Darkpack Pull 8/19/26 - #147
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FalloutFalcon merged 360 commits intoAug 20, 2026
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…is set to specified (#97337) ## About The Pull Request From what I can tell, CONFIG_CUSTOM, which is what it was previously, reads laws off of a text file that have no law_id attached to them, this means that they would not be able to be chosen by unique AI anyway, while default laws (unless manually overridden in the config) will still be in the pool. CONFIG_SPECIFIED does have a law ID attached, and as such that law ID's weight should be the one getting reduced. ## Why It's Good For The Game Unique AI will properly remove default laws if they are specified by the server config ## Changelog :cl: fix: Unique AI properly removes law weight for default laws on the specified lawset config option /:cl:
## About The Pull Request in #95801 it was made so that holograms can have colors other than blue, to this day, this has not been used, now AI's will be able to make use of it. This also edits the holopad glow for ringing via holo calls, and the glow from displaying a hologram to be overlays over the machine, allowing them to change color as well with the AI's selections ## Why It's Good For The Game Enables a bit more customization for AI holograms, as well as some roleplay potential with visual aide (I can play my AI as having multiple personalities with different colors representing them) <img width="779" height="520" alt="image" src="https://github.com/user-attachments/assets/a8e00b4a-f029-470f-94fb-9f49a288e680" /> <img width="335" height="190" alt="image" src="https://github.com/user-attachments/assets/4c265dff-d6d3-498c-a60c-b8a3c974a9e8" /> <img width="249" height="203" alt="image" src="https://github.com/user-attachments/assets/4940037c-2458-48b1-995b-e3bbfd474b83" /> <img width="317" height="205" alt="image" src="https://github.com/user-attachments/assets/af55817f-45c7-418c-b7fb-ac13ad9c7bc1" /> <img width="334" height="220" alt="image" src="https://github.com/user-attachments/assets/5cf52768-dfa6-46fc-878a-bd97059531b5" /> ## Changelog :cl: add: AIs can pick the color of their hologram. fix: holo ray on holograms no longer shows twice /:cl:
## About The Pull Request Pillows have the disarm attack element which means right clicking with them shoves the target, but you need to right click to start smothering someone in an aggro grab, adds a handler so the shove doesn't happen if smothering is gonna happen instead. Also tiny cleanup bits like updating the proc sig and adding return values ## Why It's Good For The Game Fixes #97317 ## Changelog :cl: fix: fixed trying to pillow smother someone in a grab pushing them away instead /:cl:
## About The Pull Request Don't need to drop it AND `forceMove()` it. If you throw, it ends up `forceMove()`ing twice. ## Why It's Good For The Game <img width="425" height="98" alt="image" src="https://github.com/user-attachments/assets/e89aaf6a-9629-43fe-ac8b-19fb85e1eb78" /> ## Changelog :cl: fix: Dropping or throwing a bug will no longer say that it uncurled several times /:cl:
## About The Pull Request Missing arg ## Why It's Good For The Game <img width="514" height="94" alt="image" src="https://github.com/user-attachments/assets/6ee11eee-3370-404a-a6ca-1d1429b9b929" /> ## Changelog :cl: fix: Slimepeople blushing shows an overlay now /:cl:
## About The Pull Request didn't recheck after `do_after()` ## Why It's Good For The Game <img width="487" height="41" alt="image" src="https://github.com/user-attachments/assets/562d1036-a130-4720-b8a7-c8904636b4c6" /> ## Changelog No behavioral change
## About The Pull Request this makes it so the navigator just uses `SSpathfinder.pathfind` with a callback instead of `get_path_to` - avoiding us needing to use `UNTIL` at all. literally no need for a stoplag wait loop. video proof that it still works and i tested it: https://github.com/user-attachments/assets/f8768646-0065-4887-b8e6-da9453b9dd51 ## Why It's Good For The Game better for the server prolly ## Changelog no user-facing changes, should be identical in-game --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request This PR fixes 2 things: - `SS13.unregister_signal` never releases the `/datum/callback`. - `HandlerGroup.register_once` fires every time. `handler_data.functions` is a table keyed by the handler functions, so it has no array part and `#handler_data.functions` is always `0` which is truthy in Lua, making the teardown condition unconditionally `false`. The `/datum/callback` therefore stays registered on the datum even after its last lua handler is gone, and every send still round trips into an empty `signal_handler`. Swapped in `next(...)`, the correct emptiness test for a keyed table. `clear_on` registers its wrapper with `SS13.register_signal` instead of `self:register_signal`, so the wrapper never lands in `self.registered` and `clear()` cannot remove it. `register_once` builds on `clear_on` with an empty group, so its "once" never happens, the callback runs on every send. ## Why It's Good For The Game `register_once` does not do what its name says, with no way to tell from the calling side. Scripts that unregister signals also leak a dead `/datum/callback` per datum/signal pair. ## Changelog :cl: fix: SS13.unregister_signal now actually detaches a signal's callback once its last handler has been removed. fix: HandlerGroup.register_once now fires only once, instead of on every send of the signal. /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This fixes a bug *somewhat* introduced in Oroboros': - tgstation/tgstation#63654 The bug is located in ``proc/calculate_projectile_angle_and_pixel_offsets`` and you can locate the disconnect pretty clearly https://github.com/tgstation/tgstation/blob/3d7be3d6288b8e94bbaaaaf89d748475b649a373/code/modules/projectiles/projectile.dm#L1306-L1343 one macro call of ATAN2 does ``angle = ATAN2(dy, dx)`` and the next macro call does ``angle = ATAN2(tx - oy, ty - ox)`` Prior to the mentioned PR, the second call passed the y first as intended. However, afterwards, the y origin is now subtracted from the x target, and vice-versa. On a normal viewport, ``ox == oy``, so the subtraction cancels itself out and leaves you with ``ATAN2(dx, dy)``. The angle mirrored across the 45 degree diagonal. The primary beneficiary of this code, emitters, which never have a target, also was passing a bad modifiers arg. This is unrelated to the projectile PR, and seems to just have been some code that survived a few attack() refactors, and seems to originate circa 2021. With some hilarity, both of these bugs have managed to cancel eachother out since atleast 2022. The emitter runtimes on the first LAZYACCESS, and so doesnt set ``last_projectile_params``, making ``fire_beam()`` fall back to ``projectile.fire(dir2angle(dir))``. Got all that? Good Both are now fixed. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game A garbage, mirrored angle will *always* occur when the calculation proc is called with modifiers and no target. At most, this bugfix just makes manual emitters fire at cursor, as opposed to snapping to a cardinal direction. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: rkz/Tsar-Salat fix: manually aimed emitters now fire where you clicked instead of snapping to the direction they face fix: fixes a 4 year old projectile code bug that mirrored the angle across the diagonal /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request BTs broke lobstrocities, causing to them flee from everyone and not do anything else. ## Changelog :cl: fix: Fixed lobstrocities doing nothing /:cl:
## About The Pull Request Projectile armor flag on spells is `NONE`. ## Why It's Good For The Game <img width="462" height="97" alt="image" src="https://github.com/user-attachments/assets/a1ab255a-3ea7-42a8-884b-c5eadb47e5fd" /> ## Changelog No behavioral change
Co-authored-by: Lucy <lucy@absolucy.moe>
## About The Pull Request people are exploiting this on CG with the most notorious example being copy pasting the dark litany into Gaian's heads ## Why It's Good For The Game yeah its unintended ## Changelog :cl: del: removed /tg/ brainwashing /:cl:
## About The Pull Request Changes npc .45 acp ammo box price from 2.1k down to 700 ## Why It's Good For The Game 45 acp ammo being more expensive than a box of 556 or a box of 44 is kinda odd ## Changelog :cl: balance: npc vendor .45 acp ammo box price has been reduced from 2100 to 700 /:cl:
## About The Pull Request Currently, Blood Form suffers from a bug in which the character's brain/head sprite breaks when exiting Blood Form. The cause if this an organ unremovable flag that correctly applies to Blood Form organs to keep them from being accessible via surgery while in bloodform. This flag, however, makes the species loss process break when trying to replace those organs with the character's original ones. This fix simply removes the unremovable organ tag at Blood Form species loss, to allow for the organ switch. ## Why It's Good For The Game Fixing things is good! ## Changelog :cl: fix: fixed Blood Form on-exit head sprite bug. /:cl: Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request title ## Why It's Good For The Game The monkey cubes circumvent the murder of NPCs to fuel a bloodcurse and are a rather cheap "exploit" for Tremeres The bees crashed peoples games so so bad ## Changelog :cl: del: Removes Beekeeping supply pack from the warehouse del: Removes Monkey Cubes supply pack from the warehouse /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request ...I forgot to put a duration timeperiod effect on dread gaze. Oopsy. ## Why It's Good For The Game Fixes an issue where you were stuck moving away from people all round long. ## Changelog :cl: fix: Fixes issue on Dread Gaze that was causing people to run away for entire rounds. Adjusted to 2 minute timer. /:cl: Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
…o apoc-pull-8-19-26
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