## Why It's Good For The Game Removes a lot of the need for snowflake item exclusions, and makes this test likely a lot more stable (and a little faster even). ## Changelog Not player-facing
…ter Paint App (and related modular computer changes) (#95213)
## About The Pull Request Contains two changes cherry-picked from my CM PR, cmss13-devs/cmss13#11826. 1) Fixes incorrect args to `block()` in `increase_max_y()` that caused it to add turfs to every z-level's world.area contents list instead of just the correct one. This is probably left over from when the area contents list wasn't split by z-level. 2) Avoids a case where turfs could be removed from area contents twice if the subsystem returned early on a later Z-level. ## Why It's Good For The Game Fixes two bugs with the area contents system. ## Changelog :cl: MoondancerPony fix: fixed turfs sometimes not being in any area's contents /:cl:
## About The Pull Request The barcode scanner has a check-in mode, but to checkout you have to scroll through a (potentially) large list of books. This aims to fix that by letting you skip the UI using the same item you use to check-in. https://github.com/user-attachments/assets/916b743e-d974-4e7d-a9f2-a407562c5123 Also limits library book borrowing time to 2 hours, cause the UI looked really weird with it uncapped (also any round that goes more than 2 hours you should bring your books back) ## Why It's Good For The Game Better UX I think.
## About The Pull Request Not sure if it is oversight or because of some valid balancing concern, but this PR just enables display's design to be able to be printed in golems and charlie station lathes ## Why It's Good For The Game Existence of this item in ghostroles' hands wont impact balancing in any way, as opposed to other locked items such as shuttle parts crew pointers (which, gonna be honest, wont impact said balance either, but whatever). Vitals display is just too cool of a thing to make it limited just for station's people.
## About The Pull Request porting shadekin species Bubberstation/Bubberstation#147 ## How This Contributes To The Nova Sector Roleplay Experience New race! ## Proof of Testing <details> <summary>Screenshots/Videos</summary> <img width="1159" height="670" alt="image" src="https://github.com/user-attachments/assets/84baace0-4896-424a-a22d-cfd106b24545" /> </details> ## Changelog :cl: add: Adds a new species: shadekins /:cl: --------- Co-authored-by: pepe <john@john.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request Includes everything besides the digi underwear one ## Changelog Autochangelogs
…o upstream-merge
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icons are fine so im turning off icondiffbot |
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About The Pull Request
Why it's Good for the Game
Proof of Testing
Changelog
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/:cl: