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jlsnow301 and others added 23 commits January 23, 2026 18:20
## About The Pull Request
This defaults every tgui to fancy mode and removes the preference
entirely.
## Why It's Good For The Game
If you look through the code you'll find comments like these 
> //some browsers (IE8) have trouble with unsupported css3 elements that
break the panel's functionality, so we won't load those if a user is in
no frills tgui mode since that's for similar compatability support

We're far and away from IE8, therefore our need for compatibility
support, so I think it's valid to remove this so called 'no frills tgui
mode'. It's tied into the event message system with every backend
update, so there's a tad less overhead.
## Changelog
:cl:
del: TGUI now defaults to fancy mode, there is only fancy mode. Welcome
to the future.
/:cl:
## About The Pull Request
This adds several new hand emotes for human mobs:

| Emote  | Message |
| ------------- | ------------- |
| slit  | "drags a finger across their neck." |
| scratch_h  | "scratches their head." |
| thumb_u | "gives a thumbs up." |
| thumb_d | "gives a thumbs down." |
| time | "checks the time." |
| tap | "taps their foot impatiently." |
| halt | "holds up their palm, signaling to stop." |
| shush | "holds a finger to their lips." |
| listen | "cups a hand to their ear." |
| think | "taps their head, thinking." |
| beckon | "waves a hand for someone to come closer." |
| airquote | "makes air quotes." |
| crazy | "twirls a finger next to their head." |
| squint | "squints." |
| rub | "rubs their chin." |

## Why It's Good For The Game
More emote content.

## Changelog
:cl:
add: Add new emotes "slit", "scratch_h", "thumb_u", "thumb_d", "time",
"tap", "halt", "shush", "listen", "think", "beckon", "airquote",
"crazy", "squint", "rub".
/:cl:
## About The Pull Request
Continuation of #94059. Replaces the following signs with their
directional helpers

- `/obj/structure/sign/departments/cargo :
/obj/structure/sign/departments/cargo/directional`
- `/obj/structure/sign/warning/vacuum/external :
/obj/structure/sign/warning/vacuum/external/directional`

## Changelog
:cl:
qol: added mapping directional helper for cargo & vacuum signs allowing
them to interact with fire/acid on their mounted turf
/:cl:
## About The Pull Request

This is many minor changes to piping on primarily left-side catwalk
medical but also every other location on the map cause i cant help
myself, mostly removal of worthless disposals, pipes, and cables, and
updates to disposals that didn't connect properly.
No vents or scrubbers were moved from this, with the exception of one in
virology, because its location caused an incredibly long diversion to be
made. Also one in engineering was rotated.

The only major change within is that Virology is no longer connected to
the main station waste/distro network, which means that the main
station's waste line will no longer be **constantly vented into space**.
Everything else is just removing/optimizing clutter, or moving things
inconsistent with standard design.

## Why It's Good For The Game

Nanotrasen's gonna have our asses for all these useless pipes they're
paying for. They say they're gonna consider pay cuts.
The waste line being constantly emptied into space is probably not good.
We use that sometimes.

## Changelog
:cl:

map: Many of Catwalk's useless pipes have been cut out
map: Catwalk's waste line will no longer constantly vent into space

/:cl:
## About The Pull Request

Solves these four problems on Catwalk:
Prisoner Education Chamber APC unpowered
Engineering Security Checkpoint unpowered
Starboard Bow Solar Maintenance unpowered
Mishmash of accesses on Engineering Project room(General engi,
construction, and atmos all for different doors to the same room) - made
into only construction access except for door into engineering

## Why It's Good For The Game

I hear we don't like problems 'round these parts

## Changelog
:cl:

map: Catwalk engi secpoint, prisoner education chamber, & starboard bow
solar maintenance repowered
map: Catwalk Engineering Project Room accesses have been made consistent

/:cl:
## About The Pull Request

Adds a power cable coming out of the top of chemistry(factory, to be
clear) that goes to the cable/pipe line to the left of morgue.

## Why It's Good For The Game

Currently, morgue is powered by an extremely long single cable that goes
almost the whole way around chemlab, which means it is constantly
depowered by single mouse bites, due to lacking any redundancy over such
a long distance. No other place is depowered by bites as constantly as
morgue is, and losing power because of random bites half of icebox
rounds isn't very interesting.

## Changelog
:cl:

map: Icebox morgue has been given an additional redundant power line

/:cl:
## About The Pull Request
For drag/resize events, this throttles the rate at which byond.winset is
called to the refresh rate of your monitor.

Sorry about the file diff, I can't help but turn functions into...
functions
## Why It's Good For The Game
Suffering from success: Our new browser fires mouseevents so fast it
lagged the game
Closes tgstation/tgui-core#98?
## Changelog
:cl:
fix: TGUI window drag and resize should be smoother on low end systems.
/:cl:
## About The Pull Request

While stop/drop/rolling, you have a progress bar which indicates how
close you are to extinguishing yourself

<img width="137" height="106" alt="image"
src="https://github.com/user-attachments/assets/d960329f-1481-4424-8700-fed94439b037"
/>

If you get more on fire while rolling, the bar will recede as well

## Why It's Good For The Game

Some certain boomer players have struggled to adapt to the way stop drop
and roll was changed 2 years ago, moving around without realizing
they're not making progress

Now they have an indicator of some progress

## Changelog

:cl: Melbert
qol: Stop drop and roll now has a progress bar
/:cl:
## About The Pull Request

Pretty much what it says on the tin, this hooks a record_feedback into
adjust_money's implementation on departmental accounts. That way, all
changes to deparments balances are logged alongside a timestamp, in
order to potentially generate charts of the data in real-time throughout
the round.

## Why It's Good For The Game

This data can provide general trend data throughout the average round,
in order to gather a picture about how many credits are available to the
crew throughout the average round. How many credits does the crew have
at 5 minutes? 15? 45? etc etc.

## Changelog
No player facing changes.
On production, I sign up for rounds (and I know I pushed the button
because the auto-deadmin message comes up) but it doesn't inject me in
the game and fails without a warning. I have no idea why it's doing this
but I shifted some stuff around and added a few logs to hopefully stop
this strange consistent failure for me to start a shift.

I just cleaned up a lot of the code and turned the ready defines into
strings instead of a boolean (so I could log it more efficiently with
little overhead, as well as standardize it to a define without people
doing wacky shit everywhere). I don't think this will fix the issue but
it will definitely make some things more clear as to why I'm not joining
rounds without warning despite clicking ready.

Cleans the code up while trying to resolve a really puzzling bug I've
been having.
:cl:
server: The ready/not ready states of new players are logged when a
shift starts.
/:cl:
…476)

## About The Pull Request

They did not have the fleeing targeting behavior assigned, hence they
failed to do anything and runtimed in place

## Changelog
:cl:
fix: Fixed illusions not fleeing their targets and runtiming in place
/:cl:
tgstation-ci bot and others added 23 commits January 23, 2026 18:21
## About The Pull Request
- Fixes #94497. Adds atom mount component directly but only for non
shuttle areas
- Hand placed posters are pixel shifted onto the wall and not directly
force moved allowing for stuff like acid/fire to interact with them
- Hand placing posters & signs apply the atom mounted component directly
without calling `find_and_mount_on_atom()`

## Changelog
:cl:
code: improves code for placing posters and signs on walls
fix: hand placed posters now interact with fire/acid on their mounted
turf
fix: wallframes in player hands gets consumed when mounted in shuttle
areas
/:cl:
## About The Pull Request
Closes tgstation/tgstation#59926

The issue lies with `+ world.tick_lag*2` blocking momentum. It's been
lying here for around 9 years. It only exists due to the way old way
keypress code used to work. Supposedly /tg/ used to move via keypress
repeats, meaning it used to spam the server more than once a tick. This
isn't a thing anymore, so this logic is now broken because the
prerequisites necessary are based on a now obsolete framework which used
to rely on duplicating keypress. Additionally see
tgstation/tgstation#18670 (comment).

Incase anyone mentions that a thrownthing should preemptively be infront
of the the player's tile ahead of time (so, fire an extra tick for
leeway), the code already covers that. See `quickstart`.

## Why It's Good For The Game

Throwing a body won't hit yourself anymore, even if you're on meth.

## Changelog

:cl: ArchBTW
fix: Fix bodythrow hitting yourself
/:cl:

Co-authored-by: glue0000 <[email protected]>
## About The Pull Request

Adds a check for `CONCIOUS` in the ore bag move handling where it picks
up ores.

## Why It's Good For The Game

Dead people continuing to work has been described by many as unlikely.

## Changelog
:cl:

fix: Miners are no longer so dedicated they will pick up ores while dead

/:cl:
## About The Pull Request

``convert_reagent`` shouldn't be called when there are no reagents to
convert

## Changelog
:cl:
fix: Fixed runtimes from running mixing on an empty reagent grinder
/:cl:
## About The Pull Request

fixes double the in smokey remain message and closes #94560

## Changelog

:cl:
spellcheck: Removed double "the" in smokey remains message.
/:cl:
## About The Pull Request

it was wrong check

## Changelog

:cl:
fix: Fixed spears breakability.
/:cl:
## About The Pull Request

Turns out the version we are using has a memory segmentation issue that
has been fixed in later versions.

oven-sh/bun#23240

For server ops: remember to update your PreCompile.sh

## Why It's Good For The Game

Improved stability, probably fixes some CI flakiness

## Changelog

:cl:
server: updates bun version to 1.3.5, and adds automated validation for
tgs
/:cl:
Ports Monkestation/Monkestation2.0#1231 which is
a port of BeeStation/BeeStation-Hornet#9417
which is a port of https://github.com/omgovich/react-colorful/
Also a port of
https://github.com/effigy-se/effigy/blob/main/tgui/packages/tgui/interfaces/effigy/ColorPickerModal.tsx
for hex color presets

Admin stuff got excluded (pref-like picker, filterrific, get-variables)

https://github.com/user-attachments/assets/7069bef9-81cd-4636-bf68-cbad227ef09e

It's one of the only input areas that still doesn't use TGUI, leaving
darkmode players flashbanged every single time a color selection UI is
opened. This is also just visually great and I think a big upgrade from
byond's.

:cl: omgovich, itsmeow, Absolucy, JohnFulpWillard, jlsnow301, TealSeer,
lessthnthree
add: Color selection panels now use TGUI (If you have TGUI enabled in
settings).
/:cl:
## About The Pull Request

What the title says

## Why It's Good For The Game

A couple times now as a cargo tech/QM I've wanted to add new mule
destinations or move existing ones and I can't because I can't unlock
the nav beacons, I think this is silly because mulebots are half the
purpose of nav beacons to begin with. I'm marking this as a balance
change out of good faith but realistically I don't think it will matter
at all
…gth_char` (#94547)

## About The Pull Request

This makes it so `TextInputModal`'s character length display in the UI
will count by unicode code points instead of just `str.length`,
consistent with how `length_char` should behave:
<img width="602" height="128" alt="image"
src="https://github.com/user-attachments/assets/0413ac95-4c4e-4501-a39c-58ce8fbd88d3"
/>


### Before
<img width="325" height="135" alt="2025-12-18 (1766103838)"
src="https://github.com/user-attachments/assets/60f6d397-fbc5-4530-ba88-546fd5a407f5"
/>

### After / Fixed
<img width="325" height="153" alt="2025-12-18 (1766104561)"
src="https://github.com/user-attachments/assets/d67782f2-08bb-4496-a241-4cc46e4b31ff"
/>
<img width="325" height="153" alt="2025-12-18 (1766104566)"
src="https://github.com/user-attachments/assets/95d1e3b1-b2ab-4ba1-aa1e-838b60da7bf2"
/>
<img width="325" height="153" alt="2025-12-18 (1766104573)"
src="https://github.com/user-attachments/assets/27e9737c-75b8-47cf-b472-22db21c379fe"
/>

## Why It's Good For The Game

consistency is good

## Changelog
:cl:
fix: Tgui text input modals now properly display the length of text
inputs that contain unicode characters such as emojis.
/:cl:
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