Skip to content

[TGUI] Fixes scrollbar & background styles for 516 #26433

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 2 commits into from
Aug 11, 2024

Conversation

AyIong
Copy link
Collaborator

@AyIong AyIong commented Aug 8, 2024

What Does This PR Do

Transfer from -webkit scrollbar to default and paint it for stat panel
Also, the background on 516 is shrinking just like in IE

Why It's Good For The Game

A little less work for the 516

Images of changes

Nope

Testing

Trust me (515 no affected)


Declaration

  • I confirm that I either do not require pre-approval for this PR, or I have obtained such approval and have included a screenshot to demonstrate this below.

Changelog

Huh

@Burzah Burzah requested review from S34NW, Burzah and Sirryan2002 August 8, 2024 22:42
@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally TGUI This PR modifies TGUI, will conflict labels Aug 8, 2024
@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting review This PR is awaiting review from the review team and removed -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally labels Aug 10, 2024
@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting merge This PR is ready for merge and removed -Status: Awaiting review This PR is awaiting review from the review team labels Aug 11, 2024
@Burzah Burzah added the Refactor This PR will clean up the code but have the same ingame outcome label Aug 11, 2024
@Burzah Burzah added this pull request to the merge queue Aug 11, 2024
Merged via the queue into ParadiseSS13:master with commit b6999a1 Aug 11, 2024
11 checks passed
@AyIong AyIong deleted the 516-style-fixes branch August 11, 2024 20:07
@Burzah Burzah added Fix This PR will fix an issue in the game and removed Refactor This PR will clean up the code but have the same ingame outcome labels Aug 11, 2024
Ghommie pushed a commit to tgstation/tgstation that referenced this pull request Dec 22, 2024
## About The Pull Request
Ports - ParadiseSS13/Paradise#26433
Fixes scrollbar color for Byond 516, and background position

## Why It's Good For The Game
Colorfull scrollbar
<details><summary> Videos </summary>


https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b

</details>

## Changelog

:cl:
fix: Fixed scrollbar colors and background position in TGUI on Byond 516
/:cl:
github-merge-queue bot pushed a commit to cmss13-devs/cmss13 that referenced this pull request Jan 1, 2025
this is a combination of.

ParadiseSS13/Paradise#25105
ParadiseSS13/Paradise#25205
ParadiseSS13/Paradise#25363
ParadiseSS13/Paradise#26423
ParadiseSS13/Paradise#26433
VOREStation/VOREStation#16734

~~still requires storage testing + 515 testing + skin changes testing~~
it's fine

:cl:
server: the server can now support 516 clients - be aware that the
current version (516.1648) has some crashing issues, and you may not
want to update yet. the server can also be hosted on 516 versions, but
this will force all clients to use 516
/:cl:

---------

Co-authored-by: forest2001 <[email protected]>
carpotoxin pushed a commit to DopplerShift13/DopplerShift that referenced this pull request Jan 7, 2025
* Fixes sass warnings (#88604)

Stops sass from screaming about deprecated apis.

* Fixes access nesting for personal ordered crates (#88603)

## About The Pull Request
- Fixes #87235

Nested access levels after you unlock the crate for the 2nd time was too
much even for the captain to deal with

## Changelog
:cl:
fix: personal ordered crates can be unlocked & relocked as many times
again after the 1st attempt
/:cl:

* Adds a Condi-Master to Birdshot's bar (#88602)

## About The Pull Request

Closes #88592


![image](https://github.com/user-attachments/assets/adf09947-985b-48c8-8f08-e91dd02ffce3)

## Why It's Good For The Game
Map consistency, bartenders need it to do their job

## Changelog
:cl:
map: Added a Condi-Master to Birdshot's bar
/:cl:

* Automatic changelog for PR #88603 [ci skip]

* Automatic changelog for PR #88602 [ci skip]

* Adds better combined colour check for greyscale modify menu (#88598)

## About The Pull Request
- Fixes #87829

Ensures we can't enter invalid values that actually run timed in this
specific case

## Changelog
:cl:
fix: greyscale modify menu has better validation for player entered
colours
/:cl:

* Automatic changelog for PR #88598 [ci skip]

* Fixes shoes slot being semi-transparent when you have digitigrade legs (#88600)

## About The Pull Request

You can now wear shoes with digitigrade legs thanks to #88096, but UI
slots weren't informed of this change.

## Changelog
:cl:
fix: Fixed shoes slot being semi-transparent when you have digitigrade
legs
/:cl:

* Automatic changelog for PR #88600 [ci skip]

* Nitroglycerin heals heart damage (#88571)

## About The Pull Request

Nitroglycerin heals heart damage when metabolized

## Why It's Good For The Game

- I thought it'd be a fun nod to one of the actual uses of
Nitroglycerin.
- "Plausible Deniability" to chemists making Nitroglycerin. 
- Adds more niche chem effects to the ecosystem chemists may experiment
with.

## Changelog

:cl: Melbert
add: Nitroglycerin now heals heart damage.
/:cl:

* Automatic changelog for PR #88571 [ci skip]

* Update teleporter description code (#88564)

## About The Pull Request
Teleporter code is at least +15 years old. This no longer applies.

## Why It's Good For The Game
Accuracy.

## Changelog
:cl:
spellcheck: Update teleporter machine desc to be accurate
/:cl:

* Automatic changelog for PR #88564 [ci skip]

* Fixes runtime for mecha air tank processing (#88601)

## About The Pull Request
- Fixes #88103

## Changelog
:cl:
fix: fixed runtime when sealing mecha cabin with air tank installed
/:cl:

* Automatic changelog for PR #88601 [ci skip]

* fix radio sound output when receiving a message (#88596)

## About The Pull Request

There were two variables mixed up. It was `SEND_SOUND(holder,
radio_noise)`, though it should be `SEND_SOUND(holder, radio_receive)`.
Now everything is in place
And also added `COOLDOWN_START(src, audio_cooldown, 0.5 SECONDS)` so
that you don't hear two sounds at the same time when you talk into the
radio

<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/1afc1b36-4b6e-41d0-825d-aab6d9bdf694

</details>

## Why It's Good For The Game

it's just a code issue
## Changelog
:cl:
fix: fix radio sound output when receiving a message
sound: the sound of receiving your own messages over the radio is no
longer played
/:cl:

* Automatic changelog for PR #88596 [ci skip]

* You will no longer die of motion sickness from gibtonite on icebox (#88608)

## About The Pull Request
- if an explosion epicenter is not on a station area, then it will not
screen shake all mobs on the z level if it was really far
## Why It's Good For The Game
- why should a bomb from 100 tiles away screenshake the entire z level?
- players have brought up their annoyance with icebox gitbtonite shaking
the entire z level every time one explodes.
## Changelog
:cl: grungussuss
del: screenshake from explosions will no longer happen when it's really
far and not on a station area (turf)
/:cl:

* Automatic changelog for PR #88608 [ci skip]

* Add seconds define to teleporter (#88563)

## About The Pull Request
`5 SECONDS` instead of `50`

## Why It's Good For The Game
Better code.

## Changelog
:cl:
code: Improved teleporter SECONDS defines
/:cl:

* Holodeck grammar tweak (#88566)

## About The Pull Request
Apparently adding a tiny coffee machine worth of power to make this
accurate:

`to_chat(user, span_warning("You vastly increase projector power and
override the safety and security protocols."))`

was too much. So let's just do a grammar tweak to fix it.

Is 

## Why It's Good For The Game
Accurate descriptions.

## Changelog
:cl:
spellcheck: Fix holodeck emag message claiming to increase power
/:cl:

* Automatic changelog for PR #88566 [ci skip]

* Rust heretic healing now uses delta time (#88569)

## About The Pull Request

This makes it so leeching walk and ascended rust heretic healing effects
(the healing that occurs during life ticks) have the healing amount
multiplied by `DELTA_WORLD_TIME(SSmobs)`, to compensate for
skipped/delayed fires.

## Why It's Good For The Game

Delays in SSmobs firing (i.e explosions pausing all non-ticker
subsystems) can very easily get you killed if you're relying on the rust
heretic healing mid-combat.

## Changelog
:cl:
qol: Rust heretic healing (leeching walk, rust ascension) now, so server
lag shouldn't fuck you over nearly as much if you're relying on the
healing.
/:cl:

* Automatic changelog for PR #88569 [ci skip]

* Bioscrambler no longer informs you about "your armor softening the blow!" (#88610)

## About The Pull Request

Made bioscrabmle() proc's armor check silent and moved text from a
successful block into its early return.

## Why It's Good For The Game

Less than 100 protection from bioscramblers doesn't do anything, so text
about "armor softening the blow" is nonsensical, both as there is no
blow to soften, and as armor below 100 doesn't actually do anything. A
bit of a nitpick, but its been annoying me to all hell every time I
encounter one (as RD's coat provides some protection). Only other source
of BIO armor checks is Phazon, but the text makes sense there and
nothing runs armor checks against FIRE and ACID, so there's nothing else
to fix.

## Changelog
:cl:
spellcheck: Bioscrambler no longer informs you about "your armor
softening the blow!"
/:cl:

* Automatic changelog for PR #88610 [ci skip]

* Chemmaster no longer rounds reagent amounts when trying to transfer a custom amount (#88590)

## About The Pull Request

#82002 changed custom transfer amount into a TGUI popup, which has
rounding on by default. This prevents players from being able to
transfer decimal amounts of reagents like they could previously.

## Why It's Good For The Game

This is useful for high-purity recipes, or when you REALLY want to
microdose something. Right now the only way to do this is by printing
tiny pills and dissolving those which is very bootleg.

## Changelog
:cl:
fix: Chemmaster no longer rounds reagent amounts when trying to transfer
a custom amount
/:cl:

* Automatic changelog for PR #88590 [ci skip]

* General maintenance for mecha RCD (#88614)

## About The Pull Request
**1. Code Improvements**
 - Converted `rcd_range` from a var into a define to save memory
- Removed var `rcd_type` as it was redundant with the type of
`internal_rcd` var
- Moved attack chain code from `attackby()` to `interact_with_atom()`
when installing disk upgrade

**2. Fixes**
Fixes
https://github.com/tgstation/tgstation/pull/88589#issuecomment-2552405018,
https://github.com/tgstation/tgstation/pull/88589#issuecomment-2552294674.
i.e. the RCD cancels it's construction & deconstruction action if
   - The mech rotates away from where its building
   - The mech moves

## Changelog
:cl:
code: improved code for mecha rcd
fix: mecha rcd will cancel its action when the mech is rotated or moves
during the action
/:cl:

* Automatic changelog for PR #88614 [ci skip]

* enhancements for fax requests in request manager (#88391)

## About The Pull Request
Addition to [#84910](https://github.com/tgstation/tgstation/pull/84910)

Added a "print" button to the request manager. It simply prints at the
centcom station the paper that was faxed to the admins.
Also added "Auto-print Faxes" button to the request manager, which
allows you to enable automatic printing of requests on the admin fax
<details>
<summary>Screenshots</summary>


![image](https://github.com/user-attachments/assets/35cbda0a-c759-4e9e-8899-8e2d81069b4c)

![image](https://github.com/user-attachments/assets/bbb918da-8b84-4a6b-a42e-c06359ab5651)

![image](https://github.com/user-attachments/assets/b380cc13-a9e2-496e-a296-60fb827c4c55)

</details>

## Why It's Good For The Game

The message in the chat may get lost. In this case, it will no longer be
possible to print the paper sent to the CC
Changing the allow_exotic_faxes variable will allow you to fax something
unusual to the station in (very rare) situations. No need to manually
change this variable
## Changelog
:cl:
add: added a "print" button to the request manager
add: admin fax can now send exotic items
add: added "Auto-print Faxes" button to the request manager, which
allows you to enable automatic printing of requests on the admin fax
fix: fixed a bug where pressing the print button would cause the receive
animation to appear on all admin faxes.
/:cl:

* Automatic changelog for PR #88391 [ci skip]

* add laptop interact on RMB click, screentips (#88612)

## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

Modular computer laptops can now be interacted with RMB when open, or
opened with RMB when closed.
Also screentips for  this added.
It was inteded for laptops to be interactable when open. but didn't work
because old code was not adjusted for attack chains.


## Why It's Good For The Game

Laptop usage is more user friendly :D

<details>
<summary>Demonstration :D</summary>


![image](https://github.com/user-attachments/assets/59b125af-2c2a-4948-a0ba-1289005a03fa)

</details>

## Changelog

:cl:
fix: modular computer laptops can now be interacted with RMB, instead of
picked up
qol: modular computer laptops can now be interacted with RMB when open,
or opened with RMB when closed. Also screentips for this added
/:cl:

---------

Co-authored-by: SyncIt21 <[email protected]>

* [NO GBP] Fixes floodlights not being affected by spraycan painting (#88531)

## About The Pull Request

Missed that one

## Changelog
:cl:
fix: Fixed floodlights not being affected by spraycan painting
/:cl:

* Automatic changelog for PR #88612 [ci skip]

* Automatic changelog for PR #88531 [ci skip]

* Fixes the mail sorter runtiming processing assistant mail (#88562)

## About The Pull Request

The mail sorter doesn't runtime when processing assistant mail now. Also
now it properly ejects envelopes upon deconstruction.

## Why It's Good For The Game

Because that caused the mail sorter to freeze, not even being able to
get the mail back.

Closes https://github.com/tgstation/tgstation/issues/88549.

## Changelog
:cl:
fix: The mail sorter no longer runtimes processing assistant mail
/:cl:

* Automatic changelog for PR #88562 [ci skip]

* Nav computer icons (#88169)

## About The Pull Request

To add context when placing a custom shuttle location, added additional
icons to the shuttle navigation computer view for a few important
objects:
* The shuttle computer
* The shuttle navigation computer
* Turrets
* <strike>The firing trajectory of the Yamato cannon</strike>
* External airlocks

<details>
<summary>Images</summary>

Old:

![oldSyndiShuttle](https://github.com/user-attachments/assets/2cd5fd5c-bdb3-4dc9-9e1f-f48157c839be)

New:

![newSyndiShuttle](https://github.com/user-attachments/assets/c8a2d82d-1d5c-41f6-b37a-c54d536ec051)
</details>

## Why It's Good For The Game

It's much easier to place the syndicate shuttle / white ship in a
convenient location when you know exactly where the turrets and external
airlocks are going to be when you land. Showing the shuttle computers
also helps to communicate the orientation of the ship to anyone who is
not already familiar with the outline, since the computers are usually
placed right at the front, where the pilot is sitting.

## Changelog

:cl:
add: Shuttle navigation computers now show the location of airlocks,
turrets, and the shuttle control consoles on the ship outline while
placing a custom landing location.
/:cl:

* Automatic changelog for PR #88169 [ci skip]

* Fire Alarm In Meta's Customs (#88585)

## About The Pull Request

Removes an obsolete (suspected to be misplaced) fire alarm at (055, 141)
from MetaStation

Fixes the following bug report:
https://github.com/tgstation/tgstation/issues/88241#issue-2696529590

## Why It's Good For The Game

The alarm in question achieves nothing useful in its current state, and
isn't even reachable without climbing up on the tables. A functional
fire alarm sits next to it in the Arrival Shuttle Hallway, and opposite
it in the Customs office. Hidden below a Space Law book, it appears to
be a mapping issue that was missed due to object layering. Wrangling up
this fire alarm would be Quite Good(TM) for cleaning up the station of
unintentional electronics.

## Changelog

:cl:
fix: Alarm ranchers have wrangled up a rogue fire alarm in Meta class
station custom offices and relocated it to a safe habitat
/:cl:

* IceBoxStation.dmm - Added Fitness equipment to fitness room (#88588)

## About The Pull Request

When playing on Icebox station with another player, we went to the
fitness room to workout to only realize they don't have any actual
fitness equipment in the room. Without totally tearing apart the layout,
I added two lifting benches so that people can still get their muscles
swole and still give the room the same ease of flow for people to move
through it.



## Why It's Good For The Game

This adds equipment to the map that needs to be there so that players
can build up their fitness levels besides using the boxing ring and
gives players more variety/flavor for roleplay.

![Screenshot 2024-12-18
125040](https://github.com/user-attachments/assets/17345960-ee53-43f1-b86d-86ccd287ead6)


## Changelog

:cl: Sparex

map: Added lifting benches/workout benches to the fitness room for
IceboxStation.dmm

/:cl:

* Automatic changelog for PR #88585 [ci skip]

* Automatic changelog for PR #88588 [ci skip]

* Prevents mech RCD from being used with mesons, doubles R-wall deconstruction time (#88589)

## About The Pull Request

Mech RCD has a unique quality of being usable at range, but does not
check for LoS which allows you to instantly bore holes in multilayered
walls with no warning. R-walls won't save you either, since they can be
deconstructed by it just fine. Now, mech RCDs need LoS on turfs you
click and deconstructs r-walls twice as slowly (the same time it'd take
a normal RCD to deconstruct a normal wall).

## Why It's Good For The Game


![mech_rcd](https://github.com/user-attachments/assets/c10a1ad1-23f4-4da7-8a65-5dc110a74099)

Screen from a recent round - this can be done in 6 seconds, as with
correct mech positioning that's as long as you need to deconstruct all
the walls and doors. This is incredibly oppressive and I won't be
surprised if this started getting abused like hell. This should prevent
further issues while still keeping it a good (but not absurdly
overpowered) option for when you need to breach into somewhere, since
its still quicker (and safer) than thermite.

## Changelog
:cl:
balance: Mech-mounted RCD no longer has wallhacks
balance: Reinforced walls now take double the time to get deconstructed
when using an RCD
/:cl:

Co-authored-by: Ghom <[email protected]>

* Automatic changelog for PR #88589 [ci skip]

* Restore Spear's Ability to Destroy Lockers (#88377)

## About The Pull Request
This change make the lockers "electronics" weaker to the spear,
restoring its ability to destroy lockers. While this functionality was
not originally intended (throwing spears on lockers) ( #88141 ), it has
been present for so long that it has effectively become a feature. This
pull request rework that feature by making the spear do damage by
hitting lockers in melee.



https://github.com/user-attachments/assets/67058342-57e2-4670-9c68-df4c3b6d6193



## Why It's Good For The Game
Restoring the spear's ability to destroy lockers maintains its previous
utility and aligns with player expectations, preserving and reworking
feature that has become a staple of gameplay and lower the burden on
antagonist to open security or command lockers.

## Changelog
:cl: UnokiAs
add: Make spears able to break open lockers in melee.
/:cl:

* Automatic changelog for PR #88377 [ci skip]

* Add power efficiency when stasis bed stock parts are upgraded (#88555)

## About The Pull Request
Upgrading a stasis bed caused it to drain a massive amount of power
without ANY benefit.

The roundstart power draw is 300/3,000 when inactive/active. If you max
upgrade the stock parts it results in 2,100/21,000 power draw which is
insane since it does nothing! Seeing as how there is no other effects, I
just made the upgrades divide power (instead of multiply) resultings in
better efficiency.

Roundstart is still 300/3,000 but now at max upgrade it is 30/300.

## Why It's Good For The Game
Upgrading a machine should have some upside.

* Automatic changelog for PR #88555 [ci skip]

* Correctly unregisters COMSIG_QDELETED signal from old avatar_connection parent (#88524)

* Add a notice to the stat panel for clients on 516 (#88622)

## About The Pull Request

This adds a constant notice to the stat panel for clients on BYOND 516.

![2024-12-20 (1734739281) ~
dreamseeker](https://github.com/user-attachments/assets/af220a22-241d-4456-9b5c-652dc0953be0)

## Why It's Good For The Game

Best to make sure everyone knows that various UIs will likely be
janky/borked on BYOND 516. Hopefully this is hard to miss.

* Automatic changelog for PR #88622 [ci skip]

* Automatic changelog compile [ci skip]

* Reduce Carpenter hammer force (this thing can open locked gun crates!) (#88380)

## About The Pull Request

Carpenter hammer force 20 -> 17
Carpenter hammer throwforce 20 -> 14
Carpenter hammer demo mod 1.25 -> 1.15

## Why It's Good For The Game

You can buy this thing in the black market for 250 credits and it's
strong enough to open gun crates from cargo


![image](https://github.com/user-attachments/assets/c8a352c6-dfc3-40fd-90fd-a1d0a0b4ba0b)

## Changelog

:cl: Melbert
balance: Carpenter hammer force 20 -> 17
balance: Carpenter hammer throwforce 20 -> 14
balance: Carpenter hammer demo mod 1.25 -> 1.15
/:cl:

* Automatic changelog for PR #88380 [ci skip]

* Traitors can purchase weapon cases for the Makarov and Riot Toy Pistol. Basic ammo comes in ammo packs. Other stuff. (#88482)

## About The Pull Request

Makarovs and Donksoft Riot Toy Pistols now come in weapon cases. These
cases come with the gun, two spare magazines and a box of spare loose
ammo.

Basic ammunition for these guns come in case packs of three, with a
spare box of loose ammo. The basic ammo for Makarovs is slightly more
expensive.

Donksoft Toy Pistols from the uplink (and given to clown ops) now deal
substantially more damage. For riot darts, this goes from 25 to 35
stamina force. However, the case now costs 6 TC.

Makarov and Donksoft toy pistols have had their magazines increased by 4
bullets, for a total of 12. The Ansem is still at 8.

The pistol cases now have a unique sprite thanks to SmartKar.


![image](https://github.com/user-attachments/assets/e5726d45-47bc-405a-9d14-c68fd4cb95d5)

All included cases come with a disposal bomb built into the case. Use
Alt-Right-Click on the case to start the countdown, and stand back. Or
chuck it at someone you don't like.

## Why It's Good For The Game

>Makarovs and Donksoft Riot Toy Pistols now come in weapon cases. These
cases come with the gun, two spare magazines and a box of spare loose
ammo.

>Basic ammunition for these guns come in case packs of three, with a
spare box of loose ammo. The basic ammo for Makarovs is slightly more
expensive.

A long time ago, I proposed to a maintainer that maybe traitor weapons
should be bundled together with some starting ammo, to give them a
little bit of a necessary boost for longevity for their cost. This being
in a state of the game with only 20 TC and no way to get more. I thought
progtot may alleviate this issue somewhat, but I don't believe it has at
all.

I narrowed this down to just the Makarov and Toy Pistol as I think
they're the ones in need of help, and my reasoning is thus;

A) The TC value is extremely deceptive. 

The weapons themselves are not very good at doing anything without
additionally putting in more TC to load up on ammunition or support
equipment. While it does say 7 TC on the header for the Makarov, if you
want it to be silent, you have to spend more TC on a suppressor (3 TC).
Then, if you're not entirely sure that only 8+1 shots you get from the
beginning is enough to take out a target (maybe they're known to have
armor), then you may need to get either specialized ammo or additional
ammunition. At a certain point, it begs the question 'why didn't I just
buy the bigger stick and get more value out of my purchase as well as
more reliability?' Particularly since drawing heat probably means all
that TC is just going straight into more ammo, one way or another. Or a
bigger stick if you're doing side objectives, making that early purchase
redundant.

B) Whenever you look at either, I want you to consider. 'Could I get
better results by just getting a station weapon?'

The answer is almost universally 'yes'. Even some improvised weapons can
be more reliable. Even spending TC on getting that weapon (like C-4) is
miles more worthwhile than spending TC to get either weapon upfront.

C) It significantly overvalues autolathe access just to make the weapon
feel less like a ripoff. If the uplink can't in of itself justify using
the weapons, they're just flat out not good. and that's assuming players
even know to keep magazines.

It's just a bad value purchase and deceptive in just how expensive it
can end up to use them. The weapon is overshadowed by fairly comparable
items once you factor additional expenditures.

Even the toy pistol is a bad value purchase and it's literally just 2
TC, because the damage it does is dogshit. It's worse than a disabler.
It's worse than a sleepy pen for value to effect. It's so shit, people
put them on maps for free grabs. Let's resolve that with the following.

> Donksoft Toy Pistols from the uplink (and given to clown ops) now deal
substantially more damage. For riot darts, this goes from 25 to 35
stamina force. However, the case now costs 6 TC.

Subtle weapon, good, reliable damage. Fantastic for kidnapping at 40
damage. All without ever actually inflicting a real point of damage.
Great for clowns, great for pacifist tots. Decent deniability. Silicons
may have a harder time justifying an intervention. Genuinely a budget
tool that increases the value of any TC you put into it. Since it has so
much more value, this is why I've increased the price to offset this. It
is actually competing with similar tools well enough to not go too
overboard.

> Makarov and Donksoft toy pistols have had their magazines increased by
4 bullets, for a total of 12. The Ansem is still at 8.

Longevity is the only thing Makarovs seem to want to claim to have over
the revolver, and it isn't much more longevity from just the gun itself
(7 bullets on the revolver compared to 8+1 on the pistol). If we're
talking real longevity, and particularly if you're considering getting a
silencer, than the ebow is literally 3 TC more expensive, silent, and
has endless ammunition with high damage output.

You still need to dump a lot of TC into the Makarov to satiate its ammo
needs if you happen to be skirmishing a lot. By comparison, just getting
a single laser can often times do a much better job at skirmishing than
the tot with a Makarov can. And do comparable damage no less. From
experience, I've always done better with lasers than the Makarov.

Making it more directly able to maintain a good ammo count during a
fight hopefully makes the Makarov feel more like a value purchase for
what I think should be its strength. Staying power and the ability to be
aggressive with ammo expenditure. Particularly against larger numbers,
which traitors are almost always expected to go up against. If those
opponents have lasers, the Makarov just always gets outgunned by an
absurd amount (lasers on their own have like 16 shots, so you can do the
math if there are even two people with a laser each).

Simply put; let's not make make tots feel like a dumbass for not just
getting a laser themselves or buying a ebow to maintain firepower over
long fights, especially with rechargers usually being in pretty nicely
secluded locations for them to access.

## Changelog

:cl: NecromancerAnne (code), SmArtKar (sprites)
balance: Makarovs and Toy Pistols come in weapon cases. Complete with
spare ammo.
balance: Basic ammo for either weapon comes in weapon cases of three
extra magazines at an affordable price.
balance: Donksoft Toy Pistols from the uplink are much stronger than
their standard counterparts, but now priced at 6 TC.
balance: Makarovs and Toy pistols have a magazine capacity of 12 rounds.
balance: Gun/Ammo cases from the traitor uplink can be destroyed by
activating the disposal bomb. Press Alt-Right-Click on the case to start
the timer.
/:cl:

---------

Co-authored-by: SmArtKar <[email protected]>

* Automatic changelog for PR #88482 [ci skip]

* [NO GBP] Fix 516 scrollbar and background image (#88617)

## About The Pull Request
Ports - https://github.com/ParadiseSS13/Paradise/pull/26433
Fixes scrollbar color for Byond 516, and background position

## Why It's Good For The Game
Colorfull scrollbar
<details><summary> Videos </summary>


https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b

</details>

## Changelog

:cl:
fix: Fixed scrollbar colors and background position in TGUI on Byond 516
/:cl:

* Automatic changelog for PR #88617 [ci skip]

* [no gbp] Fixes an erroneous moved call (#88512)

![image](https://github.com/user-attachments/assets/e86f90b6-b02f-4447-8e1c-5e8bd6004382)

![image](https://github.com/user-attachments/assets/d83eba4a-b5e0-4406-8476-3e1d4b82a516)

![image](https://github.com/user-attachments/assets/6544874a-47f5-44f8-9cb4-6b5fafa5683c)
oops

* Removes the sec record computer from the icemoons agent (#88545)

## About The Pull Request

it is gone, no more record deletion.

## Why It's Good For The Game

i made this map but i'm pretty sure i didn't add this computer there,
having the opwer to delete records just completely fucks over sec and
isn't fun to go against

## Changelog

:cl:
map: removed the sec record computer from the Icemoon Listening Post.
/:cl:

* Automatic changelog for PR #88545 [ci skip]

* Pet Commands QOL . makes pet commands easier to use (#88495)

## About The Pull Request
this PR improves the UX of pet commands a bit. i decided to expand on
their radial menu. You can now hold shift and hover over your pet to
display a menu of commands which you can choose from. alternatively, you
can still type out commands in chat


https://github.com/user-attachments/assets/9da7f7ea-58a3-4fd6-b040-45cc05cda51d



## Why It's Good For The Game
makes pet commands easier to give out when you're managing more than 1
pet. also fixes the fishing command not working.

## Changelog
:cl:
qol: holding shift and hovering over your pet will display a list of
commands you can click from
fix: fixes the fishing pet command not working
/:cl:

* Automatic changelog for PR #88495 [ci skip]

* Removes an extra proc override in digitigrade pref logic (#88525)

## About The Pull Request
they're doing the same thing and this one does a bitfield check when the
value it's checking is a number, technically it works as intended right
now but if we ever added more - it would break.
## Changelog
:cl: grungussuss
code: removed an extra proc override in digitigrade legs preference
logic code
/:cl:

* Automatic changelog for PR #88525 [ci skip]

* Obliterates the survivors of sound/voice from orbit (#88429)

## About The Pull Request
merge skew from a pr before the sound file reorganization
## Changelog
no player facing changes

* Add reboot countdown to stat panel (#88438)

## About The Pull Request

Rewrite ticker `Reboot` proc slightly to use a timer and callback for
the delay before the reboot, tracks this timer in the stat panel for
players to see. Also adds a verb to cancel a pending reboot independent
of the delay round end verb.

## Why It's Good For The Game

It's nice to be able to see exactly how much time is left until the
server restarts, and it's even nicer to see that the round end has been
delayed when the "admin has delayed round end" message gets buried in a
fast moving chat.

## Changelog

:cl:
qol: The time until the server reboots is now visible in the status tab.
admin: Added a cancel reboot verb to the server tab.
/:cl:

* Automatic changelog for PR #88438 [ci skip]

* Nuclear Operatives can buy a vintage pinpointer from the Badassery shop section (#88621)

* Automatic changelog for PR #88621 [ci skip]

* Turtles (#87493)

## About The Pull Request
adds turtles to the game! but these aren't your typical turtles. 

![turtlestates](https://github.com/user-attachments/assets/b9d35a32-5f04-4255-bbac-d1ed57b2abb1)

these are flora-turtles, with giant trees growing on their shells. These
trees can emit fields which affects nearby hydroponic plants. Initially,
the trees start out as young buds, from there the tree can evolve into
different types depending on what you feed the turtle.

Feeding them pesticides causes the tree to blossom to be purple. this
tree's fields will help kill some pests and weeds in nearby plants.

Feeding them nutrients gives you the green tree, the fields will heal
nearby plants

Feeding them mutators like uranium or left 4 zed gives you the yellow
tree. the fields increase instability of plants

The turtle will emit these fields every once in a while, ONLY when its
feeling happy. therefore you'll have to pet it, clean it and feed it
every once in a while to keep it satisfied. You can view the turtle's
happiness by shift clicking it.


https://github.com/user-attachments/assets/a47136a1-06a1-419e-acc2-2f6f4468e296

The turtle only eats seeds. after eating a seed, itll process it and
spit out its corresponding fruit! (for example, feeding it an apple seed
gives you an apple). itll also sometimes playfully headbutt your legs
and it loves going around smelling the scent from nearby plants

you can get these turtles by fishing the hydroponics tray or by ordering
them through cargo.

## Why It's Good For The Game
adds a new fun way for botanists to take care of their plants. While
these turtles alone arent enough to fully replace plant dedicated
nutrients, they add small extra support.

## Changelog
:cl:
add: adds flora-turtles. obtainable through cargo or by fishing from the
hydroponics tray
/:cl:

* Automatic changelog for PR #87493 [ci skip]

* Rolling tables can be rolled up again (#88628)

* Automatic changelog compile [ci skip]

* Automatic changelog for PR #88628 [ci skip]

* Admins can now return the shuttle back to the station without ending the round (#88521)

## About The Pull Request
Per DarkenedEarth's request on discord, adds a new Fun menu secret which
makes the shuttle go back to the station after a configurable delay with
an announcement (also configurable). After docking at the station it
behaves like BYOS (still requiring to wait for it's arrival despite it
being docked).

## Why It's Good For The Game

Admins want it to hunt early EORGers or make events or something like
that.

## Changelog
:cl:
admin: Admins can now return the shuttle back to the station without
ending the round
/:cl:

* Automatic changelog for PR #88521 [ci skip]

* Fixes showers not passively washing objects (#88666)

## About The Pull Request

Closes #88643

## Changelog
:cl:
fix: Fixed showers not passively washing objects
/:cl:

* Automatic changelog for PR #88666 [ci skip]

* Kissing while you have the ink infusion ability off cooldown gives you an ink kiss (#88556)

## About The Pull Request

Kissing while you have the ink infusion ability off cooldown gives you
an ink kiss.

This ink kiss behaves identically to a normal kiss but also creates a
ink spit projectile and calls on_hit(target) on its own on_hit (not
on_harmless_hit)

## Why It's Good For The Game

I think it's funny to kiss people and splat them with ink.

I did not test this because apparently worktrees dont work with pressing
f5

## Changelog

:cl:
add: Kissing while you have the ink infusion ability off cooldown gives
you an ink kiss
/:cl:

---------

Co-authored-by: Ghom <[email protected]>

* Automatic changelog for PR #88556 [ci skip]

* [NO GBP] Fixes moth wing stabilization working in zero-g as long as you keep moving (#88552)

## About The Pull Request

Didn't run the check in stabilization code, also fixed a forgotten
comsig unreg

## Changelog
:cl:
fix: Fixed moth wing stabilization working in zero-g as long as you keep
moving
/:cl:

* Automatic changelog for PR #88552 [ci skip]

* Automatic changelog compile [ci skip]

* plumbing catalyst storag (#88404)

## About The Pull Request

see title
also see video



https://github.com/user-attachments/assets/23e2d128-1175-4779-87cf-74a4d4e6e1c1



## Why It's Good For The Game

doing in 1 machine what was once done by 3-4 is nicer for the chemist.
less materials wasted and more space available to play around in. also
has the side effect of making the output slightly higher since time
spent transferring catalysts can now be spent on transferring reagents
that are consumed instead

## Changelog
:cl:
add: catalyst function for plumbing reaction chambers
/:cl:

---------

Co-authored-by: SyncIt21 <[email protected]>

* Automatic changelog for PR #88404 [ci skip]

* [NO GBP] Fixed aquariums auto-feeding (#88660)

Co-authored-by: SmArtKar <[email protected]>

* Automatic changelog for PR #88660 [ci skip]

* Computers can act like cover and will no longer never allow projectiles to pass over them (much l like barricades) (#88646)

Co-authored-by: SmArtKar <[email protected]>

* Automatic changelog for PR #88646 [ci skip]

* Lowers cooldown on hotkey spell selection (#88503)

* Automatic changelog for PR #88503 [ci skip]

* Navigate verb now indicates areas above or below you (#88505)

* Renames UpdatePath script name for consistency (#88520)

* Automatic changelog for PR #88505 [ci skip]

* Lava ignores thrown mobs (#88640)

* Automatic changelog for PR #88640 [ci skip]

* Add circuit component for slime processor (#88463)

Co-authored-by: Arae <[email protected]>

* Automatic changelog for PR #88463 [ci skip]

* Fixes big manipulator manipulating laws of physics (#88677)

* Automatic changelog for PR #88677 [ci skip]

* Fix tgui chat panel z-fighting on BYOND 516 (#88663)

## About The Pull Request

Port of https://github.com/ParadiseSS13/Paradise/pull/27676 and
https://github.com/VOREStation/VOREStation/pull/16734

> Instead of relying on `is-disabled` and `is-visible`, which BYOND
happily will automatically change for you whenever you send a client
text, we now use a Child element to swap between the legacy output and
browser output in separate preset panes.
> 
> TL;DR: chat would flash white under 516, now doesn't

I cleared cache before each test video below, just to be 100% sure

<details>
<summary>Testing Evidence: BYOND 515</summary>


https://github.com/user-attachments/assets/8d661cc3-585e-4f8e-9399-76df8bc0a281

</details>

<details>
<summary>Testing Evidence: BYOND 516</summary>


https://github.com/user-attachments/assets/c0d31fb4-6ef5-4d49-81a8-c767c5e24cc2

</details>

## Why It's Good For The Game

flickering chat hurts my eyes

## Changelog
:cl: Absolucy, ShadowLarkens, S34N
fix: Fixed chat rapidly flickering in BYOND 516.
/:cl:

* Improve and extend `fieldset_block` and `examine_block` (#88678)

## About The Pull Request
Maked `fieldset_block` and `examine_block` more stylish and neat, also
`fieldset_block` no longer has a centred title.
Renamed `examine_block` to `boxed_message` and adds
`custom_boxed_message` which can be colored.

- AdminPMs, admin tickets and vote results has been wrapped into
`fieldset_block` for comfort and visibility
- Health Analyzer results painted to blue
- Vote notice and tips of the round wrapped to purple
`custom_boxed_message`
- Tooltip text border color, now uses text color, not just white

## Why It's Good For The Game
Demonstration in both themes

<details><summary>Dark</summary>


![image](https://github.com/user-attachments/assets/7175379b-b053-4fb7-bd25-65c744a21c56)

![image](https://github.com/user-attachments/assets/1728e72b-0110-4b81-9d61-8779f5fdc3a0)

![image](https://github.com/user-attachments/assets/5e6f9604-35b8-4840-b6b4-35a68f49a997)

</details>

<details><summary>Light</summary>


![image](https://github.com/user-attachments/assets/6a3d693b-e0dc-4a4b-b4d7-2ded54ce0d67)

![image](https://github.com/user-attachments/assets/c4f5e089-180f-4d13-806a-fa64f01740a3)

![image](https://github.com/user-attachments/assets/a46d52c4-ad37-4637-8cae-c4b00139efc1)

</details>

## Changelog

:cl:
qol: AdminPMs, admin tickets, vote results and started vote notification
are now much more visible in the chat.
qol: Boxed messages in chat (like examine), has been restyled.
/:cl:

* Automatic changelog for PR #88663 [ci skip]

* Implement Edge DevTools (#88679)

## About The Pull Request
Implements Edge DevTools for 516 users (coders)
Thanks to [S34N](https://github.com/ParadiseSS13/Paradise/pull/25363)

<details><summary>Images</summary>


![image](https://github.com/user-attachments/assets/9025d45a-a1be-4e95-b1ee-4adfb29d687e)

![image](https://github.com/user-attachments/assets/abe1b936-9fb5-4001-8f21-cbeeb62def45)

</details>

---------

Co-authored-by: AnturK <[email protected]>

* Automatic changelog for PR #88678 [ci skip]

* Updates href uses for 516 (#88699)

## About The Pull Request

Was just scrolling through the Paradise github since they seem to have
more work done for 516 to see if there's anything I can port over, found
this and thought why not.

Ports parts of https://github.com/ParadiseSS13/Paradise/pull/25105
Specifically, updaing all hrefs to use the internal ``byond://``, and
adding it to grep.

## Why It's Good For The Game

More work towards 516.

## Changelog

Nothing player-facing.

* Fixes hugging away your own terror (#88688)

* Automatic changelog for PR #88688 [ci skip]

* Fixes .357 Heartseeker not homing in on people (#88696)

Co-authored-by: Hatterhat <[email protected]>

* Automatic changelog for PR #88696 [ci skip]

* Automatic changelog compile [ci skip]

* Fixes skull cookies being invisible (#88597)

## About The Pull Request
- Fixes #88594

same fix as #80179

## Changelog
:cl:
fix: skull cookies are visible again
/:cl:

---------

Co-authored-by: Ghom <[email protected]>

* Automatic changelog for PR #88597 [ci skip]

* Gives Assistants a thematic radio. (#88578)

* Automatic changelog for PR #88578 [ci skip]

* Fix holodeck computer using wrong power settings (#88568)

## About The Pull Request
The holodeck computer has a complex power formula since it calculates
the power requirements based on the choosen simulation and items inside.
One apparent problem that I discovered through testing is that when the
holodeck computer is idle or using the offline program it is drawing
power as if it was active...

This is not supposed to happen. Let's see what the code documentation
says for reference:

```
//Power use
/// dont use power
#define NO_POWER_USE 0
/// use idle_power_usage i.e. the power needed just to keep the machine on
#define IDLE_POWER_USE 1
/// use active_power_usage i.e. the power the machine consumes to perform a specific task
#define ACTIVE_POWER_USE 2

///Base global power consumption for idling machines
#define BASE_MACHINE_IDLE_CONSUMPTION (100 WATTS)
///Base global power consumption for active machines. The unit is ambiguous (joules or watts) depending on the use case for dynamic users.
#define BASE_MACHINE_ACTIVE_CONSUMPTION (BASE_MACHINE_IDLE_CONSUMPTION * 10)

///see code/__DEFINES/machines.dm
var/use_power = IDLE_POWER_USE
///the amount of static power load this machine adds to its area's power_usage list when use_power = IDLE_POWER_USE
var/idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION
///the amount of static power load this machine adds to its area's power_usage list when use_power = ACTIVE_POWER_USE
var/active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION
///the current amount of static power usage this machine is taking from its area
var/static_power_usage = 0
```

If the machine isn't in use it should be using `IDLE_POWER_USE` when it
is not active. So in our case, we have it offline but it is still using
`ACTIVE_POWER_USE` draining more power than it should.

There was also some misc edge case where if you are near the computer
and you change the simulation, it wouldn't update the power correctly
since having the UI of a computer active did not allow the power to
properly reset to the simulation or offline mode.

Anyway here is how it looks fixed. If you are ever checking power vars,
the ones you need to pay attention to are here:


![dreamseeker_b7B7ErVRVH](https://github.com/user-attachments/assets/01e6e78d-b6af-4245-b73a-4b5212c74953)

CC @SmArtKar Hopefully this is a sufficient enough explanation. If you
really need me to I can record a video of the before and after effects.

## Why It's Good For The Game
Holodeck computer does not drain power when it is offline mode. Instead
it uses the correct idle amount which is significantly reduced. This is
how all machines behave. Due to holodeck having unique power
calculations it was bugged.

## Changelog
:cl:
fix: Fix holodeck computer using wrong power settings and not updating
properly
/:cl:

* Automatic changelog for PR #88568 [ci skip]

* Fixes people changing alert level when Delta+ (#88711)

## About The Pull Request
Title. People can change alert level during the middle of a nuclear
emergency from Delta to Green while the nuke is still ticking. This PR
fixes that. Alert level still capable of changing once the nuke is
disarmed
## Why It's Good For The Game
Bugfix good

![image](https://camo.githubusercontent.com/e560df4f283cc9b1ed9fb65e8d17f0ce39961e78fba30f22869aa8da36330b07/68747470733a2f2f692e6779617a6f2e636f6d2f31353862376231303337303466383732626438353734626363623734383030662e706e67)

![image](https://camo.githubusercontent.com/0ab45a57c5f4098fd3ee4aae1cda81d4c617041f756bf963f749531eeb342c80/68747470733a2f2f692e6779617a6f2e636f6d2f63326632313436356665346434316164616236653335613566633138666136652e706e67)
## Changelog
:cl:
fix: Fixes alert level changing during a Delta+ scenario
/:cl:

* Automatic changelog for PR #88711 [ci skip]

* picking up items will now respect the sound vary settings of the item (#88704)

## About The Pull Request
I missed this when adding sound_vary
## Why It's Good For The Game
intended to be this way + there's a reason this var exists
## Changelog
:cl: grungussuss
fix: picking stuff up actually respects the vary settings of an item
/:cl:

* Automatic changelog for PR #88704 [ci skip]

* makes girders smooth (#88631)

* Returns plasmafire and clockwork UI's transparency, slightly adjusts active hand slot overlays (#88673)

* Automatic changelog for PR #88631 [ci skip]

* Automatic changelog for PR #88673 [ci skip]

* Fix Syndicate Spacesuit Names (#88697)

## About The Pull Request

Fixes the names of the engineering and medical syndicate space helmets
referring to them as a generic 'black space helmet', despite being
separate items, and fixes the medical syndicate space suit inexplicably
being called a 'green space suit' despite objectively not being green.

Naming schemes follow the only-correctly-named Black Engineering Space
Suit's naming pattern.

## Why It's Good For The Game

Accurate labels and consistent naming schemes are good and prevent
confusion among players. Also, I'm making a downstream PR that involves
these, and if I see a black and white spacesuit called 'green spacesuit'
one more time, I'm going to commit a felony.

## Changelog

:cl:
fix: The Syndicate Medical Space Suit is no longer labelled a 'green
space suit' despite being a noticeably non-green color.
fix: Syndicate Medical and Engineering space helmets now display
themselves as such.
/:cl:

* Automatic changelog for PR #88697 [ci skip]

* Automatic changelog compile [ci skip]

* Fix holoparasite using gas ability while not summoned (#88719)

## About The Pull Request
- Fixes #88686

Holoparasites were able to use the gas ability while not directly
summoned. This fixes that so they need to be summoned to use the ability
properly.

## Why It's Good For The Game
No more cheap exploits.

## Changelog
:cl:
fix: Fix holoparasite using gas ability while not summoned
/:cl:

* Automatic changelog for PR #88719 [ci skip]

* Fix some grammar, clarify wording, change text color for examining computers. (#88709)

## About The Pull Request
Fixes 2 usages of "its" across files, clarifies wording for examining
the syndie medbot, changes span_warning to span_notice for the
computers' build and repair.

## Why It's Good For The Game
Fixes and clarifies some wording, and changes the color of the
computer's examining.

## Changelog
:cl:
spellcheck: Fixes some usages of its, clarifies wording on the syndie
medbot, changes span_warning to notice.
/:cl:

* Automatic changelog for PR #88709 [ci skip]

* Fix custom map loading ignoring JSON values (#88720)

## About The Pull Request
The map loading function was ignoring JSON values when a map's config
file was custom loaded. (things like - minetype, planetary, etc.)

To resolve this I just made the loadConfig return a json and then use
that json.

## Why It's Good For The Game
Better custom map support!

## Changelog
:cl:
fix: Fix custom map loading ignoring JSON values that were ignored
previously. (minetype, planetary, etc.)
/:cl:

* Automatic changelog for PR #88720 [ci skip]

* Resprites the base Coffeemaker, resprites coffeepots, adds bs pot overlay to both coffeemakers (#88698)

## About The Pull Request

![image](https://github.com/user-attachments/assets/dfd8d830-60cc-4a45-9095-53db76adb373)

The basic cartridge coffeemaker was pretty... crusty.

![image](https://github.com/user-attachments/assets/723eafa6-5403-4037-b823-c9be1213d341)

There was a [downstream
resprite](https://github.com/Skyrat-SS13/Skyrat-tg/pull/20776) over a
year ago that I suggested go upstream that was just never attempted.
This isn't exactly the same as that though. I've modified the
coffeemaker heavily from that and reshaped the pots a bit, and didn't
include the cartridges.
**I did not change the one on the right.** That is unmodified. It is
here for Comparison and to show the Bluespace Pot overlay.

Also two minor things:
- Lets you use the machine unpowered. It still can't brew without power,
but now you can actually take the pot and cups off still.
- The BS Coffeepot set a list to list(0) but the variable said to set it
to null when not in use. It wasn't in use, so setting it to null
hopefully prevents any weirdness with overlays trying to be made in the
future.
## Why It's Good For The Game
I believe the sprites here are improvements. At least the coffeemaker
and the pot lids are more legible.
## Changelog
:cl:
image: updated the cartridge coffeemaker + coffeepot sprites, and added
bluespace pot overlays to coffeemakers
qol: the coffeemakers can now be interacted with while unpowered! No
longer will your coffeepot be stuck inside the machine because it's
unplugged! (Still need power to brew)
/:cl:

---------

Co-authored-by: SyncIt21 <[email protected]>

* closet lock/unlock sounds (#88702)

## About The Pull Request


https://github.com/user-attachments/assets/e3de442b-51ca-4afb-971a-7d3294dce65e
## Why It's Good For The Game
immershun
## Changelog
:cl: grungussuss
sound: added sounds for locking/unlocking closets
/:cl:

* Automatic changelog for PR #88698 [ci skip]

* Automatic changelog for PR #88702 [ci skip]

* fixes smartvend on item tile mode (#88691)

## About The Pull Request

Fixes tile mode for vending machines not spitting items out properly,
they now use number input as the list mode does and spits out whatever
is set to it when you click on the icon, which will be 1 by default even
if you just swap list mode or close/reopen instantly.


https://github.com/user-attachments/assets/e08461fa-ca18-442e-9863-8c963fbc7883

## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/88672

## Changelog

:cl:
fix: Smartfridges on grid mode (like botany's) will no longer instantly
spit out all the items it has when you try to set how many it should
spit out.
/:cl:

* Automatic changelog for PR #88691 [ci skip]

* Removes unused `reagent_state` var from reagents (#88616)

## About The Pull Request
As it says on the tin.

No where in code was this var read or used in any way, it was only
assigned a value & then forgotten so it counts as unused

## Changelog
:cl:
code: removes unused var from reagent code
/:cl:

* Allow to hide `Initialized` mesages (#88681)

## About The Pull Request
Adds `Debug` group to initialization messages

## Why It's Good For The Game
You can finally hide those annoying messages, and leave it on special
Logs/Debug tabs

<details><summary>Video</summary>


https://github.com/user-attachments/assets/0b0d5219-d420-4d49-aa90-069961dcdaeb

</details>

## Changelog

:cl:
qol: Now you can hide `Initialized some shit within 0s` messages, by
unchecking `Debug Log` checkbox into the chat tabs settings
/:cl:

* Fixes produce/bitrunning/mining order console icon and stretching jank (#88570)

## About The Pull Request

While adding some new orderable bitrunning items I noticed the icons
would be entirely wrong when swapping into any new tab.
Melbert determined this to likely be an issue with keys and caching, and
so proposed the included solution of using the `item.ref` as the key,
which fixes our primary issue.

In the process, however, I noticed there was a secondary issue with the
orderables with especially long item names causing the information
tooltip button and item order buttons to get all scrunched together.
We solve this by simply just making the stack item with the text grow
instead of the tooltip button, having the tooltip button sit nice and
statically next to the order buttons.


<details>
  <summary>Images</summary>
  

![image](https://github.com/user-attachments/assets/19e7260b-f3e9-4ab3-9af8-d580f85039cf)

![image](https://github.com/user-attachments/assets/16ca80a1-3985-4181-b834-b832134e94bf)

![image](https://github.com/user-attachments/assets/282838c0-0c96-4100-aebb-5c3cec08deb9)


</details>

## Why It's Good For The Game

Nice when icons don't look like this:

![image](https://github.com/user-attachments/assets/a54a9b49-189a-4eee-8c56-f2e52e21d8f0)
Or the buttons like this:

![image](https://github.com/user-attachments/assets/2578e812-e34c-4617-ac73-8aea26ea7d3b)
## Changelog
:cl:
fix: Produce, bitrunning, and mining order consoles no longer have
broken icons when swapping tabs.
fix: Items in produce, bitrunning, and mining order consoles with
especially long names no longer make the information tooltip and item
order buttons wonky.
qol: The information tooltip button for items in produce, bitrunning,
and mining order consoles no longer moves with the item name, and
instead sits next to the item order buttons.
/:cl:

* Buffs the proto-kinetic crusher and cleans up the code a little bit (#88171)

## About The Pull Request
Buffs the crusher:
- Mining with the crusher gives mining XP
- If you mine with the crusher, your mining level will reduce the charge
time (more skilled miners can mine faster)
- Shooting the kinetic blast (crusher right click) no longer puts your
click on cooldown

For the mark, it now has a delay of 0.8 seconds. So even though the
click delay from shooting the mark is gone, you'll still have to wait
for it to be ready to detonate it.

Adds code support for the crusher projectile to have effects on hitting
a mob/mineral
- Buffs the bileworm trophy to give it AOE mining radius

Reorganizes all the crusher code + trophies to be in its own folder +
documents it somewhat
## Why It's Good For The Game
Crusher code is a bit outdated so I wanted to clean it up a bit while I
gave it the buffs I wanted.
I feel like it can afford to be better as a mining tool so I gave it
access to mining XP. I also gave it AOE mining from the bileworm trophy
so it can keep up with the other mining tools (pka/pc)
## Changelog
:cl:
add: Bileworm crusher trophy now gives you AOE mining
balance: The pk crusher no longer has click delay after shooting the
projectile
balance: The pk crusher gives mining XP when it mines rocks
balance: the pk crusher charges faster when you mine rocks based on your
skill as a miner
code: cleaned up some of the kinetic crusher code
/:cl:

* thud only thuds on carbons (#88506)

## About The Pull Request

soft revert: thud only thuds on carbons

@lemon's dumbasss username
## Why It's Good For The Game

fixes roaches thudding on death & similar bugs. non carbons dont support
handle_fall() yet
## Changelog
none

---------

Co-authored-by: MrMelbert <[email protected]>

* Remote camera eyes (such as shuttle docking computers) no longer act like they're always on Jacob's Ladder (#88689)

## About The Pull Request

The `relaymove` proc for remote camera eyes used `get_step` where
`get_step_multiz` would be more appropriate. This PR changes that.

## Why It's Good For The Game

Fixes #83655

## Changelog

:cl:
fix: The "Move Up" and "Move Down" verbs properly respect multi-z
connectivity when operating a remote camera.
/:cl:

* Automatic changelog for PR #88616 [ci skip]

* Automatic changelog for PR #88681 [ci skip]

* Beret hat masking (#88656)

## About The Pull Request


https://github.com/user-attachments/assets/f54acfe0-107b-44ad-b5f1-bfd8f16387e6
## Why It's Good For The Game
looks nice
## Changelog
:cl: grungussuss
image: added hat masking for berets
/:cl:

* Automatic changelog for PR #88570 [ci skip]

* Automatic changelog for PR #88171 [ci skip]

* Crowbars can be recycled in lathes (#88659)

## About The Pull Request
- Fixes #88654

Only when the panel is closed else it deconstructs it as normal

## Changelog
:cl:
fix: crowbars can be recycled in lathes only when the panel is closed
/:cl:

* Automatic changelog for PR #88689 [ci skip]

* Fix kidnapping pod going to unsafe location (#88652)

## About The Pull Request
- Fixes #76813

When a mob was returned from the kidnap objective they would sometimes
be sent to a turf that was unsafe. In the bug report it was the
pressurized atmos chambers rooms that can crush a person.

## Why It's Good For The Game
Dying is bad.

## Changelog
:cl:
fix: Fix kidnapping pod returning a player to unsafe location where air
is bad
/:cl:

* Automatic changelog for PR #88656 [ci skip]

* Automatic changelog for PR #88659 [ci skip]

* Automatic changelog for PR #88652 [ci skip]

* Buffs turbine max rpm & output, more maintainence (#88279)

## About The Pull Request

Increases max rpm for all turbine parts from 35000 -> 50000 & power
rectifier from 0.25 -> 0.3. Below is the comparasion

1. Current Values
- **Tier 1**: max rpm = 35000, power_rectifier = 0.25, max output = 131
KW
- **Tier 4**: max rpm = 550000, power_rectifier = 0.25, max output = 2
MW
2. New Values
- **Tier 1**: max rpm = 50000, power_rectifier = 0.3, max output = 225
KW
- **Tier 4**: max rpm = 781250, power_rectifier = 0.3, max output = 3.51
MW

Depends on https://github.com/tgstation/tgstation/pull/88254 as it adds
more general maintenance on top of it

## Why It's Good For The Game

https://github.com/tgstation/tgstation/issues/88231#issuecomment-2501796675
made me sad cause it is. How is it that a solar panel which requires 0
operation cost is able to generate the same amount of power as a tier 1
turbine which requires tons of gas & power(to pump gases from atmos into
the incinerator, room requires power etc). We need more returns on our
hard work.

Also with the recent power refactor changes, APC's & SMES now has
batteries with 10x higher capacity so charging them takes a while & this
turbine buff slightly helps in alleviating that

## Changelog
:cl:
balance: turbine now has higher max rpm & increased power output
code: further improved code for turbine
/:cl:

* Fix vent clog event triggering on non-station areas (#88724)

## About The Pull Request
- Fixes #88723

This fixes the vent clog event triggering on non-station areas.

## Why It's Good For The Game
Station events should only trigger on station areas.

## Changelog
:cl:
fix: Fix vent clog event triggering on non-station areas
/:cl:

* Automatic changelog for PR #88279 [ci skip]

* Automatic changelog for PR #88724 [ci skip]

* Fixes an 8 year old bug which colored your HUDs with you (#88667)

## About The Pull Request

Partially a port of
https://github.com/DaedalusDock/daedalusdock/pull/1163 which is a port
of my own code from bitbus
Closes #88579

Instead of manually setting hud images and positioning we now can use
set_hud_image_state which also updates their position to ensure that
they scale with the owner atom. HUDs had RESET_COLOR and RESET_TRANSFORM
but no KEEP_APART, so they were stuck with mobs all this time. I
replaced RESET_TRANSFORM with PIXEL_SCALE (shouldn't be reserved to mob
huds only to be honest) and added KEEP_APART, so that HUDs still
scale/rotate with their owner but don't inherit their color. Also fixed
the dragon issue, that's where this PR actually started.

Closes https://github.com/tgstation/tgstation/issues/45411

## Why It's Good For The Game

I don't want my HUDs to be pretty pink when I make a barbie Clarke.

## Changelog
:cl:
refactor: Rewrote some of HUD code so they're no longer colored in their
owner's color
fix: Space dragons no longer turn invisible when toggling seethrough
mode
/:cl:

* Automatic changelog for PR #88667 [ci skip]

* The Chairening: Chairs can break when used to block. Alters how chairs stun when smashed over someones head. (#88480)

Co-authored-by: SmArtKar <[email protected]>

* Automatic changelog for PR #88480 [ci skip]

* Fish mounts for trophy fish. (#88373)

* Automatic changelog for PR #88373 [ci skip]

* Entertainment chat filter toggle (#88712)

## About The Pull Request

Allow filtering for entertainment radio and newscaster in the text log

## Why It's Good For The Game

Sometimes you want a tab that lets you focus without the TV on in the
background

## Changelog

:cl: LT3
qol: Entertainment and newscaster broadcasts can be toggled in chat tabs
/:cl:

* Automatic changelog for PR #88712 [ci skip]

* fixes attack chain heck with rped and tables (#88708)

## About The Pull Request
I noticed rped was hitting tables instead of being placed on them so
this fixes that, I tested it
## Changelog
:cl: grungussuss
fix: fixed being unable to place rpeds on tables
/:cl:

---------

Co-authored-by: SyncIt21 <[email protected]>

* Automatic changelog for PR #88708 [ci skip]

* Automatic changelog compile [ci skip]

* 516 Compile Compatibility (#88611)

Renames all uses of caller, as they (currently) shadow the new byond var
and will in future error
Ups our "wan if compiled after" experiement compile version to 516
Adds an alternate 516 unit test

* Mail sorter/flatpack naming fix (#88687)

## About The Pull Request

- Fixes subtype flatpacks missing a name when in vending machines
- Adds default price for vending flatpacks
- Moves flatpacks into their own .dm file
- Groups the mail related items together in the CargoDrobe

## Why It's Good For The Game

All vending machine flatpacks having identical names despite the
contents of the flatpack is less than ideal

## Changelog

:cl: LT3
fix: Premade/vending machine flatpacks now display what board is inside 
/:cl:

* Automatic changelog for PR #88687 [ci skip]

* Rift Fishing (#88619)

## About The Pull Request

Adds rift fishing to the game.


![image](https://github.com/user-attachments/assets/044304ca-e7a0-45e9-baaf-b445328d3982)

Drained and undrained influences can be fished in, the latter only by
heretics. Fishing in an undrained influence shows a bobber floating over
nothing to other people, so don't be stupid!

The loot pool includes the following:

- Knowledge. Great for heretics, bad for crew. Only actually gives
knowledge if fished up in an unopened rift, opening it.
One of each heretic potion type.
- A wild Fire Shark, hostile to all.
- One of each heretic potion, and two flasks of eldritch essence.
- Several new fish:

![image](https://github.com/user-attachments/assets/259bd1ee-3b1e-47db-bcfd-c23b7908f66f)
In order:
1. Chrystarfish
Cosmostarfishe that snuck into the bluespace compartment of a shuttle
engine. Teleports around when eaten. Can be cut into bluespace crystals.
Very pointy.
2. Flumpulus
Probably not an actual fish. Contains flumpuline, which is in many ways
an upgrade to oculine. Except for it occasionally popping your eyes out
and replacing them with fungus. It also gets flattened if you land on
it, cushioning your fall.

![image](https://github.com/user-attachments/assets/02b398b0-22ac-4002-a828-cb73281ecef6)

3. Gullion
This fish can be cut into two diamonds, and needs no mate to reproduce,
making it an excellent way to replenish the station's diamond supply!
However, it needs silicon in the fish tank to survive.
4. Walro-Dolphish
Weird, amphibious creature. Amazing weapon - high damage, strong
piercing wounds, decent block chances. However, it will bite you if you
hold it for too long, so be careful!

More fish are planned to be added. The PR was split in two to reduce
review complexity as the latter half of the fish were increasingly
convoluted.

Any fishing rod will do for fishing, but heretics are now able to infuse
their fishing rod with a grasp:

![image](https://github.com/user-attachments/assets/37cfb7da-9269-4db7-b05f-4bbf4a6957f2)

Infusing the rod will temporarily improve its fishing modifier and give
it a unique trait that lets heretics gather 2 influence, rather than 1,
from a fished-up rift.

If crew fish up a glimpse of the Mansus, they will recieve the same
effects as if they examined the rift, and a curse hand will shoot out at
them.

influences cannot be bombed for fish.
## Why It's Good For The Game

Rifts are _extremely_ close to basically just being eldritch pools of
liquid that some heretic spilled over the station. It's always stuck out
like a sore thumb that we can't fish in them, but now we _can_. (Also,
someone needs to PR fishing in a bu…
FlufflesTheDog pushed a commit to NovaSector/NovaSector that referenced this pull request Jan 9, 2025
## About The Pull Request
Ports - ParadiseSS13/Paradise#26433
Fixes scrollbar color for Byond 516, and background position

## Why It's Good For The Game
Colorfull scrollbar
<details><summary> Videos </summary>


https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b

</details>

## Changelog

:cl:
fix: Fixed scrollbar colors and background position in TGUI on Byond 516
/:cl:
Iajret pushed a commit to Fluffy-Frontier/FluffySTG that referenced this pull request Jan 15, 2025
## About The Pull Request
Ports - ParadiseSS13/Paradise#26433
Fixes scrollbar color for Byond 516, and background position

## Why It's Good For The Game
Colorfull scrollbar
<details><summary> Videos </summary>

https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b

</details>

## Changelog

:cl:
fix: Fixed scrollbar colors and background position in TGUI on Byond 516
/:cl:
nevimer pushed a commit to Bubberstation/Bubberstation that referenced this pull request Feb 2, 2025
## About The Pull Request
Ports - ParadiseSS13/Paradise#26433
Fixes scrollbar color for Byond 516, and background position

## Why It's Good For The Game
Colorfull scrollbar
<details><summary> Videos </summary>

https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b

</details>

## Changelog

:cl:
fix: Fixed scrollbar colors and background position in TGUI on Byond 516
/:cl:
# Conflicts:
#	tgui/packages/tgui/styles/layouts/Layout.scss
github-merge-queue bot pushed a commit to Aurorastation/Aurora.3 that referenced this pull request Mar 26, 2025
this is a bit of

cmss13-devs/cmss13#8646
cmss13-devs/cmss13#8875
cmss13-devs/cmss13#8606
cmss13-devs/cmss13#8607
cmss13-devs/cmss13#8359
cmss13-devs/cmss13#7860
( and thus ParadiseSS13/Paradise#25105
ParadiseSS13/Paradise#25205
ParadiseSS13/Paradise#25363
ParadiseSS13/Paradise#26423 and
ParadiseSS13/Paradise#26433 )
tgstation/tgstation#89766

in order to work properly - using the efficient storage method, instead
of the byond json method - github pages needs to be enabled and built
from the gh-pages branch. because yeah

---------

Co-authored-by: harryob <[email protected]>
Absolucy pushed a commit to Absolucy/Monkestation that referenced this pull request Mar 29, 2025
Ports - ParadiseSS13/Paradise#26433
Fixes scrollbar color for Byond 516, and background position

Colorfull scrollbar
<details><summary> Videos </summary>

https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b

</details>

:cl:
fix: Fixed scrollbar colors and background position in TGUI on Byond 516
/:cl:
ComradeNiobe pushed a commit to Near-Web/The-Final-Nights that referenced this pull request Mar 31, 2025
## About The Pull Request
Ports - ParadiseSS13/Paradise#26433
Fixes scrollbar color for Byond 516, and background position

## Why It's Good For The Game
Colorfull scrollbar
<details><summary> Videos </summary>


https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b

</details>

## Changelog

:cl:
fix: Fixed scrollbar colors and background position in TGUI on Byond 516
/:cl:
hex37 pushed a commit to RequiemSS13/RequiemSS13 that referenced this pull request Apr 2, 2025
Compile test fix

stop the dummy listinputmodal from exploding on compile

Revert "ghetto fix"

This reverts commit 83f7afd.

Revert "ghetto fixo, DAMN YOU GIT..."

This reverts commit 4e16b64.

Revert "ghetto fixo, DAMN YOU GIT..."

This reverts commit 4e16b64.

ghetto fixo, DAMN YOU GIT...

ghetto fix

and so it is done

Revert of a Revert | ListInputModal (#82854)

This reverts commit 9acf5bd.

MSO determined that because we use `file(...)` instead of a string
instead of an asset being locked to its initial state via a cache object
we are sending it as it is on disk every time. which means that when a
new server deployment updates the tgui it will send this new tgui code
even if the currently running DM code does not support it.

Removes unused mouse hook macros and fishing .scss (#90310) Title This stuff stopped being useful the moment the fishing minigame was refactored into game screen icons. Years ago. N/A

several fixes

updates age calculations

ports TGUI checkbox input, fixes TGUI list input

Tgui input checkboxes (#74544)

A request from @NamelessFairy: A tgui window that gives the user
multiple items to select. The window returns the list of items selected.

The ui design is open to critique, reviews, etc. Pretty simplistic.
![Screenshot 2023-04-07
174056](https://user-images.githubusercontent.com/42397676/230695947-bc6b6d94-c984-4a2e-b290-a21cb7f8961e.png)

Sequentially asking yes/no is pretty ugly

:cl:
ui: Adds a new tgui input window for checkboxes.
/:cl:

---------

updating tgui inputs to tg parity, implements TGUI examine panel

Fix stat panel turf list menu clicks only working on the text (#89456)

Only the div was setting onmousedown

:cl:
fix: Fixed stat panel turf list menu clicks only working on the text
/:cl:

Minor stat panel order change (#89377)

Just a minor change so it's easier to make more orders
Useful if you want to have Status-MC-tickets for example ({"Status": 1,
"MC": 2, "Tickets": 3})

:cl:
code: Made it easier to set custom orders for stat panel tabs in code
/:cl:

[NO GBP] Fix 516 scrollbar and background image (#88617)

Ports - ParadiseSS13/Paradise#26433
Fixes scrollbar color for Byond 516, and background position

Colorfull scrollbar
<details><summary> Videos </summary>

https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b

</details>

:cl:
fix: Fixed scrollbar colors and background position in TGUI on Byond 516
/:cl:

Little Stat Panel fix for Byond 516 (#89142)

On the 516, when hovering over the cropped text, the transposed text
does not expand the background
It's a small fix for that.

| Before | After |
| - | - |
|
![image](https://github.com/user-attachments/assets/7fb94a56-5796-4652-92ba-a8ba6a0f9824)
|
![image](https://github.com/user-attachments/assets/f7f17185-7d1d-4db7-8602-65c639faebb5)
|

Flatten skin sidebar (#88766)

I have used a small hidden 515 feature, that disables white borders on
elements, if the colour of the element deviates even slightly from the
greyscale

For example, if you set color for skin button #FFFFFF (Pure white),
Byond will add "3D" effect to button. BUT, if you set color to #FEFFFF,
Byond makes it flat

Little more stylish imo

| Dark | Light |
| - | - |
|
![image](https://github.com/user-attachments/assets/e05adb43-7a6e-4ff4-a212-097cdf623764)
|
![image](https://github.com/user-attachments/assets/726cfa86-f28b-4fdf-9c93-666184c22b36)
|

:cl:
qol: Sidebar has lost its bulging white lines. And top right buttons now
flat
/:cl:

slight fixes to the previous cherrypick

[NO GBP] Return wrap for stat panel tabs (#85399)

Tabs in Stat Panel wraps again instead of creating a horizontal scroll
bar by default
BUT. Added 2 more options for tabs look, and created special setting
tabs for Stat Panel settings...

![image](https://github.com/user-attachments/assets/934d590b-3dd3-4ed5-a11c-c77838990dc3)

Idk if it is necessary to put a feature tag for this and remove `[NO
GBP]`
If need to, please tell me, I'm still new into this system

Fixes #85437

<details>
<summary>Screenshots</summary>
Tabs look

| Default | Classic | Scrollable |
| - | - | - |
|
![image](https://github.com/user-attachments/assets/6b1dc400-8cf4-42d4-8667-bd89e7f6db9b)
|
![image](https://github.com/user-attachments/assets/64d83ce8-eb25-4ea1-ae18-1c2fa4b216bd)
|
![image](https://github.com/user-attachments/assets/07afbe95-d8d8-4fc7-8d51-7fce2ea1478f)
|

</details>
<details>
<summary>Video</summary>

https://github.com/user-attachments/assets/77839c27-60c8-45c2-ad92-8add59f9ba38

</details>

:cl:
qol: Stat Panel settings moved to personal tab
fix: Stat Panel tabs no longer create horizontal scrollbar by default,
but you can return it into the settings
fix: Hovering over a truncated statpanel button, doesn't blocks the
button below it anymore
/:cl:

Refactor Stat Panel styles and more TGUI-like appearance (#85257)

The PR came out a little bigger than I had planned, but creating
separate ones for a couple of little things seemed unnecessary to me.

Let me start with the most important thing: Stat Panel now scales like
TGchat and also looks closer to TGUI!
By default, the Stat Panel font size is tied to the chat font size, but
this can be changed in a couple of clicks...

The rest of the changes are not as big:
1. Stat Panel styles are now more organised
2. The way themes are applied to Byond Skin has been refactored, if
someone decides to make a new theme (maybe me), it won't be necessary to
copy all the elements
3. NumberInput into the general chat settings tab, was changed to slider
4. Reoder tab buttons changed, they are more compact now
5. With the light theme, chat tabs now have a background when
hovering/active tabbing
<details>
<summary>How it look's like</summary>

| New reorder tab buttons | Light Chat tabs |
| - | - |
|
![image](https://github.com/user-attachments/assets/39194331-b69f-473f-ba82-497a86bbe062)
|
![image](https://github.com/user-attachments/assets/6fe22bac-2802-4e03-8095-0633b06a5b03)
|

</details>
<details>
<summary>General Preview</summary>

https://github.com/user-attachments/assets/7647d584-c2fd-41b2-b2ee-c7ee61569d1f

</details>

More accessibility for owners of 2/4k monitors
Better appearance
NumberInput is behaving extremely strangely in chat

:cl:
add: Stat Panel now scales like a chat, depends on the font size.
Defaults from the chat font size, but you can separate it.
refactor: Refactored Stat Panel styles and Byond skin theme applying.
Stat Panel now looks more like a TGUI
/:cl:

deps take 2

update deps

Fix missed `byond://` hrefs in stat panel (#88918)

Fix some missed `byond://` in Stat Panel, without it, links doesn't work
on 516

Slightly less bugs on 516

I doubt anyone noticed it at all.

regex some non-516 compliant hrefs, FAST_REF, some other fixes

damn dme!!

Optimizes \ref for datums, saving qdel init time (#9492)

* Optimizes \ref for datums, saving qdel init time

* Minor optimization

* Fix refs

* Fix REF() caching

Refactors dbcore and limits the maximum amount of concurrent async queries to a variable amount (#59676)

Refactors dbcore to work off a subsystem if executed async and limits the maximum amount of concurrent async queries to 25.

This has been tested locally on a mysql docker image and there were no crashes (as long as you didn't run it with debug extools) + data was getting recorded fine.
Why It's Good For The Game

May or may not resolve terry crashes, however, each query creates a new thread which takes up 2mb, preventing the game from using that 2mb. This can lead to ooms if they stack up, e.g. due to poor connectivity. This solves that issue.

maintainer note: this did not actually resolve the crashes, but has value anyway. Crashes were sidestepped fixed by finding out Large Address Awareness works

cl
refactor: Refactors dbcore.dm to possibly resolve the crashes that happen on Terry.
/cl

more cherrypicking to achieve parity

Adds MC initialization stages. Earlier stages can fire while later ones init. Fixes tgui chat reconnection banner showing during init. (#66473)

* Adds MC initialization stages. Earlier stages can fire while later ones init.
Removes TICK_LIMIT_MC_INIT config for barely doing anything to speed up init and being inconvenient to work with if fires and inits can happen at the same time.

makes most statpanel tabs update a tenth or so as often (>= 4 seconds instead of 4 deciseconds) because theyre wastful of cpu (#63991)

makes most updating stat panel tabs update once every 4 seconds instead of 4 deciseconds, but switching tabs instantly updates statpanel data for you. also makes examining a turf make flat icons for a maximum of 10 contents instead of 30 because its ridiculous to call getFuckingFlatIcon() wrappers that many times. also makes SSfluids not have SS_TICKER and updates its wait accordingly because theres no reason for it to be a ticker subsystem

the mc tab updates every 2 seconds unless someone has the pref enabled to refresh it quickly because SOME UNILLUMINATED LEMONS absolutely must watch overtime spikes in real time

statpanels can take between 1-3% of masters total processing time at very high pop, which is silly considering theres no need for someone to know any of the data updated accurate to less than half of a second. The only reason it needed to update so fast was because it looked awful when switching tabs, which will only be updated on the next fire. now switching tabs updates data instantly so theres no need to update the rest of the data quickly.

also makes each stat tab update into its own proc so we can tell how much each tab update costs

oops

several fixes to the cherrypick

prettier

refactors statpanel to use tgui API (#66971)

refactors the status panel to utilize the tgui/byond communication APIs instead of passing along href data, as well as converts the entirety of it into a datum/tgui_window

several post-rebase fixes

hard reset to tgui port's folder

kill spacedmm warnings

trying to wrangle tgui into submission

unfuck regexed hrefs

Revert "516: Convert hrefs to use byond://"

This reverts commit a59e3f1.

Standard HTML outputs to use a skeleton with DOCTYPE for 516 (part 1/???)

Fix a bunch of html UI's for 516

asset css corrections

Verb for devtools

fix svg backgrounds

Implement byondStorage backend for tgui

CSS modernization (scrollbar, -ms- options, background-size, placeholder)

Replaced instances of `caller` with other names, as it is now a reserved keyword.

516: Convert hrefs to use byond://
Co-Authored-By: Jeremiah <[email protected]>
Co-Authored-By: TiviPlus <[email protected]>
Co-Authored-By: Aleksej Komarov <[email protected]>
MrMelbert pushed a commit to MrMelbert/MapleStationCode that referenced this pull request Apr 10, 2025
## About The Pull Request
Ports - ParadiseSS13/Paradise#26433
Fixes scrollbar color for Byond 516, and background position

## Why It's Good For The Game
Colorfull scrollbar
<details><summary> Videos </summary>


https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b

</details>

## Changelog

:cl:
fix: Fixed scrollbar colors and background position in TGUI on Byond 516
/:cl:
rufuszero added a commit to ZeroHubProjects/ZeroOnyx that referenced this pull request May 5, 2025
TGUI bundles were rebuilt to apply changes.

This commit is based on Aylong's PR for Paradise Station:
ParadiseSS13/Paradise#26433
rufuszero added a commit to ZeroHubProjects/ZeroOnyx that referenced this pull request May 5, 2025
TGUI bundles were rebuilt to apply changes.

This commit is based on Aylong's PR for Paradise Station:
ParadiseSS13/Paradise#26433
rufuszero added a commit to ZeroHubProjects/ZeroOnyx that referenced this pull request May 5, 2025
TGUI bundles were rebuilt to apply changes.

This commit is based on Aylong's PR for Paradise Station:
ParadiseSS13/Paradise#26433
rufuszero added a commit to ZeroHubProjects/ZeroOnyx that referenced this pull request May 5, 2025
TGUI bundles were rebuilt to apply changes.

This commit is based on Aylong's PR for Paradise Station:
ParadiseSS13/Paradise#26433
manofpepsi pushed a commit to peppyrmynt/SurfShack13 that referenced this pull request May 10, 2025
## About The Pull Request
Ports - ParadiseSS13/Paradise#26433
Fixes scrollbar color for Byond 516, and background position

## Why It's Good For The Game
Colorfull scrollbar
<details><summary> Videos </summary>


https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b

</details>

## Changelog

:cl:
fix: Fixed scrollbar colors and background position in TGUI on Byond 516
/:cl:
DenIS318 added a commit to DenIS318/skyrat1984test that referenced this pull request May 13, 2025
Ports - ParadiseSS13/Paradise#26433
Fixes scrollbar color for Byond 516, and background position

Colorfull scrollbar
<details><summary> Videos </summary>

https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b

</details>

:cl:
fix: Fixed scrollbar colors and background position in TGUI on Byond 516
/:cl:
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
-Status: Awaiting merge This PR is ready for merge Fix This PR will fix an issue in the game TGUI This PR modifies TGUI, will conflict
Projects
None yet
Development

Successfully merging this pull request may close these issues.

5 participants