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Upstream 2026-06-24#151

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Jun 25, 2026
Merged

Upstream 2026-06-24#151
Glamyrio merged 125 commits into
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upstream

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add: Upstream 2026-06-24
/:cl:
conflicts: .github/CODEOWNERS
_maps/RandomZLevels/moonoutpost19.dmm
code/modules/holiday/holidays.dm

Okram0 and others added 30 commits June 17, 2026 14:39
## About The Pull Request

Infectious zombies no longer suffer from mood, and have had their speed
increased moderately (Still slower than a spaceman, but no longer
agonizingly so). Also, they now have a large amount of stam resistance.

## Why It's Good For The Game

Every time I have seen zombies they die instantly against a crew with
even the slightest modicum of skill. They cannot infect anyone most of
the time due to crew powerwalking away and then they just get killed by
lasers or stunned and then killed with melee in perfect safety. Indeed
the only time I have seen zombies metastasize into an actual threat is
when an admin spawned several hordes of like 8 in maintenance and even
then they got only a minimal amount of victims for the amount of them (I
think only like 5 people died and most zombies got killed for most of
the waves).

In short, for what their supposed to be (An option for nukies or what a
tot is investing their entire supply of TC into) they are incredibly
underpowered unless you are doing something cheesy with them. (Xenobio
to make enough monkey zombies the server lags is a popular one).

These changes should make them an actual credible threat, and maybe sec
will actually have to pull out armory gear instead of just disabling a
zombie and harm batoning it to death.
…s (#96542)

## About The Pull Request

Being given a fresh nonfunctional skeleton arm no longer disables both
hands, and also doesn't prevent two handed items from being used even
after it's fixed. Also, presumably the same problem with legs.

The problem is that these limbs are disabled in that the moment
`update_disabled()` is called they'll flip to disabled and stay there,
but they're not already set to disabled. `update_disabled()` is called
within `apply_ownership()` within `update_owner()` within
`add_bodypart()`. So, when a limb is replaced with the nonfunctional
skeleton arm, the following occurs:
- Initial limb torn off. Decrement `usable_arms`.
- `add_bodypart()` called, above chain goes down, `update_disabled()`
called, because the limb isn't already disabled, it officially disables
it and decrements `usable_arms` for a second time
- a few lines later, where new limbs are supposed to increment
`usable_arms`, it doesn't because it's now officially disabled
- now you can't do anything because `usable_arms` is 0. Even when you
get the limb fixed, usable_arms only increments once, so you're
permanently locked out of two-handed items.

Setting all these nonfunctional limbs to disabled at base prevents the
second decrement, fixing the problem.

## Why It's Good For The Game

having all of the organic tissue ripped off my arm all at once would
probably make me unable to use my hands for a while too, but our
spacemen are built stronger.

## Changelog
:cl:

fix: Being given a nonfunctional skeleton arm no longer disables both
hands

/:cl:
## About The Pull Request

Broke this in my previous PR. My bad

:
…d_event (#96550)

## About The Pull Request
The `fresh_laundry` mood_event is now only applied to clothing in
`/obj/item/clothing/under`

## Why It's Good For The Game
Before, we could easily get multiple `fresh_laundry` moodlets even
though we just laundered anything but our jumpsuit
<img width="589" height="335" alt="freshly_laundered_shoes"
src="https://github.com/user-attachments/assets/6793d342-14f1-445e-ad8f-7331392183b8"
/>
Now we prevent applying a moodlet that specifically mentions a "freshly
laundered jumpsuit" from applying to clothes that clearly aren't
jumpsuits

## Changelog
:cl:
fix: Fixes non `/obj/item/clothing/under` items from applying the
`fresh_laundry` mood_event
/:cl:
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request

Attempting to teleport after blowing itself up

## Why It's Good For The Game

<img width="412" height="93" alt="image"
src="https://github.com/user-attachments/assets/b5c814d7-1126-43dc-8ac5-4d1ecf117591"
/>

## Changelog
:cl:

fix: fixed a runtime with bluespace meteors

/:cl:
## About The Pull Request

About what it says on the tin. The left-facing and right-facing sprites
got mixed, somehow.

## Why It's Good For The Game

I'm not telekinetic why is my welder floating please help

## Changelog

:cl:
fix: Alien welding tools no longer have mixed directions when held in
the right hand.
/:cl:

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
CabinetOnFire and others added 17 commits June 23, 2026 00:02
…movement (#96614)

## About The Pull Request

The original jingles werent ours to use.

https://file.house/f/BvbXenbCnFfCtVkxbVKEuxW51EY8xgkJkP1dWuPemn4=.mp4

Also does the following to the tram movement sound:
1. It uses sound tokens now (means it updates with movement)
2. It has longer range
3. It no longer has a long end noise

## Changelog

:cl: CabinetOnFire
sound: replaces tram jingles
sound: improves tram movement audio

/:cl:
…96619)

## About The Pull Request
When the surplus energy sword is inactive you can put it into your belt
slot.
There is a worn sprite for it now as well to accommodate this, shown in
the video below as well as the active check.

https://github.com/user-attachments/assets/59c2e404-b6d7-4125-a207-582697da351c


## Why It's Good For The Game
It's a expensive and powerful black market item, it's cool to be able to
show it off without having to wave it around in people's faces. Belt
slot is valuable real estate already; i don't see any issues with
letting it hold a tiny item, and you can't leave it active while on your
belt.
## Changelog
:cl:
qol: you can put the surplus esword onto your belt
image: updated belt.dmi with worn sprites for the surplus esword
/:cl:

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request

farsight only has effects on the user's client, no reason it should ever
effect anything the user's inside

## Why It's Good For The Game

<img width="573" height="97" alt="image"
src="https://github.com/user-attachments/assets/8d1c686a-c35d-40e7-9e67-186951d30fd4"
/>

## Changelog
:cl:

fix: fixed a runtime when attempting to use the farsight mutation while
inside something

/:cl:
## About The Pull Request

arguments are important for functioning procs

## Why It's Good For The Game

<img width="342" height="96" alt="image"
src="https://github.com/user-attachments/assets/af33d6e3-5483-4e6b-8e7a-638f85eb149c"
/>

the hell was this guy doing to drop an ied 42 times in one round

## Changelog
:cl:

fix: fixed a runtime when dropping an IED

/:cl:
## About The Pull Request
now notifies in chat when your chuuni heal on spellcast fails due to the
cooldown
## Why It's Good For The Game
clarity good, theres no indication of the healing cooldown anywhere else
## Changelog
:cl: xyc
fix: chuuni casting now notifies you when the healing on spellcast is on
cooldown
/:cl:
## About The Pull Request
``
^this is small text^
``

<img width="458" height="17" alt="image"
src="https://github.com/user-attachments/assets/f2850440-bdd5-4cfa-b3e1-963e54f895b8"
/>


## Why It's Good For The Game

Allows a greater range of creativity and emphasis for people when
they're talking to each other. Overall, there's a level of freedom this
would unlock for people and I think it'll primarily be fun. Muttering,
saying something under your breath. Stuff like that.

:cl:
add: Added a new <small> html option for Say. Use ^text^ for smaller
text.
/:cl:
## About The Pull Request

`/living` emote

## Why It's Good For The Game

<img width="551" height="95" alt="image"
src="https://github.com/user-attachments/assets/1509a0ca-59db-47a4-a4ab-26ee8914273d"
/>

## Changelog
:cl:

fix: fixed a runtime when a noncarbon yawned

/:cl:
## About The Pull Request

Fixes a small typo in the foam scepter desription

## Why It's Good For The Game
 Typo is bad

## Changelog

:cl:
spellcheck: Fixed a typo in foam scepter description
/:cl:
## About The Pull Request

this currently replaces the mecha subtype with the car subtype which
isnt right

## Why It's Good For The Game

Fix

## Changelog

N/A
## About The Pull Request
Late joining as an AI causes a runtime due to the client being moved too
soon resulting in the below runtime
<img width="776" height="51" alt="image"
src="https://github.com/user-attachments/assets/d8227e4f-f54b-4d5b-80bd-15bfc2681259"
/>

This also causes the AI after_spawn() proc to be skipped, and this fix
solves that.
## Why It's Good For The Game
Fix runtime go brr
## Changelog
:cl:
fix: fixes runtime when latejoining as AI
/:cl:
@Glamyrio Glamyrio merged commit 8650e20 into master Jun 25, 2026
29 of 33 checks passed
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