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БАГ: Мыло после перезахода в крио. #9

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unicode11 opened this issue Sep 20, 2020 · 1 comment
Closed

БАГ: Мыло после перезахода в крио. #9

unicode11 opened this issue Sep 20, 2020 · 1 comment
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@unicode11
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unicode11 commented Sep 20, 2020

При входе в крио и перезапуском игры вылезает такое мыло тупо везде, не помогают ни настройки, ни перезаход, только новый раунд.
Возможно это только у меня, но это уже второй раз после крио.
dreamseeker_vWd18AuNYN
dreamseeker_IEyjFwW5fc

kreeperHLC pushed a commit to kreeperHLC/BeeStation that referenced this issue Dec 15, 2020
* /obj/Destroy

* Actually does the long overdue TODO
* SA

* 2020-11-10 commit #1

Case #1:
/obj/item/tk_grab
- Unproblematic, fastprocess → icon_update; Do we really need this tho?
- Focus = null for safety
Case ChaoticOnyx#2:
/obj/screen/alert/bloodsense/process()
- (will be repathed to /atom/movable/screen)
- SSprocessing → long-ass process()
    → GUI stuff; do we really need animate()?
- left unchanged
Case ChaoticOnyx#3:
/obj/screen/alert/clockwork/clocksense/process()
- SSprocessing → short-ish process() → Basic desc
- (creation and removal is sane)
- Wrap-up: /obj/screen/alert/Destroy()
  * Removed duplicated `master = null`
  * Proper return ..() position on
    * /obj/screen/alert/clockwork/clocksense/Destroy() &
    * /obj/screen/alert/Destroy()
Case ChaoticOnyx#4:
/datum/proc/process()
- automatic killer for aimless START_PROCESS
- obviously left unchanged
Case ChaoticOnyx#5:
/datum/action/proc/Process()
- A proc to be overriden? Why?
- Removed; we already have /datum/proc/process()
Case ChaoticOnyx#6:
/datum/action/cooldown/process()
- return PROCESS_KILL
Case ChaoticOnyx#7:
/datum/action/item_action/chameleon/change/process()
- return PROCESS_KILL
Case ChaoticOnyx#8:
/datum/forced_movement
- Looks alright
Case ChaoticOnyx#9:
/datum/point/vector/processed
- Is this shit even used???
- Left as is since it might be used in the future
(inb4 staying unused til 2025)

* 2020-11-12

Case 10:
/datum/radiation_wave/process()
- Literally the centerpiece of radiation
- Each process step progresses radiation wave by one tile
  * … and the place it used be is then filled by subsequent wave
- Kat requested fix of tgstation/tgstation#42572
  * I will start working on it soon(tm)
- The code seems fine otherwise

Case 11:
/obj/effect/hallucination/simple/securitron
- Responsible for making securitron hallucination lifelike
- Too simple to review, IMO
- victim = null for safety

Case 12:
/datum/component/chasm/process()
- Responsible for “dropping” things every now and then, very greedily
- I am not going to refactor this obviously
- START_PROCESSING actually has sanity check,
   no problem with double START_PROCESSING
- return PROCESS_KILL

Case 13:
/datum/component/lockon_aiming/process()
- Responsible for keeping locks sane
- Looks sane, left as is

Case 14:
/datum/component/manual_blinking/process()
- Adminbus shit for now
- Responsible for warnings and damage
- Looks sane, left as is
- *Even checks for life and eye-ness of parent*

Case 15:
/datum/component/manual_breathing/process()
- Mostly ditto

Case 16:
/datum/component/mood/process()
- Responsible for sanity, nutrition, and hygiene’s miasma production
- NO MORE INFINITE SANITY AHHHHH

* 2020-11-18 Commit 1

Case 17:
/datum/component/nanites/process()
- Responsible for nanites.
- Is its own family; the /datum/nanite_program/proc/on_process()
  * Handles so much but only one on_process()
  * Things are generally good except some fuzzy cases where
    * Host is ded
    * Host is invalid as hell
    * etc etc
  * But I don’t care; LGTM

Case 18:
/datum/component/radioactive/process()
- Responsible for making irradiating objects irradiate
- THE GODDAMN prob(50)
  * wontfix
- We don’t need return PROCESS_KILL here since it qdels anyway
  * … and Destroy() shouldn’t meaninglessly STOP_PROCESSING

Case 19:
/datum/component/rot/process()
- Responsible for miasma production for whatever that rots
- For the love of god, write actual real Destroy()

Case 20:
/datum/component/rot/corpse/process()
- Special handling for corpse rots
- Seems good

Case 21:
/datum/component/spawner/process()
- Spawns mobs, yay
- stop_spawning(force) is in lieu of Destroy, mostly
  * Are we sure that the spawner never dies otherwise? I don’t know.

Case 22:
/datum/component/wet_floor/process()
- time_left_list doesn’t look sane; will investigate further
  * Nah, everything works as intended
  * I am not sure if we need bitflag and assoc list tortures

Case 23:
/datum/component/plumbing/process()
- return PROCESS_KILL
  * IMO it shouldn’t be reachable in the first place
  * Hey does this work well with GC? (probably yes)
- STOP_PROCESSING in disable() is alright

* Update code/game/objects/objs.dm

For clarity...! Parenthesis FTW

Co-authored-by: ike709 <ike709@users.noreply.github.com>

* 2020-11-21 Commit 1

Case 24:
/datum/component/plumbing/acclimator/process()
- Makes acclimator do nothing when empyting
- LGTM

Case 25:
/obj/structure/alien/flesh/node/process()
- Hey, it is that weird pink skin stuff
- Controls flesh expansion through expand()
- LGTM

Case 26:
/datum/element/earhealing/process()
- Only used by earmuffs
- I think we have enough tickchecks
- I should stop before looking at every CHECK_TICK usage and
  * just walk away AHHHHHHHHHHHHHH

Case 27:
/datum/status_effect/process()
- Responsible for qdeling status effects as needed
- LGTM

Case 28:
/datum/quirk/process()
- It too is its own family: on_process()
- /datum/quirk/jolly/on_process()
  * Sends positive mood event really really rarely:
  * once per avg. 2000 seconds, yet the mood effect only lasts 2 minutes
  * Seems a bit too rare for me, but now isn’t a time for that
- /datum/quirk/spiritual/on_process()
  * Actually really loops through every *living thing* nearby
  * ‘Holy people’ here is chaplain, inquisitor ERT chaplain & commander
  * … and people who used syndicate bible on themselves
  * From now on only real human can appear holy to spiritual people
  * Like, don’t be comforted by holy monkeys or roaches or something
- /datum/quirk/neet/on_process()
  * Checks hygiene for NEET stuff
  * I think I should start considering hygiene signals
- /datum/quirk/badback/on_process()
  * I want to replace this with signal but quirks aren’t components
  * So it gets to live
- /datum/quirk/blooddeficiency/on_process()
  * Just removes blood from the holder, oof
  * LGTM
- /datum/quirk/brainproblems/on_process()
  * Just damages brain over time
  * LGTM
- /datum/quirk/family_heirloom/on_process()
  * Constantly checks whether the holder has the heirloom
  * LGTM
- /datum/quirk/nyctophobia/on_process()
  * Oh boy can’t we just change the type of the quirk_holder?
  * Handles nyctophobia mood and makes nyctophboes walk in the dark (?!)
  * LGTM
- /datum/quirk/insanity/on_process()
  * Makes holder go mad when they have no mindbreaker toxin
  * Feels like madness() call is unnecessary
- /datum/quirk/social_anxiety/on_process()
  * Ah yes, the *thing*
  * Code is a l r i g h t , t r u s t m e
- /datum/quirk/junkie/on_process()
  * Piggybacks on addiction mechanics
  * Mostly just keeps persistent addiction going
  * LGTM
- /datum/quirk/junkie/smoker/on_process()
  * Picky smokers...
  * LGTM
- /datum/quirk/neat/on_process()
  * NEET, but… much less asocial
  * LGTM

* 2020-11-22 Commit 1

Case 29:
/area/process()
- OwO wats dis, Cyberboss?
- tgstation/tgstation#23566
- Saner placement of START_PROCESSING and STOP_PROCESSING

Case 30:
/datum/game_mode/process()
- Base proc for game_mode process()s
- Not that necessary but I am leaving this for doc
  * I should consider giving game mode process()s a new name
- We shouldn’t return; return value isn’t even used lmao

Case 31:
/obj/item/clothing/shoes/clown_shoes/banana_shoes/combat/process()
- Responsible recharging the combat bananium shoes
- I think I can refactor this away but I am too lazy
  * TODO
- Don’t forget the Destroy()

Case 32:
/datum/game_mode/dynamic/process()
- I am not touching this since
  * people are tinkering with dynamic gamemode
  * and I don't like dynamemes
- LGTM(?) anyway

Case 33:
/obj/machinery/dominator/process()
- WHY ..()
- Breaking kills process anyway
- return PROCESS_KILL is actually more important for machines

Case 34:
/datum/game_mode/meteor/process()
- I'll tell you about the cursed thing about compile time optimizations
  * (var * 10 * 10) is *slower* than (var * (10 * 10))
- I have no idea why it looks like this, but I am leaving this
  * for posterity? Idk

Case 35:
/datum/game_mode/revolution/process()
- Culls unnecessary returns; let’s not confuse coders
- Removes != 0
- return values are a batshit. I need to take care of this…
  * in another PR, probably, soon-ish

Case 36:
/datum/game_mode/revolution/speedy/process()
- We don’t return

Case 37:
/obj/machinery/process()
- Automatic killer a la /datum/process
- The truth is, we don’t need this
  * Postmortem: This code is a ridiculous heap of legacy
  * This automatic killer is actually older(8 y/o)
    * ...than the killer at datum(5 y/o)
  * This thing should’ve been phased out 5 years ago
- Proper STOP_PROCESSING
- Guess it would be good to unify normal processing and SSmachines more

Postscript: I will Signal-lize badback quirk next commit

* 2020-11-24 Commit 1

Important:
- Bad back on_process won’t be signalized away since
  * there aren’t appropriate signals
  * and I don’t want to write another signal (COMSIG_MOB_EQUIP?)
    * …unless I somehow find a few other probable use cases
- porting tgstation/tgstation#51392 should be a different PR
- game_mode process() should be left alone

Case 38:
/obj/machinery/airlock_sensor/process()
- responsible for constant input of air info… like a good sensor
- DOES THIS GET TURNED OFF IN THE FIRST PLACE
- update_icon() on demand

Case 39:
/obj/machinery/advanced_airlock_controller/process()
- ..() in process() IS NOT A GOOD IDEA MOST OF THE TIME
  * In this case it kills the process, rendering this process moot
- BeeStation/BeeStation-Hornet#2059 ← how did this happen to Bee
- yogstation13/Yogstation#7906 ← the culprit
- Oh god oh fuck I am in pain why are doing this to me monster860
- Every time I review through a handful of cases to prepare a commit
  * I am subjected to a constant pain
- Trilemma ensues:
  * Keep doing this really slowly
  * Stop this shit right now
  * Be masochist
- This fix is going to create a tiny(?) bit of lag

Case 40:
/obj/machinery/computer/bank_machine/process()
- /obj/machinery/computer/process() is a whole new kind of weird shit
  * It is to be used to check whether it should run process() or not but
  * This proc doesn’t follow that lmao
- More and more I investigate the machine code
  * more and more I lose hope in humanity
- This process is responsible for siphoning process
- Early return for having no power; who didn’t think of this?

Okay, let’s wrap up this batshit:
- Currently, BROKEN flag is misused
  * The checks are all over the place
  * BROKENness prevents interaction whilst it still eats energy
  * Probably other shits will be dug up once I take a serious look
- Power consumption depends on process()
  * I am not joking they really do
  * So idle machines still get process()ed
  * And power consumption isn’t very well controlled in general
- The technical debt here is damn too high just kill me
- So things won’t be fixed in this PR
  * This PR then will focus on mis-codings on machinery process()s
  * FOR THE LOVE OF GIT STOP CALLING ..() EVERYWHERE AHHHHH

* 2020-11-25 Commit 1

Case 41:
/obj/machinery/bluespace_beacon/process()
- Responsible for… beacon?
- Plz keep icon updates sane
- The only thing that changes invisibility is hide()
  * and hide() obviously is sane
  * yet it always calls it
  * faded version isn't vital in the first place so I am doing this
  * See /obj/machinery/navbeacon code for more doc

Case 42:
/obj/machinery/cell_charger/process()
- Responsible for actual charging
- Problems in power usage and BROKEN check are present but,
  * as I said, I am not touching that now
- LGTM otherwise; update_icon here is necessary

Case 43:
/obj/machinery/clonepod/process()
- Responsible for cloning; oh god oh fuck
- Surprisingly LGTM

Case 44:
/obj/machinery/cryopod/process()
- Responsible for freezing people away (read: qdel)
- Proper Destroy()
- Otherwise LGTM

Case 45:
/obj/machinery/jukebox/process()
- Responsible playing and stopping music as needed
- Order of addition and removal can be reversed
  * so I am going to reduce the amount of list iteration
- return PROCESS_KILL
- SSobj bad, use SSmachines

Case 46:
/obj/machinery/jukebox/disco/process()
- Does the same as above except it also bops a lot
- LGTM

Case 47:
/obj/machinery/defibrillator_mount/process()
- Cell charger is 100%
  * I am not touching the balance here
- update_icon is sane and needed

Case 48:
/obj/machinery/dish_drive/process()
- Responsible for constant suction and occasional beaming
- Suction code doesn’t check for other nearby drives but I don’t care
- LGTM

Case 49:
/obj/machinery/droneDispenser/process()
- power_change code is duplicated
- Responsible for drone production; cycles through three modes
- Except the useless parent call, the code LGTM

Case 50:
/obj/machinery/fat_sucker/process()
- Responsible fat sucking and random trivia
- Oh boy powered() situation is a bit deranged
  * /obj/machinery/proc/power_change() handles NOPOWER flag nicely
    * ... and powered() isn’t to be used everywhere
  * But so many machinery codes to
  * Arghhh I will deal with this in a different PR
  * For now it’ll only be dealt with on process()
  * So this powered() will be is_operational()

* Simplifies meteor gamemode number

* Replaced lagacy with a shiny new comment

Co-authored-by: ike709 <ike709@users.noreply.github.com>
MC-003B pushed a commit that referenced this issue Dec 16, 2020
* THICKMATERIAL fixes (#2811)

* THICKMATERIAL fix

* THICKMATERIAL fix 2

* Removed commented code

* Typo


Typo2

* Automatic changelog generation for PR #2811 [ci skip]

* Automatic changelog compile [ci skip]

* Nar'sie and Rat'var don't like each other (#2938)

* Based

* Shakes the screens of everyone in the game

* Target becomminga clockie counts as being sacced

* Update code/modules/antagonists/clock_cult/clockwork_massive.dm

* Update code/modules/power/singularity/narsie.dm

Co-authored-by: PowerfulBacon <>
Co-authored-by: ike709 <ike709@users.noreply.github.com>

* Automatic changelog generation for PR #2938 [ci skip]

* Automatic changelog compile [ci skip]

* Fixes removing syringes while dead (#2975)

* fix

* good_idea

* Update code/datums/status_effects/debuffs.dm

Co-authored-by: PowerfulBacon <26465327+PowerfulBacon@users.noreply.github.com>

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* Automatic changelog generation for PR #2975 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Update radiation.dm (#3002)

* Automatic changelog generation for PR #3002 [ci skip]

* Automatic changelog compile [ci skip]

* fixes the invisible crate spawning (#3009)

* Automatic changelog generation for PR #3009 [ci skip]

* Automatic changelog compile [ci skip]

* Adds 16 random maintenance rooms (#2842)

* Auto stash before rebase of "origin/master"

* adds temp holding map

* adds 16 new maintenance rooms

* removes template map, whoops

* removes actual tesla ball gen

* Removes brown tiles from some random maints map idk

Co-authored-by: Triiodinegb <garryrobinson@freemail.com>

* Automatic changelog generation for PR #2842 [ci skip]

* Automatic changelog compile [ci skip]

* Update medicine.dm (#3012)

* Automatic changelog generation for PR #3012 [ci skip]

* Automatic changelog compile [ci skip]

* Proper QDEL_NULL for looping_sound (#3015)

* Automatic changelog generation for PR #3015 [ci skip]

* Automatic changelog compile [ci skip]

* Removes linkify from chat unless its manually turned on in to_chat (#3018)

* Update all_nodes.dm

* Removes linkify

* Revert "Update all_nodes.dm"

This reverts commit 1af4cfdeb2e5dad994518e31ae703ebb50552fc8.

Co-authored-by: PowerfulBacon <>

* Automatic changelog generation for PR #3018 [ci skip]

* Automatic changelog compile [ci skip]

* [Bounty] Crystalized Crossbreeds (Adamantine) (#2946)

* oh damn

* E

* E

* E

* E

E

* e

* fixes bluepsace

* rainbows now also relay their thingy

* E

* E

* E

* Update code/modules/research/xenobiology/crossbreeding/_structures.dm

Co-authored-by: PowerfulBacon <26465327+PowerfulBacon@users.noreply.github.com>

* Update code/modules/research/xenobiology/crossbreeding/crystalized.dm

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* Update code/modules/research/xenobiology/crossbreeding/_structures.dm

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* E

* E

* E

* E

* Apply suggestions from code review

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* Update code/modules/research/xenobiology/crossbreeding/_structures.dm

Co-authored-by: PowerfulBacon <26465327+PowerfulBacon@users.noreply.github.com>

Co-authored-by: PowerfulBacon <26465327+PowerfulBacon@users.noreply.github.com>

* Automatic changelog generation for PR #2946 [ci skip]

* Automatic changelog compile [ci skip]

* Fixes admanantine crossbreeds (#3022)

* oh damn

* E

* E

* E

* E

E

* e

* fixes bluepsace

* rainbows now also relay their thingy

* E

* E

* E

* Update code/modules/research/xenobiology/crossbreeding/_structures.dm

Co-authored-by: PowerfulBacon <26465327+PowerfulBacon@users.noreply.github.com>

* Update code/modules/research/xenobiology/crossbreeding/crystalized.dm

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* Update code/modules/research/xenobiology/crossbreeding/_structures.dm

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* E

* E

* E

* E

* Apply suggestions from code review

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* Update code/modules/research/xenobiology/crossbreeding/_structures.dm

Co-authored-by: PowerfulBacon <26465327+PowerfulBacon@users.noreply.github.com>

* E

* works now

Co-authored-by: PowerfulBacon <26465327+PowerfulBacon@users.noreply.github.com>

* Automatic changelog generation for PR #3022 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Stack max amount check (#3028)

* Automatic changelog generation for PR #3028 [ci skip]

* Automatic changelog compile [ci skip]

* fixes some bugs with adamantines (#3029)

* fixes

* E

* E

* Automatic changelog generation for PR #3029 [ci skip]

* Automatic changelog compile [ci skip]

* [GOON] Mob properties (#3001)

* [GOON] Mob properties

* Revert some of the macro abuse to the original PR's state

* Add the list to mobs

* Automatic changelog compile [ci skip]

* [s] XSS via invalid keypress protection (#3035)

* [PORT] restart votes check for deadmins (#3036)

* Update vote.dm

* Update vote.dm

Co-Authored-By: LatteKat <56778689+jupyterkat@users.noreply.github.com>

Co-authored-by: LatteKat <56778689+jupyterkat@users.noreply.github.com>

* oh god (#3034)

* Automatic changelog generation for PR #3036 [ci skip]

* Automatic changelog compile [ci skip]

* Service Speciality Modules, but it's working and tested (#2862)

* Revert "Automatic changelog compile [ci skip]"

This reverts commit 7402445.

* pull

* fixes

* they say I overcompensate

* small fix

* This one was just bothering me.

* fixed conflicts

* fix conflicts 2

* Medsec Hybrid Hud

Adds recipe to make Med/Sec Hybrid HUD. Also allows you to disassemble said medsec hud with a skrewdriver into sec+med hud.

* Revert "Medsec Hybrid Hud"

This reverts commit 31fe61b32d568ee631c6563941f5d39d4b879d7a.

* Revert "This one was just bothering me."

This reverts commit 4dcdd6d1874a9510a655dece30f5cbdabbb5614f.

* again

* again

* again

* Delete AutoChangeLog-pr-2858.yml

* Update changelog.html

* whoops

* Update code/game/objects/items/toys.dm

Co-authored-by: PowerfulBacon <26465327+PowerfulBacon@users.noreply.github.com>

* Update code/game/objects/items/robot/robot_upgrades.dm

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* Update code/game/objects/items/robot/robot_upgrades.dm

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* small fixes

* :)

* :)

* Update code/game/objects/items/toys.dm

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* Update code/game/objects/items/toys.dm

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* Update code/game/objects/items/toys.dm

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* Update code/game/objects/items/toys.dm

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* Update code/game/objects/items/toys.dm

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* Update code/game/objects/items/toys.dm

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* html fix in toys.dm

Co-authored-by: PowerfulBacon <26465327+PowerfulBacon@users.noreply.github.com>

* Sound fading subsystem, ambience fading. (#2680)

* very cool

* push

* Addresses qwerty's comments

* Update sound.dm

* Update sound.dm

Co-authored-by: PowerfulBacon <>

* Automatic changelog generation for PR #2680 [ci skip]

* Automatic changelog compile [ci skip]

* Fixes fucking floors (#2834)

* MarkSuckerberg and qwertyquerty did an oopsie

* h

* hh

Co-authored-by: Isaac <qwertytrogi@gmail.com>

* Automatic changelog generation for PR #2834 [ci skip]

* Automatic changelog compile [ci skip]

* Fixes Obsessed photo objective (#2875)

* Automatic changelog compile [ci skip]

* picture fixer (#51650)

Co-authored-by: ss13-beebot <56381746+ss13-beebot@users.noreply.github.com>

* fixes chapels mail and fixes mining disposals (#2914)

* fixes chapels mail and fixes minings disposals

* fixes deltas viro mail

* Automatic changelog generation for PR #2914 [ci skip]

* Make dangerous shuttles unbuyable + emags & hacking (#2920)

* Merge branch 'emag_shuttles' of https://github.com/Archanial/BeeStation-Hornet into emag-shuttles

* Shuttle buy msg prints auth id instead of real name

* More shuttle stuff

Adds arena to illegal, separates the naughty shuttles, changes text to be more fitting and generalized, changes the title to add an indication.

* Circuit board can now be hacked.

* comms circuit now has default description

* Update code/game/objects/items/circuitboards/computer_circuitboards.dm

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* Update code/game/objects/items/circuitboards/computer_circuitboards.dm

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* Update code/game/objects/items/circuitboards/computer_circuitboards.dm

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* Update code/game/machinery/computer/communications.dm

* Update code/game/machinery/computer/communications.dm

Co-authored-by: PowerfulBacon <26465327+PowerfulBacon@users.noreply.github.com>
Co-authored-by: ike709 <ike709@users.noreply.github.com>

* Automatic changelog generation for PR #2920 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* removes crashchem (#3037)

* Automatic changelog generation for PR #3037 [ci skip]

* Automatic changelog compile [ci skip]

* Adds a craftable charcoal pen (#3039)

* Automatic changelog generation for PR #3039 [ci skip]

* [PORT] Blob Minor Buffs (#2843)

* InitialPORT

* Remove Zombifying_pods.dm and adjust beestation.dme

* Removes Distributed Neurons and keep old Zombifying pods

* Remove a accidental line that was added

* Fixes and actually removes ability to take control of Blob spores

* Implementing all suggested changes from ike709

* Automatic changelog generation for PR #2843 [ci skip]

* Automatic changelog compile [ci skip]

* Removes monkey from rotation(again) (#3005)

* Automatic changelog generation for PR #3005 [ci skip]

* Automatic changelog compile [ci skip]

* it (#3044)

* Adds coordinate logging to admin spawn commands (#3043)

makes it easier to determine where items were spawned in at

* Automatic changelog generation for PR #3043 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* adds msg (#3056)

Adds a new admin message in case a borg or ai decides to delete the crew mainfest of someone.

* Automatic changelog generation for PR #3056 [ci skip]

* Microoptimizes isnum_safe() (#3055)

* Automatic changelog compile [ci skip]

* Revert "Microoptimizes isnum_safe() (#3055)" (#3058)

This reverts commit d2b0c1e.

* Miscellaneous Mob Improvements (#3053)

* Automatic changelog generation for PR #3053 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Crate animation fixes and refractoring (#3040)

* fixes and sphere coordinates

fixing a small sprite oversight of mine and switches from this patchwork coordinates to an actual spherical coordinate system

* removal of unneeded code and small tweak

* forgot to move that var override

* small tweak

* oops

moves the accidentally misplaced z axis from translation to scew

* lets keep this small

* ok lets leave this out

* ooops no idea how i missed that one

* Replaces /obj/screen with /atom/movable/screen (#2894)

* Automatic changelog generation for PR #3040 [ci skip]

* Adds a traitor spawn minor antagonist role, allows traitors to spawn on some gamemodes. (#2833)

* plop

* Update incursion.dm

* Update code/game/gamemodes/clock_cult/clockcult.dm

* Update code/game/gamemodes/cult/cult.dm

Co-authored-by: PowerfulBacon <>

* [PORT] Smooth Doors from Yogstation (#2987)

* Port+somefixes

* Speeds up animation and fixes some stuff

speeded up to 3.5 and adds a cut_overlays() to make sure access indicator overlayer don't stack also fixes some stuff with shuttle airlocks

* fixes notes pin overlayer

* change the sleep() from 4 to 2.5 to match the animation more

* Implement suggested changes and fixes

Removing the unneeded support for 512 implementing some suggested changes by ike and fixing a missing airlock icon bug for the external_arrival airlocks

* Removes an unneeded var and uses an already existing instead

Making an entire new var seems silly if i can just override an already existing var that actually is for this very reason instead

* Converts decals from components to elements (but it works this time) (#3046)

* Refactors decals to an element (#53922)

* Fixes

* Fixes decals (#53954)

* fixes

* moved

* Fixes decals causing 20k runtimes and blood not cleaning (#53967)

decals will unregister signals and wont try to clean twice

* Fixes

* Removes a duplicate decal from Box

* Ports core parts of tgstation/tgstation#47199

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>

* Refactors pre-existing update_overlay()s

* defib icon update code has been facelifted
* customizable food code has been just... "put aside"

* I am going to suppress this for now,
because blood decal is applied more than once

* This comment is a bit long but whatever

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Unknown <epicmail709@yahoo.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: ike709 <ike709@users.noreply.github.com>

* Automatic changelog generation for PR #2894 [ci skip]

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* Automatic changelog compile [ci skip]

* fix white ling icons (#3063)

* Automatic changelog generation for PR #3063 [ci skip]

* Fixes a records runtime (#3061)

* fix (#2999)

* Automatic changelog compile [ci skip]

* Gives Blood Brothers a good way to communicate (#3023)

* adds comm implant, gives comm implant to bb

* updates BB instruction text

* fixes typepath

* filter check, formatting, simplifies logic

* Automatic changelog generation for PR #3023 [ci skip]

* Automatic changelog compile [ci skip]

* fix (#3065)

* Automatic changelog generation for PR #3065 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic TGS DMAPI Update (#3074)

* make list reject illegals (#3076)

* Automatic changelog generation for PR #3076 [ci skip]

* Automatic changelog compile [ci skip]

* Sanitize tips (#3077)

* Update names.dm (#3081)

* Automatic changelog generation for PR #3081 [ci skip]

* Automatic changelog compile [ci skip]

* Update layermanifold.dm (#3082)

I have no idea why layer manifolds have worked

* Automatic changelog generation for PR #3082 [ci skip]

* Automatic changelog compile [ci skip]

* you can now VV atoms with invalid icons (#3083)

* Automatic changelog generation for PR #3083 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Mechs will now knock people down on melee, rather than make them unconcious. (#2785)

* Update

* Adds knockdown

Co-authored-by: PowerfulBacon <>

* Automatic changelog generation for PR #2785 [ci skip]

* Automatic changelog compile [ci skip]

* damp rag can clean microwave (#3068)

* Automatic changelog generation for PR #3068 [ci skip]

* fixes radiation filter breaking airlock filter (#3066)

* fixes radiation breaking airlock filter

* removes some now unneeded code

* small change regarding an honestly useless var define

* removing unneeded codeline

* Automatic changelog generation for PR #3066 [ci skip]

* Limbsnakes properly disember limbs (#2990)

* Update regenerate.dm

* costfix

* fix

* Automatic changelog generation for PR #2990 [ci skip]

* Automatic changelog compile [ci skip]

* Atmos components now nullifies node properly (#3089)

* Automatic changelog generation for PR #3089 [ci skip]

* Automatic changelog compile [ci skip]

* Update components_base.dm (#3090)

Prevents potential (read: probable) runtimes at qdel

* Random Processing Reviews: Part 1 (#2962)

* /obj/Destroy

* Actually does the long overdue TODO
* SA

* 2020-11-10 commit #1

Case #1:
/obj/item/tk_grab
- Unproblematic, fastprocess → icon_update; Do we really need this tho?
- Focus = null for safety
Case #2:
/obj/screen/alert/bloodsense/process()
- (will be repathed to /atom/movable/screen)
- SSprocessing → long-ass process()
    → GUI stuff; do we really need animate()?
- left unchanged
Case #3:
/obj/screen/alert/clockwork/clocksense/process()
- SSprocessing → short-ish process() → Basic desc
- (creation and removal is sane)
- Wrap-up: /obj/screen/alert/Destroy()
  * Removed duplicated `master = null`
  * Proper return ..() position on
    * /obj/screen/alert/clockwork/clocksense/Destroy() &
    * /obj/screen/alert/Destroy()
Case #4:
/datum/proc/process()
- automatic killer for aimless START_PROCESS
- obviously left unchanged
Case #5:
/datum/action/proc/Process()
- A proc to be overriden? Why?
- Removed; we already have /datum/proc/process()
Case #6:
/datum/action/cooldown/process()
- return PROCESS_KILL
Case #7:
/datum/action/item_action/chameleon/change/process()
- return PROCESS_KILL
Case #8:
/datum/forced_movement
- Looks alright
Case #9:
/datum/point/vector/processed
- Is this shit even used???
- Left as is since it might be used in the future
(inb4 staying unused til 2025)

* 2020-11-12

Case 10:
/datum/radiation_wave/process()
- Literally the centerpiece of radiation
- Each process step progresses radiation wave by one tile
  * … and the place it used be is then filled by subsequent wave
- Kat requested fix of tgstation/tgstation#42572
  * I will start working on it soon(tm)
- The code seems fine otherwise

Case 11:
/obj/effect/hallucination/simple/securitron
- Responsible for making securitron hallucination lifelike
- Too simple to review, IMO
- victim = null for safety

Case 12:
/datum/component/chasm/process()
- Responsible for “dropping” things every now and then, very greedily
- I am not going to refactor this obviously
- START_PROCESSING actually has sanity check,
   no problem with double START_PROCESSING
- return PROCESS_KILL

Case 13:
/datum/component/lockon_aiming/process()
- Responsible for keeping locks sane
- Looks sane, left as is

Case 14:
/datum/component/manual_blinking/process()
- Adminbus shit for now
- Responsible for warnings and damage
- Looks sane, left as is
- *Even checks for life and eye-ness of parent*

Case 15:
/datum/component/manual_breathing/process()
- Mostly ditto

Case 16:
/datum/component/mood/process()
- Responsible for sanity, nutrition, and hygiene’s miasma production
- NO MORE INFINITE SANITY AHHHHH

* 2020-11-18 Commit 1

Case 17:
/datum/component/nanites/process()
- Responsible for nanites.
- Is its own family; the /datum/nanite_program/proc/on_process()
  * Handles so much but only one on_process()
  * Things are generally good except some fuzzy cases where
    * Host is ded
    * Host is invalid as hell
    * etc etc
  * But I don’t care; LGTM

Case 18:
/datum/component/radioactive/process()
- Responsible for making irradiating objects irradiate
- THE GODDAMN prob(50)
  * wontfix
- We don’t need return PROCESS_KILL here since it qdels anyway
  * … and Destroy() shouldn’t meaninglessly STOP_PROCESSING

Case 19:
/datum/component/rot/process()
- Responsible for miasma production for whatever that rots
- For the love of god, write actual real Destroy()

Case 20:
/datum/component/rot/corpse/process()
- Special handling for corpse rots
- Seems good

Case 21:
/datum/component/spawner/process()
- Spawns mobs, yay
- stop_spawning(force) is in lieu of Destroy, mostly
  * Are we sure that the spawner never dies otherwise? I don’t know.

Case 22:
/datum/component/wet_floor/process()
- time_left_list doesn’t look sane; will investigate further
  * Nah, everything works as intended
  * I am not sure if we need bitflag and assoc list tortures

Case 23:
/datum/component/plumbing/process()
- return PROCESS_KILL
  * IMO it shouldn’t be reachable in the first place
  * Hey does this work well with GC? (probably yes)
- STOP_PROCESSING in disable() is alright

* Update code/game/objects/objs.dm

For clarity...! Parenthesis FTW

Co-authored-by: ike709 <ike709@users.noreply.github.com>

* 2020-11-21 Commit 1

Case 24:
/datum/component/plumbing/acclimator/process()
- Makes acclimator do nothing when empyting
- LGTM

Case 25:
/obj/structure/alien/flesh/node/process()
- Hey, it is that weird pink skin stuff
- Controls flesh expansion through expand()
- LGTM

Case 26:
/datum/element/earhealing/process()
- Only used by earmuffs
- I think we have enough tickchecks
- I should stop before looking at every CHECK_TICK usage and
  * just walk away AHHHHHHHHHHHHHH

Case 27:
/datum/status_effect/process()
- Responsible for qdeling status effects as needed
- LGTM

Case 28:
/datum/quirk/process()
- It too is its own family: on_process()
- /datum/quirk/jolly/on_process()
  * Sends positive mood event really really rarely:
  * once per avg. 2000 seconds, yet the mood effect only lasts 2 minutes
  * Seems a bit too rare for me, but now isn’t a time for that
- /datum/quirk/spiritual/on_process()
  * Actually really loops through every *living thing* nearby
  * ‘Holy people’ here is chaplain, inquisitor ERT chaplain & commander
  * … and people who used syndicate bible on themselves
  * From now on only real human can appear holy to spiritual people
  * Like, don’t be comforted by holy monkeys or roaches or something
- /datum/quirk/neet/on_process()
  * Checks hygiene for NEET stuff
  * I think I should start considering hygiene signals
- /datum/quirk/badback/on_process()
  * I want to replace this with signal but quirks aren’t components
  * So it gets to live
- /datum/quirk/blooddeficiency/on_process()
  * Just removes blood from the holder, oof
  * LGTM
- /datum/quirk/brainproblems/on_process()
  * Just damages brain over time
  * LGTM
- /datum/quirk/family_heirloom/on_process()
  * Constantly checks whether the holder has the heirloom
  * LGTM
- /datum/quirk/nyctophobia/on_process()
  * Oh boy can’t we just change the type of the quirk_holder?
  * Handles nyctophobia mood and makes nyctophboes walk in the dark (?!)
  * LGTM
- /datum/quirk/insanity/on_process()
  * Makes holder go mad when they have no mindbreaker toxin
  * Feels like madness() call is unnecessary
- /datum/quirk/social_anxiety/on_process()
  * Ah yes, the *thing*
  * Code is a l r i g h t , t r u s t m e
- /datum/quirk/junkie/on_process()
  * Piggybacks on addiction mechanics
  * Mostly just keeps persistent addiction going
  * LGTM
- /datum/quirk/junkie/smoker/on_process()
  * Picky smokers...
  * LGTM
- /datum/quirk/neat/on_process()
  * NEET, but… much less asocial
  * LGTM

* 2020-11-22 Commit 1

Case 29:
/area/process()
- OwO wats dis, Cyberboss?
- tgstation/tgstation#23566
- Saner placement of START_PROCESSING and STOP_PROCESSING

Case 30:
/datum/game_mode/process()
- Base proc for game_mode process()s
- Not that necessary but I am leaving this for doc
  * I should consider giving game mode process()s a new name
- We shouldn’t return; return value isn’t even used lmao

Case 31:
/obj/item/clothing/shoes/clown_shoes/banana_shoes/combat/process()
- Responsible recharging the combat bananium shoes
- I think I can refactor this away but I am too lazy
  * TODO
- Don’t forget the Destroy()

Case 32:
/datum/game_mode/dynamic/process()
- I am not touching this since
  * people are tinkering with dynamic gamemode
  * and I don't like dynamemes
- LGTM(?) anyway

Case 33:
/obj/machinery/dominator/process()
- WHY ..()
- Breaking kills process anyway
- return PROCESS_KILL is actually more important for machines

Case 34:
/datum/game_mode/meteor/process()
- I'll tell you about the cursed thing about compile time optimizations
  * (var * 10 * 10) is *slower* than (var * (10 * 10))
- I have no idea why it looks like this, but I am leaving this
  * for posterity? Idk

Case 35:
/datum/game_mode/revolution/process()
- Culls unnecessary returns; let’s not confuse coders
- Removes != 0
- return values are a batshit. I need to take care of this…
  * in another PR, probably, soon-ish

Case 36:
/datum/game_mode/revolution/speedy/process()
- We don’t return

Case 37:
/obj/machinery/process()
- Automatic killer a la /datum/process
- The truth is, we don’t need this
  * Postmortem: This code is a ridiculous heap of legacy
  * This automatic killer is actually older(8 y/o)
    * ...than the killer at datum(5 y/o)
  * This thing should’ve been phased out 5 years ago
- Proper STOP_PROCESSING
- Guess it would be good to unify normal processing and SSmachines more

Postscript: I will Signal-lize badback quirk next commit

* 2020-11-24 Commit 1

Important:
- Bad back on_process won’t be signalized away since
  * there aren’t appropriate signals
  * and I don’t want to write another signal (COMSIG_MOB_EQUIP?)
    * …unless I somehow find a few other probable use cases
- porting tgstation/tgstation#51392 should be a different PR
- game_mode process() should be left alone

Case 38:
/obj/machinery/airlock_sensor/process()
- responsible for constant input of air info… like a good sensor
- DOES THIS GET TURNED OFF IN THE FIRST PLACE
- update_icon() on demand

Case 39:
/obj/machinery/advanced_airlock_controller/process()
- ..() in process() IS NOT A GOOD IDEA MOST OF THE TIME
  * In this case it kills the process, rendering this process moot
- BeeStation/BeeStation-Hornet#2059 ← how did this happen to Bee
- yogstation13/Yogstation#7906 ← the culprit
- Oh god oh fuck I am in pain why are doing this to me monster860
- Every time I review through a handful of cases to prepare a commit
  * I am subjected to a constant pain
- Trilemma ensues:
  * Keep doing this really slowly
  * Stop this shit right now
  * Be masochist
- This fix is going to create a tiny(?) bit of lag

Case 40:
/obj/machinery/computer/bank_machine/process()
- /obj/machinery/computer/process() is a whole new kind of weird shit
  * It is to be used to check whether it should run process() or not but
  * This proc doesn’t follow that lmao
- More and more I investigate the machine code
  * more and more I lose hope in humanity
- This process is responsible for siphoning process
- Early return for having no power; who didn’t think of this?

Okay, let’s wrap up this batshit:
- Currently, BROKEN flag is misused
  * The checks are all over the place
  * BROKENness prevents interaction whilst it still eats energy
  * Probably other shits will be dug up once I take a serious look
- Power consumption depends on process()
  * I am not joking they really do
  * So idle machines still get process()ed
  * And power consumption isn’t very well controlled in general
- The technical debt here is damn too high just kill me
- So things won’t be fixed in this PR
  * This PR then will focus on mis-codings on machinery process()s
  * FOR THE LOVE OF GIT STOP CALLING ..() EVERYWHERE AHHHHH

* 2020-11-25 Commit 1

Case 41:
/obj/machinery/bluespace_beacon/process()
- Responsible for… beacon?
- Plz keep icon updates sane
- The only thing that changes invisibility is hide()
  * and hide() obviously is sane
  * yet it always calls it
  * faded version isn't vital in the first place so I am doing this
  * See /obj/machinery/navbeacon code for more doc

Case 42:
/obj/machinery/cell_charger/process()
- Responsible for actual charging
- Problems in power usage and BROKEN check are present but,
  * as I said, I am not touching that now
- LGTM otherwise; update_icon here is necessary

Case 43:
/obj/machinery/clonepod/process()
- Responsible for cloning; oh god oh fuck
- Surprisingly LGTM

Case 44:
/obj/machinery/cryopod/process()
- Responsible for freezing people away (read: qdel)
- Proper Destroy()
- Otherwise LGTM

Case 45:
/obj/machinery/jukebox/process()
- Responsible playing and stopping music as needed
- Order of addition and removal can be reversed
  * so I am going to reduce the amount of list iteration
- return PROCESS_KILL
- SSobj bad, use SSmachines

Case 46:
/obj/machinery/jukebox/disco/process()
- Does the same as above except it also bops a lot
- LGTM

Case 47:
/obj/machinery/defibrillator_mount/process()
- Cell charger is 100%
  * I am not touching the balance here
- update_icon is sane and needed

Case 48:
/obj/machinery/dish_drive/process()
- Responsible for constant suction and occasional beaming
- Suction code doesn’t check for other nearby drives but I don’t care
- LGTM

Case 49:
/obj/machinery/droneDispenser/process()
- power_change code is duplicated
- Responsible for drone production; cycles through three modes
- Except the useless parent call, the code LGTM

Case 50:
/obj/machinery/fat_sucker/process()
- Responsible fat sucking and random trivia
- Oh boy powered() situation is a bit deranged
  * /obj/machinery/proc/power_change() handles NOPOWER flag nicely
    * ... and powered() isn’t to be used everywhere
  * But so many machinery codes to
  * Arghhh I will deal with this in a different PR
  * For now it’ll only be dealt with on process()
  * So this powered() will be is_operational()

* Simplifies meteor gamemode number

* Replaced lagacy with a shiny new comment

Co-authored-by: ike709 <ike709@users.noreply.github.com>

* Automatic changelog generation for PR #2962 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* fix (#3091)

* Automatic changelog generation for PR #3091 [ci skip]

* Automatic changelog compile [ci skip]

* Removes a duplicate Chair on Metastation. (#3093)

* Festivities are a go (#3094)

Co-authored-by: Naevii <60577525+Naevii@users.noreply.github.com>

Co-authored-by: Naevii <60577525+Naevii@users.noreply.github.com>

* Automatic changelog generation for PR #3094 [ci skip]

* Automatic changelog compile [ci skip]

* Nanotrasen no longer hires minors (#3100)

* Automatic changelog generation for PR #3100 [ci skip]

* Automatic changelog compile [ci skip]

* Adds a new roundend sound (#3088)

* Automatic changelog generation for PR #3088 [ci skip]

* Automatic changelog compile [ci skip]

* Nerfs bumpslams (#3101)

* Nerfs bumpslams

* Rearrange things

* microoptimize while I'm here

* Grant stunned players a reprieve

* Automatic changelog generation for PR #3101 [ci skip]

* Automatic changelog compile [ci skip]

* Update PDA_types.dm (#3096)

* Automatic changelog generation for PR #3096 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* cleans out some active turfs on the CC z level (#3105)

* clans out some active turfs

* I missed some!

* Automatic changelog generation for PR #3105 [ci skip]

* Automatic changelog compile [ci skip]

* Fixes a var in the maps (#3118)

Co-authored-by: ike709 <sparebytes@protonmail.com>

* Automatic changelog compile [ci skip]

* Fastmos mapping improvements (#3006)

* sad

* more

* yes

* no_wallpipes

* wallpipes bad

* aaaa

* feex (#3007)

* Automatic changelog generation for PR #3006 [ci skip]

* Automatic changelog generation for PR #3007 [ci skip]

* Automatic changelog compile [ci skip]

* VV now actually shows icons (#3119)

* fuck

Co-authored-by: ike709 <ike709@users.noreply.github.com>

* imcodr

Co-authored-by: ike709 <ike709@users.noreply.github.com>

* fixes the captain getting midround traitor... lol (#3127)

Signed-off-by: Terra <terra@mcterra.id.au>

* Automatic changelog generation for PR #3127 [ci skip]

* More AT cleanup on CC and Lavaland Z Levels (#3112)

* clans out some active turfs

* I missed some!

* Cleans out lavaland ATs

* missed 3 turfs

* Automatic changelog compile [ci skip]

* Gives the top contributor a coder skirt (#3129)

* Gamer

* Almost fucked up

* Update code/modules/clothing/under/skirt_dress.dm

Co-authored-by: PowerfulBacon <>

* Automatic changelog generation for PR #3129 [ci skip]

* Automatic changelog compile [ci skip]

* Rejiggers hostile AI to only call oview once in ListTargets() (#3130)

* yeet (#3132)

* An attempt on fixing dynameme role protection (#3128)

* Revert #3127

This reverts commit b9f4c18.

* An attempt has been made to fix dynameme

* EOF

* Automatic changelog generation for PR #3132 [ci skip]

* Automatic changelog generation for PR #3128 [ci skip]

* Signed-off-by: Blue <Blueturbo47@gmail.com> (#3115)

Nya

* Improves self-harm message formatting. (#3126)

* added self harm message thing

* Update code/_onclick/item_attack.dm

Co-authored-by: PowerfulBacon <26465327+PowerfulBacon@users.noreply.github.com>

Co-authored-by: Isaac <qwertytrogi@gmail.com>
Co-authored-by: PowerfulBacon <26465327+PowerfulBacon@users.noreply.github.com>

* Automatic changelog generation for PR #3115 [ci skip]

* Automatic changelog generation for PR #3126 [ci skip]

* beaker contents announced (#3071)

* Automatic changelog generation for PR #3071 [ci skip]

* Automatic changelog compile [ci skip]

* Fixes coderskirt (#3133)

* Update _job.dm

* Update _job.dm

* Update uniform.dmi

* Update uniform.dmi

* Update uniform.dmi

Co-authored-by: PowerfulBacon <>

* Automatic changelog generation for PR #3133 [ci skip]

* Fixes pipes until the game stops yelling at me (#3125)

* good (#3086)

* Automatic changelog generation for PR #3125 [ci skip]

* Automatic changelog generation for PR #3086 [ci skip]

* Add some simple logging to quantum spin inverter  (#3062)

* Add logging to swapper

* add archaniel's suggestion but tweaked slightly

* Automatic changelog generation for PR #3062 [ci skip]

* Automatic changelog compile [ci skip]

* Update regenerative.dm (#2986)

Co-authored-by: PowerfulBacon <>

* Automatic changelog generation for PR #2986 [ci skip]

* Station bounced radio QOL (#3010)

* radio

* fix

* fix

* speaker toggle is now on CtrlShiftClick

* bool

* fix

* Automatic changelog generation for PR #3010 [ci skip]

* Automatic changelog compile [ci skip]

* ike hates fun (#3137)

* Revert "Fixes coderskirt (#3133)"

This reverts commit f6e48f8.

* Revert "Gives the top contributor a coder skirt (#3129)"

This reverts commit 8de6734.

* Automatic changelog generation for PR #3137 [ci skip]

* Automatic changelog compile [ci skip]

* Mentor Follow go bye-bye (#3117)

* Non-Observing Mentors now don't see the Follow button

* axed

* e

* Automatic changelog generation for PR #3117 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Decal fixes: (#3111)

* Decal elements now generate appearance only one time
  * Decal elements are bespoke elements so we can do it
* Shuttle movements are now handled properly (w/ the simplest fix)
* Rotation of decals via rotate_react now works
* Item blood decals are reworked to work a bit more consistently
  * I am too lazy to fully rework update_icon() system
  * But temporary solution would be ridiculously hacky
  * So item blood decal fix is going to be delayed
  * I might work on reworking update_icon() for that

* Automatic changelog generation for PR #3111 [ci skip]

* Automatic changelog compile [ci skip]

* Auto stash before merge of "master" and "origin/master" (#2995)

* Automatic changelog generation for PR #2995 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* adds cookie's homemade rum, adds it to maint loot (#3141)

* [s]Fix inverted check where if permanent rank changes were disabled in the config, all rank changes would instead always go to the db, even bypassing DBRANK checks. (#3139)

* Automatic changelog generation for PR #3141 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Fix a hallucination runtime (#3148)

* Automatic changelog generation for PR #3148 [ci skip]

* Automatic changelog compile [ci skip]

* first (#3144)

* Automatic changelog generation for PR #3144 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* [PORT] Ports tgstation/tgstation#51453 real quick (#3149)

* Ports tgstation/tgstation#51453 real quick

* Fixes turf atmos getting deleted.

* Moves the gas transfer procs to the gas mixture.

* Fixes emp act to behave like before

* Fixes tanks exploding

* prevents pipenet related warnings

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>

* Automatic changelog generation for PR #3149 [ci skip]

* Decreases non-traitor mime forcewall duration. Traitor mime forcewall is still very good. (#3067)

* Automatic changelog compile [ci skip]

* Fixes a damn CL change

gggg

Co-authored-by: ss13-beebot <56381746+ss13-beebot@users.noreply.github.com>

* fix (#3047)

* Automatic changelog generation for PR #3047 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* [Port] Ports the long-ranged atmos analyzer (#3054)

* ye

* gives the scanner to ce

* Automatic changelog generation for PR #3054 [ci skip]

* Automatic changelog compile [ci skip]

* yes (#3008)

* Automatic changelog generation for PR #3008 [ci skip]

* Automatic changelog compile [ci skip]

Co-authored-by: Victor <12621257+Victor239@users.noreply.github.com>
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Co-authored-by: ike709 <ike709@users.noreply.github.com>
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Co-authored-by: Triiodinegb <garryrobinson@freemail.com>
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Co-authored-by: Xenomedes <park246824@gmail.com>
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Co-authored-by: Gallyus <5572280+francinum@users.noreply.github.com>
Co-authored-by: TheFakeElon <millahoist7@gmail.com>
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This issue has been inactive for long enough to be automatically marked as stale. If this was a bug report and hasn't been addressed yet, and is still a probelm, please don't hesitate to notify a maintainer.

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