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Darkpack Pull 4/24/2026#44

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Apr 24, 2026
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Darkpack Pull 4/24/2026#44
FalloutFalcon merged 539 commits into
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FalloutFalcon and others added 30 commits April 11, 2026 13:40
## 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 />


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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:

---------

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…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
FalloutFalcon and others added 17 commits April 23, 2026 01:58
## 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:
@FalloutFalcon FalloutFalcon requested review from a team as code owners April 24, 2026 16:54
@FalloutFalcon FalloutFalcon enabled auto-merge April 24, 2026 17:00
@FalloutFalcon FalloutFalcon merged commit bf2e5c2 into ApocryphaXIII:master Apr 24, 2026
22 of 24 checks passed
@FalloutFalcon FalloutFalcon deleted the darkpack-pull-4-24-26 branch April 24, 2026 17:06
@FalloutFalcon FalloutFalcon added the Upstream Merge Copy and paste Darkpack code. If it compiles, it ships! label Jun 21, 2026
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