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April Fool's jokes #5869

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Commits on Sep 23, 2023

  1. БАЛААААААНС

    xDanilcusx committed Sep 23, 2023
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  2. Трогаем мапы.

    Минорный фикс фиорины, ремап мехбэя под будущий вендор, добавлена зона на аламо и нормандии для меха, отмечена стрипами.
    XDinka committed Sep 23, 2023
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Commits on Sep 24, 2023

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  2. Merge pull request #66 from xDanilcusx/ксеноботики

    фиксы ксеноботиков в 3 часа ночи
    Wyderar authored Sep 24, 2023
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  5. Emergency Supply Tube Fix!

    XDinka committed Sep 24, 2023
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  6. И второй

    XDinka committed Sep 24, 2023
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Commits on Sep 25, 2023

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  11. Initial

    morrowwolf authored and Wyderar committed Sep 25, 2023
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  12. Revert "Initial"

    This reverts commit 7fe77de.
    Wyderar committed Sep 25, 2023
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  13. Stops shotgun juggling for real this time (cmss13-devs#4402)

    Alright, so this should close up most of the ways around the delays when
    running around with multiple shotguns. At this point, we just don't want
    people using multiple shotguns.
    
    Double barrel shotguns are likely coming back after this is merged with
    a slight nerf.
    
    The CC/damage potential of multiple shotguns spitfiring rounds is too
    much. We've already been down this argument before though. This PR just
    closes up the gaps.
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    :cl: Morrow
    fix: Fixed a few ways around fire group delays
    /:cl:
    morrowwolf authored and Wyderar committed Sep 25, 2023
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  14. Initial

    morrowwolf authored and Wyderar committed Sep 25, 2023
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  15. Merge pull request #83 from XDinka/master

    Фикс интела на фиорине, ремап мехбэя, уголок меха на аламо и нормандии.
    Wyderar authored Sep 25, 2023
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  19. хихописание

    xDanilcusx committed Sep 25, 2023
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Commits on Sep 26, 2023

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  3. Update README.md

    Наконец то на русском и не выглядит как бомжатский форк.
    Fray2 authored Sep 26, 2023
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  12. minor spelling mistake

    xDanilcusx committed Sep 26, 2023
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  14. Update 2023-09.yml

    Wyderar authored Sep 26, 2023
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  15. Merge pull request #89 from Fray2/Wyderar-patch-2

    Update 2023-09.yml
    Wyderar authored Sep 26, 2023
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  16. Map fix

    Wyderar committed Sep 26, 2023
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  17. huh

    Wyderar committed Sep 26, 2023
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  18. ???

    Wyderar committed Sep 26, 2023
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  19. ????

    Wyderar committed Sep 26, 2023
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  20. Merge pull request #91 from Fray2/map-fix

    Map fix
    Wyderar authored Sep 26, 2023
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  23. Spit on CO face

    Noname995 committed Sep 26, 2023
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  24. Synth QOL

    Noname995 committed Sep 26, 2023
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Commits on Sep 27, 2023

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  2. Update synthetic.dm

    Wyderar authored Sep 27, 2023
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  4. Очень много йобли с прикреплением головы к телу. (оно того стоило)

    Если синтетик был обезглавлен, то для реанимации его тушки, голова должна быть в зоне видимости станции для переноса сознания.
    Archemagus committed Sep 27, 2023
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Commits on Sep 28, 2023

  1. Merge pull request #84 from xDanilcusx/пункт-назначения-фотик

    Попытка пофиксить """Фоторужьё""" [готово к мержу]
    Fray2 authored Sep 28, 2023
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  2. Merge pull request #92 from Noname995/master

    Spit on CO face
    Fray2 authored Sep 28, 2023
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  3. Merge pull request #76 from xDanilcusx/меха

    меха фиксы [готово к мержу]
    Fray2 authored Sep 28, 2023
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Commits on Sep 29, 2023

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Commits on Sep 30, 2023

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Commits on Oct 2, 2023

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Commits on Oct 3, 2023

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Commits on Oct 4, 2023

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  4. Update egg_item.dm

    xDanilcusx committed Oct 4, 2023
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  6. Merge pull request #86 from Archemagus/master

    Прокачка станций обслуживания синтетиков
    Fray2 authored Oct 4, 2023
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Commits on Oct 5, 2023

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  2. Фиксы мерж ошибки со спрайтами экипировки щитовика

    В скором времени перенесём в папку проекта и всё
    Fray2 committed Oct 5, 2023
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  3. адекватные отжимания (#103)

    * Update exercise.dm
    
    * Update exercise.dm
    
    * Update exercise.dm
    
    * Update exercise.dm
    
    * Update exercise.dm
    
    * Update exercise.dm
    
    * Update exercise.dm
    Sporticusmge authored Oct 5, 2023
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  5. Create Test

    Wyderar authored Oct 5, 2023
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  7. Update conflicts.yml

    Wyderar authored Oct 5, 2023
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  9. Update labeler.yml

    Wyderar authored Oct 5, 2023
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  10. Actions fixes

    Wyderar authored Oct 5, 2023
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  12. Revert "Automatic changelog for PR #108 [ci skip]"

    This reverts commit c7fc958.
    Wyderar committed Oct 5, 2023
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  13. Delete Test

    Wyderar authored Oct 5, 2023
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  17. Помогите

    Wyderar committed Oct 5, 2023
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  22. Попытка не пытка

    Лесго
    XDinka committed Oct 5, 2023
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Commits on Oct 6, 2023

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  2. Merge pull request #104 from xDanilcusx/я-люблю-санкен-колони-она-кра…

    …сивая
    
    Ремейк санки и QoL керриера [мержконфликт с ПРом течвебов]
    Wyderar authored Oct 6, 2023
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  10. Music by Luci

    Rocky0558 committed Oct 6, 2023
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Commits on Oct 7, 2023

  1. Merge pull request #110 from XDinka/master

    #TESTMERGE [Карта] #96 Алмайер
    Wyderar authored Oct 7, 2023
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  4. Так так, добавление причесочек и звуков эмоутов

    Всего то 3 пары звуков М/Ж, смех, кашель, прирывистые вздохи.
    XDinka committed Oct 7, 2023
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  5. Быстро фикс понитейл 4

    Упс...
    XDinka committed Oct 7, 2023
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  8. Merge pull request #114 from XDinka/master

    (Минор Апдейт) Прически и Эмоуты Алмайерского обновления #96
    Wyderar authored Oct 7, 2023
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Commits on Oct 8, 2023

  1. Merge pull request #82 from xDanilcusx/задача-номер-один-вернуть-техтри

    Возвращение легендарных течвебов
    Wyderar authored Oct 8, 2023
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  4. Update shipmaps.txt

    Wyderar authored Oct 8, 2023
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  6. Пачка кода от керротмена (можно мержить) (#72)

    * SD
    
    * warning fix
    
    * FIX TIMING
    
    * это все хуйня
    
    * fix
    
    * +++
    
    * meme screeches
    
    * fix
    
    * suka
    
    * ura
    
    * WY appreciates your loyalty
    
    get some $
    
    * ПВО
    
    Сбили нахуй
    
    * фикс карт
    
    хаха не дме обманул обманул
    
    * umrite vse nahuy
    
    * возвращение минор/мажор
    
    * я - выживший
    
    * Update cm_self_destruct.dm
    
    * шизанул
    
    * Точно со звуками что-то на сервере
    
    А это для красоты
    
    * Сердцебиение + слепота
    
    :)
    
    * +
    
    * b
    
    * join as facehugger 1 min
    
    * Фикс двойной роли мехвода (открой детали)
    
    Даже если ее хотели сделать вайтлистнутой - это мутится не здесь.
    
    * facehugger traps fix
    
    * слепота 50/50 старая версия
    
    * уведомление о лимите хагеров
    
    * Возможный фикс ПВО
    
    * Сквады
    
    * Сквады но пока без чарли и бравл
    
    * Revert "Сквады но пока без чарли и бравл"
    
    This reverts commit 5891613.
    
    * Revert "Сквады"
    
    This reverts commit 67abc14.
    
    * pvo
    
    * >fix
    
    * агаааа
    
    * Более глухой звук сердца + только у хуманов
    
    * Горящие глаза у джо
    
    * Update heartbeat.dm
    
    * продажа ксен без блекмаркета
    
    * healths/clicked
    
    * healthscan nutrition
    
    * PVO sounds + check_win fix(?)
    
    * automated distress localization
    
    ---------
    
    Co-authored-by: Wyderar <[email protected]>
    carrotman2013 and Wyderar authored Oct 8, 2023
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Commits on Oct 11, 2023

  1. Музыка в лобби

    Wyderar committed Oct 11, 2023
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  3. хуй

    Wyderar committed Oct 11, 2023
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  5. хуй

    Wyderar committed Oct 11, 2023
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  6. хуй

    Wyderar committed Oct 11, 2023
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Commits on Oct 14, 2023

  1. a

    Wyderar committed Oct 14, 2023
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  2. Revert "хуй"

    This reverts commit 5e57395.
    Wyderar committed Oct 14, 2023
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  3. Revert "хуй"

    This reverts commit 418b084.
    Wyderar committed Oct 14, 2023
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  4. Merge pull request #125 from RU-CMSS13/runtime-fixes

    Runtime fixes
    Wyderar authored Oct 14, 2023
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  7. Merge pull request #111 from Rocky0558/little-issue

    Music by Luci
    Wyderar authored Oct 14, 2023
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Commits on Oct 16, 2023

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  4. Make HPR meta again. (#99)

    * Make HPR meta again.
    
    * Изменил
    
    * Изменил статы, понял как работают голо-стаки.
    
    * Даже протестить не даёт :(
    
    * Забыл
    
    * Снова
    
    * Эх, эх, я когда то это уже изменял, потом обратно
    
    * 25% мажор
    Noname995 authored Oct 16, 2023
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  7. бафф пнв (#124)

    * Update attachments.dm
    
    * Update commanding_officer.dm
    
    * Update gun_attachables.dm
    
    * Update gun_attachables.dm
    
    * Update attachments.dm
    
    * Update gun_attachables.dm
    
    * Update helmet_visors.dm
    
    * Update attachments.dm
    
    * Update gun_attachables.dm
    
    * Update commanding_officer.dm
    
    * Update gun_attachables.dm
    
    * Update helmet_visors.dm
    
    * Update helmet_visors.dm
    
    * Update helmet_visors.dm
    
    * Update helmet_visors.dm
    Sporticusmge authored Oct 16, 2023
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  10. багфиксы и мелкофичи (#119)

    * багфиксы и возвращение притока лярв от захвата коммов
    
    * звук для ломания травы сноупловом
    xDanilcusx authored Oct 16, 2023
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Commits on Oct 19, 2023

  1. фичи пердаторов (#116)

    * фичи которые рейвен попросил меня добавить
    
    * фиксы ХУДа и полировочка прицельного выстрела
    
    * кириллица в переводчик
    
    * рейвен попросил повысить шанс предатор раунда
    
    * так ладно пусть лучше так будет
    
    * анмарк панель для яутжа и стрельба в своих
    
    * больше взаимодействий с ХУД'ами
    
    * фикс спрайта пауэрбара при спавне
    
    * фикс трекинга удалённых предметов и лимит 3 предатора
    
    * возможность предам активировать личный биоскан
    
    * эх бля ревёрты(
    
    * фиксы кастера и лимита предаторов на раунд
    
    * последняя фича пердаторов (эмоционально)
    xDanilcusx authored Oct 19, 2023
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  4. Динамические сквады (#94)

    * Динамические сквады
    
    * Update role_authority.dm
    
    * рабочая версия!!!
    
    * Update squads.dm
    
    Включаем
    
    * povisim
    
    * Update squads.dm
    
    0 - 20 - 40 - 60
    carrotman2013 authored Oct 19, 2023
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Commits on Oct 24, 2023

  1. Synths manufactures (#137)

    * Make-HPR-Great-pt.2
    
    * Убираю хуйню для проверки
    
    * Убираем хуйню
    
    * Я уже забыл что и где должно лежать.
    
    * Synth manufactures
    
    * Убираю баффы ХПР из мержа
    
    * Убираем неполадки
    Noname995 authored Oct 24, 2023
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  4. Куча всего (#117)

    * Corporate Security Patch
    
    пока что без кнопки
    
    * knopka
    
    * cleanup
    
    * what
    
    * Probabilities - part 1
    
    * Update pizza.dm
    
    * Update big_game_hunter.dm
    
    * Update pizza.dm
    
    * Update big_game_hunter.dm
    
    * Update pirates.dm
    
    * vernut sd
    
    * test
    
    * MAPS!
    
    * 1
    
    * revert
    
    * sd rework
    
    * sd
    
    * держи лобби музыку сука
    
    * endmus
    
    * more
    
    * raz
    
    * dva
    
    * bravo charlie fix
    
    * pvo 2 shuttle call fix
    
    * pvooooo)
    
    * hijack
    
    * super
    
    * fix?
    
    * .
    
    * /
    
    * ы
    
    * fix
    
    * жестко фиксим ерт, жестко фиксим пво
    
    * Виски в воуте почаще.
    
    * Update Abilities.dm
    
    Gde memes?
    
    * Predator round announcement
    
    * рестарт опов
    
    * discard almayer merge resolve
    carrotman2013 authored Oct 24, 2023
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  7. Два новых стрейна для ксеноморфов [варриора мутатором обделили( ] (#113)

    * это ещё не всё
    
    * рефактор подавителя и фикс абилки бойлера
    
    * ещё меньше мержконфликтов с оффами в будущем
    
    * add_time
    
    * minor spelling mistake & плейсхолдер спрайта
    
    * healo epico
    
    * увеличенная длительность щита от хилплевка
    
    * блять да что ты делаешь решатор мержконфликтов говна
    
    * плейсхолдер спрайта хилящего плевка
    
    * плейсхолдер спрайта №2
    
    * Stalker, А.К.А старый люркыч по запросам игроков
    
    * бля запятая в списках должна быть везде(
    
    * попробуем вот так блять чё за проверки нынче пиздец
    
    * больше нельзя хилить горящих + фикс спрайта плевка
    
    * Гламурный спрайт супрессора
    
    * новый спрайт
    
    * Update colonialmarines.dme
    
    * ещё раз меняем положение файлов
    
    * понизил кулдаун скрича до 60 секунд
    
    * Update ammo_datums.dm
    
    * больше никакой негромантии & переименовал прок
    xDanilcusx authored Oct 24, 2023
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Commits on Oct 26, 2023

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Commits on Oct 27, 2023

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  2. fix blya

    Fray2 committed Oct 27, 2023
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Commits on Oct 29, 2023

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Commits on Oct 30, 2023

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Commits on Oct 31, 2023

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Commits on Nov 5, 2023

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Commits on Nov 7, 2023

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Commits on Nov 8, 2023

  1. some bugfixes

    VoiceInYourHead committed Nov 8, 2023
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Commits on Nov 9, 2023

  1. Реворк БТРа (#78)

    * Реворк БТРа
    
    * фикс
    
    * фикс
    
    * Revert "фикс"
    
    This reverts commit 7eb25ed.
    
    * Update open.dm
    
    * Конфликт
    
    * надеюсь финал
    
    пулеметики, раздатчик!
    
    ---------
    
    Co-authored-by: Wyderar <[email protected]>
    DarkSovet718 and Wyderar authored Nov 9, 2023
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  3. Make HPR Great! pt.2 (#136)

    * Make-HPR-Great-pt.2
    
    * Убираю хуйню для проверки
    
    * Убираем хуйню
    
    * Я уже забыл что и где должно лежать.
    Noname995 authored Nov 9, 2023
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  6. Shiva's Snowball (#143)

    * Возвращаем шиву
    
    * fixxx
    carrotman2013 authored Nov 9, 2023
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Commits on Nov 10, 2023

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Commits on Nov 11, 2023

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Commits on Nov 13, 2023

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Commits on Jan 11, 2024

  1. смешные мерж конфликты и апстрим (#148)

    * Automatic changelog for PR #5241 [ci skip]
    
    * Additional ui_act checks for tacmap (#5255)
    
    # About the pull request
    
    This PR adds additional checks for the ui_acts when using the tacmap
    interface.
    
    # Explain why it's good for the game
    
    Should shore up most flaws allowing weird usage of it.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/efbf579c-814d-41fd-bea4-d2581b4bf4f7)
    
    </details>
    
    
    # Changelog
    
    No player facing changes.
    
    * Fix Santa Hats breaking due to map camouflage (#5268)
    
    # 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.
    -->
    Simple as it can be - the map camouflage was applied on santa helmets
    when they don't have camouflage variants
    
    # Explain why it's good for the game
    Spirit of holidays and all that
    
    # Testing Photographs and Procedure
    Spawn on a camo-enabled map
    
    
    # Changelog
    :cl:
    fix: Fix Xmas helmets getting overriden by map camouflage.
    /:cl:
    
    ---------
    
    Co-authored-by: Drathek <[email protected]>
    
    * Automatic changelog for PR #5268 [ci skip]
    
    * minor tacmap ui change (#5264)
    
    # About the pull request
    it's kind of been bothering me for a bit, just some minor tacmap ui
    changes.
    
    # Explain why it's good for the game
    
    I got ocd, please merge. 
    
    # Testing Photographs and Procedure
    <img width="534" alt="Screen Shot 2023-12-20 at 3 24 17 PM"
    src="https://github.com/cmss13-devs/cmss13/assets/122310258/72b17b85-0453-49cc-94a7-dfe944b3cbb7">
    
    <img width="389" alt="Screen Shot 2023-12-20 at 3 27 20 PM"
    src="https://github.com/cmss13-devs/cmss13/assets/122310258/6f87f439-b8b8-4167-9bd3-c98af2fc8b2f">
    
    # Changelog
    :cl:
    ui: tacmap ui tweaks
    /:cl:
    
    * Automatic changelog for PR #5264 [ci skip]
    
    * Hopefully fixes hijack bug (#5261)
    
    # About the pull request
    Will hopefully stop hijack ending the round prematurely.
    <!-- 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
    <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: Hijack should no longer end the round immediately.
    /:cl:
    
    * Automatic changelog for PR #5261 [ci skip]
    
    * Ghost listening device preference (#5219)
    
    # About the pull request
    Ghosts can now toggle between hearing and not hearing listening devices.
    
    ## THIS DEFAULTS TO OFF
    
    # Explain why it's good for the game
    Bit of peace of mind, a lot of text can be duplicated by hearing
    listening devices as a ghost.
    # 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: Ghosts can now toggle hearing listening devices or not. This is
    dependant on hearing radios and will not function to allow hearing
    devices without also hearing radios.
    /:cl:
    
    ---------
    
    Co-authored-by: Drathek <[email protected]>
    
    * Automatic changelog for PR #5219 [ci skip]
    
    * Fixes NE DS doorgun deployment bug (#5213)
    
    # About the pull request
    fixes #5236
    fixes the issue that makes DS doorgun deploy itself into DS when placed
    on NE gunslot
    
    # Explain why it's good for the game
    
    doorgun in wall 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
    
    :cl:
    fix: bad DS doorgun placement
    /:cl:
    
    ---------
    
    Co-authored-by: Drathek <[email protected]>
    Co-authored-by: harryob <[email protected]>
    
    * Automatic changelog for PR #5213 [ci skip]
    
    * Fixes fire resist spamming (#5253)
    
    # About the pull request
    
    Fixes #5247 and fixes #5124 by changing the
    `if(!is_mob_incapacitated(TRUE))` check near the end of
    `/mob/living/verb/resist()` to `if(mobility_flags & MOBILITY_MOVE)`.
    This was causing the bug because `is_mob_incapacitated()` doesn't check
    for the `WEAKEN` effect, which is what is added by `resist_fire()`.
    (Editing `is_mob_incapacitated()` so that it checks for it would
    probably work too, but since TG uses the `MOBILITY_MOVE` thing and this
    system is ported from there, I figured I'd just go with that.)
    
    # Explain why it's good for the game
    
    Fixes fire being too easy to remove.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    **Before:**
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/0b5b6777-4286-4eb1-9293-09ffcaa4fb4b
    
    **After:**
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/84097909-a081-4c4f-8400-59e955b8a443
    
    (Ignore the "There are no pipes within range" message, that's from one
    of my macros.)
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Fixed being able to remove multiple stacks of fire by spamming
    resist.
    /:cl:
    
    * Automatic changelog for PR #5253 [ci skip]
    
    * Refactors Get_Angle() and related procs (#5212)
    
    # About the pull request
    
    To begin, fixes https://github.com/cmss13-devs/cmss13/issues/5206.
    `Get_Compass_Dir()` needed atoms with valid coordinates, but didn't test
    for them. Adding some checks and `get_turf`s resolved that issue.
    
    But then if `Get_Compass_Dir()` needed those checks, `Get_Angle()` did
    too. And `get_angle()` (lowercase!). And `get_angle_raw()`. And half of
    `Get_Compass_Dir()` was just duplicated code from `Get_Angle()`. And--
    
    So I took inspiration from how TG and TGMC did it and refactored the
    lot.
    
    https://github.com/tgstation/tgstation/blob/32fb42d19e0c763f7e5e3dafb9844d0f05e86630/code/__HELPERS/maths.dm#L1-L17
    
    https://github.com/tgstation/TerraGov-Marine-Corps/blob/3963b2d5b89dd60b88a7a1534ee77bd654abe953/code/__HELPERS/unsorted.dm#L99-L159
    
    REMOVED:
    - `get_angle_raw()` - never used
    - `get_angle()` - used 3 places, identical use case to `Get_Angle()`
    - `get_pixel_angle()` - used once, replaced by `delta_to_angle()`
    
    ADDED:
    - `angle_to_dir()` - pulls out the only unique thing `Get_Compass_Dir()`
    actually did
    - only difference from TGMC is it retains our angle breakpoints instead
    of theirs
    - `delta_to_angle()` - the only thing that actually calculates an angle,
    uses the 2-argument version of `arctan()`
    
    CHANGED:
    - `Get_Angle()` - removed the `tile_bound` branch (never used), added
    checks and `get_turf`s, position deltas passed to `delta_to_angle()`
    - only difference from TGMC is it retains `return 0`s instead of
    `CRASH`es, retains `get_pixel_position_x`/`y`, and passing to
    `delta_to_angle()`
    - `Get_Compass_Dir()` - gutted, now just a convenience function of
    `Get_Angle()` piped into `angle_to_dir()`
    
    <!-- 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
    
    Having multiple unused or barely used functions trying to do the same
    thing makes code maintenance harder.
    # Testing Photographs and Procedure
    - [x] doesn't crash
    - [x] security tuner APC detection works
    - [x] SL/queen tracker works
    - [x] bullets face the right way
    
    
    # Changelog
    :cl:
    fix: Fixed security tuner not dispalying direction to room's APC
    refactor: Refactored code handling angles
    /:cl:
    
    * Automatic changelog for PR #5212 [ci skip]
    
    * Automatic changelog compile [ci skip]
    
    * Liason typo fix and Goon construction buff. (#5227)
    
    # About the pull request
    
    Liason is not spelt like that, fixes the USS Almayer area and the ICC
    path.
    
    Goon could not build cades due to skills = and not additional_skills
    allowing the parent, survivor, to give construction one to it's
    subpaths.
    
    # Explain why it's good for the game
    
    Spell check good
    
    I am pretty sure that the Goon is the only survivor not being able to
    build basic cades, I don't see why we restrict that considering that all
    the other security survivors are able to build them.
    
    
    # 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: rebalanced goon skillset to include construction 1
    spellcheck: fixed Liason area typos to Liaison
    spellcheck: fixed the ICC Liason to ICC Liaison typo
    /:cl:
    
    ---------
    
    Co-authored-by: Jeff Watchson <[email protected]>
    
    * Automatic changelog for PR #5227 [ci skip]
    
    * nerfs window frames (#5267)
    
    # About the pull request
    
    any xeno can now apply acid ~~or slash~~ reinforced/normal window frames
    
    
    
    # Explain why it's good for the game
    
    Currently, building as a drone is extremely difficult in maps such as
    New Valdero and Chances Claim due to your complete inability to clear
    window frames, forcing you to yell at the AFK warriors in hive to spend
    5 minutes clicking on a window frame. I don't see a good reason for
    window frames to be completely invulnerable to smaller xenomorphs.
    
    
    # Testing Photographs and Procedure
    
    </details>
    
    
    # Changelog
    
    
    
    :cl:
    balance: xenos can now acid all window frames.
    /:cl:
    
    * Automatic changelog for PR #5267 [ci skip]
    
    * Fix Xmas barricade decorator not working (#5270)
    
    # 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.
    -->
    Decorator changed the main icon of barricades. Not only this is bad due
    to the file not being up to date, but also wiring doesn't care and
    reuses the builtin icon file.
    
    # Explain why it's good for the game
    Event code not working
    
    # Testing Photographs and Procedure
    Spawn in, test
    
    
    # Changelog
    :cl:
    fix: Fixed X-mas barricade wiring not applying properly.
    /:cl:
    
    ---------
    
    Co-authored-by: Drathek <[email protected]>
    
    * Automatic changelog for PR #5270 [ci skip]
    
    * Automatic changelog compile [ci skip]
    
    * Allows Xenomorphs to turn off the dropship's launch alarm (#5210)
    
    # About the pull request
    
    Allows Xenomorphs to turn off the dropship's launch alarm without the
    queen needing to launch.
    
    # Explain why it's good for the game
    
    Occasionally (2-3 times that I can think of, at least) someone turns on
    the dropship's launch alarm after the queen calls it down, resulting in
    a situation where if the queen wants to wait for evolutions or something
    else, the entire hive has to listen to a beeping noise for multiple
    minutes.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/9014b2bb-a68a-4ef8-b7ee-1f3e03ce2575
    
    </details>
    
    
    # Changelog
    :cl:
    add: Allowed Xenomorphs to turn off the dropship's launch alarm by
    hitting the nav computer.
    /:cl:
    
    * Automatic changelog for PR #5210 [ci skip]
    
    * Fixes Flight Control Operator surv + gave him a windbreaker and one more access. (#5257)
    
    # About the pull request
    
    Gives him a jacket, some flight W-Y flight control access and fixed the
    type path.
    
    # Explain why it's good for the game
    
    I forgot to give him a jacket in the previous PR, fixes always good +
    he's a flight control operator and should have access to at least the WY
    flight control doors.
    
    
    # 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 a windbreaker to the Flight Control Operator surv.
    add: Added W-Y Flight Control access to the Flight Control Operator
    surv.
    fix: fixed the Flight Control Operator path.
    /:cl:
    
    Co-authored-by: Jeff Watchson <[email protected]>
    
    * Automatic changelog for PR #5257 [ci skip]
    
    * Camera console green-ness fix (#5271)
    
    # About the pull request
    
    Fixes #5077.
    This was caused by a green lighting filter which was accidentally
    included in #4940.
    
    If someone wants to add it properly then another PR could be opened
    after this, or maybe this one could be treated as a sort of 'reverse PR'
    and closed in order to keep the overlay.
    
    # Explain why it's good for the game
    
    It's technically a bug rather than a feature at the moment.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots</summary>
    
    **Before:**
    
    ![UneAhPrK3C](https://github.com/cmss13-devs/cmss13/assets/57483089/3eb7fe0e-d526-4f56-aba8-09bafca8ad9c)
    
    **After:**
    
    ![GZ9ZBPx3n1](https://github.com/cmss13-devs/cmss13/assets/57483089/34ee98a9-05f5-473a-b158-2af44912586b)
    
    </details>
    
    
    # Changelog
    :cl:
    del: Removed the green overlay from camera consoles.
    /:cl:
    
    * Automatic changelog for PR #5271 [ci skip]
    
    * adds forced scream emote after warrior lunge (#5273)
    
    # About the pull request
    
    ~~Created a new emote called panic, it's very similar to scream and
    inherits virtually all of its properties and methods however the ogg
    files are of course different.~~
    Added a scream emote whenever a warrior lunges and grabs a human mob,
    also added one more ogg audio file to the scream list.
    
    # Explain why it's good for the game
    
    ~~Initially I just wanted to add a forced a scream emote whenever a
    warrior lunged at a human mob, but I sort of found the existing scream
    ogg sounds to be kind of lack luster. However, they are iconic in their
    own right and removing them or modifying them would be a detriment to
    the game. I chose to create a new emote entirely rather than adding
    audio files to the existing one. The emote which is similar to scream
    but the sounds are more "authentic" and erm, immersive. So far it's just
    two sounds for each gender but this will be changed once I find more
    audio files to add.~~
    
    Warrior lunges at marines should be a traumatic experience that gives
    them ptsd.
    
    # Changelog
    
    :cl:
    add: human mobs now scream whenever they get lunged at by a warrior.
    soundadd: added a new scream sound and put it into the existing scream
    list.
    /:cl:
    
    * Automatic changelog for PR #5273 [ci skip]
    
    * Fix Crusher Pass Flags (#5266)
    
    # About the pull request
    
    This PR is a followup to #5175 that overlooked that the usage of
    throw_atom will by default add either `PASS_OVER_THROW_MOB` or
    `PASS_OVER_THROW_ITEM` to the pass flags unless `LOW_LAUNCH` is used
    instead.
    
    # Explain why it's good for the game
    
    Fixes #5220 
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![croosh](https://github.com/cmss13-devs/cmss13/assets/76988376/dac2e275-e261-475a-b52d-8823e14d0bc4)
    
    </details>
    
    
    # Changelog
    :cl: Drathek
    fix: Fix crusher charge and tumble abilities going over unwired cades
    /:cl:
    
    * Automatic changelog for PR #5266 [ci skip]
    
    * New Healer Drone Ability: Sacrifice, another go (#5173)
    
    # About the pull request
    
    New healer drone skill — sacrifice. If things get really bad, the healer
    can instantly transfer 75% of its current health, but for the great cost
    of the healer’s own life.
    
    The sacrifice ability is an emergency button. You don’t have to use it,
    but at some point you may find that sacrifice is a right thing to do, so
    it’s a nice option to have. I want to emphasize that this skill is not a
    necessary part of the healer gameplay. You don’t have to trade your life
    for the life of another xeno. But you can if you are willing to.
    
    Also healer drones gets a counter of the health it has transferred. If
    healer drone transfers at least 10 000 health points, it will be able to
    respawn after using the sacrifice ability (like acid runner after
    kaboom).
    
    # Explain why it's good for the game
    
    Saving fellow xenos is the most satisfying part of healer drone’s
    gameplay. This ability allows to save others in really dire situations,
    but for the great cost. It’s still fitting, because drone already can
    use heal ability until it goes into crit or dies, in some situations
    it’s a worthy risk. Also rewards long living healer drones with the
    opportunity to use the ability without dying.
    
    # 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: ihatethisengine
    balance: New healer drone ability — sacrifice. Healer drone can
    instantly transfer 75% of its current health, but for the great cost of
    the healer’s own life.
    /:cl:
    
    ---------
    
    Co-authored-by: ihatethisengine <[email protected]>
    Co-authored-by: harryob <[email protected]>
    Co-authored-by: Drathek <[email protected]>
    
    * Automatic changelog for PR #5173 [ci skip]
    
    * DS doorgun no longer drops the gun when destroyed (#5211)
    
    # About the pull request
    
    this bug has been around for a looong time, someone might be tempted to
    abuse it with the MG changes
    
    # Explain why it's good for the game
    
    moveable m56d with 1500 rounds that can shoot over cover is not intended
    
    
    # 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: DS doorgun no longer drops the gun when destroyed
    /:cl:
    
    ---------
    
    Co-authored-by: vincibrv <[email protected]>
    Co-authored-by: Drathek <[email protected]>
    
    * Automatic changelog for PR #5211 [ci skip]
    
    * Makes `xenoboldnotice` actually bold (#5279)
    
    # About the pull request
    
    Makes the `xenoboldnotice` span class actually bold, rather than italic.
    Interestingly, it's correct on the 'old chat' stylesheet, so presumably
    it just got missed when TG-chat was added.
    
    https://github.com/cmss13-devs/cmss13/blob/53f62c436dabcea7970fcfde1faaa1dcc37a4229/code/stylesheet.dm#L102
    
    # Explain why it's good for the game
    
    The class called 'xenoboldnotice' should be bold.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    **Before:**
    
    ![before](https://github.com/cmss13-devs/cmss13/assets/57483089/46fa54cc-1ee6-4046-ba86-2f75deadc7fe)
    
    **After:**
    
    ![after](https://github.com/cmss13-devs/cmss13/assets/57483089/896a8119-fcec-4c9f-be11-86e7cd95ac44)
    
    <hr>
    
    **Current 'old chat' version, for reference:**
    
    ![old](https://github.com/cmss13-devs/cmss13/assets/57483089/d14538d4-7abf-4b20-8b83-076863248cfc)
    
    </details>
    
    
    # Changelog
    :cl:
    spellcheck: Made the `xenoboldnotice` span class bold rather than
    italic.
    /:cl:
    
    * Automatic changelog for PR #5279 [ci skip]
    
    * Areas almayer qol (#5254)
    
    # About the pull request
    added some more areas to almayer
    reworked lower engi areas position giving them parent for being lower
    etc...
    remove an extra light
    
    <!-- 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
    More areas allow to make it easier to navigate the ship and make the
    localisation system more efficient...
    better parent avoid repeating lines of code and make it easier to
    maintain/change it in the future.
    # 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: removed an extra light in bravo cryo room(to do just saw it)
    maptweak: added more areas (stern_point_defense, Lower Deck Stern Hull,
    Upper Deck port Hallway Upper Deck starboard Hallway)
    /:cl:
    
    ---------
    
    Co-authored-by: Julien <[email protected]>
    
    * Automatic changelog for PR #5254 [ci skip]
    
    * Automatic changelog compile [ci skip]
    
    * Further vanguard tweaks that drop the root from 2.5 to 1.8 (#5215)
    
    # About the pull request
    I believe the latest buff pr i overtuned the root a bit too much,
    thinking it wouldnt be too hard since you can still technically act.
    # Explain why it's good for the game
    
    2.5 root is a bit too much currently so im bringing it down to 1.8 so
    its still good but not busted like 2.5
    
    # Testing Photographs and Procedure
    <details>
    it works
    </details>
    
    
    # Changelog
    
    :cl:
    balance: Tweaks down the buffed root of vanguard down to 1.8 from 2.5
    /:cl:
    
    Co-authored-by: InsaneRed <[email protected]>
    
    * Automatic changelog for PR #5215 [ci skip]
    
    * Automatic changelog compile [ci skip]
    
    * Dropship weapons console TGUI (#4812)
    
    # About the pull request
    
    Migrates the dropship weapons panel to TGUI. Design is primarily
    inspired by the MultiFunction Displays used in modern aircraft.
    
    The UI consists of two identical and independent panels. The pilot can
    choose which panels to display.
    
    Code wise this PR introduces the MFD which is a reusable component.
    
    <!-- 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
    nanoui bad tgui 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.
    ## Update - Some styling improvements
    Improving the overall look and feel, making the background a dark grey
    over a black, rounding the edges. Making inactive buttons appear greyed
    out.
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/0965b5cb-21b0-4b7f-84ea-40651e83a02e)
    
    
    
    ## Welcome screen - blurb for lore
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/5872dcb6-ba87-485e-a736-8de0b3e5e36d)
    
    ## Equipment panel and map 
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/85fde5cc-e4a8-439e-8c55-d010a4780d8c)
    
    ## Equipment panel with camera
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/034a2833-d37c-4c6b-8b08-64e3e09aefb0)
    
    ## Weapon panel and Camera 
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/ce246258-a879-4220-b481-3d5fbc800651)
    
    ## Target Acquisition with camera
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/2778b9da-76f9-4c37-b3ba-9d45a1bdc625)
     
    ## Medevac lift with stretcher camera
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/7e9ef10b-811c-4922-9f24-ae805bae24d9)
    
    
    </details>
    
    
    # Changelog
    :cl:
    ui: tgui dropship weapons console
    refactor: added MFD panel
    refactor: creates datum component to manage camera code
    qol: CAS weapons operator can see camera in UI
    add: CAS can offset in X and Y coordinates
    refactor: CAS can offset in different direction to attack vector
    /:cl:
    
    ---------
    
    Co-authored-by: fira <[email protected]>
    
    * Automatic changelog for PR #4812 [ci skip]
    
    * Executive Officer's Weapons Vendor + More Belt Options (#5179)
    
    # About the pull request
    
    This PR adds a new 'weapons' vendor for the Executive Officer to acquire
    a suite of personal gear for their use. It also adds a new belt category
    to their uniform vendor to give the Executive Officer more options in
    what kind of belt they want to take.
    
    The XO can chose to vend either a MK1 M41A weapon's kit, equilivant to
    the armoury, or a MK221 shotgun kit which comes with a box of buckshot
    and slug rounds each.
    
    # Explain why it's good for the game
    
    The Executive Officer exists as a sort of stepping stone to the
    Commanding Officer to a degree, because of this, it has been somewhat
    languishing in-between the Commander and Staff Officers.
    
    The CO has a full suite of personal vendors and unique equipment to pick
    from, and the Staff Officers have their own unique weapons vendor and
    ancillary equipment from the armoury they can select, including special
    medical and engineering kits.
    
    The Executive Officer only has a uniform vendor to draw from, but
    otherwise they are forced to skim off of the armoury and the staff
    officer's equipment.
    
    Due to the recent rule changes that allow the XO to deploy more freely
    groundside, as well as deploying during a Nuclear weapon deployment, I
    feel the time is now to address the issue.
    
    Ergo, this PR adds a new vendor to give the XO more options on what
    equipment they can take for when they deploy, or for hijack. The
    equipment is somewhat in keeping with what the CO gets, minus the
    special equipment. Ergo, it can help an aspiring CO get a better idea of
    how their setup works for the CO just as it does for a XO.
    
    In terms of abuse, I do not believe this will be a issue. The XO is held
    to the highest standards of roleplay outside of whitelisted roles, an XO
    already has the power to loot the armoury or requisitions, I do not
    believe this will enable something negative considering they already
    have that ability if they want to.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    ![Screenshot 2023-12-10 16 24
    09](https://github.com/cmss13-devs/cmss13/assets/6595389/67eea32f-8192-406f-9684-fe70e22b6542)
    
    ![Screenshot 2023-12-10 16 24
    02](https://github.com/cmss13-devs/cmss13/assets/6595389/74cb5419-c34d-4c53-beb9-eb3e57fdb4e2)
    
    
    </details>
    
    
    # Changelog
    :cl:
    add: The Executive Officer now has a personal weapons vendor. It
    includes the ability to acquire a full suite of combat and support gear,
    giving the XO more agency in customizing their loadout.
    add: Adds a new set of belts to the Executive Officer's uniform vendor. 
    /:cl:
    
    ---------
    
    Co-authored-by: Steelpoint <[email protected]>
    
    * Automatic changelog for PR #5179 [ci skip]
    
    * Fix acid resisting (#5288)
    
    # About the pull request
    
    This PR is a follow up to #5253 which happened to alter how acid was
    detected, and it didn't do it correctly.
    
    # Explain why it's good for the game
    
    Resisting acid is intended.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![acid](https://github.com/cmss13-devs/cmss13/assets/76988376/553ed812-1858-4713-8a28-30725bea527e)
    
    </details>
    
    
    # Changelog
    :cl: Drathek
    fix: Fixed resisting acid
    /:cl:
    
    * Automatic changelog for PR #5288 [ci skip]
    
    * Fix queen death not readmitting banished xenos fully (#5281)
    
    # About the pull request
    
    This PR fixes either an oversight, or a recent bug that I've not been
    able to find the source, of where the death of a queen resets the hive's
    banished keys list, but doesn't fully unbanish those xenos leaving them
    in a state that they can't be banished properly again nor readmitted.
    
    # Explain why it's good for the game
    
    A queen should retain her ability to banish and readmit all xenos freely
    and not be beholden to the will of some former queen.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![free](https://github.com/cmss13-devs/cmss13/assets/76988376/5817bf86-e7d1-4f05-a7ee-412cd0d7d25f)
    
    </details>
    
    
    # Changelog
    :cl: Drathek
    fix: Fix queen death not fully readmitting any banished xenos
    /:cl:
    
    * Automatic changelog for PR #5281 [ci skip]
    
    * Fixes Yautja bracer lock (#5282)
    
    # About the pull request
    Preds can now unlock thrall bracers again. Whoops.
    <!-- 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
    I stoopid
    # 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: Yautja bracer lock can now properly unlock thrall bracers.
    /:cl:
    
    * Automatic changelog for PR #5282 [ci skip]
    
    * SStechtree startup optimisation (#5218)
    
    # About the pull request
    
    Optimises the initialisation time of the 'Tech Tree' subsystem.
    
    Currently, `/datum/controller/subsystem/techtree/Initialize()` is
    changing the turf of every tile on the tech tree's z-level to
    `/turf/closed/void`, presumably so that it all appears black rather than
    space-y. However since it's calling `ChangeTurf()` on the *entire*
    z-level (300x226, or 67,800 turfs), this is pretty performance
    intensive.
    
    This PR fixes that by just... not changing the turfs, instead only
    adding a few `/turf/closed/void`s around the edge of the tech tree area
    so that it still looks the same in-game. This changes the subsystem's
    init time from 6.4 seconds(ish), to 0.15 seconds(ish).
    
    **Before:**
    ![before
    1](https://github.com/cmss13-devs/cmss13/assets/57483089/b7423bfd-7cbf-434b-ac2b-49765d5a78cc)
    
    **After:**
    ![after
    1](https://github.com/cmss13-devs/cmss13/assets/57483089/543f1ef6-bf61-46c5-90f5-f85b171631bd)
    
    Players viewing the tech tree through the console won't notice anything
    different, as the remaining layer of `/turf/closed/void`s block their
    view of the rest of the z-level.
    
    # Explain why it's good for the game
    
    About 6 seconds knocked off of the server's init time. (10%!) *(At least
    on my end)*
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    <hr>
    
    ### Before/after init times from a few different tests:
    **Before:**
    ![before
    1](https://github.com/cmss13-devs/cmss13/assets/57483089/2c81c7d2-6376-4bea-a7c4-8e071cf09e3f)
    ![before
    2](https://github.com/cmss13-devs/cmss13/assets/57483089/06d21d9a-1c86-4246-bf2b-f0108875713a)
    ![before
    3](https://github.com/cmss13-devs/cmss13/assets/57483089/5590723d-291e-48c9-b0ae-10fef6b05410)
    
    **After:**
    ![after
    1](https://github.com/cmss13-devs/cmss13/assets/57483089/481324cd-fc0d-4876-9359-d9544fcc37c6)
    ![after
    2](https://github.com/cmss13-devs/cmss13/assets/57483089/ffb8c2c7-a09f-4b15-806e-481927a5099d)
    ![after
    3](https://github.com/cmss13-devs/cmss13/assets/57483089/1e9cb315-56b6-47a6-a0be-2a7973b25f88)
    
    <hr>
    
    ### Teleporting to it as an observer, there *is* a visible difference:
    
    **Before:**
    
    ![(null)scrnshot2](https://github.com/cmss13-devs/cmss13/assets/57483089/a133f889-7020-4477-84e5-e49c8cde03aa)
    
    **After:**
    
    ![(null)scrnshot1](https://github.com/cmss13-devs/cmss13/assets/57483089/b7fd8ca6-220c-4366-b367-115c339fe207)
    
    <hr>
    
    ### But viewing it IC, it all works exactly the same as before:
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/14fc7b05-5279-489f-99df-e9acc83b1420
    
    <hr>
    
    ### The new `/turf/closed/void` tiles highlighted for reference:
    
    
    ![techtreebounds](https://github.com/cmss13-devs/cmss13/assets/57483089/02159fee-bbe4-4c8a-b0b7-4ba7963f233d)
    
    </details>
    
    
    # Changelog
    :cl:
    code: Made the Tech Tree subsystem initialise faster.
    /:cl:
    
    * Automatic changelog for PR #5218 [ci skip]
    
    * ARES Death and Consequences; The Prequel (#5275)
    
    # About the pull request
    
    Implements some backend stuff for planned Project ARES processor/death
    gameplay.
    
    - Destruction of ARES now disables the various functionalities ARES
    provides (additional ones will be added, but makes it so ARES cannot
    bioscan, cannot use radio, and cannot talk/log data)
    - ARES Apollo proc and ARES alive check proc added
    - ARES now plays an announcement upon death
    
    Outside of ARES dying turning off the subsystems, there isn't any other
    major consequences people will see. Plan is for ARES to handle systems
    such as autopilot, and for that to be affected as well
    
    ARES being destroyed also prevents it from speaking in APOLLO or over
    radio, but this was already a thing. Feedback to admins over this has
    been added
    
    # Explain why it's good for the game
    
    ARES dying was always meant to have consequences, this lays additional
    groundwork for further changes, and has ARES's death have an impact
    outside of making Working Joes cry.
     
    # Changelog
    
    :cl:
    add: If ARES is destroyed, systems such as bioscan also shut down, this
    will be expanded in the future
    add: ARES plays an announcement when destroyed
    code: Procs to check for APOLLO processor and if ARES is alive added
    refactor: ARES subsystems modified to utilize new procs
    admin: Prompt to force a Marine Bioscan only shows when ARES is unable
    to perform the bioscan.
    /:cl:
    
    * Automatic changelog for PR #5275 [ci skip]
    
    * Automatic changelog compile [ci skip]
    
    * Removes unused crystal code for xenos (#5287)
    
    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    
    # About the pull request
    
    Removes a bunch of unused code for a historical resource collection
    system.
    
    # Explain why it's good for the game
    
    <!-- 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. -->
    <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:
    del: Removed old crystal code from xenos
    code: Renames still used vars from crystal to plasma
    code: Removes crystal define in place of plasma string
    /:cl:
    
    <!-- Both :cl:'s are required for the changelog to work! -->
    
    * Automatic changelog for PR #5287 [ci skip]
    
    * More WE/YOU fixes (#5276)
    
    # About the pull request
    
    fixes a few more stuff i missed
    
    # Explain why it's good for the game
    
    connsistency is good
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    it works
    
    </details>
    
    
    # Changelog
    :cl:
    spellcheck: More WE/YOU fixes for xenomorph side.
    /:cl:
    
    ---------
    
    Co-authored-by: InsaneRed <[email protected]>
    
    * Automatic changelog for PR #5276 [ci skip]
    
    * lowers DS sentrygun to 200 from 500 (#5225)
    
    # About the pull request
    lowers price of DS installed sentrygun to 200 from 500.
    
    # Explain why it's good for the game
    
    Based on git lense, the cost of 500 points has been fixed for at least 6
    years ( from what I understand form the moment the fabricator was
    added?). The sentryguns are not worth 500 points at the slightest, from
    dozens of rounds of experience I can say that the fire off 20 shots max
    before they die ( unless you do some DS hold after hijack, but that
    hardly counts). The main issue anyone has with it is when you install 3
    of them in south part of DS and I am willing t take suggestions how to
    adress this issue, but it is minor one, as xenos never realy have to
    fight them as they basicly get to shoot only while marines are pushed
    into DS and are about to evac and queen can hijack without getting
    anywhere near them ( or can just let marines evac and then take out the
    sentryguns with ease after she calls the ship back down). More marines
    evacing thanks to sentrguns might make the hijack more enjoyable for
    both sides. Also lowering the price will only mean you see sentryguns
    installed on ds more often, buying 20 of them will have no bigger effect
    then 7.
    
    
    # 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: DS installed sentrygun price lowered to 200
    /:cl:
    
    Co-authored-by: Zonespace <[email protected]>
    
    * Automatic changelog for PR #5225 [ci skip]
    
    * gets launchbay price in line with other equipment (#5224)
    
    # About the pull request
    
    reduces price of launchbay to 200, getting it in line with fulton and
    medevac. Aims to set ground for omnisentry price changes ( and possible
    further utility additions to launchbay?)
    
    # Explain why it's good for the game
    
    every other eqipment costs around 200 points and there is not any reason
    to ever have more then one launchbay and you can sell it after you use
    all the omnisentryguns you want (but that is pain, it counts as weapon
    and all FMs that you made with it installed need to be remade). Unlike
    with fulton, medevac and rappel that have real use when you buy second
    or third one.
    
    
    # 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: launchbay price 400 -> 200
    /:cl:
    
    Co-authored-by: Zonespace <[email protected]>
    
    * Automatic changelog for PR #5224 [ci skip]
    
    * Fixes CAS killing players with ammo crates instead of bullets (#5205)
    
    # About the pull request
    
    Fixes #3211 by making GAU-21 and Laser Cannon ammo pass the weapon to
    its `cause_data` rather than the ammo crate/battery.
    
    # Explain why it's good for the game
    
    The dropship is meant to be firing the ammunition inside the crate, not
    the crate itself. (Although that is fun to imagine)
    
    # 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 death message from GAU-21 and Laser Cannon strikes saying
    that the player was killed by the ammo crate.
    /:cl:
    
    * Automatic changelog for PR #5205 [ci skip]
    
    * Spitter ability bugfix (#5296)
    
    # About the pull request
    
    Properly recalculates armor for when the ability is being used /
    deactivated
    
    
    # Explain why it's good for the game
    
    bugfix
    
    # Testing Photographs and Procedure
    <details>
    it works
    </details>
    
    
    # Changelog
    
    :cl:
    fix: Spitter's charge spit abiltiy now properly adds and removes the 5
    armor like its supposed to initially.
    /:cl:
    
    Co-authored-by: InsaneRed <[email protected]>
    
    * Automatic changelog for PR #5296 [ci skip]
    
    * Fixes carriers being unable to reduce their 'reserved facehuggers' number (#5286)
    
    # About the pull request
    
    Fixes carriers being unable to reduce their 'reserved facehuggers'
    number.
    This was caused by `carrier.huggers_reserved` being set as the *minimum*
    of the `tgui_input_number()`.
    
    I've also changed the `default` argument from 0 to
    `carrier.huggers_reserved` so that you can see the current number before
    you change it.
    
    # Explain why it's good for the game
    
    Sometimes you might want to decrease the number.
    
    # 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 carriers being unable to reduce their 'reserved facehuggers'
    number.
    /:cl:
    
    * Automatic changelog for PR #5286 [ci skip]
    
    * Admin audio cue toggle. (#5185)
    
    # About the pull request
    Changes the toggle for ARES interface pings to also include prayers (and
    renames it due to this)
    Also moved it from logs category to sound, because it's for sounds...
    Added SPAN_BIGNOTICE which combines bold & big classes to get rid of
    "<b><big></big></b>"
    
    # Explain why it's good for the game
    
    Admin QOL, the sound can be overly intrusive and larger text gets the
    point across.
    
    # Testing Photographs and Procedure
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    Test to confirm it works as intended.
    
    </details>
    
    
    # Changelog
    :cl:
    code: Added a new span class that combines bold and big.
    code: Tweaked the way prayer sends notifications to be more efficient.
    admin: Moved the prayer notification sound to a toggle preference,
    combined with ARES Interface notifications.
    /:cl:
    
    * Automatic changelog for PR #5185 [ci skip]
    
    * Fix xeno wounds layering over weeded xenos (#5289)
    
    # About the pull request
    
    This PR is a follow up to #5118 to fix the xeno wounds object appearing
    above their weeded appearance. It now synchronizes its plane and layer
    with the mob using vis_flags.
    
    # Explain why it's good for the game
    
    Fixes (defender near wall):
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/186acf03-c686-4114-9d53-c82687e0129c)
    
    Fixes (drone under door):
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/49301147-d1cd-49fc-b977-df2c446cdf45)
    
    
    # Testing Photographs and Procedure
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/e5c4d69b-e9a3-429b-a2d5-e7a5915c5fee)
    
    # Changelog
    :cl: Drathek
    fix: Fix xeno wounds layering over weeds when merged with the weeds
    /:cl:
    
    * Automatic changelog for PR #5289 [ci skip]
    
    * Fixes being able to vend infinite alcohol (#5305)
    
    # About the pull request
    
    Fixes #5291.
    This was caused by the booze vendor returning a brand new list of
    products every time something asked for them with
    `get_listed_products()`, rather than making a single list when
    initialised in `populate_product_list()` and returning that.
    
    I also edited the `get_listed_products()` proc of the 'Experimental
    Tools' vendor (fancy synth items), since it seemed to be the only one
    not returning a global list.
    *(I feel like those would all be better as static variables on each
    vendor, but there's probably a good reason that they're not.)*
    
    # Explain why it's good for the game
    
    Infinite booze is... 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
    :cl:
    fix: Fixed being able to vend infinite alcohol.
    /:cl:
    
    * Automatic changelog for PR #5305 [ci skip]
    
    * Fixes the Queen Eye being stuck as immature (#5299)
    
    # About the pull request
    
    Makes the 'Queen Eye' mob update its name when the Queen passes the
    'Immature' stage, by adding a `COMSIG_MOB_REAL_NAME_CHANGED` signal.
    
    This would be better if it was more similar to TG's
    `COMSIG_ATOM_UPDATE_NAME`, but from looking into that it would take a
    *big* refactor to implement `update_name()`/`update_appearance()`, so
    this'll probably do for the time being.
    
    # Explain why it's good for the game
    
    Fixes the queen eye being stuck as immature unless the queen toggles it
    on and off.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    **Before:**
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/329b8e92-29b3-4629-bd94-c0096bea6508
    
    **After:**
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/49746267-03f5-4e62-aa5b-6f36927cc3e9
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Fixed the Queen Eye still showing as "Immature" after the Queen
    ages.
    /:cl:
    
    * Automatic changelog for PR #5299 [ci skip]
    
    * Automatic changelog compile [ci skip]
    
    * Fixes synths being unlungeable while in "critical state" (#5303)
    
    # About the pull request
    
    Synths were given immunity to dragging from old code back when they
    could go into 'crit' so they dont get dragged to hell, however they no
    longer have a crit state but still keep the immunity lunges also do not
    work because of this. this is not intended.
    
    # Explain why it's good for the game
    
    bugfix
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    yeah i tested it also no you cant get dragged while dead
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Synths are no longer immune to lunges / dragging while in 'critical
    state' since they dont go into crit.
    /:cl:
    
    Co-authored-by: InsaneRed <[email protected]>
    
    * Automatic changelog for PR #5303 [ci skip]
    
    * Fixes a simple race condition in XRF Setup (#5312)
    
    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    
    # About the pull request
    
    As seen on ~~TV~~ Live game
    
    Someone can remove the vial during the do_after, bricking the machine as
    it runtimes and is stuck with processing = TRUE
    
    # Changelog
    
    :cl:
    fix: Fixed XRF Scanner bricking if people were adding and removing vials
    at same time.
    /:cl:
    
    <!-- Both :cl:'s are required for the changelog to work! -->
    
    * Automatic changelog for PR #5312 [ci skip]
    
    * Shoe item storage refactor (#5263)
    
    # About the pull request
    
    Refactors shoe item storage to fix #5245, adds a bit of documentation,
    and generally just makes it a bit neater.
    (The overall 'Files changed' view looks a bit messy, so I've tried to
    keep each commit atomic to help with reviews.)
    
    # Explain why it's good for the game
    
    Code works gooder.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    **Inserting a knife manually:**
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/adf6267c-7a30-4c00-ae32-37524048ddc6
    
    **Inserting a knife with the (un)holster hotkey:**
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/b66824cb-5ad8-433e-a732-4854c0f68ff4
    
    **Inserting a knife while holding the shoes:**
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/0db1ac5c-7375-478a-9464-449657c7b659
    
    **Picking up/dropping the shoes, and inserting a knife while they're on
    the ground:**
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/404a8199-dee0-4cd0-92a9-d2a46cadfac6
    
    **Trying a few different things with two pairs of shoes:**
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/c5aab994-1002-4ffe-80e9-ddbaff4f95af
    
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Fixed inserting/removing an item from shoes sometimes acting
    weirdly.
    refactor: Refactored shoe item storage.
    /:cl:
    
    * Automatic changelog for PR #5263 [ci skip]
    
    * Automatic changelog compile [ci skip]
    
    * new sprites for predalien (abomination) and co. (#5269)
    
    # About the pull request
    
    this PR replaces the predalien sprites with some that i think match the
    look of the rest of our xenos a bit better
    also replaces the sprites for the predalien larva, adds wounded
    overlays, and updates the corpse weed sprites
    
    
    ![paulblart](https://github.com/cmss13-devs/cmss13/assets/106241650/68ed6d5c-5536-41e2-9239-04917b6caea4)
    
    # Explain why it's good for the game
    
    visual consistency good 
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![46QUJQC](https://github.com/cmss13-devs/cmss13/assets/106241650/6813bc51-f009-4525-8fe8-f513642f5edf)
    
    </details>
    
    
    # Changelog
    
    :cl:
    imageadd: new sprites for predalien, predlarva and weeded corpse
    imageadd: added predalien wound overlays
    /:cl:
    
    * Automatic changelog for PR #5269 [ci skip]
    
    * Automatic changelog compile [ci skip]
    
    * north facing m56d shooting angle fix (#5308)
    
    # About the pull request
    
    prevents m56d from shooting anywhere to the right when facing north
    
    # Explain why it's good for the game
    
    fix 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:
    fix: m56d can not longer shoot backwards when facing north
    /:cl:
    
    Co-authored-by: vincibrv <[email protected]>
    
    * Automatic changelog for PR #5308 [ci skip]
    
    * Makes the designation of a tunnel display in chat when entered (#5315)
    
    # About the pull request
    
    Makes the designation of a tunnel display in chat when a player enters
    it.
    
    # Explain why it's good for the game
    
    I've quite often gone through a tunnel to drop a capture off at the
    hive, and then had no idea which tunnel to select in order to get back.
    It is possible to examine a tunnel before you go through it to see its
    name, but this just streamlines the whole process.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    **Before:**
    
    ![before](https://github.com/cmss13-devs/cmss13/assets/57483089/de1a4a73-0d39-456a-a7fd-b0ddf401dc4f)
    
    **After:**
    
    ![after](https://github.com/cmss13-devs/cmss13/assets/57483089/75d139eb-5ea2-41b1-a003-e42b52d08ecd)
    
    </details>
    
    
    # Changelog
    :cl:
    qol: Made the designation of a tunnel display in chat when a player
    enters it.
    /:cl:
    
    * Automatic changelog for PR #5315 [ci skip]
    
    * Fixes a laser cannon bug which I added (#5319)
    
    # About the pull request
    
    Fixes CAS lasers only setting fire to a single tile, rather than in a
    7x7 range around the target.
    
    This was caused by me somehow incorrectly setting the target turf in
    #5205.
    
    # Explain why it's good for the game
    
    uh, whoops
    
    # 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 CAS laser cannon only setting fire to a single tile,
    rather a 7x7 range.
    /:cl:
    
    * Automatic changelog for PR #5319 [ci skip]
    
    * Moves around "Remove Splints" and "View playtime" (#5323)
    
    # About the pull request
    This pr moves "View Playtimes" under the "Records" tab of OOC and
    "remove splints" into "IC" tab .
    
    # Explain why it's good for the game
    
    viewplaytimes s a record, and "remove splints" should be under IC for
    new players, not even i remember where to look for it sometimes because
    under objects doesnt make sense
    
    # 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: "View Playtime" is now under the "Records" section under OOC
    qol: "Remove Your Splints" is now under the "IC" section.
    /:cl:
    
    Co-authored-by: InsaneRed <[email protected]>
    
    * Automatic changelog for PR #5323 [ci skip]
    
    * Tutorial System: Retutorializing (#5030)
    
    # About the pull request
    Reopening of #4442
    
    Adds a tutorial system to the game, accessible from the lobby screen.
    The tutorial system is entirely isolated from the main game, allowing
    players to get a curated experience to be taught the mechanics of SS13
    or specific roles within CM. The tutorial system is fully capable of
    supporting a theoretically infinite amount of players at once, each
    getting their own instance.
    
    See below video for an example of the in-dev "Marine - Basic" tutorial.
    
    https://www.youtube.com/watch?v=aWEtd6EAZWk 
    
    # Explain why it's good for the game
    Teaching new players how to play the game has always been a tough bit
    for us, so why not add a full-on tutorial system to get people into the
    know?
    
    
    # To-Do:
    This list is alive and will change over time.
    If you are interested in coding a tutorial, know that it's very easy and
    that most of the heavy lifting's done for you! You can find a [tutorial
    creation guide
    here](https://hackmd.io/@mRAdleXgRfmKqh97O8ixSA/BJQsmO8kT), and you can
    additionally contact me on discord at any time with questions.
    
    Also, you can find an example tutorial
    [here](https://github.com/cmss13-devs/cmss13/pull/4442/files#diff-843b2f84360b9b932dfc960027992f2b5117667962bfa8da14f9a35f0179a926).
    
    Backend:
    - [x] TGUI
    - [x] Add finished tutorials to save files
    - [x] Communicate to players with little playtime
    - [x] Suppress combat logs and similar done in tutorials
    
    SS13:
    - [x] Basics
    - [x] Intents
    
    Marine:
    
    - [x] Basics
    - [x] Medical
    - [ ] Weaponry
    - [ ] Comtech - Basics
    - [ ] Medic - Basics
    - [ ] FTL - Basics
    - [ ] Smartgunner - Basics
    - [ ] Specialist - Demolitionist
    - [ ] Specialist - Scout
    - [ ] Specialist - Pyrotechnician
    - [ ] Specialist - Grenadier
    - [ ] Specialist - Sniper
    - [ ] Squad Leader - Basics
    
    Xenomorph:
    
    - [ ] Basics
    - [ ] Builder Caste - Basics
    
    # Changelog
    :cl:
    add: Added a tutorial system for various roles (and just general
    information), find it in the lobby screen.
    /:cl:
    
    ---------
    
    Co-authored-by: fira <[email protected]>
    
    * Automatic changelog for PR #5030 [ci skip]
    
    * Fixes immobilized mobs being able to buckle onto chairs (#5317)
    
    # About the pull request
    
    #5277, fixes the issue outlined here, incapacitated marines should not
    be able to buckle themselves.
    
    # Explain why it's good for the game
    
    bug bad
    
    # Changelog
    
    :cl:
    fix: fixes immobilized mobs being able to buckle themselves
    /:cl:
    
    * Automatic changelog for PR #5317 [ci skip]
    
    * migrated js components to jsx (#5307)
    
    # About the pull request
    
    First round of refactors for TGUI-5 migration. Here all TGUI interfaces
    and components have been changed from .js to .jsx. This is to closer
    align us to the standards of tgstation. Within the components themselves
    there are no functional changes.
    
    Files of interest:
    
    - tgui/webpack.config.js
    - tgui/packages/tgui/routes.jsx
    - tgui/packages/tgui/interfaces/Filteriffic.jsx
    - tgui/packages/tgui/debug/KitchenSink.jsx
    
    The rest of the file changes should just be .js -> .jsx
    
    <!-- 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
    
    Groundwork prep for TGUI 5
    # 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:
    refactor: tgui js components now jsx
    /:cl:
    
    * Automatic changelog for PR #5307 [ci skip]
    
    * Fixes runtime in stripping (#5320)
    
    # About the pull request
    
    The dummy as an example doesn't have skills so we runtime when stripping
    them.
    
    ```
    [2023-12-27 21:52:42.147] runtime error: Cannot execute null.get skill level().
     - proc name: get strip delay (/mob/living/carbon/human/proc/get_strip_delay)
     -   source file: code/modules/mob/living/carbon/human/inventory.dm,498
     -   usr: (src)
     -   src: Jack Samerus (/mob/living/carbon/human)
     -   src.loc: the floor (140,46,3) (/turf/open/floor/almayer)
     -   call stack:
     - Jack Samerus (/mob/living/carbon/human): get strip delay(Jack Samerus (/mob/living/carbon/human), Professor DUMMY the Medical Ma... (/mob/living/carbon/human))
     - Jack Samerus (/mob/living/carbon/human): stripPanelUnequip(Professor DUMMY tablet (/obj/item/device/professor_dummy_tablet), Professor DUMMY the Medical Ma... (/mob/living/carbon/human), "r_hand")
     - Professor DUMMY the Medical Ma... (/mob/living/carbon/human): Topic("src=\[0x3000232];item=r_hand", /list (/list))
     - **** (/client): Topic("src=\[0x3000232];item=r_hand", /list (/list), Professor DUMMY the Medical Ma... (/mob/living/carbon/human))
    ```
    
    # Explain why it's good for the game
    # 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: Runtime in inventory.dm
    /:cl:
    
    * Automatic changelog for PR #5320 [ci skip]
    
    * Fixes the failure message when trying to switch pyro fuels (#5321)
    
    # About the pull request
    
    Edits the pyro spec's fuel pack a bit to make it *slightly* more
    bug-proof, and to fix it sometimes giving weird failure messages like
    these:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/2fa746d0-acc6-402b-ad17-e8fff5f4e3cd)
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/67cef060-55a4-4897-9e52-f6d01e43d3d1)
    
    This was caused by me in #5121, presumably because I misread how the
    check was handled.
    
    # Explain why it's good for the game
    
    I broked it (sorry)
    
    # 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 pyro spec's fuel pack sometimes giving weird failure
    messages when trying to switch fuel.
    /:cl:
    
    * Automatic changelog for PR #5321 [ci skip]
    
    * Automatic changelog compile [ci skip]
    
    * Fixes the Hive Status error when the Queen dies (#5316)
    
    # About the pull request
    
    Fixes the Hive Status window showing an error message when the Queen
    dies.
    
    For xeno players, the interface just closes.
    For observing players, the interface will show 'The Hive has no Queen!'
    where the queen's location was previously.
    (The bug actually causing the error should be fixed too now)
    
    (Note: I'm not quite sure what the `tgui-panel.bundle.css` diff is from,
    but it kept modifying itself whenever I compiled so I figured it was
    something related to this.)
    
    # Explain why it's good for the game
    
    Fixes #4330
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    **Testing queen spawn and death as the queen, as an observer, and as a
    xeno:**
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/ba3b2960-d4ce-4be4-af6b-6daae2d10ac1
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Fixed the Hive Status window showing an error message when the
    Queen dies.
    /:cl:
    
    * Automatic changelog for PR #5316 [ci skip]
    
    * gives trucker construction skills (#5231)
    
    # About the pull request
    Gives trucker engineering construction skills
    
    # Explain why it's good for the game
    
    It is strange to have engineering survivor who can not build cades and
    walls and it sucks when you have 3 truckers but none able to build
    openable cades. Giving more skills to survivors should make playing
    survivor more fun. Trucker still has other diferent skill and gets
    diferent loudout from engineer
    
    # 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: gives trucker engineer level construction skill
    /:cl:
    
    * Automatic changelog for PR #5231 [ci skip]
    
    * CL Headsets can utilize two more keys. (#5234)
    
    # About the pull request
    
    CLs have access to more keys now for CL purposes. This bump should allow
    them to utilize the new keys without feeling awkwardly limited by the
    key count.
    
    # Explain why it's good for the game
    
    You use utility by having limited key access, this should allow people
    who use keys more frequently to take part in broader information spaces.
    
    
    # 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: Max CL Headset radio keys from 3 to 5.  (+2 increase)
    /:cl:
    
    * Automatic changelog for PR #5234 [ci skip]
    
    * Refactors some other xeno throws to throw_carbon() (#5237)
    
    # About the pull request
    
    Reduce boilerplate
    
    # Explain why it's good for the game
    # 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: Refactors some code to new throw_carbon proc
    /:cl:
    
    * Automatic changelog for PR #5237 [ci skip]
    
    * Adds a verb to hide action buttons (#5304)
    
    # About the pull request
    
    Adds a verb on /client to show/hide action buttons
    Makes it a new variable, as var/hidden also prevents the action from
    being used
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/56142455/1d78441c-5085-4165-a2b7-f7c3e9f7e2c3)
    
    # Changelog
    
    :cl:
    qol: Adds the ability to hide your action buttons
    /:cl:
    
    * Automatic changelog for PR #5304 [ci skip]
    
    * sentry laptop now uses camera manager (#5309)
    
    # About the pull request
    
    The sentry laptop had a bunch of custom code for handling gunsight
    cameras. This PR refactors it to exclusively use the camera_manager
    component.
    
    <!-- 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
    
    Reduction of duplicated code.
    # 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:
    refactor: sentry laptop now uses camera manager component
    /:cl:
    
    * Automatic changelog for PR #5309 [ci skip]
    
    * Fixes a couple of runtimes with xenos dying (#5322)
    
    # About the pull request
    
    Trying to call `post_attack()` on something which has already been
    qdeleted within gib()
    
    ```
    [2023-12-27 22:10:14.636] runtime error: Cannot read null.comp_lookup
     - proc name: UnregisterSignal (/datum/proc/UnregisterSignal)
     -   source file: code/datums/components/_component.dm,219
     -   usr: null
     -   src: Hide (/datum/action/xeno_action/onclick/xenohide)
     -   call stack:
     - Hide (/datum/action/xeno_action/onclick/xenohide): UnregisterSignal(null, "mob_statchange")
     - Hide (/datum/action/xeno_action/onclick/xenohide): post attack()
     - Hide (/datum/action/xeno_action/onclick/xenohide): unhide on stat(Veteran Facehugger (896) (/mob/living/carbon/xenomorph/facehugger), 2, 0)
    …
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  3. Фиксы зон румаера

    Вот нехуй было делать англодевам как переименовывать зоны
    Fray2 committed Jan 11, 2024
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Commits on Jan 18, 2024

  1. Увеличение делэя до конца раунда при отсутствии квины, а также отключ…

    …ение таймлоков на неё (#146)
    
    * Увеличение делэя до конца раунда при отсутствии квины, а также отключение таймлоков на неё
    
    * Update queen.dm
    VoiceInYourHead authored Jan 18, 2024
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  2. Кучка фиксов после мержа (#150)

    * к сожалению я не ебу как дебагнуть кеш и по этому вот вам временный фикс........
    
    * раунд энд делей 2 минуты
    
    * 'USS Almayer 2' >> 'USS Almayer'
    
    * ерт gaming
    xDanilcusx authored Jan 18, 2024
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Commits on Jan 19, 2024

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  3. Реверт делея до маринмажора с 2 до 3 минут

    Игры при 15 игроках в случае 2-х минут будут неиграбельны совсем
    Fray2 committed Jan 19, 2024
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  4. Merge branch 'pr/145'

    Fray2 committed Jan 19, 2024
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Commits on Jan 26, 2024

  1. Куча нововведений (#149)

    * Update marine_armor.dm
    
    * Update helmet.dm
    
    * Update skills.dm
    
    * Update gasmask.dm
    
    * Update skills.dm
    
    * Update squad_prep.dm
    
    * Update squad_prep.dm
    
    * Update helmet.dm
    
    * Update helmet.dm
    
    * Update lurker_powers.dm
    
    * Update human_attackhand.dm
    
    * Update skills.dm
    
    * Update skills.dm
    Sporticusmge authored Jan 26, 2024
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Commits on Jan 27, 2024

  1. Disable vanilla almayer

    как он вообще выбрался
    Fray2 committed Jan 27, 2024
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Commits on Feb 8, 2024

  1. Feature/mech (#105)

    * Autofire on mech
    
    * Walker autofire handling and macrosses
    
    * Fix typo
    
    * Remove possible exploit
    
    * Proper autofire
    
    * Small tweaks and proper repair
    
    * Fix runtime
    
    * Fix reconnect issues
    
    * Now verbs belong to client again
    
    * Stonk mech
    
    * Sprite update
    
    * Streamlining verbs
    
    * Walker sounds
    
    * Moar fixes
    
    * Remove T2 stun
    
    * Place all verbs in one place
    
    * Multitude of minichanges
    
    * Balance
    
    * Balance(2)
    
    * Stock smartgun damage for walker smartgun
    
    * Error fix
    poleno1232 authored Feb 8, 2024
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Commits on Mar 2, 2024

  1. fixes of merge conflicts (supposed to be)

    BlackCrystalic committed Mar 2, 2024
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  2. Merge branch 'master' of https://github.com/cmss13-devs/cmss13 into p…

    …r/cmss13-devs/master
    BlackCrystalic committed Mar 2, 2024
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  3. final fixes

    BlackCrystalic committed Mar 2, 2024
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