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august clothing update (mirrored on darkpack) - #132

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ApocryphaXIII:masterfrom
buffyuwu:august-clothing-update
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august clothing update (mirrored on darkpack)#132
buffyuwu wants to merge 472 commits into
ApocryphaXIII:masterfrom
buffyuwu:august-clothing-update

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@buffyuwu

@buffyuwu buffyuwu commented Aug 4, 2026

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About The Pull Request

adds 2 new jackets, 2 new shawls, and 2 new dresses made by @Major00 and @Imaginos16
image
image
image
{6AA338BB-B299-4EEA-87B8-713B5D8DB362}

mirrored on darkpack here: DarkPack13#1339

Changelog

🆑
add: Adds 2 new jackets, 2 new shawls, and 2 new dresses made by @Major00 and @Imaginos16
/:cl:

tgstation-ci Bot and others added 30 commits July 25, 2026 23:18
so tgstation/tgstation#97014 got rid of the
`symptom_delay_min` and `symptom_delay_max` vars

tgstation/tgstation#96968 has code that used
those vars

these were both merged in succession.

master is now broken :(
```
code/datums/diseases/advance/symptoms/symptoms.dm:64:error: symptom_delay_min: undefined var
code/datums/diseases/advance/symptoms/symptoms.dm:65:error: symptom_delay_max: undefined var
```

this fixes it, simple enough.
## About The Pull Request

Lockers lazyload their contents so any album in a locker didn't load
persistence
## Why It's Good For The Game

Fix a bug that's been in the game for years now

## Changelog
:cl: PapaMichael
fix: Departmental photo albums now properly save their photos between
rounds
/:cl:
… options experience in VS code and makes some of our build flags more granular (#96809)

## About The Pull Request

Adds support for this new extension
https://github.com/CabinetOnFire/tgbuildflags (Which should be moved
under the tg repo probably? (and probably publish since I figured theres
a repo account for this?)

Basically, this extension allows us to define all the defines and
presets we have for compile_options in a new build_flags.json, which the
extension then reads and uses to populate a bunch of checkboxes to
control the compile params we usually either manually set by
uncommenting defines or by running a preset (which are annoying because
it means we're limited to the specific pre-made permutations)

<img width="728" height="813" alt="image"
src="https://github.com/user-attachments/assets/ec04355f-7d43-4eb7-a153-95f6f66f8538"
/>

I left the existing tasks as is, in theory they could be removed, but I
figured not everyone uses extensions so I shouldn't nuke them. Let me
know if there's an issue with this.

I also removed low memory mode and absolute minimum, instead turning
them into more granular flags (while still making sure the presets
correctly set those flags), since theres situations where you want to
test specifically space zlevels or lavaland, but nothing else. then you
can still select that as an option

Low Memory Mode is now:
					"-DSKIP_LAVALAND",
					"-DSKIP_SPACE_LEVELS",
					"-DFORCE_MAP=\"runtimestation\""

and absolute minimum is:
				"-DSKIP_LAVALAND",
				"-DSKIP_SPACE_LEVELS",
				"-DAUTOSTART_GAME",
                                "-DMINIMAL_CENTCOM",
				"-DFORCE_MAP=\"runtimestation_minimal\""

## Why It's Good For The Game

This means you dont have to dig through compile_options to find out what
define you need to uncomment, and you dotn accidentally submit said
changes to your branch (woops)

## Changelog

:cl:
code: Adds debug flags that can be selected when building in VS code
/:cl:

---------

Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request

the escape menu but no longer screen objects so its less laggy
## Why It's Good For The Game

less laggy and looks the same thanks to transparent browsers

however, does require clients to be 516.1680 or above

not sure how to handle that really, we could just keep all the old code
around and use it based on client version? it's just to_chatting people
to update if they're on a version below that when they open it


https://github.com/user-attachments/assets/f1e51fc2-868f-46ef-9fec-e4ff6b505339


https://github.com/user-attachments/assets/d39eeffe-30f8-4f1e-933d-2bce4ed2240e

+ player list
<img width="2348" height="1480" alt="image"
src="https://github.com/user-attachments/assets/e80e8f76-a0be-4abf-875e-ec08c64777ca"
/>


## Changelog
:cl:
qol: the escape menu now runs clientside, and should be considerably
more responsive
/:cl:

---------

Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
## About The Pull Request

50 again, but a soft(er) 50. We're on the home stretch, probably only
two more prs to go before cleanup begins.

changes beyond conversion:
the firepit structure that I think is mapped in in like one single place
and can't be created can now be lit successfully

you can hit a griddle with something that isnt stuck to your arm

you now fail to dig up a hydroponics tray if you fail the `do_after()`,
or if there's no longer a plant there.


## Why It's Good For The Game

Two have already been merged. You're stuck here until we're through. You
can't leave. Events are in motion.

## Changelog
:cl:

fix: the firepit structure that spawns somewhere(probably on icebox) can
now be lit
fix: you can hit a griddle on combat mode
fix: you no longer succeed at digging up a hydroponics tray after
failing the do_after()

code: 50 files have been converted from attackby() to item_interaction

/:cl:
…97020)

## About The Pull Request

Originally, this PR was just supposed to trim down the SKS's description
and nudge its extended lore to `add_deep_lore()`. And then it got a
little out of scope. In the end, a bunch of descriptions for rifles got
tweaked, and some non-essential tidbits e.g. longer lore pieces got
nudged to examining the gun twice.

## Why It's Good For The Game

Whoa, more worldbuilding! Also, the comparatively long descriptions on
some guns irked me, slightly, especially when Anne rolled out the
`add_deep_lore` proc to guns in general.

## Changelog

:cl:
spellcheck: Adjusted some descriptions on some rifles (the Sakhno
bolt-action, the SKS, the anti-materiel sniper) and nudged extended lore
bits to examining twice.
/:cl:

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request

I forgot that making gradient a sub-overlay would color them, making
them invisible on characters with darker hair. By having a shared
overlay which applies the alpha and moving both hair and gradient to it
we can solve this.
Also moved emissives from sub-overlays because that breaks their
rotation due to a BYOND bug

## Changelog
:cl:
fix: Fixed hair gradients, again
/:cl:
…tiplier (#97173)

## About The Pull Request
Vent tapping supposed to send a signal, but apparently that line of code
was lost during some silly merge skew

as of Hiero, it had wrong faction set on it, and signal handler on style
component ignored it altogether

<img width="257" height="145" alt="изображение"
src="https://github.com/user-attachments/assets/8a97a812-565d-4cda-bac3-25889727509e"
/>
<img width="283" height="193" alt="изображение"
src="https://github.com/user-attachments/assets/3edf4bae-7f44-426f-92c6-ea8694dbb515"
/>

## Why It's Good For The Game
always good when code works as intended

## Changelog
:cl:
fix: Defeating Hiero now gives style point multiplier
fix: Successfully tapping a vent will grant a style point multiplication
too, as it was supposed to
/:cl:
…, surgery tools, flash, lighting tubes] (#97015)

## About The Pull Request

Randomly recalled I've seen the "missing worn icon" sprite pop up (worn
icons are sprites for items when worn on belt/in suit storage), but
forgot for which item. So I loaded up the game on the branch and did
some digging... Turns out whole bunch of relatively common items
displays it, so it could have been any of these. Thus, I fixed all the
most egregious ones anyway. And while I was in the file I noticed that
several items from my testing actually had unique sprites in it already,
so I hooked those up. There's probably several items that still have
missing worn sprites, have unused ones in the file, or require distinct
ones... But you know, small steps, and I'd like to think I carved a good
chunk.

All materials and then some might be too boresome to look at, but here's
at least some examples in game, and most of the stuff from the file.

<img width="214" height="74" alt="Interdyne 1"
src="https://github.com/user-attachments/assets/486036eb-01c6-47d9-b9e0-aeb00124a1d7"
/>
<img width="1618" height="290" alt="Interdyne 1"
src="https://github.com/user-attachments/assets/201fa691-4c9f-4a81-b21b-a688ba3c66e7"
/>

## Why It's Good For The Game

Missing textures, even small ones aren't pretty to look at.

## Changelog

:cl:
fix: Scythes, shovels, flasks, shears and secutors will now display
their worn sprites when in belt/suit storage.
fix: Tiles, circuit components, wands, types of leather and door remotes
no longer display missing/incorrect sprites when worn on belt/suit
storage.
image: Added missing metalhydrogen inhand sprite, and fixed the colours
of the adamantine one.
image: Added missing belt/suit storage sprites for all basic material
and glass types, flash, shards, light tubes, light bulbs, drapes, and
surgery tools which can be put in those slots.
image: Hatchets, beakers, secutors, shears etc. had their sprites
corrected, as despite showing on left side of front-facing sprite, they
also showed up on left facing profile (with right side of the body to
the front)
image: Added unique belt/suit storage sprites for carp, ratvar, and
narsie plushies.
/:cl:
## About The Pull Request

- Focus is dead. You no longer need a focus to cast spells. 

- Heretic spells are now limited according to a number of charges. Once
you are out of charges, you need to replenish them according to your
path or the spell. Some spells have special conditions to fulfill, but
for the most part your path has a primary condition to fulfill (like
rusting tiles for rust).

- Holy water will purge charges from heretic spells. 

- The heretic focus item has been repurposed; it is now a tier one
knowledge that restores a charge of your spells every few minutes. The
upgraded cult versions restore spells even faster.

- Integrates #95551 . Codex is a T1 knowledge, Warren is a T1 knowledge
with a new effect.

- Integrates #95728 , to a degree. Codex numbers have been reduced a
bit.

- Some spells have had their numbers tweaked. 
   - Wolves Among Sheep healing has been reduced.
   - Spell empowerment has been removed from ash heretics. 

- Heretic rituals now use a radial.

<img width="379" height="357" alt="image"
src="https://github.com/user-attachments/assets/9bf78449-3d25-4984-8d32-2a17de1b4d5a"
/>

- Tooltips for heretic nodes are now formatted.

<img width="294" height="261" alt="image"
src="https://github.com/user-attachments/assets/0536164d-e1d5-48ba-8497-b1076704ebf6"
/>

- Adds t2 knowledge `Unwrap Minds` which allows the heretic to hypnotize
someone with the contents of a paper. If you try to hypnotize someone
who is mindshielded, it breaks the mindshield, but hypnotizes the with
something random.

- Void prison is now an item
   - Ritual: 1x handcuff, 1x closet (non-crate), 1x baton
   - Now captures *all* non-heretic, non-marked mobs within 3 tiles 
- Using it as a non-heretic captures yourself (which funnily enough
might be useful for emergencies)

- Void conduit is now a "passive"
- Clicking on space/snow/vacuum turf with a void blade will, after a
short do-after, break the blade and create a conduit.
- There is no cooldown to this, you are solely limited by blade count
(as it requires breaking blades)

- Adds a t1 knowledge "Miraculous Mirror" - Alongside being able to
change your hair, allows you to change your gender, skin/scale color,
and eye color. Also allows you to change your species to any other
roundstart race, but doing this will break the mirror. If a non-heretic
tries to use the mirror, gives them a random result (ie, a random
hairstyle or random species).

- Ash heretic's Mask of Madness is now a T3 side knowledge. Also now
requires lit candles.

- Taking place of Mask of Madness on the Ash Heretic's main path is the
Nightwatcher's Lantern, a special light source that causes eye damage,
confusion, and stamina damage to people who are enveloped in the light.
Wearing eye protection lessens the effect (and being light sensitive
worsens the effect). The light itself is weaker if used in an already
bright area.

- Adds a T3 ritual "Keys to the Backdoor", which effectively makes a
pocket dimension that you enter via a closet. The dimension serves as a
safe-ish place for heretics to prepare gimmicks or transmute stuff.
Living mobs must be willing to enter it (ie, not handcuffed and not in
crit). Dead mobs have no such qualms, buuuut you can't sacrifice people
in here.

- Shadow Cloak is no longer a starting knowledge, but is guaranteed to
show up in all heretic's first tier draft for free.

## Why It's Good For The Game

The intent behind these changes are to shift heretic to focusing (no pun
intended) around rituals more.
The core of their power should come from the various rituals they can
invoke, rather than the buttons they press in the UI.
To tackle this, I'm starting with spells - With these changes, Heretics
cannot keep their momentum up forever. You can never fully shift to
mini-wizard gameplay, as you will have to recharge spells at some point
by completing more rituals.

It also means heretics are fully containable. You can drain them of all
their spell charges, including from their grasp, preventing a rust or
lock heretic from waltzing out.

## Changelog

:cl: Melbert
balance: Heretics no longer need a focus to cast spells.
balance: (Almost) all heretic spells are now limited to a number of
charges. Once you are out of charges, you need to replenish them. For
some spells, there are special conditions to fulfill to recharge them,
but for most of them you must simply complete a condition according to
your path (like rusting tiles as rust).
balance: Holywater will purge spell charges from heretics. 
balance: "Amber Focus" is now a tier one side knowledge that slooowwwly
replenishes spell charges over time.
balance: Codex Cicatrix is now a T1 knowledge. Its drain speed has been
increased (1.5x slower) as has its draw speed (1.875x slower). Codex
Morbus has also seen an increase to drain speed (2x slower) and draw
speed (2x slower).
balance: Warren King's Welcome is now a T1 knowedge and has additional
effects - restricting nearby airlocks to "heretic" access and granting
your ID "heretic" access.
balance: Ash heretics can no longer empower their spells while on fire. 
balance: Wolves Among Sheep heretic healing has been reduced by 75% (60
-> 15)
qol: Heretic rituals now use a radial for deciding which to invoke
qol: Tooltips for heretics are now formatted, easier to read
add: Adds a tier two knowledge to heretic, "Unwrap Minds", which allows
them to hypnotize someone.
add: Adds a tier one knowledge to heretic, "The Miraculous Mirror",
which allow them to change their appearance (including species).
add: Adds a tier three knowledge to heretic, "Keys to the Backdoor",
which effectively gives them a pocket dimension accessible via closet to
do... things in.
add: Mask of Madness is now a tier three side knowledge, allowing any
heretic access to it. Also now requires lit candles.
add: Ash Heretics now have a new main path node, "Nightwatcher's
Lantern", which causes negative effects to mobs who are in the light's
radius.
balance: Shadow Cloak is no longer an innate heretic knowledge, but is
guaranteed to show up for free in the first draft pool (in addition to
the three other options).
/:cl:
## About The Pull Request

30 files, and I'm pretty sure this is the end. Yippee. There'll be at
least one follow-up pass of the remainder & a pass of calls to
`attackby()`, but this is certainly pretty much every `attackby()` that
should be converted. I believe we've got ~30-50 `attackby()`s that
belong there left, not that I've counted, or really paid attention. That
number could be wildly off.

Changes beyond conversion:
The old balloon alert + qdel trick struck again on bookshelves
Modsuit deconstruction couldn't be undone on the last step because it
just reset it to the same step

## Why It's Good For The Game

I can taste it

## Changelog
:cl:

fix: fixed a runtime when deconstructing a bookshelf
fix: you can now change your mind at the very last second about making a
modsuit

code: 30 files have been converted from attackby() to item_interaction()
/:cl:
## About The Pull Request

added jaws of death, rcd, inducer and all caravan (red experimental
ones) tools to be properly displayed on the belt
(i took rcd and inducer inhands and edited them a bit cuz im lazy)

## Why It's Good For The Game

helo

## Changelog

:cl:
image: Added more tools to engi toolbelt overlays.
/:cl:
## About The Pull Request

In #36169 (0e337c6), this was added to
prevent spoofing of a specific BYOND version. We have more detailed
machinery to blacklist specific BYOND builds/versions, so this hardcheck
seems pointless (especially given that we are 4 full major versions
ahead of this issue and the current minimums are well above this check).
I still kept the `(!byond_version)` check in though because maybe
there's some funny business that could occur there and it is an obvious
spoof. Also cleaned it all up so BYOND is in all caps as it should be.
darkpack13-api Bot and others added 9 commits August 6, 2026 19:36
## About The Pull Request
Pulls the latest TGStation commits to keep us up-to-date
Please dont squash this one!!!

Another complete fuckin rework to ai to be a awesome ass tree. Corvids
get expanded behavoir due to this.
html the escape menu

## Why It's Good For The Game
MODERN CODE

## Changelog
:cl: Beautiful TG coders
code: TG Pull. Thank you TG.
/:cl:
## About The Pull Request

This pull request fixes the missing in-hand icon state for the door
shield item.

The issue was caused by the door shield defining `icon_state = "door"`
but not defining `inhand_icon_state`, preventing the correct sprite from
being displayed when the item is held.

This change adds the missing

```dm
inhand_icon_state = "door"
```

assignment to the door shield item definition in
`modular_darkpack/modules/doors/code/door_item.dm`. No sprite assets or
gameplay behavior were modified.

## Why It's Good For The Game

This change restores the intended in-hand appearance of the door shield
by ensuring the correct sprite is displayed when the item is held. The
fix is minimal, reuses the existing sprite assets, and does not affect
gameplay or unrelated systems.

## Changelog

:cl:
fix: Fixed the door shield not displaying its correct in-hand sprite
when held.
code: Added the missing `inhand_icon_state` assignment for the door
shield item.
/:cl:
…code) (DarkPack13#1344)

## About The Pull Request

made it so you can see a phone's number by examining it (albeit you have
to be holding it)

also did a lot of shitcode cleanup. it's still kinda shitcode but it's
slightly a tiny bit better now.


also deleting endpost forums only checked for admin client-side lmao

## Why It's Good For The Game

kinda stupid you have to call someone else / get someone else to look at
ur published number to see ur own phone number

too lazy to make it a memory so this is better for now i guess

also shitcode cleanup good

## Changelog
:cl:
qol: You can now see your phone number by examining your phone.
code: Cleaned up a lot of phone shitcode.
/:cl:
…arkPack13#1346)

## About The Pull Request

this simply disables the NPC spawning pool stuff during unit tests.
because spawning random NPCs and respawning them if they die is _asking_
for flaky failures.

also properly remove npcs from from `SShumannpcpool.currentrun` when
they're destroyed and slightly cleans up `SShumannpcpool.fire()`

## Why It's Good For The Game

less overhead and issues for unit tests

## Changelog

no player-facing changes at all, only affects unit tests
lpeapnni and others added 3 commits August 7, 2026 16:17
## About The Pull Request
the targets variable for phantom speaker was never properly initialized.
this fixes that.
## Why It's Good For The Game
Makes It Work :]
## Changelog
:cl:
fix: Fixes targets list never being properly initialized for Phantom
Speaker
/:cl:
@github-actions github-actions Bot added the Sound label Aug 7, 2026
FalloutFalcon and others added 15 commits August 7, 2026 16:21
## About The Pull Request
Readds commendations hearts becuase they arent happening anymore due to
the shuttle not being called.
night end CAN be prettty far away from round end but depends on config
so its about the best marker of a round coming to a close we have.
## Why It's Good For The Game
Sovl erp hearts.
## Changelog
:cl:
add: Commendation hearts occur when the night ends
/:cl:

Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request

cheap gear for cop players to enforce the law

## Why It's Good For The Game

cheap gear for cop players to actually stand a chance

## Changelog

:cl:
add: adds a police requisitions console, where police
officers/captains/sergeants/fbi can purchase dirt-cheap lethal weaponry
to stand a fighting chance against vampires and werewolves
/:cl:

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
…13#1357)

## About The Pull Request

Removes Darkpack ban options and adds LOOC to the Abstract category
where it belongs

## Why It's Good For The Game

doesn't need its own category when it can go into Abstract

## Changelog
:cl:
admin: Removed Darkpack Ban Options and moved LOOC ban to the Abstract
category.
/:cl:

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request
paynt got paid money for this but i didn't frowny face.
adds submarine sandwiches to bubway.
## Why It's Good For The Game
bubway doesn't have bubmarine sandwiches. wtf.
## Changelog
:cl:
add: submarine sandwiches (4 types)
/:cl:
## About The Pull Request
Tested in ApocryphaXIII#110
## Why It's Good For The Game
too many crows.
## Changelog
:cl:
tweak: Raises cooldown on ambience sounds
/:cl:
oh my god im stupid how did i miss this
## About The Pull Request

Very simple 1 line change - sets the 'full' (1,000 ) dollar stack to be
small size instead of deciding to up itself to a normal sized item
suddenly.

Dollars are tiny, so a full stack should be a small wad of cash. This
makes 1,000 dollar stacks able to fit in boxes and such but they'll
still take up space.

## Why It's Good For The Game

Money was very cumbersome where 8k was enough to fully fill a bag. Now
it would take a bit more than 8k, making money still cumbersome due to
the fact it's a small item - not tiny - so it'll fill inventory slots up
still. But now it'll fit in your pocket, your wallet, a box, etc.

## Changelog
:cl:
add: Adjusts size of 1,000 dollar stack from normal to small.
/:cl:
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