TG Pull 5/6/2026#1030
Draft
FalloutFalcon wants to merge 219 commits intoDarkPack13:masterfrom
Draft
Conversation
## About The Pull Request from the closed snowdin pr that was closed due to apathy. everything on the table is up for discussion and subject to change ## Why It's Good For The Game As of the itme of writing this for something called antag gear spawner the best thing you can hope to get is a syndicate toolbox or 15 raw diamonds, this changes that by adding instead just actual antag gear but not real antag gear- more so just loot in general. ## Changelog massive change just look at changed files :cl: add: added more things to the antag gear spawner /:cl:
## About The Pull Request Fixes materials orders being delivered in a box instead of a crate. The crate is billed as part of the order, subtracted from the order value, and boxes aren't eligible for the 200cr return credit. This results in a loss of 400 credits if there is an error in the order and the manifest is correctly stamped denied. ## Why It's Good For The Game Fixes materials orders correctly stamped 'Denied' resulting in a loss of 400 credits. ## Changelog :cl: LT3 fix: Fixed loss of credits for correctly denied minerals market cargo manifest fix: Cargo budget materials market orders arrive in crates as expected /:cl:
## About The Pull Request The ERT wing of Centcom (the west-most part with the briefing room, commander's office and the ferry bay) has been updated to make it more up-to-date with the decoration tools that we have, as well as make it easier for admins to control where their ERTs go. Case in point: <img width="539" height="749" alt="image" src="https://github.com/user-attachments/assets/d9d934f3-8eb8-44a1-96c5-5e5d1c5c50bb" /> The pod bay now has direct access to the briefing room! This door starts bolted by default, but there's also four handy buttons in officer's portion of the briefing room that control bolts for the hallway doors, pod bay doors, the quick access into the briefing room, _and_ a button that open/closes the hallway shutters as well. There's also a regular ID console to allow for changes to be made to IDs outside of the central command access. This makes it a lot easier to get ERTs into the fray a lot quicker, rather than having to herd them through the hallway then back into the pod bay if things have already hit the fan. Other small changes include an extra C4 in the armory, moving the lights in the pod bay to underneath the windows (so that it no longer tries to pod out the floor lights when you send your ERT), a mechanical toolbox and some assorted medkits available in the briefing room... There's a few other things too, but nothing too drastic! I tried to keep the same-ish layout overall. <img width="991" height="929" alt="centcom" src="https://github.com/user-attachments/assets/7151be4a-f01c-4ee6-ad68-6c284fa8dd30" /> ## Why It's Good For The Game CentCom has remained relatively the same ever since I joined back in 2019, and I felt like we're at the point where so many of our systems and visuals have come so far and centcom has been relatively left behind. Central Command is where a lot of event roles start and the briefing room is incredibly useful for giving a team the low-down of what's happened - or any member of the station that's been extracted from the station. Updating the briefing room and most of the wing around it gives it a fresh coat of paint, and will hopefully allow players & admins more roleplay opportunities overall. Opening up a door directly into the ERT bay and giving the briefing officer several buttons to control which doors are bolted also makes it way easier for admins to herd an ERT. ## Changelog :cl: map: Centcom's ERT wing has been updated, including a new door that leads directly to the pod bay and buttons to control the doors! /:cl:
…834) Closes #95833 Hopefully this will reduce dependabot spam and actually tie it to a set version that can be audited at https://github.com/robinraju/release-downloader/releases/tag/v1.13. I think this had to be on some sort of interstital version due to Node version changes but now that a proper release was made an hour ago that we should be fine.
## About The Pull Request Fixes https://github.com/tgstation/tgstation/actions/runs/24643489491 Fixes https://github.com/tgstation/tgstation/actions/runs/24058690318 Storing the string as environment variable removes the need to runtime decode the value which causes double slashes // to be decoded as a single slash / which breaks the json string ## Changelog N/A
## About The Pull Request 2 years ago i added this item. 2 years ago i set its price at 3000 points, i dont remember why cause this was 2 years ago. ## Why It's Good For The Game i talked to a few (1) miner players regarding this, the feedback i got was that, for a minor QoL tool, it was a bit too expensive for what it does. Especially now that theres more viable/accessible ways of traversing lava, ive decided to knock its price down a bit hopefully to make it more worthwhile. ## Changelog :cl: balance: the grapple gun's price has been reduced to 1500 points /:cl:
## About The Pull Request Refactor the majority of the current gasmix mole change use cases into a proc called adjust_gas which simply adds the designated mole count of the species into the gas mix while also handling asserting the gas and garbage_collect() I also added adjust_multiple_gases and convert_gas() for modifying multiple gases and within a gasmix ## Why It's Good For The Game Lemon wanted this to be done as part of the air group refactor ## Changelog :cl: refactor: refactored majority of gas_mix mole change into adjust_gas() proc /:cl:
## About The Pull Request <details><summary> big purple dinosaur clogging up the runtime logs </summary> <img width="600" height="400" alt="v7N2LciICX" src="https://github.com/user-attachments/assets/e9955159-caa2-4e86-862a-43c295bd31be" /> </details> The issue is, the `contents` of items checked by `get_surroundings()` are assumed to be `/obj/item` which is a false assumption. So this just adds typechecking so that we don't runtime here and break crafting in the vicinity. This is a bad spot to runtime because it will stop materials from being picked up by the crafting menu, preventing crafting from being possible. <details><summary> before </summary> <img width="1786" height="162" alt="tracy-profiler_Fk2WSoYG5t" src="https://github.com/user-attachments/assets/dc8f04a5-0f68-41d3-9e90-20e075ef68b4" /> </details> <details><summary> after </summary> <img width="1767" height="176" alt="tracy-profiler_gHRDdRMMqo" src="https://github.com/user-attachments/assets/a50ad290-153f-4ab6-9c6b-74fc43efaa4f" /> </details> I profiled this both before and after these changes in the same exact spot, surrounded by 70 electrical toolboxes, and the impact is negligible (actually appears to be ~7.5% faster, interestingly). ## Why It's Good For The Game ## Changelog :cl: fix: fixes an issue where raptor chicks and other non-items appearing in item contents would prevent any personal crafting in the vicinity /:cl:
## About The Pull Request Spacers who manage to get nograv on a planet are given a positive moodlet, and are considered in space for their buffs/debuffs ## Why It's Good For The Game I don't remember if I was opposed to this in the past or why I didn't make it work this way in the first place. It's sensible that, if you manage to disable your own gravity, all of the negative effects (which are tied to you feeling heavy gravity) would be lifted. ## Changelog :cl: Melbert add: Spacers who manage to get nograv while on a planet are given a positive moodlet, and are considered in space for the purpose of their buffs/debuffs /:cl:
## About The Pull Request The "Create Black Market Item" verb now needs an input so that it doesn't try and crash the client. The verb also has a few extra bits of cleanup. Successful completion of the verb will now alert admins that it's been added to the market. ~~This also adds an additonal admin verb, "View Blackmarket", which will allows you to view a blackmarket UI with all the currently loaded items. (I HAVE YET TO MAKE THIS WORK WITH MY CURRENT STRATEGY, HENCE THIS PR BEING A DRAFT).~~ Removed due to taking too long. ## Why It's Good For The Game Better admin ui/ux, fewer ways to accidently crash your game from viewing all `/obj`s in the game, and allows for more admin interaction with the black market which the original PR intended to do. ## Changelog :cl: fix: More safeguards were added to the admin "Create Black Market Item" verb. /:cl:
## About The Pull Request See tgstation/discord-notify#1 (comment) Fixes all warning in https://github.com/tgstation/tgstation/actions/runs/24754317912. Either we use the `main` branch or create a new tag and I'll update it in this PR ## Changelog N/A
…811) ## About The Pull Request Bumps ``tgui-core`` to ``5.10.0`` Converts the plane search dropdown into a proper text input for easier searching on multiz planecube assemblies. <img width="406" height="288" alt="image" src="https://github.com/user-attachments/assets/17934c3b-167b-467a-a420-0c1a7260715e" /> ## Why It's Good For The Game Need this for my evil developer plans ## Changelog :cl: admin: Planemaster Debugger now has a text search input to locate and jump to planes /:cl:
## About The Pull Request Admins can disable ongoing or start meteor mode in the secrets menu ## Why It's Good For The Game Only other way is doing it mid round is manually, which is wack ## Changelog :cl: Melbert admin: Adds toggle for meteor mode in secrets /:cl:
…ering [no gbp] (#95809) ## About The Pull Request This doesn't actually have any negative consequences here, but any downstreams might notice some issues if they make use of the `get_icon_state()` proc. ## Why It's Good For The Game Fixes an oversight, I'm blind and overlooked this one. ## Changelog Nothing placer-facing
## About The Pull Request April 26th is Chernobyl Disaster Remembrance Day There are no colored tiles or posters associated, but it does have station prefixes. Also as an added effect, radiation storms are twice as likely to trigger randomly, and multiple can trigger in one round. ## Why It's Good For The Game Today is the 40th anniversary of the Chernobyl disaster and I feel it would be somewhat fitting as an in game holiday given our game's propensity to have reactor meltdowns (and also the Space Soviet Union existed in the lore so I imagine they'd carry the tradition out to the Spinward Sector) ## Changelog :cl: Melbert add: April 26th is Chernobyl Disaster Remembrance Day. /:cl:
## About The Pull Request Ports our optimizations to the version of ghost runechat introduced by tgstation/tgstation#95223 Instead of looping through all the mobs a second time it will do it in deadchat_broadcast(). Also adds a global for if drunechat is enabled/disabled and an admin verb for toggling it on or off. <details><summary>still works</summary> <img width="330" height="220" alt="dreamseeker_kkNBPBjbMv" src="https://github.com/user-attachments/assets/4706ad98-fafe-4f88-9de0-6b72983ab044" /> </details> ## Why It's Good For The Game Better option for performance ## Changelog :cl: code: speeds ghost runechat up a bit, and makes it show as italic admin: adds a 'toggle dead runechat' admin verb in case you need to disable it midround for an event or something /:cl:
…y (#95878) ## About The Pull Request Originally this PR was just supposed to split blob's "start victory" thing into its own proc and add an extra check that could be overridden, both for downstreams because a friend asked, but then I thought "wouldn't it be funny if you could varedit a blob to not end the round on critical mass?" so now we're here. Anyways, it's about what it says on the tin. Blobs now have a variable, `end_round_on_victory`, which defaults to TRUE (preserving current behavior). Setting it to 0/FALSE: - Makes the blob no longer gain infinite points upon reaching critical mass - Makes it announce an "emergency containment activation" instead of killing everyone if it does hit critical mass - Prevents the blob from expanding over the blob victory count (400 by default). - ...basically does nothing else. (You're still going to have to manually remove the blob from SSshuttle's hostile environments list!) ## Why It's Good For The Game Maybe you want to jumpscare the station with a giant fight they have to take but then not actually kill them in the sake they don't actually win. You could make an event out of this (said in the same cadence as "You could make a religion out of this"), probably. ## Changelog :cl: admin: Admins can now varedit blob overminds (the eye mob) to not kill everyone on the station if they hit critical mass. (Admins will still have to remove the blob from the shuttle subsystem's "hostile environments" tracker, though.) /:cl: --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
… in preferences (#95904) Fixes tgstation/tgstation#95860 (comment). Thank you to @leaKsi for isolating it React lints would've caught this--components not being components'd properly and then an inline callback ended up causing a bunch of re-renders. I didn't test shit --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
## About The Pull Request ~~I saw this when I was debugging something else, and thought it was my fault.~~ ~~Nope - turns out this has been happening for who knows how long. I was able to very reliably reproduce it in my env downstream so went ahead and pushed a fix to this while I am working on something unrelated, I have tested it and seems to be gone.~~ ~~populateOptions function was being passed as an inline arrow function from the caller, which created a new function reference on every render. Since it was listed as a dependency in useEffect, the effect re-ran on every render, which called setDropdownOptions, which triggered a re-render, which created a new function reference... and so on~~ Building off of the fix Mothblocks made in tgstation/tgstation#95904 this goes a step further and nukes that useEffect while we are at it ## Why It's Good For The Game ## Changelog Nothing player-facing
…tg-pull-5-6-2026
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
About The Pull Request
Pulls the latest TGStation commits to keep us up-to-date
Please dont squash this one!!!
Highlights include:
Busting my balls because they reworked time pretty heavy and im needing to revert a fair few parts of the pr (its a good pr just not for us). Its prob gonna cause a few odditys, primarly, they shifted the alot of timestamps to be the "time of the round" rather then time of day ic/ooc
Cute signboards
Ghost have runechat (or better runechat)
Why It's Good For The Game
MODERN CODE
Changelog
🆑 Beautiful TG coders
code: TG Pull. Thank you TG.
/:cl: