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TG Pull 7/1/2026#1187

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FalloutFalcon wants to merge 405 commits into
DarkPack13:masterfrom
FalloutFalcon:darkpack-7-1-2026
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TG Pull 7/1/2026#1187
FalloutFalcon wants to merge 405 commits into
DarkPack13:masterfrom
FalloutFalcon:darkpack-7-1-2026

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@FalloutFalcon

@FalloutFalcon FalloutFalcon commented Jul 1, 2026

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About The Pull Request

Pulls the latest TGStation commits to keep us up-to-date
Please dont squash this one!!!

Highlights include:
Mobs arent dropped from ambience subsystem randomly.
Crates cant "climb" themselves to get pushed around weirdly.
More lovely reworks to human overlays by Melbert.
Some more item_interaction refactors on random items,

Why It's Good For The Game

MODERN CODE

Changelog

🆑 Beautiful TG coders
code: TG Pull. Thank you TG.
/:cl:

tgstation-ci Bot and others added 30 commits June 15, 2026 00:00
## About The Pull Request
Baby stoats can now grow into adult stoats. ive also included kits into
the spawn pool of maints, (the overall chance of running into a stoat
whether adult/baby remains the same), and you can also now find baby
stoats rummaging through bins. since baby stoats are cute ive made their
growth rates slow so people can enjoy them at their youths for longer.

## Why It's Good For The Game
fixes an oversight.

## Changelog
:cl:
fix: baby stoats can now become adults
add: baby stoats are added to the spawn pool of maints, (the overall
chance of running into a stoat whether adult/baby remains the same)
/:cl:
… (#96490)

## About The Pull Request

If your gun is empty and you are on combat mode and you are adjacent to
someone and you click on them, you will perform a gun bash rather than
just dry firing

## Why It's Good For The Game

If your gun is empty and you are on combat mode and you are repeatedly
click on someone you PROBABLY just want to smash the guy instead of dry
firing repeatedly

## Changelog

:cl: Melbert
qol: If your gun is empty, and you are on combat mode, and you are
adjacent to someone, and you click on them: you will perform a gun bash
rather than just dry firing.
/:cl:
## About The Pull Request

Early return if no fish. The signalling stays despite no reward because
the heretic enchanted rod doesn't care if there wasn't a reward

## Why It's Good For The Game

<img width="591" height="89" alt="image"
src="https://github.com/user-attachments/assets/c9258e5f-f1e3-43d3-b346-12011cd1560d"
/>

## Changelog
:cl:
fix: fixed a runtime when fishing up no fish
/:cl:
## About The Pull Request

This was supposed to be icon_state_to_use

## Changelog

Not player-facing
…cle weather toggle) (#96510)

## About The Pull Request

Due to a BYOND bug, large amounts of particles will cause immense lag
and framedrops on AMD GPUs, no matter how good the GPU itself is.
Unfortunately this is most noticeable with new particle weather, to the
point where storms reduce framerate to single digits for players who
haven't invested into NVIDIA before the AI market boom.

By rendering overlays twice and only enabling one of the planes, we can
allow players to toggle between new particle weather (semi-transparent
overlays + particles) and old (fully opaque overlays)
Unfortunately we don't have a way to check the player's GPU (at least
not easily) so players will have to change it themselves


https://github.com/user-attachments/assets/0c36fca4-c8a4-42ed-895f-42e853b10f44

(Particle weather is a bit more dense without ghost vision but i'm too
lazy to re-record)

Closes #96460 (Sort of)

## Changelog
:cl:
qol: Particle weather can now be disabled in favor of old weather. !!!
AMD GPU USERS NEED TO SWITCH TO OLD WEATHER TO FIX THE LAG!!!
/:cl:
## About The Pull Request

Particle weather changes for additional optimization on
hide_weather_planes broke non-particle weather rendering on multiz maps.
Oops.

Closes #96527

## Changelog
:cl:
fix: Fixed weather on multi-z maps
/:cl:
## About The Pull Request

Groups need to be set to smth or otherwise they show up as uncategorized
in both admin observe and antagpanel menus.
<img width="257" height="89" alt="4uXQEAamCb"
src="https://github.com/user-attachments/assets/4fd859b6-38e2-4366-b5ba-e0d9ce468a88"
/>

## Changelog
:cl:
fix: Fixed recovered crew showing up as uncategorized antags
/:cl:
…5369)

## About The Pull Request

Re-did blips to be significantly nicer sounding and way better. Alien
speech you don't understand now comes through as Blips. If you have TTS
entirely disabled, you won't hear blips. Blips also now include more
customization options, and a dedicated Blips preview button by clicking
the leaf icon.

<img width="1749" height="354" alt="ApplicationFrameHost_5nKJEvaNV1"
src="https://github.com/user-attachments/assets/ef6c6b61-7c22-4a87-94c9-be50e89c65bb"
/>


https://github.com/user-attachments/assets/8cab7e55-6370-4e4e-99ba-ea2475569453

Radio TTS has been implemented. By default, you will hear all TTS over
the radio, but will not hear yourself over the radio. You can configure
this in Game Settings.


https://github.com/user-attachments/assets/94a44d84-17a9-4e6e-ac5c-3b800b11c159

<img width="743" height="193" alt="chrome_MOIcXaC2gh"
src="https://github.com/user-attachments/assets/907379b7-0689-486c-b29c-9be0a2259b05"
/>

The new TTS stack is located at
https://github.com/Iamgoofball/tgtts-qwen3 and is AGPLv3 licensed. The
new blips design was inspired by
https://github.com/joshxviii/animalese-typing.

The configuration to disable TTS on whispering has been removed, as it
is no longer needed and also interferes with radio TTS functioning
properly.

The Tram now utilizes TTS, and has had a general audio tune-up.


https://github.com/user-attachments/assets/f532d002-939c-43a1-95d0-0f0c43048997

TTS audio is now 3D and in space, see attached.


https://github.com/user-attachments/assets/b00df49a-9d1d-4b27-a8a0-d103099f5c7e

## Why It's Good For The Game

Quality of life improvements to the TTS system, long overdue. Also, TGMC
can migrate to this new method of doing radio audio so they aren't
sending double the TTS requests anymore.

## Changelog

:cl:
add: Added support for Radio TTS. You will now hear players over the
radio via the TTS system.
add: Configure this in Game Options under the Sound tab.
sound: Re-did blips to be significantly nicer sounding and way better. 
sound: Alien speech you don't understand now comes through as Blips. If
you have TTS entirely disabled, you won't hear blips.
sound: The Tram and Computers now utilize the TTS system. Configs have
been added to set a consistent voice.
sound: TTS audio now utilizes 3D audio; you can now walk away from
people saying stupid shit and it gets quieter.
sound: Blips also now include more customization options, and a
dedicated Blips preview button by clicking the leaf icon.
del: The configuration to disable TTS on whispering has been removed, as
it is no longer needed and also interferes with radio TTS functioning
properly.
/:cl:

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
…and the food folder inside module/food_and_drinks. (#96526)

## About The Pull Request
Title.

## Why It's Good For The Game
In the case of materials. the two folders had roughly the same names,
and material_containers rely on materials to work anyway so they belong
inside the materials folder, instead of a separate directory with the
same name (minus an s).

As for food, the food items have filepaths that differ too much from the
corresponding recipe files, despite the two being closely connected as
far as features and game mechanics go, and that makes moving back and
forth between these files a pain in the ass with a standard file
manager, workspace viewer etc.

## Changelog
N/A
## About The Pull Request

title

## Why It's Good For The Game

because being forcefemmed/forcemasced instantly sucks cmon, not a big
problem but its honestly weird that potion doesnt have a do after.

## Changelog

:cl:
balance: Gender changing potion has a 5 seconds do_after now.
/:cl:
… and adds support for it to emotes. (#96519)
## About The Pull Request

Befriend chain shenanigans

## Changelog
:cl:
fix: Fixed slime feeding runtimes
/:cl:
## About The Pull Request

Cyborgs do not have limbs or organs, why was this even set to TRUE in
the first place? Its only used in surgery code and for string
descriptions of where the mob was hit, which made zero sense for cyborgs
in the latter case as well.

## Changelog
:cl:
fix: Fixed a bunch of runtimes caused when you try to perform surgery on
cyborgs (which cannot be done in the first place)
/:cl:
## About The Pull Request

The module was active but stealth itself was passive, so calling
deactivate() would runtime as the module would not necessarily be active
at this point.

## Changelog
:cl:
fix: Fixed wraith cloaking module runtimes
/:cl:
tgstation-ci Bot and others added 3 commits July 1, 2026 00:00
## About The Pull Request

We were iterating all cargo packs once per cargo pack, and for each
subgroup we were regenerating all their ui data info.

This wastes a catastrophic amount of time.

Instead, let's just build a list of group -> list(pack data 1, 2, ...)
and send over that, since that's what the ui is ultimately asking for.

Should reduce a semi prominent source of overtime on live.
@FalloutFalcon FalloutFalcon marked this pull request as ready for review July 5, 2026 14:07
@FalloutFalcon FalloutFalcon requested review from a team as code owners July 5, 2026 14:07
@chazzyjazzy

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breaks beast overlays?

@FalloutFalcon FalloutFalcon marked this pull request as draft July 5, 2026 21:21
@chazzyjazzy

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Warning: OD2800: Unimplemented proc & var warnings are currently suppressed (This is expected and can be ignored)
Error: OD0404: Unknown identifier "default_accessory"
Error: Process completed with exit code 1.

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