Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Upstream Sync #69

Merged
merged 653 commits into from
Aug 20, 2024
Merged

Upstream Sync #69

merged 653 commits into from
Aug 20, 2024
This pull request is big! We’re only showing the most recent 250 commits.

Commits on Jul 18, 2024

  1. Physics Based Air Throws (#342)

    # Description
    
    I've made it so that when a room is explosively depressurized(or when a
    body of high pressure air flows into one of lower pressure air), that
    entities inside are launched by the air pressure with effects according
    to their mass. An entity's mass is now used as an innate resistance to
    forced movement by airflow, and more massive entities are both less
    likely to be launched, and will launch less far than others. While
    lighter entities are launched far more easily, and will shoot off into
    space quite quickly! Spacing departments has never been so exciting!
    This can be made extraordinarily fun if more objects are given the
    ability to injure people when colliding with them at high speeds.
    
    As a note, Humans are very unlikely to be sucked into space at a typical
    force generated from a 101kpa room venting into 0kpa, unless they
    happened to be standing right next to the opening to space when it was
    created. The same cannot be said for "Lighter-Than-Human" species such
    as Felinids and Harpies. I guess that's just the price to pay for being
    cute. :)
    
    On a plus side, because the math behind this is simplified even further
    than it was before, this actually runs more efficiently than the
    previous system.
    
    # TODO
    
    Nothing, this is basically done. I've spent a good 6 hours straight
    finely tuning the system until I was satisfied that it reflects
    something close to reality.
    
    # MEDIA
    
    **Before the Space Wind Rework:**
    
    
    https://github.com/Simple-Station/Einstein-Engines/assets/16548818/0bf56c50-58e6-4aef-97f8-027fbe62331e
    
    **With this Rework:**
    
    
    https://github.com/Simple-Station/Einstein-Engines/assets/16548818/6be507a9-e9de-4bb8-9d46-8b7c83ed5f1d
    
    # Changelog
    
    :cl: VMSolidus
    - add: Atmospheric "Throws" are now calculated using object mass, and
    behave accordingly. Tiny objects will shoot out of rooms quite fast!
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Jul 18, 2024
    Configuration menu
    Copy the full SHA
    952953b View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    4177b70 View commit details
    Browse the repository at this point in the history
  3. Rework Mimic as Rampant Brand Intelligence (#395)

    # Description
    
    This PR was originally just going to be me fixing the stupid MobMimic
    bug. Over the course of 5 hours, and in a state of sleep deprived
    delirium, I somehow expanded this into something resembling the Rampant
    Brand Intelligence midround event. You're welcome I guess? I'm going to
    go get some sleep.
    
    # TODO
    
    - [x] Re-examine this after at least 9 hours of sleep, and vomit after I
    read my own shitcode
    - [x] Make it not shitcode
    
    # Changelog
    
    :cl:
    - add: Rampant Brand Intelligence has been spotted infesting NT
    Stations, be on the lookout for highly aggressive vending machines.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Jul 18, 2024
    Configuration menu
    Copy the full SHA
    542a708 View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    9e57377 View commit details
    Browse the repository at this point in the history

Commits on Jul 19, 2024

  1. Sign Languages! (#553)

    <!--
    This is a semi-strict format, you can add/remove sections as needed but
    the order/format should be kept the same
    Remove these comments before submitting
    -->
    
    # 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]?
    -->
    
    Gives a new way to speak, Sign Languages using the Language system by
    only adding a nullable variable.
    Sign Language uses the default Emote system, meaning its will not get
    picked up by Radio or others devices or get blocked by accents.
    
    When a Sign Language is on, "Say/Whisper" will talk in Sign Language,
    Emote will still act like normal emotes.
    
    The Glorious Sign Language has arrived... and there can be more then
    one!
    
    ---
    
    <!--
    This is default collapsed, readers click to expand it and see all your
    media
    The PR media section can get very large at times, so this is a good way
    to keep it clean
    The title is written using HTML tags
    The title must be within the <summary> tags or you won't see it
    -->
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/ac0c1a57-da49-4419-bb75-da0a308eee7d)
    
    ![image](https://github.com/user-attachments/assets/0739a740-4adf-4ba1-a852-0a382a534d8d)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :cl: FoxxoTrystan
    - add: Added the ability to speak with Sign Language.
    FoxxoTrystan authored Jul 19, 2024
    Configuration menu
    Copy the full SHA
    61719b7 View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    5629494 View commit details
    Browse the repository at this point in the history
  3. Configuration menu
    Copy the full SHA
    4cf0d13 View commit details
    Browse the repository at this point in the history

Commits on Jul 20, 2024

  1. fixes

    Update coats.yml
    
    Update books.yml
    
    Hack solution for missing sprite
    
    Fix more missing items
    
    Cherrypick a force merge
    
    Fix brig access
    
    Revert "Cherrypick a force merge"
    
    This reverts commit f2c9c5749eaefb29a44dacb2d7032a34867f1333.
    
    GUH
    
    Fix more errors
    
    Update lighthouse.yml
    
    Update lighthouse.yml
    
    Fix tests
    
    Test Moment
    
    fix character editor
    
    remove hyperlink books
    VMSolidus authored and DEATHB4DEFEAT committed Jul 20, 2024
    Configuration menu
    Copy the full SHA
    185e9df View commit details
    Browse the repository at this point in the history
  2. Harpy Sprite Update 3 (#556)

    # Description
    
    This will be my third sprite update pack for Harpies, with new sprites
    courtesy of StillxIcarus (Discord). These include owl wings, and forked
    tails. I've also personally made a new "Large Ear Tufts" variation. Many
    sprites have been split between Huescale and Whitescale variations, with
    Huescale offering greater variety of colors, while Whitescale offers
    better pure whites(A notable weakness of having only huescale options
    was that white winged harpies ended up a yellow-cream color).
    
    Additionally, I have updated all of the Harpy Hardsuit and Softsuit
    variations to now include **Wing Sleeves**, with some hardsuits even
    having personalized color schemes for their sleeves, depending on how
    important the wearer may be. Of course, all of the syndicate hardsuits
    have received their own unique schemes for each suit, including for the
    first time a species-specific Elite Syndicate Suit.
    
    
    ![image](https://github.com/user-attachments/assets/f4e90e0d-6869-47de-bd26-a6668f8e3e2b)
    
    
    ![image](https://github.com/user-attachments/assets/ecc98a25-936c-46a4-bddc-ff3a25b27b25)
    
    Additionally, I am taking this as a convenient time to move a majority
    of the Harpy files to the core EE Directory, as I am taking direct
    responsibility for maintaining my creation here, rather than anywhere
    else.
    
    :cl:
    - add: Harpy Update 3, New markings for Harpies, all new
    species-specific hardsuit & softsuit variations that feature wing
    sleeves.
    VMSolidus authored Jul 20, 2024
    Configuration menu
    Copy the full SHA
    6f1e4ba View commit details
    Browse the repository at this point in the history
  3. Configuration menu
    Copy the full SHA
    e0cdd3f View commit details
    Browse the repository at this point in the history
  4. fix tests

    DEATHB4DEFEAT committed Jul 20, 2024
    Configuration menu
    Copy the full SHA
    5518356 View commit details
    Browse the repository at this point in the history
  5. Merge branch 'master' into wizden-mass-pick-1

    Signed-off-by: DEATHB4DEFEAT <[email protected]>
    DEATHB4DEFEAT authored Jul 20, 2024
    Configuration menu
    Copy the full SHA
    8dbb7d7 View commit details
    Browse the repository at this point in the history
  6. Catch-Up Cherry Pick 1 (#540)

    # Description
    
    I went from the next commit after the latest mirror to before
    2db374988c.
    
    ---
    
    # TODO
    
    - [x] Figure out how to live update the editor dummy
    - [x] Stop editor sliders lagging a ton
    - [x] Fix runtime errors or whatever
    - [x] Do some playtesting, see what happens
    - ~~Pick more PRs~~
    
    ---
    
    # Changelog
    
    :cl:
    - add: Merged ~250-500 WizDen PRs
    DEATHB4DEFEAT authored Jul 20, 2024
    Configuration menu
    Copy the full SHA
    3c56706 View commit details
    Browse the repository at this point in the history
  7. Configuration menu
    Copy the full SHA
    12bc9b9 View commit details
    Browse the repository at this point in the history
  8. Harpy Hotfix (Cherry-Pick Broke Things) (#570)

    # Description
    Captain's Carapace inherited HidesHarpyWings because wizden made it
    parent off Large outerwear for reasons. I've moved HidesHarpyWings to
    only LargeOuterwear that actually have harpy sprites so that this won't
    happen again.
    
    
    ![image](https://github.com/user-attachments/assets/84ee06e3-eeeb-4193-8cb0-492bd1d3d82e)
    
    
    ![image](https://github.com/user-attachments/assets/ac9493b3-75e7-4696-b531-18b00d1332a5)
    VMSolidus authored Jul 20, 2024
    Configuration menu
    Copy the full SHA
    9260f45 View commit details
    Browse the repository at this point in the history
  9. CVar Food/Drink AutoEating (#571)

    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/1276c50a-b50b-45a9-a69f-17bca32c736c
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - tweak: You no longer eat food like a starving wolf or something
    DEATHB4DEFEAT authored Jul 20, 2024
    Configuration menu
    Copy the full SHA
    da20e7f View commit details
    Browse the repository at this point in the history
  10. Disable height.modifies_zoom (#564)

    # Description
    
    Height Sliders modifying zoom was always going to be temporary, and long
    term we had planned on phasing it out in favor of allowing Physics to be
    the balancing factor against players making their characters small. Now
    that we have features such as Space Wind, Mass Contests, Frictionless
    Space, and so on, this has come to fruition, and we no longer
    necessarily need zoom-adjusting to be a balancing factor. Zoom is cited
    as one of the most common complaints about our codebase, players
    absolutely seem to not like this, especially since it's not communicated
    to them in character creation that their viewmodel is going to be
    adjusted.
    
    This PR does not permanently remove the Modifies_Zoom feature, merely
    setting it to false by default. Server hosts are still able to re-enable
    it in their TOML configs if desired, but by default it should be
    disabled.
    VMSolidus authored Jul 20, 2024
    Configuration menu
    Copy the full SHA
    165aac4 View commit details
    Browse the repository at this point in the history

Commits on Jul 21, 2024

  1. Update Credits (#573)

    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 21, 2024
    Configuration menu
    Copy the full SHA
    f35f7f1 View commit details
    Browse the repository at this point in the history
  2. People Can't Talk In Space (#574)

    # Description
    
    This fixes a bug that has been present in the game for ages, that people
    can talk to each other in the cold vacuum of space without the aid of a
    radio. I figured out that this doesn't actually need me to make my
    "SpaceAudioSystem" just yet, and can be handled with an extremely easy
    check of the voice source's Transform. Simply put, if they're not
    touching any grid, their voice can't be heard. Additionally, if a
    speaker is standing on a different grid from a potential receiver, their
    voice cannot be heard since the two are on different grids. Effectively,
    all verbal communication MUST be done through a radio if anyone involved
    is in space, or on a different grid. Voice can no longer travel between
    grids.
    
    Sound should not travel through the vacuum of space. Use a radio to
    communicate, or physically grab them, and hug them to within 3/10th of a
    tile. This extremely small distance allotment is there to simulate
    characters "Grabbing" each other in space to enable direct speaking
    communication.
    
    This also means that in space, you can have a completely private
    conversation with someone by hugging them. Nukies would be able to
    discuss their attack plans while in the shadow of a station, without
    fear of being overheard by crew in defiance of really basic physics.
    
    **I am coming for general audio next. We will restore the rule of
    physics and sanity to this game**
    
    # Media
    
    
    https://github.com/user-attachments/assets/16f107f5-86ab-480b-85df-92b79632e3c1
    
    # Changelog
    
    :cl:
    - add: Voice will no longer travel through space. If you are in space,
    you must either have a radio to communicate with others, or get within
    hugging distance of someone to talk.
    VMSolidus authored Jul 21, 2024
    Configuration menu
    Copy the full SHA
    cb4b8f6 View commit details
    Browse the repository at this point in the history
  3. Configuration menu
    Copy the full SHA
    c211c66 View commit details
    Browse the repository at this point in the history
  4. Remove Ending Punctuation From Emote Detection (#561)

    # Description
    
    Replaces the tons of super inconsistent emote defs with consistent and
    more dynamic ones.
    
    ---
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/eed4a1c9-7fe7-45a9-acb9-cbd64dd319e0
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - fix: Emotes now consistently work with any or no punctuation
    
    ---------
    
    Signed-off-by: DEATHB4DEFEAT <[email protected]>
    DEATHB4DEFEAT authored Jul 21, 2024
    Configuration menu
    Copy the full SHA
    f25fc1e View commit details
    Browse the repository at this point in the history
  5. Mass Contests Affect Camera Shake (#560)

    # Description
    
    I made this entirely on a whim to prove a point in the middle of a
    conversation. I have not tested this code, but I'm confident that it
    will work as advertised.
    
    This refactors the public KickCamera function so that it no longer:
    Divides by 1, divides by 1 again, multiplies by 1, normalizes a
    vector(turning its A value to 1), and then divides said vector by 1
    again for good measure.
    
    Instead 1 has been replaced by MassContest, wooh! I also got rid of
    redundant steps. The effect of this is that characters with greater than
    human-standard mass are slightly more resistant to all sources of camera
    shake(Explosions, gravity generator turning off, gunfire, being hit by
    flying objects, etc), while characters with less than standard human
    mass experience a greater amount of camera shake.
    
    You're welcome. Now go find a Felinid to shake vigorously. 
    
    # Changelog
    
    
    :cl:
    - add: Camera Shake is now affected by character mass. Small characters
    experience more camera shake. Large characters experience less.
    VMSolidus authored Jul 21, 2024
    Configuration menu
    Copy the full SHA
    25056a9 View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    a31015d View commit details
    Browse the repository at this point in the history

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
    Configuration menu
    Copy the full SHA
    e9bd710 View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    a4424f6 View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    6b74938 View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    9732459 View commit details
    Browse the repository at this point in the history
  5. 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
    Configuration menu
    Copy the full SHA
    fe84704 View commit details
    Browse the repository at this point in the history

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
    Configuration menu
    Copy the full SHA
    cf0498e View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    72b0fd2 View commit details
    Browse the repository at this point in the history
  3. Configuration menu
    Copy the full SHA
    2ac6ec5 View commit details
    Browse the repository at this point in the history

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
    Configuration menu
    Copy the full SHA
    527acd8 View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    6afac54 View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    ad7fd13 View commit details
    Browse the repository at this point in the history
  4. 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
    Configuration menu
    Copy the full SHA
    a5c515f View commit details
    Browse the repository at this point in the history
  5. Configuration menu
    Copy the full SHA
    c42e025 View commit details
    Browse the repository at this point in the history
  6. 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
    Configuration menu
    Copy the full SHA
    224f74d View commit details
    Browse the repository at this point in the history
  7. Configuration menu
    Copy the full SHA
    aca1132 View commit details
    Browse the repository at this point in the history

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
    Configuration menu
    Copy the full SHA
    78f0a79 View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    bffc876 View commit details
    Browse the repository at this point in the history

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
    Configuration menu
    Copy the full SHA
    7d1b23f View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    634e933 View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    ec76fb9 View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    2ec1a03 View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    92dcd72 View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    7a8a0ad View commit details
    Browse the repository at this point in the history

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
    Configuration menu
    Copy the full SHA
    910b4c3 View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    c505552 View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    143b1d5 View commit details
    Browse the repository at this point in the history

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
    Configuration menu
    Copy the full SHA
    c92ea10 View commit details
    Browse the repository at this point in the history

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
    Configuration menu
    Copy the full SHA
    a0d7f7d View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    4b9c598 View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    faa239a View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    41a5e8e View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    a9e28ee View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    7c5625b View commit details
    Browse the repository at this point in the history
  7. 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
    Configuration menu
    Copy the full SHA
    54c119e View commit details
    Browse the repository at this point in the history

Commits on Jul 30, 2024

  1. Add Cybernetic Limb Markings (#613)

    <!--
    This is a semi-strict format, you can add/remove sections as needed but
    the order/format should be kept the same
    Remove these comments before submitting
    -->
    
    # 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 cybernetic limb markings from Hesphiastos Industries and Bishop
    Cybernetics, originally from Deepstation.
    
    Also cherry-picks this
    [PR](SS14-Classic/deep-station-14#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
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :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
    Configuration menu
    Copy the full SHA
    56d039c View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    055ad75 View commit details
    Browse the repository at this point in the history
  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
    Remove these comments before submitting
    -->
    
    # 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 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.
    
    ---
    
    <!--
    This is default collapsed, readers click to expand it and see all your
    media
    The PR media section can get very large at times, so this is a good way
    to keep it clean
    The title is written using HTML tags
    The title must be within the <summary> tags or you won't see it
    -->
    
    <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
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :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
    Configuration menu
    Copy the full SHA
    08dde02 View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    b744818 View commit details
    Browse the repository at this point in the history

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
    Configuration menu
    Copy the full SHA
    29cb1b0 View commit details
    Browse the repository at this point in the history
  2. Hotfix Playtime Requirements (#621)

    Shitcode
    Mnemotechnician authored Jul 31, 2024
    Configuration menu
    Copy the full SHA
    d38c7d4 View commit details
    Browse the repository at this point in the history
  3. Remove Cargo Pallet From Request Console (#626)

    Fixes #108
    Tmanzxd authored Jul 31, 2024
    Configuration menu
    Copy the full SHA
    9527936 View commit details
    Browse the repository at this point in the history
  4. Use Correct Changelog Name (#627)

    I did an oopsie
    angelofallars authored Jul 31, 2024
    Configuration menu
    Copy the full SHA
    3a9c337 View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    d39c990 View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    5f73a5a View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    c0114c0 View commit details
    Browse the repository at this point in the history
  8. Configuration menu
    Copy the full SHA
    8a3abcb View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    fa2abfa View commit details
    Browse the repository at this point in the history
  10. Configuration menu
    Copy the full SHA
    5335dce View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    b15d096 View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    80eb456 View commit details
    Browse the repository at this point in the history
  13. Configuration menu
    Copy the full SHA
    3da588f View commit details
    Browse the repository at this point in the history

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
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :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
    Configuration menu
    Copy the full SHA
    6d1ae15 View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    b3c3647 View commit details
    Browse the repository at this point in the history
  3. Replace and Fix MedHud Icons (#631)

    Fixes #362
    Tmanzxd authored Aug 1, 2024
    Configuration menu
    Copy the full SHA
    7fb089d View commit details
    Browse the repository at this point in the history
  4. Manual Removal of easy_pry.yml (#632)

    Fixes #25893
    Tmanzxd authored Aug 1, 2024
    Configuration menu
    Copy the full SHA
    5f2cae0 View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    00a74a2 View commit details
    Browse the repository at this point in the history
  6. Invert the Running/Walking States (#485)

    # Description
    
    Ports
    #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
    Configuration menu
    Copy the full SHA
    ac2fc06 View commit details
    Browse the repository at this point in the history
  7. Configuration menu
    Copy the full SHA
    a6237f3 View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    94098c6 View commit details
    Browse the repository at this point in the history
  9. Configuration menu
    Copy the full SHA
    11524d8 View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    dfdae62 View commit details
    Browse the repository at this point in the history
  11. Configuration menu
    Copy the full SHA
    437ac5a View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    6bc8b60 View commit details
    Browse the repository at this point in the history
  13. Configuration menu
    Copy the full SHA
    0d1c931 View commit details
    Browse the repository at this point in the history
  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
    Configuration menu
    Copy the full SHA
    c96cfcc View commit details
    Browse the repository at this point in the history
  15. Configuration menu
    Copy the full SHA
    adafe4a View commit details
    Browse the repository at this point in the history
  16. 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
    Configuration menu
    Copy the full SHA
    1481146 View commit details
    Browse the repository at this point in the history
  17. Configuration menu
    Copy the full SHA
    8ccbf7e View commit details
    Browse the repository at this point in the history

Commits on Aug 2, 2024

  1. Increase Combat Knife Availability (#640)

    # Description
    
    Added combat knives to the SecTech vendor and added the combat knife to
    the security techfab for a cost of 2.5 steel and 1 plastic.
    
    With this change, Harpy and Diona Security players can now get a combat
    knife from the SecTech as they cannot spawn nor wear combat boots, which
    contains a combat knife.
    
    Prison guards now start with combat boots with a combat knife, and a
    combat knife has been added to Loadouts for Felinid/Harpy security.
    
    Cherry-picked from Space Wizards
    (space-wizards/space-station-14#27224).
    
    An equivalent to "Fix no combat knives in sec techfab"
    (space-wizards/space-station-14#28086) has been
    added with 7809b504cc1c2f8f4e9db2e820d94f292e787115, which also adds the
    combat knife to emagged autolathes.
    
    
    # Changelog
    
    :cl: Skubman, Ghagliiarghii
    - add: Added the combat knife to the SecTech, and the ability to
    manufacture combat knives in the SecLathe and emagged autolathes.
    - add: Added a 1-point combat knife to Loadouts for Felinid/Harpy
    security jobs.
    - tweak: Made the security belt and security webbing able to hold combat
    knives.
    - tweak: Prison Guards now start with combat boots with a combat knife.
    
    ---------
    
    Co-authored-by: Ghagliiarghii <[email protected]>
    angelofallars and Ghagliiarghii authored Aug 2, 2024
    Configuration menu
    Copy the full SHA
    172e036 View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    3a27ee8 View commit details
    Browse the repository at this point in the history
  3. Add Breaching Charges (#638)

    # Description
    
    Adds breaching charges for Security, a weaker version of the Salvage
    seismic charge for breaching through walls.
    
    Originally made by @rosieposieeee for Delta-V
    (DeltaV-Station/Delta-v#1056).
    
    ---
    
    # Changelog
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :cl: rosieposieeee
    - add: Added breaching charges to the SecTech vendor for Security, to
    break through walls.
    
    ---------
    
    Co-authored-by: rosieposie <[email protected]>
    angelofallars and rosieposieeee authored Aug 2, 2024
    Configuration menu
    Copy the full SHA
    9b3f1f5 View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    aa9664d View commit details
    Browse the repository at this point in the history
  5. AHelp Sound Improvements (#585)

    # Description
    
    I don't like the bwoink.
    I also don't like being notified about the thing I'm staring at.
    
    If anyone has better quality sounds to suggest, I might use those
    instead.
    
    ---
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    ## Different sounds
    
    
    https://github.com/user-attachments/assets/8003f785-0cd0-44c9-94c2-919c59adac5c
    
    ## Ignore sounds when looking
    
    
    https://github.com/user-attachments/assets/2ac99672-a601-41e0-a5cd-25ce9c1a5c49
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - tweak: The AdminHelp sound has changed to three that play under
    different circumstances
    
    ---------
    
    Signed-off-by: DEATHB4DEFEAT <[email protected]>
    DEATHB4DEFEAT authored Aug 2, 2024
    Configuration menu
    Copy the full SHA
    6b86a6d View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    49c944d View commit details
    Browse the repository at this point in the history
  7. Fix Stinky Anomaly Announcement (#646)

    # Description
    Title.
    
    <details><summary><h1>Media</h1></summary><p>
    
    
    ![image](https://github.com/user-attachments/assets/31a9527d-1481-423f-a561-274d9814ee92)
    
    </details>
    
    # Changelog
    No cl no fun
    Mnemotechnician authored Aug 2, 2024
    Configuration menu
    Copy the full SHA
    d25a25c View commit details
    Browse the repository at this point in the history
  8. Revert "Refactor Ramping Event Scheduler (#592)" (#644)

    # Description
    This reverts commit 910b4c3.
    
    The PR was never tested properly, and after it was merged on deep
    station, a lot of significant issues have been uncovered, including
    station events appearing every 6-12 seconds regardless of the gamemode,
    some RampingStationEventScheduler component fields being unused, some
    CVars having misleading usages, some CVars being unused, and more.
    
    The PR needs to be re-done and tested thoroughly before it can be
    merged.
    
    :cl:
    - fix: Reverted the station event scheduler rework due to it absolutely
    breaking the game.
    Mnemotechnician authored Aug 2, 2024
    Configuration menu
    Copy the full SHA
    58a1f88 View commit details
    Browse the repository at this point in the history
  9. Configuration menu
    Copy the full SHA
    b9b3868 View commit details
    Browse the repository at this point in the history

Commits on Aug 3, 2024

  1. Supermatter Engine (Port From White Dream) (#341)

    # Description
    ![SM
    boom](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/6937c520-0963-437c-a9a6-49afe6c8b787)
    
    ![New edge
    supermatter](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/e8305536-b777-41f8-b9bf-295d402dc1bf)
    
    
    This PR has been produced in collaboration with coders from White Dream,
    with written permission given by the relevant code owners to port this
    specific slice of content to Einstein-Engines. Supermatter Engines are a
    form of nuclear reactor, which produces energy in the form of
    radioactive particles, while also decaying into Phoron when excited by
    an external energy source.
    
    Power can be obtained from the engine via radiation collectors, which
    like those of a singularity engine, must be periodically refueled. In
    addition, the engine must also be actively cooled via aid from
    Atmospherics, and for undesirable gasses to be extracted from the
    reactor chamber.
    
    If not cooled, the crystal will begin to destabilize and eventually
    collapse into one of three different situations depending on the source
    of its instability.
    1. A nuclear blast. 
    2. A gravitational singularity
    3. A Tesla ball
    
    # Changelog
    
    :cl: VMSolidus, White Dream, Colin-Tel
    - add: Supermatter Engines have been implemented.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: whateverusername0 <whateveremail>
    Co-authored-by: username <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    Co-authored-by: Pieter-Jan Briers <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    5 people authored Aug 3, 2024
    Configuration menu
    Copy the full SHA
    80e48a5 View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    d5d3942 View commit details
    Browse the repository at this point in the history
  3. Fix NoMaterialArbitrage Test Fail (#653)

    # Description
    
    This test fail has annoyed me for the last time.
    
    
    ![image](https://github.com/user-attachments/assets/84dea50c-d907-4db1-b58e-fd3f9df61bbf)
    VMSolidus authored Aug 3, 2024
    Configuration menu
    Copy the full SHA
    d2e976e View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    9d25d0f View commit details
    Browse the repository at this point in the history
  5. Changed Rouny Sprite (#649)

    <!--
    This is a semi-strict format, you can add/remove sections as needed but
    the order/format should be kept the same
    Remove these comments before submitting
    -->
    
    # 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]?
    -->
    
    Changed the rouny sprite to be less simplistic
    
    ---
    
    # Changelog
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :cl: Tilkku
    - tweak: Rouny Sprite Changed
    SleepyScarecrow authored Aug 3, 2024
    Configuration menu
    Copy the full SHA
    7e822be View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    b5bc583 View commit details
    Browse the repository at this point in the history
  7. Fix Event Manager Allowing to Start Multiple Events of the Same Type …

    …in a Short Time Window (#645)
    
    # Description
    Makes it so that the event scheduler doesn't pick events that were
    already added (but not yet ended).
    
    In order to fix this:
    
    <details><p>
    
    
    ![image](https://github.com/user-attachments/assets/fd73dbce-7cbc-489b-8990-7ae791723351)
    
    </p></details>
    Mnemotechnician authored Aug 3, 2024
    Configuration menu
    Copy the full SHA
    75b36bf View commit details
    Browse the repository at this point in the history

Commits on Aug 4, 2024

  1. Remove Clothesmate Bloat (#637)

    # Description
    
    The original intended purpose of Loadouts as designed by Death was to
    serve as the ultimate solution to the Clothesmate BLOAT. Ironically,
    when Wizden made their own Loadouts, they made a version of Loadout that
    is incapable of this. Now that we've more significantly fleshed out EE
    Loadouts to fulfill that purpose, I can finally trim down the
    Clothesmate. I haven't touched any of the other vendors, just the
    Clothesmate.
    
    As an aside, the cost of a Clothing restock has gone down from a fucking
    ridiculous 4500, down to only 1500. Making it something Cargo techs can
    actually reasonably buy. Clothesmates now only contain the absolute
    barest minimum clothes for a greytider. This also helpfully serves as a
    balancing act against Loadouts being able to provide items other than
    clothes. It is much harder to get clothing outside of loadouts,
    preventing people from spamming useless clothing entities on the
    station. If you spend all your loadout points on items, you are locking
    yourself out of wearing actually nice drip. Choose how you spend your
    points wisely!
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/9f6d7668-c8ba-4404-834c-b4f885b6617f)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - tweak: Due to budget cuts, Nanotrasen has ceased stocking Clothesmate
    vendors with more clothing than the average cargo tech can afford.
    Civilians are advised to bring their own clothes to the station if they
    wish to wear anything other than grey.
    VMSolidus authored Aug 4, 2024
    Configuration menu
    Copy the full SHA
    dd2a0cf View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    62045ff View commit details
    Browse the repository at this point in the history
  3. Fixes Failed to Cherry-Pick PR #25986: Return Detective to Security #…

    …145 (#656)
    
    Partial fix to #145, as the changes in inventory will need reflected in
    the Security Loadout system which will be in another PR.
    
    Made so Detective has the same access as Security Officers.
    Tmanzxd authored Aug 4, 2024
    Configuration menu
    Copy the full SHA
    fb7c4d9 View commit details
    Browse the repository at this point in the history
  4. Update Credits (#667)

    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 Aug 4, 2024
    Configuration menu
    Copy the full SHA
    1509caa View commit details
    Browse the repository at this point in the history
  5. Add 4 Missing Vendors To Vendor Spawners (#639)

    # Description
    
    Simple-Station/Einstein-Engines#400 added 4 new
    vendors that were never implemented in the game's spawners, so they
    never actually appeared ingame. This PR adds them to random vendor
    spawners, so that they'll show up on stations.
    
    # Changelog
    
    :cl:
    - add: SweatMAX, "hot foods", Mars Mart, and Nippon-tan vendors have all
    been added to vendor spawners.
    VMSolidus authored Aug 4, 2024
    Configuration menu
    Copy the full SHA
    f6a5a2f View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    1c26a10 View commit details
    Browse the repository at this point in the history
  7. New Trait: Voracious (#668)

    # Description
    
    **Voracious** is a 1-point Physical trait that makes you eat and drink
    twice as fast.
    
    Inspired by the SS13 trait of the same name. Roughly based on the
    Parkstation implementation of Voracious by @DEATHB4DEFEAT.
    
    ## Technical Details
    
    The new component `ConsumeDelayModifierComponent` is rather generic, and
    can decrease or _increase_ the consumption speed of food and/or drinks.
    This gives room to add a negative trait that includes slower
    eating/drinking.
    
    ## Media
    
    
    ![image](https://github.com/user-attachments/assets/f8475b2a-de0b-4cae-83c6-8a280139bfd8)
    
    # Changelog
    
    :cl: Skubman
    add: Add the Voracious trait, a 1-point trait that makes you eat and
    drink twice as fast.
    angelofallars authored Aug 4, 2024
    Configuration menu
    Copy the full SHA
    23fc467 View commit details
    Browse the repository at this point in the history
  8. Configuration menu
    Copy the full SHA
    09e11de View commit details
    Browse the repository at this point in the history
  9. Zombie Improvements Take 2 (#652)

    # Description
    
    Problem: "Players like to stall zombie rounds"
    Solution: Fix the Anti-Stall mechanic.
    
    The set of functions for handling the automatic shuttle call now
    correctly only checks "The" station, rather than any grid containing a
    StationDataComponent. By using the less permissive
    _gameTicker.GetSpawnableStations(); function, the zombie gamerule no
    longer includes stations such as Centcomm, Planet Expeditions, some
    salvage wrecks, certain space ships, the Syndicate Listening Outpost,
    and Nukie World. Additionally, the check for "Healthy" humans no longer
    considers anyone infected with the zombie virus to be a "Healthy" human,
    ensuring that someone with a 200u jug of Bicaridine can no longer
    contribute to round stalling. Finally, dead (player)zombies are now by
    default checked for the purpose of calling the evac shuttle. The reason
    being for this assumption, is that dead zombies are still players
    removed from the round. If a majority of players are removed from the
    round(or fucked off to space), the shuttle should be called.
    
    # Changelog
    
    :cl:
    - fix: Zombie events have had their Anti-Stalling mechanic improved.
    Dead (Player) Zombies, Infected Players, and Initial Infected are all
    counted as zombies for the purpose of determine if the shuttle should be
    called. Additionally, any player who leaves the station is no longer
    counted as a healthy crewman for the automatic shuttle call.
    VMSolidus authored Aug 4, 2024
    Configuration menu
    Copy the full SHA
    0b0e5f3 View commit details
    Browse the repository at this point in the history
  10. Configuration menu
    Copy the full SHA
    4a6ad8c View commit details
    Browse the repository at this point in the history

Commits on Aug 5, 2024

  1. Rename Trait "Heavyweight Drunk" To "Alcohol Tolerance" (#669)

    # Description
    
    Renamed the trait "Heavyweight Drunk" into "Alcohol Tolerance".
    
    "_Heavyweight_" is a term that exists in real life, but to the plain eye
    the name is simply "Opposite of Lightweight Drunk". "Alcohol Tolerance"
    is a more intuitive and interesting trait name.
    
    More importantly, it's more natural for in-game characters to say "I
    have an alcohol tolerance" as opposed to "I'm a heavyweight drunk".
    
    # Changelog
    
    :cl: Skubman
    - tweak: Rename the trait "Heavyweight Drunk" into "Alcohol Tolerance".
    
    ---------
    
    Co-authored-by: Danger Revolution! <[email protected]>
    angelofallars and DangerRevolution authored Aug 5, 2024
    Configuration menu
    Copy the full SHA
    7f784b0 View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    812a303 View commit details
    Browse the repository at this point in the history
  3. New Trait: Light Step (#658)

    # Description
    
    **Light Step** is a 1-point Auditory trait that reduces the volume of
    your footsteps by roughly 50%, enabling you to be quieter and
    stealthier. Inspired by the SS13 trait of the same name.
    
    ## TODO
    
    - [x] Locale strings
    - [x] ~~Reduce the distance in which Light Step footsteps can be heard~~
    - It turns out that whatever I did reduced the delay between footstep
    sounds.
    - [x] Discuss the balancing values for the trait
    
    ## Technical details
    
    In the current implementation, Light Step reduces the volume of
    footsteps by 10 dB, resulting in roughly halving the volume.
    
    The fields in `FootstepVolumeModifierComponent` change the volume in
    terms of decibels.
    
    ## Media
    
    
    ![image](https://github.com/user-attachments/assets/d1e3efee-6f81-4212-a745-ae08687afcc0)
    
    # Changelog
    
    :cl: Skubman
    - add: Add the Light Step trait, a 1-point trait that makes your
    footsteps quieter.
    
    ---------
    
    Signed-off-by: Angelo Fallaria <[email protected]>
    angelofallars authored Aug 5, 2024
    Configuration menu
    Copy the full SHA
    0acb879 View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    27c2c35 View commit details
    Browse the repository at this point in the history
  5. New Trait: Sign Language (#677)

    # Description
    
    **Sign Language** is a 1-point Visual trait that allows you to use
    Galactic Sign Language.
    
    ## Media
    
    
    ![image](https://github.com/user-attachments/assets/ef9a3ed0-6157-4604-9db4-d7114595195b)
    
    
    ![image](https://github.com/user-attachments/assets/805b4a8f-a2d3-469c-b4ab-e46c787a55b6)
    
    
    # Changelog
    
    :cl: Skubman
    - add: Add a new 1-point trait called Sign Language, a trait that allows
    you to communicate in Galactic Sign Language.
    
    ---------
    
    Signed-off-by: Angelo Fallaria <[email protected]>
    angelofallars authored Aug 5, 2024
    Configuration menu
    Copy the full SHA
    17aca3c View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    1bd9cd8 View commit details
    Browse the repository at this point in the history
  7. Oracle Refactor (#549)

    # Description
    Refactors the oracle system and component, making them more customizable
    and less trash.
    
    - Most of the nyano shitcode was rewritten in accordance with the new
    standards and in a less hardcoded manner (all features were preserved,
    with some changes).
    - Replaced the accumulator field pattern with the "nextX" pattern for
    things oracle does on certain intervals.
    - Removed some code duplication and bloat. 
    - Gave oracle a 75% chance to request technology and 25% to request a
    plant.
    - When requesting a technology, oracle will only request what's either
    already researched, or can be researched soon (that is, the
    prerequisites of the research are complete and the research isn't locked
    for any reason).
    - If there's no research server at the moment when oracle demands an
    item, it will only demand a plant
    - When dispensing rewards, oracle can now spawn 1, 3, or 5 crystals at
    once, and research disks worth 5k, 10k, and 20k research points. Each
    one of those have different probabilities (3 crystals and 5k points
    still prevail, but occasionally you can get the more expensive rewards).
    - When dispensing rewards, oracle now throws them at the person who
    fulfilled the request instead of simply spawning them at their feet.
    
    Almost every oracle thing (except for throwing and the amount of liquid
    dispensed) can now be configured in the yaml prototype of the oracle.
    
    # TODO
    Forget it
    
    <details><summary><h1>Media</h1></summary><p>
    
    
    https://github.com/user-attachments/assets/9d4be44f-37d5-4072-a6e6-f194764f7ff6
    
    
    ![image](https://github.com/user-attachments/assets/011761d4-8d73-4d65-ba9c-92b25a28e95f)
    
    </p></details>
    
    ---
    
    # Changelog
    :cl:
    - tweak: Oracle requests are now more likely to be aligned with the
    current research.
    Mnemotechnician authored Aug 5, 2024
    Configuration menu
    Copy the full SHA
    c976bfa View commit details
    Browse the repository at this point in the history
  8. Configuration menu
    Copy the full SHA
    22c979c View commit details
    Browse the repository at this point in the history
  9. Carrying System Refactor (#580)

    # Description
    
    This is a very simple and apparently minor update to the Carrying
    System, bringing it up to date with more modern code. The biggest
    difference is that rather than having a private one-off implementation
    of one of the original Nyano MassContest functions, it uses the new
    public Reworked MassContests. With this change, pick up durations no
    longer infinitely scale with arbitrary mass, meaning that a hypothetical
    2000kg Lamia doesn't have an arbitrarily infinitesimal pickup duration
    when trying to pick up a 10kg Harpy. Carrying is also more strictly
    limited by mass, rather than by carrying duration, meaning that if a
    target character is more than 25% heavier than your character, it will
    not be possible to shoulder them. You'll just have to either drag them,
    or get a roller bed to move overly massive characters.
    
    The last thing I did was just cleanup all of the code, so that has nice,
    Single-IF exit conditions, rather than 30+ line blocks of IF(THING)
    RETURN;
    
    Oh, and entities can now set their own internal base PickupDuration, so
    that entities can declare however easy or difficult they should be to
    pick up!
    
    # MEDIA
    
    
    https://github.com/user-attachments/assets/9ee0f1dd-ac75-406f-8bbd-9a130594d46d
    
    
    # Changelog
    
    :cl:
    - tweak: The Carrying system has been reworked as a means of better
    supporting having extremely large species and characters. 10kg Harpies
    should no longer be oppressed by 2000kg Lamia with infinitely short
    carry attempts.
    VMSolidus authored Aug 5, 2024
    Configuration menu
    Copy the full SHA
    664f482 View commit details
    Browse the repository at this point in the history
  10. Configuration menu
    Copy the full SHA
    636f7f5 View commit details
    Browse the repository at this point in the history
  11. Configuration menu
    Copy the full SHA
    f177d7d View commit details
    Browse the repository at this point in the history

Commits on Aug 6, 2024

  1. Adds PKA & Jetpack Module for Salvage Cyborgs (#550)

    # Description
    
    Gives salvage borgs a special jetpack module with half of the capacity
    of a normal mini-jetpack. Granting them about 2 minutes of thrust, which
    allows them to be more useful in space, partake in some rescue missions
    and to some extent be independent for a limited amount of time if
    something happens to the salvagers.
    
    It also adds a PKA module, which gives them a PKA which can't be
    wielded, leading to a hilarious accuracy penalty.
    
    ---
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    Demo of the Modules
    [![Crafting demo, basic
    usage](https://i.ytimg.com/vi/k6xbEAtudVA/maxresdefault.jpg)](https://youtu.be/k6xbEAtudVA
    "PKA/Jetpack Borg Demo")
    
    Stormtrooper aim vs dragon AI
    [![Soloing space dragon AI, ft. stormtrooper
    aim](https://i.ytimg.com/vi/0e8iXbtD-Pc/maxresdefault.jpg)](https://www.youtube.com/watch?v=0e8iXbtD-Pc
    "Stormtrooper vs Space Dragon AI")
    
    Refillable jetpack module demo
    [![Refilling
    jetpack](https://i.ytimg.com/vi/y7Ie81NV2QM/maxresdefault.jpg)](https://youtu.be/y7Ie81NV2QM
    "Refill showcase of the jetpack module")
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - add: Added an unlockable PKA and Jetpack module to Salvage Cyborgs
    
    ---------
    
    Signed-off-by: gluesniffler <[email protected]>
    gluesniffler authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    1141f26 View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    e352057 View commit details
    Browse the repository at this point in the history
  3. Rebase Blood Drinker System, Arachne, Oneirophage (#438)

    # Description
    This is a simple rebase of the Blood Drinker System, and its related
    features that have been commented out and/or omitted due to its lack of
    rebase. I am NOT substantially updating any of this code at this time,
    outside of the barest minimum updates needed to make it run in the first
    place. The reason I am doing this is that I require the Blood Drinker
    system functional as a prerequisite for future features, and I will
    update or refactor it when needed.
    
    Arachne are still pending a Full Rework, but that is beyond the scope of
    this PR.
    
    # TODO
    
    - [x] Make the code functional
    - [x] Port Arachne
    - [x] Uncomment Oneirophages
    - [x] Re-add Oneirophage midround event
    
    # Changelog
    
    :cl:
    - add: Arachne have been reimplemented!
    - add: Oneirophages are back!
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    VMSolidus authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    981b7dd View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    c2d83e4 View commit details
    Browse the repository at this point in the history
  5. CPR Remake (#487)

    # Description
    
    This is a re implementation and complete rewrite of the original
    Nyanotrasen CPR feature, this time as its own completely standalone
    system. Unlike the original CPR, this system requires no modification of
    base game code, and can be toggled on and off via CVars while the server
    is running.
    
    Fixes #473
    Fixes #49
    
    # Changelog
    :cl:
    - add: CPR has been added to the game. People with CPR training can now
    perform CPR on anyone who is in either crit or dead states.
    - add: CPR Training has been added to the game as a new positive trait.
    All medical staff start with this trait for free.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    VMSolidus authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    aed3bab View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    b1674d1 View commit details
    Browse the repository at this point in the history
  7. New Trait: Self-Aware (#680)

    # Description
    
    **Self-Aware** is a 2-point Mental trait that allows you to precisely
    examine your Brute/Burn damage as if using a health analyzer, and
    estimate the level of your toxin/airloss damage.
    
    Inspired by the SS13 trait of the same name.
    
    ## Media
    
    <details><summary>Expand</summary>
    
    **Trait entry**
    
    
    ![image](https://github.com/user-attachments/assets/8faae16f-7dd5-42cd-8332-c65a0c610429)
    
    **No damage**
    
    
    ![image](https://github.com/user-attachments/assets/72bfa0f4-57fa-4b8d-b974-a604b4030ea6)
    
    **Damaged**
    
    
    ![image](https://github.com/user-attachments/assets/ec6318b4-41dc-4d3b-9aec-8f02333363e7)
    </details>
    
    # Changelog
    
    :cl: Skubman
    add: Add the Self-Aware trait, a 2-point trait that allows you to
    examine your Brute/Burn damage numbers like a health analyzer, and
    estimate your toxin/airloss damage.
    
    ---------
    
    Signed-off-by: Angelo Fallaria <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    angelofallars and VMSolidus authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    22ff27c View commit details
    Browse the repository at this point in the history
  8. Configuration menu
    Copy the full SHA
    5fcec47 View commit details
    Browse the repository at this point in the history
  9. Remove Overlay Restrict From Vulps (#683)

    <!--
    This is a semi-strict format, you can add/remove sections as needed but
    the order/format should be kept the same
    Remove these comments before submitting
    -->
    
    # Description
    As title, will allow players to put as many overlay markings as required
    for their vulps.
    
    ---
    
    # Changelog
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :cl: TJohnson
    - tweak: Removed overlay restriction for vulps, you can now have as many
    overlay markings as you want!
    
    Signed-off-by: Tad "Taddy" Johnson <[email protected]>
    TadJohnson00 authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    498d070 View commit details
    Browse the repository at this point in the history
  10. Configuration menu
    Copy the full SHA
    cb3ddd4 View commit details
    Browse the repository at this point in the history
  11. Stamina Damage Resistance Real (#679)

    # Description
    Added stamina damage resistance, acts the same way as armor does.
    Call this shock resistance if you wish :trollface:
    Just attach StaminaDamageResistance component to an entity with a set
    multiplier and have fun.
    
    Made all hardsuits 25% stun resistant by default.
    With some variety, e.g. nukie, ERT, captain, HoS suits are 50%, DS are
    90%, etc. etc.
    
    This will not remove stuneta but it will make it more difficult to
    stamcrit a traitor or such.
    
    Some armor/batong ratios that you need to hit before the target is
    stamcritted:
    0% - 3 batong hits
    25% - 4 batong hits
    50% - 6 batong hits
    75% - 12 batong hits
    90% - 28 batong hits :trollface:
    100% - 
    
    ![image](https://github.com/user-attachments/assets/da147676-520b-4e3c-b027-ef9dc6a7394b)
    
    
    # Changelog
    
    :cl:
    - add: Added different stamina damage resistance to hardsuits.
    
    ---------
    
    Co-authored-by: whateverusername0 <whateveremail>
    whateverusername0 authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    55aa822 View commit details
    Browse the repository at this point in the history
  12. Configuration menu
    Copy the full SHA
    b7d3080 View commit details
    Browse the repository at this point in the history
  13. New Trait: Blood Deficiency (#686)

    # Description
    
    **Blood Deficiency** is a +2 points negative Physical trait that makes
    you slowly lose blood over time. When left untreated you will die from
    blood loss. Inspired by the SS13 trait of the same name.
    
    Slash/Piercing weapons and bleeding are much more lethal against you.
    
    The moment you start taking **any** blood loss damage, you start dying
    because you can't regenerate blood. Even just two consecutive kitchen
    knife stabs will make you bleed enough to die slowly unless you
    immediately apply gauze.
    
    Blood packs, iron pills (or copper for Arachnids), and gauze to stop
    bleeding will help you survive with this trait.
    
    Here's how the timeline looks for untreated blood deficiency:
    - ~0-21 minutes: losing blood slowly
    - ~21-31 minutes: blood level below 90%, start taking bloodloss damage
    - ~31-33 minutes: critical
    - ~34 minutes: death
    
    ## Media
    
    <details><summary>Expand</summary>
    
    **Trait entry**
    
    
    ![image](https://github.com/user-attachments/assets/ea4a0c3c-7c05-45fc-8a32-48957701a246)
    
    
    ![image](https://github.com/user-attachments/assets/37398779-90a4-4f4f-a183-38d806184394)
    
    As shown above, even just reducing the blood volume to less than 90%
    means you will die a slow and painful death.
    
    </details>
    
    </p>
    </details>
    
    # Changelog
    
    :cl: Skubman
    - add: Add the Blood Deficiency trait, a new negative trait that makes
    you slowly lose blood over time. You must routinely receive blood loss
    treatment to live, and even normally non-lethal bleeding can make you
    start dying slowly.
    angelofallars authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    6ab1797 View commit details
    Browse the repository at this point in the history
  14. Configuration menu
    Copy the full SHA
    bc3ffaf View commit details
    Browse the repository at this point in the history
  15. New Trait: Oni Damage Bonuses (#676)

    # Description
    
    Adds three new 1-point traits for Onis that **redistribute** your damage
    bonuses, allowing you to specialize in Slash or Piercing instead of
    Blunt, or be a generalist who is equally effective with all melee Brute
    weapons. The three new traits are **Swashbuckler**, **Spearmaster**, and
    **Weapons Generalist**.
    
    | Traits / Damage Bonus  | Blunt | Slash | Piercing |
    |------------------------|-------|-------|----------|
    | Base Oni (No Traits)   | 35%   | 20%   | 20%      |
    | **Swashbuckler**       | 20%   | 35%   | 20%      |
    | **Spearmaster**        | 20%   | 20%   | 35%      |
    | **Weapons Generalist** | 25%   | 25%   | 25%      |
    
    # Changelog
    
    :cl: Skubman
    - add: Add three new 1-point traits for Onis that allow you to
    specialize in Slash or Piercing damage or be a melee weapons generalist.
    
    ---------
    
    Signed-off-by: Angelo Fallaria <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    angelofallars and DangerRevolution authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    6574893 View commit details
    Browse the repository at this point in the history
  16. Configuration menu
    Copy the full SHA
    0e29373 View commit details
    Browse the repository at this point in the history
  17. Port Justice Department From DeltaV (#675)

    # Description
    
    This ports DeltaV-Station/Delta-v#660
    
    > ## About the PR
    > Adds the Justice Department, a department enveloping the lawyer and 3
    new roles that manage the court system and charges against the accused.
    Includes: • New department, Justice! • 3 new roles: ◦ Chief Justice: The
    main, impartial judge for the station responsible for adjudicating
    criminal and civil trials, as well as other small matters like paroles
    and pardons. ◦ Clerk: The court clerk, who organizes trials, notarizes
    court documents (warrants, sentences, etc), and ensures correct
    sentencing and due process for the accused in sec custody. ◦ Prosecutor:
    A special lawyer role that legally advises sec and handles all of its
    court prep and prosecution, freeing up sec's time to go stun baton the
    clown instead of waiting for trial. • Antag objective to steal the
    Clerk's notary stamp, an object imbued with the authority to officialize
    court decisions. • Made the Lawyer role easier to understand and added
    them to the department. Renamed to Attorney, they now exclusively defend
    the accused or can sue on their behalf. Can also curse at the prosecutor
    in the bar. • Changed SoP to match. Notable changes include ◦ Felony
    charges and above must be reviewed and approved by the Clerk or Chief
    Justice if those roles are active. ◦ Parole, criminal trials, and civil
    trials are now all adjudicated by the Chief Justice, or the clerk in
    their absence. ◦ To ensure fair judgement, a Captain can only remove the
    Chief Justice with a majority vote from command. ◦ Warrants and court
    decisions must be written down and stamped with the notary stamp.
    Warrants must be approved by the Chief Justice. ◦ Full list of SoP
    changes can be found here:
    https://docs.google.com/document/d/12ZKTtzvVWBuC7PuiREL9v7mhVZve11p0-T6MBPpVeGs/edit?usp=sharing
    • Classy wooden desk timer to help keep trials timely and within limits.
    > 
    > **TO DO:** Chief Justice
    > 
    > * [x]  Role
    > * [x]  Inventory
    > * [x]  Job Description
    > * [x]  Icon
    > * [x]  Access (CMD/CJ/Sec/Justice*)
    > * [x]  Airlocks
    > * [x]  Spawnpoint
    > * [x]  Closet(just reuse legal w/ a lock)
    > * [x]  Gavel** (proto/sprite/sound)
    > * [x]  Stamp (proto/sprite)
    > * [x]  Drip
    > 
    > Court Clerk
    > 
    > * [x]  Role
    > * [x]  Inventory
    > * [x]  Job Description
    > * [x]  Icon
    > * [x]  Access (Sec/Justice*)
    > * [x]  Spawnpoint
    > * [x]  Closet(just reuse legal w/ a lock)
    > * [x]  Stamp** (proto/sprite)
    > * [x]  Warrant document
    > * [x]  Drip
    > 
    > Prosecutor
    > 
    > * [x]  Role
    > * [x]  Inventory
    > * [x]  Job Description
    > * [x]  Icon
    > * [x]  Access (Sec/Justice*)
    > * [x]  Spawnpoint
    > * [x]  Closet(just reuse legal w/ a lock)
    > * [x]  Drip(Can be same as lawyer but should have a unique badge)
    > 
    > SoP/Guidlines
    > 
    > * [x]  Civil and criminal law-penalties
    > * [x]  Legal mutiny?
    > * [x]  Assigning judges when no judge is present
    > * [x] Judge is representative of CC. Not necessarily _above_ captain
    but outside.
    > * [x] When to appeal to a jury? How to pick a jury? (random would be
    good)
    > * [x]  Rules for gaining warrants
    > * [x]  Procedure for arresting officer filing criminal charges
    > * [x]  Rules for summoning witnesses
    > * [ ]  Guide/book
    > 
    > Other
    > 
    > * [ ]  Station Beacons
    > 
    > ## Notes:
    > * We might want to consider bringing back brig access for cells to
    give legal dept sec access and not control over prisoners.
    > * Mapping would need to provide offices for CJ, CC, and Prosecuter.
    > * Chief Justice is a rep of CC not necessarily above captain but
    outside
    > 
    > ## Why / Balance
    > The current legal system in-game is built around LRP gameplay, with
    security handling everything relating to arrests, sentencing, trials,
    and execution. Additionally, it is near-impossible to find an impartial
    judge for any court case with the current system. New legal department
    would guarantee an impartial and available judge (whether it be the
    Chief Justice or Clerk) for any court case, take pressure off of
    security to handle things like sentencing and trials. Additionally,
    there will be more roleplay opportunities for things like civil cases,
    inter-department disputes, internal affairs, or whatever else you may
    need legal help with.
    > 
    > ## Technical details
    > n/a
    > 
    > ## Media
    >
    ![image](https://private-user-images.githubusercontent.com/136020119/295444469-8569ec5a-8a44-41a5-83c8-165c940e9a9a.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI4MjY5MTEsIm5iZiI6MTcyMjgyNjYxMSwicGF0aCI6Ii8xMzYwMjAxMTkvMjk1NDQ0NDY5LTg1NjllYzVhLThhNDQtNDFhNS04M2M4LTE2NWM5NDBlOWE5YS5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjQwODA1JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI0MDgwNVQwMjU2NTFaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT03ZjE2M2UxNmE2OWE3YmNkM2MwMzY3YmQ5MWU5MGEwNzFjZTg5NDAyMGZkNzkyZTJjZDRhYWJlYzk1MTNmZDg3JlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCZhY3Rvcl9pZD0wJmtleV9pZD0wJnJlcG9faWQ9MCJ9.kv3SVoSKceqwlIctnBa4u6E3NHMJ3rPrg3VxoTl-jZQ)
    ![image](https://private-user-images.githubusercontent.com/136020119/295444610-9ab40e2b-149b-4d9d-af13-47c8fec40be3.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI4MjY5MTEsIm5iZiI6MTcyMjgyNjYxMSwicGF0aCI6Ii8xMzYwMjAxMTkvMjk1NDQ0NjEwLTlhYjQwZTJiLTE0OWItNGQ5ZC1hZjEzLTQ3YzhmZWM0MGJlMy5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjQwODA1JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI0MDgwNVQwMjU2NTFaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT01ZDUyZWQ4NWVkZTM5NDlhNDcxNTNiZGIxZDljMjJkZTBmZThmN2IxNWEwMzk5MWQwMDdjNmQ4MWY1NTcxNWFlJlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCZhY3Rvcl9pZD0wJmtleV9pZD0wJnJlcG9faWQ9MCJ9.jZUnQ8Xj6uor4NAU-IHU7MoD1e3F964XkmZ3aNjPj0U)
    > 
    > * [x] I have added screenshots/videos to this PR showcasing its
    changes in-game, **or** this PR does not require an in-game showcase
    > 
    > ## Breaking changes
    > none that I know of 😓
    > 
    **Changelog** 🆑 Leo, Velcroboy, and Timemaster 
    - add: Added The Justice Department >:)
    VMSolidus authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    32b08b0 View commit details
    Browse the repository at this point in the history
  18. New Trait: Parkour Training (#670)

    # Description
    
    **Parkour Training** is a 3-point Physical trait that increases your
    table climbing speed (and all other climbables), and crawling speed, and
    reduces the cooldown on laying down/standing up.
    
    Inspired by the SS13 trait called Freerunning, expanding on it by
    including new mechanics around the Laying Down system.
    
    Stats (Adjustable):
    - 30% faster table climbing speed
    - 25% faster crawling speed
    - Cooldown on laying down/standing up reduced from 2.5 seconds to 2
    seconds
    
    ## Media
    
    
    ![image](https://github.com/user-attachments/assets/09237d2f-667b-473a-98ad-71bd19bce6c3)
    
    # Changelog
    
    :cl: Skubman
    - add: Add Parkour Training, a 3-point trait that makes you faster with
    climbing tables and crawling.
    
    ---------
    
    Signed-off-by: Angelo Fallaria <[email protected]>
    angelofallars authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    da3956b View commit details
    Browse the repository at this point in the history
  19. Configuration menu
    Copy the full SHA
    8400f6c View commit details
    Browse the repository at this point in the history
  20. Cherry-Pick "EMP Grenade Actually Sabotages Power" From Wizden (#516)

    <!-- Please read these guidelines before opening your PR:
    https://docs.spacestation14.io/en/getting-started/pr-guideline -->
    <!-- The text between the arrows are comments - they will not be visible
    on your PR. -->
    
    ## About the PR
    <!-- What did you change in this PR? -->
    EMP has been changed to target APC-powered-devices (most electrical
    devices) as well as batteries to disable them. This means EMP can
    interfere with autolathes, airlocks, atmos devices, substations and
    SMES. The power draw of a single EMP grenade now cuts out a substation,
    and the disabling effect prevents further recharge until it subsides.
    
    EMP duration now also stacks, which creates a novel way to quietly black
    out the station by attacking engineering SMES with 3 EMP grenades (6tc
    EMP bundle) to black out the station for 3 minutes.
    
    Edit, here's a detailed changelog of the PR,
    Functionality:
    - EMP disable has been generalised to kill and prevent further function
    of every device/battery by interrupting recharge
    - As a result of the above, some hard coded interactions have been
    culled
    - EMP disable duration now stacks with multiple EMP blasts
    - EMP is now capable of draining from gravity generators
    - The Charger system has been slightly reworked to facilitate
    communication between batteries and chargers
    
    Results:
    - EMP grenade can disable basically every powered machine, most notably
    doors
    - EMP grenade has had its power drain upped to 2.7MW, which is slightly
    more than a substation and 1/3 a SMES
    - EMP grenade can now instantly kill substations
    - EMP grenade can now instantly kill gravity generators
    - 3 EMP grenades (6tc) can be used to kill SMES and disable recharge for
    3 minutes with no evidence on the power monitor.
    
    ## Why / Balance
    <!-- Why was it changed? Link any discussions or issues here. Please
    discuss how this would affect game balance. -->
    EMP at 2tc has a relatively low value-proposition when compared to C4
    which is also 2tc. While EMP can probably black out one (or two if
    you're lucky) APCs and can be used as a defensive option against
    Stun/Lasers. C4 can be used to cut wires, substations, SMES, generators,
    doors, reinforced walls, people and the list probably continues.
    
    New EMP can be used to soft-bomb station power in an explosion that
    isn't globally alarming (salv boom). Targeting the captain's office
    directly may let you crowbar in and steal the locker but it leaves
    ephemeral evidence in the form of everything electrical shimmering blue.
    Opting to bomb substations blacks out a wider area, providing several
    degrees of separation from your target. That is to say, new EMP grenade
    favours map knowledge and rewards better stealth.
    
    ## Technical details
    <!-- If this is a code change, summarize at high level how your new code
    works. This makes it easier to review. -->
    - `C.S/.../EmpSystem.cs` uses TryComp to turn on/off charging for
    `C.S/Power/Components/PowerNetworkBatteryComponent`
    - `C.S/Power/EntitySystems/PowerReceiverSystem.cs` listens to
    `EmpPulseEvent` to turn off. Requests to turn back on are additionally
    intercepted by `EmpSystem.cs` and cancelled.
    - `C.S/.../GravityGeneratorSystem.cs` listens to `EmpPulseEvent` and
    converts energy consumption to a normalised charge
    - `C.S/Power/EntitySystems/ApcSystem.cs` no longer toggles its breaker,
    but still listens to `EmpPulseEvent` for updating visuals.
    - `C.S/Power/EntitySystems/ChargerSystem.cs` was refactored to add a
    `ChargingComponent` flag to power cells instead of `ActiveCharger` on
    itself. Battery and Charger communicate through this flag. Listens to
    `EmpPulseEvent` for updating its state machine. New
    `ChargerUpdateStatusEvent` allows batteries to update the charger's
    status.
    - `C.S/Power/EntitySystems/BatterySystem.cs` can now be disabled, and
    checks for disabling before updating its charge. Raises
    `ChargerUpdateStatusEvent` when hearing `EmpDisabledRemoved` to tell its
    charger to start charging again.
    - `C.S/Power/PowerWireAction.cs` checks for `EmpDisabledComponent`
    before turning power back on.
    - `C.S/SurveillanceCamera/Systems/SurveillanceCameraSystem.cs` and
    `C.S/VendingMachines/VendingMachineSystem.cs` had redundant
    `EmpPulseEvent` listeners culled.
    - `Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml`
    buffed EMP grenade.
    
    ## Media
    <!-- 
    PRs which make ingame changes (adding clothing, items, new features,
    etc) are required to have media attached that showcase the changes.
    Small fixes/refactors are exempt.
    Any media may be used in SS14 progress reports, with clear credit given.
    
    If you're unsure whether your PR will require media, ask a maintainer.
    
    Check the box below to confirm that you have in fact seen this (put an X
    in the brackets, like [X]):
    -->
    https://www.youtube.com/embed/rSVph6OIg1s?si=8o4bx9Vx16B6usuu - outdated
    video demonstrating changes on a wizden map
    https://www.youtube.com/embed/B3iPhLcfs-0?si=trB1HY2ccjMf96Bj -
    electrical anomaly crit with updated emp
    
    - [x] I have added screenshots/videos to this PR showcasing its changes
    ingame, **or** this PR does not require an ingame showcase
    
    **Changelog**
    <!--
    Make players aware of new features and changes that could affect how
    they play the game by adding a Changelog entry. Please read the
    Changelog guidelines located at:
    https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog
    -->
    
    :cl:
    - tweak: EMP Grenades can now disable basically any electrical device,
    and stack in disable duration.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    WarMechanic and VMSolidus authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    93ece39 View commit details
    Browse the repository at this point in the history
  21. Configuration menu
    Copy the full SHA
    b6b21da View commit details
    Browse the repository at this point in the history
  22. Admeme Language Commands (Attempt 2) (#565)

    # Description
    #562 but using commands instead of tricks.
    
    Less user-friendly but makes you look like a hacker when you use them
    :trollface:
    
    
    <details><summary><h1>Media</h1></summary><p>
    
    
    ![image](https://github.com/user-attachments/assets/818b6226-aea8-4f9a-b30d-5df39b8041e6)
    
    ![image](https://github.com/user-attachments/assets/f3c40feb-f84d-4083-bc9a-44f7b1dfb30d)
    
    ![image](https://github.com/user-attachments/assets/31827207-4903-4df1-9074-eb060d0cf63c)
    
    (ignore the missing locale, I fixes)
    
    </p></details>
    
    # Changelog
    
    :cl:
    - add: Admin tooling: added several admin commands to help manipulate
    entities' languages.
    
    ---------
    
    Signed-off-by: Mnemotechnican <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    Mnemotechnician and DEATHB4DEFEAT authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    81ad859 View commit details
    Browse the repository at this point in the history
  23. Configuration menu
    Copy the full SHA
    48c0770 View commit details
    Browse the repository at this point in the history
  24. Added Penlights (#567)

    # Description
    
    Added in penlights that spawn in Medical Staff PDAs.
    
    ---
    
    # TODO
    
    - [x] EyeCheck system
    - [x] Add in the bloody pens.
    
    ---
    
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/dc746aa2-782e-4d86-b9ef-9e012343fb87
    
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl: Tilkku
    - add: Added Pen Lights
    - add: Eye Examination
    
    ---------
    
    Signed-off-by: SleepyScarecrow <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    SleepyScarecrow and VMSolidus authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    04d01f6 View commit details
    Browse the repository at this point in the history
  25. Configuration menu
    Copy the full SHA
    5779039 View commit details
    Browse the repository at this point in the history
  26. Unique Glove Fibers (#642)

    # Description
    
    Cherry-picked from Delta-V, originally by @WarMechanic
    (DeltaV-Station/Delta-v#1455).
    
    Original Description:
    
    > Every pair of gloves now has its own fingerprint, so items can be
    traced back to gloves which can then be traced back to people.
    > 
    > ## Why / Balance
    > 
    > Evidence is very important to court cases running smoothly, so
    detectives now have more evidence that can certify whether or not John
    Syndicate's behaviour is valid. Traitors are now encouraged to either
    clean evidence off syndicate gear regardless of glove status, or use a
    disposable pair of gloves specifically for handling syndicate gear to be
    disposed of later.
    > 
    > Aside from being required to obfuscate evidence you leave behind,
    there is now a value proposition to searching glove prints of
    departments. Wearing gloves that does not correspond your department can
    punish an unknowing detective into searching the wrong people.
    > 
    > ## Technical details
    > 
    > `FiberComponent.cs` now stores a Fiberprint variable like
    `FingerprintComponent.cs`. The code for assigning a fiberprint is the
    same as the fingerprint. When evidence is placed on an object, the
    fiberprint is concatenated to its localised fiber type.
    
    <details><summary><h1>Original Media</h1></summary>
    <p>
    
    > hm ok we have these specific gloves on an akms
    > <br>
    > 
    > <img
    src="https://private-user-images.githubusercontent.com/69510347/345294367-55819ed3-1e89-401f-b7fb-0d8569bd7aa2.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI1NjU2ODYsIm5iZiI6MTcyMjU2NTM4NiwicGF0aCI6Ii82OTUxMDM0Ny8zNDUyOTQzNjctNTU4MTllZDMtMWU4OS00MDFmLWI3ZmItMGQ4NTY5YmQ3YWEyLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA4MDIlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwODAyVDAyMjMwNlomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTYxZWUxMjZjY2FiMTU1ODdlOGFiNDliN2ZjZjg4MmYxZmY3ZWY0MGMzN2UxZWM1MjA2MjBlYjY1ZDQ2YTJjMGYmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.t5sASM_0is4bqd1YIizQ0lldAZ5RAStbNzXNuzHmdfU">
    > 
    > hm well we found the gloves and they have fingerprints
    > <br>
    > 
    > <img
    src="https://private-user-images.githubusercontent.com/69510347/345294443-a9b21171-bee5-4c5f-8ec6-cf5576572d45.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI1NjU2ODYsIm5iZiI6MTcyMjU2NTM4NiwicGF0aCI6Ii82OTUxMDM0Ny8zNDUyOTQ0NDMtYTliMjExNzEtYmVlNS00YzVmLThlYzYtY2Y1NTc2NTcyZDQ1LnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA4MDIlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwODAyVDAyMjMwNlomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTM3ZTY3NjRhZmEzMjRhYTkwNjUyOWI3MzgzOGM0ZWRjY2Q3MTg0YzViN2NjMDQyZTgzMDBiMmZlZDAyYWJjYjUmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.uSn27Drf1K8rcfQtYRo_fGKudbO03fp40GNHUSd4Uw0">
    > 
    > gotem
    > <br>
    > 
    > <img
    src="https://private-user-images.githubusercontent.com/69510347/345294064-d6254f48-2d81-4702-ac03-c1c796712ef4.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI1NjU2ODYsIm5iZiI6MTcyMjU2NTM4NiwicGF0aCI6Ii82OTUxMDM0Ny8zNDUyOTQwNjQtZDYyNTRmNDgtMmQ4MS00NzAyLWFjMDMtYzFjNzk2NzEyZWY0LnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA4MDIlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwODAyVDAyMjMwNlomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTgzNWYzODBmOWVhYzQzMjMxNDdlMzk5Zjk2ODY4N2I1ZWNmYmNkNGI2NGFlMjZiMDM1NGVjNDJlOGFjNjViN2YmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.TjsSLQpLoGsXOHS-wl_LSASdLxgeVTKxCGugkX7-v90">
    
    </details>
    </p>
    
    # Changelog
    
    :cl: WarMechanic
    - add: Gloves now have unique fingerprints. Items can be traced back to
    gloves, which can then be traced back to people.
    
    ---------
    
    Signed-off-by: Angelo Fallaria <[email protected]>
    Co-authored-by: WarMechanic <[email protected]>
    Co-authored-by: deltanedas <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    5 people authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    8768df7 View commit details
    Browse the repository at this point in the history
  27. Configuration menu
    Copy the full SHA
    24a5f92 View commit details
    Browse the repository at this point in the history
  28. Alphabetized physical-desc.ftl (Fr This Time) (#648)

    <!--
    This is a semi-strict format, you can add/remove sections as needed but
    the order/format should be kept the same
    Remove these comments before submitting
    -->
    
    # 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]?
    -->
    
    alphabetized physical-desc.ftl because it annoyed me
    SleepyScarecrow authored Aug 6, 2024
    Configuration menu
    Copy the full SHA
    bd11307 View commit details
    Browse the repository at this point in the history

Commits on Aug 7, 2024

  1. Fix No Blood Regeneration (#689)

    # Description
    
    Being a little too clever with omitting braces in complicated if
    statement chains in #686 caused blood regeneration for entities without
    Blood Deficiency to stop working altogether. I added some braces and now
    blood regeneration works again.
    
    I also added `DataField` to `HasBloodDeficiency` because I forgot to add
    that.
    
    # Changelog
    
    :cl: Skubman
    - fix: Passive blood regeneration now works again.
    angelofallars authored Aug 7, 2024
    Configuration menu
    Copy the full SHA
    ab2947b View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    cf310f3 View commit details
    Browse the repository at this point in the history
  3. Fix BarotraumaSystem (#694)

    # Description
    
    This PR fixes an issue with the BarotraumaSystem which would constantly
    report high pressure damage, even when no such damage was applied.
    
    ---
    
    - [x] Tested High pressure damage correctly reported
    - [x] Tested Low pressure damage correctly reported
    - [x] Tested No pressure damage correctly reported
    
    ---
    
    # Changelog
    
    :cl:
    - fix: Barotrauma admin log spam
    Fansana authored Aug 7, 2024
    Configuration menu
    Copy the full SHA
    69946f8 View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    1b2c946 View commit details
    Browse the repository at this point in the history
  5. Butlergone (Cherry-Pick From Delta-V) (#678)

    # Description
    Cherry-picks DeltaV-Station/Delta-v#1100 and
    DeltaV-Station/Delta-v#1222.
    
    Makes butlertron anchorable, pullable, and destructible, and disables
    logging of butlertron's messages.
    
    Credit to adeinitas and NullWanderer.
    
    # Note
    This was cherry-picked without testing, someone needs to test it first.
    
    # Changelog
    :cl:
    - add: Mr. Butlertron can now suffer for its crimes.
    
    ---------
    
    Signed-off-by: Null <[email protected]>
    Co-authored-by: Adeinitas <[email protected]>
    Co-authored-by: Null <[email protected]>
    3 people authored Aug 7, 2024
    Configuration menu
    Copy the full SHA
    a0f3f31 View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    732b8e8 View commit details
    Browse the repository at this point in the history
  7. White Dream Harpy Markings (#696)

    # Description
    
    ONIKS was kind enough to provide me with several new Harpy markings,
    consisting of alternate Bat-wings, Haven Tail, Long Forked Tail, and
    Swallow Tail. I have also taken the liberty of actually making a basic
    set of "Bionic Wings", which are just a slightly edited version of the
    "harpsuit" wing sleeve, including hardsuit lights. Unfortunately due to
    limitations in the game's code concerning markings, I couldn't make the
    lights use the unshaded shader. This limitation irritates me. I'll
    probably fix that in a separate PR.
    
    I actually also received a pack of Arachnid and Felinid sprites! But I'm
    going to add those in a different PR entirely.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    Bionic wings
    
    ![image](https://github.com/user-attachments/assets/6acc64a9-be6b-435b-9c61-91287ef65c10)
    
    Bat Wings
    
    ![image](https://github.com/user-attachments/assets/e44fe12e-8410-47ca-a4c1-5e644fd36b8a)
    
    Haven tail
    
    ![image](https://github.com/user-attachments/assets/2adadcdd-04fc-458d-8491-61bd52a3b4d1)
    
    Swallow tail
    
    ![image](https://github.com/user-attachments/assets/615391eb-0314-4e6d-a87b-101d0a307955)
    
    Long Forked Tail
    
    ![image](https://github.com/user-attachments/assets/e3d672f7-b8cb-4497-a2a3-87d0c224847d)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: The following new markings have been added for Harpies: Bat
    Wings, Simple Bionic Wings, Haven Tail, Swallow tail, and Long Forked
    Tail
    VMSolidus authored Aug 7, 2024
    Configuration menu
    Copy the full SHA
    2a6790b View commit details
    Browse the repository at this point in the history
  8. Configuration menu
    Copy the full SHA
    07325fc View commit details
    Browse the repository at this point in the history
  9. Add Le Psionic Orb From Nyanotrasen (#685)

    # Description
    
    It says Psionic chat out loud
    
    
    <!--
    This is default collapsed, readers click to expand it and see all your
    media
    The PR media section can get very large at times, so this is a good way
    to keep it clean
    The title is written using HTML tags
    The title must be within the <summary> tags or you won't see it
    -->
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/a60c4110-ce1b-40ca-8177-df2d0b45b6da)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    
    :cl:
    - add: Readded Psionic Relay Orb
    DangerRevolution authored Aug 7, 2024
    Configuration menu
    Copy the full SHA
    020e90a View commit details
    Browse the repository at this point in the history
  10. Configuration menu
    Copy the full SHA
    9e83f66 View commit details
    Browse the repository at this point in the history
  11. Psionic Refactor Part 1: Respacing To Keep Files Changed Down (#698)

    # Description
    
    Due to some inherent limitations of maintenance, code review, and me
    having both severely crippling ADHD and a lifelong adderal dependency,
    I've made the executive decision to break apart the Psionic Refactor
    into a multitude of smaller, bite sized PRs. I'm keeping the original
    Psionic Refactor PR open, because I'm going to need it for code
    reference to keep track of the changes I had originally worked on, but I
    need to essentially restart the entire refactor from scratch, and
    approach it from a new angle that's going to make everything actually
    way easier. I also need to be able to work on each available system
    individually wherever possible, and this fact is most readily shown by
    how the Lightning Refactor and Oracle Refactor were both done
    separately.
    
    To start off, this PR is ONLY moving all of the relevant psionics code
    to core folders, and nothing more. I'm doing this first so that I can
    immediately cut down massively on the "Files Changed" with the simplest,
    most basic change necessary to start my work.
    
    No changelog because this isn't player facing, and no media because
    there's literally nothing to show.
    VMSolidus authored Aug 7, 2024
    Configuration menu
    Copy the full SHA
    dfe5c2c View commit details
    Browse the repository at this point in the history
  12. New Trait: Sluggish / Snail-Paced (#692)

    # Description
    
    This PR adds two new negative traits that decrease your movement speed:
    **Sluggish** and **Snail-Paced**.
    
    - Sluggish (+1 points)
      - 15% slower movement speed
    - 35% slower climbing speed (for standard tables, from 1.5s to ~2.02
    seconds)
    - Cooldown on laying down/standing up increased from 2.5 seconds to 3
    seconds
    - Snail-Paced (+2 points)
      - 30% slower movement speed
    - 66% slower climbing speed (for standard tables, from 1.5s to ~2.48
    seconds)
    - Cooldown on laying down/standing up increased from 2.5 seconds to 4
    seconds
    
    ## Media
    
    <details><summary>Expand</summary>
    
    **Trait entry**
    
    
    ![image](https://github.com/user-attachments/assets/cb483536-ec3e-4c28-a4b4-c431bb1b669e)
    
    
    ![image](https://github.com/user-attachments/assets/a251844e-7058-4d4b-b21d-a5637c39489f)
    
    </details>
    
    # Changelog
    
    :cl: Skubman
    - add: Add two new negative traits: Sluggish (+1) and Snail-Paced (+2)
    that make you move slower, and climb tables slower.
    
    ---------
    
    Signed-off-by: Angelo Fallaria <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    angelofallars and VMSolidus authored Aug 7, 2024
    Configuration menu
    Copy the full SHA
    f79c6db View commit details
    Browse the repository at this point in the history
  13. Configuration menu
    Copy the full SHA
    04330a4 View commit details
    Browse the repository at this point in the history
  14. New Trait: Hemophilia (#690)

    # Description
    
    **Hemophilia** is a +1 point negative Physical trait that makes you more
    susceptible to bleeding. You bleed twice as long, and you take 10% more
    Blunt damage.
    
    ## Media
    
    <details><summary>Expand</summary>
    
    
    ![image](https://github.com/user-attachments/assets/ceb0e91e-73c8-4986-a566-40fb9cd0d32b)
    
    </details>
    
    ---
    
    # Changelog
    
    :cl: Skubman
    - add: Add the Hemophilia trait, a new negative trait for 1 point that
    makes you bleed twice as long and makes you take 10% more Blunt damage.
    angelofallars authored Aug 7, 2024
    Configuration menu
    Copy the full SHA
    54e5982 View commit details
    Browse the repository at this point in the history
  15. Configuration menu
    Copy the full SHA
    0fc4051 View commit details
    Browse the repository at this point in the history
  16. Aloe Cream Recipe Fix, Now 15 Seconds (#688)

    <!--
    This is a semi-strict format, you can add/remove sections as needed but
    the order/format should be kept the same
    Remove these comments before submitting
    -->
    
    # 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]?
    -->
    
    Changed the cooking time for aloe cream, so now it doesn't interfere
    with RegenerativeMesh any longer.
    
    # Changelog
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :cl:
    - fix: Fixed the RegenMesh recipe
    SleepyScarecrow authored Aug 7, 2024
    Configuration menu
    Copy the full SHA
    c469961 View commit details
    Browse the repository at this point in the history
  17. Configuration menu
    Copy the full SHA
    7ef43ac View commit details
    Browse the repository at this point in the history
  18. New Plant Trait : Bluespace Slips (#674)

    # Description
    
    Adds a new trait which plants can mutate to have. 
    It teleports both the slippee and the produce to a random location
    within a radius determined by how potent the produce is.
    Inert unless the plant also has the slippery trait. 
    
    ~~Probably very stinky code considering this is my first time dealing
    with c#.~~
    
    ---
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    
    https://github.com/user-attachments/assets/cd22756d-ea5e-4a30-8043-c991549c9019
    
    
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - add: Added Bluespace Slips, a plant trait that teleports you randomly
    if you slip.
    dootythefrooty authored Aug 7, 2024
    Configuration menu
    Copy the full SHA
    f2e6d1a View commit details
    Browse the repository at this point in the history
  19. Configuration menu
    Copy the full SHA
    a243fca View commit details
    Browse the repository at this point in the history

Commits on Aug 8, 2024

  1. Configuration menu
    Copy the full SHA
    4c4b37a View commit details
    Browse the repository at this point in the history
  2. Respace Psionics Audio & Localization Files (#700)

    # Description
    
    Effectively Part 2 of splitting up the Psionic Refactor. This PR is
    partially respacing the non-C# side of Psionics code, such as
    Localizations, Audio files, some entities. I'm not respacing all of them
    in a single sitting because just finding them all is a complete pain in
    the ass.
    
    No media because there's nothing to show.
    
    No changelog because this isn't player facing.
    VMSolidus authored Aug 8, 2024
    Configuration menu
    Copy the full SHA
    9b11260 View commit details
    Browse the repository at this point in the history
  3. Updates WelderRefinable Component (#687)

    # Description
    
    I have made this originally for N14 as there was a heavy need for junk
    items to be list instead of a hash. It created a few issues where you
    were unable to put down 2 pieces of steel without making a new defined
    entity which spawns a stack of 2.
    I thought this was quite annoying so I decided to instead make it into a
    `EntitySpawnEntry` from a `string` which would also give it options of
    `amount` `prob` `maxAmount` and `orGroup` which would definitely aid in
    the scrapping needs there as you could randomize the refined amounts.
    
    I believe this could be useful upstream. As well as cleaning up code
    which is more modifiable than before.
    
    The new example of how it can be typed in yaml is also simpler in my
    opinion as it is self-explanatory and used in various places like
    StorageFill contents for one.
    ```YAML
      - type: WelderRefinable
        refineResult:
        - id: SheetGlass1
          amount: 1
          maxAmount: 2
          prob: 0.5
          orGroup: Glass
    ```
    
    ---
    
    :cl:
    refactor: Refactors WelderRefinableComponent.cs and RefiningSystem.cs
    tweak: Tweaked the formatting for WelderRefinable refineResult to use
    EntitySpawnEntry format
    BlueHNT authored Aug 8, 2024
    Configuration menu
    Copy the full SHA
    e9e10f2 View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    844218c View commit details
    Browse the repository at this point in the history
  5. 1984 Shit Colored Moths (#681)

    # Description
    
    I'll let google image search make my case.
    
    
    ![image](https://github.com/user-attachments/assets/c8fe9ec7-0292-4d77-bc94-f890219349e3)
    
    
    ![image](https://github.com/user-attachments/assets/1d871bff-4a18-4ce9-a121-d0282821c48c)
    
    
    ![image](https://github.com/user-attachments/assets/2375fe34-691c-49ab-b9d7-a16a17b2a3ce)
    
    Done. By popular request, I'm bringing back RGB Moths.
    
    # Changelog
    
    :cl:
    - fix: Moths can now once again be colorful.
    VMSolidus authored Aug 8, 2024
    Configuration menu
    Copy the full SHA
    75d2ea8 View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    ba9a937 View commit details
    Browse the repository at this point in the history

Commits on Aug 9, 2024

  1. Tweak Skeleton Description (#707)

    # Description
    Cherry-picks Fansana/floofstation1#88 from
    Floofstation - changes skeleton description to match with Delta-v.
    Credit to ShatteredSwords.
    
    # Changelog
    :cl: ShatteredSwords
    - tweak: Skeleton ghost role description has been adjusted to be less
    evil.
    
    ---------
    
    Signed-off-by: Mnemotechnican <[email protected]>
    Co-authored-by: ShatteredSwords <[email protected]>
    Mnemotechnician and ShatteredSwords authored Aug 9, 2024
    Configuration menu
    Copy the full SHA
    d1c8bf1 View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    892f1e0 View commit details
    Browse the repository at this point in the history
  3. Soft-Refactor Geiger Counters (#615)

    # Description
    
    This refactors Geiger Counters so that their behavior of "Only making
    sound to a person holding them" is no longer hardcoded. The
    GeigerCounterComponent now can define how loud it ticks, how far away
    people can hear the ticks, and whether it plays only for the person
    holding it or for anyone nearby. This PR partially fulfills one of the
    "Nice To Have" features requested for
    Simple-Station/Einstein-Engines#341 by making it
    possible to create stationary radiation alarm objects. It also serves as
    a substantial quality of life improvement for Engineering and Science
    crew, since it's now possible to place an active Geiger counter in the
    artifact lab, and then be able to audibly hear if the lab becomes
    radioactive due to an artifact.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    
    https://github.com/user-attachments/assets/74122135-7345-4995-bb0e-d1216e1d53b6
    
    
    
    https://github.com/user-attachments/assets/de79db6f-e1c1-471f-88b5-0a47ff4bfa16
    
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Geiger Counters other than ones installed in Hardsuits now
    generate an audible sound when active and exposed to radiation.
    - add: Wall mounted geiger counters have been added to the game.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    VMSolidus authored Aug 9, 2024
    Configuration menu
    Copy the full SHA
    7d92c3e View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    f034031 View commit details
    Browse the repository at this point in the history
  5. Make Dionas Slow And Steady (#704)

    # Description
    
    Dionas now have 25% slower movement speed in exchange for total slip
    immunity and slow immunity (except lying down).
    
    Note that this also prevents slowdowns from hunger and thirst.
    
    This also fixes an existing bug with Sluggish and Snail-Paced related to
    `TraitSpeedModifierSystem`, as it was not applying the reduced movement
    speed upon spawning, only when the movement speed has been modified by
    another source. `TraitSpeedModifierSystem` has been moved from
    `Content.Server` to `Content.Shared`.
    
    This used to be a trait costing 3 points, but is now given for free to
    all Dionas per request of @VMSolidus.
    
    ## Media
    
    <details><summary>Expand</summary>
    
    **Speed with no items**
    
    
    ![image](https://github.com/user-attachments/assets/b723614a-79fe-401c-ae53-2ad98ff9a6d3)
    
    **Speed wearing a jugsuit, wearing a duffel bag, holding one duffel bag
    in each arm, and walking through a puddle of glue covered in spider
    webs.**
    
    
    ![image](https://github.com/user-attachments/assets/a934d2c1-437f-463c-8fe3-63b7b54a1f58)
    
    </details>
    
    # Changelog
    
    :cl: Skubman
    - add: Dionas have been given a 25% slower movement speed. In exchange
    for that, they gain absolute slip immunity and movement speed modifier
    immunity. This makes them immune to slowdown from things like
    duffelbags, hardsuits, and spider webs.
    - fix: Sluggish and Snail-Paced will now properly apply their movement
    penalties upon joining.
    angelofallars authored Aug 9, 2024
    Configuration menu
    Copy the full SHA
    f4d2e35 View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    3657ad4 View commit details
    Browse the repository at this point in the history
  7. Psionic System Cleanup (#703)

    # Description
    
    Just some regular cleanup of PsionicSystem and PsionicAbilitiesSystem.
    No refactoring today, just cleanup. Tomorrow I will serialize this shit,
    assuming this gets merged.
    
    No media because there's nothing to show. No changelog because this
    isn't playerfacing.
    VMSolidus authored Aug 9, 2024
    Configuration menu
    Copy the full SHA
    31e3c02 View commit details
    Browse the repository at this point in the history
  8. Minor Glimmer System Cleanup (#702)

    # Description
    
    More tedium to get out of the way, I can't do much more than this since
    by now in the day my adderall has worn off. This just does basic code
    cleanup of the glimmer system.
    
    No media because there's nothing to show. No changelog because this
    isn't player facing.
    VMSolidus authored Aug 9, 2024
    Configuration menu
    Copy the full SHA
    05364c5 View commit details
    Browse the repository at this point in the history

Commits on Aug 10, 2024

  1. Melee Pt2 (#693)

    # PT2 of Melee Weapons The Numbers Don't Lie
    
    This is part 2 of the ongoing work of Solid and myself going through and
    touching up the melee combat in the game. In this part I rebalance all
    of the melee weapons to generally do less damage, more stamina damage,
    and be more unique in regards to slight range changes, attack speed
    adjustments, along with every weapon getting slightly adjusted heavy
    swing changes ranging from attack rates, damage, range, angle, and how
    many targets you can hit.
    
    Majority of weapons will hit the standard amount of targets of 5(the old
    norm), but a few are lowered to be single target hits. These are usually
    tightened in the angle that they attack in(old angle range was 60).
    Similarly all melee weapons have individual stamina costs on their heavy
    swings, most of these are in the range of 5 or 10, and following this PR
    the new standard should be 10 as the outliers that would abuse this have
    been addressed in this PR.
    
    ---
    
    # Changelog
    
    Normally I would do a changelog but this took awhile and I forgo. 
    
    :cl: ODJ
    - tweak: Melee Weapons now feel different across the board, from the
    Wrench to the Chainsaw, try out their normal swings and their heavy
    attacks!
    
    ---------
    
    Co-authored-by: VMSolidus <[email protected]>
    Co-authored-by: jcsmithing <[email protected]>
    3 people authored Aug 10, 2024
    Configuration menu
    Copy the full SHA
    c8c859a View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    c5fb202 View commit details
    Browse the repository at this point in the history
  3. Rename Mantis (#709)

    "Mantis" was going to be the original name, but the doubling as
    detective lead me to needing to add the qualifier "forensic" to make
    that part clearer. The "Mantis" was already there to imply the psionic
    part.
    
    For "psionic mantis" defenders, I propose an alternative renaming
    scheme:
    Mystagogue -> Psionic Mystagogue
    Mantis -> Psionic Mantis
    Cyborg -> Robotic Cyborg
    Chaplain -> Religious Chaplain
    
    Players either already know what a mantis is, or they've got little
    enough playtime that there's still some intrigue left in the setting and
    it's something they can learn by observation. Weird names are mostly
    restricted to one dept here and a tinge harder time understanding it is
    what I'd call "Mystery" rather than something that's undesirable here.
    The mechanic the mantis interacts with - psionics - is also somewhat
    hidden and esoteric.
    
    # Media
    
    ![image](https://github.com/user-attachments/assets/8706c0cd-97a3-4ed6-a0e4-e23012a461a7)
    
    
    ![image](https://github.com/user-attachments/assets/7e6296fb-52ca-4d4e-b40d-2e166520d4b5)
    
    
    # Changelog
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :cl: Rane
    - tweak: Renamed "Psionic Mantis" to "Mantis", as it was originally
    going to be called.
    Elijahrane authored Aug 10, 2024
    Configuration menu
    Copy the full SHA
    cb6e6ae View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    07c8eba View commit details
    Browse the repository at this point in the history
  5. New Trait: Liquor Lifeline 🍺🩹 (#706)

    # Description
    
    **Liquor Lifeline** 🍺 is a new trait (-3 points) that makes you slowly
    heal Brute and Burn (except Caustic) damage when drunk, healing more the
    drunker you are. Inspired by the SS13 /tg/station quirk called Drunken
    Resilience.
    
    Strength of Liquor Lifeline healing in terms of its Brute damage healed
    per tick compared to Bicaridine:
    - 0.1u to 0.5u Ethanol - 10% Bicaridine
    - 0.5u to 7u Ethanol - 20% Bicaridine
    - 7u to 11u Ethanol - 40% Bicaridine
    - 11u to 15u Ethanol - 80% Bicaridine
    - 15u+ Ethanol **(drunk poisoning starts)** - 120% Bicaridine
    
    ## Media
    
    **Trait entry**
    
    
    ![image](https://github.com/user-attachments/assets/31e8cb3a-c5d5-4596-8934-4ad1256b4981)
    
    # Changelog
    
    :cl: Skubman
    - add: Add Liquor Lifeline (-3 points), a new positive trait that makes
    you slowly heal Brute and Burn damage when drunk, healing more the
    drunker you are. The trait also gives you the benefits of Alcohol
    Tolerance.
    - tweak: The cost of the Alcohol Tolerance trait has been reduced from
    -2 points to -1 point.
    - add: Dwarves receive the Liquor Lifeline trait for free.
    
    ---------
    
    Signed-off-by: Angelo Fallaria <[email protected]>
    angelofallars authored Aug 10, 2024
    Configuration menu
    Copy the full SHA
    6a12eab View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    643df55 View commit details
    Browse the repository at this point in the history
  7. NyanoCombat 2, Part 1: Simple Melee Refactor (#605)

    # Description
    
    Done in partnership with @OldDanceJacket 
    
    This is a simple refactor of the Melee System, which introduces some new
    implementations of Contests, but more importantly lightly refactors
    melee so that "Light Attack"(Left Click) and "Heavy Attack"(Right Click)
    are now no longer hardcoded to be the same thing, and now can have
    different modifiers. We've set things up so that weapons can have
    different behaviors and bonuses if they are used in a heavy attack as
    opposed to a light attack, including range and damage.
    
    In addition to simple code cleanup, I have done the following things:
    - Max Number of targets per Power Attack(Wide Swing) is now set via a
    CVar instead of a constant, but is still defaulted to 5.
    
    All Blunt Weapons have been changed to
    - Deal 100% of Blunt as Stamina(up from 50%) by default
    - BluntDamageStaminaFactor can now be overridden by specific weapons
    
    Light Attacks have been changed to:
    - Deal up to 25% less damage scaling with taken stamina damage
    - Deal up to 20% more damage with being injured
    
    Heavy Attacks have been changed to:
    - Deal up to 50% less damage scaling with taken stamina damage
    - Deal up to 20% more damage with being injured
    - Now deal (by default) 10 points of stamina damage to the wielder
    - In a separate PR, nearly every weapon in the game is going to have
    their Wide Swing(Now "Power Attack") mode stats looked at.
    - When examining the damage a weapon deals, if it has any damage
    modifiers when power attacking, these values will be shown in addition
    to the light attack damage.
    
    Heavy attacks can now have separate modifiers for:
    - Attack Range (multiply against light attack range)
    - Attack Damage (multiply against light attack damage)
    - Attack Speed (multiply against light attack speed)
    - Stamina Cost (overriding the default)
    
    We will be building upon this PR throughout the week with additional
    PRs, to include a full rework of melee weapon values across the entire
    board. For the most part, this PR is primarily here to give new options
    for contributors to balance melee weapons.
    
    # Note For Maintainers:
    
    @OldDanceJacket will be following this up with his own PR containing
    Part 2, which will include a comprehensive rework of the damage values
    for every melee weapon in the entire game. Due to this, I can't actually
    make that much in the way of significant changes to the components in
    review without messing with his side of things.
    
    I also have my own Part 3 that I will be working in partnership with ODJ
    on throughout this week, which will consist of a pack of combat-system
    related Traits.
    
    # Changelog
    
    :cl: @VMSolidus and @OldDanceJacket 
    - add: Being injured now lets you deal up to 20% more damage in melee
    combat to simulate the adrenaline rush from taking a hit.
    - add: Taking stamina damage now makes you deal less damage in melee. Up
    to 25% less for Light Attacks, and 50% less for Power Attacks
    - add: Wide Swing has been reworked as "Power Attack". Power attacks
    cost 20 stamina(by default) to perform, and their effects can differ
    from Light attacks on a per-weapon basis. Individual weapons can also
    have different stamina costs to power attack with.
    
    ---------
    
    Signed-off-by: Danger Revolution! <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    VMSolidus and DangerRevolution authored Aug 10, 2024
    Configuration menu
    Copy the full SHA
    b9bf6e6 View commit details
    Browse the repository at this point in the history
  8. Configuration menu
    Copy the full SHA
    e617342 View commit details
    Browse the repository at this point in the history
  9. Remove Hugging Interaction Popup From Humanoids (#710)

    <!--
    This is a semi-strict format, you can add/remove sections as needed but
    the order/format should be kept the same
    Remove these comments before submitting
    -->
    
    # Description
    
    Reasoning:
    1) Hugging your coworkers isn't necessarily always inappropriate, but
    it's something that should take a bit more intention than it does now.
    2) Event subs in this game right now still have no good method of
    handling multiple subscriptions to the same event. The hugging event is
    occupying 2 pieces of prime real estate - the empty hand interaction,
    which is the most common, and the humanoid interaction, which is the
    most common and most important. And for what? Spamming popups and chat
    for something that could just be an emote.
    3) Because of the above, it's too easy to accidentally hug people while
    doing something else - the lack of intersectionality makes people just
    ignore hugging because they assume it means nothing and was not
    intentional. This does not lead to good roleplay outcomes.
    4) I left the petting stuff on animals because that's much more common
    and appropriate and you're less likely to be trying to do other complex
    interactions with them. Also, since they're usually NPCs, it doesn't
    matter if they get desensitized to the interaction as meaningless, or at
    least it's out of scope.
    
    # Changelog
    
    :cl: Rane
    - remove: Removed the spammable hugging on click. Consider using emotes
    for this instead.
    Elijahrane authored Aug 10, 2024
    Configuration menu
    Copy the full SHA
    80c3d63 View commit details
    Browse the repository at this point in the history
  10. Configuration menu
    Copy the full SHA
    c006ec8 View commit details
    Browse the repository at this point in the history
  11. NyanoCombat 2, Part 3: Physical Traits (#607)

    # Description
    
    Done in partnership with @OldDanceJacket 
    
    This PR adds 9 additional physical traits to the game, 5 positive, and 4
    negative. While this PR is intended to go with NyanoCombat 2, Part 1 and
    2, I have made this PR function completely standalone. It does not
    require either of the two other PRs.
    
    ## Positive Traits
    - **Will To Live**: Increases your Dead threshold by 10
    - **Tenacity**: Increases your Crit threshold by 5
    - **Vigor**: Increases your maximum Stamina by 10
    - **High Adrenaline**: You gain up to 10% more damage with all melee
    attacks when injured.
    - **Masochism**: You ignore the first 10% of stamina damage penalties to
    melee attacks. If NyanoCombat 2 Part 1 isn't merged yet, this makes you
    deal up to 10% more melee damage when you receive stamina damage.
    - **Martial Artist**: Your unarmed melee attacks have bonus range, and
    deal 50% more damage(for every species in the game, this means 7.5
    instead of 5 damage). This trait is identical to one that the Boxer job
    receives for free, thus it cannot be taken by Boxers.
    
    ## Negative Traits
    - **Will To Die**: Decreases your Dead threshold by 15
    - **Glass Jaw**: Decreases your Crit Threshold by 10
    - **Lethargy**: Decreases your maximum Stamina by 15
    - **Adrenal Dysfunction**: Your melee attacks are penalized by up to 20%
    when injured. If NyanoCombat 2 Part 1 is merged, this cancels out the
    natural bonus everyone globally gets to melee when injured.
    - **Low Pain Tolerance**: Your melee attacks are penalized by up to 15%
    when receiving stamina damage. If NyanoCombat 2 Part 1 is merged, this
    stacks with the natural penalties everyone globally gets to melee when
    taking stamina damage.
    
    
    # TODO
    
    - [ ] Let ODJ look over these for balance.
    
    # Media
    
    
    ![image](https://github.com/user-attachments/assets/242e8b50-8a5e-4079-bf1d-f952ceeade38)
    
    # Changelog
    
    :cl: VMSolidus and Skubman
    - add: 11 new Physical Traits have been added to the game! 6 positive
    traits, and 5 negative traits.
    
    ---------
    
    Signed-off-by: Danger Revolution! <[email protected]>
    Co-authored-by: Angelo Fallaria <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    3 people authored Aug 10, 2024
    Configuration menu
    Copy the full SHA
    79b3190 View commit details
    Browse the repository at this point in the history
  12. Configuration menu
    Copy the full SHA
    9869330 View commit details
    Browse the repository at this point in the history
  13. Adds BeardTag (#608)

    <!--
    This is a semi-strict format, you can add/remove sections as needed but
    the order/format should be kept the same
    Remove these comments before submitting
    -->
    
    # 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 `BeardTag = "HidesBeard"`
    
    for helmets which cover entire head, masks which should hide beards and
    such.
    
    ---
    
    # Changelog
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :cl:
    - add: Added `HidesBeard` tag
    BlueHNT authored Aug 10, 2024
    Configuration menu
    Copy the full SHA
    e4b925b View commit details
    Browse the repository at this point in the history
  14. Configuration menu
    Copy the full SHA
    9c74822 View commit details
    Browse the repository at this point in the history

Commits on Aug 11, 2024

  1. Configuration menu
    Copy the full SHA
    eb64404 View commit details
    Browse the repository at this point in the history
  2. Increase Trait Limit From 5 To 10 (#720)

    # Description
    
    Given the big influx of new traits, a maximum of 5 traits can feel
    constricting, as often you'll have unspent points but not enough trait
    slots to buy more traits. This doubles the default trait limit from 5 to
    10 to increase player choice and allow more unique trait setups.
    
    Since the base trait points have not been increased, players will still
    need to take negative traits if they want to have more positive traits
    than before.
    
    ## Changelog
    
    :cl: Skubman
    - tweak: The maximum trait limit has increased from 5 traits to 10
    traits.
    angelofallars authored Aug 11, 2024
    Configuration menu
    Copy the full SHA
    09a8b91 View commit details
    Browse the repository at this point in the history
  3. Configuration menu
    Copy the full SHA
    3931167 View commit details
    Browse the repository at this point in the history
  4. Make Security Dripped Out Again (#660)

    Leadup to PR #656. The Loadout fix for #145. Adds and makes a lot of
    loadout options for Security. Full Change Log Below:
    
    **Change Notes:**
    
    - Changed Wizden Security Vest sprites to DeltaV Sprites.
    
    - Removed Wizden Security Vests from loadouts (can be re-added later in
    another PR if sentiment changes.)
    
    - Added Plate Carriers and Durathread Vests to loadouts
    
    - Made non-specialist Security apparel generic to Security. Charge
    Batong with style now!
    
    - Added Flashes to Security Loadouts.
    
    - Added Security Armor Vests to Security Loadouts.
    
    - Added Detective Coats and Vests to Security Loadouts.
    
    - Added Warden Armored Jacket to Warden Loadouts.
    
    - Added Head of Security's Trenchcoat to Loadouts.
    
    - Added Security gear & accessories to Loadouts.
    
    - Added Brigmedic and Corpsman items for Corpsman!
    
    - Added SecGlasses to Loadouts!
    
    ---------
    
    Signed-off-by: Tmanzxd <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    3 people authored Aug 11, 2024
    Configuration menu
    Copy the full SHA
    8b0c754 View commit details
    Browse the repository at this point in the history

Commits on Aug 12, 2024

  1. Ports 78 From Floofstation - Fix Crew Monitor (#717)

    # Description
    
    
    Crew Monitor right now only shows Good! or Bad! (dead). Should show more
    states, this fixes it.
    
    # Changelog
    
    :cl: Xavier
    - fix: Crew monitor not working properly, now displays correctly.
    DangerRevolution authored Aug 12, 2024
    Configuration menu
    Copy the full SHA
    84c338a View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    572123e View commit details
    Browse the repository at this point in the history
  3. Various Floofstation Ports. (#716)

    # Description
    
    Various minor yaml and QOL ports from Floofstation.
    
    Changelog entries go in order of author. I'm considering just copying
    over the changelog at some point.
    
    # Changelog
    
    :cl: AeraAuling, ShatteredSwords and Cynical24
    - add: Added the Explorer's Labcoat and a Hairflower into Loadouts.
    - fix: Fixed Epistemics being unable to take Survival Boxes
    - fix: Fixed the NearSighted trait making you unable to take glasses in
    your loadout
    - add: Added a variety of Cowboy Hats into loadouts.
    DangerRevolution authored Aug 12, 2024
    Configuration menu
    Copy the full SHA
    feb5529 View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    a425aeb View commit details
    Browse the repository at this point in the history
  5. Add Home Run Bat (Traitor Item) (#722)

    # Description
    
    Adds the home run bat as a new item for traitors, a new traitor weapon
    that knocks targets back significantly.
    
    The home run bat has the same Nyanocombat stats as the baseball bat,
    with differences: damage has been reduced by around 25%, same as the
    baseball bat, and the Stamina damage on power attacks is 25.
    
    Originally made for Delta-V
    (DeltaV-Station/Delta-v#1476)
    
    ## Media
    
    <details>
    
    
    ![image](https://github.com/user-attachments/assets/3502145f-cae2-4ce0-9ae2-a0f2eeb48c8b)
    
    ![image](https://github.com/user-attachments/assets/f508a367-d2bb-4283-bd47-de4b4b272637)
    
    </details>
    
    ## Changelog
    
    :cl: musicmanvr
    - add: Added the Home Run Bat for Syndicate operatives. Send your foes
    flying!
    
    ---------
    
    Co-authored-by: deltanedas <[email protected]>
    angelofallars and deltanedas authored Aug 12, 2024
    Configuration menu
    Copy the full SHA
    e0f18e8 View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    f57327e View commit details
    Browse the repository at this point in the history
  7. Added Showers (#661)

    <!--
    This is a semi-strict format, you can add/remove sections as needed but
    the order/format should be kept the same
    Remove these comments before submitting
    -->
    
    # 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]?
    -->
    
    Added in showers. A pure RP furniture item.
    
    ---
    
    # TODO
    
    <!--
    A list of everything you have to do before this PR is "complete"
    You probably won't have to complete everything before merging but it's
    good to leave future references
    -->
    
    - [x] Sound effects
    - [x] Wallmount
    - [x] Add in Showers
    
    ---
    
    
    
    ![Display](https://github.com/user-attachments/assets/c8499c33-a9ce-4d2d-9003-ed8517afb0b9)
    
    
    ---
    
    # Changelog
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :cl: Tilkku
    - add: Added showers
    SleepyScarecrow authored Aug 12, 2024
    Configuration menu
    Copy the full SHA
    376b8f1 View commit details
    Browse the repository at this point in the history
  8. Configuration menu
    Copy the full SHA
    e14bea6 View commit details
    Browse the repository at this point in the history
  9. Hardsuit MRP Descriptions (#725)

    # Description
    
    Copying over the original description from #617 
    
    > This is a significantly pared down version of #492 
    > Focusing only on a small category of item descriptions just to get the
    ball rolling.
    > 
    > Space Station 14 is actually missing the other two suit-names that
    were at one point present and commonplace in SS13. The term "Hardsuit"
    is itself one of three classifications of space suit, based on a book
    series that I read as a teenager. The full list is as follows.
    > 
    > Vacsuit: Vacuum-Protection-Suit
    > Hardsuit: Hardened Vacsuit
    > Tacsuit: Tactical Combat Hardsuit
    > Vacsuits are a catch-all shorthand for civilian space suits. They
    offer no actual protection from anything other than the cold void.
    > Hardsuits are a form of "Up-armored" vacsuit, and are more like
    industrial PPE in space. You wear a hardsuit because it's there to
    protect you while you're welding, shipbreaking, asteroid mining, and so
    on.
    > Tacsuits are a variant on the idea of a hardsuit, but instead of
    having an industrial purpose, they are explicitly for military purposes,
    and aren't for civilian use at all.
    > 
    > I've opened this up on draft because Mocho was asking to help me with
    it.
    > 
    > Generally, the hardsuits need to be explicitly associated with a
    specific in-universe corporation. With descriptions changed to better
    suit a hypothetical setting that we'd wish to write.
    > 
    > For instance, much of the equipment used by Security would likely be
    products of Five-Points-Armory, a corporation that NT prefers to buy
    their security equipment from for the simple fact that it's cheap, yet
    gets the job done.
    
    Rewrote hardsuit descriptions to match the original request, but from
    the POV of a character as suggested by @DangerRevolution. The
    descriptions also have a rough template which goes along the lines of...
    
    {Type of suit} produced by {corporation} + {optional visual attributes}
    + the label/tag says {hint at protective stats} + it feels {light or
    heavy depending on speed stats}.
    
    In the commits you can also find that I had lengthier but more fleshed
    out descs for each of the hardsuits. But they went into detail your
    character wouldn't feasibly be able to know at a glance (how do I know
    this suit is made of plastitanium plating, and that the other has
    ceramic TPS plates?). Feel free to ask for mix and matching between the
    two.
    
    **Also I moved the paramedic voidsuit to be a hardsuit, because for
    whatever reason it wasn't one already.** Even had all of the properties
    that a normal hardsuit does. :trollface:
    
    ---
    
    # Changelog
    
    🆑
    - tweak: Changed hardsuit descriptions to be slightly less LRP.
    - tweak: Changed paramedic voidsuit from a softsuit to a hardsuit.
    
    ---------
    
    Co-authored-by: VMSolidus <[email protected]>
    gluesniffler and VMSolidus authored Aug 12, 2024
    Configuration menu
    Copy the full SHA
    6df564a View commit details
    Browse the repository at this point in the history
  10. Configuration menu
    Copy the full SHA
    e23114c View commit details
    Browse the repository at this point in the history
  11. Nix Version Bump (#721)

    The bi-monthly nix version bump. Only impacts the nix users, which are
    me and @DEATHB4DEFEAT
    stellar-novas authored Aug 12, 2024
    Configuration menu
    Copy the full SHA
    2ae464e View commit details
    Browse the repository at this point in the history

Commits on Aug 13, 2024

  1. Fix Whitelist Requirements (#729)

    # Changelog
    
    :cl:
    - fix: Whitelist requirements work properly
    DEATHB4DEFEAT authored Aug 13, 2024
    Configuration menu
    Copy the full SHA
    eb98bc8 View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    42a5793 View commit details
    Browse the repository at this point in the history
  3. Oni Speech Update (#724)

    # Description
    
    This PR has updates surrounding Oni speech: a new speech bubble for Onis
    with horns, unique speech verbs, and a tweak to the Nekomimetic
    description to mention Onis.
    
    Notably, Onis will now have a **fully unique** speech (sound, speech
    bubble, verbs), improving how distinct they feel.
    
    #711 (Remove Or Rework Vulpkanin) triggered a discussion about how
    unique the species should be in EE.
    
    As an Oni main, I can't help but notice that Onis often feel like human
    reskins, practically being colorful humans with horns. This PR aims to
    be a step in the right direction to make Onis more aesthetically
    distinct from humans by changing the visuals of their speech. All that
    is left is to give them unique screams, preferably screams that sound
    rather *demonic*.
    
    Shoutout to @leonardo-dabepis who improved the chat bubble horns for me.
    I will impulsively put him in the changelog to give credit :trollface:
    
    ## Media
    
    **Speech Bubble**
    
    
    ![image](https://github.com/user-attachments/assets/71185797-40b9-437b-a360-7ffcac83705b)
    
    <details><summary>See more</summary>
    
    **Speech Style**
    
    
    ![image](https://github.com/user-attachments/assets/67ef53f9-d713-40c4-a88f-903d7be4f55a)
    
    **Nekomimetic Description**
    
    
    ![image](https://github.com/user-attachments/assets/c3df58db-22d1-44a1-8f0c-84e879ad0c7f)
    
    </details>
    
    
    ## Changelog
    
    :cl: Skubman and leonardo-dabepis
    - add: Onis now get a unique speech bubble, a black bubble with horns.
    - add: Onis have received a distinct speech style that reflects their
    strength. Hear them 'grunt', 'bellow', 'blare', and 'rumble' as they
    talk.
    - tweak: The Nekomimetic language description has been changed to
    mention Onis speaking it.
    
    ---------
    
    Signed-off-by: Angelo Fallaria <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    angelofallars and DangerRevolution authored Aug 13, 2024
    Configuration menu
    Copy the full SHA
    90f56f4 View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    079e978 View commit details
    Browse the repository at this point in the history
  5. Plushie Update! (#654)

    <!--
    This is a semi-strict format, you can add/remove sections as needed but
    the order/format should be kept the same
    Remove these comments before submitting
    -->
    
    # 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]?
    -->
    
    By multiple requests i bring my PR from Frontier The [PLUSHIE
    UPDATE!](new-frontiers-14/frontier-station-14#886)
    
    This PR add a prize vendor machine where you can trade prize ticket for
    a toy/plushie, to get ticket you win those in arcade machines.
    
    This PR will give a chance for everyone to get the toys they need in a
    special machine and will make plushies in general more random and fun,
    in term of random spawns.
    
    WARNING THIS PR DOES NOT MAP THE PRIZE VENDOR AND WILL MOSTLY NEED TO BE
    MAPPED.
    
    ---
    
    # TODO
    
    <!--
    A list of everything you have to do before this PR is "complete"
    You probably won't have to complete everything before merging but it's
    good to leave future references
    -->
    
    - [x] Prize Vendor
    - [x] Prize Tickets
    - [x] New Toys/Plushies
    - [x] Prizes
    
    ---
    
    <!--
    This is default collapsed, readers click to expand it and see all your
    media
    The PR media section can get very large at times, so this is a good way
    to keep it clean
    The title is written using HTML tags
    The title must be within the <summary> tags or you won't see it
    -->
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/643e6c65-bba0-4eef-8e8e-d3510922e51e)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :cl:
    - add: A ton of new plushies has arrived
    - add: Prize counter are here, get your prizes by winning games and
    getting prize tickets! and find prize balls!!
    FoxxoTrystan authored Aug 13, 2024
    Configuration menu
    Copy the full SHA
    666e820 View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    794b8eb View commit details
    Browse the repository at this point in the history
  7. Oni Pointy Ears And Tusks (#727)

    # Description
    
    Adds eight pointy ears, two tusks, one feet marking (toes resembling
    WarCraft trolls) and human nose markings to Onis. The pointed ears are a
    big reference to tieflings (similar to Onis) who often have them.
    
    Onis will now have pointy ears by default, but there is a marking to
    disable ears.
    
    5 human nose markings have all been made available to Onis, Harpies, and
    Felinids. Onis and Felinids can now get chest scars, originally
    humna-only. The tusk markings are originally from Frontier goblins.
    
    The new pointy ears give players the power to make their Onis look like
    **tieflings, orcs, elves, goblins**, and more fantasy races.
    
    These markings can potentially be used in the future for other species
    like psionic elves.
    
    ## Media
    
    **Blood Elf** (Tall Ears)
    
    
    ![image](https://github.com/user-attachments/assets/257c8839-303c-45b2-b129-3f9183e47695)
    
    <details><summary>See more</summary>
    
    **Orc** (Upward Ears, Large Tusks)
    
    
    ![image](https://github.com/user-attachments/assets/46bac694-de88-4e04-a12b-7ff8a8111e7b)
    
    **Night Elf** (Wide Ears)
    
    
    ![image](https://github.com/user-attachments/assets/18813660-cd2c-4d37-800d-bf84b1d7dee5)
    
    **Night Elf** (Slanted Ears)
    
    
    ![image](https://github.com/user-attachments/assets/7f39457b-875d-4c46-a5fb-428a6a535fb1)
    
    **Troll** (Large Ears, Small Tusks, Two-Toed Feet)
    
    
    ![image](https://github.com/user-attachments/assets/d9a0c52e-020d-4b55-bb7e-7a4afed61dcc)
    
    **Character Setup**
    
    
    ![image](https://github.com/user-attachments/assets/35ba27d4-e6d1-4c52-bbc7-0f057df12fc8)
    
    
    ![image](https://github.com/user-attachments/assets/5d9e7690-7118-48b3-95b9-50ee784660e2)
    
    </details>
    
    ## Changelog
    
    :cl: Skubman
    - add: Onis have received eight new pointy ear markings in the 'Head
    (Side)' section that can help them resemble tieflings, orcs, elves,
    goblins, trolls, and more.
    - add: Onis get two new tusk markings in the 'Snout' section, and a
    Two-Toed feet marking in the 'Legs' section.
    - add: Felinids, Onis, and Harpies can now select Human nose markings
    like the schnozz, blobby nose, and nubby nose.
    - add: Felinids and Onis can now select the Chest Scar and Top Surgery
    Scar markings.
    - tweak: Default Onis now use the Double Curved horn and Upward Ears
    markings.
    angelofallars authored Aug 13, 2024
    Configuration menu
    Copy the full SHA
    ecfed3e View commit details
    Browse the repository at this point in the history
  8. Configuration menu
    Copy the full SHA
    6615d83 View commit details
    Browse the repository at this point in the history

Commits on Aug 14, 2024

  1. Hotfix Psionic Regeneration (#730)

    # Description
    
    I LOVE OLD SHITCODE THAT DOESN'T VALIDATE ANYTHING. 
    Not going to validate it in this PR because I'm just hot fixing this
    shit, and I'm busy as hell with serializing Psionics.
    I'll go do a significantly more longer-term fix 2 PRs from now. 
    
    # Changelog
    
    :cl:
    - fix: Fix missing Psionic Regeneration sound effect
    VMSolidus authored Aug 14, 2024
    Configuration menu
    Copy the full SHA
    2067f85 View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    d2ff5b1 View commit details
    Browse the repository at this point in the history
  3. Vulpkanin Rework: Number Changes (#713)

    # Description
    
    Per #711, this PR adds new stat changes to Vulpkanins to make them more
    mechanically interesting and distinct from Humans.
    
    - Receive the Voracious trait by default, giving them 2x eating/drinking
    speed.
    - Takes 30% less Cold damage
    - Takes 30% more Heat damage, up from 15%.
    - Hunger rate increased by 25%.
    - Receive 25% more fire stacks, increasing the Heat damage and duration
    of being on fire.
    - Flash duration has been increased by 50%.
      - The duration of flashes, 5 seconds, will become 7.5 seconds.
    
    **Only merge** alongside #715.
    
    ## Media
    
    <details><summary>Expand</summary>
    
    **New flash duration**
    
    
    https://github.com/user-attachments/assets/afafd890-d40b-4c63-9259-53ae6a355e53
    
    </details>
    
    ## Changelog
    
    :cl: Skubman
    - add: Vulpkanins receive the Voracious trait for free, giving them 2x
    eating/drinking speed, but Vulpkanins get hungrier 25% faster.
    - tweak: Vulpkanins gain a 30% Cold resistance, but their Heat
    vulnerability has increased from 15% to 30%. Vulpkanins also receive 25%
    more Fire stacks, amplifying the damage and duration of being on fire.
    - tweak: Flash duration against Vulpkanins has been increased by 50%.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    angelofallars and VMSolidus authored Aug 14, 2024
    Configuration menu
    Copy the full SHA
    a9280bb View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    66a7260 View commit details
    Browse the repository at this point in the history
  5. Oni Horn Markings (#726)

    # Description
    
    ---
    
    Three new Oni horn markings,] two of which have three tone support.
    There was a distinct lack of large horns, which I tried my hand at.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![display](https://github.com/user-attachments/assets/cb0604e8-941c-48fd-8fb8-205893b87c5c)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :cl:
    - add: Added crowned, tall bull, and tall curved Oni horns.
    dootythefrooty authored Aug 14, 2024
    Configuration menu
    Copy the full SHA
    5f25d1b View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    934a096 View commit details
    Browse the repository at this point in the history

Commits on Aug 15, 2024

  1. Convert Harpy Singing Into a Trait (#714)

    # Description
    Adds a new trait that lets characters play midi without needing an
    instrument.
    
    Singer a 1-point positive trait. For now it's only available for vulps
    and felinids as they are naturally more vocal than other species.
    
    Also refactored harpy singing system a bit.
    
    # TODO
    
    - [X] Find out whatever causes this. Not critical, but probably should
    be fixed...
    <details><p>
    
    
    ![image](https://github.com/user-attachments/assets/8e0a6bf5-5fa3-4a0a-8937-2931dfe4ee62)
    
    </p></details>
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    Outdated
    
    
    ![image](https://github.com/user-attachments/assets/018b6cf3-d510-46e2-8c38-4bd49e1929bd)
    
    
    ![image](https://github.com/user-attachments/assets/f27bd451-b3c2-4a22-ab50-35c2f4ecbcb3)
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - add: Added a new positive trait - singer. It allows you to play midi
    songs without an instrument, similarly to harpies.
    
    ---------
    
    Signed-off-by: Mnemotechnican <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    3 people authored Aug 15, 2024
    Configuration menu
    Copy the full SHA
    441dee2 View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    037065a View commit details
    Browse the repository at this point in the history
  3. Xenowears (#519)

    <!--
    This is a semi-strict format, you can add/remove sections as needed but
    the order/format should be kept the same
    Remove these comments before submitting
    -->
    
    # 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]?
    -->
    
    Add a bit of clothing specie related and some tiny misc changes.
    
    Normally i wanted to add the spooders changes here but with the other
    spider specie coming in il hold myself for now.
    
    ---
    
    # TODO
    
    <!--
    A list of everything you have to do before this PR is "complete"
    You probably won't have to complete everything before merging but it's
    good to leave future references
    -->
    
    - [x] Add clothings
    - [x] Loadouts/Vending machines
    
    ---
    
    <!--
    This is default collapsed, readers click to expand it and see all your
    media
    The PR media section can get very large at times, so this is a good way
    to keep it clean
    The title is written using HTML tags
    The title must be within the <summary> tags or you won't see it
    -->
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/Simple-Station/Einstein-Engines/assets/45297731/47865d65-754d-4b70-9c10-19bc9aa55ac6)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :cl:
    - add: Xenowears! new non-human related clothings.
    
    ---------
    
    Signed-off-by: FoxxoTrystan <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    3 people authored Aug 15, 2024
    Configuration menu
    Copy the full SHA
    df73a1c View commit details
    Browse the repository at this point in the history
  4. Configuration menu
    Copy the full SHA
    6aa2545 View commit details
    Browse the repository at this point in the history
  5. Vulpkanin Update (#715)

    ![WarningTrystan](https://github.com/user-attachments/assets/958f868b-11b9-48f0-80ab-13d9ff243f06)
    <!--
    This is a semi-strict format, you can add/remove sections as needed but
    the order/format should be kept the same
    Remove these comments before submitting
    -->
    
    # 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]?
    -->
    
    This PR is the rework regarding the unique feature for vulpkanins, this
    is mostly due to the "FORCED" Issue by VM:
    Simple-Station/Einstein-Engines#711
    
    This PR will mostly add the new features that will mostly make
    Vulpkanins unique.
    
    For Vulpkanin Stats changed please check this PR:
    Simple-Station/Einstein-Engines#713
    
    - Flash Damge: Flashable has 2 new variables "EyeDamageChance" (Float)
    and "EyeDamage" (int), those are default to 0 but if changed could give
    a chance from 0 to 1 to give EyeDamage from the EyeDamage Value, this is
    not fixed to vulpkanin and can be added to anything with the "Flashable"
    Component.
    - ScentTracker: Add a new Forensics type "Scent", scent will spread on
    everything you wear and only the ent with the "ScentTrackerSystem" can
    track a scent, tracking a scent will leave an effect on those who has or
    the item with the scent, scent can be cleaned away with soap or you can
    compleatly generate a new scent of a person by cleaning yourself, note:
    someone with a scent does not mean his the one making that scent, they
    may just have an item with the scent in their bag!
    - Vulpkanins Screams: I have 5 Fox Screams that need to be edited and
    need to be added in-game for vulpkanins with a lisence, just need to
    have the time to do it and this PR seem the perfect place for it.
    
    ---
    
    # TODO
    
    <!--
    A list of everything you have to do before this PR is "complete"
    You probably won't have to complete everything before merging but it's
    good to leave future references
    -->
    
    - [x] Flash Damage
    - [x] Scent System
    - [x] ScentTracker System
    - [x] Vulpkanin Screams
    
    ---
    
    <!--
    This is default collapsed, readers click to expand it and see all your
    media
    The PR media section can get very large at times, so this is a good way
    to keep it clean
    The title is written using HTML tags
    The title must be within the <summary> tags or you won't see it
    -->
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/3bd60c0f-2528-4be7-a52d-defe2990c475)
    
    ![image](https://github.com/user-attachments/assets/6756b6af-3f76-4faa-9fbd-c35964b267b3)
    
    ![image](https://github.com/user-attachments/assets/b4ff84a2-64eb-4985-876b-d3e93fc8bd12)
    
    ![image](https://github.com/user-attachments/assets/dd4b47ea-ae39-44c3-b5a2-27ee68703857)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    :cl: FoxxoTrystan
    - add: Forensics Scent Type and Vulpkanins can now track scents, better
    keep yourself clean!
    - tweak: Vulpkanins eyes are sensetive, please dont flash them with
    lights as this could damage them.
    - add: Vulpkanins now has their own screams!
    
    ---------
    
    Signed-off-by: FoxxoTrystan <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    3 people authored Aug 15, 2024
    Configuration menu
    Copy the full SHA
    d9a0469 View commit details
    Browse the repository at this point in the history
  6. Configuration menu
    Copy the full SHA
    f93b8dc View commit details
    Browse the repository at this point in the history
  7. Cherry-Pick Antag Refactor (#734)

    This cherry-pick's Wizden's Antag Refactor, which is needed for all
    future antag updates, as well as for me to cherry-pick over Cultists(Who
    are going to need some editing to fit the antag refactor), Changelings,
    Heretics, and Wizards. I actually selected the White-Dream-Public
    version of the Antag Refactor, due to it having commits made tailored to
    our repository, so it comes prepackaged with all the changes necessary
    for our repo-specific content.
    
    https://github.com/frosty-dev/ss14-wwdp/pull/10
    
    Signed-off-by: Timemaster99 <[email protected]>
    Co-authored-by: ThereDrD <[email protected]>
    Co-authored-by: Jeff <[email protected]>
    Co-authored-by: Timemaster99 <[email protected]>
    Co-authored-by: Timemaster99 <[email protected]>
    Co-authored-by: [email protected] <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    Co-authored-by: Azzy <[email protected]>
    8 people authored Aug 15, 2024
    Configuration menu
    Copy the full SHA
    08822e3 View commit details
    Browse the repository at this point in the history

Commits on Aug 16, 2024

  1. Adds Fake Blindfold (#718)

    # Description
    
    
    ![image](https://github.com/user-attachments/assets/ecd62f8e-1ac9-4795-b672-1fa57417d471)
    
    # Changelog
    
    :cl: DangerRevolution
    - add: Adds a new blindfold variant into loadouts.
    DangerRevolution authored Aug 16, 2024
    Configuration menu
    Copy the full SHA
    ecc0da2 View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    9dd3113 View commit details
    Browse the repository at this point in the history

Commits on Aug 18, 2024

  1. Update Credits (#746)

    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 Aug 18, 2024
    Configuration menu
    Copy the full SHA
    cea9699 View commit details
    Browse the repository at this point in the history
  2. [S] Onis: Get A Boatload Of Troll Horns. (#741)

    # Description
    
    Adds **16** new horns to Onis, 10 of which are inspired by **Homestuck**
    trolls. Most of the new horns have three-tone variants, and some also
    have striped variants.
    
    New horns and available variants:
    - Antlers (Three Tone)
    - Aries (Three Tone)
    - Double Thick (Striped, Three Tone)
    - Erebia (Ringed, Three Tone)
    - Inclined (Three Tone)
    - Makara (Striped, Three Tone)
    - Nepeta (Three Tone)
    - Pisces (Striped, Three Tone)
    - Sagittarius
    - Serket (Three Tone)
    - Taurus (Striped, Three Tone)
    - Tavris (Three Tone)
    - Unicorn
    - Vantas (Three Tone)
    - Virgo (Three Tone)
    - Wavy (Striped, Three Tone)
    - Three Tone for the existing Double Curved horn
    - Three Tone for the existing Double Curved Outwards horn
    
    ## Media
    
    **Serket (Three Tone)**
    
    
    ![image](https://github.com/user-attachments/assets/69beabb3-01ea-49ac-9e9e-8d9351bf99df)
    
    <details><summary>See more</summary>
    
    **Makara (Striped)**
    
    
    ![image](https://github.com/user-attachments/assets/839707b7-c063-41f4-b59f-dc36f2126967)
    
    **Aries (Three Tone)**
    
    
    ![image](https://github.com/user-attachments/assets/ba7a65da-06d0-4ddd-b0d0-afa9cff5ad03)
    
    
    ![image](https://github.com/user-attachments/assets/b4abcdd2-a11e-4d4f-be61-1970e78cf588)
    
    **Antlers**
    
    
    ![image](https://github.com/user-attachments/assets/cfb47d5b-f985-4dbe-b86d-96c31472007f)
    
    **Pisces (Striped)**
    
    
    ![image](https://github.com/user-attachments/assets/9426c51e-49fe-41d4-b049-ee8b1a159c57)
    
    **Wavy**
    
    
    ![image](https://github.com/user-attachments/assets/c29420aa-4576-49ec-af08-0ff38aff7ea4)
    
    **Taurus (Striped)**
    
    
    ![image](https://github.com/user-attachments/assets/9aa3084e-4acc-473e-b875-465b242d0551)
    
    **Nepeta (Three Tone)**
    
    
    ![image](https://github.com/user-attachments/assets/639abc4a-0cf1-456a-b214-6520e39e992f)
    
    **Sagittarius (Three Tone)**
    
    
    ![image](https://github.com/user-attachments/assets/2a4a7c6f-0678-462d-8de6-f8fe6c10aef3)
    
    **Unicorn**
    
    
    ![image](https://github.com/user-attachments/assets/6783cbd4-2dcf-4204-bb03-3f3601e1c6f7)
    
    
    ![image](https://github.com/user-attachments/assets/c09f7ef3-a0e3-429f-be70-76db0232ad01)
    
    </details>
    
    ## Changelog
    
    :cl: Skubman
    - add: 16 new horns for Onis have been added, with three-tone variants
    and some striped variants! The new horns include the Serket, Nepeta,
    Vantas, Makara, and more.
    - add: The Oni horns Double Curved and Double Curved Outwards have
    received three-tone variants.
    angelofallars authored Aug 18, 2024
    Configuration menu
    Copy the full SHA
    9d1dada View commit details
    Browse the repository at this point in the history
  3. Configuration menu
    Copy the full SHA
    5931965 View commit details
    Browse the repository at this point in the history
  4. Remove the Stupid Station Records Check From News (#739)

    # Description
    It was never used but caused annoyance all the time: the listening post
    could never use the news console and ghosts/centcom officials/skeletons
    could never publish news because of it.
    
    (This was not tested, I recommend either waiting til I test it or making
    someone else test it before merging)
    
    # Changelog
    :cl:
    - fix: You no longer need to have a station record to publish news.
    
    Signed-off-by: Mnemotechnican <[email protected]>
    Mnemotechnician authored Aug 18, 2024
    Configuration menu
    Copy the full SHA
    b7fe64c View commit details
    Browse the repository at this point in the history
  5. Configuration menu
    Copy the full SHA
    b501bf2 View commit details
    Browse the repository at this point in the history

Commits on Aug 19, 2024

  1. Revert "Cherry-Pick Antag Refactor (#734)" (#749)

    This reverts commit 08822e3.
    
    # Description
    
    Our server partner White Dream had some unreported issues with their
    cherry-pick of the Antag Refactor, which it turns out were server
    breaking problems.
    VMSolidus authored Aug 19, 2024
    Configuration menu
    Copy the full SHA
    009d45a View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    2f13974 View commit details
    Browse the repository at this point in the history
  3. fix build error

    DEATHB4DEFEAT committed Aug 19, 2024
    Configuration menu
    Copy the full SHA
    f35acf5 View commit details
    Browse the repository at this point in the history

Commits on Aug 20, 2024

  1. squoesh

    DEATHB4DEFEAT committed Aug 20, 2024
    Configuration menu
    Copy the full SHA
    2c6ad27 View commit details
    Browse the repository at this point in the history