Darkpack Pull 4/24/2026#44
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FalloutFalcon merged 539 commits intoApr 24, 2026
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## About The Pull Request See title. I looked pretty hard and only found these as having this issue. ## Why It's Good For The Game I'm mostly working off of other peoples wisdom here but `rank` is a reserved word in sql, and as we do in MOST of our other querys. backticking it prevents that from being an issue (and therefore fixes some sql errors that CAN happen depending on version (my issues happened with mysql, but apparently dont occur with heididb)) ## Changelog ~~N/A as i dont acctually think this happens in TG rn unless yalls housekeeping tab on the admin panel is broken as well.~~ :cl: fix: A handful of permissions panel querys now work again /:cl:
## About The Pull Request Dont show swap hand tutorial if you only have 1 hand as you cannot complete it. ## Why It's Good For The Game Someone on a downstream had an issue where it kept showing them the tutorial but they could not complete it as they play a character with only 1 arm. Could prob extend this to a disabled limb as well.. dunno. ## Changelog :cl: fix: The swap hand tutorial wont be shown to someone missing a hand /:cl:
## About The Pull Request Currently some status effects use mob as first argument in ``refresh()``, others typepath. By default ``effect`` typepatch argument is expected: https://github.com/tgstation/tgstation/blob/b2d8ee3fccfda9244ca3d33890b0f0ae15c623ef/code/datums/status_effects/_status_effect.dm#L187 So i changed it for ``effect`` everywhere and fixed ``apply_status_effect()``. There is probably no point in this argument anyway, maybe for some cursed scenario with several status effects with the same ``id``. But there is no point in the mob either - we already have it set as ``owner`` in the refreshing status_effect. I have not tested it, but should not break anything.
## About The Pull Request seems like it was asking for a key since it was a subtype of /obj/vehicle/ridden/lavaboat, so i set it s key_type to null ## Why It's Good For The Game gbp pog. fixes #95634 ## Changelog :cl: fix: Deleted the misleading key request for the dragon lavaboat /:cl:
## About The Pull Request Adds 2 hoodie variants, the pullover and the zip-up. Both recolorable via GAGs. Both available in the clothesmate and in loadout. (90% "vibe-coded" ((SORRY!!)) but thoroughly tested with no issues*) *ok one little issue being recoloring a hoodie with a spraycan does not recolor the hood and you need to also spray the hood itself to color it. a problem that has already existed in the codebase and i was unable to find a fix for. ###### Pullover hood-down / Pullover hood-up with random recolors underneath. <img width="192" height="192" alt="dreamseeker_3DwQU9FPb2" src="https://github.com/user-attachments/assets/fce54ba7-138f-4961-ad87-de072fa1ab55" /> ###### Zipup unzipped hood-down / Zipup unzipped hood-up / Zipup zipped hood-down / Zipup zipped hood-up with random colors underneath. <img width="320" height="192" alt="dreamseeker_COJPWnFa84" src="https://github.com/user-attachments/assets/b91ba86f-36cc-4c89-99aa-c6848554ea1c" /> ## Why It's Good For The Game Hoodies are a staple to many and have been requested frequently over the years. ## Changelog :cl: image: Hoodies! Both pullover and zip-up hoodies are available in the clothesmate and in loadouts! /:cl:
## About The Pull Request Weakpoints have a few things adjusted on them to result in more expected behavior. * They now have infinite move resistance to avoid being thrown by explosions, as well as being thrown into space. * The function for spawning and propagating a crack has been adjusted to avoid propagating over space tiles. * Weakpoints now animate their spawning in, in order to look more natural when observed. * Weakpoints now start on a lower layer to avoid being above cables, pipes, etc. ## Why It's Good For The Game It bugged me that weakpoints could spawn onto/be moved onto space tiles and I made this as an attempt to prevent that from happening as much as possible. Also tweaks a few of the functional/visual aspects of the cracks to be both more obvious as well as look more pleasing when you see one spawn in. ## Changelog :cl: fix: Weakpoints have more safeguards to prevent them from spawning onto space. image: Weakpoints now have an animation to spawn in with. /:cl:
Bumps [actions/github-script](https://github.com/actions/github-script) from 8 to 9. <details> <summary>Release notes</summary> <p><em>Sourced from <a href="https://github.com/actions/github-script/releases">actions/github-script's releases</a>.</em></p> <blockquote> <h2>v9.0.0</h2> <p><strong>New features:</strong></p> <ul> <li><strong><code>getOctokit</code> factory function</strong> — Available directly in the script context. Create additional authenticated Octokit clients with different tokens for multi-token workflows, GitHub App tokens, and cross-org access. See <a href="https://github.com/actions/github-script#creating-additional-clients-with-getoctokit">Creating additional clients with <code>getOctokit</code></a> for details and examples.</li> <li><strong>Orchestration ID in user-agent</strong> — The <code>ACTIONS_ORCHESTRATION_ID</code> environment variable is automatically appended to the user-agent string for request tracing.</li> </ul> <p><strong>Breaking changes:</strong></p> <ul> <li><strong><code>require('@actions/github')</code> no longer works in scripts.</strong> The upgrade to <code>@actions/github</code> v9 (ESM-only) means <code>require('@actions/github')</code> will fail at runtime. If you previously used patterns like <code>const { getOctokit } = require('@actions/github')</code> to create secondary clients, use the new injected <code>getOctokit</code> function instead — it's available directly in the script context with no imports needed.</li> <li><code>getOctokit</code> is now an injected function parameter. Scripts that declare <code>const getOctokit = ...</code> or <code>let getOctokit = ...</code> will get a <code>SyntaxError</code> because JavaScript does not allow <code>const</code>/<code>let</code> redeclaration of function parameters. Use the injected <code>getOctokit</code> directly, or use <code>var getOctokit = ...</code> if you need to redeclare it.</li> <li>If your script accesses other <code>@actions/github</code> internals beyond the standard <code>github</code>/<code>octokit</code> client, you may need to update those references for v9 compatibility.</li> </ul> <h2>What's Changed</h2> <ul> <li>Add ACTIONS_ORCHESTRATION_ID to user-agent string by <a href="https://github.com/Copilot"><code>@Copilot</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/695">actions/github-script#695</a></li> <li>ci: use deployment: false for integration test environments by <a href="https://github.com/salmanmkc"><code>@salmanmkc</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/712">actions/github-script#712</a></li> <li>feat!: add getOctokit to script context, upgrade <code>@actions/github</code> v9, <code>@octokit/core</code> v7, and related packages by <a href="https://github.com/salmanmkc"><code>@salmanmkc</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/700">actions/github-script#700</a></li> </ul> <h2>New Contributors</h2> <ul> <li><a href="https://github.com/Copilot"><code>@Copilot</code></a> made their first contribution in <a href="https://redirect.github.com/actions/github-script/pull/695">actions/github-script#695</a></li> </ul> <p><strong>Full Changelog</strong>: <a href="https://github.com/actions/github-script/compare/v8.0.0...v9.0.0">https://github.com/actions/github-script/compare/v8.0.0...v9.0.0</a></p> </blockquote> </details> <details> <summary>Commits</summary> <ul> <li><a href="https://github.com/actions/github-script/commit/3a2844b7e9c422d3c10d287c895573f7108da1b3"><code>3a2844b</code></a> Merge pull request <a href="https://redirect.github.com/actions/github-script/issues/700">#700</a> from actions/salmanmkc/expose-getoctokit + prepare re...</li> <li><a href="https://github.com/actions/github-script/commit/ca10bbdd1a7739de09e99a200c7a59f5d73a4079"><code>ca10bbd</code></a> fix: use <code>@octokit/core/</code>types import for v7 compatibility</li> <li><a href="https://github.com/actions/github-script/commit/86e48e20ac85c970ed1f96e718fd068173948b7b"><code>86e48e2</code></a> merge: incorporate main branch changes</li> <li><a href="https://github.com/actions/github-script/commit/c1084728b5b935ec4ddc1e4cee877b01797b3ff9"><code>c108472</code></a> chore: rebuild dist for v9 upgrade and getOctokit factory</li> <li><a href="https://github.com/actions/github-script/commit/afff112e4f8b57c718168af75b89ce00bc8d091d"><code>afff112</code></a> Merge pull request <a href="https://redirect.github.com/actions/github-script/issues/712">#712</a> from actions/salmanmkc/deployment-false + fix user-ag...</li> <li><a href="https://github.com/actions/github-script/commit/ff8117e5b78c415f814f39ad6998f424fee7b817"><code>ff8117e</code></a> ci: fix user-agent test to handle orchestration ID</li> <li><a href="https://github.com/actions/github-script/commit/81c6b7876079abe10ff715951c9fc7b3e1ab389d"><code>81c6b78</code></a> ci: use deployment: false to suppress deployment noise from integration tests</li> <li><a href="https://github.com/actions/github-script/commit/3953caf8858d318f37b6cc53a9f5708859b5a7b7"><code>3953caf</code></a> docs: update README examples from <a href="https://github.com/v8"><code>@v8</code></a> to <a href="https://github.com/v9"><code>@v9</code></a>, add getOctokit docs and v9 brea...</li> <li><a href="https://github.com/actions/github-script/commit/c17d55b90dcdb3d554d0027a6c180a7adc2daf78"><code>c17d55b</code></a> ci: add getOctokit integration test job</li> <li><a href="https://github.com/actions/github-script/commit/a047196d9a02fe92098771cafbb98c2f1814e408"><code>a047196</code></a> test: add getOctokit integration tests via callAsyncFunction</li> <li>Additional commits viewable in <a href="https://github.com/actions/github-script/compare/v8...v9">compare view</a></li> </ul> </details> <br /> [](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores) Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`. [//]: # (dependabot-automerge-start) [//]: # (dependabot-automerge-end) --- <details> <summary>Dependabot commands and options</summary> <br /> You can trigger Dependabot actions by commenting on this PR: - `@dependabot rebase` will rebase this PR - `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it - `@dependabot show <dependency name> ignore conditions` will show all of the ignore conditions of the specified dependency - `@dependabot ignore this major version` will close this PR and stop Dependabot creating any more for this major version (unless you reopen the PR or upgrade to it yourself) - `@dependabot ignore this minor version` will close this PR and stop Dependabot creating any more for this minor version (unless you reopen the PR or upgrade to it yourself) - `@dependabot ignore this dependency` will close this PR and stop Dependabot creating any more for this dependency (unless you reopen the PR or upgrade to it yourself) </details> Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
## About The Pull Request qdeleting an implant typically occurs in cases like mob or bodypart deletion. Some implants have effects after they are removed, like the storage implant. <img width="1369" height="257" alt="image" src="https://github.com/user-attachments/assets/fa58bd38-1e09-446b-acfa-5ed9845e9c81" /> Which if done on a qdeleting mob, will cause runtimes and issues. We have a `special` arg here for cases just like this so let's use it. This PR just ensures that hard-destruction of implants is silent and free of effects like that. ## Why It's Good For The Game Fixes an oversight ## Changelog Not player facing really
## About The Pull Request Fixes the Sabbat antag roles not spawning in with Debit cards. ## Why It's Good For The Game It's good for the Sabbat to have debit cards and be able to buy things at roundstart as intended. Testing Proof <img width="675" height="146" alt="Screenshot 2026-04-03 190413" src="https://github.com/user-attachments/assets/ad723518-9aca-4469-9547-1c22c4dc5a72" /> <img width="668" height="552" alt="Screenshot 2026-04-03 190405" src="https://github.com/user-attachments/assets/5c8627b4-6941-4980-a757-9743808f85ae" /> ## Changelog :cl: fix: Fixed Sabbat not having debit cards on spawn. /:cl: Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
…ly announcing safety right before a storm hits (#95629)
…nt of particles spawned (#95623) ## About The Pull Request The plasma flower MOD core from the Garden of Eden ruin no longer spawns butterflies as you run around, and the amount of pollen particles it creates on the user has been quartered. ## Why It's Good For The Game Butterflies are incredibly annoying to deal with and can block your own swings in combat, and don't serve a purpose beyond creating a ton of visual clutter. Same applies to the pollen particles, there's so many you can barely see your own sprite underneath. Quartering them still leaves plenty there to look nice. ## Changelog :cl: del: Plasma flower MOD core no longer spawns butterflies around the user qol: Plasma flower MOD core's pollen visual now spawns less particles /:cl:
## About The Pull Request facehuggers are referred as simply "alien(s)" throughout the game, except in lamarr s description, in which it is referred straight as "xenomorph facehugger". This pr changes lamarr s desc to be more """mysterious"""" ## Why It's Good For The Game naming consistency ## Changelog :cl: spellcheck: due to conflicts with the hive empress, lamarr has lost it s diplomatic facehugger title /:cl:
…arkPack13#906) ## About The Pull Request this transfer zone doesn't really need to exist because of the salvation sign and it's causing integration tests to fail downstream ## Why It's Good For The Game i like integration tests passing ## Changelog :cl: map: removed 50% of exits from the Backrooms /:cl:
## About The Pull Request this pr fixes a reported bug with torpor where the source of the torpor trait is null sometimes causing untorporing to be impossible as it checks for either damage trait (all instances of torpor besides stake) and stake trait (stake) it fixes this by making damage_trait the default source argument if no argument is found stakes pass their own source arg so they should still work ## Why It's Good For The Game bugfix ## Changelog :cl: fix: fixes untorpor bug /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com> Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <falseemail@aol.com> Co-authored-by: Y0SH1M4S73R <y0sh1m4s73r@gmail.com> Co-authored-by: Pink <sightld2@gmail.com> Co-authored-by: Bridget (Yaki) <53800426+YakiAttaki@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Aylong <69762909+AyIong@users.noreply.github.com> Co-authored-by: Nick <jughu1@hotmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Gboster-0 <82319946+Gboster-0@users.noreply.github.com> Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: mcbalaam <104003807+mcbalaam@users.noreply.github.com> Co-authored-by: RengaN02 <60517664+RengaN02@users.noreply.github.com> Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com> Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com> Co-authored-by: paganiy <126676387+paganiy@users.noreply.github.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: FeudeyTF <72273449+FeudeyTF@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com> Co-authored-by: Nick <nick@nfreader.net> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: theOOZ <sheepwiththemask@gmail.com> Co-authored-by: grungussuss <96586172+grungussuss@users.noreply.github.com> Co-authored-by: Pik1ta <supernikitapetrov@gmail.com> Co-authored-by: mskinner5278 <m.skinner5278@gmail.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> Co-authored-by: Pepsilawn <reisenrui@gmail.com>
…ds (#95652) ## About The Pull Request this translates some various - `FLOOR(x, 1)` -> `floor(x)` - `CEILING(x, 1)` -> `ceil(x)` - `SIGN(x)` define is gone, just uses the native BYOND `sign()` now. Also, the `MODULUS` define is just a wrapper for the [BYOND `%%` operator](https://ref.harry.live/operator/modulomodulo) now. would be nice if someone double checked to make sure there's no potential subtle oddities resulting from this. ## Why It's Good For The Game These procs presumably did not exist whenever the defines were written - and they are BYOND builtins, meaning it will just be, say, one `sign` instruction, instead of two comparisons and a subtraction. ## Changelog no player-facing changes
## About The Pull Request MB for not catching this in review but its bad practice to register a signal to yourself when you can just use your own procs normally. Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
…arkPack13#913) ## About The Pull Request See title. ## Why It's Good For The Game Couldn't do it in the original pr due to it requiring a diff one. ## Changelog :cl: fix: Normal AND razor claws both deal extra die of damage /:cl:
## About The Pull Request idk why this is here but its going in the tfn downstream so im upstreaming it here bc wtf do we need this for ## Why It's Good For The Game my codebase so full of duplicates ouuugh it so round ## Changelog :cl: code: removed duplicate setite areas /:cl:
## About The Pull Request - gives FBI agents the police subtype of radio, meaning they can use the panic button - moves FBI keys to their pockets so loadout items in hands dont fuck them - makes the two spare magazines the FBI agent gets a unique subtype filled with their special HP ammo so they dont have to re-pack every roundstart (I dont know how to make a subtype of their gun that has one of these mags in them) ## Why It's Good For The Game quality of life for glowies <img width="1309" height="939" alt="image" src="https://github.com/user-attachments/assets/e0e0a721-c803-49e9-a760-0acbe8704243" /> ## Changelog :cl: fix: FBI agents spawn with a police radio again fix: FBI agent keys spawn in their pockets now to prevent bugs with loadout items add: Adds a subtype of glock magazine so Federal Agents dont have to roundstart re-pack magazines with hollowpoint /:cl:
## About The Pull Request Alternative to DarkPack13#933 ## Why It's Good For The Game Defines are good for making it easy to swap brand names around. Who is rosebud. I have no clue what or who that is. Our assets presently say dora. ## Changelog :cl: remove: Removed references to "Rosebud" nightclub /:cl:
## About The Pull Request Kills a few unused vars, sorts a bunch, moves some code around. ## Why It's Good For The Game Had a buncha cruft and minor mistakes lying around from the progress of the initial rebase efforts.
## About The Pull Request reverts the drink and boozeomat changes made in DarkPack13#780 as they were never addressed and pushed through. ## Why It's Good For The Game The removal of all drink glasses expect wine_glass (which also put it outside of the modular edit) was not justified or really explained. For the init code, we have a type that is better to use and its bad to have random setting initialize behavior like that as it overides subtype and varedit behavoir. <img width="672" height="309" alt="image" src="https://github.com/user-attachments/assets/db66e919-aba1-44b4-ac2d-617dbc05d930" />
## About The Pull Request The rebase broke Obtenebration 5's ability to phase through doors. This fixes that and adds a few more object types that an amorphous shadow-blob should be able to phase through. ## Why It's Good For The Game It's a bugfix, and also makes the ability more lore-accurate. ## Changelog :cl: add: Added a few more objects that Obtenebration 5 can phase through fix: Fixes Obtenebration 5 not phasing through doors /:cl: --------- Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request Gives the SELF_SURGERY trait to Vicissitude owners to allow them to perform surgeries on themselves. Adds NO_CUFFS trait for use in forms/entities that can't be cuffed, such as Blood and Tenebrous form. Gives Bloodform physical damage immunity as per V20 Core, and makes organs which are intended as placeholders infinite health. Gives Bloodform immunity to staking as per V20 Core. Gives Bloodform ability to pass through locked doors and people. Gives Bloodform Masquerade Violating Appearance, because it's a living pool of blood. Gives Bloodform the Pacifist trait, as it's a pool of blood. Not technically RAW, but it avoids having a nearly indestructible form. Made Bloodform not require uncuffed hands, and causes it to remove cuffs when enabled. ## Why It's Good For The Game Brings Bloodform into RAW compliance, adds relevant traits to balance the Bloodform as an escape option. Allows Vicissitude owners to perform surgeries on themselves. ## Changelog :cl: add: Gave Vicissitude owners the ability to performs surgeries on themselves. add: Made Bloodform immune to cuffs, staking, and brute damage, ability to pass through doors and mobs, alongside pacifism and masquerade violating appearance. /:cl: --------- Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request Adds two Abyss mysticism rituals, one is Pierce the Veil, the other is Calling the Hungry Shade, which is a more powerful version of their prior shadow guardian ritual. Both are from dav20 since I don't think abyss mysticism meaningfully exists in v20. Wanted to make something for Lasombras. drafted because I need to fix editing faction var in calling the hungry shade. the var is protected. ## Why It's Good For The Game more lasombra stuff ## Changelog :cl: add: Adds Calling the Hungry Shade and Pierce the Veil Abyss Mysticism rituals for Lasombras /:cl:
…o darkpack-pull-4-24-26
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