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Upstream merge 8 2 2024 #55

Merged
merged 113 commits into from
Aug 2, 2024

Commits on Jul 22, 2024

  1. Restore HoP As A Functional Job (#576)

    # Description
    
    By request from @OldDanceJacket, this PR does two things. First, it
    gives the HoP access to Cargo, so that in ODJ's own words, "The Hop can
    be like the Warden to Cargo. They are Brothers In Bureaucracy". The
    second thing this PR does is add BASIC department PDAs for each
    department to the PTECH vendor, enabling the HOP to hire people on as
    the basic roles for every department, with additional PDAs for the
    teaching roles(Interns).
    
    By design, all specialized department roles(Such as Chemistry) cannot be
    granted by the HOP, and must instead be given by their respective heads
    of staff.
    
    # Media
    
    
    ![image](https://github.com/user-attachments/assets/601cee43-f23a-4119-9e5a-e7f987fbd6d8)
    
    
    # Changelog
    
    :cl:
    - add: The Head Of Personnel can now hire people onto basic roles for
    each department by vending PDAs.
    VMSolidus authored Jul 22, 2024
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  3. Fix Subfloors For Diggable Diles (#577)

    # Description
    
    By request from @OldDanceJacket , this restores the ability for pipes
    and wires to be hidden underneath grass and asphalt. I was originally
    going to also port digging, but it turns out that SOMEONE already ported
    digging, but completely forgot to also fix the subfloor nonsense.
    
    # Media
    
    With ShowSubfloor:
    
    ![image](https://github.com/user-attachments/assets/6aa5fee8-a670-4d3a-8d90-d17c964d59a8)
    
    Subfloors hidden:
    
    ![image](https://github.com/user-attachments/assets/df3581e3-b8a2-4020-92f5-30af6f0e7c6e)
    
    Dig the grass to expose pipes and wires:
    
    ![image](https://github.com/user-attachments/assets/ecf27a56-cb1d-4666-a235-f8ff94d4dfa2)
    
    # Changelog
    
    :cl:
    - fix: Pipes and Wires are now correctly hidden by grass and asphalt
    once more. Use a shovel to expose pipes hidden by grass.
    VMSolidus authored Jul 22, 2024
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  5. Update CPRSystem.cs

    VMSolidus committed Jul 22, 2024
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  7. Update drinks.yml (#578)

    # Description
    
    By request from @OldDanceJacket , this reworks the NRP description of
    the bar drink glasses to something more suitable for our codebase.
    
    No changelog due to how minor this is. 
    
    # Media
    
    Drink glasses still change their name to accommodate reagents, that is
    unchanged.
    
    ![image](https://github.com/user-attachments/assets/a4969be5-49f3-45c0-9687-505c9ccd723f)
    VMSolidus authored Jul 22, 2024
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  8. Carrying System Refactor

    VMSolidus committed Jul 22, 2024
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Commits on Jul 23, 2024

  1. Refactor FabricateCandySystem Into Its Generic Equivalent (#566)

    # Description
    Refactors the nyano shitcode responsible for allowing borgs to dispense
    candies into a more generic variant, that allows to define what action
    dispenses what entity, and allowing an arbitrary number of such actions
    on an entity.
    
    Requested by @DangerRevolution 
    
    <details><summary><h1>Media</h1></summary><p>
    
    
    https://github.com/user-attachments/assets/b4d643e2-c9b0-4367-8b9c-2d0cd4a228b9
    
    </p></details>
    
    # Changelog
    No cl no fun
    
    ---------
    
    Signed-off-by: Mnemotechnican <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    Mnemotechnician and DEATHB4DEFEAT authored Jul 23, 2024
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  2. Fix Loadout and Trait Job Playtime Requirements (#584)

    # Changelog
    
    :cl:
    - fix: Job playtime requirements for loadouts and traits show correctly
    DEATHB4DEFEAT authored Jul 23, 2024
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Commits on Jul 24, 2024

  1. Fix FalseAlarmRule (#587)

    # Description
    Grrr, 3 lines changed. Filter out events that don't have a start
    announcement.
    
    # Changelog
    :cl:
    - fix: False alarm event will no longer report events that should not be
    reported.
    Mnemotechnician authored Jul 24, 2024
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  3. Update Contests System (#583)

    # Description
    
    This PR massively expands upon the functionality of the Contests System,
    fully restoring it not only to the original level of functionality
    available to the Nyanotrasen Contests, but vastly exceeding its
    functionality too. Contests now include features like Health Contests,
    Stamina Contests, but also include hooks for Mind Contests (To allow
    other systems to implement theoretical effects of MindContest even
    though I'm not yet finished with the Psionic Refactor).
    
    Additionally, all Contests now include optional overrides, allowing
    other functions to modify their own expected outcomes from the
    ContestsSystem. These two optional overrides are:
    
    - BypassClamp: Bypasses the clamp outright, allowing for Classic
    Nyanotrasen Contests style of outputs, with theoretically infinite
    results. If completely unlimited infinite results is desired, setting
    this to true when calling Contests will unlock the range to (-inf, inf).
    - RangeFactor: Proportionally expands the allowed Range of outputs from
    a given Contest. Normally they are CVar clamped to +/- 0.25, but if for
    instance RangeFactor was set to 2, the Range is now +/- 0.5
    
    # Changelog
    
    No changelog because this is completely zero player-facing
    implementations. All I have done is give DEVS the tools needed to begin
    implementing easy math into the game.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Jul 24, 2024
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  6. Include Stamina Contest

    VMSolidus committed Jul 24, 2024
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  7. Update CarryingSystem.cs

    VMSolidus committed Jul 24, 2024
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  8. Update CarryingSystem.cs

    VMSolidus committed Jul 24, 2024
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  9. Update CarryingSystem.cs

    VMSolidus committed Jul 24, 2024
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  10. Update CarryingSystem.cs

    VMSolidus committed Jul 24, 2024
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  11. Update CarryingSystem.cs

    VMSolidus committed Jul 24, 2024
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  12. Fix Editor Dummy Always Being Human (#582)

    # Changelog
    
    :cl:
    - fix: Fixed the character editor dummy always acting like a human
    DEATHB4DEFEAT authored Jul 24, 2024
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  14. Event Rebalance (#581)

    # Description
    Significant event rebalance based on my own experience and feedback from
    some players, mostly aimed to improve low-pop experience and prevent
    multiple instances of same event occurring at once.
    
    Added weaker versions of hostile critter events. Those versions spawn
    2-3 times less critters and come with a different announcement:
    SlimesSpawnWeak, SpidersSpawnWeak, XenoVentsWeak.
    
    Rebalanced the following events:
    - AnomalySpawn - reoccurrence delay of 8 minutes to prevent multiple
    anomalies from spawning with a delay of a few seconds (which has
    happened many times).
    - BluespaceArtifact - same, but 5 minutes.
    - BluespaceLocker - 15 minute reoccurrence delay and no more than 4
    occurrences per shift because it's really annoying.
    - BreakerFlip, BureaucraticError, ClericalError - reoccurrence delay of
    5 minutes.
    - GasLeak - reoccurrence delay of 7 minutes.
    - KudzuGrowth - reoccurrence delay of 10 minutes.
    - MeteorSwarm - reoccurrence delay of 5 minutes, reduced player count
    requirement from 10 to 7.
    - MouseMigration, VentCritters (mice) - reoccurrence delay of 3 minutes,
    reduced playercount requirement from 35 to 0. (Those two events are
    identical but have different announcements, might as well remove one of
    them)
    - CockroachMigration - reoccurrence delay of 15 minutes.
    - PowerGridCheck - reoccurrence delay of 2 minutes (same as the maximum
    duration of the event).
    - SolarFlare, VentClog - reoccurrence delay of 5 minutes.
    - SlimesSpawn, SpiderSpawn - reoccurrence delay of 12 minutes.
    - MimicVendorRule - reoccurrence delay of 5 minutes.
    - XenoVents - increased weight from 1 to 6.
    - MothroachSpawn - decreased player requirement from 15 to 1.
    - MundaneDischarge - reoccurrence delay of 15 minutes.
    - NoosphericZap - increased the weight from 12 to 25 and added a
    reoccurrence delay of 15 minutes. (Making it more likely to occur on
    regular intervals rather than randomly throughout the shift).
    - NoosphericFry - changed the glimmer range to 550-1000Ψ.
    - PsionicCatGotYourTongue - changed the glimmer range to 590-1000Ψ.
    - MassMindSwap - **MADE TEMPORARY** and increased glimmer burn range to
    350-450Ψ.
    - FreeProber - changed the glimmer range to 550-1000Ψ.
    - GlimmerRandomSentience - reoccurence delay of 15 minutes, minimum of
    10 player, and a glimmer range of 500-900Ψ.
    - GlimmerRevenantSpawn - glimmer range of 700-900Ψ. (There's already
    another revenant spawn event that isn't based on glimmer, wtf?)
    
    Rebalanced the following midround antags:
    - DragonSpawn - doubled the weight, from 1 to 2.
    - NinjaSpawn - reduced the player requirement from 40 to 20 (loneop had
    20, and is far more destructive than a ninja). Also reduced reoccurrence
    delay to 45 minutes.
    - ZombieOutbreak - earliest start moved from 90 minutes to 60, weight
    reduced from 2.5 to 2, number of initial infected cut down from 3 to 2.
    - LoneOpsSpawn - reduced the player requirement from 20 to 15 and
    increased the reoccurrence delay from 30 to 45 minutes.
    - 
    
    Re-added the following events:
    - ClosetSkeleton, with a minimum of 15 players and reoccurence delay of
    25 minutes.
    - RandomSentience - with a reoccurence delay of 10 minutes and a maximum
    of 3 occurences.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    New events:
    
    
    ![image](https://github.com/user-attachments/assets/032fdd04-5030-4336-8af9-b5f4f0484443)
    
    
    ![image](https://github.com/user-attachments/assets/283423aa-a059-47b4-9eea-c235b6cb1254)
    
    
    </p>
    </details>
    
    ---
    
    # Changelog
    :cl:
    - tweak: Most station events were rebalanced to better suit low-pop
    rounds.
    - add: Weakened versions of vent critter events can now occur on low-pop
    rounds.
    - tweak: After a lot of complaints, the mass mindswap event is no longer
    permanent.
    Mnemotechnician authored Jul 24, 2024
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Commits on Jul 25, 2024

  1. Social Anxiety Trait Renamed (#591)

    # Description
    
    Changes the Social Anxiety Traits Name, Description, and ID's
    
    ---
    
    # Changelog
    
    :mefinks:
    - tweak: Changed the name of the Social Anxiety Trait.
    
    ---------
    
    Signed-off-by: Miller <[email protected]>
    CilliePaint authored Jul 25, 2024
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  2. Prevent Instant Unequip of Clothing (#594)

    # Description
    Prevents players from picking up their own equipped clothing (via the
    "put in hand" verb or otherwise) and thus bypassing the unequip delay
    completely.
    
    Does so by cancelling the GettingPickedUpAttemptEvent on equipped
    clothing. This does not prevent unequipping the clothing normally, i.e.
    by interacting with it in the inventory, or stripping clothing from
    others.
    
    # Changelog
    No cl no fun - most people don't even know this was an option.
    Mnemotechnician authored Jul 25, 2024
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Commits on Jul 26, 2024

  1. Random Announcer Fixes (#557)

    # Description
    
    In theory the test works, too tired to want to figure it out right now.
    
    ---
    
    # TODO
    
    - [x] XMLDocs instead of random comments
    - [x] Announcer audio test
    	- [x] Fix the resource error
    - [x] Remove random extra announcement files
    - [x] Fix test errors
    - Add alert announcements to every announcer
    
    ---
    
    # Changelog
    
    :cl:
    - fix: Fixed some NEIL announcements not playing audio
    
    ---------
    
    Signed-off-by: DEATHB4DEFEAT <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    DEATHB4DEFEAT and DangerRevolution authored Jul 26, 2024
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  3. Fix Talking Across Docked Grids (#593)

    # Description
    
    Simple-Station/Einstein-Engines#574 introduced a
    bug whereby people who are each on separate grids, but the grids were
    attached, could not talk to each other. I have corrected this by making
    it so that when the Cross-Grid check is handled, it also checks to see
    if the two different grids are JOINTed to each other. Therefore allowing
    sound to travel across the connection. This should also work from
    Shuttle To Planet, since it's also handled via the same system. This
    means that docked shuttles allow sound to travel across to the docked
    station(or other shuttle), as well as shuttles docked to a planet's
    surface will permit sound to travel to the planet.
    
    # Changelog
    
    :cl:
    - fix: Fixed a bug where sound was not traveling over a Shuttle-Docking
    connection. Attached grids now permit sound to travel through.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Jul 26, 2024
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  5. Refactor Sign Languages and Language Markers (#575)

    # Description
    This refactors #510 and #553. #553 specifically was reverted and
    re-implemented from scratch. As a consequence to all of this, the chat
    system was refactored a bit too, hopefully for the best.
    
    Changes:
    - InGameICChatType, InGameOOCChatType, ChatTransmitRange were all moved
    to shared and made serializable
    - Added a method to wrap whisper messages to reduce code duplication in
    chat system
    - Both WrapPublicMethod and WrapWhisperMessage call the same generic
    WrapMessage method, which allows to add speech verbs to whispers and
    more. That method is also fully responsible for adding language markers
    and deducing speech verbs now.
    - Everything related to speech was moved out of LanguagePrototype and
    into SpeechOverrideInfo. LanguagePrototype now holds an instance of
    that.
    - Added AllowRadio, RequireSpeech, ChatTypeOverride,
    SpeechVerbOverrides, MessageWrapOverrides to SpeechOverrideInfo, all of
    which are used in implementing the sign language.
    - Suffered a lot
    
    # TODO
    - [X] Cry
    - [X] Fix the sign language not displaying properly over the character.
    - [X] Find a way to circumvent being unable to speak??
    
    <details><summary><h1>Media</h1></summary><p>
    
    
    ![image](https://github.com/user-attachments/assets/845ec5d3-20aa-4786-bdc8-c39c80e0a4a3)
    
    See below
    
    </p></details>
    
    # Changelog
    No cl no fun
    
    ---------
    
    Signed-off-by: Mnemotechnican <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    Mnemotechnician and DangerRevolution authored Jul 26, 2024
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  6. Fix Multiple Species Requirements (#595)

    # Description
    
    Fixed species requirements, they can now be used for ORs.
    Improved trait/loadout requirement code, made the colors per-item
    instead of on the commas too.
    Removed group exclusion requirements in favor of the aforementioned.
    DEATHB4DEFEAT authored Jul 26, 2024
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Commits on Jul 27, 2024

  1. Refactor Ramping Event Scheduler (#592)

    # Description
    
    The Ramping Event Scheduler originally followed a more or less linear
    trend of "Slow events" to "Fast events", reaching its absolute maximum
    event speeds at EXACTLY the point set by CVar. Additionally, the timer
    CVars were set on initialization, which meant that event times could not
    be modified live, thus voiding the entire benefit of having the CVars in
    the first place.
    
    I have completely rewritten the entire timer function to use a logistic
    curve, which provides varying levels of transition rate from "Start",
    "Mid", and "End". Shifts begin at their normal speed, and will
    accelerate quickly until it reaches the "Midround", at which point event
    timer growth begins to slow dramatically. Additionally, the timer
    function accounts for both settings in Gamemode, as well as in CVar.
    Minimum Time and Maximum Time are also now separate from each other, and
    can be truly independently modified.
    
    Finally, to show what this system is capable of, I've added a variant
    "Long Survival" that can be set via admeme.
    
    # Media
    
    The new "Ramping Event Timer Equation". I have intentionally left this
    public just in case anyone wants to use it for a different system.
    
    
    ![image](https://github.com/user-attachments/assets/50557a21-76ae-4b08-9cb1-edd8d991712d)
    
    # Changelog
    
    :cl:
    - add: Long Survival has been added as a new Game mode.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Jul 27, 2024
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  3. Fix Script Folder in Readme for Linux (#598)

    # Description
    The folder for the linux scripts is wrong. Thought I might as well fix
    it, while I'm at it.
    
    ---------
    
    Signed-off-by: DEATHB4DEFEAT <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    Fansana and DEATHB4DEFEAT authored Jul 27, 2024
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Commits on Jul 28, 2024

  1. Update Credits (#602)

    This is an automated Pull Request. This PR updates the GitHub
    contributors in the credits section.
    
    Co-authored-by: SimpleStation Changelogs <[email protected]>
    github-actions[bot] and SimpleStation14 authored Jul 28, 2024
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  2. Melee Light Refactoring

    VMSolidus committed Jul 28, 2024
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  4. More factoring

    VMSolidus committed Jul 28, 2024
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  5. Update MeleeWeaponSystem.cs

    VMSolidus committed Jul 28, 2024
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  6. Fix linter

    VMSolidus committed Jul 28, 2024
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Commits on Jul 29, 2024

  1. Box Retexture (#597)

    # Description
    
    Retextures Boxes slightly.
    
    Description.
    
    ---
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![Science](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160131.png)
    
    ![Standard](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160028.png)
    
    ![Olive](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160125.png)
    
    ![Doom](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160110.png)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :CL:
    - tweak: New Box Textures!
    
    ---------
    
    Signed-off-by: Miller <[email protected]>
    CilliePaint authored Jul 29, 2024
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  3. Fix 125 Toolshed Commands Being Unusable for Anyone without +HOST (#572)

    # Description
    For reasons unknown, AdminManager has two command permission managers:
    _commandPermissions and _toolshedCommandPermissions. It used to load
    normal command permissions into the former, and toolshed command
    permissions into the latter. Since _toolshedCommandPermissions is NEVER
    actually used in checking whether a player can execute a command, all
    toolshed commands remained unavailable to anyone without +HOST.
    
    This PR provides a bandaid fix for that: it makes it so that the same
    permissions are loaded into both managers at the same time. It's
    necessary to load them into _commandPermissions in order to allow
    regular players to execute them, and it's also necessary to load them
    into _toolshedCommandPermissions because otherwise the ToolshedManager
    will complain about those commands lacking permission flags.
    
    This should also fixes some commands such as `spawn`, `pos`, `comp`
    being inaccessible to admins with +DEBUG and more.
    
    <details><summary><h1>Media</h1></summary><p>
    
    
    ![image](https://github.com/user-attachments/assets/12afedef-0db3-43f2-8335-e95582a4a3f9)
    
    
    ![image](https://github.com/user-attachments/assets/f23ae98a-1e1b-4d28-8446-ca60e8239a03)
    
    Admin-only commands are unaffected:
    
    
    ![image](https://github.com/user-attachments/assets/d64a5a8d-f184-4a9d-bc71-ae80635df626)
    
    
    </p></details>
    
    ---
    
    # Changelog
    
    :cl:
    - fix: Fixed toolshed command permissions. This will mostly affect
    admins who don't have full host access.
    Mnemotechnician authored Jul 29, 2024
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  5. Radiation Doesn't Prevent DoAfters (#606)

    # Description
    
    I got so pissed off that being near a singularity means you can't
    crowbar doors, that shortly after dying to a singularity because of said
    bullshit, I had written this before an emergency shuttle even arrived to
    pick up the crew.
    
    # Changelog
    
    :cl:
    - fix: Radiation damage no longer interrupts DoAfters.
    VMSolidus authored Jul 29, 2024
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  8. Update MeleeWeaponSystem.cs

    VMSolidus committed Jul 29, 2024
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  9. 9 New Physical traits

    VMSolidus committed Jul 29, 2024
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  12. Make Jobs & Antags Use CharacterRequirements (#596)

    # Description
    
    - Makes jobs use CharacterRequirements
    - Makes antags use CharReqs
    - Splits CharReqs into multiple files
    - Adds a Whitelist CharReq
    - Prays the tests pass
    
    ---
    
    ---------
    
    Signed-off-by: DEATHB4DEFEAT <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    DEATHB4DEFEAT and VMSolidus authored Jul 29, 2024
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Commits on Jul 30, 2024

  1. Add Cybernetic Limb Markings (#613)

    <!--
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    the order/format should be kept the same
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    # Description
    
    <!--
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    How might this affect the game? The codebase?
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    Adds cybernetic limb markings from Hesphiastos Industries and Bishop
    Cybernetics, originally from Deepstation.
    
    Also cherry-picks this
    [PR](SS14-Classic#39) by
    @WarMechanic from Deep that increases arm and leg markings available for
    suitable species from 2 to 6. This allows players to cover all limbs
    with cybernetics.
    
    ---
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/49eb49c0-4f0c-4346-8463-524a75613f8a)
    
    ![image](https://github.com/user-attachments/assets/1d1698a4-4b7b-4c5e-86f5-1c237db25c19)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    <!--
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    in the changelog (ex: `:cl: Death`)
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    :cl: Skubman
    - add: Added cybernetic limb markings from Hesphiastos Industries and
    Bishop Cybernetics.
    
    ---------
    
    Co-authored-by: WarMechanic <[email protected]>
    angelofallars and WarMechanic authored Jul 30, 2024
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  3. Add Makeup (#614)

    <!--
    This is a semi-strict format, you can add/remove sections as needed but
    the order/format should be kept the same
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    # Description
    
    <!--
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    Some example prompts to consider:
    How might this affect the game? The codebase?
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    Adds new markings representing makeup:
    - Lips
    - Blush
    - Nail Polish (Left)
    - Nail Polish (Right)
    
    Availability depends on the species. Cherry-picked from this
    [pull-request](DeltaV-Station/Delta-v#1191) from
    Delta-V.
    
    ---
    
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    to keep it clean
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    Human:
    
    
    ![image](https://github.com/user-attachments/assets/947f0186-297a-4af8-87e4-a14aa08d6100)
    
    ![image](https://github.com/user-attachments/assets/fc8b347d-a4fd-49f6-ba8c-2dcd9e5d7ac0)
    
    ![image](https://github.com/user-attachments/assets/ae5fc444-b1c2-45bb-969c-d0052c295a9d)
    
    
    ![image](https://github.com/user-attachments/assets/47a1650f-d2a6-4586-a4a1-83398db138b3)
    
    Felinid:
    
    
    ![image](https://github.com/user-attachments/assets/fbd12ed4-e7ac-4898-aa01-bfeff23c2818)
    
    ![image](https://github.com/user-attachments/assets/3401464d-ba4d-4da0-b378-b0d45424d792)
    
    ![image](https://github.com/user-attachments/assets/f0a08c2f-0cb0-4349-976c-15c59723a702)
    
    Moth:
    
    
    ![image](https://github.com/user-attachments/assets/e0036568-8860-4daf-b548-3f953f9a2ec4)
    
    ![image](https://github.com/user-attachments/assets/68620d38-6365-477d-be90-6b92dfaa32ee)
    </p>
    </details>
    
    ---
    
    # Changelog
    
    <!--
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    in the changelog (ex: `:cl: Death`)
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    :cl:
    - add: Makeup is finally here: lips, blush, and nail polish! Sashay over
    to Character Setup in the Markings section, then look at Head/Overlay to
    give makeovers to your characters!
    angelofallars authored Jul 30, 2024
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Commits on Jul 31, 2024

  1. Hotfix Late Joins (#612)

    # Description
    
    Last update broke late joins on Release build. This hotfixes latejoins.
    VMSolidus authored Jul 31, 2024
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  2. Hotfix Playtime Requirements (#621)

    Shitcode
    Mnemotechnician authored Jul 31, 2024
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  3. Remove Cargo Pallet From Request Console (#626)

    Fixes #108
    Tmanzxd authored Jul 31, 2024
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  4. Use Correct Changelog Name (#627)

    I did an oopsie
    angelofallars authored Jul 31, 2024
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  5. Fix Sound Params (#624)

    # Description
    
    Done by request from several people who have some issues with the sound
    mixing of certain items being very off. I did a little digging, and
    discovered that the heart of the issue is that id: BaseItem had for
    whatever utterly strange reason, set the volume for every item not
    overriding it to be above people's sound settings, resulting in pickup
    and drop sounds being strangely inconsistent with all other volumes. It
    got so bad that some people reportedly couldn't play the game.
    
    # Changelog
    
    :cl:
    - fix: Fixed Tools, Drink Containers, Lockers, and all base items having
    inconsistent sound settings.
    VMSolidus authored Jul 31, 2024
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  7. Lasers Have No Recoil (#603)

    # Description
    
    LASERS HAVE NO RECOIL, THEY SHOULD NOT PUSH YOU AROUND IN SPACE. THE
    CAPTAIN'S LASER PISTOL IS NOT AN INFINITE USE JET PACK. STUPID BUG. ME
    FIX.
    
    There are MANY things I hate about the gun system's code, I am going to
    revisit this later with a more comprehensive update. There are many
    hardcoded constants in it related to physics that I thoroughly despise.
    Guns should just be allowed to declare how much force of recoil they
    have, rather than it being hardcoded as "CONSTANT 25f". Also, I would
    like that if the Recoil value is greater than your character's mass, to
    then knock your character on their ass and/or send them flying. Imagine
    a Felinid getting thrown back by firing a shotgun. There's my
    justification for doing so.
    
    # Changelog
    
    :cl:
    - fix: Lasers no longer function as jetpacks in space.
    VMSolidus authored Jul 31, 2024
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  9. Fix the Uncategorized Category Not Being Hidden (#628)

    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/8292491a-e3c6-4321-a2a9-acf3d7f92d3b)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - fix: Fixed the Uncategorized category not being hidden when empty
    DEATHB4DEFEAT authored Jul 31, 2024
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  11. Minor Language Fixes (#618)

    # Description
    Fixes:
    - Whisper not undergoing readability obfuscation when out of range
    - Handheld translators ignoring language knowledge requirements
    - Several animals not having defined languages
    - Computers not having languages (this primarily affects the RnD console
    and in the future the cargo request console which send radio messages)
    - Some languages lacking brightness and thus being hard to read
    
    Also makes language colors from language markers use alpha blending
    instead of overriding the original color. The change is subtle, kinda
    hard to make it noticable without defeating the original purpose...
    
    <details><summary><h1>Media</h1></summary><p>
    
    Example of the new colors
    
    
    ![image](https://github.com/user-attachments/assets/291c1a6d-829b-43ec-afb7-5c902a1e4aff)
    
    </p></details>
    
    ---
    
    # Changelog
    :cl:
    - fix: Whisper can no longer be heard clearly outside the intended
    range.
    - fix: Translators can no longer be used without knowing the languages
    they require.
    - fix: Computers (primarily RnD console) now speak GC by default instead
    of Universal.
    - tweak: Readjusted colors of all languages to make them easier to read.
    Mnemotechnician authored Jul 31, 2024
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  12. Comms Console Announcer Fixes (#610)

    # Description
    
    Cherry-Picks Fansana/floofstation1#50
    
    This fixes some mistakes in the code for Michael's announcements.
    
    ---------
    
    Co-authored-by: Fansana <[email protected]>
    VMSolidus and Fansana authored Jul 31, 2024
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Commits on Aug 1, 2024

  1. More Loadout Items: Wave 2 (#616)

    # Description
    
    Adds significantly more items to Loadouts. Notably, it adds almost every
    item from the ClothesMate, a decent amount of clothing from the
    AutoDrobe, and some missing clothes from the WinterDrobe.
    
    Other changes:
    
    - Restrict Command from wearing uniforms outside of their job
    - Limit Security's non-sec uniform/head/mask options to those that
    maintain the Security aesthetic, such as clothes that are red, black,
    and some blue/beige, and all MNK gear.
    - Restrict all shoes from Dionas and Harpies properly. I have a feeling
    that there's a better way to get around this issue, perhaps by
    preventing these species from selecting items that are based on
    `ClothingShoesBase`.
    - Make all colored jumpsuits available to all Civilians, and select
    jumpsuits for departments such as white/blue for Medical, white/purple
    for Epistemics, and yellow for Engineering.
    
    ## New Items
    
    ### Uniform
    
    Command cannot select any listed uniforms. Security (except HoS) can
    only select items marked with (*).
    
    - [2] white shirt and purple skirt
    - [2] yellow skirt with rose hoodie
    - [2] turquoise hoodie and shorts
    - [2] casual blue jumpsuit
    - [2] casual blue jumpskirt
    - [2] casual purple jumpsuit
    - [2] casual purple jumpskirt
    - [2] casual red jumpsuit (*)
    - [2] casual red jumpskirt (*)
    - [2] flannel jumpsuit (*)
    - [2] black hawaiian shirt
    - [2] blue hawaiian shirt
    - [2] red hawaiian shirt (*)
    - [2] yellow hawaiian shirt
    - [2] brown sweater with jeans
    - [2] green sweater with jeans
    - [2] red sweater with jeans (*)
    - [2] loungewear (*)
    - [2] sober sweater
    - [2] white t-shirt and jeans
    - [2] gray t-shirt and jeans (*)
    - [2] peach t-shirt and jeans (*)
    - [2] decorated turtle skirt (*)
    - [3] kimono
    - [3] geisha dress (*)
    - [3] bartender's uniform (jumpsuit)
    - [3] bartender's uniform (jumpskirt)
    - I find the bartender's uniform to be a neutral and very versatile
    piece, fitting the MNK aesthetic. This uniform with a white shirt and
    black bottom pairs well with the MNK black jacket and flannel jumpsuits.
    For this reason, I think the bartender's uniform should be accessible to
    everyone.
    - [3] lost tourist uniform
    - [3] black schoolgirl uniform (*)
    - [3] tan blazer schoolgirl uniform
    - [3] blue schoolgirl uniform
    - [3] cyan schoolgirl uniform
    - [3] dusk schoolgirl uniform
    - [3] green schoolgirl uniform
    - [3] orange schoolgirl uniform
    - [3] pink schoolgirl uniform
    - [3] purple schoolgirl uniform
    - [3] red schoolgirl uniform (*)
    - [4] red dress (*)
    
    ## Outer
    
    - [1] vest
    - [3] gentle coat
    - [3] jensen coat
    - [3] trench coat
    - [3] Denim jacket
    - [3] blue flannel jacket
    - [3] green flannel jacket
    - [3] red flannel jacket
    
    ## Head
    
    Security (including HoS) can only select items marked with (*).
    
    - [1] mime cap (*)
    - [1] mime cap (flipped) (*)
    - The mime cap is just a plain white cap, the same as the other caps in
    the Loadouts.
    - [2] beret (*)
    - [2] French beret (*)
    - [2] bowler hat (*)
    - [2] brown flatcap
    - [2] grey flatcap (*)
    - There already exists a "brown flat cap" (note the extra space) in the
    Loadouts, but it's a different item with a different style.
    - [2] black cowboy hat (*)
    - [2] brown cowboy hat
    - [2] red cowboy hat (*)
    - [2] grey cowboy hat (*) 
    - [2] white cowboy hat (*)
    - [2] brown fedora (chocolate)
    - [2] grey fedora (*)
    - [2] fez (*)
    - [2] fishing cap
    - [4] rasta hat
    
    ## Shoes
    
    - [2] fishing boots
    - [2] tourist shoes
    - [3] high-heeled boots
    - [3] coder socks
    - [3] bee socks
    
    ## Neck
    
    Added some missing scarves and pins. Pins suggested by @Tmanzxd
    
    - [1] striped black scarf
    - [1] striped brown scarf
    - [1] striped light blue scarf
    - [1] striped orange scarf
    - [1] striped purple scarf
    - [1] black tie
    - [1] blue tie
    - [1] green tie
    - [1] red-tie
    - [1] white tie
    - [2] headphones
    
    Added bedsheets. Bedsheets are restricted to Civilian (excluding HoP)
    unless stated otherwise.
    
    - [2] black bedsheet
    - [2] blue bedsheet
    - [2] brown bedsheet
    - [2] green bedsheet
    - [2] grey bedsheet
    - [2] NT bedsheet
    - [2] orange bedsheet
      - Usable by all Logistics roles
    - [2] purple bedsheet
      - Usable by all Epistemics roles. We are one step closer to RD wizard
    - [2] rainbow bedsheet
    - [2] red bedsheet
      - Usable by all Security roles
    - [2] white bedsheet
    - [2] yellow bedsheet
      - Usable by all Engineering roles
    - [3] cosmos bedsheet
    
    ## Mask
    
    New category. There is conveniently already localization for the Mask
    category.
    
    Security (including HoS) can only select items marked with (*).
    
    - [1] black bandana (*)
    - [1] blue bandana
    - [1] brown bandana
    - [1] gold bandana
    - [1] green bandana
    - [1] grey bandana
    - [1] red bandana (*)
    - [1] skull bandana (*)
    - [1] gas mask (*)
    - [1] sterile mask (*)
    - [2] mercenary bandana
    - [2] muzzle (*)
    - [2] neck gaiter (*)
    - [2] red neck gaiter (*)
    
    ## Eyes
    
    - [1] glasses 
    - Can't be used by characters with the Nearsighted trait as they already
    spawn with glasses
    - [2] jamjar glasses
    - [2] jensen glasses
    - [2] cheap sunglasses
    - A cheaper alternative to sunglasses (5 loadout points), without flash
    protection
    
    ## Items
    
    - [1] leather satchel
      - Leather satchels used to be a default backpack type in SS13
    - [3] fire extinguisher
      - For when you need to put out fires from fire anomalies and pyromancy
    - [4] crayon box
    - Crew can use this to ~~vandalize sec front~~ decorate their workplaces
    with love
    - [4] barber scissors
    
    ## Jobs
    
    ### Chemist
    
    Suggested by @Tmanzxd
    
    - [1] heavy nitrile gloves
    - [1] chemistry tie
    - [1] enclosed shoes
    - [2] safety glasses
    - [2] chemical resistant apron
    - [2] formal chemistry suit
    
    ### Captain/HoP
    
    - [1] inspection gloves
    
    ### Head of Personnel
    
    - [2] Ian's bedsheet
    
    ### Medical
    
    - [2] medical bedsheet
    
    ### Clown
    
    - [1] sexy clown mask
    - [1] clown winter boots
    - [2] clown's bedsheet
    - [2] robes of the honkmother
    - [2] clown winter coat
    
    ### Mime
    
    - [1] sad mime mask
    - [1] scary mime mask
    - [1] sexy mime mask
    - [1] mime's winter boots
    - [2] mime's bedsheet
    - [2] mime's winter coat
    
    ### Cargo Technician
    
    - [1] logistics winter boots
    - [2] logistics winter coat
    
    ### Salvage Specialist
    
    - [2] mining winter coat
    
    ---
    
    <details><summary><h1>Media (Character Lookbook)</h1></summary>
    <p>
    
    ## Stylish Cowboy
    
    
    ![image](https://github.com/user-attachments/assets/23d78f00-a601-4fd7-8139-990850afc912)
    
    **Loadout:** black cowboy hat, bartender's uniform (jumpsuit), striped
    black scarf, red flannel jacket, fingerless gloves, fishing boots
    
    ## Secret agent
    
    
    ![image](https://github.com/user-attachments/assets/8d89a944-c147-47ce-b06a-21a2d0dee4dc)
    
    **Loadout:** french beret, cheap sunglasses, bartender's uniform
    (jumpskirt), MNK black jacket
    
    ## Cybernetic Tourist
    
    
    ![image](https://github.com/user-attachments/assets/ddd28b02-5211-4803-a5ae-6c37872f7d94)
    
    **Loadout:** glasses, blue hawaiian shirt, striped light blue scarf,
    geta sandals
    
    ## Cowgirl
    
    
    ![image](https://github.com/user-attachments/assets/25c6b5dd-30ff-4096-a710-fb785219958a)
    
    **Loadout:** white cowboy hat, MNK gym bra, high-heeled boots
    
    ## Cat schoolgirl
    
    
    ![image](https://github.com/user-attachments/assets/f97cd552-ddd2-49d0-8f4e-dcada261ec7f)
    
    **Loadout:** pink schoolgirl uniform, coder socks
    
    ## Olive Rancher
    
    
    ![image](https://github.com/user-attachments/assets/8f31921c-14e9-43c5-bd65-0c90ec9c3a5a)
    
    **Loadout:** grey cowboy hat, gray t-shirt and jeans, vest, leather
    shoes
    
    ## Casual
    
    
    ![image](https://github.com/user-attachments/assets/9610822b-cd3e-4dab-a06c-2a0f30f43866)
    
    **Loadout:** Beret, cheap sunglasses, sober sweater, laceup shoes
    
    ## French Chemist
    
    
    ![image](https://github.com/user-attachments/assets/325653a9-ddba-4670-bac2-67cda1d90b5c)
    
    **Loadout:** french beret, formal chemistry suit, chemistry tie,
    chemical resistant apron, heavy nitrile gloves, enclosed shoes
    
    (Hey Heidi!)
    
    ## RD Wizard
    
    
    ![image](https://github.com/user-attachments/assets/8807e3a8-12ec-4ed7-80c7-62952ebe39f0)
    
    *For my next magic trick, I cast Pyromancy!*
    
    **Loadout:** top hat, glasses, mystagogue lab coat, purple bedsheet,
    fishing boots
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    <!--
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    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
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    :cl: Skubman
    - add: Added dozens of new clothes and items to Loadouts, including the
    new Mask category. Have fun dressing up your characters!
    - tweak: Restrict Command Loadouts from selecting uniforms outside of
    their job.
    - tweak: Limit the selection in Security Loadouts of non-sec uniforms,
    hats, and masks to those that maintain the Security aesthetic.
    - tweak: Made all types of colored jumpsuits in Loadouts available to
    Civilian roles (excluding HoP), and suitable jumpsuits to Epistemics,
    Engineering, and Medical.
    - fix: Prevent dionas and harpies from selecting shoes in Loadouts.
    angelofallars authored Aug 1, 2024
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  3. Replace and Fix MedHud Icons (#631)

    Fixes #362
    Tmanzxd authored Aug 1, 2024
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  4. Manual Removal of easy_pry.yml (#632)

    Fixes #25893
    Tmanzxd authored Aug 1, 2024
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  5. Revert "Mirror: Restrict Door Remotes to only Being Able to Manipulat…

    …e Doors Relevant to Their Type" (#491)
    
    Reverts Simple-Station/Einstein-Engines#315
    
    As [I brought
    up](Simple-Station/Einstein-Engines#315 (comment))
    in the original pr, this change was made to counter power gaming, which
    isn't as much of an issue on EE downstreams, and adversely affects the
    engineering department, without any major benefits.
    
    ---------
    
    Signed-off-by: stellar-novas <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    stellar-novas and DEATHB4DEFEAT authored Aug 1, 2024
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  6. Invert the Running/Walking States (#485)

    # Description
    
    Ports
    Simple-Station/Parkstation-Friendly-Chainsaw#39
    
    A change made to encourage people to [stop and smell the
    roses](https://www.urbandictionary.com/define.php?term=slow+down+and+smell+the+roses),
    instead of sprinting everywhere trying to get shit done.
    This goes well with #486, so people don't actually *have* to rush places
    to try to get things done before the shift ends fatally.
    It's weird anyway how we're all constantly sprinting everywhere and have
    to *very actively* choose not to (and why would you?).
    Increases the default speeds so that walking isn't painfully slow and
    sprinting feels more like sprinting in combination with the active
    choice to sprint.
    
    Someone needs to PR changing the default sprint or examine buttons, so
    people can fight and sprint with this change.
    (A lot of other default keybinds suck or conflict too and need to
    change)
    
    # Media
    
    Terrible video but whatever
    
    
    https://github.com/user-attachments/assets/5ff3863d-92c8-4df3-b76b-82874b5e1ae3
    
    # Changelog
    
    :cl:
    - tweak: The station's crew hivemind has decided to slow down their
    movement and enjoy The Park instead of sprinting everywhere
    
    ---------
    
    Signed-off-by: DEATHB4DEFEAT <[email protected]>
    Co-authored-by: Pspritechologist <[email protected]>
    DEATHB4DEFEAT and Pspritechologist authored Aug 1, 2024
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  8. Move Survival Boxes To Loadouts (#634)

    # Description
    
    Survival boxes take up a shitload of space, and very few people actually
    want them. Most people take the Epipen and Spacepen out, and throw the
    box away immediately on roundstart. Having survival boxes automatically
    in the backpack causes issues when Loadouts contain "large items",
    causing most or all of a person's loadout to be dumped on the floor at
    roundstart. While that isn't completely unavoidable, moving survival
    boxes to loadouts will go a long way towards ameliorating said issue.
    
    I intentionally omitted removing survival boxes from antagonist bags
    because we currently don't have antag character slots and loadouts. In
    the future when we have that update, we can remove survival boxes from
    the nukie bags too.
    
    # Changelog
    
    :cl:
    - add: Survival Boxes have been added to loadouts.
    VMSolidus authored Aug 1, 2024
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  10. Make Boxes Not Useless (#635)

    # Description
    
    Subcontainers such as Boxes, Medkits, and Lunchboxes are essentially
    useless items that players always throw away. The given reason for this
    is that because the boxes only ever provided the same or less inventory
    slots than the inventory slots they take away, using boxes only ever
    penalizes players. Since you can only ever open one container at a time,
    placing items in boxes means you have to first open your backpack, then
    open the box, then take the item out.
    
    How it SHOULD work instead, is that boxes contain slightly more
    inventory slots than what they remove. You would effectively be trading
    the ability to quickly and efficiently access all your items, for having
    slightly more inventory capacity. This PR buffs the parent of four
    different categories of items, such that 3x3 boxes occupy 9 inventory
    spaces and provide 16 spaces, and 2x4 boxes occupy 8 spaces and provide
    12 spaces. The difference accounts for 3x3 boxes being significantly
    more inventory-awkward to put in your backpack than the 2x4 containers.
    
    Toolboxes are unchanged because they're already huge, and don't fit in
    backpacks anyway.
    
    Here's a demonstration of inventory management with a backpack full of
    boxes.
    
    
    https://github.com/user-attachments/assets/40b184f6-b061-4f0a-8e8b-7e2a7b9793bc
    
    # Changelog
    
    :cl:
    - add: Boxes(Cardboard, Medkits, Lunchboxes) now contain slightly more
    inventory slots than they occupy.
    VMSolidus authored Aug 1, 2024
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  12. "Buff" Vision Traits (#636)

    # Description
    
    This takes Ultravision, Dogvision, and Normalvision, making all 3 traits
    into our first set of "Neutral" traits. They now cost 0 points, but
    still occupy one of the 5 trait selections. In the future we should have
    a decent roster of Positive, Neutral, and Negative traits. If Death ever
    finishes making Subcategories, we'll probably want to have Positive,
    Neutral, and Negative be the 3 "Main" categories, and all subcategories
    sit underneath them.
    
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    Token screenshot for a 3 line PR because my maintainers will get onto me
    if I don't include some kind of media. :trollface:
    
    
    ![image](https://github.com/user-attachments/assets/27a7feea-a347-41bf-ae01-099eb84ed7af)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - tweak: Ultraviolet Vision, Deuteranopia, and Trichromat Modification
    are all now 0 point Neutral traits. They still occupy one of your trait
    selections.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Aug 1, 2024
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  14. More Loadout Items: Wave 3 (#633)

    # Description
    
    <!--
    Explain this PR in as much detail as applicable
    
    Some example prompts to consider:
    How might this affect the game? The codebase?
    What might be some alternatives to this?
    How/Who does this benefit/hurt [the game/codebase]?
    -->
    
    Adds some useful items in the Items category and unused clothes into
    Loadouts.
    
    There are nine suits from Delta-V that were meant for a planned Mafia
    gamemode, but otherwise, they are unused. These suits were made by
    @TadJohnson00. I renamed some of the mobster suits to lessen the
    association with and added them to Loadouts.
    
    There is an "inspector's coat" in-game not used anywhere, that has been
    renamed to "slim trench coat" and added to Loadouts.
    
    Adds labels to survival boxes in the Loadouts UI to be able to
    distinguish against them.
    
    ## New Items
    
    ### Uniform
    
    Security (except HoS) can only select items marked with (*).
    
    - [2] black suit (*)
    - [2] dark suit (*)
    - [2] red suit (*)
    - [2] brown suit
    - Security doesn't have this as a Security Officer wearing this might be
    confused for the Detective.
    - [2] dubious suit (*)
    - [2] mafioso suit (*) 
    - [2] white suit
    - [2] negative suit (*)
    - [2] gangster suit (*)
    
    ## Outer
    
    - [3] slim trench coat
    - [4] overcoat
    - More expensive than other coats due to its increased resistance to
    Slashing (10%) and Hea (25%).
    
    ## Items
    
    - [1] book [Random]
    - [1] water bottle
    - [1] space medipen
    - [1] emergency medipen
    - [1] folder [grey]
    - [1] breath mask
    - [1] emergency flare
    - [1] paper
    - This item gives four pieces of paper instead of one, as indicated in
    the loadout description.
    - [1] pen
    - [2] flashlight
    - [2] pipe
    - [3] flippo lighter
    - [3] pre-packed lunchbox [Filled, Random]
    
    ### Medkits
    
    Each medkit is only accessible to Medical (except Chemist) and Corpsman
    unless specified otherwise.
    
    - [4] first aid kit
      - Selectable by every role.
    - [4] brute trauma treatment kit
    - [4] burn treatment kit
    - [4] combat medical kit
      - Selectable only by Chief Medical Officer and Corpsman.
    - [4] oxygen deprivation treatment kit
    - [4] radiation treatment kit
    - [4] toxin treatment kit
    - [5] advanced first aid kit
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    ## Survival box labels
    
    
    ![image](https://github.com/user-attachments/assets/4eab5ed4-51a1-4784-a9d5-f41b76e35365)
    
    ## Mobster suits
    
    
    ![image](https://github.com/user-attachments/assets/c7b8a1dd-c243-4b9d-9973-860d8810b793)
    
    ## Vintage
    
    
    ![image](https://github.com/user-attachments/assets/09e4dc1e-bfeb-46d1-80d8-da4338b5348e)
    
    **Loadout:** black cowboy hat, **pipe**, **dubious suit**, **slim trench
    coat**, laceup shoes
    
    ## Dapper Cop
    
    
    ![image](https://github.com/user-attachments/assets/2b6fbe0d-b00a-4d20-ba8f-c1a766cda392)
    
    **Loadout:** white fedora, security hud, **pipe**, **gangster suit**,
    striped red scarf, white gloves
    
    ## Biker
    
    
    ![image](https://github.com/user-attachments/assets/f4ca8fe0-e600-42cd-83d7-070b57d57b46)
    
    **Loadout:** cheap sunglasses, **brown suit**, MNK black jacket, black
    gloves, black cowboy boots
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl: Skubman
    - add: Added new clothes in Loadouts: slim trench coat, and Mafia-style
    suits.
    - add: Added new useful items in Loadouts: lunchbox, more survival gear,
    paperwork, and medkits.
    
    ---------
    
    Signed-off-by: Angelo Fallaria <[email protected]>
    angelofallars authored Aug 1, 2024
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  16. Update vending.yml

    VMSolidus committed Aug 1, 2024
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  17. Update vendingdrinks.yml

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  18. Vulpkanin Tail Wagging (#588)

    # Description
    
    Add the ability for Vulpkanins to wag their tails like Lizards and add a
    far better icon for tail wagging making it not look like only action.
    
    ---
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/6ed28a22-81ac-494c-bc18-92b5f7ae8ecb)
    
    ![image](https://github.com/user-attachments/assets/d3f976b1-d680-4181-a645-8e84a071e6cf)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - add: Vulpkanins can wag their tails now
    
    ---------
    
    Signed-off-by: FoxxoTrystan <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    FoxxoTrystan and DEATHB4DEFEAT authored Aug 1, 2024
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Commits on Aug 2, 2024

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  2. aaaaaaaaa

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  3. Fixes from latest feedback

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  5. Update xeno.yml

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  7. Merge remote-tracking branch 'EE-Personal/Additional-Contests-Impleme…

    …ntations' into Upstream-Merge-8-2-2024
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  8. Merge remote-tracking branch 'EE-Personal/NyanoCombat-2,-Part-3-Physi…

    …cal-Traits' into Upstream-Merge-8-2-2024
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  9. Merge remote-tracking branch 'EE-Personal/Carrying-System-Refactor' i…

    …nto Upstream-Merge-8-2-2024
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  10. Merge remote-tracking branch 'EE-Personal/Add-Sol-Federation-Vendors-…

    …To-Spawners' into Upstream-Merge-8-2-2024
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  11. Fix contests

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  13. womp

    whateverusername0 authored and VMSolidus committed Aug 2, 2024
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  19. Add job whitelist system (#28085)

    * Add job whitelist system
    
    * Address reviews
    
    * Fix name
    
    * Apply suggestions from code review
    
    Co-authored-by: Pieter-Jan Briers <[email protected]>
    
    * cancinium
    
    ---------
    
    Co-authored-by: Pieter-Jan Briers <[email protected]>
    VMSolidus and PJB3005 committed Aug 2, 2024
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  20. This took way too long

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