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fixes pod cryo #18

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fixes pod cryo #18

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Commits on Feb 11, 2024

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Commits on Feb 12, 2024

  1. removes dead tor code (cmss13-devs#5629)

    this isn't enabled on the live server, nor would it ever be
    
    :cl:
    server: tor banning functionality is removed
    /:cl:
    harryob authored Feb 12, 2024
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  3. Adds One ACCESSORY ONLY Slot for Helmets (cmss13-devs#5573)

    # About the pull request
    
    Allows for the insertion of an extra cosmetic item in helmets that
    subtype the M10.
    
    # Explain why it's good for the game
    
    Adds more personalization to people who don the helmet. Change is purely
    cosmetic.
    
    
    # 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: Stakeyng
    qol: Lets you put an extra accessory item in your helmet.
    /:cl:
    Staykeu authored Feb 12, 2024
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  6. Refactor the file watercloset.dm leaving toilet code in it and moving…

    … the rest in their own files. (cmss13-devs#5596)
    
    # 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.
    -->
    
    # 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:
    refactor: refactored watercloset.dm file.
    /:cl:
    
    ---------
    
    Co-authored-by: Julien <[email protected]>
    Huffie56 and Julien authored Feb 12, 2024
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  8. Thour tiny tutorial tweaks (and a unit test) (cmss13-devs#5695)

    # About the pull request
    
    <ol>
        <li>
    Commit 5014927: Makes the 'Tutorial
    Menu' automatically close when a tutorial is started.
            <ul>
    <li>Also adds an <code>abort_tutorial()</code> call to
    <code>/datum/tutorial/proc/start_tutorial()</code>, since it may have
    been possible to for player to get trapped in the tutorial
    otherwise.</li>
            </ul>
        </li>
    <li>Commit b10974c: Adds a
    <code>tutorial_id</code> to the basic Xenomorph tutorial.</li>
    <li>Commit 38c03c9: Edited the tutorial
    Xenomorph a bit so that it's always "You are Inquisitive Drone
    (XX-123)", as opposed to "You are Inquisitive Young/Mature/etc. Drone
    (XX-123)".</li>
        <li>
    Commits a595b97 +
    27e38e6: Adds a basic unit test for
    <code>/datum/tutorial</code> subtypes to verify that they have set some
    basic variables.
            <ul>
    <li>Also lightly organises the <code>#include</code>s in
    <code>code/modules/unit_tests/_unit_tests.dm</code>.</li>
            </ul>
        </li>
    </ol>
    
    # Explain why it's good for the game
    
    Just a couple of things I noticed while exploring tutorial code.
    The third commit is maybe a bit subjective, but I personally think it
    makes the tutorials seem like more of a separate game state, if that
    makes 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:
    ui: Made the Tutorial Menu automatically close when a tutorial is
    started.
    code: Made the tutorial Xenomorph not inherit the user's 'age' prefix.
    code: Added a basic unit test for tutorials.
    /:cl:
    SabreML authored Feb 12, 2024
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Commits on Feb 13, 2024

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  2. Revive Lesser Drone and Facehugger temporary communication restrictio…

    …ns (cmss13-devs#5688)
    
    # About the pull request
    
    This PR revives and expands cmss13-devs#5352. By expand I mean that in addition to
    a 3 minute restriction for say and hivemind speak, custom emotes and
    pointing are also restricted during the 3 minute window. Past that I did
    some additional refactoring.
    
    # Explain why it's good for the game
    
    As a ghost role, this acts as a measure to mechanically limit the
    communication of meta info to other members in the hive. For now the
    restriction is only 3 minutes.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/fd64c2f4-9142-4fe1-9953-b29c480c17ee)
    
    </details>
    
    
    # Changelog
    :cl: Zonespace Drathek
    balance: Lesser drones and Facehuggers cannot speak, custom emote, or
    point for 3 minutes after spawning
    /:cl:
    
    ---------
    
    Co-authored-by: John Doe <[email protected]>
    Drulikar and Zonespace27 authored Feb 13, 2024
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  4. Fixes crates layering under the fulton recovery system (cmss13-devs#5673

    )
    
    # About the pull request
    
    Fixes crates and some other fultonable objects being on a layer below
    the dropship's fulton recovery system.
    
    This was happening because crates (any closet subtypes really) are on
    `BELOW_OBJ_LAYER`, and dropship equipment is on `ABOVE_OBJ_LAYER`.
    Changing the layer of `/obj/structure/dropship_equipment` to something
    lower would probably work, but I felt the safest solution would be to
    just set the equipment's `plane` to whatever the attach point has.
    This has no effect on the outside attachment points, but fixes the
    layering issue since the inside ones are on `FLOOR_PLANE`.
    
    I should also mention that the actual fix is in the first commit
    (b8e4495) and is only one line. All the
    rest of this is just because the `install_equipment()` proc was a bit
    confusing as it was.
    
    # Explain why it's good for the game
    
    Unless I've missed something in git blame, this has probably been a bug
    for 4+ years.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    **Before:**
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/77d8e10c-6354-4902-a1c1-982a69709612)
    
    **After:** (Also a regular crate too)
    
    ![dreamseeker_htRSczUHZh](https://github.com/cmss13-devs/cmss13/assets/57483089/a7a93420-c7c0-4203-b4df-c3f3415cc98c)
    ![dreamseeker_yV0pi23XYY](https://github.com/cmss13-devs/cmss13/assets/57483089/8e4155ee-5b5e-437a-9cde-788755cc164a)
    
    **Verifying that other hardpoints aren't affected:**
    
    ![ds](https://github.com/cmss13-devs/cmss13/assets/57483089/1e67da09-910a-452e-ba26-27df763d0a31)
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Fixed crates and similar objects layering below the dropship's
    fulton recovery system.
    /:cl:
    SabreML authored Feb 13, 2024
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Commits on Feb 14, 2024

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  2. fixes drop pouch not being given to vendors and makes it scale the sa…

    …me as base webbing (cmss13-devs#5706)
    
    # About the pull request
    
    
    makes the droppouch scale with pop, fixes it from being constantly 0
    
    # Explain why it's good for the game
    
    bugfix, old value was 0.75 which meant squad vendors were not receiving
    any. makes it scale like the webbing as requested by drathek
    
    # 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: Drop pouch now scales the same as normal webbing
    /:cl:
    
    ---------
    
    Co-authored-by: InsaneRed <[email protected]>
    Red-byte3D and InsaneRed authored Feb 14, 2024
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  4. Changelog icon size fix (tgfont updates port) (cmss13-devs#5708)

    # About the pull request
    
    Ports tgstation/tgstation#71808 and
    tgstation/tgstation#69786 from TG.
    
    The first PR fixes an issue where some changelog icons (specifically
    those for `soundadd`, `sounddel`, `imageadd`, and `imagedel`) appeared a
    lot smaller than others. (See images below)
    
    The second PR adds a VSCode task to rebuild tgfont and copy the result
    to `tgui\packages\tgfont\static` automatically, rather than having to
    run `yarn tgfont:build` and copy them there yourself.
    This task is already mentioned in
    [tgui\packages\tgfont\README_ICON_TUTORIAL.txt](https://github.com/cmss13-devs/cmss13/blob/41a39b96009f3d97206fd63416a2fb5a47c89525/tgui/packages/tgfont/README_ICON_TUTORIAL.txt#L7),
    so I'm guessing it was just missed when the rest was ported over.
    
    # Explain why it's good for the game
    
    Fixes a bug, and makes it easier to add new font icons in the future.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    **Before:**
    
    ![before](https://github.com/cmss13-devs/cmss13/assets/57483089/cdb85eeb-03a9-4768-863d-354f3599c3a1)
    
    **After:**
    
    ![after](https://github.com/cmss13-devs/cmss13/assets/57483089/9c360b58-818e-46cd-b2dd-ff764f53eb7b)
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Fixed some changelog icons being smaller than others.
    /:cl:
    SabreML authored Feb 14, 2024
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  6. Bipod now gives you an option to switch to full auto when deploying (c…

    …mss13-devs#5638)
    
    # About the pull request
    
    Attaching the bipod to weapons with full auto capability or firearms
    marked with the GUN_SUPPORT_PLATFORM flag will give the user a button
    toggle to immediately switch to full auto when deploying the bipod.
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/17518895/cea29ccc-5761-4a7b-99bd-cbdd035bc52b)
    
    
    
    If the full auto switch is turned on, the weapon will simply switch to
    full auto when the bipod is deployed. If you undeploy it, it will switch
    back to whatever previous firemode the weapon was in, e.g:
    
    1. You set your pulse rifle to semi auto. 
    2. You deploy the bipod. 
    3. The pulse rifle is set to full auto. 
    4. You undeploy the bipod. 
    5. The pulse rifle will switch back to semi auto.
    
    In cases where you switch the weapon's firemode when it's already
    switched to full auto, it won't revert back to whatever firemode was set
    before it was deployed, e.g:
    
    1. You set your pulse rifle to semi auto. 
    2. You deploy the bipod. 
    3. The pulse rifle is set to full auto. 
    4. You set your pulse rifle to burst fire.
    5. You undeploy the bipod. 
    6. The pulse rifle will stay on burst fire.
    
    Also renames a couple of one letter variables.
    
    # Explain why it's good for the game
    
    Quality of life. Less messing around with firemode selectors which is a
    terrible headache, especially for the HPR, which you usually want to
    have on full auto 90% of the time. Those who want to stick with the old
    way don't have to change anything, as the full auto switch is entirely
    optional.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    
    https://github.com/cmss13-devs/cmss13/assets/17518895/35bcc6e7-947d-4f82-971f-ac22b723537b
    
    
    
    </details>
    
    
    # Changelog
    :cl:
    qol: Attaching the bipod to weapons that have full auto (HPR included)
    will give you a button toggle for immediately switching to full auto
    when deploying the bipod.
    /:cl:
    VileBeggar authored Feb 14, 2024
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  8. Changes LV-624 tfort's landing floodlights to colony floodlights (cms…

    …s13-devs#5694)
    
    # About the pull request
    
    This PR changes the landing floodlights found at LV-624's tfort to the
    colony floodlight variant.
    
    # Explain why it's good for the game
    
    This is not going to be popular, but please read the reasoning:
    
    LV-624 is the _only_ map that uses the "landing floodlight" variant
    outside of the actual landing zones (namely, at tfort) - these
    floodlights are unslashable, unmeltable, and unmoveable without any
    visual indicator (that is, they are not near LZs indicating their
    game-critical importance). This PR changes these landing floodlights to
    colony floodlight variants.
    
    - **Why colony floodlights:** Colony floodlights are the exact same
    floodlights that you can find around this map (even southeast of tfort
    itself): these ones cannot be melted (ever), and they cannot be slashed
    until they were turned on, after which they are still not despawned,
    just a comtech has to fix them.
    
    - **Why not regular floodlights:** Regular floodlights can be slashed.
    Every LV-624 round would start with xenos slashing/melting them
    immediately and marines would lose their light source on tfort. I feel
    the pain of every hivelord/drone who ever had to build around these
    light sources, but they have a strategic reasoning to be there.
    
    - **Is this a marine nerf:** Yes and no. Yes, they no longer have
    infinite, undestroyable-by-xenos floodlights at tfort and they actually
    have to set up power to have light here. No, because 1) marines usually
    CAS/OB tfort immediately, removing everything, and 2) colony floodlights
    have 150 health as opposed to the landing lights's 100, so they are
    slightly more resistant to marine fuckery.
    
    - **Why is this good apart from map unification:** It gives marines one
    more reason to properly fortify tfort: they have to protect their light
    sources. (Also, maybe stop OBing/CASing a strategically good place :P)
    
    # Testing Photographs and Procedure
    
    Tfort lights:
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/6856fa49-aecd-4804-b0d4-342eb13b92e6)
    
    </details>
    
    
    # Changelog
    
    :cl:
    maptweak: LV-624 tfort's floodlights are now colony floodlights.
    /:cl:
    Vicacrov authored Feb 14, 2024
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Commits on Feb 15, 2024

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  2. handle permanent and sticky bans in database (cmss13-devs#5628)

    a long time coming
    
    :cl:
    admin: permanent and sticky bans are now handled in game, instead of
    being managed externally
    /:cl:
    harryob authored Feb 15, 2024
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  4. Added two new beacons, a mug and a suicide pill to the CLs briefcase (c…

    …mss13-devs#5627)
    
    # About the pull request
    
    Added a cyanide pill to the CLs briefcase when the MPs are breaking down
    your door and you don't want to rot in jail for growing a xeno hive in
    their backyard.
    
    Added a Weyland-Yutani coffee mug to the CLs briefcase for more BRAND
    ADVERTISING!
    
    Added two new beacons for the CLs briefcase.
    
    ### **First**
    Bodyguard Beacon. Send a message to PMC Dispatch and request a single
    Corporate Security Officer for any of your emergency needs.
    
    ### **Second**
    Lawyer Beacon. Got a CO that broke the contract he signed seconds
    before? Got a survivor who spoke to the CC and broke his NDA? Corporate
    Affairs presents you with a beacon, aiming to solve all your contract
    and Corporate needs with a specialised duo of expert Lawyers!
    
    
    # Explain why it's good for the game
    
    Taking inspiration from this forum post on ideas guys, I found some very
    interesting ideas and decided to put the peoples thoughts in a PR.
    
    
    https://forum.cm-ss13.com/t/cl-briefcase-and-what-items-you-want-to-see/6268
    
    The cyanide pill can be used if in a pickle and the USCM is on your ass
    for some ML violation. Or some sort of W-Y suicide pact if you have more
    loyalists to your cause.
    
    The coffee mug is a nice souvenir, why not you know. It's there in the
    code, make it have some use.
    
    ### **The Big Ones**
    
    The two beacons, maybe some people have issues with this one. The
    bodyguard and lawyer one BOTH cost 50 points each (the max) as to not be
    abused and bought every minute.
    
    Let me begin with saying, these work like the CMB/PMC Beacons the
    Marshal/Goon Professor have, meaning they need **ADMIN PERMISSION TO BE
    SENT.** If an admin decides to allow either one of these beacons then
    the first one has a single Corporate Security Officer, incase the CL is
    threatened and the MPs are inactive, or when there's a person breaking
    in the CLs office, or any other scenarios which the Executive would need
    Company protection. A SINGLE Corporate Goon I feel will not impact the
    round as much or cause any extra havoc.
    
    Secondly, the two man Lawyer team which spawn with notepads, pens,
    clipboards, tape recorders, the lead lawyer with a secure briefcase and
    1000 cash counterfit. They have no guns, no bodyguards, they are
    basically a slightly better version of the CL, or slightly worse. And it
    can increase the RP? Maybe make the CO return from deployment? Harrass
    the Captain long enough so he orders your arrest? Who knows, we'll find
    out.
    
    
    # Changelog
    :cl:
    add: Added two new beacons for the CL, Lawyer and Bodyguard.
    add: Added an Executive Specialist and Executive Supervisor Lawyer
    preset.
    add: Added a cyanide pill in the CLs briefcase for an easy way out.
    add: Added a Wey-Yu Coffee Mug in the CLs briefcase as a souvenir sale.
    /:cl:
    
    ---------
    
    Co-authored-by: Jeff Watchson <[email protected]>
    BadAtThisGame302 and Jeff Watchson authored Feb 15, 2024
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  6. [s] Fix Tutorials (cmss13-devs#5718)

    # About the pull request
    
    This PR fixes several issues with tutorials:
    - Tutorial path was not guarded
    - Xenomorph tutorial allowed evolution/de-evolution. For evolution this
    just caused runtimes. De-evolution would ghostize you weirdly (couldn't
    get sent to lobby).
    - Ghosting when in a tutorial would throw a runtime because the observer
    Login would resume its call when a signal had already transferred the
    client to a newplayer mob.
    
    # Explain why it's good for the game
    
    Less runtimes and ⭐ funkyness ⭐ 
    
    e.g. 
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/0667d66e-9531-49fb-8b96-f0dd82598473)
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/6617bc3a-a397-4cd3-9702-89b775b8cf30)
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/02f8fab1-5650-4b9b-baa3-fa3d704b6ada)
    
    </details>
    
    
    # Changelog
    :cl: Drathek
    fix: Fixed xeno tutorial allowing evolution/de-evolution
    fix: Fixed some runtimes with tutorials
    /:cl:
    Drulikar authored Feb 15, 2024
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  7. reduces effects of impact ammo with range, proof of concept numbers c…

    …an be adjusted (cmss13-devs#5552)
    
    # About the pull request
    
    attempt to adress the issue with offscreen stun rather then removing
    scope . NUMBERS ARE UP FOR DEBATE, they are just placeholders
    
    # Explain why it's good for the game
    
    offscreen stun sucks shure, but that is not a reason to limit gameplay
    options, high impact should have lower effect with higer range just like
    it does with revolvers (a bit diferent aproach in this PR rather then
    having suden drop in effect it is gradual) also it has almoust no effect
    on close range spec reducing the effects by about 1/10 for stuff on
    screen
    
    
    # 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: m4ra ammo looses about 1/5 of initial effect duration per 10
    tiles traveled
    /:cl:
    
    ---------
    
    Co-authored-by: vincibrv <[email protected]>
    cuberound and uuuuhuuuu authored Feb 15, 2024
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  9. [s] Fix Sleeper Chemicals (cmss13-devs#5717)

    # About the pull request
    
    This PR adds a safety check to the sleeper console.
    
    # Explain why it's good for the game
    
    It just takes a little ⭐ imagination ⭐ to know why its good.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/c7dc7676-2321-49f3-b600-466674709c22)
    
    </details>
    
    
    # Changelog
    
    No player facing changes.
    Drulikar authored Feb 15, 2024
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  11. Xeno strains refactor (cmss13-devs#5542)

    # About the pull request
    
    Refactors xeno strains by taking out the old
    `/datum/xeno_mutator`/`/datum/mutator_set` system and replacing it with
    a new `datum/xeno_strain`, since as far as I'm aware mutators haven't
    been touched in almost 5 years.
    
    As a side note, the DMI changes are from me deleting the icon states of
    the unused 'Tremor' Burrower strain, since I figured it fit within the
    bounds of the PR. (The strain's sprites are identical to that of the
    base caste.)
    
    # Explain why it's good for the game
    
    The new datum should be a lot more streamlined than the old system, and
    require much less boilerplate when making a new strain. Ideally this
    could even replace `/datum/behavior_delagate` with signal handlers in
    the future, although a few more refactors would be required before
    that's possible.
    
    
    # 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: Refactored xeno strains.
    add: Added a keybind setting to open the 'Purchase Strain' window. (Also
    renamed the macro)
    /:cl:
    SabreML authored Feb 15, 2024
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  13. Fixes "Unbound" keybind slots sometimes not being removed (cmss13-dev…

    …s#5720)
    
    # About the pull request
    
    Fixes keybinds sometimes getting 'Unbound' slots permanently stuck to
    them.
    This was caused by the `"clear_keybind"` act code adding the keybind to
    the `"Unbound"` list for every key assigned to the keybind, rather than
    just once.
    (I can't really explain this very well but there's an example video
    below)
    
    # Explain why it's good for the game
    
    It doesn't actually change the keybind's behaviour at all, but it's a
    bit weird to have an extra unremovable "Unbound" slot on some keybinds.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    **Before:**
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/73d9749b-239a-48b4-b85b-fb03219b370e
    
    **After:**
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/7a33b93e-a776-49ef-a81c-0c4be87c9d7f
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Fixed the 'Clear' button not resetting the number of keybind
    assignment slots. (Keybinds menu)
    /:cl:
    SabreML authored Feb 15, 2024
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Commits on Feb 16, 2024

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  2. XM4 Armor Integral Motion Detector (cmss13-devs#5586)

    # About the pull request
    
    Adds a motion detector action to the XM4 Intelligence Officer (IO)
    Armor.
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
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    link the PR to the corresponding Issue number #169420.
    
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    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    1. Currently there is no difference between the standard M4 "RTO" armor
    and the XM4 IO armor. The integral motion detector makes the X for
    "Experimental" meaningful.
    2. The XM4 currently goes _mostly_ unused by IOs, this would change
    that.
    3. The Motion Detector is already an essential item for IOs, this change
    distinguishes it from the other armor choices in game and adds a
    uniqueness to their piece of kit.
    4. I envision the XM4 as the "safety" choice for IOs: it has extra
    storage, slower, and (with this feature) includes a Motion Detector to
    improve situational awareness. The other common choices for IOs are the
    Service Jacket I.E. the "speed" choice, and the M3-L armor a "middle
    ground" option.
    5. This should not have any meaningful impact on balance vs. skirmishers
    as the Motion Detector is already an essential item for IOs.
    6. Keep in mind the XM4 is only attainable by IOs and ~cannot be worn or
    purchased by anyone else.~
    
    NOTE: This is my first "major" feature. I am open to suggestions,
    including "balance" related stuff.
    # Testing Photographs and Procedure
    
    
    https://github.com/cmss13-devs/cmss13/assets/32654903/445352b4-bfec-460f-95d8-2eadea27b953
    
    Edit: Tested to confirm that the MD turns off upon user death. ✔️
    # Changelog
    :cl:
    NervanCatos
    add: Adds integral Motion Detector to XM4 IO Armor
    balance: Uniform utility accessories (I.E. Webbing) no longer can be
    equipped while the XM4 is worn. Armor slots increased to 5 to
    compensate.
    /:cl:
    
    ---------
    
    Co-authored-by: Drathek <[email protected]>
    MobiusWon and Drulikar authored Feb 16, 2024
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  4. Increases RMCs/TWE's Rifles ROF (cmss13-devs#5684)

    # About the pull request
    
    Increases the ROF of the RMC's rifles to be comparable to the M41As. 
    
    # Explain why it's good for the game
    
    The RMC's guns are simply non-viable by ERT standards let alone Marine
    standards. Their ROF is too low to be an effective damage dealer in
    combat. This, combined with the low amount of ammo RMC's get, often
    leads to RMC's ditching their unique guns for a M41A. The only advantage
    of the guns is they don't inhibit movement speed, but I do not believe
    this is sufficient of a boon to justify the terrible ROF.
    
    Furthermore, ERT guns are generally slightly better, or far superior, to
    USCM weapons due to their limited nature and the small numbers of spawns
    that are present. Ergo, this buff is not egregious compared to UPP, PMC
    or other ERT spawns. Furthermore, the RMC are described as a tech
    advance, if small, commando force, it is justifiable that elite
    commandos get access to slightly better guns than the rank and file.
    
    # 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: Royal Marine Commando's firearms now have a higher rate of
    fire, comparable to the M41A.
    /:cl:
    
    Co-authored-by: Steelpoint <[email protected]>
    Steelpoint and Steelpoint authored Feb 16, 2024
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  6. Fix bug with RestrictedInput TGUI component (cmss13-devs#5651)

    # 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.
    -->
    
    Should fix bug in restricted input TGUI component. The number was being
    clamped on every input, which meant that applying a number of 30 into a
    range of 19-90, 3 would be bounded to 19 and then the 0 would make the
    value 190, being bounded to 90.
    
    This change performs the check on blur.
    
    # Explain why it's good for the game
    Fixes cmss13-devs#5610
    
    # 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: rework logic of restrictedinput component to reduce checks
    /:cl:
    mullenpaul authored Feb 16, 2024
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Commits on Feb 17, 2024

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Commits on Feb 18, 2024

  1. Vamp lurker Tweaks (cmss13-devs#5625)

    # About the pull request
    
    
    -Using Tail stab on the same tile a enemey is standing will
    automatically target tailstab to the enemy.
    -Sprite clicking and enemy with Tail stab now provides a Bonus 15 Dmg
    
    # Explain why it's good for the game
    
    after the reversal of the vamp lurker rework it was left in a very weak
    state . only a handfull of players being able to play it decently. this
    PR aims to make it a little easier for players to use vamp lurker.
    
    
    # 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: Tail Jab will now target enemies on the same tile it was
    targeted.
    balance: Aiming Tail Jab directly on a target will do an additional 15
    damage
    /:cl:
    
    ---------
    
    Co-authored-by: Drathek <[email protected]>
    Diegoflores31 and Drulikar authored Feb 18, 2024
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  3. Update to some ultra ancient sprites (cmss13-devs#5678)

    # About the pull request
    
    This pr aims to update/correct sprites that look like this:
    <details>
    <summary>Example</summary>
    
    
    ![StrongDMM_j51KDPeYYU](https://github.com/cmss13-devs/cmss13/assets/100090741/4a51a9ef-51f9-4b51-a5aa-9e71181fec45)
    
    ![StrongDMM_8kBEwLWHKn](https://github.com/cmss13-devs/cmss13/assets/100090741/1feb4173-3c17-4a6a-8926-5f9a99604949)
    
    ![StrongDMM_vCmcme098x](https://github.com/cmss13-devs/cmss13/assets/100090741/e564aaba-21fc-41e8-8c23-abc73beebc8f)
    
    ![StrongDMM_YcpXSx2Csu](https://github.com/cmss13-devs/cmss13/assets/100090741/f00c21a9-5775-4478-abda-a86607bcea1c)
    
    ![StrongDMM_x8ze6bT0Ye](https://github.com/cmss13-devs/cmss13/assets/100090741/91c03c51-6958-4f03-ba8e-37aac0a5cdb7)
    
    ![StrongDMM_PkvyE8FMPW](https://github.com/cmss13-devs/cmss13/assets/100090741/abfc033d-430b-44f0-bb55-320ebd0cc096)
    
    ![StrongDMM_mjvY3r7nMT](https://github.com/cmss13-devs/cmss13/assets/100090741/4fa7290d-6362-439a-9e0f-7da242758ad0)
    
    ![StrongDMM_WoHe9doCda](https://github.com/cmss13-devs/cmss13/assets/100090741/b7838fe8-9dbe-451f-9230-afc98e03513c)
    
    ![StrongDMM_xWgkCF5uC3](https://github.com/cmss13-devs/cmss13/assets/100090741/a58c9662-ef1f-4eb3-b529-3dd1df798afa)
    
    ![StrongDMM_IFnTgcGcUY](https://github.com/cmss13-devs/cmss13/assets/100090741/7278c2ff-0ec4-4a70-9038-269b27802c6e)
    
    ![StrongDMM_OlOJTtvvhL](https://github.com/cmss13-devs/cmss13/assets/100090741/917579ae-71e8-4d8d-a4e3-5b6b1e309c38)
    
    ![dreammaker_MVtobf4dvv](https://github.com/cmss13-devs/cmss13/assets/100090741/890865de-cc7d-4261-8223-9cdf268816ad)
    
    </details>
    
    Such sprites are very very old, pre cm era most of them, some of which
    weren't updated for 12+ years.
    
    Most of updated sprites were taken from TGMC, others from Baystation,
    Aurora and TG, all credits to them, remaining sprites were made by me.
    
    To see full list of what i've updated, see icondiffbot changes.
    
    # Explain why it's good for the game
    
    Less fossilized stuff.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![StrongDMM_u5OswblCBx](https://github.com/cmss13-devs/cmss13/assets/100090741/56d9b6f9-22cb-47aa-8ec5-ad06cafb5128)
    
    ![StrongDMM_1UHx0NK8Q6](https://github.com/cmss13-devs/cmss13/assets/100090741/3803e93f-1000-4e05-ac2e-64594e194d54)
    
    ![StrongDMM_rbth5mZSWJ](https://github.com/cmss13-devs/cmss13/assets/100090741/2031f71a-7f0b-4d36-92a4-3089967462a4)
    
    ![StrongDMM_Mp66s8sWGx](https://github.com/cmss13-devs/cmss13/assets/100090741/624be972-b18f-42f1-a673-9c73ff60a6dd)
    
    ![StrongDMM_ceEEajlHNZ](https://github.com/cmss13-devs/cmss13/assets/100090741/03a77174-bf17-4141-91cd-5375daa5dcba)
    
    ![StrongDMM_uIVfaqHsGd](https://github.com/cmss13-devs/cmss13/assets/100090741/ff25fd55-ca51-45a3-85a0-c367615604e0)
    
    ![StrongDMM_FikQODdmRy](https://github.com/cmss13-devs/cmss13/assets/100090741/0e38c266-4fdf-4835-b658-08919a3e2819)
    
    ![StrongDMM_hH03QCpTJR](https://github.com/cmss13-devs/cmss13/assets/100090741/3fd8c52c-3310-4731-9ee0-84b7be0ac2b5)
    
    ![StrongDMM_U3Jb51Gcs0](https://github.com/cmss13-devs/cmss13/assets/100090741/357a3172-4c30-499b-9ad3-60baa790ffc8)
    
    ![StrongDMM_wczgnQ89oE](https://github.com/cmss13-devs/cmss13/assets/100090741/9c87d2d0-3e6c-460f-9640-a95d16177df5)
    
    ![StrongDMM_M09Y0daC8u](https://github.com/cmss13-devs/cmss13/assets/100090741/fd36dc8c-d521-465a-861b-f983c67c6b1e)
    
    ![dreammaker_MmtlKcPWIk](https://github.com/cmss13-devs/cmss13/assets/100090741/82561ae6-2de5-4ec2-bd6d-e7987cf01935)
    
    
    </details>
    
    
    # Changelog
    :cl:
    imageadd: updated many old/legacy sprites
    /:cl:
    Blundir authored Feb 18, 2024
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Commits on Feb 19, 2024

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  2. Reactor changes (cmss13-devs#5657)

    # About the pull request
    
    Updates reactors, fuel cells, fuel cell recyclers, and a proc that got
    in the way
    plus reactor sprites attempt 2
    
    Reactor sprites originally from
    Cosmic-Overlord/TerraGov-Marine-Corps#227, modified by me
    
    # Explain why it's good for the game
    
    Adding more complexity and content to reactors makes them more than just
    a set piece that gets set up and ignored
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    I didnt test it
    </details>
    
    
    # Changelog
    :cl:
    balance: Xenos can slash reactors
    balance: Reactors that are damaged will still run until reaching weld
    damage or being manually de-activated
    balance: Reactors that are damaged will lose fuel (when applicable) and
    fail more often when fuel runs out, new cells need to be used to reset
    the fail rate
    balance: Reactors can be damaged by bullets or explosions
    code: Updated Power all ship reactors admin button code
    imageadd: Updated reactor sprites
    maptweak: Minor changes to reactors and surrounding areas
    /:cl:
    BeagleGaming1 authored Feb 19, 2024
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  4. adding the ability for SG to buy the VP78 and the SU6 (cmss13-devs#5701)

    # About the pull request
    adding the ability for SG to buy the VP78 and the SU6
    <!-- 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
    it's clear that SG is suppose to have the option to have a sidearm so i
    am giving him the ability to by the VP78 and the SU6
    # 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: add the ability for SG to buy an VP78 or an SU-6 each for 15
    points.
    /:cl:
    
    Co-authored-by: Julien <[email protected]>
    Huffie56 and Julien authored Feb 19, 2024
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  6. Add inrange check to removing vehicle parts (cmss13-devs#5734)

    # About the pull request
    Closes cmss13-devs#5731
    
    # Explain why it's good for the game
    Bugs are bad
    
    # Changelog
    :cl:
    fix: You can no longer remove vehicle parts from a vehicle at a distance
    /:cl:
    Zonespace27 authored Feb 19, 2024
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  8. Xeno strains unit test (cmss13-devs#5725)

    # About the pull request
    
    Adds a unit test for xeno strains.
    I could have included this in cmss13-devs#5542, but I thought it would be better in
    its own PR in order to keep the checks and everything separate.
    
    The removed sprites for the Trapper, Charger, Gardener, and Watcher
    strains are (as far as I'm able to tell) completely identical to that of
    the base caste, and are only there in order to make the old system work
    properly.
    
    Currently, this includes the following tests:
    - Checking that the `caste_type` variable on each
    `/mob/living/carbon/xenomorph` subtype has a corresponding entry in
    `GLOB.xeno_datum_list`. (Not really strain related but I figured no harm
    in including it)
    - Checking that each `/datum/xeno_strain` subtype has its own `name` and
    `description`.
    - Making sure that each strain's `actions_to_add` and
    `actions_to_remove` lists are added and removed from the xeno properly.
    (Taking into account any which are re-added.)
    - Making sure that the strain's `behavior_delegate_type` is successfully
    added to the xeno.
    - If the strain doesn't have an `icon_state_prefix`, going through the
    xeno's `icon` file and double checking that there aren't strain sprites
    in there (That is, sprites beginning with the strain's name). If there
    are any, then `icon_state_prefix` should probably be set to use them.
    - If the strain *does* have an `icon_state_prefix`, making sure that the
    xeno's sprite actually got changed to the strain version.
    
    # Explain why it's good for the game
    
    More unit tests! (woo)
    
    # 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: Added a unit test for xeno strains.
    /:cl:
    SabreML authored Feb 19, 2024
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  10. Update Guns Lineart and Autowiki Handling of Base Types (cmss13-devs#…

    …5729)
    
    # About the pull request
    
    This PR is a follow up to cmss13-devs#5631 and does several things related to gun
    icons:
    - Autowiki now skips mags and guns with no icon_staste set (I did the
    same for attachments, but none are in this scenario)
    - Gun lineart now has the no_name sprite as the first sprite so it is
    used again as the default sprite when no lineart exists
    - Various gun linearts have been duplicated for sub types that are
    basically the same icon.
    - The testing for missing linearts has been fixed to check icon_state
    instead of base_gun_icon because only a couple guns even assigned
    base_gun_icon before Initialize
    - The testing for missing linearts now skips `GUN_UNUSUAL_DESIGN` since
    they can't be inspected
    - The unit_test for spritesheets now enforces css requirements. See
    https://www.w3.org/TR/CSS2/syndata.html#value-def-identifier
    - The 88m4 has been renamed to _88m4 to comply with css requirements.
    - Removed the two cases where a base_gun_icon was set in the definition
    (that would just get reset in Initialize)
    - Since many guns are now missing sprites in the missing lineart test,
    the testing error is downgraded to only a debug log until they can all
    have an exception set or the icons set. Currently all the missing
    sprites are below:
    
    <details>
    <summary>Missing Sprites in
    icons/obj/items/weapons/guns/lineart.dmi</summary>
    
    - /obj/item/weapon/gun/pistol/np92, icon_state="np92"
    - /obj/item/weapon/gun/pistol/np92/suppressed, icon_state="npz92"
    - /obj/item/weapon/gun/pistol/np92/suppressed/tranq, icon_state="npz92"
    - /obj/item/weapon/gun/pistol/t73, icon_state="tt"
    - /obj/item/weapon/gun/pistol/t73/leader, icon_state="ttb"
    - /obj/item/weapon/gun/pistol/clfpistol, icon_state="m43"
    - /obj/item/weapon/gun/pistol/es4, icon_state="es4"
    - /obj/item/weapon/gun/energy/rxfm5_eva, icon_state="rxfm5_eva"
    - /obj/item/weapon/gun/launcher/rocket/anti_tank, icon_state="m83a2"
    - /obj/item/weapon/gun/launcher/rocket/anti_tank/disposable,
    icon_state="m83a2"
    - /obj/item/weapon/gun/launcher/rocket/upp, icon_state="hjra12"
    - /obj/item/weapon/gun/rifle/m41a/elite/xm40, icon_state="m40sd"
    - /obj/item/weapon/gun/rifle/m41a/elite/xm40/ap, icon_state="m40sd"
    - /obj/item/weapon/gun/rifle/nsg23, icon_state="nsg23"
    - /obj/item/weapon/gun/rifle/nsg23/stripped, icon_state="nsg23"
    - /obj/item/weapon/gun/rifle/nsg23/no_lock, icon_state="nsg23"
    - /obj/item/weapon/gun/rifle/nsg23/no_lock/stripped, icon_state="nsg23"
    - /obj/item/weapon/gun/rifle/mar40/lmg, icon_state="mar50"
    - /obj/item/weapon/gun/rifle/mar40/lmg/tactical, icon_state="mar50"
    - /obj/item/weapon/gun/rifle/xm177, icon_state="xm177"
    - /obj/item/weapon/gun/rifle/xm177/dutch, icon_state="xm177"
    - /obj/item/weapon/gun/rifle/ar10, icon_state="ar10"
    - /obj/item/weapon/gun/rifle/m4ra, icon_state="m4ra"
    - /obj/item/weapon/gun/rifle/m4ra/training, icon_state="m4ra"
    - /obj/item/weapon/gun/rifle/l42a/abr40, icon_state="abr40"
    - /obj/item/weapon/gun/rifle/l42a/abr40/tactical, icon_state="abr40_tac"
    - /obj/item/weapon/gun/rifle/rmc_f90, icon_state="aug"
    - /obj/item/weapon/gun/rifle/rmc_f90/a_grip, icon_state="aug_com"
    - /obj/item/weapon/gun/rifle/rmc_f90/scope, icon_state="aug_dmr"
    - /obj/item/weapon/gun/rifle/rmc_f90/shotgun, icon_state="aug_mkey"
    - /obj/item/weapon/gun/rifle/m4ra_custom, icon_state="m4ra_custom"
    - /obj/item/weapon/gun/rifle/sniper/XM43E1, icon_state="xm43e1"
    - /obj/item/weapon/gun/rifle/sniper/svd, icon_state="type88"
    - /obj/item/weapon/gun/boltaction, icon_state="boltaction"
    - /obj/item/weapon/gun/boltaction/vulture, icon_state="vulture"
    - /obj/item/weapon/gun/boltaction/vulture/skillless,
    icon_state="vulture"
    - /obj/item/weapon/gun/lever_action, icon_state="r4t-placeholder"
    - /obj/item/weapon/gun/lever_action/r4t, icon_state="r4t"
    - /obj/item/weapon/gun/lever_action/xm88, icon_state="boomslang"
    - /obj/item/weapon/gun/pkp, icon_state="qjy72"
    - /obj/item/weapon/gun/revolver/m44/custom/pkd_special,
    icon_state="lapd_2019"
    - /obj/item/weapon/gun/revolver/m44/custom/pkd_special/k2049,
    icon_state="lapd_2049"
    - /obj/item/weapon/gun/revolver/m44/custom/pkd_special/l_series,
    icon_state="pkd_double"
    - /obj/item/weapon/gun/revolver/m44/custom/webley, icon_state="webley"
    - /obj/item/weapon/gun/revolver/upp, icon_state="zhnk72"
    - /obj/item/weapon/gun/revolver/upp/shrapnel, icon_state="zhnk72"
    - /obj/item/weapon/gun/shotgun/combat/riot, icon_state="mp220"
    - /obj/item/weapon/gun/shotgun/combat/guard, icon_state="mp221"
    - /obj/item/weapon/gun/shotgun/combat/marsoc, icon_state="mk210"
    - /obj/item/weapon/gun/shotgun/type23, icon_state="type23"
    - /obj/item/weapon/gun/shotgun/type23/breacher, icon_state="type23"
    - /obj/item/weapon/gun/shotgun/type23/breacher/slug, icon_state="type23"
    - /obj/item/weapon/gun/shotgun/type23/breacher/flechette,
    icon_state="type23"
    - /obj/item/weapon/gun/shotgun/type23/dual, icon_state="type23"
    - /obj/item/weapon/gun/shotgun/type23/dragon, icon_state="type23"
    - /obj/item/weapon/gun/shotgun/type23/riot_control, icon_state="type23"
    - /obj/item/weapon/gun/shotgun/double/twobore, icon_state="twobore"
    - /obj/item/weapon/gun/smartgun/rmc, icon_state="magsg"
    - /obj/item/weapon/gun/smg/pps43, icon_state="insasu"
    - /obj/item/weapon/gun/smg/pps43/extended_mag, icon_state="insasu"
    - /obj/item/weapon/gun/smg/bizon, icon_state="type64"
    - /obj/item/weapon/gun/smg/bizon/upp, icon_state="type64_u"
    - /obj/item/weapon/gun/smg/uzi, icon_state="uzi"
    - /obj/item/weapon/gun/smg/nailgun, icon_state="nailgun"
    - /obj/item/weapon/gun/smg/nailgun/compact, icon_state="cnailgun"
    
    </details>
    
    # Explain why it's good for the game
    
    Now the 88m4 pistol doesn't show up as the default icon, and instead is
    the no_name icon:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/6d02f72b-4a29-48d6-900a-8b7109cd5057)
    
    Now spritesheet states that can't be displayed (such as the 88m4 because
    it starts with a digit) will fail unit tests:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/180d5834-d873-46b4-9cb8-e4c0ac03d033)
    but I ensured the rename to _88m4 still works correctly even with the
    empty state:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/0b788b37-e993-4c25-af3a-f4f7778034ac)
    
    
    # Testing Photographs and Procedure
    See above.
    
    All "new" sprites are duplicates of existing.
    
    
    # Changelog
    :cl: Drathek
    code: Autowiki now skips guns and mags without icon_states
    code: Unit testing for spritesheets now enforces css requirements for
    class names
    imageadd: Gun stats lineart now uses the no_name sprite again for guns
    without lineart
    /:cl:
    Drulikar authored Feb 19, 2024
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  12. Temporary mute now also prevents hive death messages (cmss13-devs#5748)

    # About the pull request
    
    This PR is a followup to cmss13-devs#5688 to additionally prevent death messages
    getting sent to the hive during the temporary mute time.
    
    # Explain why it's good for the game
    
    Ultimately this is to quell more concerns with ghosts using meta
    knowledge of say a flank approaching and throwing themselves at that
    flank and informing the hive of the flank via their death message
    location.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    https://github.com/cmss13-devs/cmss13/assets/76988376/8b8426bd-8f82-43f6-bb70-a91346c47534
    
    </details>
    
    
    # Changelog
    :cl: Drathek
    del: Removed death messages for lesser drones and facehuggers that are
    still temporarily muted
    /:cl:
    Drulikar authored Feb 19, 2024
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  14. Adds tooltips to changelog icons (cmss13-devs#5713)

    # About the pull request
    
    Adds tooltips to the changelog icons.
    
    # Explain why it's good for the game
    
    While some of the icons are easy to understand at a glance, others like
    those for 'qol', 'refactor', 'mapadd' and 'config' are pretty much just
    meaningless glyphs. They work fine if you've also read the discord
    changelog or checked recent github merges, but if you're just going off
    of the ingame one it can sometimes be a little confusing.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/cc7935e6-da77-4c1f-b2e9-ab38c37aaaf9
    
    </details>
    
    
    # Changelog
    :cl:
    ui: Added tooltips to entry icons in the changelog.
    /:cl:
    SabreML authored Feb 19, 2024
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  16. Fixes ammo magazine checking with helmet if the mag is exactly half f…

    …ull (cmss13-devs#5722)
    
    # About the pull request
    
    Hitting an ammo magazine against your helmet had a faulty examine text
    if the mag had exactly half of its capacity.
    
    Fixes cmss13-devs#5714 
    
    # Explain why it's good for the game
    
    Not having cut off text in the game is
    
    # Testing Photographs and Procedure
    
    Here:
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/ca96275f-e3ea-4530-8965-5cb39b62cf10)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/f0f54765-f1e4-44c7-9b9e-7161b2a8103c)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/0014c882-65b7-4311-ad6a-263d7a7f1c31)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/a46c3d73-ce04-4e95-8787-e3a172daa444)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/9bda789a-3f33-41ee-a0e7-777c8200b814)
    
    </details>
    
    
    # Changelog
    
    :cl:
    fix: Fixes a missing examine text when you hit an exactly half-full ammo
    magazine against your helmet.
    /:cl:
    Vicacrov authored Feb 19, 2024
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Commits on Feb 20, 2024

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  2. Adds Flank Route & Choke Point West of Eastern Lab Trijent Dam (cmss1…

    …3-devs#5645)
    
    # About the pull request
    
    Adds another path for Xenos to attack marines when at eastern labs. 
    
    # Explain why it's good for the game
    
    Allows for more combat on Trijent. 
    I think Trijent is boring, and once marines get into Eastern Lab, the
    xenos usually just die and just a few marines are fighting because
    there's not enough space for xenos to fight.
    
    
    # Testing Photographs and Procedure
    Small map edit. 
    
    <details>
    The changes I made and a picture circling what was changed. 
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/142365554/90b03182-8f82-44ef-8974-bd3324693af6)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/142365554/09867473-4782-4b73-8865-36b1869599c4)
    
    Areas are also setup. 
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/142365554/e25dc3bc-819c-4170-aa01-7abb22a33aa6)
    
    
    </details>
    
    
    # Changelog
    
    :cl:
    maptweak: tweaked Trijent Dam to add a new choke point. 
    /:cl:
    hislittlecuzingames authored Feb 20, 2024
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  4. Fix broken Almayer access edits (cmss13-devs#5752)

    # About the pull request
    
    This PR is a follow-up to fix some incorrect map edits in cmss13-devs#4510
    
    # Explain why it's good for the game
    
    Fixes cmss13-devs#5744 
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/a909a965-f863-40ed-9306-8f93fcd6b4ea)
    
    </details>
    
    
    # Changelog
    :cl: Drathek
    maptweak: Fixed access for two doors on the Almayer
    /:cl:
    Drulikar authored Feb 20, 2024
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  6. Correct Vampire Lurker Strain Damage Modifications (cmss13-devs#5753)

    # About the pull request
    
    This PR corrects an erroneous change in `apply_strain` because only
    modifiers can be set here. The change to lower the damage tier would be
    undone when `recalculate_damage` would apply the lurker caste's values
    for the upper and lower damage values.
    
    Ultimately I'm not certain it does need the damage reduction - but as of
    cmss13-devs#5625 it does more with direct tail stabs so between the two this should
    be a minor nerf.
    
    # Explain why it's good for the game
    
    Corrects an intended reduction in damage for taking the strain.
    
    # 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: Drathek
    balance: Corrected vampire lurker damage values (Effectively reduction
    by 5 damage for most attacks)
    /:cl:
    Drulikar authored Feb 20, 2024
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  8. Jumping out of a dropship heading towards an LZ now throws your body …

    …at the ground, instead of deleting it. (cmss13-devs#5584)
    
    # 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.
    -->
    
    Jumping out of a dropship heading towards an LZ now throws your body at
    the ground, instead of deleting it. This does around 500 damage, and
    permanently kills you.
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/91113370/6bbd7926-1f8b-4078-a1ea-2dc583725ece)
    
    
    These people falling out of the sky, can land anywhere where there is no
    ceiling (or a glass one). Basically anywhere you can mortar, medevac, or
    laze something.
    
    This only works if the dropship is heading towards one of the LZs, if
    not, then they're deleted like normal.
    
    I also fixed the throwing, so it doesn't appear like you're just
    standing in space for 0.5 seconds before being disappeared.
    
    I also removed some unused arguments in `take_overall_damage` and
    `take_overall_armored_damage`.
    
    # Explain why it's good for the game
    It adds a bit of depth to the game, instead of your character being just
    outright deleted, their body actually ends up somewhere.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    https://github.com/cmss13-devs/cmss13/assets/91113370/a6df19dc-7f9f-4c8d-8169-2db1497b6c54
    
    (It does play sounds when you land, you just cant really hear them in
    this clip because they died.)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/91113370/b7f1bf66-fdce-4082-97c2-3fa841e168eb)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/91113370/f0819fea-4ac8-47b5-a012-f8ea12f08799)
    
    
    https://github.com/cmss13-devs/cmss13/assets/91113370/f727b8f7-1df3-4725-bb82-f16dc8294eea
    
    (Items do a little bounce when they land too)
    
    </details>
    
    
    # Changelog
    :cl:
    add: Falling out of a Dropship en route to an LZ, now lets your corpse
    plummet to the ground instead of being deleted.
    /:cl:
    
    ---------
    
    Co-authored-by: private-tristan <[email protected]>
    Contrabang and private-tristan authored Feb 20, 2024
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  10. Adds holo-targetting Vulture rounds (cmss13-devs#5719)

    # About the pull request
    
    Adds holo-targetting rounds for the Vulture. Their characteristics are:
    
    - They deal SIGNIFICANTLY LESS damage, down from 400 to 60.
    - They cannot penetrate walls nor mobs.
    - They do not slow down mobs that are hit.
    - When they hit a target, they will "mark them for death", inflicting a
    holo stack value of 333. This means that they will take 33% more damage
    from all sources. A balloon alert will be shown to all nearby mobs
    indicating the mark, along with the holo-target aura itself.
    - **They have IFF.**
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/17518895/69fc22e2-316d-43b5-87fd-08e2a5e9ba2b)
    
    
    The bullet increases the target's max capacity for holo stacks increases
    by 233 (to 333 in total). Any holo-targetting rounds that hit the mob
    will be able utilize this cap increase. The holo stacks will completely
    deplete after 35-ish seconds from the initial impact. It takes 5 seconds
    for the stack drain to begin, with every second passing after that
    removing 10 stacks. Other holo-targetting rounds will not modify the
    rate of stack depletion, keeping it at a firm 10 stacks per second. They
    will, however, stop the drain for 5 seconds.
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/17518895/ad85d159-344b-407a-8158-23eafbf0824a)
    
    
    # Explain why it's good for the game
    
    This gun is really fun for the users, encouraging a buddy system that I
    feel the game desperately needs more of. I will admit that being hit
    with 400 damage, 50 AP from 2 screens away is not engaging for the
    opposing side, giving them no counterplay at all.
    
    With these bullets, the Vulture can take a supporting role for the
    marines instead of being an off-screen death cannon. 33% is a decent
    damage increase, but it requires multiple marines around the target to
    truly take advantage of it. Compared to the payoff that a regular
    Vulture round gives, the lack of IFF for those bullets is
    understandable. However, given that you NEED friendly troops to get any
    use out of these rounds, I've given the rounds IFF (with Zonespace's
    blessing) to broaden the areas and situations where it could get used.
    
    The ammo is still limited as ever, so the sniper team will have to pick
    their shots. Given how weak the rounds are in comparison to the standard
    ones, they should rarely be able to snipe off targets on their own (in a
    rare circumstance that they spot a half-crit xeno, an M4RA with a 4x
    scope can finish them off just the same).
    
    Is it weak? Too situational? Maybe, but the weapon is very interesting
    mechanically and I would just like to see it in play a bit more.
    
    The weapon is still ADMIN-ONLY. This will only give the admins a less
    blunt variant of the Vulture if they choose to spawn in it.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    How being hit feels:
    
    
    https://github.com/cmss13-devs/cmss13/assets/17518895/a576629e-7961-4421-9932-d707e12477f1
    
    General test:
    
    
    
    https://github.com/cmss13-devs/cmss13/assets/17518895/e2fbb117-1cf9-4945-b87a-d63e68f62a10
    
    Bonus damage testing. The M41A does a base damage of 44. A holo-stack of
    333 will result in roughly 44 * 1.33 = 59 damage.
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/17518895/d230fc11-34e6-468e-89c3-394696c9b3e1)
    
    
    </details>
    
    
    # Changelog
    :cl:
    add: The Vulture can now be loaded with holo-targetting rounds which
    have severely hampered ballistic performance, but mark any target that
    is hit, increasing their damage taken by 33% for a brief period of time.
    /:cl:
    VileBeggar authored Feb 20, 2024
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  12. Removes VAIMS backpack burn line, adds extra mag. (cmss13-devs#5670)

    # About the pull request
    VAIMS (mil contractor medical specialist) had a redundant burn line
    (because surgical webbing spawns with burn line). this PR removes it and
    replaces it with an MAR mag to fill the empty space.
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    the burn graft is a waste of space in the backpack. As for the MAR mag I
    put it in so that the inventory doesn't have a random open space, i'm
    fine removing it if a maintainer tells me to.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    del: VAIMS (vaipo med spec) no longer gets a redundant burn line
    balance: VAIMS now gets an extra MAR mag.
    /:cl:
    private-tristan authored Feb 20, 2024
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  14. Forsaken/Feral Xenos can use hive status. (cmss13-devs#5693)

    # About the pull request
    due to cmss13-devs#5316, the hive status UI checks for a living queen, meaning that
    hives without living queens (including those that specifically have
    allow_no_queen_actions (forsaken xenos) were unable to use hive status.
    
    while making this PR I noticed that there were two ways to get
    hive_status and fixed it(and also carried over the we/you).
    
    don't look at the branch name.
    <!-- 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 like ~~buffing~~ fixing forsaken xenos. also being able to use hive
    status is intended
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots Are here! Click me!</summary>
    forsaken:
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/54422837/63d8053e-8e88-41fd-91a3-07382c3c9f64)
    
    normal hive (I changed the we/you after this was made)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/54422837/178a7c33-dfea-4418-b341-75341fbacf29)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/54422837/54c64de5-0f73-4d80-988b-f0df8dc15b1b)
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Forsaken and Feral xenos can now (correctly) use hive-status
    spellcheck: fixed a case where we/our wouldn't be used when attempting
    to access hive status with no queen
    /:cl:
    private-tristan authored Feb 20, 2024
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  16. Allows the MOU53 to be stored in the shotgun scabbard. (cmss13-devs#5705

    )
    
    # About the pull request
    
    Lets you store the MOU in the shotgun scabbard.
    
    <!-- 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
    
    Shotgun scabbard is soul. Basically no advantage given, other than the
    fact that you can keep a slot reserved for your MOU.
    # 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: Stakeyng
    add: mou is now compatible with the shotgun scabbard
    /:cl:
    Staykeu authored Feb 20, 2024
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  2. Fix Select Equipment Presets (cmss13-devs#5758)

    # About the pull request
    
    <!--
     -->
    This is literally a one-line fix to an apparently unnoticed bug
    affecting multiple loadouts, particularly certain ERTs. Explanation
    below.
    
    Select Equipment now spawns in an ID before equipment.
    
    # Explain why it's good for the game
    
    <!--
    -->
    ID Locks check via the COMSIG_ITEM_ATTEMPTING_EQUIP signal when someone
    tries to equip them, and searches for an equipped ID to lock with. If
    there's none, it cancels the equip.
    
    /obj/item/proc/mob_can_equip() sends out that signal as part of its
    testing, and the usual mob equip_to_slot_or_del() proc used in most
    presets ends up checking the item's mob_can_equip() before equipping.
    
    IDs were generated AFTER equipment within
    /datum/equipment_preset/proc/load_preset() in _select_equipment.dm. This
    means every single item with an ID lock would be spawned in, the mob
    would see if it could equip them, the item would return no, cancelling
    the equip, and the item would be deleted.
    
    Pre-equipped Spec loadouts were the most affected, losing all of their
    armor and ID-locked sights. Most special ERT NVGs were affected as well,
    being subtypes of the Sniper Spec's NVGs, and sharing the same
    MOB_LOCK_ON_EQUIP flag.
    
    **If there's a reason IDs were spawned in after, this might break
    something, but I doubt it. Just went tracking once I noticed this bug,
    and found this as the most effective solution.**
    
    An alternative solution was to use the unsafe equip_to_slot() proc
    instead.
    
    
    # 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: Kaga
    fix: Fixed a bug that broke ID-Lockable items in presets. Rejoice, PMC
    Snipers, pre-equipped USCM Specs, UPP Commandos, and WY Deathsquads.
    /:cl:
    Kaga-404 authored Feb 21, 2024
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  4. Distress beacon response messages now have a chance of being static (c…

    …mss13-devs#5757)
    
    # About the pull request
    
    Revives this PR. cmss13-devs#5393
    
    Adds a probability of (20) for the distress beacon response message to
    be full of static and therefore not decipherable.
    
    # Explain why it's good for the game
    
    Part of the fun of distress beacons was not knowing who's going to show
    up to your door. This brings that back, to an extent. Less of 'Oh no
    it's hostile UPP!!' over radio as soon as distress is received.
    
    
    # Changelog
    :cl:
    add: Implemented a probability of playing a static-filled transmission
    as the distress received response.
    /:cl:
    
    Co-authored-by: Jeff Watchson <[email protected]>
    BadAtThisGame302 and Jeff Watchson authored Feb 21, 2024
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  6. Reword facehugger temporary mute end message (cmss13-devs#5762)

    # About the pull request
    
    This PR is a follow up to cmss13-devs#5688 correcting the end message for
    facehuggers.
    
    # Explain why it's good for the game
    
    Fixes cmss13-devs#5756 
    
    # 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: Drathek
    spellcheck: Reworded message when a facehugger's temporary mute ends to
    not mention hivemind
    /:cl:
    Drulikar authored Feb 21, 2024
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  8. autolathes printing times are now significantly faster (cmss13-devs#5735

    )
    
    # About the pull request
    autolathes printing speed is now based on the item's w_class.
    minimum printing time of 2 seconds and max of 5 seconds.
    
    # Explain why it's good for the game
    its QOL. printing a ton of small items and they all taking 5 seconds to
    print is a huge pain.
    
    # Testing Photographs and Procedure
    it works, couldn't find any issues. 
    the sounds are fine too, no overlaping.
    
    # Changelog
    
    :cl:
    qol: Autolathes are now significantly faster.
    /:cl:
    iloveloopers authored Feb 21, 2024
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  10. Makes it possible to view helmet cams of SOs/XOs/COs (cmss13-devs#5433)

    # About the pull request
    
    Going to rework the whole console at some point. Not proud of this code,
    give me some ideas
    
    # Explain why it's good for the game
    
    Helmet cams good! This can already be done by assigning the CO/XO/SO to
    a squad
    
    # 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: CIC can now view helmet cameras of Command Staff. Literally 1984
    /:cl:
    TheGamerdk authored Feb 21, 2024
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  12. Makes drone castes be able to destroy special resin buildings faster;…

    … enables destruction from roundstart (cmss13-devs#5721)
    
    # About the pull request
    
    1. All xenomorph hives except for ferals now start with special resin
    structure destruction enabled for leaders AND builders (all drone
    castes), instead of leaders only.
    2. Builders can now destroy every special resin structure with a maximum
    of 5 hits.
    
    # Explain why it's good for the game
    
    1. All xenomorph hives except for ferals now start with special resin
    structure destruction enabled for leaders AND builders (all drone
    castes), instead of leaders only.
    
    **Why**: This is an old, leftover restriction from back when people
    actively griefed destroying stuff and the hive had no hive-wide
    announcements for it. Now it just devolved into "queen plz allow special
    deconstruction" every single round drone castes try to move things
    around. It is tiresome for both builders and the queen to always enable
    this.
    
    2. Builders can now destroy every special resin structure with a maximum
    of 5 hits.
    
    **Why**: Most often drones and hivelords are sicced on destroying
    backline clusters/recovery nodes, since xenos have a limited amount of
    special structures they can build. Here are the number of hits you
    needed before to destroy them:
    
    | name | health | # of drone hits | # of carrier hits | # of burrower
    hits | # hivelord hits |
    | --- | --- | --- | --- | --- | --- | 
    | hive cluster | 1200 | 16 | 15 | 15 | 16 |
    | recovery node | 400 | 6 | 5 | 5 | 6 |
    | egg morpher | 300 | 4 | 4 | 4 | 4 |
    
    It is soul-killing to hit things 15-16 times for it to get destroyed.
    Factor in the extra hits when one has to destroy a cluster _and_
    recovery nodes and you can quickly see why this is not fun.
    
    This part of the code:
    
    ```
    		var/damage_to_structure = M.melee_damage_upper + XENO_DAMAGE_TIER_7
    		// Builders can destroy beefy things in maximum 5 hits
    		if(isxeno_builder(M))
    			health -= max(initial(health) * 0.2, damage_to_structure)
    		else
    			health -= damage_to_structure
    ```
    
    ensures that if your melee damage is higher than the 1/5th of the
    special structure's max health, you will deal your melee damage instead.
    This way, you can still destroy egg morphers in only 4 hits, as opposed
    to 5.
    
    # Testing Photographs and Procedure
    
    1. Spawn in a cluster, recovery node, and an egg morpher
    2. Slash them and observe the health change
    
    # Changelog
    
    :cl:
    tweak: Xenomorph special structure deconstruction is now enabled for
    leaders and builders from roundstart instead of leaders only, except for
    feral hives.
    qol: Drone castes can now destroy clusters and recovery nodes with a
    maximum of 5 hits (instead of 15-16 and 6, respectively).
    /:cl:
    Vicacrov authored Feb 21, 2024
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  13. Food processor can be used to remove carpotoxin and acidic blood with…

    … master domestic skill (cmss13-devs#5577)
    
    # About the pull request
    
    This PR makes it so that characters with master level domestic skill are
    able to remove carpotoxin and acidic blood from carp fillets and
    xenomeat. Xenomeat, carp fillets and recipes including those have had
    their levels adjusted to avoid adding additional carpotoxin/xenoblood
    when creating a recipe so a processed ingredient won't result in a
    dangerous recipe.
    
    I've tested this using characters with and without the skill with flour,
    potatoes, xenomeat and carp fillets to ensure that only the affected
    processor uses are changed, that processing works correctly and that the
    skill is required.
    
    # Explain why it's good for the game
    
    This would open more opportunities for the mess technician to serve the
    crew with recipes that rarely see the light of day due to being
    dangerous (while leaving some risk if an MST forgets to process the
    ingredients). Some marine players might also enjoy the roleplay
    opportunities around getting the chef to turn their fallen enemies into
    burgers.
    
    # Testing Photographs and Procedure
    <details>
    
    <summary>Screenshots & Videos</summary>
    
    Here is shown a character with insufficient skill unable to modify the
    food, before putting it in the soda fountain to show its reagents:
    
    https://github.com/cmss13-devs/cmss13/assets/32908370/8138d1c5-77a2-4f7d-92e9-9d7059fa3f05
    
    Here is shown a character with sufficient the skill able to modify the
    food, before putting it in the soda fountain to show its reagents:
    
    https://github.com/cmss13-devs/cmss13/assets/32908370/93bb0c99-fccf-46ca-a786-579be203629b
    
    </details>
    
    
    # Changelog
    :cl:
    add: Increased levels of acidic blood and carpotoxin in xenomeat and
    carp fillets.
    del: Xenomeat and carp fillet-based recipes no longer add additional
    acidic blood or carpotoxin.
    qol: Master level domestic skill allows the use of the food processor to
    remove acidic blood and carpotoxin from xenomeat and carp fillets.
    fix: Turning named pieces of human meat into meatballs will retain the
    human's name.
    /:cl:
    
    ---------
    
    Co-authored-by: SabreML <[email protected]>
    LaylaMcC and SabreML authored Feb 21, 2024
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  15. Makes observers able to see the UI of Xeno players (and also action b…

    …uttons) (cmss13-devs#5751)
    
    # About the pull request
    
    Makes auto-observing work for xenomorphs *and* humans by moving it to
    `/carbon`, and also makes it show the target's action buttons.
    
    I'm pretty confident that this all works correctly, but I would still
    recommend testmerging it anyway.
    It's ~~probable~~possible that I missed something somewhere and an
    observer could get stuck being unable to click anything, or something
    like that.
    
    # Explain why it's good for the game
    
    This makes auto-observing a bit more consistent, more interesting for
    observers, and could actually help newer players to learn how to play
    some castes. (Which abilities to use and when, where to target, etc.)
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/54fbb8c6-f9fa-444b-b80c-228b4e6e3480
    
    </details>
    
    # Changelog
    :cl:
    add: Added 'observe' functionality to Xenomorphs, allowing observers to
    view the target's UI.
    add: Made observing a player also show their action buttons.
    /:cl:
    SabreML authored Feb 21, 2024
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  17. Fix broken admin medals panel (cmss13-devs#5764)

    # About the pull request
    
    This PR is a follow up to cmss13-devs#5493 fixing the Medals Panel. Some reason
    Fragment is busted if you don't use a key?
    
    # Explain why it's good for the game
    
    Fixes 
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/c811b7ef-c9b5-45e3-b95b-bad416e8ab7a)
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/41a05979-eda5-4a1f-ae7d-1f8ddaf50129)
    
    </details>
    
    
    # Changelog
    :cl: Drathek
    ui: Fix broken admin Medals Panel
    /:cl:
    
    fixes cmss13-devs#5768
    Drulikar authored Feb 21, 2024
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  19. refactor barricades files to hopfully have a more constant interactio…

    …n when trying to fix them with welder. (cmss13-devs#5609)
    
    # About the pull request
    fixes: cmss13-devs#5229
    1-replace a bunch of single letter variable and in the same movement
    standardize it for all the parent/child object...
    2-create a proc that is a group of check to see if you can start fixing
    a barricade with a welder.
    3-implement this proc on metal,plasteel and deployable to have all the
    check be the same as we want them to all react the same way...
    <!-- 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
    i tested welding different different cades at the same time seem to work
    i had some weirdness but it's working.
    <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: refactored files with the aim of making fixing barricade with
    a welder more constant.
    fix: being unable to repair more than one metal barricade at the time.
    /:cl:
    
    ---------
    
    Co-authored-by: Julien <[email protected]>
    Co-authored-by: Birdtalon <[email protected]>
    3 people authored Feb 21, 2024
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  21. Fix CMB ERT & Path Based ERT Calling (cmss13-devs#5755)

    # About the pull request
    
    This PR fixes the black market CMB automatic ERT and makes
    get_specific_call ~~more flexible and~~ efficient.
    
    # Explain why it's good for the game
    
    Fixes `## ERROR: get_specific_call could not find emergency call
    'Inspection - Colonial Marshal Ledger Investigation Team'` caused by a
    grammar fix from Marshal to Marshals. This should generally be harder to
    cause since the call can now only be called via a path.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![1](https://github.com/cmss13-devs/cmss13/assets/76988376/2beff6de-ea6a-40bd-b4e8-7c13ed618308)
    
    ![2](https://github.com/cmss13-devs/cmss13/assets/76988376/4dbd1ba2-6782-4849-87ba-fef0ae57121b)
    
    ![4](https://github.com/cmss13-devs/cmss13/assets/76988376/58d5017e-9ebf-4d93-86b5-de0428b5e7bb)
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/74d47e01-5d7c-4fd2-b02e-6ee32d57e357)
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/acd80c2f-100a-41cc-8401-b1803a04ad7d)
    
    </details>
    
    
    # Changelog
    :cl: Drathek
    fix: Fixed automatic CMB ERT caused by black market heat
    code: get_specific_call now only accepts a path or a string of a path
    /:cl:
    Drulikar authored Feb 21, 2024
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  23. Gun action (and equip) buttons refactor (cmss13-devs#5750)

    # About the pull request
    
    Refactors the 'gun action' buttons and the 'equip' button to have each
    have their own `/atom/movable/screen` subtype, rather than all of their
    functionality being done through `if()` checks in
    `/atom/movable/screen/clicked()`.
    
    *The 'gun action' buttons being these:*
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/3c73da3e-4b99-4ad5-b66d-f01077f686d4)
    
    *And the 'equip' button being this:*
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/1a60d926-605d-45b4-9a9a-5a6a05cfc657)
    
    # Explain why it's good for the game
    
    Cleaner code, and the gun buttons now show their names in the status bar
    when hovered over thanks to this:
    
    https://github.com/cmss13-devs/cmss13/blob/1bc0fa54e985fef991e06a85871b0a62cf15e5b2/code/modules/statusbar/statusbar.dm#L23
    (That line has been there for a couple of years, but
    `/atom/movable/screen/gun` didn't exist until now.)
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.
    
    </details>
    
    
    # Changelog
    :cl:
    refactor: Refactored the 'gun action' buttons, making them show their
    names in the status bar when hovered over.
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    SabreML and harryob authored Feb 21, 2024
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  2. Abomination rework and predator plasma rifle buff. (cmss13-devs#5432)

    # About the pull request
    This pr intends to catch up predalien towards current gameplay by
    reworking a few abilities and adding new ones.
    # Explain why it's good for the game
    Currently the predalien has been untouched (practically) for over 3-4
    years now, while being rare and decent enough to hold its own against
    current year marines and predators, its highly outdated. It's main power
    being "the gib" which is not fun for marines to be instantly removed
    from the game as most of the time you will be accompined by a queen and
    the entire hive. its not being fun being comboed into a queen screech +
    gib
    
    As their natural counter, the predators are currently lacking in a
    strong way to counter it, i believe the Plasma Rifle thats only
    available when an abomination is present is very weak, underpowered and
    generaly not that good. I can go into deeper details if anyone wants me
    to. So my natural response was to make it set people on fire because
    generally the predalien will be guarded by an entire hive. This will
    make it so that atleast the xenomorph hit, will have to back off
    allowing the predator to breathe. I havent touched the recharge rate
    because i think this incin bullet will be powerful enough to compensate
    for the low recharge rate, and only 16 shots (you need 14 dead on shots
    to kill an abomination, not counting its movement, phermones, and the
    entire hive guarding it.)
    
    below are all the changes ive decided to make;
    "Feral Frenzy" is a mashup of the old gut ability, it now has a toggle
    that lets you choose between AOE/SINGLE TARGET. I think this is a
    defining factor in predalien reworks, because currently it is too
    focused on fighting predators and not enough on marines. This will help
    you fend off against a marine group by letting you become devastating
    against grouped up marines. Or chosing to catch one by switching to
    single target since it has a root. (Also retaining its ability to fight
    off predators).
    
    "Feral Rush"; Feral rush incrases your armor and speed by a certain
    number, i wanted to add this instead of the useless pounce as i felt
    like the pounce was basically not providing you with anything other then
    just a distance closer, and it didnt fit in with the new gutting
    abilities, this way you can speed up, armor up and then go inside the
    marine force and do your aoe ability and get back out. This will ensure
    that you arent useless while going in since without the armor and speed,
    you will melt by the time you go in marine numbers, (also remember the
    AOE gut has a windup of 2 seconds.), The armor is removed 6 seconds
    after the slow (the speed lasts 3 seconds, so you're just armored for an
    extra 3 seconds) as to have that extra armor while retreating from more
    open places.
    "Stomp" ; the reason ive decided to remove this ability is it felt way
    out of place for this kit and just simply wasnt good enough (in my
    opinion) to being there although a slow or aoe root might be needed if
    this gets approval enough for gametesting.
    
    "Frenzy Smash" ; Grabs somebody by the leg and smashes them to the
    ground, this honestly just felt like a cool ability to add, it lets you
    keep somebody in place but also keep them moving, this is mostly a flair
    ability but still VERY deadly, may be buffed to make preds slower for a
    duration. deals 20 damage and scales with kills
     
    
    THIS IS ALL UP FOR DEBATE, AND I WOULD LIKE TO WATCH THIS ALL INGAME VIA
    ABOM EVENTS BY ADMINS IF THATS POSSIBLE.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    
    https://github.com/cmss13-devs/cmss13/assets/47158596/f28a5048-701f-4b9d-a2bf-dd5dbc6d08be
    
    
    https://github.com/cmss13-devs/cmss13/assets/47158596/53da1e18-1a4a-49de-a73d-1ab7f1abb1d8
    
    
    https://github.com/cmss13-devs/cmss13/assets/47158596/69eeb0e9-cbe6-4712-a15a-b599dbc56109
    
    
    
    
    </details>
    
    
    # Changelog
    
    
    :cl:
    add: Added a new ability to the predalien "Feral Rush" that increases
    it's armor and speed for a short duration.
    add: Added two new abilities to the predalien "Feral Frenzy" and a
    toggle. The predalien can now switch between a single target GUT and an
    AOE one, both of which has damage that scale with your kills.
    del: Removed the predaliens gib ability
    del: Removed the predaliens "pounce" ability
    del: Removed the predaliens "Ground Smash" ability
    balance: Predalien no longer has plasma costs, or plasma. 
    balance: The Plasma Rifle, which is ONLY used to hunt abominations now
    has a higher ROF and has incin bullets.
    spellcheck: Re-wrote the predalien text to be more up to date and remove
    missinformation
    qol: Everyone can see how many kills the predalien has by examining it.
    add: Added a "Feral Smash" ability that lets you grab somebody and smash
    them to the ground, this scales with kills and is a devastating attack.
    balance: Removed screenshake from predalien's screech
    balance: Predalien removes fire stacks faster.
    fix: Girders are now slashable by very_sharp_claws instead of just
    having a queen chack
    /:cl:
    
    ---------
    
    Co-authored-by: InsaneRed <[email protected]>
    Co-authored-by: Birdtalon <[email protected]>
    Co-authored-by: Drathek <[email protected]>
    4 people authored Feb 22, 2024
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  4. Fixes xeno tacklestrength (cmss13-devs#5773)

    # About the pull request
    
    Fixes cmss13-devs#5765.
    This was caused by me in cmss13-devs#5542 deleting a couple of lines from
    `/mob/living/carbon/xenomorph/proc/recalculate_tackle()`, when I should
    have only removed the `mutators`/`hive.mutators` part.
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/b54a3e03-03cd-49a3-a093-ab0765059a7b)
    
    # Explain why it's good for the game
    
    Whoops
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    `tacklestrength_min` and `tacklestrength_max` are being applied
    correctly:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/8404ddf3-17e0-42a5-a3cf-91a85beb1e50)
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Fixed Xenomorphs not having their caste's tackle duration values
    applied to them.
    /:cl:
    SabreML authored Feb 22, 2024
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  6. TGUI input list search fix (cmss13-devs#5775)

    # About the pull request
    
    Fixes the search function of `tgui_input_list`, and also makes the
    search bar automatically focus when toggled.
    This was caused by the same issue as cmss13-devs#5581.
    
    # Explain why it's good for the game
    
    Bugfix, and a little QOL thing.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    ('Teleport to Area' menu as an example, but it's the same on any
    others.)
    **Before:**
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/8450adef-38f4-4ae4-963a-11533a328841
    
    **After:**
    
    
    https://github.com/cmss13-devs/cmss13/assets/57483089/ede80ffa-7ce6-47c9-9711-a5f29560d1bd
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Fixed the search function of TGUI input lists.
    qol: Made the TGUI input list search bar automatically focus when
    toggled.
    /:cl:
    SabreML authored Feb 22, 2024
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  8. Increase repeated weed expansion delay for the same tile (cmss13-devs…

    …#5772)
    
    # About the pull request
    
    This PR tweaks the delay required to expand weeds to the same tile. As
    in when a marine destroys weeds a queen just expanded, she must wait
    this much delay to spread it to that location again.
    
    # Explain why it's good for the game
    
    Disincentives using weeds next to marines slightly
    
    # 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: Drathek
    balance: Increased same tile weed expansion delay for queen from 7s to
    10s
    /:cl:
    Drulikar authored Feb 22, 2024
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  10. Seperating every port and starboard hallway areas into three areas ea…

    …ch (fore midship aft) (cmss13-devs#5699)
    
    # About the pull request
    1-Main idea is to split each Hallway area port and starboard into three
    areas.(fore midship aft)
    2-Clean up the map to remove emergency shutter that are not acting as a
    frontier between areas.
    3-removed unused areas.
    4-rebuild structure of hallway area to have /lower and /upper areas.
    
    <!-- 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
    1-Mainly good to allow better use of health monitor.
    2-trying to standardize how emergency shutter are placed on the almayer
    3-4 are refactor with no impact on player.
    # 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:
    maptweak: split each Hallway area port and starboard into three
    areas.(fore midship aft)
    maptweak: change the area around north and south west staircase to
    remove emergency shutters.
    maptweak: change the area west of squad preparation room to remove
    emergency shutter.
    maptweak: change the area west of lower engi to make emergency shutter
    be at the frontier of the area.
    /:cl:
    
    ---------
    
    Co-authored-by: Julien <[email protected]>
    Huffie56 and Julien authored Feb 22, 2024
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  12. Ports Mapping Backend updates (cmss13-devs#5165)

    # About the pull request
    
    Updates most of mapping backend to /tg/ current:
    * Replaces completely map reader which now has explicit TGM support
    * Replaces completely reservations backend, they now have a builtin
    "cordon" area around them
    * Grafts and updates some missing procs in SSmapping and Shuttles,
    notably for reservations
    * Updates nightmare, map templates, interiors, etc, to match new
    mapper/reservations code
    * Minor Turf/Atoms stuff such as global init, turf_flags rename, and
    AfterChange()
    
    This shouldn't change much to the game as is, but is meant as a stepping
    stone toward new features such as planecube that depend on updated
    mapping code, rather than having to messily strap them to old.
    
    Very Testmerge-worth
    
    # Testing
     - [x] General map loading of Ship & Ground
     - [x] Dropship loading and flight
     - [x] Fultons reservation launching
     - [x] Lifeboats launching
     - [x] Vehicle Interiors instanciation
     - [x] Interior reservations freeing
     - [x] Tents templates placement
     - [x] Nightmare inserts loading
     - [x] Other maps than LV-624
     - [x] Maploading admin verbs
     - [x] Mass screenshot verb
     - [x] Runtime Trijent elevators working
    
    # Potential TODO
    - [x] Find a better cordon turf than outer almayer hull, it looks ugly
    with eg fultons
    
    # Changelog
    :cl:
    code: Updated mapping backend from /tg/ upstream.
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    Co-authored-by: harryob <[email protected]>
    3 people authored Feb 22, 2024
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  14. Fix burrower lifeboat tunneling (cmss13-devs#5778)

    # About the pull request
    
    This PR effectively revives the fix from cmss13-devs#5603 that was allowing
    burrowing in lifeboats. The other grammar changes it was doing were for
    marines, so it would not be correct to we/our them.
    
    # Explain why it's good for the game
    
    Fixes burrowing into lifeboats.
    
    # 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: AtticusRezzer
    fix: Fixed the incorrect area flag in lifeboats allowing tunneling
    /:cl:
    Drulikar authored Feb 22, 2024
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  16. Reagent tanks can now be dragged faster (cmss13-devs#5704)

    # About the pull request
    
    brings the drag delay of reagent tanks to 1 down from 3
    they have wheels on the sprite so it makes sense
    beer kegs, water coolers, pepper spray refillers, etc are adjusted to
    default to compensate
    
    # Explain why it's good for the game
    
    its quality of life
    
    # Testing Photographs and Procedure
    
    it works
    
    # Changelog
    :cl:
    qol: Reagent tanks can now be dragged faster.
    /:cl:
    iloveloopers authored Feb 22, 2024
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Commits on Feb 23, 2024

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  2. MOPP Desc tism (cmss13-devs#5782)

    # About the pull request
    Shortens the active description for the MOPP suit so it isn't a bible's
    worth of text explaining how a MOPP suit works that extends further then
    the lore desc. This should be a very simple merge.
    
    
    # Explain why it's good for the game
    
    A general item desc shouldn't be excessively long.
    
    
    
    # Changelog
    :cl:
    del: Removes part of MOPP suit desc.
    /:cl:
    TopHatPenguin authored Feb 23, 2024
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  4. Automatic TGS DMAPI Update (cmss13-devs#5789)

    This pull request updates the TGS DMAPI to the latest version. Please
    note any breaking or unimplemented changes before merging.
    
    Co-authored-by: tgstation-server <[email protected]>
    cm13-github and tgstation-server authored Feb 23, 2024
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  5. Weyland Yutani Trading Cards™ (cmss13-devs#5665)

    # About the pull request
    
    Adds Weyland Yutani Trading Cards™ to the rec vendor
    Adds Weyland Yutani Trading Cards™ packs of five to the rec vendor
    Adds Weyland Yutani Trading Cards Gold™ cigarette packs to the rec
    vendor and colony cigarette machines (that exist soley to break the
    lucky strikes military tobacco monopoly)
    
    # Explain why it's good for the game
    
    Adds some funny cards for marines to collect and to fight each other
    over
    
    # Testing Photographs and Procedure
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    https://cdn.discordapp.com/attachments/745447048261795890/1203903068756906016/2024-02-05_03-17-17.mp4?ex=65d2c91b&is=65c0541b&hm=13a9bbf4e63e9c3f8f14f02233ea9d43eaa62862957474677171dddde10efdf7&
    
    </details>
    
    
    # Changelog
    
    :cl:
    add: Added WeyYu Trading Cards (they come in packs of 5, single, or in
    special packs of WeyYu Gold) buyable at rec vendor (and/or colony
    tobacco vendors in the case of the special cigarette packs)
    imageadd: Added sprites of the WeyYu Trading Cards, trading card packs,
    and special WeyYu Gold cigarette packs.
    /:cl:
    
    ---------
    
    Co-authored-by: harryob <[email protected]>
    Warfan1815 and harryob authored Feb 23, 2024
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  7. Check Ckey button. (cmss13-devs#5786)

    # About the pull request
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/4447185/508fdf55-1d4e-4dfc-8fbe-61be5f905f07)
    
    # Explain why it's good for the game
    
    I have been wanting to do this at least ever since cmss13-devs#5073.
    Typing/copypasting keys is annoying.
    
    # Changelog
    
    :cl:
    admin: Check Ckey verb is now available on player panel.
    /:cl:
    Segrain authored Feb 23, 2024
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  9. Fixes the 88 Mod 4's holster sprite (cmss13-devs#5785)

    # About the pull request
    
    **no actual sprite changes, I just renamed a couple**
    
    Fixes the 88 Mod 4 pistol not having a holster sprite, and showing as a
    bunch of orange question marks.
    This was happening because cmss13-devs#5729 changed its `icon_state` from `"88m4"`
    to `"_88m4"` in order to make it actually work with CSS, but the sprite
    in `icons/obj/items/clothing/belts.dmi` wasn't renamed with it.
    
    I also changed the `item_state` to be the same and renamed the inhand
    sprites, just to reduce any future confusion.
    
    # Explain why it's good for the game
    
    Fixes the gun not being a gun.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    **Before:**
    
    ![before](https://github.com/cmss13-devs/cmss13/assets/57483089/44ca7d17-440a-4ae2-8fbe-1df38a80e6f3)
    
    **After:**
    
    ![after](https://github.com/cmss13-devs/cmss13/assets/57483089/ad27fe53-4d36-4101-9122-135dad0bf620)
    
    </details>
    
    
    # Changelog
    :cl:
    fix: Fixed the 88 Mod 4 pistol's holster sprite.
    /:cl:
    SabreML authored Feb 23, 2024
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  11. Fix for wound overlays. (cmss13-devs#5787)

    # About the pull request
    
    Yet another disastrous consequence of that "research warcrimes" PR. For
    whatever reason, it removed a line that actually was doing something
    important. If we have been processing the limb (otherwise
    `need_process()` should not be called at all) and after going through
    all the checks decided to cease processing it (which only happens when
    all damage is gone), we do need to update wounds one final time first to
    remove all the overlays from wounds/bandages that have healed but have
    not been removed by limb's not-every-tick update in regular `process()`.
    
    # Explain why it's good for the game
    
    Fixes cmss13-devs#4764.
    
    
    # Changelog
    
    :cl:
    fix: Fully healed limbs should now properly remove the overlays for
    their wounds and bandages.
    /:cl:
    Segrain authored Feb 23, 2024
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  13. Adds a new Nightmare Insert on LV-624 (cmss13-devs#5652)

    # About the pull request
    
    Adds a new Nightmare Insert on LV, including a Paranoid Executive and
    his Corporate Security Detail fortifying the Corporate Dome in hopes of
    Company rescue. (Those ~~corpses~~ poor colonists in the Garage totally
    did not get firing lined because they tried to break in the Dome while
    the xenos were eating their ass.)
    
    # Explain why it's good for the game
    
    Firstly, the Roadmap has an objective to add more nightmare inserts
    (Plus, I learned from my previous RMC nightmare insert and DIDN'T make
    them military survivors.) Secondly, this also fulfills the other roadmap
    objective to spawn the survivors together (Yipee!)
    
    Now, from a balance perspective, I used the normal goon survs, added
    some extra metal/plasteel/sandbags, a PMC nade, a hacked PMC Motion
    detection and alot of barricades spread around the Dome, also moved the
    vendors and tables to a more defensable position and gave the CL an FP
    with ammo. Thought about giving them a Wey-Med or some claymores, I'll
    see about it.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    ### The New Corporate Dome
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/21dfb274-dfb0-4ea3-a4ca-93d03817c864)
    
    </details>
    
    
    # Changelog
    :cl:
    add: Added a CL and Goon nightmare insert spawn.
    mapadd: added a new nightmare insert on LV which revamps the Corporate
    Dome into a holdout.
    /:cl:
    
    ---------
    
    Co-authored-by: Jeff Watchson <[email protected]>
    BadAtThisGame302 and Jeff Watchson authored Feb 23, 2024
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Commits on Feb 24, 2024

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  2. Details bigred Libary (cmss13-devs#5791)

    # About the pull request
    
    Details big red Libary
    
    # Explain why it's good for the game
    
    It looked a bit bland so I thought I'd touch it a bit
    
    # 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: SpartanBobby
    maptweak: Redetails bigred Libary
    /:cl:
    spartanbobby authored Feb 24, 2024
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  4. Opens up 1x1 hellscape on kutjevo, removes ledges in combat zone (cms…

    …s13-devs#5793)
    
    # About the pull request
    
    As title, the 1x1 cave area is quite strange but cool so I wanted to
    open it up slightly and provide a new route into that building east of
    Botony I also removed ledges in that southern flank area and some
    strange unbreakable walls, lastly I fixed the broken thermals
    
    # Explain why it's good for the game
    
    1x1s kind of suck, I like the addition of the new rotation and I think
    the amount of unbreakable walls on kutjevo is weird
    
    # 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: SpartanBobby
    maptweak: Make a few unabreakable walls on kutjevo breakable, touches
    the east botony caves flanks ands removes some ledges from combat routes
    /:cl:
    spartanbobby authored Feb 24, 2024
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  6. Details LV624 secure storage blast area (cmss13-devs#5794)

    # About the pull request
    
    This PR details LV624s blown open secure storage
    
    # Explain why it's good for the game
    
    A (relatively) recent PR made LV624s secure storage blown open all the
    time but I personally felt the area looked comparatively under detailed
    and undamaged for something blown open so I did that
    
    # 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: SpartanBobby
    maptweak: Edits to secure storage LV624s detailing
    /:cl:
    spartanbobby authored Feb 24, 2024
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  8. Changes to LV522 southwest dorms (cmss13-devs#5790)

    # About the pull request
    
    This PR moves an unbreakable wall south-west of LV522s dorms slightly
    more north to allow the marines to more easily flank and gain a foothold
    into dorms but still doesn't allow them to fully bypass the building
    
    https://i.imgur.com/QL9KvT1.png
    
    # Explain why it's good for the game
    
    Currently, marines on LV522 struggle to get into dorms this PR attempts
    to fix that by giving them slightly more breathing room and the ability
    to move while still not allowing them to bypass the building fully
    
    # 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: SpartanBobby
    maptweak: Edits to southwest dorms LV522
    /:cl:
    spartanbobby authored Feb 24, 2024
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  10. Relay Ping Browser (cmss13-devs#5777)

    # About the pull request
    
    This PR adds a way to ping the relays and also easily connect to them.
    You can access this panel by clicking the ping near the top right of
    chat. The ping reported here will likely be inflated from what you will
    actually experience or see reported by TGChat (its highly dependent on
    how fast your computer runs the JavaScript, and is based only on a
    single ping per connection), but should still give an accurate relative
    difference between the different connections.
    
    When the component is loaded, it starts a timer to begin the pings in 1
    second. Whenever the component is unloaded, it indicates this to the
    ping javascript which will cause it to early return on any pending
    operations.
    
    The configs are added to examples in relays.txt. You can include it in
    config.txt.
    
    # Explain why it's good for the game
    
    This should give more visibility to the relays, provide an easy way to
    use them, and give more of an idea the differences in connection speeds
    to each relay.
    
    # Testing Photographs and Procedure
    Random values during testing:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/1a67bf8d-bc45-4fe8-888c-2360e6d54656)
    
    An actual test example (with last forced to time out):
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/4bcf24b9-e942-4936-a2a5-d6be3b4756f1)
    
    Now with gauges:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/62d903fe-0311-48fc-90d5-9c07d388650a)
    
    Now with flex layout:
    ![layout
    rework](https://github.com/cmss13-devs/cmss13/assets/76988376/c9621ad4-9396-48b5-ae15-e415f53e3b06)
    
    # Changelog
    :cl: Drathek
    ui: Added the relay ping browser accessed by the tgchat ping to test and
    use alternative connections to the server
    ui: Added onConfirmChange prop to Button.Confirm component.
    config: Added CONNECTION_RELAY_PING and CONNECTION_RELAY_CON in the
    relays.txt config that is optionally included in config.txt
    /:cl:
    Drulikar authored Feb 24, 2024
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  12. Refactor marine_armor.dm and split it into multiples files. (cmss13-d…

    …evs#5740)
    
    # About the pull request
    1-Refactor the marine_armor.dm file by splitting them into multiples
    files.
    2-in marine_armor.dm i also remove a serie of duplicate declaration of
    the same items.
    <!-- 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:
    refactor: refactor marine_armor.dm and split it into multiples files.
    /:cl:
    
    ---------
    
    Co-authored-by: Julien <[email protected]>
    Co-authored-by: SabreML <[email protected]>
    3 people authored Feb 24, 2024
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  14. Barricades Multi-Weld Revert & Refactoring (cmss13-devs#5795)

    # About the pull request
    
    This PR is a follow up to cmss13-devs#5609 which removed a busy check from some
    barricades allowing multi-welding. This PR restores that setting (which
    is a return to normal for all but folding barricades which incorrectly
    allowed multi-welding before).
    
    I have also added automatic looping to barricade welding if there is
    still work to be done, and it can be performed.
    
    # Explain why it's good for the game
    
    The PR that introduced this change was not intended to be a balance
    change. Additionally, it's far more difficult to tune welding speeds if
    the quantity of barricades being welded at the same time is variable.
    Technically this is a nerf though because previously multi-welding
    folding barricades was possible.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    https://github.com/cmss13-devs/cmss13/assets/76988376/32deb97f-31b0-4fd0-8baf-54637cfbf81d
    
    After looping welding addition:
    
    
    https://github.com/cmss13-devs/cmss13/assets/76988376/e67efe06-711e-4847-aa36-345c1e85222d
    
    </details>
    
    
    # Changelog
    :cl: Drathek
    add: Welding a barricade will now repeat automatically if it can still
    be repaired.
    balance: Reverted multi-welding change to barricades: All barricades
    must be welded one at a time.
    refactor: Refactored more barricade code.
    /:cl:
    Drulikar authored Feb 24, 2024
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  16. Small auto-observe fixes (cmss13-devs#5788)

    # About the pull request
    
    Fixes/tweaks a couple of auto-observe things that I noticed after cmss13-devs#5751.
    Specifically:
    - Fixes `runtime error: client_screen_add overridden. Use override =
    TRUE to suppress this warning`/`runtime error: client_screen_remove
    overridden. Use override = TRUE to suppress this warning`.
    *This error was consistently thrown when a ghost who's body is being
    observed re-enters their body. `observe_target_new_mind()` tries to
    re-register the some signals on the body's new client, but didn't have
    the `override` argument set.*
    
    - Stops 'hidden' actions being added to the screen of observing players.
    (e.g. the xeno tacmap action if the queen isn't ovied)
    
    - Makes any observers transfer over to the new body when a xenomorph
    evolves/de-evolves.
    *(I also added `/mob/dead/observer` to the `observers` variable's
    declaration since it wasn't particularly clear what the list held.)*
    
    - Fixes the target player's action buttons disappearing for observers if
    they reconnect or re-enter their body.
    *(The actions were being shown to the player in
    `Login()`>`show_hud()`>`update_action_buttons()` before the observer
    could re-register signals in `observe_target_login()`.)
    In order to fix this I renamed the existing `COMSIG_GLOB_MOB_LOGIN`,
    `COMSIG_CLIENT_MOB_LOGIN`, `COMSIG_MOB_LOGIN` signals, and made
    `COMSIG_MOB_LOGIN` send a bit earlier in the proc.*
    
    # Explain why it's good for the game
    
    Bugfixes :)
    
    
    # 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 'hidden' action buttons being shown to observing players.
    qol: Made any observers transfer over when a Xenomorph
    evolves/de-evolves.
    /:cl:
    SabreML authored Feb 24, 2024
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Commits on Feb 25, 2024

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  2. Changes to south yard Sci-annex (cmss13-devs#5792)

    # About the pull request
    
    South Yard kind of sucks alot to fight in this PR opens it up, removes
    alot of hullwalls and tries to make it slightly more enjoyable
    
    # Explain why it's good for the game
    
    Sci-annex is a bumbling mess of chokes this area is a mass of 1x1s 2x2s
    and longhalls this tries to rectify this slightly
    
    # 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: SpartanBobby
    maptweak: Edits to southyard sci-annex
    /:cl:
    spartanbobby authored Feb 25, 2024
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  4. Changes some event verb permissions around. (cmss13-devs#5809)

    # About the pull request
    
    As title
    
    # Explain why it's good for the game
    
    Simplification.
    
    # Changelog
    :cl:
    admin: Mods can now run votes where appropriate.
    admin: Moved a few event verbs from Admin level to Senior Mod.
    admin: Added a log to creating new bank accounts.
    /:cl:
    realforest2001 authored Feb 25, 2024
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  6. makes marking more effective for admins (cmss13-devs#5779)

    marking a ticket now actually stops others from interacting from it.
    other admins can still override it by hitting "mark" themselves, and
    them "override" and doing whatever they want to it.
    
    :cl:
    admin: marking a ticket now actually stops other people from messing
    with your marked ticket
    /:cl:
    
    fixes cmss13-devs#5547
    harryob authored Feb 25, 2024
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Commits on Feb 26, 2024

  1. Reverts flare buff from cmss13-devs#4229 (cmss13-devs#5709)

    # About the pull request
    Reverts the flare buff that came alongside fancy lighting from 7 range
    to 5
    <!-- 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
    Since the fancy lighting change, other factors have come in to play,
    most notably the rise in the flare gun, the increase in pouch storage
    and the buff to armour light, making controlling lighting incredibly
    easy just with 1, with them being infinitely more difficult to deal with
    than flashlights and a lot more accessible while being safer to use with
    other utility.
    
    I believe it is fair to revert the buff especially considering how
    bright flares are in real life, being more of a concentrated amount of
    light, not overpowering a military issue flashlight 10 fold without the
    cone effect to boot.
    
    With how considerable the nerf would be I doubt they will fall into the
    realm of uselessness, with them still being a great option for scouting
    ahead of what is visible and still being very easy to carry, just
    needing an additional flare or so for a room that would be lit up by
    one.
    
    # Testing Photographs and Procedure
    https://imgur.com/5VNOQrh
    
    <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: Reverted flare range buff 7->5 tiles
    /:cl:
    Mister-moon1 authored Feb 26, 2024
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  4. Dropship turf direction sprites (cmss13-devs#3642)

    # 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.
    -->
    
    This pull request brings some of the sprite work which @kugamo
    previously did but was not added into master. These sprites allow for
    rotational dropships. The mapping has fixed for the escape pods for the
    new floors but rotating escape shuttles has not been done.
    
    There is some additional spriting required for the dropships.
    
    # Explain why it's good for the game
    Dropships spin me right round.
    
    
    # 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.
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/4d05ebc2-16b6-4c22-addc-2a9ebe8a1466)
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/13fc8624-3532-47f4-8022-52a6ec9d397b)
    
    </details>
    
    
    # Changelog
    :cl: paulrpg,kugamo
    imageadd: shuttle rotation sprites added
    maptweak: escape pods now use new floors
    /:cl:
    
    ---------
    
    Co-authored-by: Nanu308 <[email protected]>
    Co-authored-by: naut <[email protected]>
    Co-authored-by: harryob <[email protected]>
    4 people authored Feb 26, 2024
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  6. Another good Sprite PR (cmss13-devs#5681)

    # About the pull request
    
    Adds new insulated sprites for both the item and on-mob
    
    Adds new CMB uniform/jacket/cap sprites, as well as a deputy/marshal
    variant.
    
    Adds two new overall sprites, tan/red and updates the blue one.
    
    Gives two heavy vehicle operator survs a blue/red trucker hat I added
    previously.
    
    Adds three new hazard vest sprites. Orange/Blue/Black
    
    Adds five new colonist workclothes. Grey/Khaki/Pink/Blue/Green
    
    # Explain why it's good for the game
    
    Removes legacy sprites, adds new sprites and puts said sprites in
    rotation.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    ### CMB Deputy and Marshal
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/8e56cfd1-b2b1-4a66-9bbe-79ff35af0959)
    
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/7bb2ca88-ddef-4fb0-97e1-bf1b68cd01c8)
    
    ### Hazard Vests and Insulated Gloves
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/0ba75249-984b-4c20-9685-12d7c9a0bcc0)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/d58766a9-a40d-467b-ac68-38249f9571ca)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/51ff0d16-b1a3-4fa2-974d-78f1c9995279)
    
    ### Workwear
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/3a747679-6f50-4e64-8054-1766ce3be8e8)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/3f4965c8-1472-497c-956f-05b1cd9729e5)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/40d6cbfd-ac95-4839-bf2b-11d320732755)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/b7c9e8b7-178f-442b-8a7e-356d942f9cc8)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/f3199711-696e-49e6-903a-5b7a0c3be370)
    
    ### Overalls
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/27489308-3c60-42ca-a8e8-aaa854b0eabf)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/dcd1fe5d-79d6-467d-afee-d46303186e24)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/9b1f6194-ba31-4149-a157-80e1a0fcc460)
    
    
    </details>
    
    
    # Changelog
    :cl:
    add: Added trucker hats to the Solaris and Trijent Trucker survs.
    add: Added the CMB Marshal jacket to the CMB Marshal.
    imageadd: Differentiated the CMB Deputy and CMB Marshal jackets to
    accurately know which is which. Courtesy of AmoryBlaine.
    imageadd: Added new insulated gloves, coveralls (Tan/Red), updated the
    blue coveralls, Five Colonist Clothes (Grey/Khaki/Pink/Blue/Green),
    updated the Orange/Blue/Black hazard vests and updated the CMB Uniform
    and Cap. Courtesy of AmoryBlaine.
    /:cl:
    
    ---------
    
    Co-authored-by: Jeff Watchson <[email protected]>
    BadAtThisGame302 and Jeff Watchson authored Feb 26, 2024
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  8. Tweaks oppressor (cmss13-devs#5759)

    # About the pull request
    
    Raises the tailhook from 7 deciseconds to 8 deciseconds.
    
    # Explain why it's good for the game
    
    On my last PR i tweaked this from 8 to 7 thinking it wouldnt be too
    impactful but people giving me ""FEEDBACK"" have made me realise this is
    a bit too fast with players with 200+ ping above, originally i wasnt
    going to do this because i was planning on a full rework but i dont want
    to leave it ''broken'' for the time being.
    
    
    # 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: Oppressor tailhook is now 8 deciseconds instead of 7.
    /:cl:
    
    Co-authored-by: InsaneRed <[email protected]>
    Red-byte3D and InsaneRed authored Feb 26, 2024
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  10. Shiva's Panic Room Nightmare Insert (cmss13-devs#5800)

    # About the pull request
    
    On the day of the xenomorph incursion on the colony, the alarms started
    blaring calling all colonists to take shelter and hide, top
    Administrators made a break for the Spaceport shuttles. All but one, the
    Assistant Operations Manager knew the shuttles would be gone by now, so
    they opened the panic room for all civilians who wanted to be safe from
    the aliens.
    
    Now we are in the present day, the supplies are running low, the weapons
    are lackluster to deal with the xenos and outside contact has been cut
    off, same as the power in some areas. A group of doctors, scientists and
    normal civilians lead by the Assistant Manager must find a way to
    survive before it is too late for their rescues arrival.
    
    # Explain why it's good for the game
    
    More nightmare inserts are great. I like the story they provide and this
    time I did not majorly buff them, hopefully this can be merged same as
    the LV one.
    
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/a7297c7b-4e60-41c6-a336-85dc2ea17d9c)
    
    </details>
    
    
    # Changelog
    :cl:
    mapadd: added a new nightmare insert in the Operations Panic Room on
    Shivas
    
    ---------
    
    Co-authored-by: Jeff Watchson <[email protected]>
    BadAtThisGame302 and Jeff Watchson authored Feb 26, 2024
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  12. (Slightly) Less confusing failure message for built-in visors (cmss13…

    …-devs#5804)
    
    # About the pull request
    
    Resolves cmss13-devs#5799 by adding a failure message when trying to remove a
    built-in helmet visor.
    
    # Explain why it's good for the game
    
    Slightly less confusing for players.
    
    # 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: Added a failure message when trying to remove a built-in helmet
    visor.
    /:cl:
    SabreML authored Feb 26, 2024
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  14. Balance : set base price for B12 to 30 and for the M4 to 20. (cmss13-…

    …devs#5698)
    
    # About the pull request
    1-set base price for B12 to 30 and for the M4 to 20.
    2-Medic comtech and SL have a discount of 20% because they have extra
    supplies to by that are dependent on their role.
    3-I also remove the free M4 for the FTL.
    4-change price for drop pouch from 15 to 10
    
    If you think M4 base price is to low i can increase it to 25.
    
    if you think discount is to high or low i can change it...
    
    if you think removing M4 to FTL is to much i can give them a discount
    for armors or just for the M4 lowering it to 16 instead of 20
    
    <!-- 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.
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    # Explain why it's good for the game
    1-base price for B12 was already 30 but i am lowering M4 cost because it
    only give limited advantage
    2-Medic comtech and SL had all some sort of discount for a bunch of
    items so here i am just picking a discount that seem balance.
    3-This is to avoid people choosing FTL for the extra free armor instead
    of picking Rifleman.
    4-I think it's to expensive for what it is and it's very niche use. and
    because Spartan asked me.
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/117036822/a951f5c7-2593-4e18-bf93-16901dc282b2)
    
    # 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: set base price for B12 to 30 and for the M4 to 20.
    balance: Medic comtech and SL have a discount of 20% for the B12 and M4.
    (B12=24 & M4=16=)
    balance: removed the free M4 for FTL but added FTL the option to buy it
    for 20.
    balance: changed the price of Drop Pouch from 15 to 10.
    /:cl:
    
    ---------
    
    Co-authored-by: Julien <[email protected]>
    Huffie56 and Julien authored Feb 26, 2024
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  16. Reduces automatic research chemical contents property string (cmss13-…

    …devs#5738)
    
    # About the pull request
    
    Obfuscates automatic research chem suffix on health analyzers, for
    example, `ACR1ATX1BNM5REG1BST10OMB5NGN1NTR1` to be just `7a`, or any
    other two random characters instead.
    
    Does not hide properties from showing on the research paper as they did
    before however.
    
    # Explain why it's good for the game
    
    Cleans research chemicals with many properties from excessive text bloat
    on health analyzers
    
    Non-corpsman grunts with a medical analyzer on the front should probably
    not be able to deduce all effects of a custom research chemical just
    based on its unique identifier. You can still ask your local corpsman or
    researcher. Or they may also simply label the containers appropriately.
    
    # Testing Photographs and Procedure
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/8878624/c27b76a5-a9fb-4066-94bf-40e213be38fb)
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/8878624/d903b30c-9739-4b69-a20e-47ae41982fd6)
    (Before this PR, this whole thing would show up in medical analyzer next
    to your chem name, ew)
    
    </details>
    
    # Changelog
    
    :cl:
    balance: health analyzer no longer shows large custom research chem
    property text rows.
    /:cl:
    
    ---------
    
    Co-authored-by: Megaddd <>
    Co-authored-by: BeagleGaming1 <[email protected]>
    Megaddd and BeagleGaming1 authored Feb 26, 2024
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  19. adding vendors for maintenance technician (cmss13-devs#5749)

    # 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.
    -->
    
    # 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:
    add: adding vendor for maintenance technician.
    code: remove some item that maintenance technician spawned with and put
    them in is vendor instead.
    maptweak: replaced secured closet by vendor for maintenance technician.
    /:cl:
    
    ---------
    
    Co-authored-by: Julien <[email protected]>
    Huffie56 and Julien authored Feb 26, 2024
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  21. Fix runtime since HAS_TRAIT doesn't null test (cmss13-devs#5811)

    # About the pull request
    
    This PR is a follow up to cmss13-devs#5795 fixing a runtime should you swap to an
    empty hand during welding. This should be caught if we used
    `INTERRUPT_ALL` instead of `INTERRUPT_NO_NEEDHAND` but maybe
    multitasking something else like wire maybe was intended.
    
    # Explain why it's good for the game
    
    Fixes 
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/321a502f-c5c3-4add-9add-65652428143e)
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    https://github.com/cmss13-devs/cmss13/assets/76988376/66e29f49-3696-401f-bd6c-da12e5d3cd71
    
    </details>
    
    
    # Changelog
    :cl: Drathek
    fix: Fixed a runtime when swapping tools during cade welding
    /:cl:
    Drulikar authored Feb 26, 2024
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Commits on Feb 27, 2024

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  2. Fixes acid pillars shooting captured humans (cmss13-devs#5807)

    # About the pull request
    
    Fixes cmss13-devs#5806 by making
    `/obj/effect/alien/resin/acid_pillar/proc/can_target()` check if the
    target is nested.
    
    This specifically only checks if they're nested and not if they've
    actually been hugged to avoid the same issue happening in the rare cases
    where both aren't true.
    
    # Explain why it's good for the game
    
    Acid pillars shouldn't be helping marines by killing captured people.
    
    # 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 acid pillars shooting nested marines.
    /:cl:
    SabreML authored Feb 27, 2024
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  4. Brig Area Update/Refactor (cmss13-devs#5723)

    # About the pull request
    
    Updates Brig Areas to be more concise with new design
    
    Also alters dropship hijack crash areas
    <!-- 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
    
    People in X area of brig, hiding/dead/dying etc. are much easier to
    find. Also Mapper OCD
    
    Dropship doors landing in space = 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: LTNTS
    add: brig areas: warden office, MP bunks, starboard hallway,
    interrogation room, evidence storage
    spellcheck: changes brig surgery to brig medical
    code: removed some brig areas from hijack, added other brig areas
    /:cl:
    ItsVyzo authored Feb 27, 2024
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  6. Pried dropship's hatches cannot be locked again (cmss13-devs#5808)

    # 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.
    -->
    cmss13-devs#5015 this PR allowed a lot
    better control of the doors for POs, but as it turned out Queen cannot
    disable door control from the outside anymore. So it led to dropships to
    be basically unenterable if PO controls the cockpit. Now pried open
    hatch cannot be remotely locked anymore. Engineer can fix the door by
    multitooling.
    
    # Explain why it's good for the game
    Xenos can assault dropships again.
    
    # Testing Photographs and Procedure
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![2024-02-25_21-02-58](https://github.com/cmss13-devs/cmss13/assets/115417687/5f38c206-e26c-43fe-b247-cb2dd407797a)
    
    </details>
    
    
    # Changelog
    :cl: ihatethisengine
    balance: Pried open dropship hatches cannot be remotely locked anymore
    /:cl:
    
    ---------
    
    Co-authored-by: Drathek <[email protected]>
    ihatethisengine and Drulikar authored Feb 27, 2024
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  8. Admin Verbs - Hide now hides Control Mob verb (cmss13-devs#5827)

    # About the pull request
    
    Control Mob verb was added to admin verbs and doesn't hide. I will
    accidently click this and take control of some poor guy's character.
    
    # 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: Admin verbs - Hide will now hide Control Mob verb
    /:cl:
    Birdtalon authored Feb 27, 2024
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  10. Fix bound math on mass screenshot verb (cmss13-devs#5814)

    # About the pull request
    
    This PR is a follow up to cmss13-devs#5165 fixing the mass screenshot verb. See
    screenshots section below for comparison.
    
    As far as I can tell the max x and max y is unchanged from before to
    now, so its just the concept of a min x and y that was handled
    incorrectly in how this verb was modified:
    Before that PR: `cur_level.x_bounds: 175 cur_level.y_bounds: 226`
    After that PR: `MAP_MAXX: 175 MAP_MINX: 1 MAP_MAXY: 226 MAP_MINY: 1`
    
    # Explain why it's good for the game
    Bug fixes are good.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    Before this PR:
    
    ![before](https://github.com/cmss13-devs/cmss13/assets/76988376/a5b44164-b621-423b-af05-af20bd28fb57)
    
    After this PR:
    
    ![after](https://github.com/cmss13-devs/cmss13/assets/76988376/da8e9a5a-3bae-4a5e-a918-6daf9dc44f37)
    
    </details>
    
    
    # Changelog
    :cl: Drathek
    fix: Fixed the Mass Screenshot Debug verb bounds
    /:cl:
    Drulikar authored Feb 27, 2024
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  12. Fix cas ammo consumption logic (cmss13-devs#5824)

    # 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.
    -->
    Fix cmss13-devs#5578
    # Explain why it's good for the game
    Bugs 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: ammo consumption logic for cas tgui correctly counts
    /:cl:
    mullenpaul authored Feb 27, 2024
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  14. TWE on Who. (cmss13-devs#5837)

    # About the pull request
    
    Selfevident.
    
    # Explain why it's good for the game
    
    Is fix.
    
    # Changelog
    
    :cl:
    admin: TWE mobs are now properly counted on Who screen.
    /:cl:
    Segrain authored Feb 27, 2024
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  16. Fix for fisticuffs causedata. (cmss13-devs#5836)

    # About the pull request
    
    Selfevident.
    
    # Explain why it's good for the game
    
    Is fix.
    
    # Changelog
    
    :cl:
    fix: Fisticuffs attacks are no longer attributed to wrong mob.
    /:cl:
    Segrain authored Feb 27, 2024
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  18. Names for nodes and traps. (cmss13-devs#5831)

    # About the pull request
    
    Selfevident.
    
    # Explain why it's good for the game
    
    In all honesty, this is a personal gripe. I have poor eyesight and a
    laptop with small screen, so this annoys me more than it should.
    
    Xeno traps, by design, look almost like regular weeded tiles, save for
    small part of the actual trap in the middle of the weed square. If
    properly hidden underneath big enough pile of items, the only way to
    tell without rightclicking is to mouseover it and read the name in the
    bottom left corner (which is not all that large). With the current
    sprite for the weed node being a square of weeds with a small node in
    the middle of it, nodes behave exactly the same. That is not a problem
    per se: the challenge of telling a trap from a node is no different from
    the challenge of telling a trap from regular weeds. The problem lies in
    the fact that their supposedly telltale _names_ are the same save for
    two letters, and h/n and l/d do not even look all that much different at
    a glance.
    
    To make things worse, these two things require exactly opposite
    approach. Nodes are completely immune to bullets, and the correct course
    of action is to come close and take them out with a bayonet. Traps will
    stun you with acid if you come close with a bayonet, and the correct
    course of action is to take them out from a distance with a single
    bullet. Confusing one for another can be irritating at best and fatal
    for your character at worst.
    
    May this little change make life less painful for all the scout players
    that ever tried to stab an acid trap.
    
    # Changelog
    
    :cl:
    spellcheck: Changed names of "resin node" and "resin hole" to "weed
    node" and "resin trap" respectfully.
    /:cl:
    Segrain authored Feb 27, 2024
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  20. Faction frequences (cmss13-devs#5833)

    # About the pull request
    
    I pondered for a bit whether FORECON fixing radiotowers should allow
    them to simply use Almayer's frequences (which might require giving them
    appropriate headsets or not), but decided to keep it out of scope for
    now. Tell me if we actually want it to be a thing.
    
    Also, we apparently have `FACTION_USCM` and `FACTION_MARINE` both
    \#defined as same thing. Before it would get out of hand, I am axing it
    in favour of more commonly used one of the two.
    
    P.S. I am not sure what is the matter with wiping frequences. Even after
    fixing the spelling in the `switch`, it does now remove them from the
    list, but that does not seem to prevent them from working. I am calling
    that out of scope for now too and leave investigating it for another
    day.
    
    # Explain why it's good for the game
    
    Fixes cmss13-devs#4766, fixes cmss13-devs#5797.
    
    # Changelog
    
    :cl:
    fix: FORECON and RMC now can add their frequences to groundside
    radiotowers.
    /:cl:
    Segrain authored Feb 27, 2024
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  22. Fixes the M707 spotting scope teleporting its user and M707 attachmen…

    …t camo (cmss13-devs#5832)
    
    # About the pull request
    Adds some extra checks to the spotting scope to kick a user out if more
    things (going prone, dying, moving) occurs.
    Also fixes an issue where m707 attachments weren't reflecting their maps
    camo despite having the sprites to do so.
    
    Closes cmss13-devs#5385
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/41448081/5fcdbe5f-37e4-4180-a73c-aa5019b326d3)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/41448081/dbf2d46c-a425-4979-a2e0-b9db2016c489)
    
    </details>
    
    
    # Changelog
    :cl:
    fix: M707 spotting scope should no longer teleport its user.
    fix: M707's attachments should now correctly reflect the map's
    camouflage.
    /:cl:
    Zonespace27 authored Feb 27, 2024
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  24. Fix for survivor hostility message. (cmss13-devs#5828)

    # About the pull request
    
    Followup to cmss13-devs#4628. That PR added the message telling CLF survivors that
    they are hostile, but it is based on the hostility of the entire
    survivor job, which is only toggled by the nightmare landmarks that make
    all the survivors hostile. It repeatedly gets CLF survivors in regular
    rounds confused when they get the nonhostile version - thus, a fix with
    an added reminder that they should not be shooting the resident
    guard/director/whomever.
    
    # Explain why it's good for the game
    
    Is fix.
    
    # Changelog
    
    :cl:
    fix: CLF survivors no longer incorrectly get told that they are not
    hostile to marines.
    /:cl:
    Segrain authored Feb 27, 2024
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  26. Fixes Trading Card Descriptions (cmss13-devs#5812)

    # About the pull request
    
    Because I'm an idiot I messed up the order of the green and red cards
    (so they are inverted)
    
    I also am deciding to invert the order of the blue cards (as it makes
    more sense for the ICSC logo to be the rarest)
    
    # Explain why it's good for the game
    
    Would be good for the descriptors to be accurate
    
    
    # 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:
    spellcheck: Fixed the order of trading cards (as they were accidentally
    inverted)
    /:cl:
    Warfan1815 authored Feb 27, 2024
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Commits on Feb 28, 2024

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  2. Moves current UPP/CLF combat synths into a support role (cmss13-devs#…

    …5830)
    
    # About the pull request
    
    We discussed combat synths on the maintainer meeting yesterday,
    specifically the UPP/CLF ert's and we've come to the conclusion and
    decided we want Synths in those ERT's to be more support focused
    primarily which is why we're removing the ability for them to use guns.
    This is done by disabling the allow_gun_usage variable. (The whiteout
    deathsquad will not be affected by this change.)
    
    The CLF Synth survivor on LV will also be affected by this change. (The
    whiteout deathsquad will not be affected by this change.)
    
    I'll make a separate PR to adjust what equipment synthetics get which
    are affected by this change to help facilitate the removal of gun usage.
    
    In the future, we will make a component for Synths that allows the CLF
    synth/s specifically to randomly have their "laws" scrambled and switch
    between different set/s to bring into the hacked aspect further.
    
    Admins can still enable gun usage as before by setting the VV
    allow_gun_usage to be True for their events.
    
    # Explain why it's good for the game
    It is very un-fun for both Xeno and Marine to fight a combat synth due
    to the power level they are at which includes less stun, no bone breaks,
    no pain, and a rather quick repair time. In turn, we want them to be
    more on the back-line and assist the actual combat troops with
    medication, setting up defenses, maybe handling prisoners and so forth
    instead of being a OP killing machine.
    
    
    # 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: Nanu
    balance: Removed the ability for Combat Synths in the UPP/CLF ERT to use
    guns, as well as the CLF Survivor Synth.
    add: Did a few minor tweaks to help fill in some of the space given by
    the removal of guns/ammo from the Combat Synths loadout.
    /:cl:
    Nanu308 authored Feb 28, 2024
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  4. Reverts Removal of M4 Armor From FTL (cmss13-devs#5834)

    # About the pull request
    
    Readds M4 armor to the FTL vendor prep.
    <!-- Remove this text and explain what the purpose of your PR is.
    
    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.
    
    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    
    # Explain why it's good for the game
    
    The removal of the M4 armor by PR cmss13-devs#5698 was out of scope for the changes
    it brought. The M4 was intended as a unique item for RTOs/FTLs and
    removing it because "This is to avoid people choosing FTL for the extra
    free armor instead of picking Rifleman" is a rather weak reasoning,
    there is no data to support the argument that players pick the FTL
    solely for free extra armor.
    
    On any given round it is already difficult to fill the slots for FTL.
    Removing features that make the role unique is not the way to go about
    increasing quality of the players who choose it, if anything it would
    have the opposite effect.
    
    # Testing Photographs and Procedure
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    </details>
    
    
    # Changelog
    
    :cl:
    balance: Readds M4 armor to FTL vendor as a default item
    /:cl:
    MobiusWon authored Feb 28, 2024
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  6. Fix dropship equipment infinite loop (cmss13-devs#5823)

    # 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.
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    Resolves issue patched by
    cmss13-devs#5817
    # Explain why it's good for the game
    Bugs are 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:
    code: removed duplicated signal code from dropship equipment
    /:cl:
    mullenpaul authored Feb 28, 2024
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  8. Automatic TGS DMAPI Update (cmss13-devs#5841)

    This pull request updates the TGS DMAPI to the latest version. Please
    note any breaking or unimplemented changes before merging.
    
    Co-authored-by: tgstation-server <[email protected]>
    cm13-github and tgstation-server authored Feb 28, 2024
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  9. Fix for crates and traps. (cmss13-devs#5835)

    # About the pull request
    
    This is essentially a revert of cmss13-devs#3075.
    
    # Explain why it's good for the game
    
    Firstly, I can challenge the basic idea of that PR. In my humble
    personal experience, when I pry apart crates (read: actually barrels), I
    am interested in their metal far more than in anything actually
    contained within. On the relatively rarer occasions involving actually
    prying crates of supplies for their contents, I am going to move the
    leftover planks of wood off the tile anyway - it does not make much
    difference whether they are on top or on bottom of the pile of supplies.
    
    But more importantly, I have to question the execution. Messing with
    layers of items on the fly is not a good idea. It is even worse idea to
    extend it to all the movable atoms instead of simply items. I assume
    that the intent is to affect structures, but side effects of that allow
    an outright exploit. If you know, you know.
    
    Some of the machinery crates can use a slight adjustment to make them
    look neater. I will probably get to that in a next PR once this one
    passes.
    
    # Changelog
    
    :cl:
    fix: Removed an exploit involving crates.
    /:cl:
    Segrain authored Feb 28, 2024
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  11. AUTODOC.md updates (cmss13-devs#5840)

    # About the pull request
    
    Adds a link to the auto-generated codedocs page to
    `.github/guides/AUTODOC.md`.
    
    Also updates the link to the dmdoc repo, and changes '/tg/station' to
    'CM-SS13'.
    
    # Explain why it's good for the game
    
    There's been a big bolded placeholder message right at the top of the
    file for 2 years and nobody noticed lol
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    ### Before:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/27af761b-9ab6-4980-a8f2-b7a8f7b0194f)
    <hr>
    
    ### After:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/c19496a9-b14f-42d7-bc95-277adb4c7b17)
    
    </details>
    
    
    # Changelog
    N/A
    SabreML authored Feb 28, 2024
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  12. Dynamic price for omnisentryguns round 3 (cmss13-devs#5702)

    # About the pull request
    
    just copy of cmss13-devs#5226 but gona
    place it all here too
    
    Adds dinamic price to sentrguns, starts at 300 and goes up 100 points
    after each purchase. Aims to keep the anti spam meshures in place (makes
    them stricter in fact), while allowing players to purchase few of them
    for reasonable price.
    
    
    
    # Explain why it's good for the game
    
    Please before you put angry comments read this.
    
    Omnisentryguns are not used at all, and that is a shame, due to the
    changes that were were put in place to prevent sentryspam(they also
    weakened the sentrgun a lot along the way, it was not just price change)
    , but made them too expensive to buy just one.
    
    This PR changes it by setting the initial price to 300 and it goes up
    100 points after each purchase.
    This makes it so that no pilot has reason to not buy at least one.
    It is balanced around 3 sentrguns for 400 points each, 5 sentrguns 500
    points each ( old price) and 11 sentryguns 800 points each(that means
    for 8800 points, same as now), and if you try to buy more then current
    roundstart maximum of 11, they will cost more then they do now on
    avarage.
    
    This should enshure that FTLs and engineers can count with 1- 3
    sentryguns each round and plan acordingly, decide if they want some for
    FOB, comms and hopfuly have one left to set up frontal outpost.
    
    In terms of effect on xeno gameplay, the sentrygun is quite weak after
    the nerfs, alone it can be taken down by basicly any two xenos with just
    a bit of efford and fold when t3 or defender attacks it. That means it
    serves the intended purpose, covering medics and engineers from skirmish
    castes, while slightly helping agains bigger threats while it is part of
    defended outpost.
    
    Please mind that the sentryguns can not be moved, so when marines
    overextend past it or are forced to retreat from it the sentry is good
    as dead.
    
    In terms of pilot gameplay it kind of nerfs experienced pilots who get
    loads of calls as they will be expected to spend some points on
    sentryguns and have less ammo as resoult and less expirienced pilots who
    would not be able to make use of the ammo anyway are given another tool
    that is easier to use and makes them contribute to the round.
    
    
    # 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: omnisentrygun price down to 300, but it goes up 100 points
    after each purchase
    /:cl:
    
    ---------
    
    Co-authored-by: Zonespace <[email protected]>
    Co-authored-by: vincibrv <[email protected]>
    3 people authored Feb 28, 2024
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Commits on Feb 29, 2024

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  2. Adds UA 45-F, UA 60-FP, M2C, M56D ammo to req (cmss13-devs#5816)

    # About the pull request
    
    Adds some missing ammunition to requisitions. None of these can be
    randomly gained via ASRS.
    
    - The new UA 45-F and UA 60-FP ammo crates cost the exact same as the
    other sentries' ammo.
    - The new M2C and M56D ammo crates were a bit more tricky. You can order
    M2C and M56D kits that also have ammo boxes, so I aimed at making the
    ammo ordering to be more cost effective than just getting a new gun and
    the ammo coming with it.
    
    | name | price | # of ammo boxes 
    | --- | --- | --- |
    | m2c kit | $6000 | 4 |
    | m2c ammo crate (**added**) | $2500 | 2 |
    | m56d kit | $6000 | 2 |
    | m56d ammo crate (**added**) | $2500 | 1 |
    
    Resolves cmss13-devs#5745 
    
    # Explain why it's good for the game
    
    I believe it is just an oversight that these weapons had no ammunition
    available for order before.
    
    # Testing Photographs and Procedure
    
    Ordering and receiving:
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/6b72a15a-9622-4158-9623-070747229f49)
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/39c88109-cb94-40fe-92b7-b0a1b6a6de6e)
    
    </details>
    
    
    # Changelog
    
    :cl:
    add: You can now order the following in Requisitions: M2C ammo, M56D
    ammo, UA 45-F mini sentry ammo, UA 60-FP sentry ammo.
    /:cl:
    Vicacrov authored Feb 29, 2024
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  4. Refactor stage three of black goo and added stage four. (cmss13-devs#…

    …5739)
    
    # About the pull request
    Refactor black goo :
    1- change how stage 3 was done because it was a mess. this stage
    function is to turn every infected into zombie.
    2-add a stage 4 for when you zombie transformation is over.
    <!-- 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:
    refactor: refactored stage three of black goo and added stage four.
    /:cl:
    
    ---------
    
    Co-authored-by: Julien <[email protected]>
    Co-authored-by: Drathek <[email protected]>
    3 people authored Feb 29, 2024
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  6. Nightmare Insert Fixes & Elevated Nightmare Errors (cmss13-devs#5796)

    # About the pull request
    
    This PR elevates nightmare insert errors to a runtime so they fail
    checks and corrects errors, removes, or properly disables inserts that
    were causing the errors in the first place.
    
    # Explain why it's good for the game
    
    Fixes cmss13-devs#5558 Various nightmares were not loading because of issues; this
    should restore various nightmares.
    
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/5d883704-806b-4d32-8b21-82bad7eebac7)
    
    </details>
    
    
    # Changelog
    :cl: Drathek BadAtThisGame
    maptweak: Fixed various nightmare inserts that were not spawning;
    removing or disabling others that were not in use.
    maptweak: Updated containerroom_xenos insert for Solaris Ridge to
    include coms tower (BadAtThisGame)
    code: Nightmare errors are now a runtime.
    /:cl:
    Drulikar authored Feb 29, 2024
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  8. adds stun to exiting maintenance stations (cmss13-devs#5822)

    # About the pull request
    
    stun when exiting maintenance stations like in
    /obj/structure/closet/proc/dump_contents()
    <!-- 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
    
    makes it function similarly to other places mobs can hide in
    # 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: Lok1
    add: maintenance stations stun when exiting like closets
    /:cl:
    
    ---------
    
    Co-authored-by: SabreML <[email protected]>
    LOK-1SmartRifleEnjoyer and SabreML authored Feb 29, 2024
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  10. Adds both the surv CLs and the USCM CL to the WY Faction (cmss13-devs…

    …#5819)
    
    # About the pull request
    
    Title
    
    # Explain why it's good for the game
    
    The CLs (and the ICC CL) are members of the Company yet does not have WY
    IFF... kinda weird....
    
    Made a new faction group to accomodate the survs who are members of
    Wey-Yu.
    
    Also changed the Traffic Control guys suit. (legacy uniform bad)
    
    # Changelog
    :cl:
    add: Added a new uniform to the Flight Control Operator.
    add: Added a new faction IFF grouping for WY Survs.
    add: Added the ICC and the CL survs to the WY IFF System.
    add: Added the USCM CL to the WY IFF System.
    /:cl:
    
    ---------
    
    Co-authored-by: Jeff Watchson <[email protected]>
    BadAtThisGame302 and Jeff Watchson authored Feb 29, 2024
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  2. fixes custom chemicals not working on the flamer nozzle (cmss13-devs#…

    …5687)
    
    # About the pull request
    
    custom chems now work on the flamer nozzle
    
    # Explain why it's good for the game
    
    bug fix
    may impact balance minorly due to costing less when making a flamer chem
    cause of the lack of flowing property required when using the nozzle
    
    # Testing Photographs and Procedure
    
    
    https://github.com/cmss13-devs/cmss13/assets/140007537/33dc6ad4-145d-477d-a357-a7c1809eefe0
    
    
    
    # Changelog
    :cl:
    fix: custom flamer chemicals now work on the flamer nozzle
    /:cl:
    
    ---------
    
    Co-authored-by: Drathek <[email protected]>
    iloveloopers and Drulikar authored Mar 1, 2024
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  4. Combat Correspondent Expansion Pt. 1 (cmss13-devs#5784)

    # About the pull request
    
    All changes:
    
    Minor Changes:
    -Updates some older fax code and makes it more robust with iconstates
    for versatility
    
    -Splits all of the CC's outfits into seperate outfits not determined by
    camo
    
    -Makes all cameras start on 7 range (there was no reason for it to be 3,
    just a noobtrap that discouraged people from using cameras)
    
    -Makes photo album able to hold 28 photos (more space QoL and now it
    fits 4 rows of pics instead of cutting off)
    
    -Fixes some severe bugs with camera code that let you have infinite
    photos
    
    -Allows you to refill the camera without it being on 0 photos (if you
    can fit 10 more photos)
    
    -Fixes bug that caused camera to lie to you about the amount of photos
    left (and wouldnt let you refill when you ran out)
    
    -Makes taking photos faster and more responsive
    
    ---
    
    Major Changes:
    
    -Big boy camera changes
    * Cameras are now wieldable
    * Removes the ability to turn cameras off (it just led to people missing
    photos/thinking their camera was broken because it was so easy to
    accidentally turn off)
    * Cameras now have to be wielded to take photos
    * Gives the polaroid camera inhands and worn iconstates
    
    -Adds new CC vendor (devs didnt want me giving all of CC's outfits in a
    single locker like CL's which I disagree with but whatever :/)
    **See pic of it below**
    * Three non-starting undersuits tossed into the vendor 
    * Four non-starting oversuits + Armor + B/W hazard vest in vendor
    * Basic backpack gear moved from starting into vendor under Essentials
    * Adds refill section from some of the stuff that was in locker and some
    other basic gear that noone cares about
    
    -Civilian CC now has a different gear loadout on start
    * Backpack gear moved to vendor in essentials
    * Given new portable fax backpack (see below)
    * GIven new broadcasting camera (see below)
    * Polaroid now starts on belt (with new iconstate to match)
    * Given single large pouch for storage for compensation now that they
    dont have an open backpack and beltslot
    
    -Adds new deployable fax backpack for the Civilian CC to spawn with
    * Doesn't require power to use
    * Most be deployed (similar to a m2c/m56d) to use
    * Cannot receive faxes while on the back
    * To be used for on the field (or not having to run back everytime)
    reporting
    
    -Adds new broadcasting camera for the Civilian CC to spawn with
    * Can take up to 20 photos before needing to be refilled
    * Can be wielded (looks dope)
    * Cannot be easily stored
    note: this is just an RP fluff item, it serves no real benefit besides
    storing 10 extra photos, it just looks cool. I may expand it in the
    future. Some people want it to broadcast to CIC/Lobby screen but eh, not
    for this PR.
    
    -CC room changes (Almayer)
    * New CC vendor
    * Adds a new Toner and Film in compensation for lost items
    
    -Redoes both Military and Civilian CC basic inventory to fit with new
    items + new vendor
    
    
    # Explain why it's good for the game
    
    CC, especially Civilian CC, can feel very limited at times. This PR
    seeks to give a general boost to QoL along with adding some new items
    for better RP. CC's often have to break from their groundside RP or
    whatever is going on to get a fax out (when faxes are pretty useless
    most the time in the grand scheme of things) so the backpack fax fixes
    that. The broadcasting camera is also just a cute little RP item that
    serves no real benefit but tell me you don't want to lug that big camera
    around on your shoulder while begging marines for attention
    
    # Testing Photographs and Procedure
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    On spawn Civ CC:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/18c8c2e1-19e2-4d1b-af0c-3177e256e1e0)
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/b9f1a6ae-4a54-4eff-8f2e-f682d022eb6a)
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/eaf777bf-a5a6-4e9a-9747-5f36390cc997)
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/0ab0ba59-9b4f-45d2-a438-47ece6deb5bb)
    
    The broadcasting camera and new camera inhands:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/b75cfd32-d60f-4e20-b868-d7b711efb2cf)
    
    CC's new room with the vendor:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/f4e194ab-8ba6-4250-ab7d-4ad22c87b779)
    
    The new vendor🤢: 
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/c3c1d194-679a-4c95-9bc3-ccf22333aab5)
    
    Drip:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/4be45d42-7e10-403d-9dbd-7533d898a510)
    
    Fax backpack deployed:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/88893f43-4313-451b-8293-297a8ba5ec25)
    
    New camera wield states:
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/66342716-42ef-45ae-9ec0-3872267fad34)
    
    ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/3978c1c2-bf00-479b-a46d-46e59700af5b)
    
    
    </details>
    
    
    # Changelog
    
    :cl:
    add: New Deployable Fax Backpack for the Civilian Combat Correspondent
    add: New Wieldable Broadcasting Camera for the Civilian Combat
    Correspondent
    add: Cameras can no longer be turned off but have to be wielded to take
    photos
    add: Add's new Combat Correspondent vendor with CC's basic outfits and
    standard gear
    fix: Fixes numerous camera/photo bugs
    imageadd: Adds new itemstates for the polaroid camera
    /:cl:
    
    ---------
    
    Co-authored-by: Drathek <[email protected]>
    Co-authored-by: SabreML <[email protected]>
    3 people authored Mar 1, 2024
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  6. Removes an unused variable from code (cmss13-devs#5844)

    # About the pull request
    Removes "ignore_slots" from hive status, as far as I can tell it doesn't
    do anything? nowhere else is it mentioned in the code, and the gitlab
    archive is the same.
    
    
    <!-- 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.
    
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    Explain your rationale fully, even if you feel it goes without saying.
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    # Explain why it's good for the game
    useless vars... bad?
    # Testing Photographs and Procedure
    <details>
    <summary>Testing </summary>
    
    it compiled.
    
    </details>
    
    
    # Changelog
    no player facing changes
    private-tristan authored Mar 1, 2024
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  7. Fixes the pulling of trading cards out of a pack message being visibl…

    …e to other people (cmss13-devs#5852)
    
    # About the pull request
    
    Fixes the pulling of trading cards out of a pack message being visible
    to other people.
    
    # Explain why it's good for the game
    
    Bug bad.
    
    # Testing Photographs and Procedure
    
    # Changelog
    
    :cl:
    fix: Fixes the pulling of trading cards out of a pack message being
    visible to other people
    /:cl:
    Warfan1815 authored Mar 1, 2024
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  9. Fixes traps triggering when shuttlecrushed (cmss13-devs#5820)

    # About the pull request
    
    Nullspaces traps when they get shuttlecrushed.
    
    Currently, if traps get shuttlecrushed, huggers/acid appear on the
    dropship, instead of them simply getting deleted.
    
    This might be a godawful way to do it, but this seemed the cleanest
    solution to me. Fixes cmss13-devs#5798
    
    # Explain why it's good for the game
    
    Shuttlecrushing should properly delete objects below them, it just
    happens that hugger/acid traps forcibly trigger upon `Destroy()`.
    
    # Testing Photographs and Procedure
    Hugger and acid traps getting shuttlecrushed:
    
    <details>
    <summary>Screenshots & Videos</summary>
    
    
    
    https://github.com/cmss13-devs/cmss13/assets/49321394/87540656-59b1-4299-aa73-b630b72dc1b1
    
    
    
    </details>
    
    
    # Changelog
    
    :cl:
    fix: Hugger and acid traps no longer activate when they get
    shuttlecrushed.
    /:cl:
    Vicacrov authored Mar 1, 2024
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  11. Changes overwatch consoles to useSharedState to prevent losing state …

    …information upon closing the UI (cmss13-devs#5850)
    
    # About the pull request
    
    Overwatch console will now save your filter settings, and they affect
    other people using the console
    
    # 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:
    refactor: Overwatch console will now save your filter settings
    /:cl:
    TheGamerdk authored Mar 1, 2024
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Commits on Mar 2, 2024

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  2. fixes pod cryo

    harryob committed Mar 2, 2024
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