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Upstream merge as of Aug 25 #418

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Commits on Aug 6, 2024

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  2. Revert "Buffs cades against projectiles" (#6884)

    Reverts cmss13-devs/cmss13#6727
    
    This has had a few too many knock-on effects (see below) and I'm a bit
    too burned out to properly fix this; will re-introduce this later when
    properly adjusted.
    
    - Not happy with xeno cade hit % adjustments
    - I've heard there's issues with cades getting shredded on diagonals
    - You can now do what's seen in the image without issue, and you
    couldn't previously
    
    ![image](https://github.com/user-attachments/assets/97b137cd-f982-4848-9aea-4fd0f61987a9)
    Zonespace27 committed Aug 6, 2024
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  3. Replaces Machete Scabbard in Smartgunner Vendor with new SG scabbard …

    …(#6880)
    
    # About the pull request
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    Replaces the normal machete scabbard in the SG vendor with one that can
    be placed in the back slot, along with new sprites for it. Price is
    increased from 6P to 15P. This scabbard can only be connected to the
    harness and will be dropped when the harness is unequipped.
    
    # Explain why it's good for the game
    To currently equip a machete as SG, you need to sacrifice your belt. You
    can't place it on your back or suit storage. This offers a new but
    expensive way to have a machete without sacrificing a belt or pouch
    slot. This is specifically a new item so that you can't just equip any
    back machete scabbard, you still need to put in some points to get value
    out of it.
    
    It also adds some variety to playing SG, as this provides an alternative
    to carrying folding cades always as SG.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/user-attachments/assets/118155b7-1ca3-47b8-8858-ea8c92c11db0)
    
    Updated sprite for item
    
    ![image](https://github.com/user-attachments/assets/28d47c25-2781-4ec2-b837-980a53a445c4)
    
    
    </details>
    
    
    # Changelog
    :cl:
    add: Smartgunner Machete Scabbard, which smartgunners can wear on their
    back when their harness is equipped.
    balance: SG's vendor has replaced the 6P Machete Scabbard with a 15P
    Smartgunner Machete Scabbard.
    /:cl:
    Contrabang committed Aug 6, 2024
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  5. Imports TG Pills - Matches pill bottle aesthetic (#6870)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    
    # About the pull request
    
    Imports TG Pills - Matches pill bottle aesthetic
    
    # Explain why it's good for the game
    
    consistency + nicer sprites
    
    
    # Testing Photographs and Procedure
    <!-- Include any screenshots/videos/debugging steps of the modified code
    functioning successfully, ideally including edge cases. -->
    
    <!-- !! If you are modifying sprites, you **must** include one or more
    in-game screenshots or videos of the new sprites. !! -->
    
    <details>
    
    <summary>Screenshots & Videos</summary>
    
    
    ![pills](https://github.com/user-attachments/assets/10bd36df-9c54-41d6-a1ea-8cd85cea16c7)
    
    ![pills2](https://github.com/user-attachments/assets/e0409cb5-83a7-467a-9c01-67f3255fcea8)
    
    ![pills3](https://github.com/user-attachments/assets/594b32d4-6c48-43e4-b0d9-6994a7d3166b)
    
    ![pills4](https://github.com/user-attachments/assets/bdc6cfdc-2764-45f9-a417-e09bf8b4aa8a)
    
    ![pills5](https://github.com/user-attachments/assets/6e6bdba9-2170-441a-bc74-0c8fba48dc20)
    
    ![pills6](https://github.com/user-attachments/assets/d8ff91ff-f982-4b20-85cc-f602458dd2e2)
    
    ![pills7](https://github.com/user-attachments/assets/1e74d8d8-90d6-44ae-9e68-dd28e2e51cb9)
    
    ![pills8](https://github.com/user-attachments/assets/13c7c867-68ec-4af5-8012-157c2d4687e8)
    
    ![pills9](https://github.com/user-attachments/assets/8d14a9c9-50d3-43e5-b8fe-7e4f12b185fc)
    
    ![pills10](https://github.com/user-attachments/assets/31f21c87-b770-426f-8926-2dabe764e065)
    
    ![pills11](https://github.com/user-attachments/assets/5a5f313d-e132-4908-9ce7-bcb699ee9dbd)
    
    ![pills12](https://github.com/user-attachments/assets/4ade5437-98ac-4fee-bad0-a15135d960ac)
    
    ![pills13](https://github.com/user-attachments/assets/14e25d53-4943-4948-ad2d-97a4f6fd4033)
    
    ![pills14](https://github.com/user-attachments/assets/a67c41fe-1eb4-43f6-b341-513d29b699b3)
    
    ![pills15](https://github.com/user-attachments/assets/340a89f0-5d65-44ed-bcb5-33d6751d409c)
    
    ![pills16](https://github.com/user-attachments/assets/4faab8f3-5d1f-49d8-bcd3-50abec0635e6)
    
    ![pills17](https://github.com/user-attachments/assets/58abac79-9d92-49b7-8eed-fc5e03f424ff)
    
    ![pills18](https://github.com/user-attachments/assets/adfcd5d5-46b9-4488-b63e-9b76d8398942)
    
    ![pills19](https://github.com/user-attachments/assets/c7b99783-699f-4a4c-9de0-7f9b1beae908)
    
    ![pills20](https://github.com/user-attachments/assets/8136c613-ed06-4d79-ad42-a58c63f4de77)
    
    ![pills21](https://github.com/user-attachments/assets/8d1f379a-8983-4c34-95a6-ccfec60f7f6e)
    
    ![pills22](https://github.com/user-attachments/assets/e23a01a0-6c90-47c8-b489-b09c8df7f668)
    
    </details>
    
    
    # Changelog
    
    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    label your changes in the changelog. Please note that maintainers freely
    reserve the right to remove and add tags should they deem it
    appropriate. You can attempt to finagle the system all you want, but
    it's best to shoot for clear communication right off the bat. -->
    <!-- If you add a name after the ':cl', that name will be used in the
    changelog. You must add your CKEY after the CL if your GitHub name
    doesn't match. Maintainers freely reserve the right to remove and add
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    :cl: LTNTS
    imageadd: port tgsprites for pills (including a new variation)
    /:cl:
    
    <!-- Both :cl:'s are required for the changelog to work! -->
    
    ---------
    
    Co-authored-by: Drathek <[email protected]>
    ItsVyzo and Drulikar committed Aug 6, 2024
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Commits on Aug 7, 2024

  1. Use RANGE_TURFS (#6692)

    # About the pull request
    
    Switches several uses of `for(var/turf/... in range())` over to
    `RANGE_TURFS()` instead. Doesn't switch when the expected radius is less
    than 5. Where possible, removes the loop entirely.
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    
    For finding turfs, `RANGE_TURFS` shows a slight performance benefit over
    `range`. This performance benefit becomes more pronounced as the radius
    increases.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Performance testing. All procs in question return a list of turfs.
    The procs of interest:
    
    ![image](https://github.com/user-attachments/assets/c130418c-dfa3-4f8a-9bfb-54dd9f8bd2e3)
    
    Radius 1:
    
    ![image](https://github.com/user-attachments/assets/837deddf-24cc-46d1-9c48-0c3ce0a4310a)
    
    Radius 5:
    
    ![image](https://github.com/user-attachments/assets/146d581e-1c16-4988-837c-3422d954d8aa)
    
    Radius 10:
    
    ![image](https://github.com/user-attachments/assets/dadaa684-816a-49b2-b3bf-f55a6fed6082)
    
    Radius 20:
    
    ![image](https://github.com/user-attachments/assets/05463878-9d7d-4cf4-bf71-a2b0185131c5)
    
    Results show that when able to convert away from a loop
    (`turftest_range_turf_direct`) that is always the best choice. For
    results under a radius of 5 the standard `range` (`turftest_range`) was
    notably faster, for a radius of 5 or more `RANGE_TURFS`
    (`turftest_range_turf`) was slightly faster.
    
    </details>
    
    
    # Changelog
    No player facing changes.
    Doubleumc committed Aug 7, 2024
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  3. Use DVIEW (#6712)

    # About the pull request
    
    Switches several uses of `view` over to `dview` and related
    procs/defines instead. Only swaps over where it would be inappropriate
    for native BYOND darkness to effect the results, i.e. it cares about a
    lack of obstructions rather than actual visibility.
    
    Created `doview()` and `USE_DOVIEW` as the `oview` version of `dview`.
    
    Tweaked `dview` and related procs to work slightly more like `view`
    would. `view` is from the perspective of the provided atom, seeing
    itself, its loc (usually a turf), and if on a turf, any surrounding
    turfs. `dview` set its loc to the provided atom, meaning it was in the
    *contents* of that atom, and would see itself and its loc (the atom)...
    which, as an atom, means it wouldn't see surrounding turfs. Existing
    uses of `dview` got around this by using `get_turf` on the provided
    atom. I changed the behavior so this wasn't necessary, allowing you to
    `dview` from the perspective of a atom and have it work like `view`
    would.
    Perhaps that should just be a built-in `get_turf` instead, but this more
    closely matches how `view` works.
    
    Used `HIDE_INVISIBLE_OBSERVER` as the see invis for `dview` as all the
    uses I saw were for in-character things, and thus should only effect
    things that were also in-character. Anything as invisible as an observer
    or more is assumed to be out-of-character.
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    
    Should (currently) have no effect on the game as native BYOND darkness
    isn't used (all areas have luminosity), but is one step towards allowing
    that system to work appropriately if enabled.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Performance testing. All procs in question return a list of atoms.
    The procs of interest:
    
    ![image](https://github.com/user-attachments/assets/d4b487c9-5b8d-470e-8692-c7b2d8045d19)
    
    Current, with darkness disabled (area luminosity = 1):
    
    ![image](https://github.com/user-attachments/assets/f6ab0229-c868-4f9c-a98a-541357dd0a65)
    No performance difference between `view` and `dview`.
    
    As a test, darkness enabled (area luminosity = 0):
    
    ![image](https://github.com/user-attachments/assets/bb60b345-0df7-45f3-8f09-a97fdfd43cd9)
    `dview` is notably slower than `view`, likely because `view` has smaller
    lists of things it can see due to darkness and thus shorter loops.
    
    </details>
    
    
    # Changelog
    No player facing changes.
    
    ---------
    
    Co-authored-by: Drathek <[email protected]>
    Doubleumc and Drulikar committed Aug 7, 2024
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  4. Hold my Beer (Fix of hi intellligent data lookup in TGUI Who/Staff Wh…

    …o (#6786)
    
    🆑 BlackCrystalic
    fix: No more admin data sended to normal players in who/staff who
    /🆑
    
    ---------
    
    Co-authored-by: Deleted user <ghost>
    Co-authored-by: Drathek <[email protected]>
    blackcrystall and Drulikar committed Aug 7, 2024
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  6. Fixes explosive implants (#6886)

    # About the pull request
    Closes #6873 
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    Fix bugs
    Better game
    ???
    Profit
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Fixed explosive implant not triggering when hearing the code-word.
    /:cl:
    Git-Nivrak committed Aug 7, 2024
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  8. Re: Add Directional APC's sprites, reduces lines of code by adding an…

    …d using Updatepaths.txt file. (#6686)
    
    # About the pull request
    
    This PR add directional APC's and Updatepath.txt
    
    standardize APC's by creating 2 separate types, normal and upgraded
    variant, replace APC's with cell types: high/super/hyper with upgraded
    variant with own HIGH cell type. (10000 capacity)
    
    Edit: Add directional APC sptires made by Blundir.
    
    Fixes: #6792
    Fixes: #6312
    
    # Explain why it's good for the game
    
    Reduces lines of codes in mapping, i know there is already code in
    apc.dm to make them have pixel_y or pixel_x offset.
    
    Mainly issue is: in map editor they have var edited offsets, with mean
    it not only override code that already exist, but also occupy more
    space, with new code it should do same in exchange for less lines of
    code. (i didnt remove directional code for other stuff like broken APC's
    etc.)
    
    Edit: Add directional APC's sprites for better visuals
    
    # Testing Photographs and Procedure
    New directional APC's sprites by @Blundir.
    
    ![image](https://github.com/user-attachments/assets/aeca90ef-fa07-4907-8b35-6a1eb0a334ea)
    
    Image from Blundir:
    
    ![image](https://github.com/user-attachments/assets/5780bcf0-cb33-467e-9617-172ca6427322)
    
    
    
    # Changelog
    :cl: Venuska1117, Blundir
    imageadd: add directional APC's Sprites.
    balance: Now there are only 3 APC's types, APC's with call_type
    high/super/hyper are replaced with upgraded APC variant containing high
    capacity cell, weak variant got replaced with normal APC variant.
    fix: Fixes APC's with wrong offsets (strata and Prison)
    /:cl:
    
    ---------
    
    Co-authored-by: Blundir <[email protected]>
    Venuska1117 and Blundir committed Aug 7, 2024
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  10. Shrapnel smooth movement [WIP] (#6821)

    # About the pull request
    
    Shrapnel movement is now smoothed by an `animate()`.
    
    This is a follow on from cmss13-devs/cmss13#4986
    , attempting to resolve the performance issue that forced shrapnel to be
    excluded:
    cmss13-devs/cmss13#4986 (comment)
    
    Replaced the visual-effect-only shrapnel
    `/datum/ammo/bullet/shrapnel/light/effect` with a particle system that
    imitates their look. The two main differences are the particles don't
    collide with anything and all are using the "sparks" icon instead of the
    "tracer" icon because the tracer has a clear direction to it and
    particles can't easily coordinate angle and facing.
    
    tracer on left, sparks on right
    
    ![image](https://github.com/user-attachments/assets/c1aea971-6f75-40b8-b34e-985bd57e27af)
    
    TM yes, full merge no. The current particles implementation is
    single-purpose for testing. Assuming all works well and its not causing
    client performance issues, will bring in a more robust solution such as
    in TGMC.
    
    Surely using a purely visual effect is less taxing than using full-up
    objects. Surely BYOND is sensible in that regard.
    
    Right?
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    
    Smoother apparent movement for shrapnel gives a more appealing look.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Server memory stats and average client render.
    
    baseline:
    ```
    Server mem usage:
    prototypes:
    	obj: 3.75 MB (19,601)
    	mob: 2.08 KB (133)
    	proc: 15.3 MB (31,429)
    	str: 9.86 MB (163,347)
    	appearance: 180 KB (4,807)
    	filter: 16.4 KB (7)
    	id array: 38.6 MB (76,961)
    	map: 6.37 MB (100,150,5)
    objects:
    	mobs: 5.59 KB (5)
    	objs: 2.7 MB (8,520)
    	datums: 3.39 MB (29,822)
    	images: 2.62 MB (11,562)
    	lists: 13 MB (86,256)
    	procs: 7.18 KB (23)
    ```
    
    ![image](https://github.com/user-attachments/assets/21e78b1c-1dcb-4181-8b1e-4385498465fd)
    
    after cluster OB, current master:
    ```
    Server mem usage:
    prototypes:
    	obj: 3.75 MB (19,601)
    	mob: 2.08 KB (133)
    	proc: 15.3 MB (31,429)
    	str: 9.88 MB (163,347)
    	appearance: 295 KB (9,027)
    	filter: 16.4 KB (7)
    	id array: 38.6 MB (81,772)
    	map: 6.53 MB (100,150,5)
    objects:
    	mobs: 5.59 KB (5)
    	objs: 7.75 MB (17,446)
    	datums: 4.08 MB (32,403)
    	images: 2.63 MB (11,601)
    	lists: 13.5 MB (95,057)
    	procs: 6.89 KB (22)
    ```
    
    ![image](https://github.com/user-attachments/assets/840ba919-84bf-4d7a-9732-43c6a996b8ac)
    
    after cluster OB, initial commit:
    ```
    Server mem usage:
    prototypes:
    	obj: 3.75 MB (19,601)
    	mob: 2.08 KB (133)
    	proc: 15.3 MB (31,429)
    	str: 9.88 MB (163,348)
    	appearance: 1.34 MB (43,820)
    	filter: 16.4 KB (7)
    	id array: 38.6 MB (76,960)
    	map: 6.53 MB (100,150,5)
    objects:
    	mobs: 5.59 KB (5)
    	objs: 7.95 MB (17,524)
    	datums: 3.54 MB (30,401)
    	images: 2.63 MB (11,599)
    	lists: 13.5 MB (95,167)
    	procs: 6.89 KB (22)
    ```
    
    ![image](https://github.com/user-attachments/assets/00016b04-47b5-47f2-8be6-1a7295fb6cf4)
    
    after cluster OB, particles experiment commit:
    ```
    Server mem usage:
    prototypes:
    	obj: 3.75 MB (19,589)
    	mob: 2.08 KB (133)
    	proc: 15.2 MB (31,190)
    	str: 9.87 MB (163,299)
    	appearance: 209 KB (6,457)
    	filter: 16.4 KB (7)
    	id array: 38.3 MB (76,816)
    	map: 6.53 MB (100,150,5)
    objects:
    	mobs: 5.59 KB (5)
    	objs: 5.88 MB (15,559)
    	datums: 3.56 MB (30,860)
    	images: 2.62 MB (11,571)
    	lists: 13.3 MB (92,035)
    	procs: 6.89 KB (22)
    ```
    
    ![image](https://github.com/user-attachments/assets/cdc95284-59b0-445a-abb0-09b32a69864f)
    
    On master gains about 120KB in appearances.
    On initial commit gains about 1.2MB in appearances. Unsure why. Maybe
    the `mutable_appearances` count and aren't being discarded?
    On particles experiment commit gains about 40KB in appearances.
    Presumably the reduction is due to the client handling generating some
    of those appearances instead.
    
    No significant difference on average render times for baseline, master,
    or initial commit.
    Particles cause a moderate render time increase for particles experiment
    commit during a cluster OB.
    
    </details>
    
    Works without issue on my local machine. Unable to test at appropriate
    scale. One TM and one cluster OB should give a definitive answer.
    
    
    # Changelog
    :cl:
    code: shrapnel smoothly animates their movement
    code: visual-effect-only shrapnel replaced by clientside particles
    /:cl:
    Doubleumc committed Aug 7, 2024
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Commits on Aug 8, 2024

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Commits on Aug 9, 2024

  1. Gravity generator removal (#6751)

    # About the pull request
    
    not used and super ugly old ss13 sprites that should not be used on maps
    
    # Explain why it's good for the game
    
    less legacy mess
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    del: removes gravity generator (ugly legacy stuff)
    /:cl:
    
    ---------
    
    Co-authored-by: vincibrv <[email protected]>
    cuberound and uuuuhuuuu committed Aug 9, 2024
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  3. Standardises unmeltable SG & Specialist Gear, and removes the (now-le…

    …gacy) SG kit from req. (#6893)
    
    # About the pull request
    This PR makes the M56 Combat Harness & the M45 Ghillie Suit unmeltable,
    and removes the $10K SG kit from requisitions, now that there is no need
    for SGs to buy it if their shit gets melted.
    
    The purpose of this PR is to standardise the ongoing trend of unmeltable
    unique marine gear, and serves to patch up the stragglers that were left
    behind during the initial un-meltification of specialist & SG equipment.
    
    I have tested all my changes- I can confirm the SG kit is no longer in
    req, and that you can no longer melt the M56 Combat Harness, nor the M45
    Ghillie Suit. I have also tested for any spec kits that are still
    meltable, and found none (besides the sniper, which I fixed.)
    
    # Explain why it's good for the game
    
    The pain of losing your unique gear to Young Drone (XX-420) while your
    fellow protagonists have unmeltable gear is well-felt across the
    playerbase. John Marine strips your ass of your gear to defib you on the
    frontline, the xenos overrun your position, you go back to retrieve it,
    but it's been melted to shit because a sentinel took the 0.5
    microseconds needed to melt it down. Congrats. You rolled SG, and you
    are now useless, because whilst your gun is unmeltable, for some strange
    reason your armour isn't.
    If you're the sniper, it sucks a bit less since you don't need the
    armour to fire your gun- But still, you've lost your sweet camo armour
    and are now dripless.
    
    I removed the SG kit from req because it's useless now, plus no one used
    it anyways because it costs 10K (and also Drathek told me to)
    
    
    # Testing Photographs and Procedure
    ![Screenshot 2024-08-07
    144616](https://github.com/user-attachments/assets/e229e4ea-2b3b-4422-8977-264dc4a1e268)
    (The SG kit has been thanos snapped from req)
    ![Screenshot 2024-08-07
    143618](https://github.com/user-attachments/assets/d0df683a-3fff-4a9b-a71a-81d74a5a7c43)
    (The M45 Ghillie Suit is no longer meltable now, despite what the image
    says)
    # Changelog
    
    :cl:
    del: removed the M56B Smartgun Kit from requisitions.
    balance: made the M56 Combat Harness unmeltable.
    balance: made the M45 Ghillie Suit unmeltable.
    /:cl:
    BasilHerb committed Aug 9, 2024
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  5. Accurately depicts the mine amount in claymore boxes on vendor labels…

    …. (#6898)
    
    # About the pull request
    
    Makes the vendor button accurately depict `(x5 mines)` instead of `(x4
    mines)`
    
    ```
    /obj/item/storage/box/explosive_mines/fill_preset_inventory()
    	for(var/i in 1 to 5)
    		new /obj/item/explosive/mine(src)
    ```
    # Changelog
    :cl:
    fix: Made claymore boxes in vendors be accurately labeled as the amount
    of claymores they contain. From (x4 mines) to (x5 mines). The actual
    contents of the box.
    /:cl:
    HaultyAnonie committed Aug 9, 2024
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  7. Reorders the Essential SG Kit (#6899)

    # About the pull request
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    Reorders the Essential SG Kit
    OLD: Goggles, Gun, Battery, Armor, 3 Ammo
    NEW: Armor, Gun, Goggles, Battery, 3 Ammo
    
    # Explain why it's good for the game
    Goggles require the gun, gun requires the armor. By placing them in this
    order, it becomes easier for new players to learn this requirement and
    equip the kit.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    qol: Reorders the Essential SG Kit in order of Armor, Smartgun, Goggles
    /:cl:
    Contrabang committed Aug 9, 2024
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Commits on Aug 10, 2024

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Commits on Aug 11, 2024

  1. IB fixed fun fact (#6863)

    # About the pull request
    
    Adds a fun fact for number of times internal bleeding was fixed, similar
    to the revives fact.
    
    # Explain why it's good for the game
    
    I'm not a huge fan of fun facts in general as it sometimes incentivizes
    bad behavior (such as focusing on revives exclusively and neglecting
    other duties just because it has a fun fact), but between removing the
    revives fact or just adding a second medical fact, I went this
    direction.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    add: fun fact for internal bleeding fixed
    /:cl:
    zzzmike committed Aug 11, 2024
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  3. Fixes being able to put items back in the specialist case (#6897)

    # About the pull request
    Closes #6896 
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    Fixes a bug
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    fix: You can no longer put items back in the specialist case after
    taking them out
    /:cl:
    Git-Nivrak committed Aug 11, 2024
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Commits on Aug 12, 2024

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  2. Makes explosions always deal full damage on the source tile (#6888)

    # About the pull request
    If you jump on the grenade you are going down
    (Makes it so you no longer get 50% damage reduction if you are lying
    down at the source tile of the explosion)
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    Fixes some things that were broken (for example sadar rockets or cluster
    OB gibbing humans on direct hit) and in general it doesn't make a lot of
    sense to get half the damage by hugging the explosion
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    balance: Explosions now always deal full damage at the source tile
    fix: Fixed sadar rockets not gibbing humans on direct hit
    /:cl:
    Git-Nivrak committed Aug 12, 2024
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  4. Reduces the Cost of the AGM-184 'Harpoon II' from 300 to 200 (#6876)

    # About the pull request
    
    The AGM-184 'Harpoon II' is an underwhelming choice for Gunship Pilots
    doing CAS. Running the numbers, it is worse than both the Widowmaker
    **and the Banshee** (this one's an incendiary rocket, how is the harpoon
    worse than it?), despite costing the same. Below are the comparisons.
    
    Widowmaker | Banshee | **Harpoon**
    300 | 175 | **150**
    260 | 155 | **134**
    220 | 135 | **118**
    180 | 115 | **102**
    140 | 95 | **86**
    100 | 75 | **70**
    60 | 55 | **54**
    20 | 35 | **38**
    0 | 15 | **22**
    0 | 0 | **6**
    
    Most notable are the fact that the harpoon deals less damage at every
    single tile than the Widowmaker (except for the negligible last three
    tiles), and is comparable to the Banshee in strength despite having no
    incendiary effect attached to it - and yet, costing the same.
    
    With the change to the cost going from 300 to 200, you can get 6
    Harpoons instead of 4 Widowmakers.
    
    # Explain why it's good for the game
    
    Gives the AGM-184 'Harpoon II' the love it deserves, renouncing its
    status as a noob trap and troll pick, and provides reason as to why it's
    an option to print in the first place.
    
    
    # Testing Photographs and Procedure
    
    N/A
    
    # Changelog
    :cl: MarpleJones
    balance: Reduces the cost of the AGM-184 'Harpoon II' from 300 to 200.
    /:cl:
    
    ---------
    
    Co-authored-by: MarplePhonks <[email protected]>
    MPhonks and MarplePhonks committed Aug 12, 2024
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  6. ERT no longer show up in the orbit escape section (#6910)

    # About the pull request
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    ERT factions no longer show up in the escape section.
    
    This issue was caused by #5058
    
    # Explain why it's good for the game
    Makes it clearer who has actually escaped and not ERT returning to their
    base.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    fix: ERT no longer show up in the orbit escape section
    /:cl:
    Contrabang committed Aug 12, 2024
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  8. "Start Round" can start delayed round (#6908)

    # About the pull request
    
    Clicking "Start Round" during a delayed round start will start the round
    in one click.
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    
    Currently "Start Round" will -- among other things -- set the round
    timer to 0 but won't undelay the start, so a second use of "Start Round"
    is needed to actually start a delayed round. With this change "Start
    Round" will start the round regardless of delayed status.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    admin: "Start Round" can start a delayed round
    /:cl:
    Doubleumc committed Aug 12, 2024
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  10. FIX Kutjevo Botany APC that can't be fixed (#6909)

    # About the pull request
    
    **TL;DR APC can't be fixed, moved to a place where it can be fixed.**
    
    Kutjevo Botany APC is placed on a "dirt" tile (auto_turf to be precise)
    and so it means that engineers can't use crowbar on that tile and rewire
    the terminal underneath.
    
    # Explain why it's good for the game
    
    Engineers will be able to fix power in botany on Kutjevo.
    
    # Testing Photographs and Procedure
    Moved the APC using StrongDMM. Booted up the server and made sure I can
    fix it as a spawned engineer.
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    Before:
    
    ![image](https://github.com/user-attachments/assets/12b384d8-2a02-4065-9470-c36bc1356857)
    
    After:
    
    ![image](https://github.com/user-attachments/assets/1f00e1c9-cbd2-4127-be35-583ba5bb99b9)
    
    Proof of testing:
    
    ![image](https://github.com/user-attachments/assets/bc48dfd6-6381-4f59-a407-398bf40d4db6)
    
    </details>
    
    # Changelog
    
    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    label your changes in the changelog. Please note that maintainers freely
    reserve the right to remove and add tags should they deem it
    appropriate. You can attempt to finagle the system all you want, but
    it's best to shoot for clear communication right off the bat. -->
    <!-- If you add a name after the ':cl', that name will be used in the
    changelog. You must add your CKEY after the CL if your GitHub name
    doesn't match. Maintainers freely reserve the right to remove and add
    tags should they deem it appropriate. -->
    
    :cl:Adamix147
    maptweak: Moved the unfixable APC at Kutjevo Botany to make it fixable
    again.
    /:cl:
    
    <!-- Both :cl:'s are required for the changelog to work! -->
    majchroo committed Aug 12, 2024
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Commits on Aug 13, 2024

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  2. Automatic TGS DMAPI Update (#6917)

    This pull request updates the TGS DMAPI to the latest version. Please
    note any breaking or unimplemented changes before merging.
    
    Co-authored-by: tgstation-server <[email protected]>
    cm13-github and tgstation-server committed Aug 13, 2024
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Commits on Aug 14, 2024

  1. Non folding plasteel barricade (#6855)

    # About the pull request
    
    
    Adds non folding plasteel barricade.
    
    
    ![dreamseeker_S1DDU1USY9](https://github.com/user-attachments/assets/26dc883b-ac41-4433-a3c0-7899b1de3126)
    
    
    ![dreamseeker_ki0T5XoVfe](https://github.com/user-attachments/assets/f7ffae6d-3425-4ad6-877b-b2632fc66a3a)
    
    Has higher hp than folding one, costs less to build than folding one (6
    plasteel vs 8), but very slow to build. (Basically the same situation
    with metal ones, just used the same logic.
    
    Tweakerd folding plasteel cade name to indicate that it's folding one.
    
    # Explain why it's good for the game
    
    Just fills a niche just as folding metal folding one did before.
    
    Basically a port of
    Cosmic-Overlord/RU-TerraGov-Marine-Corps#119
    
    # Changelog
    :cl:
    add: plasteel non folding barricade
    /:cl:
    
    ---------
    
    Co-authored-by: Drathek <[email protected]>
    Blundir and Drulikar committed Aug 14, 2024
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  3. Plantable UPP Flag (#6927)

    # About the pull request
    
    Adds a plantable UPP flag to the game, akin to the plantable USCM
    version. Currently does not spawn anywhere in-game.
    
    # Explain why it's good for the game
    
    Soul. 
    
    Essentially another thing for OpFor to rally around, inspire motivation
    and atmosphere.
    
    Video below showcasing the audio. Special thanks to @VileBeggar for the
    audio.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    ![Screenshot 2024-08-11 21 01
    32](https://github.com/user-attachments/assets/843d448e-6cfd-46b6-8d71-acb1e43f2a2d)
    
    
    
    https://github.com/user-attachments/assets/bebc7672-23e0-42e2-9b4a-e0490ec3e68f
    
    
    
    </details>
    
    
    # Changelog
    :cl:
    add: A plantable UPP flag has been added to the game, an equilivant of
    the United Americas flag. Currently admin spawn only.
    /:cl:
    
    ---------
    
    Co-authored-by: Steelpoint <[email protected]>
    Co-authored-by: Blundir <[email protected]>
    3 people committed Aug 14, 2024
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  5. UPP Command Tablet (#6913)

    # About the pull request
    
    Adds a UPP Command Tablet to the game, allows UPP Officers to send
    announcements that only UPP can hear.
    
    All UPP Officers UO4 ranked or above (USCM Major equilivant and above)
    are issued a tablet in their backpack.
    
    # Explain why it's good for the game
    
    Allows OpFor UPP Command to better coordinate actions with the rest of
    their forces.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    add: A Command Tablet has been added that can be used by UPP Officers.
    add: UPP Officers ranked O4 or greater (USCM Major Equilivant) are
    issued with a Command Tablet.
    /:cl:
    
    ---------
    
    Co-authored-by: Steelpoint <[email protected]>
    Co-authored-by: forest2001 <[email protected]>
    3 people committed Aug 14, 2024
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Commits on Aug 15, 2024

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  2. "Dark" HUD indicators adjust with view size (#6851)

    # About the pull request
    
    "Dark" HUD indicators are now anchored to the top of the viewport, and
    so are positioned appropriately for various view sizes.
    
    Before:
    
    ![image](https://github.com/user-attachments/assets/9363d65c-b9e8-45bb-919f-acc80d36590d)
    After:
    
    ![image](https://github.com/user-attachments/assets/65eff05a-cf51-42d1-9636-24e1f86b9ba3)
    
    Before, binocs:
    
    ![image](https://github.com/user-attachments/assets/cbbbfeb7-4e14-444e-97b7-62f3f56be8ae)
    After, binocs:
    
    ![image](https://github.com/user-attachments/assets/fe3dc17f-f2ff-40d3-ac79-a94ab7af3732)
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    
    Looks better.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    ui: dark HUD indicators stay anchored to the viewport edge
    /:cl:
    Doubleumc committed Aug 15, 2024
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Commits on Aug 16, 2024

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  2. Adds muzzle flash light colors (#6954)

    # About the pull request
    
    Adds support for a gun to have a custom color of muzzle flash light.
    
    Changes standard color to be yellow tinted (just as the muzzle flash
    itself).
    
    
    ![dreamseeker_r0xYJ8Cdce](https://github.com/user-attachments/assets/3f418ef8-4f05-4902-8b0a-e692b3d0bb9b)
    
    Adds some colors to other guns that have unique ones.
    
    
    ![dreamseeker_od15UYkH08](https://github.com/user-attachments/assets/ca4ba204-86ac-44d7-ba48-8056cb2366f1)
    
    
    ![dreamseeker_5dPzjGioH7](https://github.com/user-attachments/assets/285ee139-5931-4002-addb-2f296a17f1aa)
    
    
    ![dreamseeker_jELx3PIws4](https://github.com/user-attachments/assets/3e5949d8-bd61-481b-ad2b-8bf87d63a850)
    
    
    # Explain why it's good for the game
    
    More visuals - good, also standard muzzle flare being snow white never
    made much sense anyway.
    
    # Testing Photographs and Procedure
    # Changelog
    
    :cl:
    add: Guns now support custom muzzle flash light color, some guns have a
    new color of it now, standard color is yellow tinted now instead of
    white
    /:cl:
    Blundir committed Aug 16, 2024
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  4. Keycard authentication device now reqires two users to activate event…

    …s (#6903)
    
    # About the pull request
    
    it is writen down that two are reqired to activate red and so on but one
    can swipe twice fast and it work. this fixes it
    
    # Explain why it's good for the game
    
    bugfix and has rp incentive to get second man to start redalert
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    fix: two persons are needed to activate red, ert and emergency acces
    using cards
    /:cl:
    
    ---------
    
    Co-authored-by: vincibrv <[email protected]>
    cuberound and uuuuhuuuu committed Aug 16, 2024
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  6. gayons (#6388)

    # About the pull request
    
    gay crayons
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/91508746/23b39096-dbdb-45c7-8d01-97f0cdfd40c2)
    
    
    # Explain why it's good for the game
    
    Pride month! Put a gay crayon on your helmet.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    my localhost was acting up so i couldnt really test it but it probably
    works
    
    </details>
    
    
    # Changelog
    :cl:
    add: Gay crayons for your helmet ("Box of Prideful Crayons" in the toys
    section of the loadout menu.)
    /:cl:
    567Turtle committed Aug 16, 2024
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Commits on Aug 17, 2024

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  2. Datumizes Specialist Sets (#6933)

    # About the pull request
    Converts specialist sets into datums instead of list/string hell,
    improves a fair bit of surrounding code
    
    Fixes a few things:
    - If a heavy sniper went to cryo, it would reopen the sniper spot
    instead
    - Demo/Scout had a chance to not have the skill to use their c4 if they
    got a specialist set from their vendor instead of a spec kit
    
    # Explain why it's good for the game
    Our old system sucked, this sucks significantly less
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Tested:
    - Vending spec sets
    - Cryoing as spec
    - Using spec kits
    - Cryoing as spec kit spec
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Fixed heavy sniper spec opening up the wrong specialist slot on
    admin cryo
    /:cl:
    
    ---------
    
    Co-authored-by: kiVts <[email protected]>
    Zonespace27 and kiVts committed Aug 17, 2024
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  4. Blespace beacon removal (#6797)

    # About the pull request
    
    unused junk
    
    # Explain why it's good for the game
    
    legacy junk be gone
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    del: removes bluespace beacon
    /:cl:
    
    ---------
    
    Co-authored-by: vincibrv <[email protected]>
    cuberound and uuuuhuuuu committed Aug 17, 2024
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Commits on Aug 18, 2024

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  2. Corporate Liaison's Wardrobe (#6936)

    # About the pull request
    
    This PR adds a cool new vendor for the CL. Instead of that old
    overflowing wardrobe full of clothes, this adds a proper vendor that
    lets you pick and choose your outfits from a menu rather than
    right-clicking a stack. The vendor includes more options than the
    cabinet had, including workwear (for business casual), a new orange
    outfit I made, civilian versions of the white and black berets, and much
    more. All corporate roles can use it, that being any of them listed in
    the wy.dm file. Survivors can also use it, as they like to get fresh
    sets of clothes.
    
    You're able to get one set of each clothing available, so you can't get
    multiples of the same clothes. However, you're able to get ONE of every
    item available, so you can easily supply others with clothes. This is
    intentional, because certain groups like fresh clothes. This could be
    survivors, outside WY visitors, or just someone on the ship who wants to
    wear a bomber jacket.
    
    I also did some minor changes to some minor items I had included with
    the vendor, such as making a unique variant of the corporate boots
    without the knife (making sure all the roles that used to spawn with it
    keep the knife version), renaming the 'sunglasses' (hipster glasses) to
    proper prescription glasses (considering it's more accurate and we
    already have 'sunglasses'), changed the item sprites for some of the
    suits (they were old and didn't match their mobsprites), and a bit more.
    
    This PR replaces the CL's cabinet with said vendor, I used the mapmerger
    tool, and I tested the mapping commit.
    
    I also tested everything, and it all works ingame.
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    
    The current cabinet is overflowing with clothes, and it doesn't leave
    any room for new fashion items to be added. The liaison is also one of
    the only roles without a vendor when they really should _have_ a
    clothing vendor. CC has a vendor, CO has a vendor, CMO has a vendor,
    doctors have vendors, nurses have vendors, etc. It's also just a nice
    quality of life to be able to select your outfit from a proper GUI,
    rather than the right click context menu.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/user-attachments/assets/56cdec25-acec-42f8-91b1-74ed1b081372)
    ![Screenshot 2024-08-11
    140435](https://github.com/user-attachments/assets/d51ffddc-9e73-4552-9756-3340ba530df9)
    
    ![image](https://github.com/user-attachments/assets/fccf214b-307e-4844-8d6a-1d093b0fa36b)
    ![Screenshot 2024-08-11
    140453](https://github.com/user-attachments/assets/ad58642f-d14e-4266-876c-27ced2a26e2c)
    
    ![image](https://github.com/user-attachments/assets/02e93db9-0bea-4347-bacb-b6d01bbf5c70)
    
    ![image](https://github.com/user-attachments/assets/1dc38880-b592-41da-85b8-d36e390115c9)
    ![Screenshot 2024-08-11
    131427](https://github.com/user-attachments/assets/cd356b07-04f2-4f48-9c04-9f9d69199d64)
    ![Screenshot 2024-08-11
    132445](https://github.com/user-attachments/assets/ad8e4e6e-646e-4b49-b6df-1d3d0b9270fc)
    ![Screenshot 2024-08-11
    131712](https://github.com/user-attachments/assets/f81965cc-71e6-4e37-a9c0-7230b9af1a37)
    ![Screenshot 2024-08-11
    143951](https://github.com/user-attachments/assets/7eae84fa-a2d5-4e2c-893c-afc5e93cfcd4)
    
    </details>
    
    
    # Changelog
    :cl: Vandujr
    add: Added a new 'Corporate Liaison's Wardrobe' that all corporate roles
    can use. includes more clothes than the cabinet originally had.
    add: Added a new orange outfit the CL can pick from his Wardrobe Vendor.
    add: Added civilian black and white berets.
    refactor: Refactored the corporate boots, making a version with and
    without a knife in it on spawn. All roles that should have the knife
    version, have it.
    imageadd: Added new item sprites to the old 'complete' suits; that being
    the tan and formal suits, aswell as the suspenders.
    imageadd: Added a new item sprite for the black beret, in line with the
    rest of the modern berets.
    maptweak: Swapped the CL's cabinet for the wardrobe vendor.
    /:cl:
    thevandie committed Aug 18, 2024
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  4. Fixes resist while bucklecuffed to bed (#6960)

    # About the pull request
    
    Fixes cmss13-devs/cmss13#6347 (interrupt_all
    includes interrupt_knocked_down and you're considered knocked down when
    lying down on bed, so you can't resist when bucklecuffed to bed atm)
    
    # Explain why it's good for the game
    
    Fixes cmss13-devs/cmss13#6347
    
    
    # Testing Photographs and Procedure
    Tested it on local, it worked
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    fix: lets you resist when bucklecuffed to bed
    /:cl:
    zzzmike committed Aug 18, 2024
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  6. Playing cards are vanity accessories for helmets (#6894)

    # About the pull request
    
    Adds helmet garb flags to playing cards
    
    # Explain why it's good for the game
    
    Flavor and vanity is cool, you shouldnt have to sacrifice storage for
    something so minor
    
    # Testing Photographs and Procedure
    
    
    ![image](https://github.com/user-attachments/assets/eff1445f-c063-4b56-beaf-5f48eebc2e78)
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    
    ![image](https://github.com/user-attachments/assets/b19ebb15-6ddc-4795-8969-86f9e71bef91)
    
    
    </details>
    
    
    # Changelog
    :cl: Asmocard
    qol: Playing cards no longer take a storage slot from your helmet, they
    take a vanity slot now.
    /:cl:
    doganesi committed Aug 18, 2024
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Commits on Aug 19, 2024

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Commits on Aug 20, 2024

  1. Suit storages qdel pockets on Destroy() (#6990)

    # About the pull request
    
    When `Destroy()`ing, suit storages will now qdel and clean their
    reference to the `pockets` var.
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    
    Harddels bad.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    No player facing changes.
    Doubleumc committed Aug 20, 2024
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Commits on Aug 21, 2024

  1. New Pizza Cutters (#6697)

    # About the pull request
    
    Re-trying this PR as last time I got caught up with IRL stuff and let it
    rot.
    
    Adds two new pizza cutter sprites, one with a plastic handle and one
    with a wooden handle. Adds item sprites and hand-holding sprites.
    
    No more comically large pizza cutter as they're now appropriately sized
    sprites in your hand.
    
    # Explain why it's good for the game
    
    Allows for people to use a normal and non-memey pizza cutter. 
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/102622741/8d8e3232-0f1f-49cc-b897-d94ed0b365cd)
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/102622741/590cd27f-b51b-4878-b9a5-6d3427303185)
    
    </details>
    
    
    # Changelog
    
    :cl:
    add: Added new pizza cutter sprites.
    /:cl:
    
    <!-- Mensla -->
    
    ---------
    
    Co-authored-by: Your Name <[email protected]>
    Co-authored-by: Drathek <[email protected]>
    3 people committed Aug 21, 2024
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  3. Forecon ERT Adjustments (#6739)

    # About the pull request
    
    Forecon ERTs will return to the USCM ERT station if spawned via shuttle.
    
    The Forecon Medic/Engineer spawn has been adjusted. It now has a unique
    icon, a unique job name, and its toolset has been expanded to compensate
    for items I forgot to add, such as a medivisor and a lifesaver belt.
    
    This PR also adds a new full variant of a lifesaver belt for the Forecon
    Tech, furnished with necessary field equipment.
    
    # Explain why it's good for the game
    This PR essentially is adding features that I overlooked during my
    initial PR, or are otherwise better emphasising what certain roles do.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    add: Force reconnaissance response teams will now use the USS Kurtz as
    their home base when departing from the USS Almayer on their response
    shuttle.
    balance: The ERT Forecon Medic/Engineer spawn has been reworked into the
    'Reconnaissance Support Technician' to better reflect its design as a
    combination of a Corpsman and a Comtech.
    add: Per the above, the Support Tech now spawns with a unique and full
    lifesaver belt and some form of a medical visor.
    imageadd: The Support Tech has a unique HUD icon to better denote its
    role.
    
    /:cl:
    
    ---------
    
    Co-authored-by: Steelpoint <[email protected]>
    Steelpoint and Steelpoint committed Aug 21, 2024
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  5. Adds handheld Enforcer squad distress beacons for Provost Inspectors+…

    … (#6866)
    
    # About the pull request
    
    Adds handheld beacons for provost inspectors+ that can call a squad of
    enforcers. Pretty simple.
    
    # Explain why it's good for the game
    
    Adds a way for solo inspectors/marshals to receive reinforcements in the
    case shit hits the fan. Streamlines the process of asking for
    reinforcements - No need to ahelp/pray/whatever anymore to admins.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    add: Adds handheld Enforcer squad distress beacons for Provost
    Inspectors+
    /:cl:
    Waseemq1235 committed Aug 21, 2024
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  7. Changes old donator kit sprites. (#6887)

    # About the pull request
    
    This pull replaces extremely old outdated donator sprites with a new
    donator armor set.
    
    # Explain why it's good for the game
    
    Removes old sprites from years ago and replaces them with up to date
    sprites that are more in line with current marine armor.
    Removed old sprites not in use, all sprites were owned by me and not in
    use.
    
    # Testing Photographs and Procedure
    <details>
    
    
    ![VCNNiQYucAAAAASUVORK5CYII](https://github.com/user-attachments/assets/73fe55c1-295b-49de-a943-22dba8e15d90)
    
    </details>
    
    
    
    # Changelog
    :cl:
    code: Updated donator items
    imageadd: Added new donator sprites
    imagedel: Removed old unused sprites
    /:cl:
    
    ---------
    
    Co-authored-by: Drathek <[email protected]>
    SASoperative and Drulikar committed Aug 21, 2024
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  10. m44 import from downstream (#6984)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    
    # About the pull request
    imports the m44 sprites from downstream (PvE)
    
    cmss13-devs#196
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    They look more organic and "real" than the current thin revolver sprites
    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding, and may discourage maintainers from reviewing or merging
    your PR. This section is not strictly required for (non-controversial)
    fix PRs or backend PRs. -->
    
    
    # Testing Photographs and Procedure
    <!-- Include any screenshots/videos/debugging steps of the modified code
    functioning successfully, ideally including edge cases. -->
    
    <!-- !! If you are modifying sprites, you **must** include one or more
    in-game screenshots or videos of the new sprites. !! -->
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![bBTneUK3Bq](https://github.com/user-attachments/assets/a5825f72-6d8b-48ef-80a2-7b67a341112b)
    
    </details>
    
    
    # Changelog
    
    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    label your changes in the changelog. Please note that maintainers freely
    reserve the right to remove and add tags should they deem it
    appropriate. You can attempt to finagle the system all you want, but
    it's best to shoot for clear communication right off the bat. -->
    <!-- If you add a name after the ':cl', that name will be used in the
    changelog. You must add your CKEY after the CL if your GitHub name
    doesn't match. Maintainers freely reserve the right to remove and add
    tags should they deem it appropriate. -->
    
    :cl: dongwaiver
    imageadd: new m44 revolver sprites
    imagedel: old m44 revolver sprites
    /:cl:
    
    <!-- Both :cl:'s are required for the changelog to work! -->
    ItsVyzo committed Aug 21, 2024
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  12. Imports TWE sprites from downstream (#6985)

    # About the pull request
    
    Improved coloring/design for TWE & better consistency
    
    Imports mime & cowboy sprites - better defined
    
    cmss13-devs#314
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    
    Improved design is more immersive and overall consistent with CM13 other
    sprites
    
    # Testing Photographs and Procedure
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![dreamseeker_4c4yCZkZiQ](https://github.com/user-attachments/assets/b628018d-c2e9-4ef7-834f-d2d8c61c421d)
    
    ![dreamseeker_rVV8o3xC5g](https://github.com/user-attachments/assets/88f6bc22-f7c1-4bce-b887-93814a77f0bf)
    
    ![dreamseeker_fGKW3Zg4Kf](https://github.com/user-attachments/assets/b37b3182-9581-4a34-9a90-15ba543d79e1)
    
    ![dreamseeker_6GD0E3n2Di](https://github.com/user-attachments/assets/bde00437-533e-471b-9d10-8d4aca365d0e)
    
    ![dreamseeker_hVKRRpeKpm](https://github.com/user-attachments/assets/9696187a-f577-4227-a87d-867c674680c1)
    
    </details>
    
    
    # Changelog
    
    :cl: AmoryBlaine
    imageadd: Imports TWE sprites from downstream
    imageadd: Imports mime & cowboy boots
    /:cl:
    ItsVyzo committed Aug 21, 2024
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Commits on Aug 22, 2024

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  2. Chat Filter (#6901)

    # About the pull request
    Adds a chat filter which automatically prevents messages in-character,
    OOC, LOOC or dchat from being sent if they contain certain words, this
    will notify the user and warn them that they will be banned should they
    try to circumvent it.
    
    This is obviously just a config option so if this is merged the config
    will have to be edited accordingly.
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    Instead of instantly banning people for saying certain words, simply
    prevents them from saying them in the first place - this way no harm is
    done to anyone who might be offended as well as the player which
    (possibly mistakenly) said the word not being banned and instead let
    know the word is not allowed.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    config: Added config options for filtering out certain words
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    Git-Nivrak and harryob committed Aug 22, 2024
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  4. Splits storage.dmi into multiple files (#6964)

    # About the pull request
    
    Splits storage.dmi into multiple sub files, as well as moves some icons
    around for practicality.
    
    Cleaned some completely unused old icons.
    
    No new sprites were added and no edits to existing ones were made.
    
    # Explain why it's good for the game
    
    Would cause less merge conflicts in a future, as well as adding easier
    navigation in files.
    
    </details>
    
    
    # Changelog
    :cl:
    refactor: splits storage.dmi into multiple files, also moved some icons
    around for organization
    /:cl:
    Blundir committed Aug 22, 2024
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  6. Makes fingerprint scanner description newbie-friendly (#6989)

    # About the pull request
    
    Changes fingerprint scanner description to help new players along with
    how to use it. Removes the flavor text about incorrect results as that's
    not how the item functions (therefore a bit misleading.)
    
    # Explain why it's good for the game
    
    makes game slightly more newbie friendly
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    qol: fingerprint scanner description is more newbie-friendly
    /:cl:
    zzzmike committed Aug 22, 2024
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  8. Fixes retrieve fulton objective (#6994)

    # About the pull request
    
    
    ![image](https://github.com/user-attachments/assets/c484285a-a96b-4d48-826a-d906040790f3)
    
    # Changelog
    :cl:
    fix: "Retrieve Fulton" objective should now show up properly.
    /:cl:
    Zonespace27 committed Aug 22, 2024
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  10. Changes 'view objectives' verb to 'view intel objectives' verb, in li…

    …ne with 'view research objectives' (#6987)
    
    # About the pull request
    
    Changes the IC verb 'view objectives' to 'view intel objectives'
    
    # Explain why it's good for the game
    
    'View objectives' is not intuitive as to it's purpose, could be
    interpreted as view personal objectives (or traitor objectives by new
    players from other codebases)
    
    This change makes it in line with the more recently added 'view research
    objectives', and makes the purpose of the verb more clear.
    
    I have not tested this, as I can't see how the text change would affect
    anything else.
    
    # Testing Photographs and Procedure
    
    N/A
    
    # Changelog
    
    :cl:
    qol: Changed 'View objectives' verb to 'View intel objectives'.
    /:cl:
    Willzadl committed Aug 22, 2024
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  12. Adds AMR ammo to WO (#6969)

    # About the pull request
    
    Adds amr ammo to req wo vendor, also adds amr ammo pack to ammo supply
    drop beacon.
    
    # Explain why it's good for the game
    
    Oversight - bad.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![RYnlXOZsvM](https://github.com/user-attachments/assets/5cb05a88-2408-4069-99e8-4666624911c9)
    
    
    </details>
    
    
    # Changelog
    :cl:
    add: added amr ammo to WO req vendor and to WO ammo beacons
    /:cl:
    Blundir committed Aug 22, 2024
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  13. researchvivors can access research database (#6961)

    # About the pull request
    
    allows survivors, synthvivors, and anyone that has research skill, to
    use the "view research objectives" verb if they also have USCM IFF
    
    # Explain why it's good for the game
    
    allows survivors that want to help research have a much better time
    doing so. the view research objectives verb is invaluable, as it shows
    how many points they have and all the chems they have yet to scan right
    on the fly. it is very hard to keep track of your points and what you've
    scanned using solely the research terminals, especially when you're
    joining the research team mid round. this should help researchers get up
    to speed with how things are going, and have a generally better time in
    research.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl: Nomoresolvalou
    
    qol: scientist survivors that get IFF will be able to view research
    objectives
    
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    Nomoresolvalou and harryob committed Aug 22, 2024
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  15. UPP Logistics Worker and Political Commissar Addition (#6920)

    # About the pull request
    
    This PR adds two new UPP roles for admin events, the UPP Logistics
    Technician and the UPP Political Commissar.
    
    The duties of the Logistics Technician are self-evident, however the
    duties of the Political Commissar are ill defined. This is intentional
    and it is up to a combination of the staff running the event, and the
    player, how they want to have the Commissar interact with the UPP
    Command Staff, or USCM forces. They are technically considered a
    non-combat military personnel, and are not a civilian.
    
    The PR also adds a few bits of organization to the UPP gear preset file.
    
    # Explain why it's good for the game
    
    Adds more options for admins in events. The Logistics Worker can assist
    in managning the UPP supply depot/s whereas the Political Officer can
    add unique opportunities for roleplay interactions not typically seen.
    
    
    # Testing Photographs and Procedure
    
    ![Screenshot 2024-08-11 14 56
    17](https://github.com/user-attachments/assets/e403a058-0c8d-472f-a2f2-d11750a06419)
    
    Left, Logistics Worker
    Right, Commissar
    
    # Changelog
    :cl:
    add: The UPP Logistics Technician has been added as a event role for the
    UPP. Their intention is to assist in operating any supply depots and
    logistics departments under the control of the UPP, they also possess
    engineering and construction skills allowing them to assist in
    fortification work as required.
    add: The UPP Political Commissar has been added as a event role for the
    UPP. They act to ensure the political ideology of the UPP is upheld
    within the unit they are attached to. The goals and ranking of this job
    are left undefined to add ambiguity as to their ability to influence the
    UPP command structure.
    /:cl:
    
    ---------
    
    Co-authored-by: Steelpoint <[email protected]>
    Steelpoint and Steelpoint committed Aug 22, 2024
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  17. Makes survivor doctors use doctor paygrade (#6975)

    # About the pull request
    
    As title
    
    # Explain why it's good for the game
    
    We have a civilian doctor paygrade & prefix, but it's basically never
    seen anymore. Makes sense for civilian doctors to be using it.
    Same for civilian security officers.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    add: Makes survivor doctors now use doctor title, and security survivors
    now use Officer title.
    /:cl:
    realforest2001 committed Aug 22, 2024
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  19. fixes duplicate brown shoes in code (#6928)

    # About the pull request
    
    fixes cmss13-devs/cmss13#6823
    
    # Explain why it's good for the game
    
    fixes cmss13-devs/cmss13#6823
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    
    No player facing changes I think
    zzzmike committed Aug 22, 2024
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  21. Re-adds peridaxon revival mix as a separate option (#6914)

    # About the pull request
    Re-adds the peridaxon revival mix (peri instead of tricord) with
    slightly different ratios (instead of 5:5:5 instead of 6:6:3) as a
    loadout option.
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    Some people prefer their revival mix with peri, some prefer it with
    tricord - each having their own ups and downs. You shouldn't be limited
    to one or the other (or hoping the chemist feels nice enough to change
    the contents of your pressurized canister today).
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    add: Added another revival mix pouch option which contains Peridaxon
    instead of Tricordrazine.
    /:cl:
    Git-Nivrak committed Aug 22, 2024
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  23. UPP Wall Flag (#6925)

    # About the pull request
    
    Adds a medium sized UPP flag sprite to the game for mappers. 
    
    # Explain why it's good for the game
    
    Good for helping establish an area is under UPP control. 
    
    
    # Testing Photographs and Procedure
    ![Screenshot 2024-08-11 20 13
    52](https://github.com/user-attachments/assets/170c102f-6794-4b4f-b1c3-921b59bad530)
    
    
    
    # Changelog
    :cl:
    add: A medium sized, wall mounted, UPP flag sprite has been added to the
    game, for mappers to use.
    /:cl:
    
    Co-authored-by: Steelpoint <[email protected]>
    Steelpoint and Steelpoint committed Aug 22, 2024
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  25. Add FORCEDROP_CONDITIONAL and SMARTGUNNER_BACKPACK_OVERRIDE to bitfie…

    …lds (#6881)
    
    # About the pull request
    
    This PR is a followup to cmss13-devs/cmss13#6150
    and cmss13-devs/cmss13#5914 that added new
    flags_item flags but not to the bitfields
    
    # Explain why it's good for the game
    
    Allows the VV to allow editing and displaying these flags correctly.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/user-attachments/assets/3b292717-c48a-4d22-89ef-c4a549db9a1c)
    
    </details>
    
    
    # Changelog
    :cl: Drathek
    code: Added missing bitfields for flags_item to VV
    /:cl:
    Drulikar committed Aug 22, 2024
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  27. Adds all missing lineart images in gun examine (#6905)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    
    # About the pull request
    
    Adds all missing ones mentioned in
    cmss13-devs/cmss13#5733, i'll handle some
    others and resprites of old ones in another pr.
    
    
    ![ljaipkGMkF](https://github.com/user-attachments/assets/769d8beb-98e0-4689-852b-96c7f4e9e7ef)
    
    
    All sprites by me.
    
    
    # Explain why it's good for the game
    
    Missing icons bad
    
    # Testing Photographs and Procedure
    <!-- Include any screenshots/videos/debugging steps of the modified code
    functioning successfully, ideally including edge cases. -->
    
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![dreammaker_Xvmf2lXvQS](https://github.com/user-attachments/assets/d63275bd-3012-4dc9-909e-541ec11715c8)
    
    
    </details>
    
    
    # Changelog
    
    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    label your changes in the changelog. Please note that maintainers freely
    reserve the right to remove and add tags should they deem it
    appropriate. You can attempt to finagle the system all you want, but
    it's best to shoot for clear communication right off the bat. -->
    <!-- If you add a name after the ':cl', that name will be used in the
    changelog. You must add your CKEY after the CL if your GitHub name
    doesn't match. Maintainers freely reserve the right to remove and add
    tags should they deem it appropriate. -->
    
    :cl:
    imageadd: adds lineart images for almost all guns that didn't have it
    code: missing lineart error is now a lint
    /:cl:
    
    <!-- Both :cl:'s are required for the changelog to work! -->
    Blundir committed Aug 22, 2024
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  29. Adds marine law charges for unlawful usage of listening devices. (#6974)

    # About the pull request
    
    As title
    
    # Explain why it's good for the game
    
    Something I should have done when I added the devices in the first
    place. Should put a stop to MPs misusing them at the very least.
    
    
    # Changelog
    :cl:
    add: Added Marine Law charges to the JAS for unlawful use of a Listening
    Device.
    /:cl:
    realforest2001 committed Aug 22, 2024
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  31. Re-orders the SEA vendor (#6983)

    # About the pull request
    
    As title, changed up the order of items in the SEA vendor a bit, and
    changed what some of their internal categories are.
    
    # Explain why it's good for the game
    
    Efficiency
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    add: Re-ordered the SEA vendor contents slightly, and changed the combat
    gear to use combat categories.
    /:cl:
    realforest2001 committed Aug 22, 2024
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  33. Dropship 3 'Saipan' (#6939)

    # About the pull request
    Adds a template for a dropship 3.
    This uses the existing DS3 sprites, with some revisions to bring them up
    to date.
    The sprites are NOT perfect, there are some colour patches that don't
    match up. I am not graphically inclined, so if someone wants to touch up
    the bits I've missed you are more than welcome to.
    
    # Explain why it's good for the game
    Short term I expect this to have event function more than anything else.
    Long term who knows.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    add: Added Dropship 3 Saipan template.
    /:cl:
    realforest2001 committed Aug 22, 2024
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  35. Fixes teslas in fiorina (#6900)

    # About the pull request
    Closes #1090 
    Makes the tesla on the scavenger ship unhackable for consistency as well
    as not shoot the sentry right next to it due to how crowded the space is
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    Fixes a bug
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Fixed the premade tesla coils on Fiorina
    
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    Git-Nivrak and harryob committed Aug 22, 2024
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  37. Requisitons additions (#6694)

    # About the pull request
    
    Pr contains a lot of req related tweaks that are just too minor and too
    numerous, and touch the same files, so i just combined them all into one
    pr.
    
    **Adds to ASRS store:**
    
    - HIDP, AGM-I grenade boxes
    - Fragmentation mortar shells
    
    **Adds to req vendors:**
    
    - External webbings
    - XM88 ammo packets
    - XM88 ammo box (will start working when
    cmss13-devs/cmss13#6693 gets merged)
    - HPDP WP nade packets
    - HIDP, AMG-F, AGM-I grenade boxes
    - Metal foam grenade packets
    - Flashlight box
    - 16g breaching slugs packet
    
    Chance of ingridients crate to be sent by asrs have been lowered,
    because it is too annoyingly common, and it's not needed by MST in that
    quantity.
    
    Req clothing vendor now has different backpacks, boots, uniforms.
    
    M4A3 HP mags are now in ASRS rotation, with the same chance as M4A3 AP.
    
    Added qm fluff locker to qm's office, as well some decor to it as well.
    
    Added some paper bins to req area.
    
    Tweaked xm88 packet from 90 to 100 rounds.
    
    Tweaked hpr holo ammo price in asrs from 3000 to 2000 (normal ammo costs
    2000)
    
    Package wrapper now has wider selection of crate skins to chose from.
    
    Added megaphone use sound and inhand sprites.
    
    Made QM's jacket a subtype of marine jacket, which solves numerous
    inconsistencies between them.
    
    Added slightly edited [Quartermaster
    Creed](https://quartermaster.army.mil/qm_creed.html) plaque to the QM's
    office, with unique sprite.
    
    
    HPDP nades exist in weak and strong variants, which look the same and
    have the same name, i made them into CCDP and WPDP, to easily differ
    them between one another.
    
    Combat flashlights now have unique sprites, added combat flashlight ammo
    box, also tweaked combat flashlight desc.
    
    Added QM beret from cmss13-devs/cmss13#6701
    
    Added req vendor animations and sounds.
    
    <details>
    
    
    https://github.com/user-attachments/assets/cf0044af-dd51-426f-b268-4db3bdc28d41
    
    </details>
    
    Fixed incorrect wall smoothing near req vendors.
    
    <details>
    Before
    
    
    ![StrongDMM_IGQg7eUei3](https://github.com/user-attachments/assets/18a00ade-1c72-47b3-9d7a-166ae58754f5)
    
    After
    
    ![dreamseeker_ZwOp8phFgu](https://github.com/user-attachments/assets/7ccb383c-05c5-489e-be58-50b2ef17986d)
    
    </details>
    
    All new sprites by me.
    
    # Explain why it's good for the game
    
    Just overall fixes, qol and tweaks
    
    About xm88, it is the only weapon kit in req vendor that doesn't have
    its ammo in the ammo vendor, i corrected that
    
    About external webbings, it has the same stats as hazard vests, and
    overall it's literally resprite of it, added it by popular demand.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![dreamseeker_MZ37WeLOCV](https://github.com/user-attachments/assets/83aed7d0-42e9-41b2-ab11-588555ff0f43)
    
    
    ![dreamseeker_CpCiruAFLt](https://github.com/user-attachments/assets/9885c152-0612-49d0-a6ab-c8ddaaa5d44c)
    
    
    ![dreamseeker_Ub8rWA0uB5](https://github.com/user-attachments/assets/bd7b5041-36bc-4564-8f8d-f3a85f2c7507)
    
    
    ![hLotkQil5n](https://github.com/user-attachments/assets/2c6e075f-d2d5-412c-9880-bb32636e8c45)
    
    
    ![Fw2QAWpN7w](https://github.com/user-attachments/assets/fe6a7c40-10e8-46d8-ba9c-2dcc5a970d14)
    
    
    https://github.com/user-attachments/assets/627f87d4-639f-498e-b7dc-5bc13df2aef4
    
    
    ![dreamseeker_ylaKHIC7Ek](https://github.com/user-attachments/assets/8ced50fb-94b9-4968-9594-7bb153131f26)
    
    
    ![dreamseeker_sScM1xFPkV](https://github.com/user-attachments/assets/d615f6c6-ec05-4cbd-883d-6f106bf1cfa1)
    
    
    
    </details>
    
    
    # Changelog
    :cl:
    add: HPDP strong and weak are now CCDP and WPDP, CCDP now has unique
    packet sprite and nade sprite (no balance changes)
    add: added combat flashlight box and also combat flashlight unique
    sprite, tweaked desc to better convey that
    add: added frag mortar shells to req asrs store
    add: added qm fluff/spare items locker with some niche things
    add: xm88 ammo packets and ammo box to req ammo vendor
    add: added external webbings to req equipment vendor
    add: added quartermaster beret to qm vendor
    add: package wrapper now has more crate skins
    add: metal foal grenade packets
    add: req vendors now play small animation and sound, also they have
    small vend delay to fit animation framing
    add: added flashlight box to req vendor
    add: m4a3 hp ammo boxes to asrs pool
    add: HIDP, AGM-I, AGM-F grenade boxes to req vendor and asrs store
    add: req clothing vendor now has different: uniforms, boots, backpacks
    add: megaphone use sounds and inhands icons
    add: Added flat icon support to spritesheets for boxes, ammo boxes, and
    reagent containers so they display their overlays in vendors
    qol: remade list in req clothing vendor
    qol: lowered chance of ingridients crate to be sent by asrs
    qol: qm jacket is now identical in stats and capabilities to service
    jacket
    balance: changed XM88 packets capacity from 90 to 100 (is it needed for
    correct ammo box calculations)
    balance: ASRS price of HPR holo target ammo is now the same as the
    normal ammo
    fix: fixed HPDP packets not being vendable by req equipment vendor
    fix: fixed HPR ASRS ammo crate having incorrect sprite
    fix: breaching slugs packets can now be refilled into req vendor
    refactor: nade boxes icons refactor
    maptweak: added some chairs, qm locker, lamp to qm's office
    maptweak: added paper bins and some pens to main req area
    maptweak: added some rack kits to req storage
    maptweak: fixed incorrect wall smoothing near req vendor
    /:cl:
    
    ---------
    
    Co-authored-by: Drulikar <[email protected]>
    Blundir and Drulikar committed Aug 22, 2024
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  39. A few paradrop-related tips. (#6997)

    # About the pull request
    
    adds 4 tips related to the art of falling with style
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
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    # Explain why it's good for the game
    
    The only way I figured out a few of these tips was from codediving,
    better to keep them in so that people who don't codedive can actually
    see it and take advantage of it
    # Testing Photographs and Procedure
    tested and made sure that the tips are true (Tossed some stuff out while
    paradropping and saw what stuck the landing and what got deleted)
    
    # Changelog
    :cl:
    add: 4 new tips related to paradropping!
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    private-tristan and harryob committed Aug 22, 2024
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Commits on Aug 23, 2024

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  2. Emissive APCs (#7000)

    # About the pull request
    Adds emissive lights to APCs, Hopefully this PR shows people how easy it
    is to add emissives so we can make the game prettier
    
    ![image](https://github.com/user-attachments/assets/e0f3c9ad-1a1e-47be-9fd9-e26851dfa34a)
    
    ![image](https://github.com/user-attachments/assets/8707353b-beab-4a1b-98d2-4fa956bd84c3)
    
    ![image](https://github.com/user-attachments/assets/3a7f65f2-aed0-42aa-8b7a-ffa9bd14f6b1)
    Takes inspiration from
    tgstation/TerraGov-Marine-Corps#14257 and
    tgstation/TerraGov-Marine-Corps#6739 and
    cmss13-devs/cmss13#5405
    <!-- Remove this text and explain what the purpose of your PR is.
    
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    you used the mapmerge tool.
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    link the PR to the corresponding Issue number #169420.
    
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    Explain your rationale fully, even if you feel it goes without saying.
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    # Explain why it's good for the game
    Makes it prettier
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    qol: APCs are now emissive
    code: Added emissive blockers to a bunch of stuff
    /:cl:
    Git-Nivrak committed Aug 23, 2024
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  4. improvements to research datum (#6885)

    # About the pull request
    Ever since the init argument pr I had common sense take over and
    understand how goofy that was, so we are now here. This makes it *much*
    easier to add technology that doesnt spawn something. eg techtree
    upgrades while also stopping the init var nonsense, THIS is how it
    should have been.
    
    Merge after anti caustic armor so I can adapt it easily
    <!-- Remove this text and explain what the purpose of your PR is.
    
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    you used the mapmerge tool.
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    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    If someone adds upgrade that does something that requires non physical
    items, they can now.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    code: Research datum now supports more broad ideas in the future.
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    kiVts and harryob committed Aug 23, 2024
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  6. Remove fancy locker (#6999)

    # About the pull request
    
    Removes the TARDIS-like "bigger on the inside" fancy locker.
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
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    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    
    Goofy, never used.
    (threw an error when I mistook it for a real closet and hurt my
    feelings)
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    del: Removed fancy locker
    /:cl:
    Doubleumc committed Aug 23, 2024
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  8. Smartgun battery name sanity (#6934)

    # About the pull request
    Moves a word to the right abit so it looks like every other item with
    "letter_number_designation item_name_here"
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    Saves my sanity a little?
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl: MistChristmas
    spellcheck: places smartgun after DV9 to be DV9 smartgun battery
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    MistChristmas and harryob committed Aug 23, 2024
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  10. Stompers (#6973)

    # About the pull request
    
    Adds a pair of shoes that were featured on Ripley in Aliens
    
    
    ![dreamseeker_89YO3FNp5U](https://github.com/user-attachments/assets/44757227-4809-4b9d-a5e2-fe979eeedfcd)
    
    
    ![dreamseeker_8HjbD0Qysm](https://github.com/user-attachments/assets/6042247c-5b50-4bab-8a3f-5b0ad79ad128)
    
    
    <details>
    
    
    ![image](https://github.com/user-attachments/assets/7ba43a7d-7e9d-4310-ac62-9595c07caa2d)
    
    </details>
    
    As well as a box for them similar to the one they were shipped in one of
    the editions
    
    
    ![dreamseeker_u4qW0CtxYF](https://github.com/user-attachments/assets/215056f0-6005-43f5-82eb-c0996af4cd28)
    
    <details>
    
    
    ![image](https://github.com/user-attachments/assets/92979b62-d442-4ef3-bea9-ee1ce22cb3d1)
    
    </details>
    
    Added box with these shoes on Solaris Ridge, Kutjevo Refinery and New
    Varadero
    
    Also added a civillian survivor preset loosely resembling Ripley in
    second half of Aliens
    
    
    ![dreamseeker_tWIOn5VjTi](https://github.com/user-attachments/assets/4e3acb9e-b7c0-4239-b32b-aee0954be2b6)
    
    <details>
    
    
    ![image](https://github.com/user-attachments/assets/20b0a34d-45ba-48e0-b673-19bfab79dfe7)
    
    </details>
    
    Some inspiration was taken from these
    cmss13-devs/cmss13#609
    cmss13-devs/cmss13#2727 but no sprites were
    taken from there, sprites in this pr are original.
    
    Comparison of sprites from mentioned prs and this pr:
    
    <details>
    
    
    ![aseprite_XKIx44TGfx](https://github.com/user-attachments/assets/a7118239-0f6b-40d2-b1c2-c323ca5cd751)
    
    
    </details>
    
    All sprites made by me, with some bits of help from Crowfiord, discord
    tag sir.crow.
    
    # Explain why it's good for the game
    
    More lore friendly props - good.
    
    # Changelog
    :cl:
    add: Stompers boots and box for them
    add: new civillian survivor preset resembling Ripley
    maptweak: stomper boots box on New Varadero, Solaris Ridge, Kutjevo
    Refinery
    /:cl:
    Blundir committed Aug 23, 2024
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  12. Changes the M44 heavy speed loader to be more clear (#7001)

    # About the pull request
    
    Changes the M44 heavy speed loader to be more clear on what the round
    actually does, since the name "heavy" can be easily mistaken for an AP
    round. (imo Marksman and Heavy damage values should be swapped but eh)
    
    # Explain why it's good for the game
    
    Having clear descriptions of what bullets do is good.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    qol: Changes the M44 heavy speed loader description to reflect it's
    actual use-case.
    /:cl:
    efzapa committed Aug 23, 2024
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  14. Predalien feral smash tweaks (#6993)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    
    # About the pull request
    Removes delay on missing a click and increases the stun to 3 seconds
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
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    link the PR to the corresponding Issue number #169420.
    
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    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    For a caste that is supposed to be a direct counter to preds, the main
    ability is underwhelming and borderline unusable unless you have a
    number of hours fighting pred with warrior already, this isnt even
    including the fact that said pred is running around with a plasma rifle
    not trying to get near you
    
    With all the risks you are at for just existing, your entire moveset and
    counter potential of a caste that is rare to normal play, and the fact
    that you can just not be experienced in warrior to get a role of
    predalien, I think its fair to have 0 delay if you miss feral smash
    along with more reward
    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding, and may discourage maintainers from reviewing or merging
    your PR. This section is not strictly required for (non-controversial)
    fix PRs or backend PRs. -->
    
    
    # Testing Photographs and Procedure
    <!-- Include any screenshots/videos/debugging steps of the modified code
    functioning successfully, ideally including edge cases. -->
    
    <!-- !! If you are modifying sprites, you **must** include one or more
    in-game screenshots or videos of the new sprites. !! -->
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    
    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    label your changes in the changelog. Please note that maintainers freely
    reserve the right to remove and add tags should they deem it
    appropriate. You can attempt to finagle the system all you want, but
    it's best to shoot for clear communication right off the bat. -->
    <!-- If you add a name after the ':cl', that name will be used in the
    changelog. You must add your CKEY after the CL if your GitHub name
    doesn't match. Maintainers freely reserve the right to remove and add
    tags should they deem it appropriate. -->
    
    :cl:
    balance: increased feral smash stun to 3 seconds
    balance: removed the possibility of "missing" a feral smash attack
    /:cl:
    
    <!-- Both :cl:'s are required for the changelog to work! -->
    Mister-moon1 committed Aug 23, 2024
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  16. small vai tweak (#6819)

    # About the pull request
    
    Adds a tactical HPR to the VAIPO and VAISO ERTs, VAISO MG has it 100% of
    the time, VAIPO 33%, the tact-HPR has an agrip, magharn, suppressor, and
    has a 2 damage mult to bring its dmg up to M41A/MAR50 levels
    Adds an HPR AP mag, just in vai ert gear, 3 mags for vaipo(incl loaded)
    and 4 for vaiso(incl loaded)
    Buffs the MAR50 fire rate a bit to lmg levels.
    
    oh also since I was in the mag code I noticed the formatting on the hpr
    heap mag was messed up so I changed it.
    
    # Explain why it's good for the game
    
    tact-HPR fits vaiso more and I've been meaning to do this since I added
    the ERT; I also tossed it to vaipo too, the dmg boost is to make it
    on-par with the m41 as they do not get a bipod to take advantage of
    bipoded ROF, as well as making them capable in mobile situations.
    AP mags are to fit in with the rest of the gear everyone else has, might
    be a bridge too far but I can simply remove it if needed.
    mar50 shoots really slowly when not bipoded or on burst, to the point of
    uselessness.
    
    
    Honestly I feel HPR should simply get that damage boost full stop and
    simply have it removed when bipoding but that would be annoying to code.
    
    
    
    # Changelog
    :cl:
    add: Adds a tactical HPR to VAISO and VAIPO machinegunners
    add: Adds an HPR AP mag available to the above
    balance: MAR50 has normal LMG level firerate now
    spellcheck: HPR HEAP mag now has correct name formatting
    /:cl:
    CapCamIII committed Aug 23, 2024
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  18. New sound for revive notification (#6918)

    # About the pull request
    
    The sound to notify you that you're being revived is no longer the ahelp
    sound, now it's a modification of the defib noise.
    
    # Explain why it's good for the game
    
    More sound diversity (and it's an existing sound anyways just my own
    edit to it)
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    soundadd: revive notification has new sound (rather than the ahelp
    sound)
    /:cl:
    zzzmike committed Aug 23, 2024
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  20. Intelligence Officers latejoin QoL (#7007)

    # About the pull request
    IOs now latejoin in the officer bunks instead of with everyone else.
    Removed some "disjointed" cryo latejoin spots that didn't make much
    sense.
    
    removed some latejoin indicators in cryo to prevent latejoiners from
    materializing out of thin air
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    IOs already spawn there at roundstart, and also new IO players spawn
    extremely far from their gear location, without a radio, causing them to
    either need to wander the halls or ask a mentor/random player to help
    them find the computer lab.
    
    With this change they're just a few steps away from gearing up
    
    ![image](https://github.com/user-attachments/assets/3c00aa61-02f7-4d76-801c-1e7761660477)
    # Testing Photographs and Procedure
    latejoin cryo before:
    
    
    ![image](https://github.com/user-attachments/assets/2a334474-ef96-4c8f-8391-26e57795b682)
    
    after:
    
    
    ![image](https://github.com/user-attachments/assets/d23eb173-3b1b-476b-abc2-53f796f511a0)
    
    
    # Changelog
    :cl:
    qol: IOs now late join into their officer bunks instead of the general
    wakeup area
    qol: Late joiners will no longer wake up in thin air in the main cryo
    area.
    /:cl:
    private-tristan committed Aug 23, 2024
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  22. Small updates to reagent containers (#6891)

    # About the pull request
    Removes APTFT verb, leaves only the action
    Updates reagent container code
    
    # Explain why it's good for the game
    Better code
    
    # Changelog
    
    :cl:
    del: Removes APTFT verb from reagent containers
    code: Updated reagent container switch transfer amount and examination
    code
    /:cl:
    
    ---------
    
    Co-authored-by: Zonespace <[email protected]>
    BeagleGaming1 and Zonespace27 committed Aug 23, 2024
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  24. CO armor resprite (#6647)

    # About the pull request
    
    Gives CO armor an actual non placeholder sprite, that matches helmet,
    gloves and overall aesthetics.
    
    
    ![dreamseeker_s83IOE5iBL](https://github.com/cmss13-devs/cmss13/assets/100090741/6eb75f5a-b9f7-46f5-9a9e-81f7764b4f92)
    
    
    Sprites by **Iamtheguy** (discord tag)
    
    
    
    # Changelog
    :cl:
    imageadd: unique non placeholder CO armor sprites
    /:cl:
    Blundir committed Aug 23, 2024
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  26. Mortar camo variants (#6941)

    # About the pull request
    
    
    Adds camo variations for mortar.
    
    
    ![dreamseeker_hj3TU8xBmq](https://github.com/user-attachments/assets/81fc01de-abc8-4e07-9697-65c6138d099d)
    
    Also removed some unused sprites from the file, and repurposed some.
    
    All sprites by me.
    
    # Explain why it's good for the game
    
    More visuals - good.
    
    # Testing Photographs and Procedure
    <details>
    
    
    
    ![dreamseeker_v8zRYgk6UY](https://github.com/user-attachments/assets/768f9412-450d-41ee-872d-42f87a7d91c6)
    
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    add: mortar camo variants
    /:cl:
    Blundir committed Aug 23, 2024
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  28. Resprite of old guns (#6804)

    # About the pull request
    
    
    Resprites PPSh, M60, MAC-15, Basira bolt action rifle, S&W revolver
    
    Resprites PPSh and M60 mags
    
    Gives S&W revolver actual in hand sprites and belt icon (it had
    literally none)
    
    Resprites inhands sprites of guns above except mac15, they are the same.
    
    All sprites by Crowford, discord tag sir.crow
    
    # Explain why it's good for the game
    
    Ancient sprites bad, missing icons bad.
    
    
    Before:
    
    ![dreamseeker_kQ1mLJNs5n](https://github.com/user-attachments/assets/3d591df7-6727-4b43-82a5-549dbba6546d)
    
    
    After:
    
    ![dreamseeker_cBcoztKNf3](https://github.com/user-attachments/assets/ec087c12-5e4b-4067-9127-d400827bcbd4)
    
    
    
    # Changelog
    :cl:
    fix: s&w revolver now has belt/pouch and inhand icons
    imageadd: resprite of mac15, m60, ppsh, s&w revolver, basira bolt action
    rifle
    /:cl:
    Blundir committed Aug 23, 2024
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  29. Tank IFF, Minigun tweaks, code cleanup & new hitsound (#6688)

    # About the pull request
    
    * Adds IFF to the Minigun
    * Changes used projectile icon for Minigun
    * Adds scatter decrease to Minigun with windup
    * increases firing speed of the minigun
    * increases rev up time of the minigun
    * Puts Minigun bullet code into the tank ammo file, for organisation.
    * Adds hitsound for Autocannon Flakbullets
    * Adds new projectile icon for Autocannon
    * Fixes code for UPP minigun ammo
    
    # Explain why it's good for the game
    
    The Minigun for the Tank is lacking IFF for no good reason. Its a left
    over from old code and isnt adjusted for its current state.
    This should make the Minigun less ass to use, and also make the Minigun
    a better choice overall.
    The autocannon keeps FF, to have to role of a more high risk/high damage
    weapon. Its semi automatic, so it can affort not getting IFF.
    
    The Minigun also gets thigther spread as it spins up. It starts at a
    higher spread in turn.
    The full time to achive full spin has also been increased by 2 seconds,
    and the overall firingspeed has been very very sligthly increased.
    This overall should make the minigun a very good support weapon. Baiscly
    the SGs bigger cousin, just that the gun is actually fun. I hope. to
    eleate it being the SGs bigger cousin, the gun now no longer has smaller
    projectile sprites then the SG. Autocannon also gets new sprites fitting
    for its 20mm rounds.
    These changes should elevate the minigun to become a more stable pick
    and less of a noob trap.
    
    The new hitsound is sampeld straigth from pixabay or our repo. So no
    legal troubles there.
    
    Thanks to cuberound that helped with the minigun scatter code
    
    # Testing Photographs and Procedure
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    ![grafik](https://github.com/user-attachments/assets/ebca5e74-6a3e-4e35-a288-613e550d094b)
    
    
    </details>
    
    
    # Changelog
    :cl: TheManWithNoHands
    balance: IFF, scatter based on minigun rev up, rev up time increase,
    firing delay decrease
    code: Places minigun aMmo in the Tank ammo File
    soundadd: adds a hit sound for 20mm flak
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    TheManWithNoHands and harryob committed Aug 23, 2024
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  31. Patch PB bonus projectile knockback (#6784)

    # About the pull request
    
    Prevents an issue with PB bonus projectiles.
    
    In a PB, the initial projectile is never "fired", it remains in
    nullspace. That's fine, since there's special handling in knockback code
    for a projectile in nullspace, it uses the firer.
    
    In a PB, bonus projectiles are set to the target's loc. That doesn't
    matter much except for knockback, which uses the position of the
    projectile vs. the position of the target. The bonus projectile is on
    the same tile as the target, so it can't give a sane angle, so it
    defaults to EAST.
    
    This changes the bonus projectile's position to nullspace, matching how
    the initial projectile works.
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
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    link the PR to the corresponding Issue number #169420.
    
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    Explain your rationale fully, even if you feel it goes without saying.
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    # Explain why it's good for the game
    
    If a bonus projectile with knockback were ever to be used, this will
    prevent issues.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    No player facing changes.
    Doubleumc committed Aug 23, 2024
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  33. Varadero, Strata, Kutjevo, Shiva energy fix (#6972)

    # About the pull request
    
    Areas on this maps pull energy from default, and has energy when
    generators off
    SMES added on Shiva generators points.
    
    # Explain why it's good for the game
    
    Fixes always good
    
    
    # Testing Photographs and Procedure
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    Tested.
    
    </details>
    
    
    # Changelog
    
    :cl:
    fix: Varadero, Strata, Kutjevo, Shiva maps now don't have infinity
    energy
    add: Added SMES on Shiva generators points
    /:cl:
    Noname995 committed Aug 23, 2024
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  35. Solar Devils ERT [PvE Marines] (#6811)

    # About the pull request
    
    In marking the merger of the PvP and PvE servers under a single banner,
    this PR sets to celebrate that by the addition of the 'Solar Devils'
    battalion as a (currently admin only) Emergency Response Team. The Solar
    Devils are similarly well equipped and trained as they appear in PvE.
    
    This PR also adds some content from the PvE server to enhance the
    appearance of the Solar Devils to better fit their appearance, such as a
    battalion patch sprite.
    
    These squads will spawn with, depending on if they are a half or full
    squad, 4 Riflemen, 2 Smartgunners, 2 Team Leaders, 1 Platoon Corpsman
    and 1 Platoon Leader. The Platoon Leader will only spawn with the 'Full
    Squad' ERT.
    
    The squad are all armed with M41A Mk1's.
    
    ----
    
    In terms of function. This PR adds two distress calls for admins to use,
    a Half-Squad and Full Squad deployment of either 5 or 10, respectively,
    Solar Devil Marines. They spawn with some unique equipment, and they all
    possess increased skills.
    
    # Explain why it's good for the game
    
    Show of comradeship, and a small easter egg of the PvE server in PvP. 
    
    
    # Testing Photographs and Procedure
    ![Screenshot 2024-07-28 21 52
    07](https://github.com/user-attachments/assets/a28fca30-a2ca-4b13-9528-42586d4a8caf)
    
    
    
    # Changelog
    :cl:
    add: In observance of the merger of the PvP and PvE servers of CM-SS13.
    The 'Solar Devils', the USCM battalion that appear in the PvE server,
    have been added as an admin only Emergency Response Team.
    add: The Solar Devils are highly trained and well equipped by Marine
    standards, they will also spawn as part of their own squad.
    imageadd: A 'Solar Devils' uniform patch accessory has been added. 
    /:cl:
    
    ---------
    
    Co-authored-by: Steelpoint <[email protected]>
    Co-authored-by: private-tristan <[email protected]>
    3 people committed Aug 23, 2024
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  37. Provost Rankpansion (#6982)

    # About the pull request
    This added the missing Provost positions from the Provost Office
    hierarchy and gives more options for a more appropriate response when
    handling ML issues ICly including a Deputy Marshal and Provost Chief
    Inspector.
    
    it keeps conflicting every single sprite merge 🗡️ 
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    rank under-response is better than rank over-response for roleplay and
    immersion
    
    # Testing Photographs and Procedure
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/user-attachments/assets/57154ebe-3091-4d0d-9433-4ab42dbbef25)
    
    ![dreamseeker_Wqypw6erPa](https://github.com/user-attachments/assets/2813055b-a773-436a-89ee-ee737d99290a)
    
    ![dreamseeker_YLyXXv71vc](https://github.com/user-attachments/assets/6dca6c67-568f-4463-be70-68a2bb5a5b7f)
    
    ![dreamseeker_rIGx5diI14](https://github.com/user-attachments/assets/edc89c89-fecb-49af-b7e3-c72739b93272)
    
    ![dreamseeker_ivs408zuvU](https://github.com/user-attachments/assets/7134b5c1-06ed-4163-bab3-920c2d751905)
    
    </details>
    
    
    # Changelog
    
    :cl:
    add: Provost Chief Inspector
    add: missing Provost Presets per ML Hierarchy
    imageadd: added PCI sprites
    imageadd: PCI and Dep. Marshal HUD icons
    /:cl:
    
    ---------
    
    Co-authored-by: forest2001 <[email protected]>
    ItsVyzo and realforest2001 committed Aug 23, 2024
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Commits on Aug 24, 2024

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  2. Fullscreen improvements (#6850)

    # About the pull request
    
    Added a toggle fullscreen key, default F11.
    
    Switched to `is-fullscreen` implementation, which preserves window
    size/maximized from before fullscreening. The previous `is-maximized`
    disable/enable dance was to avoid a BYOND issue with fullscreening a
    maximized window. That issue was resolved in 515.1639:
    https://www.byond.com/forum/post/2924219
    
    Fullscreen now hides the menu bar.
    
    Toggling fullscreen now triggers adaptive zoom and/or auto viewport
    resize if those are enabled.
    
    Renamed the proc to `update_fullscreen` since that part wasn't actually
    toggling anything.
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    # Testing Photographs and Procedure
    Boots without issue. Preference is toggled and preserved. Fullscreening
    while maximized works properly *on version 1639 and above*.
    Non-fullscreened screen state is preserved.
    
    
    # Changelog
    :cl:
    add: Added toggle fullscreen hotkey, default F11
    qol: fullscreening hides the menu bar
    fix: toggling fullscreen preserves your non-fullscreened window options
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    Doubleumc and harryob committed Aug 24, 2024
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  4. Renegade Hive is now a different color (#7018)

    # About the pull request
    
    I've come to notice during rounds where a Renegade hive comes into
    existence (xenos with USCM IFF tags who decide to permanently ally with
    marines after corrupted queen dies/betrays). The marines shoot them way
    too often on first glance and clear their weeds despite the weeds not
    affecting them and the renegades being incapable of ever hurting
    marines. I've assume this is due to their colors looking way too
    similiar to the original hive since at first glance, you might think its
    just a regular xeno. I've decided to change the hive color to be more
    visually distinct at a glance.
    
    old look: https://files.catbox.moe/1umkgx.png, new look:
    https://files.catbox.moe/srs3gd.png.
    Its now only similar to the Bravo hive now.
    
    Is this going to stop marines from executing Renegades? Probably not,
    they need a better way to show "DO NOT SHOOT, THEY CANT HURT YOU EVER"
    but this isnt the scope of the PR. This should decrease the incidents of
    accidental shootings and weed/structure clears.
    
    # Explain why it's good for the game
    
    To make Renegades and their structures less likely to be attacked due to
    being misidentified as regular xenos from visuals, considering they are
    supposed to be permanently friendly to marines and killing them is
    nothing but a net negative for marines.
    
    
    # Testing Photographs and Procedure
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    
    :cl:Unknownity
    code: The renegade hive is now more visually distinct from the normal
    hive to decrease the chance of marines accidentally attacking them.
    /:cl:
    
    Co-authored-by: Unknownity <a>
    Unknownity committed Aug 24, 2024
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  6. Adds giant lizards to LV-624 (#6882)

    # About the pull request
    
    ### **SPRITES DONE BY @SubjectD9341 (GODBLESS THEIR SOUL!!!!)**
    
    ~~still not done 100% but it's almost there. made as a draft PR so i can
    push myself to finish it~~
    eh it's probably done
    adds giant lizards to LV624, which are slightly more sophisticated
    simplemobs with a couple of neat features:
    
    ### 1. Taming
    <details>
    
    <summary>Taming Summary</summary>
    
    the lizards by default will not seek to harm you, UNLESS you intrude in
    their personal space. they will let you know when you get to close,
    either by growling or attacking you if you get too close.
    
    BUT, there is a way to bypass this. by offering specific food (any type
    of butchered meat, xeno fruit or any snack in your MRE), they'll calm
    down and become friendly to you and YOUR ENTIRE FACTION.
    
    
    https://github.com/user-attachments/assets/ed46c1e2-639d-4eec-bc7a-22b502fd5d7c
    
    if tame, they will completely refuse to engage in combat with you and
    your faction. at most they will run away from you if you hurt them badly
    enough. why? it's because ~~i'm a bit lazy to code in a better system
    right now~~ they love you, and are unable to process the thought of
    betrayal! :D
    
    this works for ALL FACTIONS, including xenos. the only food that xenos
    are able to offer it are resin fruits on account of them not being to
    pick up anything else.
    
    if you try taking away its food (and you're not its friend) though it'll
    get pissed the fuck off and proceed to immediately maul you
    
    
    
    https://github.com/user-attachments/assets/3ff69173-c1c1-47bf-8857-c2179301c268
    
    
    
    </details>
    
    ### 2. Combat
    <details>
    <summary>Combat Summary</summary>
    the lizards have slightly better combat AI than most simplemobs. they
    will try to skirmish against their opponent. every time they hit
    someone, there's a chance they'll try to move outside of their vision
    before engaging again. in addition, they will keep trying to pounce at
    their target in order to tear their throats out. they are not a big
    threat to anyone with a rifle, as you can easily mow them down
    
    
    https://github.com/user-attachments/assets/1d011aa1-d06b-4a1a-9920-13325f75bff8
    
    unlike other simple mobs, **THEY WILL NOT STOP HURTING YOU UNTIL YOU
    STOP BREATHING.** regular simple mobs will stop attacking mobs that are
    not conscious, but these guys will rip you apart if you're on the
    ground.
    
    
    https://github.com/user-attachments/assets/62bb559d-3765-4dde-a0c2-d815e10ea87c
    
    if they take too much damage, they will start retreating from combat
    entirely, refusing to stop moving until there are no hostiles present in
    their view.
    
    combined, this makes them a mild threat alone, and a slightly more
    terrifying threat when in packs. however, they're not much of a threat
    to the "perfect lifeform", outside of the short stun that a pounce can
    inflict. it will be hard to kill them, though, as they're much faster
    than most xenos.
    
    
    
    https://github.com/user-attachments/assets/de331d1d-a215-44c0-b33d-e70e5452d30d
    
    
    </details>
    
    ### 3. Misc
    <details>
    <summary>Misc Summary</summary>
    
    this is where i list some neat features n tidbits that aren't really
    that big in themselves:
    
    - unlike literally every other simplemob these guys can be set on fire
    and will actually take damage from it
    - since it's a simplemob, it cannot be infected (there would be some
    balance implications that i don't want to get into if they could get
    infected)
    
    ![image](https://github.com/user-attachments/assets/6188763f-f975-43a2-badd-c69e7cc0765c)
    
    - petting it while its friendly to you will make it want to lay down and
    sleep
    - every lizard has an aggression value which gets higher whenever it
    takes damage. if you anger them and they start combat, and do your best
    at not harming them, they'll calm down and go back to minding their own
    business
    - they heal 5% of their hp per Life() tick if they're resting. this is
    their main way of healing, but you can use bandages to heal them up
    yourself if you feel like it
    - if there's a friendly mob on their tile and they're resting, they'll
    refuse to get up (they enjoy the warmth, i suppose)
    - this is all simplemob code and is prone to exploding 50% of the time
    - it can be allied to HUMANS and XENOS at the same time. additionally,
    it handles human factions and not humans as a whole. if survivors feed a
    lizard, it does not mean it'll be friendly to marines.
    - they will NEVER attack monkeys in order to stop them from devastating
    small host populations
    - supports player control:
    
    
    
    https://github.com/user-attachments/assets/b0781694-680d-41f4-afd4-c6196ca12b8b
    
    
    
    - more to come...
    
    </details>
    
    # Explain why it's good for the game
    
    adds a bit of life to a jungle planet that's supposedly supposed to be
    filled with life, alongside making for some unique interactions for both
    marines and xenos.
    
    # Testing Photographs and Procedure
    they're kinda all in the summary. it's still simplemob code and is by
    proxy extremely unstable and buggy but i have tried to remove most of
    the bugs (and i do have to say i've succeeded)
    
    </details>
    
    
    # Changelog
    :cl: VileBeggar, SubjectD9341  
    add: LV-624 now contains giant lizards. You can feed them with specific
    food items in order to make them non-hostile to your faction.
    code: Simple mobs can now process fire, though the functionality is
    turned off by default.
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    VileBeggar and harryob committed Aug 24, 2024
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  8. Fixes character selection screen preview (#7016)

    # About the pull request
    Fixes not seeing the preview in character selection screen
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
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    Explain your rationale fully, even if you feel it goes without saying.
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    # Explain why it's good for the game
    Fixes a bug
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Fixes not being able to see the preview in the character selection
    screen
    /:cl:
    Git-Nivrak committed Aug 24, 2024
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  10. Fix Boarding Shuttle (#7010)

    # About the pull request
    
    
    
    Allows the `ert_shuttle_big` aka boarding shuttle to spawn and dock
    properly.
    
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    
    Bug bad.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Master, spawning:
    
    ![image](https://github.com/user-attachments/assets/a505e63c-8bb1-4a8d-bce6-5174a398fa06)
    
    Master, docking:
    
    ![image](https://github.com/user-attachments/assets/61b1ca6a-9fb7-4c9e-8071-e40d51f4d34a)
    
    
    PR, ERT station:
    
    ![image](https://github.com/user-attachments/assets/2a98eca7-3c3f-4538-acd8-11e7c682b3dd)
    
    PR, Almayer port dock:
    
    ![image](https://github.com/user-attachments/assets/7d3c29d0-185f-4139-a5dd-b7f68378b599)
    
    PR, Almayer starboard dock:
    
    ![image](https://github.com/user-attachments/assets/e889322e-5e0e-4031-9ec5-9f41b021c7b5)
    
    </details>
    
    
    # Changelog
    :cl:
    fix: fixed ERT boarding shuttle able to spawn and dock
    /:cl:
    Doubleumc committed Aug 24, 2024
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  12. Bursting+facehugger stats no longer count NPCs (#6978)

    # About the pull request
    
    Bursting+facehugger stats no longer count NPCs
    
    # Explain why it's good for the game
    
    Right now the stats seem to be half and half on whether they count NPCs
    or not, it should be one way or the other.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    fix: bursting+facehugger stats disregard NPCs
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    zzzmike and harryob committed Aug 24, 2024
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  14. Revert #6903 (#6995)

    Reverts cmss13-devs/cmss13#6903
    
    On lowpop red alert and other actions requiring keycards can become
    impossible due to lack of CIC staff, along with the fact of if you are
    not a commander you cannot use ares to activate red alert and there will
    likely not be a joe
    
    # Changelog
    :cl:
    balance: Keycard swipers no longer require two unique keycards to
    function.
    fix: fixed the description text for the card swipe to reduce confusion
    /:cl:
    
    ---------
    
    Co-authored-by: Zonespace <[email protected]>
    Mister-moon1 and Zonespace27 committed Aug 24, 2024
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  16. Using a multitool to find an APC now highlights the APC (#7020)

    # About the pull request
    
    Makes the find-APC function more useful.
    
    # Explain why it's good for the game
    
    Very convenient. Lasts for 1.4 seconds (scan cooldown is 1.5 seconds)
    Clientside, respects darkness.
    You still get the 'X units in Y direction' thing
    
    
    ![image](https://github.com/user-attachments/assets/5049bc9d-1cf1-401a-8e4f-2a02732fc6f9)
    
    
    # Testing Photographs and Procedure
    
    Spawned in, tried to use multitool, saw green.
    Turned off lights, did not see green.
    Joined with second client, used multitool. Only saw it on 1 client.
    Left after clicking multitool, rejoined to make sure highlight is gone.
    (Client gets deleted when disconnecting)
    
    
    
    # Changelog
    :cl:
    add: APCs are now highlighted when found via a Multitool/Security Access
    Tuner.
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    TheGamerdk and harryob committed Aug 24, 2024
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  18. Autowiki data for xenomorph caste stats (#7019)

    # About the pull request
    
    Generates autowiki templates for each caste's stats.
    
    As far as I can tell, the wiki currently displays xeno states in two
    places:
    1. Plain text in the body of the article (e.g. [`Has 650 health, 25
    armour, 400 plasma and 22 slash
    damage.`](https://cm-ss13.com/wiki/Boiler))
    2. The "XenoSkills" bar chart at the end of the article (e.g.
    https://cm-ss13.com/wiki/Boiler#Boiler_Stats)
    
    This PR enables full templatization of the plaintext stats, and
    optionally expanding them to include some new information (namely
    _speed_ and _claw strength_).
    The chart template uses tiers instead of numeric values, so backing it
    with this information would require more consideration.
    
    Notes:
    - Excluded castes are: Larva, Facehuggers, Hellhounds, and Predaliens
    - Speed is transformed to be more human-readable (e.g. Carrier goes from
    `-0.2` to `1.2`)
    
    # Explain why it's good for the game
    
    Less manual copying of numbers from the source code to the wiki.
    Optionally provides more information.
    
    # Testing Photographs and Procedure
    I do not know how I would go about testing my local changes on the wiki,
    so I have not. I have looked at the gun autowiki stuff and I do not see
    anything indicating that this would not work.
    
    <details>
    
    <summary>Autowiki Output</summary>
    
    ```
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Carrier","text":"{{Autowiki/XenoStats|Name=Carrier|Health=650|Armor=0|Plasma=500|Plasma Regeneration=3.5|Minimum Melee Damage=25|Maximum Melee Damage=35|Claw Strength=1|Evasion=0|Speed=1.2|Explosion Resistance=20}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Eggsac_Carrier","text":"{{Autowiki/XenoStats|Name=Eggsac Carrier|Health=650|Armor=0|Plasma=500|Plasma Regeneration=3.5|Minimum Melee Damage=25|Maximum Melee Damage=35|Claw Strength=1|Evasion=0|Speed=1.2|Explosion Resistance=20}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Ravager","text":"{{Autowiki/XenoStats|Name=Ravager|Health=650|Armor=25|Plasma=300|Plasma Regeneration=5|Minimum Melee Damage=45|Maximum Melee Damage=45|Claw Strength=3|Evasion=0|Speed=1|Explosion Resistance=80}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Berserker_Ravager","text":"{{Autowiki/XenoStats|Name=Berserker Ravager|Health=590|Armor=30|Plasma=0|Plasma Regeneration=5|Minimum Melee Damage=45|Maximum Melee Damage=45|Claw Strength=3|Evasion=0|Speed=1.15|Explosion Resistance=80}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Hedgehog_Ravager","text":"{{Autowiki/XenoStats|Name=Hedgehog Ravager|Health=590|Armor=30|Plasma=0|Plasma Regeneration=5|Minimum Melee Damage=35|Maximum Melee Damage=35|Claw Strength=3|Evasion=0|Speed=1.15|Explosion Resistance=80}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Praetorian","text":"{{Autowiki/XenoStats|Name=Praetorian|Health=650|Armor=25|Plasma=800|Plasma Regeneration=3|Minimum Melee Damage=40|Maximum Melee Damage=40|Claw Strength=1|Evasion=0|Speed=1.6|Explosion Resistance=40}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Dancer_Praetorian","text":"{{Autowiki/XenoStats|Name=Dancer Praetorian|Health=650|Armor=20|Plasma=800|Plasma Regeneration=3|Minimum Melee Damage=40|Maximum Melee Damage=40|Claw Strength=2|Evasion=0|Speed=1.85|Explosion Resistance=40}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Oppressor_Praetorian","text":"{{Autowiki/XenoStats|Name=Oppressor Praetorian|Health=650|Armor=20|Plasma=800|Plasma Regeneration=3|Minimum Melee Damage=30|Maximum Melee Damage=30|Claw Strength=2|Evasion=0|Speed=1.6|Explosion Resistance=40}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Vanguard_Praetorian","text":"{{Autowiki/XenoStats|Name=Vanguard Praetorian|Health=590|Armor=20|Plasma=800|Plasma Regeneration=3|Minimum Melee Damage=30|Maximum Melee Damage=30|Claw Strength=2|Evasion=0|Speed=1.75|Explosion Resistance=40}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Warden_Praetorian","text":"{{Autowiki/XenoStats|Name=Warden Praetorian|Health=590|Armor=20|Plasma=800|Plasma Regeneration=3|Minimum Melee Damage=20|Maximum Melee Damage=20|Claw Strength=2|Evasion=0|Speed=1.5|Explosion Resistance=40}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Hivelord","text":"{{Autowiki/XenoStats|Name=Hivelord|Health=550|Armor=0|Plasma=1000|Plasma Regeneration=5.5|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=0.8|Explosion Resistance=10}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Resin_Whisperer_Hivelord","text":"{{Autowiki/XenoStats|Name=Resin Whisperer Hivelord|Health=550|Armor=0|Plasma=800|Plasma Regeneration=5.5|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=0.8|Explosion Resistance=10}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Defender","text":"{{Autowiki/XenoStats|Name=Defender|Health=500|Armor=35|Plasma=100|Plasma Regeneration=5|Minimum Melee Damage=25|Maximum Melee Damage=30|Claw Strength=1|Evasion=0|Speed=1.6|Explosion Resistance=70}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Steelcrest_Defender","text":"{{Autowiki/XenoStats|Name=Steelcrest Defender|Health=500|Armor=35|Plasma=100|Plasma Regeneration=5|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=1.6|Explosion Resistance=70}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Warrior","text":"{{Autowiki/XenoStats|Name=Warrior|Health=500|Armor=20|Plasma=0|Plasma Regeneration=5|Minimum Melee Damage=30|Maximum Melee Damage=40|Claw Strength=2|Evasion=0|Speed=1.8|Explosion Resistance=40}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Crusher","text":"{{Autowiki/XenoStats|Name=Crusher|Health=700|Armor=30|Plasma=400|Plasma Regeneration=4|Minimum Melee Damage=40|Maximum Melee Damage=40|Claw Strength=3|Evasion=0|Speed=0.8|Explosion Resistance=100}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Charger_Crusher","text":"{{Autowiki/XenoStats|Name=Charger Crusher|Health=780|Armor=20|Plasma=400|Plasma Regeneration=4|Minimum Melee Damage=30|Maximum Melee Damage=30|Claw Strength=3|Evasion=0|Speed=0.95|Explosion Resistance=100}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Runner","text":"{{Autowiki/XenoStats|Name=Runner|Health=230|Armor=0|Plasma=0|Plasma Regeneration=1|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=3|Explosion Resistance=10}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Acider_Runner","text":"{{Autowiki/XenoStats|Name=Acider Runner|Health=345|Armor=15|Plasma=0|Plasma Regeneration=1|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=2.75|Explosion Resistance=10}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Boiler","text":"{{Autowiki/XenoStats|Name=Boiler|Health=650|Armor=20|Plasma=400|Plasma Regeneration=4|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=1|Explosion Resistance=20}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Trapper_Boiler","text":"{{Autowiki/XenoStats|Name=Trapper Boiler|Health=590|Armor=0|Plasma=400|Plasma Regeneration=4|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=0.75|Explosion Resistance=20}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Burrower","text":"{{Autowiki/XenoStats|Name=Burrower|Health=500|Armor=25|Plasma=600|Plasma Regeneration=4.5|Minimum Melee Damage=25|Maximum Melee Damage=30|Claw Strength=1|Evasion=0|Speed=1.2|Explosion Resistance=40}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Drone","text":"{{Autowiki/XenoStats|Name=Drone|Health=500|Armor=0|Plasma=1000|Plasma Regeneration=4.5|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=15|Speed=1.8|Explosion Resistance=0}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Gardener_Drone","text":"{{Autowiki/XenoStats|Name=Gardener Drone|Health=500|Armor=0|Plasma=1000|Plasma Regeneration=4.5|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=15|Speed=1.8|Explosion Resistance=0}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Healer_Drone","text":"{{Autowiki/XenoStats|Name=Healer Drone|Health=500|Armor=0|Plasma=1000|Plasma Regeneration=4.5|Minimum Melee Damage=15|Maximum Melee Damage=20|Claw Strength=1|Evasion=15|Speed=1.8|Explosion Resistance=0}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Lesser_Drone","text":"{{Autowiki/XenoStats|Name=Lesser Drone|Health=160|Armor=0|Plasma=300|Plasma Regeneration=4|Minimum Melee Damage=20|Maximum Melee Damage=20|Claw Strength=1|Evasion=10|Speed=1.6|Explosion Resistance=0}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Lurker","text":"{{Autowiki/XenoStats|Name=Lurker|Health=450|Armor=0|Plasma=400|Plasma Regeneration=4.5|Minimum Melee Damage=35|Maximum Melee Damage=35|Claw Strength=2|Evasion=0|Speed=2.4|Explosion Resistance=20}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Vampire_Lurker","text":"{{Autowiki/XenoStats|Name=Vampire Lurker|Health=390|Armor=20|Plasma=0|Plasma Regeneration=4.5|Minimum Melee Damage=30|Maximum Melee Damage=30|Claw Strength=2|Evasion=0|Speed=2.45|Explosion Resistance=20}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Sentinel","text":"{{Autowiki/XenoStats|Name=Sentinel|Health=500|Armor=0|Plasma=400|Plasma Regeneration=3|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=1.8|Explosion Resistance=10}}"}
    {"title":"Tempalte:AutoWiki/Content/XenoStats/Spitter","text":"{{Autowiki/XenoStats|Name=Spitter|Health=550|Armor=15|Plasma=600|Plasma Regeneration=4|Minimum Melee Damage=20|Maximum Melee Damage=30|Claw Strength=1|Evasion=0|Speed=1.4|Explosion Resistance=20}}"}
    {"title":"Template:Autowiki/Content/XenoStats","text":["{{Tempalte:AutoWiki/Content/XenoStats/Carrier}}","{{Tempalte:AutoWiki/Content/XenoStats/Eggsac_Carrier}}","{{Tempalte:AutoWiki/Content/XenoStats/Ravager}}","{{Tempalte:AutoWiki/Content/XenoStats/Berserker_Ravager}}","{{Tempalte:AutoWiki/Content/XenoStats/Hedgehog_Ravager}}","{{Tempalte:AutoWiki/Content/XenoStats/Praetorian}}","{{Tempalte:AutoWiki/Content/XenoStats/Dancer_Praetorian}}","{{Tempalte:AutoWiki/Content/XenoStats/Oppressor_Praetorian}}","{{Tempalte:AutoWiki/Content/XenoStats/Vanguard_Praetorian}}","{{Tempalte:AutoWiki/Content/XenoStats/Warden_Praetorian}}","{{Tempalte:AutoWiki/Content/XenoStats/Hivelord}}","{{Tempalte:AutoWiki/Content/XenoStats/Resin_Whisperer_Hivelord}}","{{Tempalte:AutoWiki/Content/XenoStats/Defender}}","{{Tempalte:AutoWiki/Content/XenoStats/Steelcrest_Defender}}","{{Tempalte:AutoWiki/Content/XenoStats/Warrior}}","{{Tempalte:AutoWiki/Content/XenoStats/Crusher}}","{{Tempalte:AutoWiki/Content/XenoStats/Charger_Crusher}}","{{Tempalte:AutoWiki/Content/XenoStats/Runner}}","{{Tempalte:AutoWiki/Content/XenoStats/Acider_Runner}}","{{Tempalte:AutoWiki/Content/XenoStats/Boiler}}","{{Tempalte:AutoWiki/Content/XenoStats/Trapper_Boiler}}","{{Tempalte:AutoWiki/Content/XenoStats/Burrower}}","{{Tempalte:AutoWiki/Content/XenoStats/Drone}}","{{Tempalte:AutoWiki/Content/XenoStats/Gardener_Drone}}","{{Tempalte:AutoWiki/Content/XenoStats/Healer_Drone}}","{{Tempalte:AutoWiki/Content/XenoStats/Lesser_Drone}}","{{Tempalte:AutoWiki/Content/XenoStats/Lurker}}","{{Tempalte:AutoWiki/Content/XenoStats/Vampire_Lurker}}","{{Tempalte:AutoWiki/Content/XenoStats/Sentinel}}","{{Tempalte:AutoWiki/Content/XenoStats/Spitter}}"]}
    ```
    
    </details>
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    RainAndSand and harryob committed Aug 24, 2024
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  19. Updates CMO headset to be on par with other heads of staff (#7022)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    
    # About the pull request
    Adds squad comms to the CMO, as well as engineering comms.
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    CMO, for starters, has absolutely nothing going for them. 
    They are just a doctor with a loud voice and command comms, they have
    all the same comms.
    This is fine, however, roles that are lower than them, CE/QM, get full
    access to squad comms. The CMO is 5th in line for aCO, above staff
    officers. They should not have to ditch their headset for an SO headset
    from a locker the moment they become aCO. Both other Senior dept heads,
    the CMP and ASO both have all comms, and junior dept heads like CE and
    QM also both have full comms access.
    
    I also gave them engineering comms, due to the fact that CE gets med
    comms. I am willing to obliterate this; it doesn't fit.
    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding, and may discourage maintainers from reviewing or merging
    your PR. This section is not strictly required for (non-controversial)
    fix PRs or backend PRs. -->
    
    
    # Testing Photographs and Procedure
    <!-- Include any screenshots/videos/debugging steps of the modified code
    functioning successfully, ideally including edge cases. -->
    
    <!-- !! If you are modifying sprites, you **must** include one or more
    in-game screenshots or videos of the new sprites. !! -->
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    
    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
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    reserve the right to remove and add tags should they deem it
    appropriate. You can attempt to finagle the system all you want, but
    it's best to shoot for clear communication right off the bat. -->
    <!-- If you add a name after the ':cl', that name will be used in the
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    :cl:
    balance: CMO now has access of squad comms.
    /:cl:
    
    <!-- Both :cl:'s are required for the changelog to work! -->
    Kitsunemitsu committed Aug 24, 2024
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  21. Psychic Whisper/Radiance flavour. (#6998)

    # About the pull request
    
    Adds some flavour to psychic speech, made the whisper and radiance
    flicker around like Yautja Translator, but purple.
    Also added an ability button for human psychic whisper because the ESP
    chem doesn't always make it clear someone has been given the ability.
    This should help. Icon to come, maybe?
    
    # Explain why it's good for the game
    
    Bit of flavour is a good thing, and in this case draws attention to
    something people habitually don't notice is being used.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    add: Added visual flavour to use of psychic whisper or radiance. It now
    flickers in the chat window like the Yautja Translator.
    add: Added an ability button for the human version of psychic whisper,
    and replaces the existing verb for it in the ESP chem property.
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    realforest2001 and harryob committed Aug 24, 2024
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Commits on Aug 25, 2024

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  2. Fix typo (#7030)

    # About the pull request
    
    Misspelled two parts of the URL, causing the autowiki to not hit the
    wiki-side template.
    - Typo: "Tempalte" -> "Template"
    - De-collision: "AutoWiki" -> "Autowiki"
    
    I really hope that's everything.
    
    # Explain why it's good for the game
    
    Makes the original PR actually do something :)
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    RainAndSand committed Aug 25, 2024
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  3. Fixes specialist set refunding (#7024)

    # About the pull request
    Forgot to add one var to specialist set datums. This broke refunding
    specialist sets
    
    # Changelog
    :cl:
    fix: Specialists cryoing now refunds their sets correctly.
    /:cl:
    Zonespace27 committed Aug 25, 2024
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  6. gamemode decorators (#7014)

    adds a system to allow for better variable overrides per gamemode
    harryob committed Aug 25, 2024
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  7. Changes default verbs for staff (#7027)

    # About the pull request
    
    Gives all staff announcement and remote control verbs.
    
    # Changelog
    :cl:
    admin: All staff now have Admin Announcement and Toggle Remote Control
    verbs.
    admin: Moved shuttle manipulator to minor event perms rather than admin.
    code: Changed rights check on Toggle Remote Control and Shuttle
    Manipulator to check for mod/minor event perms respectively, or debug.
    /:cl:
    realforest2001 committed Aug 25, 2024
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Commits on Aug 26, 2024

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  2. parsing fixes

    Doubleumc committed Aug 26, 2024
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  3. boot fixes

    Doubleumc committed Aug 26, 2024
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  4. debug & runtime fixes

    Doubleumc committed Aug 26, 2024
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  5. shuttle fixes

    Doubleumc committed Aug 26, 2024
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  6. interior fixes

    Doubleumc committed Aug 26, 2024
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Commits on Aug 27, 2024

  1. misc mapping fixes

    Doubleumc committed Aug 27, 2024
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  2. main mapping fixes

    Doubleumc committed Aug 27, 2024
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Commits on Aug 28, 2024

  1. changelog revert

    changelog is for our own commits, not importing PvP's
    Doubleumc committed Aug 28, 2024
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  3. check_ban args fix

    Doubleumc committed Aug 28, 2024
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  4. derelict_almayer usable

    Doubleumc committed Aug 28, 2024
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  5. poddoor fixes

    file move stomped some of our changes
    Doubleumc committed Aug 28, 2024
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  6. clear pending changelogs

    Doubleumc committed Aug 28, 2024
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  7. crusher autowiki compat

    autowiki test spawns in nullspace, but crusher init expected to be in realspace
    Doubleumc committed Aug 28, 2024
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  8. light upp sentry icon

    our upp sentry uses its own special icon file so have to explicitly set the icon for light subtype
    Doubleumc committed Aug 28, 2024
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  9. arc compat

    both arcs now use the same icons, make sure the PvP arc doesn't stomp over PvE arc's definitions
    Doubleumc committed Aug 28, 2024
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  10. mapping duplicate fix

    remove stacked duplicates to satisfy lints
    Doubleumc committed Aug 28, 2024
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  11. Update USS_Runtime_multiz.dmm

    missed one
    Doubleumc committed Aug 28, 2024
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  12. open turf lint fix

    Doubleumc committed Aug 28, 2024
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  13. Update index.tsx

    fix incomplete switch to PvP version
    Doubleumc committed Aug 28, 2024
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  14. dummies out bug reporting

    not the workflow we're currently using
    Doubleumc committed Aug 28, 2024
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  16. Revert "Merge remote-tracking branch 'upstream/master' into upstream-…

    …merge-8-25"
    
    This reverts commit 037d5c8.
    Doubleumc committed Aug 28, 2024
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  18. pistol compat

    lineart, loadout box restrictions, and mapping for new guns
    Doubleumc committed Aug 28, 2024
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Commits on Aug 29, 2024

  1. preserve mapping changes

    update accidentally stomped on some mapping lints
    Doubleumc committed Aug 29, 2024
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  2. preserve mapping changes fixes

    missed some changes
    Doubleumc committed Aug 29, 2024
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  3. Update golden_arrow.dmm

    typo
    Doubleumc committed Aug 29, 2024
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  4. Update Whiskey_Outpost_v2.dmm

    missed one
    Doubleumc committed Aug 29, 2024
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  5. dummies out lz sentries

    not in our gameloop
    Doubleumc committed Aug 29, 2024
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  6. Update colonialmarines.dm

    should remain commented out, since we don't use SSobjectives
    Doubleumc committed Aug 29, 2024
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  7. disable m56d radius restriction

    don't need to be x tiles away from next defense structure
    Doubleumc committed Aug 29, 2024
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  8. Update colonialmarines.dm

    comment out unused variables
    Doubleumc committed Aug 29, 2024
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Commits on Aug 30, 2024

  1. disable megaphone sound

    some sound would be good but this one is obnoxious
    Doubleumc committed Aug 30, 2024
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  3. Revert "Adds a grab and throw animation + sound (#6759)"

    This reverts commit b89cb4d.
    Doubleumc committed Aug 30, 2024
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Commits on Aug 31, 2024

  1. dogtag accessory cost 0

    attachable dogtags don't cost any cosmetic points
    Doubleumc committed Aug 31, 2024
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Commits on Sep 4, 2024

  1. no colony gen inherent failure

    colony power generators don't fail over time, only if damaged or out of fuel
    Doubleumc committed Sep 4, 2024
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  2. observe menu section for platoon

    should really key squads/platoons off of the squad datum instead of it checking the job text, but that's a PvP change to make
    Doubleumc committed Sep 4, 2024
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  3. vendors don't need supply link

    allow vendor (re)stocking even without supply link port
    Doubleumc committed Sep 4, 2024
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  5. Update vending_types.dm

    upp handcuff typepath needs to be changed too
    Doubleumc committed Sep 4, 2024
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Commits on Sep 8, 2024

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  2. garrow maplints

    Doubleumc committed Sep 8, 2024
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  3. garrow maplints

    Doubleumc committed Sep 8, 2024
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  4. Update king.dm

    not trigger errors on autowiki
    Doubleumc committed Sep 8, 2024
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Commits on Sep 10, 2024

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  2. patch du rounds

    Doubleumc committed Sep 10, 2024
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  3. patch lesser ranks

    Doubleumc committed Sep 10, 2024
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  4. repath microwavables

    Doubleumc committed Sep 10, 2024
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  5. Revert "Resprites - 2/2024 Edition (#5838)"

    This reverts commit ca94d2e.
    Doubleumc committed Sep 10, 2024
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Commits on Sep 13, 2024

  1. mk1 mag boxes correction

    has 10 mags again, uses correct colored bands
    Doubleumc committed Sep 13, 2024
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  2. fix forecon

    was getting redefined by PvP's forecon ERT
    Doubleumc committed Sep 13, 2024
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