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TG Pull November 2025#324

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XeonMations merged 521 commits into
DarkPack13:masterfrom
FalloutFalcon:nov-tg-pull
Nov 26, 2025
Merged

TG Pull November 2025#324
XeonMations merged 521 commits into
DarkPack13:masterfrom
FalloutFalcon:nov-tg-pull

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@FalloutFalcon
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@FalloutFalcon FalloutFalcon commented Nov 25, 2025

About The Pull Request

Pulls the latest TGStation commits to keep us up-to-date
Please dont squash this one!!!

Highlights include:
A few of my prs got merged c:
Puce
Handcrafted spears fall apart? Might expand this for ghetto crafting stuff.

Why It's Good For The Game

MODERN CODE

Changelog

🆑 Beautiful TG coders
code: Monthly TG Pull. Thank you TG.
/:cl:

lessthnthree and others added 30 commits November 13, 2025 00:34
## About The Pull Request

Adds a wood biological type for limbs and adds internal descriptions for
flesh and wood.

## Why It's Good For The Game

Fixes #93889

## Changelog

:cl: LT3
fix: Peg limbs are now internally classified as wooden
/:cl:
…880)

## About The Pull Request

Makes the base builder console "you can't build here" response thing say
the name of the area, rather than the path

## Why It's Good For The Game

You can't build within area/shuttle/auxillary_base

## Changelog
:cl:

spellcheck: Auxbase construction console says the name of the area
rather than the path in failure messages

/:cl:

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
…e blob tiles (#93893)

## About The Pull Request

See title.
## Why It's Good For The Game

Closes #84270. Blob minions can no longer attack blob tiles, but this
takes care of them getting free healing from the blob while fighting its
minions.
## Changelog
:cl: Rhials
fix: Non-blob-spawned blob minion mobs can no longer traverse blob
tiles.
/:cl:
## About The Pull Request

Fixes #92445 
The animation was not playing properly due to a small bug in the code.
This PR fixes the animation, making it play throughout the process of
emagging a door instead of the sparks disappearing and opening.

<img width="269" height="566" alt="emagAniFix1"
src="https://github.com/user-attachments/assets/2bac41e9-c9b2-4037-b673-e83a00fdbc3d"
/>
Oh noes, I captain but can't use door?
.
.
.
.
.
.
.
.
<img width="242" height="558" alt="emagAniFix2"
src="https://github.com/user-attachments/assets/cf0ad0ff-a179-4b77-9981-5c990d6a4e1b"
/>

Break everything.

## Why It's Good For The Game

Animation bug fix for using Doorjack.

## Changelog

:cl:Soot-IX

fix: eMagging doors didn't display proper animation. Now doors more
sparkly when Doorjacked.

/:cl:
## About The Pull Request

Improves stack trace for non-hallucinations being passed to
`cause_hallucination`
## About The Pull Request

Adds a control button for visitation shutters
## Why It's Good For The Game

For whatever reason Icebox perma has been missing a shutter control
button for a while, now it has one.


https://github.com/user-attachments/assets/78f544c7-6e85-4bae-9e33-ae064cad510d
## Changelog
:cl:
map: adds visitation shutter control button to icebox perma
/:cl:
…component/houlihan_teleport (#93810)

## About The Pull Request

Isolates signpost teleport code into a component
`/datum/component/houlihan_teleport`, which takes a question argument
and a list of zlevels.
Removes `/obj/structure/no_effect_signpost` and turns existing mapped-in
instances into `/obj/structure/signpost`s
Adds/documents/fixes some attack signals that were added to the element

## Jebediah
<img width="100%" alt="image"
src="https://github.com/user-attachments/assets/b227e5bd-1c93-41b3-b87f-1a559cf81112"
/>


## Changelog

:cl:
refactor: Signposts have had their code improved internally. Please make
an issue if a signpost that should teleport you no longer can.
/:cl:
…rific (#93867)

## About The Pull Request

Allows users to edit color matrix filters and layered filters'
transforms through Filterrific, which were the two last unsupported
filter fields. The menus are pretty minimal, but you shouldn't be
touching them if you don't know what you're doing anyways.


https://github.com/user-attachments/assets/e87447f3-e5d6-4f6c-a8e4-bf50a1d5fa79

## Why It's Good For The Game

Makes our tooling actually work

## Changelog
:cl:
admin: Implemented color matrix and transform modification support for
Filterrific
/:cl:
…'t work well in vacuums (#93866)

## About The Pull Request
Turns out ear protection was subtracting the values rather than adding
them to the protection, and I didn't notice that much until later (now).
Also flashbangs don't have much of a bang (flashbangs without the bang
basically) when there's no air.

## Why It's Good For The Game
Also everyone should know that IRL sounds don't work well in vacuums cuz
there are no molecules to carry sound waves around. Unfortunately we are
not so refined about it in game, which is a fucking shame. This is a
very simplistic implementation than anything. The fact that I'm adding
it to this PR as well is because being in a vacuum gives you plenty of
sound protection now. It's about *some* consistency.

## Changelog

:cl:
fix: Fixes ear protection equipment doing nothing. 
balance: Detonating a flashbang in space or any environment with little
to no air no longer stuns anyone NOT on the same tile as the flashbang
with loud bangs. Flashing still works as intended though.
/:cl:
## About The Pull Request
Makes space vines properly respect armor and protective equipment that
they previously ignored:
- Toxic vines check for full-body protective with thick material cloths.
- Thorns vines now respects armor.
- Minor code readability improvements.
## Why It's Good For The Game
It doesn't make sense that toxic vines could poison me in a fully sealed
spacesuit or bio-suit. Respecting armor is always good for game balance.
## Changelog
:cl:
balance: Thorns kudzu vines respects armor.
balance: You can protect yourself from toxic kudzu vines by fully
covering your body with thick clothing. However, this won't help against
toxic thorns.
/:cl:
## About The Pull Request

Moves all blood handling into procs and adds ways to easily hook into
basically every basic blood behavior.

This PR is not meant to fix every single case of janky blood logic in
the game. The main point and motivation of this PR is to add hooks for
blood behaviors. This allows for way more flexibility with blood code.

I am not going to fix our 3000 instances of single-letter vars, wacky
blood transfers, etc. This is just the groundwork for future PRs to
build off of, and by itself, should do very little to change blood
behavior.

I also added a rigorous set of unit tests for verifying that all of the
basic blood volume procs work correctly.

## Why It's Good For The Game

Previously, blood was handled via directly reading/writing
[var/blood_volume]. This was INCREDIBLY inconsistent and there was no
way to hook into it. This PR makes blood handling way more consistent,
which is great for all sorts of features.
## About The Pull Request

What it says on the tin.

## Why It's Good For The Game

This is obviously the incorrect icon state.

## Changelog
:cl:
fix: Ashen bows look like they are actually made from bone.
/:cl:
## About The Pull Request

Viscerator has PASSMOB, but doesn't respect the flag. Fixes possible
oversight.
Adds flags PASSMACHINE && PASSFLAP.

## Why It's Good For The Game

PASSMOB:
- Possible oversight - Supposed to be respecting the PASSMOB flag

PASSMACHINE && PASSFLAP:
- Realistically manhacks would be able to fly over machines, and fly
through flaps

## Changelog

:cl: ArchBTW
balance: viscerators get PASSMACHINE && PASSFLAP
fix: viscerators respect the PASSMOB flag
/:cl:
@dwinters99
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Puce

primarly, readds some sprites to the lighting master file and adds directional defines for most of our wallmounts
@chazzyjazzy
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from the linters:

[18:03:58] Runtime in code/datums/components/wall_mounted.dm,118: /obj/structure/sign/city/store/gummaguts Could not find attachable object at /area/vtm/interior/shop (131,146,2) (131,147,2)
proc name: stack trace (/proc/_stack_trace)
src: null
call stack:
stack trace("/obj/structure/sign/city/store...", "code/datums/components/wall_mo...", 118)
Gumma Guts (/obj/structure/sign/city/store/gummaguts): find and hang on atom(0, 1)
Gumma Guts (/obj/structure/sign/city/store/gummaguts): LateInitialize()
Atoms (/datum/controller/subsystem/atoms): InitializeAtoms(null, null)
Atoms (/datum/controller/subsystem/atoms): Initialize()
Master (/datum/controller/master): init subsystem(Atoms (/datum/controller/subsystem/atoms))

for runtimetown
not sure how its related to this, like, do i just merge it or is it a map thing with runtimetown or...

@FalloutFalcon
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image I forget to remove the non-directional one.

@XeonMations XeonMations added this pull request to the merge queue Nov 26, 2025
@XeonMations XeonMations removed this pull request from the merge queue due to the queue being cleared Nov 26, 2025
@XeonMations XeonMations added this pull request to the merge queue Nov 26, 2025
Merged via the queue into DarkPack13:master with commit 1500715 Nov 26, 2025
23 checks passed
darkpack13-api Bot added a commit that referenced this pull request Nov 26, 2025
github-actions Bot added a commit that referenced this pull request Nov 26, 2025
@FalloutFalcon FalloutFalcon deleted the nov-tg-pull branch January 13, 2026 16:48
chazzyjazzy pushed a commit to chazzyjazzy/SecondCity that referenced this pull request Jun 3, 2026
* me when i sprite

* it EXISTS it is REAL

* fiery burny pellets and supply stuff

* oopsie doopsie i forgot a slash

* expensiver

* BEGIN AGAIN
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