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111 #172

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Commits on Oct 9, 2024

  1. Fixes dead borg becoming invisible on changed z level (#87104)

    ## About The Pull Request
    
    When a borg changes z level the code below runs:
    
    ```DM
    cut_overlay(eye_lights)
    SET_PLANE_EXPLICIT(eye_lights, PLANE_TO_TRUE(eye_lights.plane), src)
    add_overlay(eye_lights)	
    ```
    
    But when the borg is dead, eye_lights in null, so I added an if check to
    see if eye_lights exists. This stops the dead borg from becoming
    invisible when z level changes.
    
    * Fixes #86970 
    ## Why It's Good For The Game
    
    Borgs won't become invisible when z level changes.
    ## Changelog
    :cl:
    fix: dead borgs no longer become invisible upon changing z level
    /:cl:
    Jewelry-x authored Oct 9, 2024
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  3. Changes how reagents are added to victim of venomous component (#87080)

    ## About The Pull Request
    
    This PR changes how reagents are added from the venomous component.
    Currently the component uses `add_reagents` which adds the reagents
    instantly to the target.
    
    While this may not seem like a problem, quite a lot of reagents require
    the `COMSIG_REAGENT_EXPOSE_MOB` for them to function, so a lot of
    reagents do not act as expected, such as in the issue #85386.
    
    * Fixes #85386.
    ## Why It's Good For The Game
    
    Makes reagents work as intended using the venomous component.
    ## Changelog
    :cl:
    fix: fixed reagents not being applied correctly by venomous mobs
    /:cl:
    
    ---------
    
    Co-authored-by: Ghom <[email protected]>
    Jewelry-x and Ghommie authored Oct 9, 2024
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Commits on Oct 10, 2024

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  2. The supermatter no longer spawns anomalies inside objects or mobs. (#…

    …87112)
    
    ## About The Pull Request
    The supermatter no longer will spawn anomalies inside pipes, vents,
    ebeams, cables, etc, as it now uses RANGE_TURFS instead of orange. We
    believe this was the intention, as it is hard pathed to
    var/turf/local_turf already, rather than any atom.
    
    ## Why It's Good For The Game
    Technically, anomalies can pop out of the pipes when moving just fine,
    however it can lead to confusion if the anomaly is unable to move, or
    repeatedly fails to move, keeping it inside the pipe, before triggering
    its ending effect (pyroclastic for example, or on paradise where we
    found this issue, bluespace anomalies) could make it look like a fire
    came out of no where, as it is effectively invisible when in a pipe.
    And the anomaly is likely destroyed when whatever it spawns in is
    destroyed, so ebeam anomalies would not even exist.
    
    ## Testing (with message admins not breakpoints)
    Before: Some examples of the Supermatter spawning anomalies (with
    message admins showing their LOC on initialize)
    
    ![image](https://github.com/user-attachments/assets/53696ff2-2617-47ad-9250-06a5ca537bb4)
    After: After running the supermatter with high energy to spawn anomalies
    for a while:
    
    ![image](https://github.com/user-attachments/assets/0ee7df93-be4a-458c-a3bc-bd2f290cd2b7)
    
    (Sorry if this needs a no GBP label or something for being a one line
    fix, first time pring here)
    ## Changelog
    :cl:
    fix: Anomalies no longer spawn in objects or mobs from the supermatter.
    /:cl:
    Qwertytoforty authored Oct 10, 2024
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  8. Fixes Space Phase not making you space proof. (#87115)

    <!-- 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
    
    Space Phase now makes you space proof as it was intended.
    
    <!-- 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
    
    Yes this is a fix, I had a convo with Comxia, the guy who designed
    Cosmic Heretic, and it turns out Space phase was intended to make you
    space proof.
    
    
    ![image](https://github.com/user-attachments/assets/56eb3d66-6897-4acd-8e22-901fc716ebeb)
    
    
    It makes sense you literally phase out of existance, why would cold or
    pressure affect you?
    
    
    
    <!-- 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:
    fix: Space Phase now makes the Heretic Space proof.
    /: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. -->
    EnterTheJake authored Oct 10, 2024
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  10. resprites surplus augments (#87120)

    ## About The Pull Request
    resprites the surplus robotic limbs 
    
    
    ![SPRIITES](https://github.com/user-attachments/assets/313b2955-b0c9-489d-8617-32e62ef6bb44)
    
    ## Why It's Good For The Game
    
    resprites are good! 
    
    ## Changelog
    
    :cl:
    
    image: resprited surplus limbs
    
    /:cl:
    junkgle01 authored Oct 10, 2024
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  12. Reagent containers liquid sloshing (#87111)

    ## About The Pull Request
    
    
    https://github.com/user-attachments/assets/31605046-0b95-49ca-be62-a2baa517436d
    
    
    
    https://github.com/user-attachments/assets/4f870d3f-e2ce-4414-a8ce-428d8172a516
    ## Why It's Good For The Game
    feedback for if there is a liquid inside, especially for fire
    extinguishers
    ## Changelog
    :cl: grungussuss
    sound: reagent containers now make sounds if there is liquid in them
    when picked up or dropped
    sound: fire extinguishers now make sounds when dropped or picked up
    /:cl:
    Sadboysuss authored Oct 10, 2024
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  14. More Cardboard Cutouts, more fun! (#87079)

    ## About The Pull Request
    
    This PR makes it so that the cardboard cutouts can be shaped into the
    appearances of: Abductor Agents, Heretics, Changelings, Space Pirates
    and Space Ninjas, adding these as outfits alongside the ones currently
    implemented.
    
    ## Why It's Good For The Game
    
    If the cutouts serve for fooling people, for fun, for causing a little
    chaos with fake callouts - why not make them for more than just the
    basic few antagonists? I've decided it'd be nice to modernize this with
    outfits for the ninja, pirates, abductors etc since it's only fair for
    them to be included in the scare-the-ai party.
    
    ## Changelog
    
    :cl:
    add: More cardboard cutout icons (Pirate, ninja, changeling, heretic,
    abductor)
    /:cl:
    
    ---------
    
    Co-authored-by: MrMelbert <[email protected]>
    Co-authored-by: Ben10Omintrix <[email protected]>
    3 people authored Oct 10, 2024
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  16. Allow dot radio prefixes to also work with the tgui-say radio prefix …

    …display (#87095)
    
    ## About The Pull Request
    
    Port of Monkestation/Monkestation2.0#1549
    
    This makes tgui-say also properly show the channel preview thing with
    `.c`, rather than only `:c`
    
    ## Why It's Good For The Game
    
    dot prefixes are superior, and it's best if tgui-say works properly with
    'em
    
    ## Changelog
    :cl:
    fix: Allow dot radio prefixes to also work with the tgui-say radio
    prefix display.
    /:cl:
    Absolucy authored Oct 10, 2024
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  18. Fixes Lava / Chasm Underlays (#87092)

    ## About The Pull Request
    Fixes #59605
    
    To quickly explain what this PR does:
    - Lava no longer assumes it needs to call basalt as the diagonal
    underlay by default. This has been moved to `/turf/open/lava/smooth`;
    where basalt's smoothed lava is actually housed. All other lava types
    now inherit the basic underlay behavior and perform as expected therein.
    
    - Icemoon chasms (currently unused? Could probably get away with
    implementing them on the bottom floor if you really want to; though they
    look really ugly) now call for snow as their underlay.
    
    - The underlays for lava AND chasms now use `::` to refer to the turfs
    they're trying to mimic; making it easier to keep these up to date
    without a few biffed compiles.
    ## Why It's Good For The Game
    Quickfixes an error I noticed three years ago lmao
    ## Changelog
    :cl:
    fix: Shuttles that land next to plasma turfs no longer ruin the mass
    hallucination that is Icebox having Plasma and not just super-deadly;
    spiky basalt deltas. You're welcome; unreality fans.
    /:cl:
    unit0016 authored Oct 10, 2024
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  24. The fishing skillchip now grants an action that dispenses fishing tip…

    …s. (#87075)
    
    ## About The Pull Request
    I've added an action granted by the fishing skillchip that dispenses a
    fishign tip from the fishing tips text file when activated, allowing
    players who have it to receive fishing-related tips and info on demand.
    
    Also backend stuff: this PR adds action types support to skillchips and
    moves all the simple generic skillchips still lingering in the
    skillchip.dm file into the generic_skillchips folder. Maybe it
    classifies as a small code improvement.
    
    ## Why It's Good For The Game
    I think the skillchip should both aid mobs without fishing skill (IC),
    and players with little experience with the feature (OOC)
    
    ## Changelog
    
    :cl:
    add: The fishing skillchip now grants an action that dispenses fishing
    tips.
    /:cl:
    Ghommie authored Oct 10, 2024
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  26. plate armor clanking (#87107)

    ## About The Pull Request
    
    
    https://github.com/user-attachments/assets/0c667403-89d1-4e55-b8e7-af91aca16779
    ## Why It's Good For The Game
    
    immersion
    
    ## Changelog
    :cl: grungussuss
    sound: plate armor now makes sound when moving around in it
    /:cl:
    Sadboysuss authored Oct 10, 2024
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  28. Fixes Dark Matter singularity getting stuck on other z levels. (#87113)

    Co-authored-by: Xander3359 <[email protected]>
    Co-authored-by: SmArtKar <[email protected]>
    3 people authored Oct 10, 2024
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  30. removes a few varedits (#87046)

    Co-authored-by: SmArtKar <[email protected]>
    Sadboysuss and SmArtKar authored Oct 10, 2024
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  34. Fixes server hop not fading the screen to black (#87132)

    ## About The Pull Request
    
    Fixes #29496 ... probably? I can't actually test this on a localhost but
    it SHOULD work now
    
    ## Changelog
    
    :cl:
    fix: Server Hopping should fade your screen into black, as it should.
    /:cl:
    DATA-xPUNGED authored Oct 10, 2024
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Commits on Oct 11, 2024

  1. Reverts a check added in [NO GBP] Fixes drone toolbox issues, fixes…

    … clothing unequipping, unit test (#87131)
    
    ## About The Pull Request
    
    Fixes #87129
    
    [This
    change](https://github.com/tgstation/tgstation/pull/87073/files#diff-c8ab5fbc20de60e202b839834b039649cbb69a1c4b99b27a5e467f3889442ccd)
    added in #87073, passing `invdrop = FALSE` to `doUnEquip`, breaks the
    behavior of unequipping dropping your items. Because that's what
    `invdrop` does. If you pass it as `FALSE` it prevents other items from
    dropping off the mob, intended for like, outfit use / "quick swapping"
    an item out
    
    So I reverted it. Drone tools still seem to work I guess. @SyncIt21 
    
    ## Changelog
    
    :cl: Melbert
    fix: Fixes stuff staying on your body after removing your clothes
    /:cl:
    MrMelbert authored Oct 11, 2024
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  6. Fixed Chameleon clothing not updating your sprite in some cases (#87100)

    ## About The Pull Request
    
    Whenever you equip or unequip a piece of clothing (or change the
    appearance of a chameleon item while wearing it), the game checks to see
    if your sprite needs to update the parts of your body that are obscured
    by that clothing. However, it only actually updates your sprite if the
    item covers a part of your body that is relevant to your sprite. If you
    equip an item that hides a part of your body (such as a chameleon helmet
    set to something that hides your hair), then transform that item into a
    form that no longer covers anything, it will see that the item covers
    nothing important and skip trying to update your appearance.
    
    Removing this check will cause update_body() calls to occur slightly
    more often, but in the cases where it actually shouldn't update, the
    sprite update code will detect that the rendering key for each limb has
    not changed and exit without making any sprite changes, so the
    performance hit will be minimal.
    
    Similar situation with face-covering chameleon items and sec huds: You
    could equip a face-covering chameleon item to make your sec hud arrest
    status disappear, change the item to something that does not cover your
    face, and then remove it, and your sec hud arrest status would not
    update.
    
    ## Why It's Good For The Game
    
    
    ## Changelog
    
    :cl:
    fix: Fixed chameleon clothing sometimes making you bald or hiding other
    parts of your sprite.
    /:cl:
    
    Fixes #83570
    Cruix authored Oct 11, 2024
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  8. [NO GBP] Prevents walls from slowing your drifting down when you're m…

    …oving in the same direction as your pressed movement key (#87142)
    
    ## About The Pull Request
    
    Oopsie, this prevents walls from slowing your drift down if you're
    pressing a movement key and moving in your intended direction
    
    ## Why It's Good For The Game
    Smoother movement when you're moving near a wall with a jetpack or
    tether or whatever really
    
    ## Changelog
    :cl:
    qol: Jetpack movement near walls should be much smoother
    /:cl:
    SmArtKar authored Oct 11, 2024
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  10. [TGC] Rebalances the entire card game. (#86288)

    ## About The Pull Request
    
    Rebalances the entire dang TGC.
    
    ## Why It's Good For The Game
    
    This game is a mess and needs several, several rounds of cleanup. 
    To put in perspective:
    
    - The how to play page in the wiki is horrible. It refers to equipment
    cards as "item cards", to battlefield cards as "department cards", etc.
    It is unclear on many of the game mechanics (do creatures come into play
    tapped or not, is there a max mana, etc) and in general does not do a
    good job at teaching the game.
    - The cards were wildly unbalanced. The mana curve was all over the
    place; Reeducation, a spot removal card, was 2(!!!) mana, Clown was a 2
    mana 2/4 with taunt on a format where 1 drop vanillas are 2/2, the
    numbers were all over the place.
    - Some of the cards were downright nonsensical. The miner card is 4 mana
    and its effect lets it tapp itself and pay 2 mana (a very, very big
    cost) to draw a card and either discard it or put it on the bottom of
    the deck..? Why would you spend 6 mana to do nothing..? What? The
    Scientist card also was nonsensical, having a high cost, terrible stats
    and a situational and low payoff ability.
    - The game has no long term plan. As people keep adding more cards,
    what's the plan to prevent power creep? Unintended gamebreaking combos?
    Ruling nightmares? There are 0 limits to your deckbuilding other than 40
    cards 3 max of each card.
    
    This batch of changes fixes a number of these problems. Namely, it
    completely rebalances, tweaks the numbers and/or completely changes
    every single card in the game. This is to set a reasonable power curve
    for the earlygame (turns 1 to 3), with finer tuning of the 4+ mana cards
    coming later as we figure the game out more and hopefully persistency
    comes. It sets a workable basis for us to build atop on.
    
    Also! I completely remade the card subtypes (not to be confused with
    byond subtypes). The idea is you can only run 3 different subtypes in
    your deck when persistency comes, to prevent power creep, unintended
    combos and allowing for greater flexibility for contributors going
    forward. These types of restrictions help keep the game mantainable and
    scaleable for the long term.
    
    Also, I changed Mana to be Plasma because we're not Hearstones and
    Plasma is literally the mcguffin of the entire setting. Come on, guys!
    Cargo was already even the ramping subtype, it was right there!
    
    Hackmd with a lot of these changes:
    https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/SyEirnos0
    
    ## Changelog
    :cl:
    balance: [TGC] Rebalances nearly every card in the game.
    balance: [TGC] Several keywords had their effects modified.
    fix: [TGC] Black Gaia is no longer an "Artifact", Fryer no longer
    mentions tapping it.
    spellcheck: [TGC] Replaced "Tap this card:" with just "Tap:" alongside
    other wording improvements
    spellcheck: [TGC] Mana has been replaced with Plasma. This is a
    completely cosmetic change.
    refactor: [TGC] Merged many, many redudant card subtypes (the mechanic,
    not the byond code stuff) into more comprehensive ones.
    /:cl:
    
    ---------
    
    Co-authored-by: Pepsilawn <[email protected]>
    Co-authored-by: ArcaneMusic <[email protected]>
    3 people authored Oct 11, 2024
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  12. Fix dead bees not being their proper bee self (#87150)

    ## About The Pull Request
    
    Fixes #87147
    
    Whomever refactored bees null'd the beegent before spawning the corpse,
    and we pass the bee by ref into corpse init to grab beegent
    
    ## Changelog
    
    :cl: Melbert
    fix: Dead bees maintain their color and reagents
    /:cl:
    MrMelbert authored Oct 11, 2024
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  14. reagent container sloshing hot fix [no gbp] (#87151)

    ## About The Pull Request
    a lot of things that shouldn't slosh are `reagent_container`s, let's fix
    that by making the behavior defined on `reagent_container/cup` instead.
    if you know of more items that shouldn't slosh pls tell me I'll include
    them in this fix
    
    ## Why It's Good For The Game
    some stuff shouldn't slosh, a lot actually.
    Sadboysuss authored Oct 11, 2024
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  16. Fix mopping on multi-z stations (#87163)

    ## About The Pull Request
    Mops and similar should check the true plane instead of whatever plane
    things end up at after being offset by z levels.
    Fixes NovaSector/NovaSector#4465
    ## Why It's Good For The Game
    clean up this mess right now, before the ants show up
    ## Changelog
    :cl:
    fix: Mops and similar work properly on multi-z stations
    /:cl:
    FlufflesTheDog authored Oct 11, 2024
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Commits on Oct 12, 2024

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  2. Plasmaman Species Refactor | Jesus Christ This Hurts Edition (#87086)

    ## About The Pull Request
    Completely refactors plasmaman code by moving their self-ignition code
    to limbs via a component and making suits handle their extinguishing
    code by themselves. This means that if someone gets a plasmaman limb
    attached to them, they'll need to seal it off from oxygen or it will
    ignite!
    
    ## Why It's Good For The Game
    
    Plasmaman code is really bad and we've been trying to move away from
    species specific code and make them just limb and organ containers
    Closes #52649
    
    ## Changelog
    :cl:
    fix: Plasmaman space suit internal extinguisher works and can be
    refilled now
    refactor: Refactored plasmamen self-ignition to be limb-side instead of
    being handled by their species
    /:cl:
    SmArtKar authored Oct 12, 2024
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  4. pet emotes, pet bonus adjustment (#87126)

    ## About The Pull Request
    - pet bonus element now works by getting an emote fed into it.
    - all pets who had pet bonus emotes now have it as a proper emote they
    can use if controlled by a player.
    ## Why It's Good For The Game
    - standardises pet bonus so it's easier to give more behaviors to
    petting, like sounds :3
    - allows basic mobs controlled by players to use the emote at will,
    which will allow them to react to situations more with emotes.
    ## Changelog
    :cl: grungussuss
    add: a lot of basic mobs and pets got new emotes
    refactor: emotes triggered by petting pets work differently now, please
    report any oddities with these behaviors.
    sound: new emotes for basic mobs got sounds
    /:cl:
    Sadboysuss authored Oct 12, 2024
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  6. snore fix [no gbp] (#87168)

    ## About The Pull Request
    
    ![image](https://github.com/user-attachments/assets/1844f400-114f-4710-b27f-0651e7a536d5)
    ## Changelog
    :cl: grungussuss
    fix: snore emote works properly now
    /:cl:
    Sadboysuss authored Oct 12, 2024
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  8. fixes ashdrake arena attack not clearing out lavaland walls (#87160)

    ## About The Pull Request
    this was changed a few weeks back but wasnt actually intentional.
    
    ## Why It's Good For The Game
    fixes ashdrake arena attack not clearing out lavaland walls
    
    ## Changelog
    :cl:
    fix: fixes ashdrake arena attack not clearing out lavaland walls
    /:cl:
    Ben10Omintrix authored Oct 12, 2024
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  10. Proofreads nebula virologist fax (#87158)

    ## About The Pull Request
    
    Centcom forced an intern to run the spell-checker for faxes sent to
    stations working within a radioactive nebula
    
    ## Why It's Good For The Game
    
    spell good
    
    ## Changelog
    
    :cl:
    spellcheck: Proofreads some faxes sent during radioactive nebulae
    /:cl:
    YakumoChen authored Oct 12, 2024
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  12. Changes incorrect override in untie shoes spell (#87183)

    ## About The Pull Request
    
    Closes #87181
    
    ## Changelog
    :cl:
    fix: Untie shoes should have its cooldown increased correctly when
    casting it from a long distance
    /:cl:
    SmArtKar authored Oct 12, 2024
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  14. Fix automatic map votes requiring manual map voting config (#87164)

    ## About The Pull Request
    flags the automatic, end of round map votes as `forced`, as they were
    previously.
    ## Why It's Good For The Game
    democracy is mandatory in this household
    ## Changelog
    not player facing
    FlufflesTheDog authored Oct 12, 2024
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  15. Better ghost tray scan (#87143)

    ## About The Pull Request
    
    Partially improves:
    * #46002 
    
    Previously, the ghost's "t-ray view" acted as a toggle, even though the
    scan only occurred once. This PR changes it to function as an action
    rather than a toggle, removing the need to press the button twice.
    
    While the ideal solution would be for the t-ray scan to work on the
    process tick, my attempt to give ghosts their own t-ray scanner and to
    toggle it on upon using the verb did not work as expected because the
    scanner didn't recognize the ghost as its holder (`mob/viewer` in the
    code).
    
    This update serves as an improvement to the current behaviour, but in
    the future, the t-ray scan verb should function like a normal t-ray
    scanner, instead of just a one-time scan.
    ## Why It's Good For The Game
    
    Improves the t-ray verb, before it acted as a toggle even though it only
    worked once upon toggling on. Improves user experience using this verb.
    ## Changelog
    :cl:
    fix: the ghost "t-ray view" no longer requires a double press to
    activate a second time.
    qol: renamed "t-ray view" to "t-ray scan" for clarity.
    /:cl:
    Jewelry-x authored Oct 12, 2024
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  17. Removes gas mask fov, pepperspray now applies tint to masks until was…

    …hed off (#87102)
    
    ## About The Pull Request
    Gas masks and all their subtypes no longer have fov.
    Using pepperspray on gas mask wearer applies 1 tint per 5u of spray. At
    3 tint the wearer becomes fully blind.
    If you wanna use the mask again you'll have to wash off the pepperspray
    from it using soap or shower.
    
    ## Why It's Good For The Game
    Gas mask assistants are peak soul and removing it was a terrible
    disaster. FoV is too annoying to ever deal with, so it ends up with gas
    masks never being worn. Gas filter doesn't make up for it whatsoever,
    it's only use is shoving cigarettes in it to look cool. This PR makes it
    so pepperspray/tear gas is still useful against mask wearers, albeit
    less efficient.
    Striders13 authored Oct 12, 2024
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  19. DNA Infusers now check for a datum trait instead of whether non-livin…

    …g objects are edible and have the GORE food type. (#87154)
    Ghommie authored Oct 12, 2024
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  23. Option to Offload non-technical PR discussion to a Discord Thread (#8…

    …6068)
    
    This was discussed in #maintainerbus on the Discord.
    @tgstation/commit-access
    
    Result of this PR: 
    
    - Add the `Discord Discussion` label to the PR. 
    - The bot will create the thread, link it in the PR, and lock the PR.
    Slowmode set to 1 minute. Auto-archive duration set to max of 1 week.
    - The thread will be archived if the PR is merged or closed, unarchived
    if it's reopened.
    - You can also set a join link for the Discord to appear in the GitHub
    comment. I'll be setting it to our official link at
    https://tgstation13.org/phpBB/viewforum.php?f=60
    
    
    ![image](https://github.com/user-attachments/assets/2cdbe762-2339-4467-8b80-d1bf939b43e4)
    
    
    ![image](https://github.com/user-attachments/assets/b5cb25a4-18ee-40a0-a3eb-c36cf38ca8dc)
    Let the bikeshed commence
    Cyberboss authored Oct 12, 2024
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  24. Fish feed to the Library vending machine, rescue hook to the mining o…

    …rder console (and paramed heirloom) (#87110)
    
    Co-authored-by: SmArtKar <[email protected]>
    Ghommie and SmArtKar authored Oct 12, 2024
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  26. Pyro/Cryokinesis cast range is the same as the projectile's range. Py…

    …ro and ash mutations are no longer subtypes (#87144)
    necromanceranne authored Oct 12, 2024
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Commits on Oct 13, 2024

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  5. Fixes incorrect use of pronoun macros in multiple lives component (#8…

    …7185)
    
    ## About The Pull Request
    
    p_Theyve is not suited for this.
    
    ## Changelog
    :cl:
    spellcheck: Fixed a typo in multiple lives component
    /:cl:
    SmArtKar authored Oct 13, 2024
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  9. [NO GBP] Prevents ghosts from cutting tethers (#87194)

    ## About The Pull Request
    
    Closes #87192
    
    ## Changelog
    :cl:
    fix: Ghosts can no longer cut people's tethers
    /:cl:
    
    ---------
    
    Co-authored-by: Ben10Omintrix <[email protected]>
    SmArtKar and Ben10Omintrix authored Oct 13, 2024
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  11. gas analyzer handling sounds (#87190)

    ## About The Pull Request
    
    
    https://github.com/user-attachments/assets/2452d573-ad7b-4cef-bc70-ef4aeefcb0fe
    
    
    https://github.com/user-attachments/assets/e5df7d93-c2c8-408a-8437-80e4abee88d9
    ## Why It's Good For The Game
    more handling sounds
    ## Changelog
    :cl: grungussuss
    sound: gas analyzer now has handling sounds
    /:cl:
    Sadboysuss authored Oct 13, 2024
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  13. you can use lizards to get lizard organs in the dna infuser (#87204)

    ## About The Pull Request
    
    title, adds a infusion entry for lizard basic mobs. 
    
    ## Why It's Good For The Game
    
    it is a glaring oversight lizards dont give lizard stuff. i mean come
    on. moths do, cats do, the same reasons apply.
    
    ## Changelog
    
    :cl:
    add: you can use lizards to get lizard organs in the dna infuser
    /:cl:
    carlarctg authored Oct 13, 2024
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Commits on Oct 14, 2024

  1. Makes the 1643 error more explicit (#87172)

    I wrote this expecting that there would be more broken versions in the
    distant future, so we could simply re-use this block for those
    
    But I forgot this will most likely be seen by fresh contributors or
    people who don't even contribute and are just testing things
    
    So I'm just making the message as explicit as possible
    MrMelbert authored Oct 14, 2024
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  2. [NO GBP] Fixes a small typo for adjusting kitsune masks (#87195)

    ## About The Pull Request
    I copied bandana's examine text and didn't really think much about it,
    whoops.
    ## Why It's Good For The Game
    Fixes a minor spelling oversight
    ## Changelog
    :cl: Hardly3D
    spellcheck: fixes a small error in text when adjusting kitsune masks
    /:cl:
    Hardly3D authored Oct 14, 2024
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  5. Improvements to mech sound logic (#87184)

    ## About The Pull Request
    
    This PR makes it so mechs don't play footsteps twice diagonally, and
    also play the turn sound only when the sprite turns. No more ear
    blasting when walking diagonally!
    ## Why It's Good For The Game
    
    It enhances the sound design by ensuring mechs no longer play footsteps
    twice when moving diagonally and that the turn sound only plays when the
    sprite actually turns.
    ## Changelog
    :cl:
    fix: fixed mech step sound playing twice diagonally
    fix: fixed turn sound playing every time you move diagonally, now only
    plays when the sprite turns
    /:cl:
    
    ---------
    
    Co-authored-by: Ghom <[email protected]>
    Jewelry-x and Ghommie authored Oct 14, 2024
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  7. Adds a flipping skillchip, the Chipped quirk, a chip connector implan…

    …t, and a quirk to spawn with it. (#87082)
    
    ## About The Pull Request
    
    Added the FOSBURY skillchip, found in hacked toy vendors.
    This skillchip allows you to bypass the emote cooldown when flipping or
    spinning. However, if used too often, it will lower the chip's
    integrity. At first, this is harmless, emitting sparks only, but at a
    certain point, your head starts smoking, your brain begins
    short-circuiting, and once the chip has lost all integrity your head
    will explode in a shower of gore, giving you a cranial fissure!
    
    Added the Chipped quirk. It allows you to spawn with one skillchip. Of
    note here is that the only chips you can spawn with are the 'default'
    skillchips found in the toy vendor, you can NOT spawn in with the
    fosbury chip or with the musical one.
    
    Added the Chip Connector quirk. It contains a new implant, the chip
    connector, which allows you to install and take out skillchips at any
    time. Being EMPed will cause it to drop one random skillchip, and if you
    try using it while it's malfunctioning you'll take out a bit of your
    brain instead. It can also be made at the exosuit fabricator after basic
    research.
    
    Renamed the organ slots for brain implants and made the connector
    implant take the CNS slot.
    ## Why It's Good For The Game
    
    > Added the FOSBURY skillchip, found in hacked toy vendors.
    This skillchip allows you to bypass the emote cooldown when flipping or
    spinning. However, if used too often, it will lower the chip's
    integrity. At first, this is harmless, emitting sparks only, but at a
    certain point, your head starts smoking, your brain begins
    short-circuiting, and once the chip has lost all integrity your head
    will explode in a shower of gore, giving you a cranial fissure!
    
    During the time flipping was bugged to have no cooldown or delay, it was
    really funny seeing people flip at increasingly higher speeds. Many
    people miss it, and to be honest, so do I. But everything needs limits
    or it stops being funny and ends up being overdone. To this end this
    skillchip lets people relive those days of glory, until they go out in a
    beautiful explosion. The chip will last a very long while if well taken
    care of, and there are plenty of warning signs before it gets too risky
    to use, but we know what players are actually gonna do, and I am looking
    forward to it.
    
    > Added the Chipped quirk. It allows you to spawn with one skillchip. Of
    note here is that the only chips you can spawn with are the 'default'
    skillchips found in the toy vendor, you can NOT spawn in with the
    fosbury chip or with the musical one.
    
    Chips can be kind of neat sometimes, and I think always having one as
    part of your character can make for some fun things as the consistency
    of it makes it more likely to stick in your mind to do stuff with.
    > 'but can't you just go to the vendor at the start of every shift?'
    Sure. But we have loadouts. We have tagger, musician, and many other
    things that are 'roundstart bloat', and while that by itself is not an
    excuse, it's part of the design of character setup: Minimizing the time
    spent running around the station for things your character is supposed
    to have for their personality/roleplay/gimmick. They're paying the cost
    of quirk points for it, anyways.
    
    > Added the Chip Connector quirk. It contains a new implant, the chip
    connector, which allows you to install and take out skillchips at any
    time. Being EMPed will cause it to drop one random skillchip, and if you
    try using it while it's malfunctioning you'll take out a bit of your
    brain instead. It can also be made at the exosuit fabricator after basic
    research.
    
    I like the idea of having a gross usb drive on the back of your brain
    that you shove chips into and out of, especially if it drops pieces of
    your brain when malfunctioning. It also adds a little bit of extra
    relevance to skillchips now that you don't need to spend 15 (!!!)
    seconds inside a skillstation to add one. The cost is, as stated, quite
    literally losing your brain on EMP's and the moderately expensive sum of
    4 points.
    
    > Renamed the organ slots for brain implants and made the connector
    implant take the CNS slot.
    
    It annoys me that there were organ slots for 'anti drop implant'. Now
    they're just slots for anything meant to connect to the
    cerebellum/central nervous system, making it less brute forcey and also
    adding the start of some fun exclusivity between brain implants.
    ## Changelog
    :cl:
    add: Added the FOSBURY skillchip, found in hacked toy vendors. This
    skillchip allows you to bypass the emote cooldown when flipping or
    spinning. However, if used too often, it will lower the chip's integrity
    and cause malfunctions.
    add: Added the Chipped quirk. It allows you to spawn with one base
    skillchip. (not the one above)
    add: Added the Chip Connector quirk. It contains a new implant, the chip
    connector, which allows you to install and take out skillchips at any
    time.
    code: Renamed the organ slots for brain implants and made the connector
    implant take the CNS slot.
    
    ---------
    
    Co-authored-by: Ghom <[email protected]>
    carlarctg and Ghommie authored Oct 14, 2024
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  9. Webhook: Prevent connection errors to game servers from blocking disc…

    …ord announces (#87179)
    
    Just a guess, but i think basil being down is why this isn't working.
    MrStonedOne authored Oct 14, 2024
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  12. medical, jani, soulstone, grenade belt handling sounds the same as to…

    …ol belt (#87208)
    
    ## About The Pull Request
    same sounds as the toolbelt
    ## Why It's Good For The Game
    I think it fits
    ## Changelog
    :cl: grungussuss
    sound: medical, jani, soulstone, grenade belts got sounds
    /:cl:
    Sadboysuss authored Oct 14, 2024
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  14. map votes are now simple, and tell you what the effective tallies were (

    #87218)
    
    🆑
    qol: map votes are now winner take all instead of weighted.
    /🆑
    ZephyrTFA authored Oct 14, 2024
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Commits on Oct 15, 2024

  1. slightly redoes how animals hunt for food (#87166)

    ## About The Pull Request
    before, if u wanted to make ur animal hunt for food, u had to give them
    the find food subtree, the attacking subtree, and had to edit their
    targeting stratedgy to include items. this makes it so u only have to
    give them just 1 subtree which will handle everything it needs to. also
    makes it alot more customizable, u can now set a hunger cooldown for ur
    animals, and cute emotes for them to play after eating food
    
    ## Why It's Good For The Game
    makes it more convenient for future devs to include food hunting
    behaviors to their animals, while also making it more customizable
    
    ## Changelog
    :cl:
    code: animals' food hunting behavior has been refactored, please report
    any bugs
    /:cl:
    Ben10Omintrix authored Oct 15, 2024
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  4. Fixes improper static list declarations + adds grep for it (#87207)

    ## About The Pull Request
    
    I randomly came across a `var/list/static` in the code, which does not
    actually do what was intended, and thought it was silly. A ctrl+f
    revealed that this was a fairly common mistake, so I went and fixed all
    the instances of it I could find.
    
    ~~Including one in lighting code, which it looked like they were trying
    to create a global list to cache generated lighting sheet values for
    speed, but it was just a normal list that got created each time
    pointlessly. Now those values are actually being cached (using a global
    var, because a `static` list was not the right thing to use there in the
    first place).~~
    
    Nevermind, it seems that this was in fact being cached even if it
    shouldn't have been, because byond. Just rearranged it there seeing as
    it works either way.
    
    
    ## Why It's Good For The Game
    
    Code that does what it's supposed to
    
    ## Changelog
    
    :cl:
    fix: fixes a bunch of improper static list declarations
    /:cl:
    vinylspiders authored Oct 15, 2024
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  6. Felinid mood fix (#87230)

    ![resim](https://github.com/user-attachments/assets/35ce028c-0ed0-4ea2-89f3-77acc15693ac)
    
    
    ## About The Pull Request
    Showering will add negative mood effect to felinids
    ## Why It's Good For The Game
    there was a status effect that drops stamina for felinids on shower but
    at the same time it boosts mood i decided to make it better
    :cl: Mamaii
    add: shower will give felinids negative mood effect
    fix: fixed shower hater status effect alert not showing 
    /:cl:
    mamiipolat authored Oct 15, 2024
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  8. Changes variable_color on limbs to use a priority system (#87216)

    ## About The Pull Request
    
    Its now a priority -> color assoc list with a pair of helper procs to
    wrap lazylist stuff. New priorities should go to
    ``code/__DEFINES/bodyparts.dm`` as defines as to be seen and not
    overridden.
    
    ## Why It's Good For The Game
    
    Wasn't a problem until carps came along as before only hulks used this
    thing, now we've got clashing.
    
    ## Changelog
    :cl:
    fix: Losing hulk after becoming a carp no longer turns you black
    /:cl:
    
    ---------
    
    Co-authored-by: Ghom <[email protected]>
    SmArtKar and Ghommie authored Oct 15, 2024
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  9. removes precisely one pixel from female heads (#87219)

    ## About The Pull Request
    
    while working on cosmetic stuff for a downstream i noticed that the neck
    of female bodied human sprites was asymmetrical from the east and west
    facing icons
    
    
    ![image](https://github.com/user-attachments/assets/ae914ea5-b138-4404-b7df-5e4fcd59d0e0)
    
    ![image](https://github.com/user-attachments/assets/9dca384c-4e3e-44cd-b4c9-0f6feff55231)
    
    i checked the icon files and, sure enough, the east facing head has an
    extra pixel on the neck, so i removed it and updated the relevant dmi.
    
    
    ![image](https://github.com/user-attachments/assets/b9a008d2-1acd-436a-bb69-591909d60ef9)
    
    ![image](https://github.com/user-attachments/assets/7afc14a4-1834-440d-b37e-ad45d0372820)
    
    i also did a cursory glance at all the other body sprites to ensure that
    they were symmetrical. i didnt look that close admittedly but i didnt
    spot any other discrepancies. and that's all! this is probably the
    ittiest bittiest pr ever
    
    ## Why It's Good For The Game
    
    i think this one is pretty self explanatory lol
    
    ## Changelog
    
    :cl:
    fix: fixed east facing female human heads having an extra neck pixel
    :cl:
    kittysmooch authored Oct 15, 2024
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  12. update_body_parts() is now called when adding or removing bodypart ov…

    …erlays. (#87215)
    
    ## About The Pull Request
    I'm making sure that `update_body_parts()` is properly called when
    changing bodypart overlays, so that they actually show up the very
    moment they were changed. However, to avoid redundant
    `update_body_parts()` calls on init or while changing species, I've
    added a living flag that stops `update_body_parts()` from being called
    in these situations. I also scoured the codebase for other redundant
    `update_body_parts()` to remove and things to clean up a little.
    
    ## Why It's Good For The Game
    This automates the process of calling `update_body_parts()` a bit.
    
    ## Changelog
    Mainly backend.
    Ghommie authored Oct 15, 2024
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  15. Updates the GLA Brand Mail Counterfeit Device's description to either…

    … be more readable or more descriptive. (#87157)
    
    ## About The Pull Request
    
    Hi. Whoever originally wrote the description for this item in the uplink
    likely isn't a native english speaker and must've used google translate
    to make it. Point is: This description is broken and nobody has fixed it
    (I'm assuming nobody wants to spend GBP trying to fix it.)
    
    ## Why It's Good For The Game
    
    I'd like to be able to read this item's description and not feel like i
    just had a stroke. Also, being descriptive as to WHAT THIS ITEM ACTUALLY
    DOES is super important before purchasing it, nobody wants to boot up
    the wiki and try to figure out what this does.
    
    ## Changelog
    
    :cl:
    qol: The GLA Brand Mail Counterfeit Device's description has been
    updated by a native english speaker and has been made more descriptive.
    /:cl:
    hyperjll authored Oct 15, 2024
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  17. resprites clown mask styles and adds one (#87159)

    ![Screenshot_108](https://github.com/user-attachments/assets/c0c40aca-ec80-4849-8d24-b6a45df8ed7d)
    
    ## About The Pull Request
    
    resprites the existing clown mask styles and adds a new clown mask
    style: The Dealer. the old madman mask has been made into an optional
    craft: the gamer's wig and mask.
    
    does not resprite already existing default clown mask
    
    
    ![Screenshot_109](https://github.com/user-attachments/assets/99b6fdb9-5e19-4b27-a41c-5902a5b92d27)
    
    ## Why It's Good For The Game
    
    resprites are good! and more variety is good too
    
    ## Changelog
    
    :cl:
    add: the Honkmother has decided to bless Her children with a new form!
    image: resprited the optional clown mask styles
    /:cl:
    junkgle01 authored Oct 15, 2024
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  19. metastation cargo fixes (#87122)

    ## About The Pull Request
    
    -fixes random test tube racks in the hallways next to cargo
    -fixes a bunch of decals
    -fixes some item offsets
    -moves a table so you can actually push a crate into the medical chute
    without using the alt-menu or dismantling a table
    -removes random destination tagger on the floor of the new security
    outpost
    
    ## Why It's Good For The Game
    
    fixes
    
    ## Changelog
    
    :cl:
    
    fix: fixed up Metastation's cargo delivery office.
    
    /:cl:
    junkgle01 authored Oct 15, 2024
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  21. you cant roll appendicitis if youre a bitrunner avatar or deathmatch …

    …player (#87212)
    
    ## About The Pull Request
    
    fixes #87206
    
    ## Changelog
    :cl:
    fix: you may no longer roll appendicitis in deathmatch or as a bitrunner
    avatar
    /:cl:
    mc-oofert authored Oct 15, 2024
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  23. Fixes oversight of the Springlock MOD module and its interaction with…

    … water vapor (#87169)
    
    ## About The Pull Request
    Adds the interaction between the Springlock MOD module and the Gas Water
    Vapor so that it snaps shut upon being exposed to the Gas.
    Fixes #85666.
    Specifically the oversight mentioned in the comments.
    ## Why It's Good For The Game
    Adds consistency to the Springlock MOD module so it properly interacts
    with water as intended.
    ## Changelog
    :cl:
    fix: Springlock MOD module properly interacts with Water Vapor
    /:cl:
    Soupfgc authored Oct 15, 2024
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  26. [NO GBP] Fixes server hop fade out (#87170)

    ## About The Pull Request
    
    Turns out that if you don't test if you fix works, it probably won't!
    I've actually managed to test this one, and even though it gave me a
    handshake error when joining the other server, at least the fade in
    worked! The fadeout is set up in the same way, so it should be fine
    
    ## Why It's Good For The Game
    
    ACTUALLY fixes #29496
    
    ## Changelog
    
    :cl:
    fix: ACTUALLY fixes server hop fade in
    /:cl:
    DATA-xPUNGED authored Oct 15, 2024
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  28. Removing self-vore message from aliens + minor attack verb fixes (#87226

    )
    
    ## About The Pull Request
    Fixes self-vore message when you get devoured by an alien.
    Fixes some simple attack verbs being continuous
    
    ## Why It's Good For The Game
    Bug fixes good
    
    ## Changelog
    :cl:
    spellcheck: Correct message is shown when YOU get devoured by an alien
    spellcheck: Fixed a few typos on some simple attack verbs being
    continuous
    /:cl:
    larentoun authored Oct 15, 2024
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  29. removes alot of click-related self registering signals on basic mobs (#…

    …87220)
    
    ## About The Pull Request
    there was no real benefit of using signals over proc overrides for many
    of these cases.
    
    ## Why It's Good For The Game
    registering signals on self when we can just override the proc is
    un-necessary, im responsible for most of these so im just confronting
    the sins of my past
    
    ## Changelog
    :cl:
    /:cl:
    Ben10Omintrix authored Oct 15, 2024
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  30. New Icebox Ruin - Syndicate Biodome (#86957)

    ## About The Pull Request
    **A Dangerous Ruin Approaches!**
    
    A new high-risk, high reward ruin for icebox! Featuring some very
    dangerous enemies for some goodies.
    
    Small puzzle element included find the keycard to open the research
    directors office to lift the lockdown on the security post, from there
    you can lift the lockdown on the surgical rooms, all the while
    encountering feral gorillas.
    
    
    
    ## Why It's Good For The Game
    
    Icebox lacks some dangerous ruins with decent loot. The loot here is a
    WIP and I'm hoping can be discussed. I know icebox still is in need of
    some ruins and I had some ideas and threw this together. The map size is
    45x45. I made it so you also can't just bee-line and cheese it by adding
    indestructable shutters, windows, and walls, along with a noteleport
    area flag to prevent cheesing of the area.
    
    In-game rendered screenshots:
    
    
    ![image](https://github.com/user-attachments/assets/deb4a3de-ab3b-4fad-9bc2-38edc58ddbfd)
    
    
    ![image](https://github.com/user-attachments/assets/16debd29-86e2-4a78-92eb-099234634c56)
    
    ![Uploading image.png…]()
    
    
    
    
    Editor Screenshots:
    
    
    ![image](https://github.com/user-attachments/assets/330efb1f-9cc2-457b-b0d8-75719c38b7a2)
    
    
    ![image](https://github.com/user-attachments/assets/281e9189-a447-4a25-8932-fca8797a1037)
    
    
    Notable loot Spawns:
    
    
    ![image](https://github.com/user-attachments/assets/b352b461-0a72-4b1f-83fe-57dbb39f2d39)
    
    
    ![image](https://github.com/user-attachments/assets/a3075def-dcb1-40a5-8d6f-c672e1528647)
    
    
    ![image](https://github.com/user-attachments/assets/50e352e5-15e6-45e8-a2fd-d96625b4f538)
    
    
    ![image](https://github.com/user-attachments/assets/a811231b-70d0-4730-a938-186320438782)
    
    
    ![image](https://github.com/user-attachments/assets/5c07b521-a36f-4e54-807f-6fee95672da7)
    
    
    ![image](https://github.com/user-attachments/assets/a7403e0c-ad09-4a64-8826-18181fc1a26c)
    
    
    
    
    
    
    
    
    ## Changelog
    :cl:
    map: New Icebox  Ruin "Syndicate Biodome" added.
    
    /:cl:
    GremlinSeeker authored Oct 15, 2024
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  33. Adds a warning and single retry to byond membership lookup (#86765)

    ## About The Pull Request
    
    A few people are having issues getting byond membership features
    disabled even though they're a byond member. This is *likely* due to
    byond server troubles, and according to lummox the lookup proc should
    return null when a connection issue happens. So I've put some handling
    in there for that case as well as a single retry.
    
    :cl:
    fix: Byond membership lookup should now warn you when it fails due to a
    connection failure.
    /:cl:
    ninjanomnom authored Oct 15, 2024
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  35. All melee weapon damage temporarily slows cyborgs rather than just th…

    …rown weapon damage (#87119)
    
    ## About The Pull Request
    
    Cyborgs will now be temporarily slowed down when hit with **any melee
    weapon**, based on the strength of the weapon.
    
    Thrown weapons maintain their behavior of slowing cyborgs, and they also
    now scale based on strength of the weapon.
    
    Thrown weapon slowdown is also stronger (3x stronger) than just hitting
    them. So you are still incentivized(?) to use the existing mechanic. To
    catch up to them, I guess.
    
    ## Why It's Good For The Game
    
    So, this mechanic was added as a new counterbalance to cyborgs due to no
    longer being stunned in a single flash.
    But 1 year later I polled the community, and the results speak for
    themself:
    
    
    ![image](https://github.com/user-attachments/assets/bafb043f-2201-4122-8c68-ccc746046c0a)
    
    
    ![image](https://github.com/user-attachments/assets/f71b7048-1b98-4c05-aebb-0b8393572f7e)
    
    It is my opinion that this mechanic is too obscure and a bit obtuse to
    work as a "mechanical counter" to the cyborg.
    "Yeah to catch up to a cyborg you have to throw a floor tile or a potted
    plant at them."
    "You mean I can't just *hit* them with the potted plant?"
    "No, you gotta chuck it."
    
    This PR aims to address that by tweaking the mechanic to trigger on any
    weapon attacks. Which in my mind, makes sense. "Hitting borgs with stuff
    will slow them down temporarily" is easier to parse and observe in
    practice than "THROWING stuff at borgs will slow them down".
    
    
    ## Changelog
    
    :cl: Melbert
    balance: Cyborgs are now slowed down when hit with any melee weapons,
    rather than ONLY when they are hit by THROWN melee weapons. The stronger
    the weapon, the stronger the slowdown. Thrown weapons are still more
    effective at slowing than just hitting them directly, however.
    /:cl:
    MrMelbert authored Oct 15, 2024
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Commits on Oct 16, 2024

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  2. syndicate sleeper agents can forge custom objectives (#87180)

    ## About The Pull Request
    
    The removal of the ability for midround traitors to take progression
    objectives had the run-on effect of preventing them from using their
    uplink to view their primary objectives, which also means they cant
    forge custom objectives. This PR changes that, and provides additional
    logic in uplink ui code to account for uplinks belonging to traitors
    with one type of objective but not the other.
    
    ## Why It's Good For The Game
    
    Fixes #86763
    Y0SH1M4S73R authored Oct 16, 2024
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  4. Big manipulator update. MORE MANIPULATES!!! (#86827)

    ## About The Pull Request
    
    Added new settings for the manipulator:
    
    0. Added item in claw overlay. Now you see what object manipulator is
    using.
    1. Type to take. Manipulator can take items and crates(also livings but
    with emag).
    
    
    https://github.com/user-attachments/assets/8d0a557f-339e-44c5-a48d-5c81c20ca611
    
    2. Modes. Manipulator now have drop/use/throw mode that change
    manipulate process with object in claws:
    
    - Drop: Can drop item in  floor/storage (selected by priority).
    - Use: Will try to use item in claws on living/structures/machinery
    (selected by priority). Need tasting.
    - Throw: Just throwing the item away!!! Throw range can be modified.
    
    
    https://github.com/user-attachments/assets/71a204c5-2816-4826-9540-9fcb9699046b
    
    
    
    https://github.com/user-attachments/assets/d38c80cc-3018-45bd-92d3-d1e693e4d586
    
       
    
    https://github.com/user-attachments/assets/0b745fe6-df3b-4682-8f21-91d87feae84a
    
    3. Priorities. Now you can configure what types of objects the
    manipulator will work. Manipulator will choose which object to work with
    using a priority list: selects the type with the lowest number. If
    manipulator cannot find an item from priority 1, he will look from
    priority 2 and so on. can be disabled by clicking on the only 1 priority
    button. In this case, the manipulator will not finish its work and will
    wait until the desired type of object appears.
    
    4. Emag act. Now manipulator can be emaged. In this case he will have
    the opportunity to take living mobs and drop em or THROW AWAY!!!!
    
    
    https://github.com/user-attachments/assets/27d8b710-ec59-4931-9ca4-4770e929ea7b
    
    If you find secret functions that I didn’t write about, it means I
    forgot about them.
    
    ## Why It's Good For The Game
    
    ![Manipulator_Enjouer](https://github.com/user-attachments/assets/246cac47-410a-4e5b-955d-12c84b7fec63)
    
    As many have said, Manipulator has too few functions. Adds more options
    for building -death traps- logistics networks and other automated
    manipulation capabilities.
    
    ## Changelog
    :cl:
    add: Manipulator now shows what objects he is dragging.
    add: Manipulator now can take more then just items.
    add: Manipulator now have 3 modes to choice: drop/use/throw.
    add: Manipulator now have priorities.
    add: Manipulator now can be emaged.
    /:cl:
    
    ---------
    
    Co-authored-by: Jeremiah <[email protected]>
    Co-authored-by: Ghom <[email protected]>
    Co-authored-by: Ben10Omintrix <[email protected]>
    4 people authored Oct 16, 2024
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  6. Minor chainsaw code refactor (#87198)

    ## About The Pull Request
    
    Closes #87140 by making chainsaws use transforming component like all
    other sane items. Also cleanup.
    
    ## Changelog
    :cl:
    fix: Chainsaws can now be sharpened
    code: Chainsaws have received a minor code refactor
    /:cl:
    SmArtKar authored Oct 16, 2024
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  8. Blade Heretic/Side knowledges improvements/fixes. (#87167)

    <!-- 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
    
    Blade Heretic has received a few changes.
    
    The cost of crafting a Dark blade has been reduced in exchange for a
    lower blade capacity, The Dark blade itself has received a new sprite.
    
    ![Updated Dark
    Blade](https://github.com/user-attachments/assets/f5dde8a3-6827-4d4f-a530-0a1a01965a63)
    
    Realignment pulls you out stuns a bit faster and grants baton resistance
    while active.
    
    You may now infuse your blades with a (weaker) mansus grasp upon
    unlocking the ability to dual wield, they also gain increased demolition
    modifier.
    
    Mawed Crucible now slowly refills and requires fewer organs to brew a
    potion; you may now use a charge to refill your eldritch flask.
    
    The potion themselves have also received changes more on that below.
    
    The cooldown on the cursed curio shield has been reduced.
    
    Lionhunter's rifle no longer does increased damage on scoped targets,
    instead it marks them with Mansus grasp and teleports the heretic to
    them.
    
    Lastly Blade ascension has been fixed, you once again get the Ring of
    Blades.
    
    <!-- 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
    
    Oh boy, here we go.
    
    # **Blade Heretic changes**
    
    Blade Heretic sits in a pretty decent spot, I wouldn't call the path
    weak by any stretch of imagination, but there are few aspects that could
    be reasonably improved without changing the overall strength of the path
    significantly.
    
    **Sundered Blade**
    I think these are too expensive to craft, especially compared to the
    other blades which require very basic materials.
    
    It's not uncommon to run into situations where you just cannot afford to
    make more than a set of blades, and i'd argue it's not fun for the crew
    to have their titanium or silver deposit drained every time a blade
    heretic rolls around.
    
    As a solution, i'm halving the cost in exchange of lowering the cap from
    5 to 4 blades.
    
    **Realingment**
    
    This spell is lowkey awful; 25 stamina regen per second really doesn't
    make much of a difference when you are getting chain batoned, I have
    footage of blade heretics dying to a single shove stun while this abilty
    was active.
    
    The stamina regen and reduce immobility timer has been buffed on top of
    granting baton resist so long as it stays active, so you can properly
    get in fighting position without getting constantly knocked down.
    
    Mind you, It's still no CNS rebooter, so stuns will still yield a few
    seconds of vulnerability.
    
    **Swift Blades reworked into Empowered Blades**
    
    You may now use your Mansus grasp to infuse your Dark blades.
    
    It comes with the tradeoff of losing the knockdown and the stamina
    damage, you still retain the backstab.
    
    Video Demonstration: https://www.youtube.com/watch?v=9cO9BOD8Zz4
    
    Dark Blades also gain increased demolition modifier.
    
    Dual wielding puts the heretic in the annoying position of having to
    switch between the second Blade and an empty hand to use Mansus grasp.
    
    Blade is supposed to be a master of melee combat, but they are still a
    dark mage, so why shouldn't they be able to infuse their blades?
    
    It still comes with a tradeoff, I'd reckon super sweaty players will
    still want to hotswap, but hey, the option is there.
    
    The added demolition modifier is to provide Blade with some way of
    breaking in and out of places, given the path has no jaunts or utility
    whatsoever, this seems reasonable to me.
    
    Lastly Malestrom of Silver finally works now; you once again get the
    blade aura upon ascending.
    
    
    # **Side Knowledge changes**
    
    **Mawed Crucible**
    
    The crucible now passively refills, and has a special interaction to
    refill the Eldritch Flask, the potion themselves have received changes.
    
    - Xray Potion: duration bumped from 60 to 90 seconds.
    
    - Wall phasing potion: Duration bumped from 15 to 40 seconds, you may
    now recall to your original location at will.
    
    - Potion of the Wounded soldier: Upon expiring, it heals your wounds and
    regrows missing limbs.
    
    **Reasoning**: Let's be honest here, noone ever makes this thing, the
    cost of making 1 potion is exorbitant and the potion themselves are not
    even that good to begin with.
    
    I'm not gonna explain every change in detail, but considering the
    crucible is one of the OG side knoweldges and you hardly hear anyone
    talk about it, we can safely give it a few buffs.
    
    **Unfathomable Curio**
    
    Cooldown on the shield has been halved.
    
    **Reasoning**: discussed it with Rex (the guy who created it), 60
    seconds for 1 block is a bit excessive , 30 seconds seems reasonable
    enough.
    
    **Lionhunter's Rifle**
    
    Made a bit easier to craft and maintain, it can now be stored in the
    vest slot of the Eldritch Robes.
    
    The homing projectile now fully penetrates armor instead of having bonus
    damage; it also marks the victim with Mansus grasp and teleports the
    Heretic directly to them, the homing on the projectile itself has been
    improved.
    
    **Reasoning**: another side knowledge that sadly barely sees any play.
    
    Frankly this gun just doesn't have a purpose to exist, long range
    weaponry don't really mix with Heretic toolkit all that well, as you
    want to get close to your target to drag em to the spook dimension, not
    snipe 'em from a distance
    
    Lionhunter now works as an initiation tool, upon marking the target, the
    Heretic transforms into the fired bullet until it connects, applying
    mansus grasp on the victim.
    
    Keep in mind you still need xray or thermals to use the rifle to its
    full potential, either from the Crucible or the ashen medallion.
    
    Video Demonstration: https://www.youtube.com/watch?v=AXmidKrx-Fg
    
    As a trade off, the damage has been halved from 60 to 30.
    
    <!-- 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
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    all you want, but it's best to shoot for clear communication right off
    the bat. -->
    
    :cl:
    balance: Sundered Blades now require 1 Titanium or Silver bar to craft
    and their capacity has been reduced to 4.
    balance: Realignment pulls you out of stuns a bit faster and grants
    baton resist while active.
    balance: Blade Heretic dual wielding now let's you infuse Your Dark
    Blades with a weaker mansus grasp and grants an increase in demolition
    modifier.
    fix: Malestrom of Silver grants the ring of protective blades once
    again.
    balance: Mawed Crucible requires 3 organs to brew one potion, passively
    refills overtime and can be used to refill the Eldritch Flask
    balance: Brew of Crucible soul effect bumped to 40 seconds and can be
    ended early.
    balance: Brew Of Dusk and Dawn effect bumped to 3 minutes.
    balance: Brew of the wounded soldier now offers a very minor passive
    heal and fully heals your wounds and limbs upon expiring.
    balance: Cursed Curio shield now recharges faster.
    balance: Lionhunter's rifle has been reworked, it now fits on the
    eldritch robes vest slots, it's cheaper to craft it and its ammunition
    and works as an initiation tool.
    /: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. -->
    
    ---------
    
    Co-authored-by: Xander3359 <[email protected]>
    Co-authored-by: Ghom <[email protected]>
    3 people authored Oct 16, 2024
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  2. Mixed bag of fishing adjustments. (#87201)

    ## About The Pull Request
    This more or less ties with my previous PR where I fix some of the
    issues I've seen with fishing, because both are the result of some live
    playtesting in which I assessed some flaws and nits. So, let's get
    started:
    
    Lowered the number of fish to scan for each fish scanning experiment:
    This is the most time-gating feature of fishing. As a scientist you're
    usually better off doing anything else than this anyway, which is
    understandable, but for whoever else that plans to get some nice ocean
    fish, this is going to be a huge bummer. From 4, 8, 14, 21 to 3, 7, 11,
    17.
    
    Switched the ocean and chasm portal setting: Right now, the ocean portal
    has the largest amount of catchable creatures, which can also help
    progress the experiments, while the chasm setting only has two and is
    only mildly useful for chasm chrabs --> lobstrosities (which suffer a
    bit from not having a good enough AI right now). I hope I'll have the
    time to add some late fishes to the chasm setting at some point.
    
    Added a premapped fishing portal generator to the common service room of
    every map: It takes quite some time to setup fishing. Making a fishing
    portal is by far what I consider to be the most tedious part. Also Wawa
    and Birdshot were also missing the aquarium kit. On a side-note I
    realized some days ago that service jobs receive very good discounts on
    the fishing items sold by the good clean vendor.
    
    Added the fish puns speech modifier to fish-infused gills: I forgot to
    do it when I made the PR. Shrimple as that.
    
    Mild fish infusion tweaks: Lowered the crawling speed very sightly, but
    buffed showers and water healing slightly. Drinking water now wets you
    by about 1/4 of what splashing it would do.
    
    Buffed fishing difficulty modifiers for items and chairs a little: For
    the time and credits invested, buying a carp costume or whatever to be
    slightly better at fishing doesn't seem that profitable, and I reckon I
    was being a bit conservative with the values. Fishing is a considerable
    time investment already, especially in the initial stage with the setup.
    Also idk why sunglasses and thermals buff fishing while fish are
    technically cold-blooded creatures so I removed the comp from them.
    
    Added fishing rods and fish cases designs to cargo and science lathes:
    Other base fishing designs are shared between the three departments,
    while these two are only available for service (and autolathes
    obviously).
    
    Fishing skill now affects completion gain and not only completion loss:
    Fishing as a feature has a slower pace than most things in the game. It
    feels right that by the time you reach about legendary level, you get to
    complete the minigame a bit faster.
    
    ## Why It's Good For The Game
    To put it briefly, the feature feels right as a casual experience,
    however time is very much against you and getting something done takes
    some effort (especially on tram, where moving to and fro' departments is
    almost like playing froggers at times)
    
    ## Changelog
    
    :cl:
    map: Added a premapped fishing portal generator to every map.
    balance: Lowered the requirements for fish scanning experiment. Swapped
    the rewards of the second and third experiments.
    balance: Buffed fishing difficulty modifiers for several items and
    chairs.
    balance: Fishing skill now affects completion speed of the minigame more
    actively.
    balance: Mild fish infusion tweaks. Crawling is a smidge slower, but
    healing from showers and drank water is a bit better.
    qol: Fishing rods and fish cases can now be printed by cargo and science
    lathes.
    add: Gills now give the fish puns speech modifier.
    /:cl:
    Ghommie authored Oct 17, 2024
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  4. moves the movement subsystem off background (#87247)

    ## About The Pull Request
    
    movement subsystem now has the SS_BACKGROUND flag removed
    excuse me if this isnt any correct like i know daedalus did this for
    some reason at best
    
    ## Why It's Good For The Game
    
    (stuff controlled by) movement ss is not actually THAT costly (compared
    to Throwing)
    ![2024-10-15 22_07_17-Boss' Fat Camp
    82](https://github.com/user-attachments/assets/0b0ffe3f-5703-4e32-87a7-4d84cc0979f3)
    (when i nuked metastation on local)
    and i think being able to move when you slip on oil or whatever eg
    jetpacks during lotsa lag is pretty important
    this does not actually make it immune to lag it just seems to mitigate
    the issue by a slight margin
    
    
    ## Changelog
    :cl:
    code: Movement Subsystem no longer is a background subsystem. This means
    that you should no longer get stuck after slipping on oil during
    instances of high usage.
    /:cl:
    mc-oofert authored Oct 17, 2024
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  6. Adds Better Bombanana Logging (#87249)

    ## About The Pull Request
    
    Fixes #87214
    
    Better bombanana logging that should account for all the edgecases
    mentioned in the above issue report, giving more awareness on why a
    bombanana peel spawned, as well as renaming the bombanana syndicate
    minibomb to actually have the name "bomb". Just does a lot of
    retinkering and cleaning up to ensure all the args are appropriate and
    that everything should be fed into the logging procs appropriately. Big
    ol' verbose message in case something wonks out though, but it should be
    pretty evident in the logs now.
    ## Why It's Good For The Game
    
    Better logging for admins.
    ## Changelog
    :cl:
    admin: Logging of Bombanana Peel explosions should be far better now.
    /:cl:
    san7890 authored Oct 17, 2024
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  8. Fixes our last playsound(list()) (#87251)

    ## About The Pull Request
    This doesn't work anymore. Thanks to dangerkitten on bitbus for making
    me write a regex to find this one.
    (said regex being ``playsound\([^,]+, list\(``)
    
    ## Changelog
    :cl:
    fix: Hotswapping tanks in pumps and scrubbers now properly plays both
    sounds instead of runtiming
    /:cl:
    SmArtKar authored Oct 17, 2024
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  10. [no gbp] a few very minor manulathe changes + rotating fix (#87244)

    ## About The Pull Request
    
    made manufacturing machines i/o overlays (the blue and orange lights and
    such) rotate with the machine
    CTRL SHIFT LMB makes the manulathe dump all mats
    manulathes no longer may receive ore: this was not intentional,
    processing ore is stuff the smelter does
    manulathes now use a matter bin instead of a servo (because it makes
    sense because it holds mats): this affects its material capacity being:
    bin tier * 50 sheets
    
    ## Why It's Good For The Game
    
    bug bad
    oversight bad
    and you also no longer need to decon the lathe to dump mats
    
    ## Changelog
    :cl:
    fix: input output overlays for manufacturing machines actually update
    properly when rotated
    qol: you may dump materials of a manulathe via CTRL SHIFT LMB
    balance: manulathes may not receive ore (not intentional)
    balance: manulathes now use a matter bin in their construction, which
    now affects their material holding capacity: 50 sheets per tier
    /:cl:
    mc-oofert authored Oct 17, 2024
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  12. [NO GBP] fixes portable SMESes disappearing when opening their panel (#…

    …87250)
    
    ## About The Pull Request
    replaces the _o in the p_smes_o icon state with a -o so the icon
    actually shows up instead of turning invisible.
    no GBP because it's my bad. i thought i caught that
    
    ## Why It's Good For The Game
    SMES turning invisible when unscrewed probably not great for usability
    
    ## Changelog
    
    
    :cl:
    fix: Portable SMESes should no longer turn invisible when unscrewed.
    /:cl:
    
    ---------
    
    Co-authored-by: Hatterhat <[email protected]>
    Hatterhat and Hatterhat authored Oct 17, 2024
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  14. Fix canisters and portable pumps from rounding the user's input when …

    …setting pressure value. (#87243)
    
    ## About The Pull Request
    Fix canister and portable pump pressure inputs from transferring rounded
    values instead of the full value inputs to their target release
    pressure.
    
    Does this by adding a round_value = FALSE argument to
    tgui_input_number() in canister.dm, and removing the rounding operation
    in canister.dm and pump.dm.
    
    The UI should still round the values to display, just not rounding the
    value to transfer to the canister.
    
    ### Known issues:
    If the input is set to an integer with the same value as the rounded
    current value, then it will consider it the same for some reason, thus
    not calling ui_act(). Not sure why this happens.
    ## Why It's Good For The Game
    Closes #87175.
    ## Changelog
    :cl:
    fix: Fixes canisters and portable pumps from not considering decimals
    when transferring input to setting release pressure.
    /:cl:
    Pickle-Coding authored Oct 17, 2024
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  16. Gives audible emotes an emote specific audio cooldown alongside the g…

    …eneral audio cooldown (#87210)
    
    ## About The Pull Request
    defaults:
    ```php
    	/// How long is the shared emote cooldown triggered by this emote?
    	var/general_emote_audio_cooldown = 2 SECONDS
    	/// How long is the specific emote cooldown triggered by this emote?
    	var/specific_emote_audio_cooldown = 5 SECONDS
    ```
    specific cooldown only checks for the emote, while the general is a
    shared cooldown, gave laugh and scream longer specific cooldowns.
    ## Why It's Good For The Game
    The general emote cooldown fixed the problem of multiple emotes getting
    used at once, now we have a problem with people using the same emote too
    many times, I want to give the players ability to use sounds in their
    emotes, but spamming the same emote over and over again makes me regret
    it and hesitant about it, this way we can have the best of both worlds.
    ## Changelog
    :cl: grungussuss
    sound: along with the shared emote cooldown, specific emote audio
    cooldown has returned.
    /:cl:
    Sadboysuss authored Oct 17, 2024
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  18. Fix digi legs sprites getting stuck (#87254)

    ## About The Pull Request
    
    Fixes #86756
    Fixes #67174 (isn't this already fixed? Oh well now it's really fixed
    because I tested it)
    
    Basically changed the random calls to `update_body_parts` with a bespoke
    proc which better explains what they are there to do
    
    Adds one missing call to head items (for `HIDESNOUT`)
    
    ## Changelog
    
    :cl: Melbert
    fix: Fixed digitigrade pants sprite not updating in accordance to some
    leg updates
    /:cl:
    MrMelbert authored Oct 17, 2024
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  24. Improves armrest code for chairs, fixes bronze chairs not spinning ar…

    …ound (#87225)
    
    ## About The Pull Request
    
    Closes #87222
    armrest code doesnt have to be copied thrice if it can be on chairs with
    a var to control if its actually used
    
    ## Changelog
    :cl:
    fix: Bronze chairs will automatically spin once more
    /:cl:
    SmArtKar authored Oct 17, 2024
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  26. Industrial scanning sound (#87189)

    ## About The Pull Request
    For:
    - gas analyzer
    - scanner gate
    - plant analyzer
    - t-ray scanner
    - slime scanner
    - scanning mining geysers
    
    
    https://github.com/user-attachments/assets/24fde731-e567-483b-b88e-6f7fcbacf52a
    ## Why It's Good For The Game
    it sounds nice
    ## Changelog
    :cl: grungussuss
    sound: added new scanning sound
    /:cl:
    Sadboysuss authored Oct 17, 2024
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  2. [NO GBP] Plasmamen no longer self-immolate while in stasis (#87257)

    ## About The Pull Request
    
    I forgor because spec_life is not called in stasis but life is
    
    ## Changelog
    :cl:
    fix: Plasmamen no longer self-immolate while in stasis
    /:cl:
    SmArtKar authored Oct 18, 2024
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  6. Places lavaland ambi attribution in the correct folder and corrects i…

    …t [no gbp] (#87196)
    
    ## About The Pull Request
    states that it's spliced and puts it in the correct folder
    ## Changelog
    nothing player facing
    Sadboysuss authored Oct 18, 2024
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  7. gives the portable gravity generator an open state (#87261)

    ## About The Pull Request
    
    
    ![image](https://github.com/user-attachments/assets/c2833aa6-ec43-47fb-ae19-fbff46374264)
    (The portable gravity generator has an open/screwdrivered icon state now
    instead of disappearing when screwdrivered.)
    ## Why It's Good For The Game
    i think being able to see the machine i'm working on is a good thing
    actually
    
    ## Changelog
    
    :cl:
    fix: Portable gravity generators no longer turn into a floating pair of
    status lights when screwdrivered open.
    /:cl:
    
    Co-authored-by: Hatterhat <[email protected]>
    Hatterhat and Hatterhat authored Oct 18, 2024
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  9. Lionhunter rifle can no longer be used to teleport to the debug room (#…

    …87268)
    
    ## About The Pull Request
    
    Closes #87265
    
    ## Changelog
    :cl:
    fix: Lionhunter rifle can no longer be used to teleport to the debug
    room
    /:cl:
    SmArtKar authored Oct 18, 2024
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  11. Fixes electrified chair overlay layering (#87228)

    ## About The Pull Request
    
    Closes #87221 by changing overlay layers when a mob is buckled to the
    chair.
    
    ## Changelog
    :cl:
    fix: Fixed electrified chair overlay layering
    /:cl:
    SmArtKar authored Oct 18, 2024
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Commits on Oct 19, 2024

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  4. Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)

    ## About The Pull Request
    
    Upon getting stabbed in your eyes or having a bullet fly through your
    head there's a chance (minor for stabbing, extremely low for headshots)
    you'll receive a new "Eye Puncture" wound which causes profuse bleeding
    out of your now-empty eye hole. Once healed you'll have to deal with a
    scar on your eye which cannot be cured and requires surgical
    replacement. Eye scarring will reduce your eyes' max health by 15, give
    you a minor screen tint and a fancy visual on your character sprite.
    Getting scarring on both eyes will turn you completely blind.
    
    
    ![image](https://github.com/user-attachments/assets/c1ae4ff3-6844-405d-819b-9c390511e321)
    
    This PR also introduces a new quirk which gives you eye scarring on the
    eye of your choice and an eyepatch to go alongside it, just make sure
    that it sits on the right eye.
    
    Also added medical(white) subtype of eyepatches to loadout for those who
    want that version instead. Credits to AnturK on discord for the idea.
    
    ## Why It's Good For The Game
    
    Its a neat lil' feature that makes the game more immersive, and unlocks
    more roleplay opportunities for players. New quirk gives access to this
    feature for players who want to make it a part of their character's
    backstory (or maybe as a part of permanent scar roleplaying).
    
    ## Changelog
    :cl:
    add: Getting stabbed or shot in the eyes has a chance of giving you a
    new wound and a semi-permanent scar, blinding you on one side
    add: Added new "Scarred Eye" quirk which blinds you on one eye but gives
    you a fancy eyepatch
    add: Medical eyepatches have been added to loadout
    /:cl:
    
    ---------
    
    Co-authored-by: Time-Green <[email protected]>
    SmArtKar and Time-Green authored Oct 19, 2024
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Commits on Oct 20, 2024

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  4. Fixes message upon examining an already dissected corpse using your p…

    …ronouns instead of theirs (#87300)
    
    ## About The Pull Request
    
    Someone told me that it was kinda weird how it used different pronouns
    for the already dissected message, so I looked into it, and lo and
    behold:
    
    https://github.com/tgstation/tgstation/blob/10dffbf82b73b1e61dbcc4f4c2879e2f3edf9dfb/code/modules/mob/living/carbon/examine.dm#L271-L272
    It used user pronouns rather than the corpse's pronouns.
    Wild.
    
    Anyhow, swapping it to like. Not Do That. Seems to fix this just fine.
    ## Why It's Good For The Game
    
    Fixes jank.
    ## Changelog
    :cl:
    fix: Message upon examining an already dissected corpse now uses their
    pronouns and not yours.
    /:cl:
    00-Steven authored Oct 20, 2024
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  6. Drops two droppers in Wawastation xenobio (#87295)

    ## About The Pull Request
    
    Title; also shuffles the table they're on a bit so that it look a bit
    better
    
    ## Why It's Good For The Game
    
    Reported in a comment to #87096 but otherwise it's for consistency with
    other maps. Only dropper available to RnD roundstart was somewhere in
    their lobby, which is inconvenient to grab for the secluded caste of
    xenobio mains. Why two? Uh, two grinders, two bits of plasma, two
    consoles... it's zen, I tell you.
    
    ## Changelog
    :cl:
    map: Wawastation xenobio now has two droppers
    /:cl:
    Sealed101 authored Oct 20, 2024
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  8. Fixes a large amount of bugs caused by ghost polling returning empty …

    …lists instead of null (#87291)
    
    ## About The Pull Request
    
    Closes #86760
    
    ## Changelog
    :cl:
    fix: Ghost polling/events no longer runtime or freak out when nobody
    signs up for them
    /:cl:
    SmArtKar authored Oct 20, 2024
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  10. revs pass out upon deconversion again (#87282)

    ## About The Pull Request
    
    Re-adds revs passing out for a few seconds upon deconversion.
    
    ## Why It's Good For The Game
    
    When #76728 adjusted the
    outcome of rev victory, it may have accidently made an undocumented
    change wherein revs no longer pass out upon deconversion. I asked on
    discord and was advised to submit this as a fix. With thanks to
    mrmelbert for basically telling me how to fix this.
    
    Fixes #81235
    
    ## Changelog
    
    :cl:
    fix: revs once again pass out upon deconversion
    /:cl:
    
    ---------
    
    Co-authored-by: jimmyl <[email protected]>
    the-orange-cow and mc-oofert authored Oct 20, 2024
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  12. Nullblades and proto-kinetic crushers use the check_behind() proc rat…

    …her than get direction themselves. (#87287)
    
    ## About The Pull Request
    
    What it says in the title.
    
    ## Why It's Good For The Game
    
    This is functionally identical, but a little more robust about what
    counts as 'behind'.
    
    ## Changelog
    :cl:
    code: Nullblades and proto-kinetic crushers use the new proc for
    checking valid directions to backstab.
    /:cl:
    necromanceranne authored Oct 20, 2024
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  14. Too far message is a failstate (#87302)

    ## About The Pull Request
    When the message changes to `"They say something, but you are too far
    away to hear them."`, it is now considered a fail-state and will return
    FALSE on proc/Hear()
    
    ## Why It's Good For The Game
    It's currently considered a success (original message is sent) if the
    user is not blind/deaf. May cause troubles in the future (already does
    on the downstream).
    
    ## Changelog
    Currently, players shouldn't notice a difference.
    larentoun authored Oct 20, 2024
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  15. [i ded] Jean shorts are correct clothes for the death sandwich (#87280)

    ## About The Pull Request
    
    If you know the underlying reference behind the death sandwich, you
    would think the jean shorts from the clothesmate would allow you to eat
    it right. This is not the case, because it checks for exactly one
    specific type. This is inconsistent with the source material, as there
    is more than one kind of clothing in this game that includes jean
    shorts.
    
    ## Why It's Good For The Game
    
    i ded why reference not work like it do in source
    
    ## Changelog
    
    :cl:
    qol: All forms of jean shorts now count for eating the death sandwich
    right
    /:cl:
    Y0SH1M4S73R authored Oct 20, 2024
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  17. Removes tape recorder's examine line about a closed wire panel (#87283)

    ## About The Pull Request
    
    Closes #87270
    it doesn't even have wires why was this even a thing
    
    ## Changelog
    :cl:
    fix: Tape recorders no longer deceptively claim to have wires or a wire
    panel in order to lure in unsuspecting assistants
    /:cl:
    SmArtKar authored Oct 20, 2024
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  19. Optivorbis lossless compression for the sound folder (#87191)

    ## About The Pull Request
    used:
     https://github.com/OptiVorbis/OptiVorbis
    and a script provided by gpeckman to run it through the entire sound
    folder:
    
    https://discord.com/channels/326822144233439242/326831214667235328/1294688179919523862
    
    ### Comparison:
    before: 
    
    ![image](https://github.com/user-attachments/assets/3a46496c-ab8d-4484-856b-161e6ab5c7b9)
    after:
    
    ![image](https://github.com/user-attachments/assets/6d9a5883-4c02-4989-a638-2c85b1f7b7ec)
    with a total reduction of 9%
    
    ## Why It's Good For The Game
    takes up less space - downloads faster!
    ## Changelog
    :cl: grungussuss and gpeckman
    sound: the sound folder has been optimized to take up less space
    /:cl:
    Sadboysuss authored Oct 20, 2024
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  21. [NO GBP] Fixing a small, tiny issue with mob resizing on init (#87021)

    ## About The Pull Request
    The way `current_size` works is that it's multiplied by whatever
    argument it's used on `update_transform`, so if we have an initial
    current_size of 0.9 for a mob, we end up multipling that by itself and
    end up with the wrong value of 0.81 for a mob that's has been resized to
    be 10% shorter and thinner.
    
    ## Why It's Good For The Game
    Mistakes were made.
    
    ## Changelog
    /:cl:
    fix: Miss Tiggles is no longer spawned by gold sime cores.
    :cl:
    Ghommie authored Oct 20, 2024
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  22. Fundamentally Evil People/Undead are burned horribly by Mending Touch…

    …. Chaplains are not shaken by discovering EVAAAAL! Pacifist safe! Evil unsafe! Empaths beware! (#87187)
    
    ## About The Pull Request
    
    At a baseline, Mending Touch now burns anyone who is undead or
    fundamentally evil.
    
    Pacifists can still heal evil people, but avoid touching the undead with
    the healing hand.
    
    Evil people psychically crush empaths, so long as they're not undead.
    Evil people can heal other evil people and undead (includeling evil
    chaps)
    
    Undead can heal as normal, including other undead, but not evil people
    (its not a mutual friendship)
    
    Chaplains incinerate potential targets especially well using mending
    touch. Chaplains and spiritualists even shout out their god's name as
    they do so. (but only chaps get the extra damage)
    
    Empathic Chaplains are not shaken by identifying evil people. **THEY
    JUST SEE A NEW TARGET TO SMITE FOR THE CRUSADE.**
    
    ## Why It's Good For The Game
    
    **Consistency:** Undead are negatively impacted by healing effects of a
    similar nature. Rather than make a whole new mutation to heal undead,
    instead, we apply some different rules to allow undead or evil people
    the opportunity to apply and have applied different effects based on
    their status.
    
    **Evil people are already arbitrarily shafted by niche aspects of the
    game for fun:** It'd be funny if a well meaning medical staff member
    tries to use mending touch on an evil guy and they just burst into
    flames instead. Why? They took the quirk to screw over empaths and
    nothing else.
    
    **Undead are immensely uncommon:** This isn't going to come up much
    whatsoever given that undead are almost unseen outside of Halloween.
    ~~What do you mean that's a few weeks away?~~
    
    **Dumb Bullshit:** Empaths and Evil people are diametrically opposed for
    silly reasons. If Empaths still hurt undead, it stands to reason that
    evil people heal them out of pure spite. The two sides hurt one another
    with the mutation.
    
    **Chaplains smiting people is funny:** Chaplains aren't the main users
    for the mutation, its mostly for medical staff, but they damn will seek
    it out a lot of the time to augment their existing healing powers. Since
    this is a feature about moral self-righteousness, its now especially
    funny for chaplains to be either one of the quirk holders primary enemy
    if they're on the opposing side.
    
    ## Changelog
    :cl:
    add: Mending touch now has additional effects based on whether or not
    the target or user is evil, an undead or an empath. Don't use mending
    touch on evil people or undead, or they might go up in flames. Though
    evil people can get back at empaths specifically and heal udnead as
    normal.
    add: Chaplains engulf people using mending touch's harmful reactions to
    diametrically opposed entities especially well. Because of religious
    zeal, of course.
    add: Empath chaplains ignore the fear consequences of examining an evil
    person. They instead get additional information about what to do to
    these people if the need arises.
    /:cl:
    
    ---------
    
    Co-authored-by: carlarctg <[email protected]>
    necromanceranne and carlarctg authored Oct 20, 2024
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  24. Fixes birdshot emitters being disconnected from SMES (#87279)

    ## About The Pull Request
    
    A single cable was missing, leading to emitters (and some rooms in
    atmos) being disconnected from the main SMES.
    
    ## Why It's Good For The Game
    
    Emitters should be able to be fired at roundstart.
    
    ## Changelog
    
    :cl:
    map: Birdshot's Emitter Room should no longer be disconnected from the
    grid at shiftstart.
    /:cl:
    JackEnoff authored Oct 20, 2024
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  26. Master-overlayed screen alerts (i.e aura healing) now use appearance …

    …cloning instead of directly overlaying the master (#87281)
    
    ## About The Pull Request
    
    This reworks the `/mob/proc/throw_alert(new_master = ...)` to use
    appearance cloning instead of just directly adding the master atom as an
    overlay.
    
    There's several advantages to this:
    - We don't have to change anything about the original target at all
    - Setting the plane/layer, adding the overlay, then resetting it to
    before (as it does without this PR), feels like an awful hack ngl.
    - We can ensure the target is always facing south, and has no pixel
    x/y/z shift.
    
    <details>
    <summary><h3>Proof of testing / screenshots</h3></summary>
    
    I had the healing rod holder standing on a table when the alert was
    added, to ensure that the pixel_x/y/z reset worked.
    
    ![2024-10-17 (1729221218) ~
    dreamseeker](https://github.com/user-attachments/assets/664abbef-d543-4d13-99ec-3264e05edfd8)
    ![2024-10-17 (1729221245) ~
    dreamseeker](https://github.com/user-attachments/assets/6073dcd4-75e0-404a-bea1-6bea5fbd7591)
    
    </details>
    
    ## Why It's Good For The Game
    
    Ensures the aura healing alerts and such always look consistent - no
    pixel offsets, always facing south, with more reliable code.
    
    ## Changelog
    :cl:
    refactor: Refactored how some screen alerts, such as aura healing, show
    atom overlays.
    /:cl:
    Absolucy authored Oct 20, 2024
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  28. [NO GBP] Icebox Ruin Fixes (#87308)

    ## About The Pull Request
    
    Fixes active turfs on two of my icebox ruin maps by creating a
    stonefloor icemoon subtype.
    
    ## Why It's Good For The Game
    
    it fixes
    
    ## Changelog
    :cl:
    
    fix: fixed active turfs on two icemoon ruins.
    
    /:cl:
    GremlinSeeker authored Oct 20, 2024
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  30. green raptors no longer mine activated gibtonite (#87290)

    ## About The Pull Request
    green raptors will now refuse to mine mineral walls containing active
    gibtonite
    
    ## Why It's Good For The Game
    this was leading to a significant number of unfortunate accidents and
    frustrations from what ive seen, making them almost not worth using.
    
    ## Changelog
    :cl:
    balance: green raptors now refuse to mine mineral walls containing
    active gibtonite
    /:cl:
    Ben10Omintrix authored Oct 20, 2024
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  32. PDA ringtones now show a balloon alert (#87278)

    ## About The Pull Request
    
    This makes it so receiving a PDA message will give the holder a balloon
    alert with their ringtone.
    
    ## Why It's Good For The Game
    
    PDA messages are often ignored due to not being noticed, as many players
    are more often focused on the main game screen (which runechat has
    somewhat normalized) than the chat window. This makes things more
    obvious that there's a PDA message.
    
    ## Changelog
    :cl:
    add: PDA ringtones now show a balloon alert to the PDA holder.
    /:cl:
    Absolucy authored Oct 20, 2024
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  34. Golem boulder breaking trait moved from species to limbs (#87271)

    ## About The Pull Request
    
    Golem boulder breaking trait moved from species to limbs
    
    ## Why It's Good For The Game
    
    SPECIES BAD
    
    LIMBS GOOD
    
    FUTUUURE
    
    (this lets people with golem arms break down boulders which i think is
    cooler)
    
    ## Changelog
    
    :cl:
    code: Golem boulder breaking trait moved from species to limbs
    /:cl:
    carlarctg authored Oct 20, 2024
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  36. capitalizes root beer (the reagent)'s name for consistency's sake (#8…

    …7264)
    
    ## About The Pull Request
    uh. title. capitalizes root beer's name in-code to be Root Beer, for
    consistency with every other chemical
    
    
    ## Why It's Good For The Game
    consistency in reagent naming schemes
    
    
    ## Changelog
    
    :cl:
    spellcheck: Chemical analysis now offers Root Beer the respect it
    deserves (read: Root Beer is now capitalized like every other reagent).
    /:cl:
    
    Co-authored-by: Hatterhat <[email protected]>
    Hatterhat and Hatterhat authored Oct 20, 2024
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  38. Added Policy & Binding to the Haunted Longsword (#86986)

    ## About The Pull Request
    
    Closes #86864
    
    Added a policy message and associated config i think to when a heretic
    is soultrapped, allowing headmins to ~~ruin my feature~~ decide how
    they're allowed to act.
    
    Haunted longswords can be, and start, binded. Binded swords are weaker
    than usual, being basically just talking cultist longswords. You can,
    however, unbind them, which will heavily buff their stats, unlock their
    powers, allow you use of a heretic's path spell, and let them attempt to
    fling around and cast spells.
    
    Reduced its throwing damage, turning it from a 3-hit-crit to a
    4-hit-crit.
    
    Binding and unbinding needs a bible, a ritual dagger, or an amber focus,
    depending on what role you are.
    
    Added type_english_list() which recieves a list of types and returns 'an
    x, a y, and a z' strings.
    ## Why It's Good For The Game
    
    > Added a policy message and associated config i think to when a heretic
    is soultrapped, allowing headmins to ~~ruin my feature~~ decide how
    they're allowed to act.
    
    Policy messages are required for new antags and a good idea besides.
    This slipped under the radar because of being bundled with a separate PR
    and the muddiness of it being 'new', but it's here now.
    
    > Haunted longswords can be, and start, binded. Binded swords are weaker
    than usual, being basically just talking cultist longswords. You can,
    however, unbind them, which will heavily buff their stats, unlock their
    powers, allow you use of a heretic's path spell, and let them attempt to
    fling around and cast spells.
    
    There's been some problems caused by an unfortunate lack of visibility
    on how the new sword is not necessarily your ally and may even
    immediately attempt retaliation, for, you know, being killed and
    sacrificed. To fix this, I've added a binding feature to it. The sword
    starts bound, but is fairly underwhelming in this state. It's suggested
    to talk to its wielders and tempt them into unbinding it, done by an UI
    button, which will allow it to use its spells and possibly backstab
    them, or help them in battle.
    
    > Reduced its throwing damage, turning it from a 3-hit-crit to a
    4-hit-crit.
    
    The attacks were dealing too much damage, surprising hapless people
    being hit by random flying swords, who didn't react until it was too
    late.
    
    This feature is still fucking awesome, and I spent some time wracking my
    brain on how to fix the given issues, and came up with this system which
    mantains and enhances the 'forbidden cursed sword' trope aspects of it
    while also stopping it from being as much of a noob trap as it used to
    be, Neutral antagonists that can help any side are cool and fun.
    carlarctg authored Oct 20, 2024
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  40. Use rust_g64.dll / librustg_64.so on OpenDream (#87313)

    ## About The Pull Request
    
    This makes it so running on OpenDream will always use `rust_g64.dll` /
    `librustg_64.so`, instead of `rust_g.dll` / `librust_g.so`, for rust\_g.
    
    ## Why It's Good For The Game
    
    Makes testing on OpenDream easier and less confusing, for the people who
    wanna do that - as if you forget 64-bit rust-g, it'll clearly say you're
    missing rust\_g***64***.dll, rather than somehow the included
    rust_g\.dll being broken.
    
    ## Changelog
    
    No player-facing changes - this is only relevant for testing OpenDream.
    Absolucy authored Oct 20, 2024
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  41. TTS pitch now affects emote sounds (#87275)

    ## About The Pull Request
    Closes #87274
    If TTS is enabled and supports vocal pitch, certain emotes will have a
    far smaller frequency range but will become affected by your chosen TTS
    pitch. Frequency equation is non-linear as pitch scales from -12 to 12
    
    ## Why It's Good For The Game
    
    Makes vocal emotes a bit more immersive as now they'll fit your
    character's tone.
    
    ## Changelog
    :cl:
    add: TTS pitch now affects emote sounds
    /:cl:
    SmArtKar authored Oct 20, 2024
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Commits on Oct 21, 2024

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  4. Fixes bolt of possession's previous owner's camera mob setup (#87288)

    ## About The Pull Request
    
    Title; it's all handled by the camera mob's proc `add_friend()`, which
    ticks off all the needed vars for the trauma and the camera mob to
    function properly. It also enables logging of the sorry sucker hit by
    the bolt becoming the "imaginary friend"! However it's logged as an
    imaginary friend, not a magic bolt happenstance. Suggestions on how to
    not snowflake that logging bit are welcome.
    
    ## Why It's Good For The Game
    
    Fixes #65669
    
    ## Changelog
    
    :cl:
    fix: fixed bolt of possession incorrectly setting up the previous owner
    of the victim's body, resulting in a fucked-up camera mob with no icon
    or movement capability
    /:cl:
    Sealed101 authored Oct 21, 2024
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  6. Gives jammers a secondary ability that allows to disable someone's ra…

    …dio mic (#87149)
    
    ## About The Pull Request
    
    Radio jammers can now disable someone's radio mic, both in AOE (right
    self-click on cooldown) and for on a specific target. For this to work
    headsets had to be adjusted to require broadcasting to be active in
    order to use their mic (it is now active by default and doesn't pick up
    nearby speech automatically).
    
    ## Why It's Good For The Game
    
    Jammers aren't very strong and this buff will allow for better stealth
    gameplay, as you cannot tell that you've been jammed this way until its
    too late as you still can hear others' speech. Requested by Mothblocks
    on discord (thus no GBP label).
    
    ## Changelog
    :cl:
    add: Jammers can now disable players' radio microphones via a new
    secondary ability, both for handhelds and headsets
    /:cl:
    SmArtKar authored Oct 21, 2024
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