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Merge upstream [29.07.2024] #466

Merged
merged 147 commits into from
Jul 30, 2024
Merged

Merge upstream [29.07.2024] #466

merged 147 commits into from
Jul 30, 2024

Commits on Jul 26, 2024

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  4. Automatic TGS DMAPI Update (tgstation#85235)

    This pull request updates the TGS DMAPI to the latest version. Please
    note any changes that may be breaking or unimplemented in your codebase
    by checking what changes are in the definitions file:
    code/__DEFINES/tgs.dm before merging.
    
    Co-authored-by: tgstation-server <[email protected]>
    comfyorange and tgstation-server committed Jul 26, 2024
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  5. Self-respiration virus gives less messages now (tgstation#85241)

    ## About The Pull Request
    
    tgstation#85091 was great in that it
    no longer said "You don't need to breathe!" before the NOBREATH actually
    kicked in.
    It now meant though that that it would message "You don't need to
    breathe!" Every time that the virus hit on_stage_change and it was on
    stage 4 or 5
    Apparently on_stage_change can and will still be trigger when the virus
    is at max stage because now the self resp virus was spamming "You don't
    need to breathe!" every time that the virus tried to change a stage -
    which was a lot more often than the previous (albeit erroneous) message
    that was looking for a 5% probability before say its "You don't need to
    breathe!" message.
    <details>
    <summary>For reference; I made the message display the stage during
    testing, to confirm it was hitting this while at stage 5, and
    yeah.</summary>
    
    
    ![image](https://github.com/user-attachments/assets/17dc6950-2e58-466f-812c-cfb99cc6ebfe)
    
    </details>
    This PR changes it slightly so that the "You don't need to breathe!"
    only comes up when it reaches stage 4, which in all my tests it passed
    on its way to stay 5.
    Though for the people that miss that, it also occasionally says "You
    realize you haven't been breathing" upon activate() though this is with
    the probability check
    In my tests, though, the prob of 5 was still a bit high (maybe because
    we sit at stage 5 with a healing virus longer than we sit at stage 1-3
    which is when the message was triggering before that fix PR) so I
    changed the probability to 3
    
    Also, when it reaches stage 3, and it already hit its peak so the virus
    is on its way to curing, it will send the message "You need to breathe
    again". This might be helpful when your healing virus starts to
    self-heal because you don't take care of yourself. Originally I had it
    on stage<4 and stage_peaked that it would give that message but testing
    it out, it would bounce between 1 and 2 a lot during self curing and
    that got spammy as well. When I cured using reagents, on low resistance
    versions of self resp viruses, it did not trigger this message, though
    it did when I used low nutrition and spaceacillin to self cure.
    ## Why It's Good For The Game
    
    I'd almost rather not get a healing virus than see all this spam. 
    Please make it stop. 
    
    
    ![image](https://github.com/user-attachments/assets/92206be7-fa75-402c-826f-f014565f8591)
    
    Fixes: tgstation#85237  
    ## Changelog
    :cl: Thlumyn
    fix: self-resp viruses don't spam messages as often
    /:cl:
    Thlumyn committed Jul 26, 2024
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  6. Fixes borgs not being able to place apparatus-held items on tables (t…

    …gstation#85232)
    
    ## About The Pull Request
    
    As said on the issue this is fixing:
    
    "Looking at it, this seems like it might be an order of operations
    issue.
    Normally, the borg apparatuses run the `melee_attack_chain(...)` as the
    stored object on their `pre_attack(...)`...
    However, this is *after* the item interaction type procs on the table,
    and thus after it attempts to place the item."
    
    "Borg items I believe are not abstract, which would return `NONE` and
    allow it, rather they're just blocked from being placed, which returns
    `ITEM_INTERACT_BLOCKING`.
    As such, it cuts it short before the `pre_attack(...)` is even ran."
    
    This instead makes it use the `get_proxy_attacker_for(...)` proc, which
    cuts earlier into the `melee_attack_chain(...)`, to instead run it as
    the stored item when available.
    As a side-effect, we can remove the right-clicking to splash bit,
    because it should now be possible to use the container's default combat
    mode splash. That code was also just, non-functional now, because we cut
    into the chain before it can run.
    ## Why It's Good For The Game
    
    Fixes tgstation#85181.
    ## Changelog
    :cl:
    fix: Fixes borgs not being able to place apparatus-held items on tables.
    As a side-effect, they can now combat mode right click splash containers
    as normal instead of having their own right-click floor splash.
    /:cl:
    00-Steven committed Jul 26, 2024
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  7. Fix disease outbreak announcement (tgstation#85231)

    ## About The Pull Request
    
    Fixes a bug in the announcement proc that is supposed to generate a
    disease name for the announcement.
    
    ## Changelog
    
    :cl: LT3
    fix: Fixed disease outbreak announcement sometimes missing the disease
    name
    /:cl:
    lessthnthree committed Jul 26, 2024
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  8. Update tram ignored smashthroughs (tgstation#85229)

    ## About The Pull Request
    
    Adjusts the tram's ignored smashthroughs to work with the new floor
    plane numbering. Fixes
    tgstation#85171
    
    ## Why It's Good For The Game
    
    Fixes tram smashing through stuff it shouldn't.
    
    ## Changelog
    
    :cl: LT3
    fix: Tram will no longer eat its own rails as it travels
    /:cl:
    lessthnthree committed Jul 26, 2024
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  9. Fix supermatter surge announcement (tgstation#85230)

    ## About The Pull Request
    
    Fixes false alarm supermatter surges from having an invalid class
    announced.
    
    ## Changelog
    
    :cl: LT3
    fix: False supermatter surge announcements are now identical to real
    ones
    /:cl:
    lessthnthree committed Jul 26, 2024
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  10. [no gbp] wawastation engineering water tanks are now highcap (tgstati…

    …on#85219)
    
    ## About The Pull Request
    
    wawastation engineering water tanks are now highcap
    
    ## Why It's Good For The Game
    
    closes tgstation#85214
    
    ## Changelog
    :cl:
    fix: wawastation engineering water tanks are now highcap
    /:cl:
    mc-oofert committed Jul 26, 2024
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  11. Fixed janicart not transfering items into the trash bag (tgstation#85218

    )
    
    ## About The Pull Request
    
    It was trying to put items into a trash bag that doesn't have
    `CAN_BE_HIT` flag with an `attackby`.
    
    It now works for both the vacuum insert and the manual one.
    
    Fixes tgstation#84653 
    
    ## Why It's Good For The Game
    
    Bug fix.
    
    ## Changelog
    
    :cl:
    fix: Janicart inserts items into the attached trash bag again (manual
    and vacuumed)
    /:cl:
    MTandi committed Jul 26, 2024
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  15. Fixes projectiles facing north if ricocheting, deflected or homing (t…

    …gstation#85216)
    
    ## About The Pull Request
    It **turns** out that `TurnTo` doesn't re**turn** `Turn`, but the angle
    (number, not matrix) it's **turn**ed to (used nowhere in the code), and
    `transform` is built-in variable that default to an identity matrix if
    set to an invalid value (anything but another matrix)
    
    The only thing keeping the projectiles facing the right direction when
    fired up to one of the aforementioned situations was another `Turn` call
    (not `turnTo`) called on `projectile/fire`, which I apparently didn't
    fully grasp the redundancy of (if there were no such issue to begin
    with) at the time.
    
    This PR also cleans up and rearranges the related code a little,
    including a fallback that was never reached because the projectile
    `Angle` variable is never null (unless something theorically fucky wucky
    happens with projectile code but that'd be an even bigger issue).
    
    ## Why It's Good For The Game
    Fixing an old issue caused by the author of this PR in tgstation#80599, me.
    
    ## Changelog
    
    :cl:
    fix: Fixes projectiles facing north if ricocheting, deflected or homing
    /:cl:
    Ghommie committed Jul 26, 2024
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  17. Adds in missing lights in Tram's Tool Storage (tgstation#85149)

    ## About The Pull Request
    Adds in lights that were not placed in tgstation#84802, oops!
    
    
    ![image](https://github.com/user-attachments/assets/0ce55ac2-c63c-432f-a54a-6d53814a53f9)
    ## Why It's Good For The Game
    Being able to see is nice!
    ## Changelog
    :cl:
    fix: Tram's Tool Storage now has proper lighting
    /:cl:
    Ical92 committed Jul 26, 2024
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  18. Fixes Ice Box delam counter signs (tgstation#85210)

    ## About The Pull Request
    
    Removes an errant delam counter next to the bridge, prepares for
    wallening by replacing the other signs with directional variants.
    
    ## Why It's Good For The Game
    
    None of this
    
    
    ![image](https://github.com/user-attachments/assets/2f1247fe-8a29-42ef-91e9-ca31892521af)
    
    ## Changelog
    
    :cl: LT3
    fix: Fixed delam counter stuck in window near Ice Box bridge
    /:cl:
    lessthnthree committed Jul 26, 2024
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  19. Fixes firelocks not respecting thermal sensors being disabled (tgstat…

    …ion#85212)
    
    ## About The Pull Request
    
    ### The issue
    
    Firelocks currently do not respect their fire alarm's thermal sensors
    being disabled, _(the multitool/silicon right-click on a fire alarm
    feature)_, after the fire alarms are triggered.
    
    ### Why this happens
    **Part 1**, of why this happens is that toggling thermal sensors on a
    fire alarm doesn't actually reset firelocks in the area.
    
    **Part 2**, of this is even if toggling thermal sensing on fire alarms
    called `firealarm/proc/reset()` _(this is the proc called when you
    right-click a fire alarm, also why resetting the fire alarm doesn't act
    as a workaround)_, that proc doesn't actual call `firedoor/proc/reset()
    ` on all the firelocks in the area and instead calls
    `firedoor/proc/crack_open()`, which temporarily disables the firelock;
    however, the callback that re-enables the firelock does not check to see
    if any areas the firelock is attached to has temperature sensing
    disabled, resulting in temp sensing being disabling never doing anything
    after a firelock is triggered.
    
    ### What this PR does
    
    - Adds check in the firelock callback to see if any areas the firelock
    is attached to care about temperature sensing.
    - Makes toggling thermal sensors on fire alarms update attached
    firelocks.
    ## Why It's Good For The Game
    
    Fixes a broken feature. Also firelocks suck and being able to disable
    them is nice.
    
    ## Changelog
    
    :cl:
    fix: Firelocks will once again respect fire alarm's thermal sensors
    being disabled.
    /:cl:
    
    ---------
    
    Co-authored-by: afonamos <[email protected]>
    afonamos2 and Afonamos committed Jul 26, 2024
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  27. Removed a janky fish bounty and introduced exporting fish thru cargo. (

    …tgstation#85146)
    
    ## About The Pull Request
    The fish bounty for specific kind of fish has been removed for being a
    bit janky and relying on RNG way too much. The other two remain, and
    have had their payout buffed a little to compensate.
    
    To make it make it better, a fish export has been added. Each and every
    fish can be sold to cargo, with a selling price determined by their size
    and weight, meaning bigger fish sell for more. A fish of default size
    and weight generally sells for around 130, rarely goes above 600 for
    most fish, yet a few can sell for 1k, and it can **theorically** go all
    the way up to ~11k if you were to reach max size and weight for the
    biggest fish in the game.
    
    This PR also reduces the weight of the jumpercable a bit for balance
    reasons. It's a big, self-reproducing fish that requires no care
    whatsoever so it's quite the cash cow, only offset by its rarity (EMAG
    or blackmarket RNG). Conversely, I made the bone fish evolution a bit
    easier (still a useless-ish braggard niche tbh).
    
    ## Why It's Good For The Game
    The aforementioned fish bounty was janky, complex, relied on RNG too
    much and the info on it didn't really fit in the bounty console. It's
    better gone tbh. My fault for adding it in the first place.
    
    As for the fish export, I want something simple, that doesn't require
    the fish to be alive rather than dead, with a low payout per fish on
    average, to complete the addition of "bomb fishing" from the other PR,
    ergo dropping maxcaps in the ocean for shit and giggles, but that can
    also have the potential to generate a decent income by cultivating big
    fish.
    
    ## Changelog
    
    :cl:
    del: Removed a janky fish bounty
    add: introduced exporting fish through cargo.
    balance: reduced the average weight of the jumpercable. Conversely,
    eased up the requirements for the bone fish evolution.
    /:cl:
    Ghommie committed Jul 26, 2024
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  28. Deletes monkey tail DNA block, minor sprite accessory cleanup, monkey…

    …s (and lizardpeople) will no longer random spawn without tails (tgstation#85112)
    
    ## About The Pull Request
    
    - Deletes monkey tail DNA block
    - This is not something DNA blocks should be used for. If your only
    options are "exists" or "doesn't exist", it doesn't need a DNA block,
    you should just remove the tail!
    
    - Minor sprite accessory cleanup
    - Replaces a lot of blank SAs with `add_blank` usage. Tested in game and
    it works.
    - No reason to copy-paste blanks when we have a designated function for
    it.
    
    - Randomizing features can no longer select locked features
       - Bugfix, though it doesn't affect us at the moment.
    
    - Monkeys (and lizard people) will no longer random into being tailless
    - Felinids can still random into tailless (though that function is
    broken ATM)
    
    ## Why It's Good For The Game
    
    For the tailless change: 
    
    It's a bit weird for these species to spawn without tails. They're kinda
    a huge part of their identity.
    I left in the tailless Sprite Accessory, however, so you can still
    select them in the prefs menu.
    
    ## Changelog
    
    :cl: Melbert
    qol: All randomly spawned monkeys (and lizardpeople) will spawn with
    tails. You can still select to be tailless.
    code: Cleaned up some code relating to species features (like tails,
    markings, etc). Report any oddities
    /:cl:
    MrMelbert committed Jul 26, 2024
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  29. Moves nitrium crystals to crystallizer_items.dm; Deletes nitrium_crys…

    …tals.dm (tgstation#85130)
    
    ## About The Pull Request
    
    Moves nitrium crystals to crystallizer_items.dm and deletes the now
    empty nitrium_crystals.dm file.
    ## Why It's Good For The Game
    
    Nitrium crystals can only be acquired through the crystallizer and they
    are undeserving of their own file.
    ## Changelog
    
    Not player facing
    
    Co-authored-by: afonamos <[email protected]>
    afonamos2 and Afonamos committed Jul 26, 2024
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  30. You will fall over if a bluespace cookie fails to teleport you (tgsta…

    …tion#85109)
    
    ## About The Pull Request
    
    See title.
    Recently we noticed a bug in bluespace cookie code and in the course of
    investigating it, had trouble figuring out what it was even supposed to
    do. I rewrote the code so it should be more intuitive to read.
    
    Someone else has a PR open fixing the bug.
    
    ## Why this is good for the game
    
    I also added an extremely small balance change that you fall over if the
    cookie fails to teleport you.
    This is an improvement because it gives feedback for the item failing,
    and also slaps you on the wrist for trying to teleport inside centcomm
    or wherever you are.
    
    ## Changelog
    
    :cl:
    balance: If a bluespace cookie fails to teleport you then you will trip
    over.
    /:cl:
    Jacquerel committed Jul 26, 2024
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  31. [no gbp] wawastation ordnance looks better (tgstation#84911)

    ## About The Pull Request
    
    
    ![image](https://github.com/tgstation/tgstation/assets/70376633/e56ea493-30d8-4621-98b5-966c7554b11d)
    
    This singular O2 tile contains 100000 mols of oxygen
    Which I believe is still really really humongous so
    Sacrifices the 3 other tiles for sssssssstyle
    
    ## Why It's Good For The Game
    
    looks better
    
    ## Changelog
    :cl:
    fix: wawastation ordnance no longer has a light fixture on a window and
    looks objectively slightly better
    /:cl:
    mc-oofert committed Jul 26, 2024
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  36. Fixed possessed blades being broken (tgstation#85090)

    ## About The Pull Request
    
    Fixed possessed blades being broken
    
    If testing is enabled everyone is polled in ghost polls.
    
    ## Why It's Good For The Game
    
    > Fixed possessed blades being broken
    
    oopse
    
    > If testing is enabled everyone is polled in ghost polls.
    
    MUCH eaiser to test
    
    ## Changelog
    
    :cl:
    fix: Fixed possessed blades being broken
    code: If testing is enabled everyone is polled in ghost polls.
    /:cl:
    
    ---------
    
    Co-authored-by: Time-Green <[email protected]>
    carlarctg and Time-Green committed Jul 26, 2024
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  38. Fish ordered from bought fish cases now sells for 1/20th of the norma…

    …l price (tgstation#85287)
    
    ## About The Pull Request
    Fish money printer goes brrrr...
    
    But yeah, it turns out just buying and sending back fish crates is
    making cargo lotsa money, which is basically an exploit. Good thing
    we've the TRAIT_FISH_FROM_CASE trait which we can use to differentiate
    fishes from cargo from other more natural sources.
    
    ## Why It's Good For The Game
    This will fix tgstation#85284.
    
    ## Changelog
    
    :cl:
    fix: Centcom technicians have been trained to recognize cargo-bought
    fish. You will no longer be able to trick the economy system by buying
    fish and sending it right back. Also nerfed fish selling price very
    slightly.
    /:cl:
    Ghommie committed Jul 26, 2024
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Commits on Jul 27, 2024

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  2. Fix clicking on a table through the lootpanel with an item forcing it…

    … to be placed in the very corner (tgstation#85208)
    
    ## About The Pull Request
    
    So apparently, as the title says, placing items on tables through the
    lootpanel would place them in the very corner.
    I learnt about this because of someone telling me it _used_ to always
    center them.
    
    Looking into it, this seems to be because we ALWAYS set it based on the
    `modifiers` `ICON_X` and `ICON_Y`:
    
    https://github.com/tgstation/tgstation/blob/0da57e95248924e5aa67b3d329022b7c74146c94/code/game/objects/structures/tables_racks.dm#L319-L321
    While those are not set when clicking through the lootpanel, causing
    these formulas to default to `-16`, and thus placing them in the corner.
    
    Comparing this to crayons/spraycans, which do center, and do this
    because they only adjust the `pixel_x` and `pixel_y` if `ICON_X` and
    `ICON_Y` are actually set:
    
    https://github.com/tgstation/tgstation/blob/0da57e95248924e5aa67b3d329022b7c74146c94/code/game/objects/items/crayons.dm#L500-L502
    
    At some point in the past tables also had this check, but it seems it
    got accidentally removed during the move to `item_interaction(...)` from
    `attackby(...)`.
    
    We just reintroduce this check, meaning it once again defaults to the
    item being centered.
    ## Why It's Good For The Game
    
    Having your item be placed on the very leg of the table is kinda
    awkward.
    ## Changelog
    :cl:
    fix: Clicking on a table in the lootpanel with an item in-hand tries to
    place it in the center again.
    /:cl:
    00-Steven committed Jul 27, 2024
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  4. [no gbp] Changes the default sheet drop sound. (tgstation#85282)

    ## About The Pull Request
    
    
    https://github.com/user-attachments/assets/4c2622c2-981b-4163-b1dc-4e8927926fad
    
    This has been bugging me for a while, so I have provided an alternative.
    ## Why It's Good For The Game
    The previous sound was too annoying, this one sounds much better and
    actually sounds like metal instead of glass.
    ## Changelog
    :cl: grungussuss
    sound: the default metal sound has been changed
    /:cl:
    Sadboysuss committed Jul 27, 2024
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  5. Gas tank sounds (tgstation#85283)

    ## About The Pull Request
    
    
    https://github.com/user-attachments/assets/9fe06c51-c129-463d-98ef-374320c3edbd
    ## Why It's Good For The Game
    We have all these sounds for turning on internals, breathing, but no
    pick up and drop sound.
    ## Changelog
    :cl: grungussuss
    sound: gas tanks now have sound
    /:cl:
    Sadboysuss committed Jul 27, 2024
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  6. Monkeymancers can interact with runes (tgstation#85289)

    ## About The Pull Request
    
    Hey hey party people. I watched a monkeymancer round last night. It was
    hilarious, but the guy couldn't activate his ritual rune. Sucks!
    
    Turns out, monkies don't call `attack_hand()`, they call `attack_paw()`.
    This means that monkey dexterity was never the problem stopping the rune
    from activating, but the fact that the attack chain was never even
    trying to interact with the rune effect in the first place.
    
    I've added a new atom interaction flag that routes through attack_paw,
    so now monkies can be given their own specific interaction behaviors for
    cases like this.
    
    
    ![image](https://github.com/user-attachments/assets/db5bab0e-30ab-4e3b-b1a6-ae392b23fcab)
    ## Why It's Good For The Game
    
    Closes tgstation#85267.
    
    Also makes it a bit easier to make interact behaviors scalable to
    monkies in the future.
    ## Changelog
    :cl: Rhials
    fix: Monkey wizards can now interact with grand ritual runes.
    /:cl:
    Rhials committed Jul 27, 2024
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  7. [NO GBP] Clown Ops gear is now restricted to clown ops again (tgstati…

    …on#85288)
    
    ## About The Pull Request
    
    I messed this up in the loneop gear change. Nukie uplinks got
    `UPLINK_ALL_SYNDIE_OPS` instead of `UPLINK_NUKE_OPS` for some reason.
    Whoops!
    ## Why It's Good For The Game
    
    Fixes something I messed up. Makes clown ops unique again.
    ## Changelog
    :cl: Rhials
    fix: Clown Ops gear has been returned to being available only to clown
    ops. Whoops!
    /:cl:
    Rhials committed Jul 27, 2024
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  8. nerfs the sneeze suppressive fire (tgstation#85262)

    ## About The Pull Request
    So sneeze projectiles have a hitsound whenever it lands, this leads to
    very silly immersion breaking situations where a person keeps sneezing,
    missing and performing "suppressive" sneezing to "combatants" Setting
    the hitsound to null should fix that
    ## Why It's Good For The Game
    Hearing the same hitsound for the sneeze projectile as bullets and other
    projectiles is really jarring, better remove it.
    ## Changelog
    :cl: grungussuss
    sound: the sneeze projectile no longer makes a sound when making
    contact.
    /:cl:
    Sadboysuss committed Jul 27, 2024
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  9. Makes Voidwalker check SSmapping.is_planetary when spawning (tgstatio…

    …n#85274)
    
    ## About The Pull Request
    
    Per title. Dynamic naturally running will not spawn a voidwalker on
    icebox now. ``find_space_spawn()`` checks only for carp landmarks, and
    icebox has carp landmarks for the other midround invasion antags. As a
    bonus, I also made SSpolling use the cosmic skull sprite to alert ghosts
    with.
    
    ## Why It's Good For The Game
    
    Just a lil' bug I found. Plus the skull sprite is cool as hell.
    
    
    ![image](https://github.com/user-attachments/assets/6459db22-f4a4-45b6-b770-8ec0d83bc379)
    
    ## Changelog
    
    :cl:
    fix: Voidwalker should not run on planetary maps.
    /:cl:
    StrangeWeirdKitten committed Jul 27, 2024
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  10. Dynamic - fixes a comment for proc/lorentz_to_amount() (tgstation#85291)

    ## About The Pull Request
    I'm not going crazy, right? This comment must be wrong unless my math is
    wrong...
    
    
    ![image](https://github.com/user-attachments/assets/5fe49a17-04bd-488a-9777-f779869552f7)
    
    
    ## Why It's Good For The Game
    Comments don't lie so people don't get their hairs out if their values
    don't match with comments
    larentoun committed Jul 27, 2024
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  11. fixes birdshot holodeck area fuckery (tgstation#85285)

    ## About The Pull Request
    closes tgstation#85280
    These 2 areas share an APC, no reason for the right side to use the
    holodeck area.
    Works now:
    
    ![image](https://github.com/user-attachments/assets/c3d97a3d-e925-49cf-b646-975913b1c1dc)
    ## Changelog
    :cl: grungussuss
    fix: birdshot holodeck's lighting has been fixed.
    /:cl:
    Sadboysuss committed Jul 27, 2024
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  12. Fix ssmachinary sleeping (tgstation#85269)

    `process()` already has this at its base, so it wasn't obvious these
    would need it too.
    
    Lemon Edit:
    Closes (Maybe?) tgstation#85170
    MrStonedOne committed Jul 27, 2024
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  13. Mafia role help now checks the original description (tgstation#85258)

    ## About The Pull Request
    
    I thought I fixed this bug a long time ago but turns out I just never
    did.
    This makes mafia role help get the initial description rather than the
    current one, allowing us to edit people's descriptions as we need to
    in-game without this information being metagamed.
    
    ## Why It's Good For The Game
    
    Closes tgstation#82088
    And prevents this again in the future.
    
    ## Changelog
    
    :cl:
    fix: [Mafia] The show_help button no longer shows you who the Obsessed's
    target is.
    /:cl:
    JohnFulpWillard committed Jul 27, 2024
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  14. Surgery steps no longer fail silently when missing chemicals (tgstati…

    …on#85260)
    
    ## About The Pull Request
    
    Fixes surgery steps that require a chemical from failing silently if
    that chemical is missing. Player receives a bubble notification and the
    surgery is not performed if the chemical is missing. Operating computer
    UI tells you if the required chem is present or not.
    
    
    ![dreamseeker_RMO06bKPcV](https://github.com/user-attachments/assets/c57e5615-0786-4e8c-a2ef-d268f1c82f7d)
    
    ## Why It's Good For The Game
    
    Having to guess, without feedback, if the chemical was in the target's
    system at the time surgery completes is bad.
    
    ## Changelog
    
    :cl: LT3
    fix: Players now receive a notification when trying to perform surgery
    steps that involve chemicals
    /:cl:
    lessthnthree committed Jul 27, 2024
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  15. Makes mirage grenade dispensers and ionic jump jets work (tgstation#8…

    …5253)
    
    ## About The Pull Request
    
    Partially handles tgstation#85207
    
    ## Changelog
    :cl:
    fix: Mirage grenade dispensers and ionic jump jets now work
    /:cl:
    SmArtKar committed Jul 27, 2024
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  18. Medsec gets their own telescreen (tgstation#85244)

    ## About The Pull Request
    closes tgstation#85182
    
    Replaced all instances of it with the new type.
    The CMO telescreen was used instead before.
    ## Why It's Good For The Game
    CMO telescreen can be a spy obj so separating them is wise.
    ## Changelog
    :cl: grungussuss
    fix: Med sec telescreens are no longer the same item as the CMO
    telescreen.
    spellcheck: correcte name for the CMO telescreen mount
    /:cl:
    Sadboysuss committed Jul 27, 2024
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  22. Injector instead of passive in lavaland waste (tgstation#85247)

    ## About The Pull Request
    closes tgstation#78413
    ## Changelog
    :cl: grungussuss
    fix: lavaland no longer has roundstart atmos processing because of a
    passive vent
    /:cl:
    Sadboysuss committed Jul 27, 2024
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  30. Emotes by default will not be heard through walls (tgstation#85245)

    ## About The Pull Request
    Added a var to emotes for ignoring walls when playing their sound, now
    only the scream emote can ignore walls.
    ## Why It's Good For The Game
    It's really annoying and stupid that you can hear people crying through
    walls and doesn't make sense at all.
    ## Changelog
    :cl: grungussuss
    sound: only the scream emote can be heard through walls
    /:cl:
    Sadboysuss committed Jul 27, 2024
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  32. Radio Sounds (tgstation#85115)

    ## About The Pull Request
    Now talking into radio and hearing radio messages produces a sound.
    Using LOUD-MODE makes a unique sound.
    
    
    https://github.com/user-attachments/assets/891d9b9a-5313-4aac-9fef-56d0a7286bf1
    
    
    https://github.com/user-attachments/assets/112a3587-46ea-413e-89e4-2da7b54c3d62
    
    **YOU CAN DISABLE IT IN THE GAME PREFERENCES**
    ## Why It's Good For The Game
    People REALLY tend to miss radio messages, especially from the heads.
    This makes it so they can hear when some interesting or important
    chatter is going on.
    
    Unless all of the heads of staff decide to dispute in the Common,
    subordinates will start noticing messages from their bosses in their
    channels more often.
    
    Also, these sounds are tickling my ears, in a good way.
    ## Changelog
    :cl: DrDiasyl aka DrTuxedo
    sound: Hearing and talking into the radio now produces a sound. Heads
    get a special sound.
    /:cl:
    DrDiasyl committed Jul 27, 2024
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  34. Emergency climbing hooks now spawn in emergency boxes if the station …

    …has multi-z level. (tgstation#85273)
    
    ## About The Pull Request
    Emergency climbing hooks now spawn in emergency boxes not only on
    Icebox, but also on Northstar and Tram.
    ## Why It's Good For The Game
    Firstly, I think it's funny to see some assistant just casually climbing
    up from the -1 floor on the sideways of tram, when he fell out of it.
    
    Secondly, trying to get somewhere when the Northstar or Tram got blown
    up multiple times is an absolute nightmare if you have no good
    flashlight, or something similar.
    ## Changelog
    :cl:
    add: Emergency climbing hooks now spawn in emergency boxes on all of the
    multi-z level stations.
    /:cl:
    Helg2 committed Jul 27, 2024
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  36. Peg limbs can now be removed via surgery (tgstation#85270)

    ## About The Pull Request
    
    Adds amputation surgery for peg limbs
    
    ## Why It's Good For The Game
    
    Peg limbs are a funny ghetto solution to replacing a limb in emergency
    situations. Unfortunately they can only be removed by burning or sawing
    the limb off.
    
    It's good to have a proper medical solution to getting pegged
    
    ## Changelog
    :cl:
    fix: peg limbs can now be amputated
    /:cl:
    Deadgebert committed Jul 27, 2024
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  38. Justice invisibility now turns off by the safety (tgstation#85272)

    ## About The Pull Request
    Small change to make justice invisibility turn off when the safety is
    turned on. Because you could bypass safety check on it by basically
    turning off mecha safety and turning it on after it went to
    invicibility.
    ## Why It's Good For The Game
    Now everything works as supposed.
    ## Changelog
    :cl:
    fix: now Justice invisibility turns off in non combat mode as it
    supposed to
    /:cl:
    Axidyuwu committed Jul 27, 2024
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  40. [NO GBP] Tooltips no longer call MeasureText every time you move your…

    … mouse (tgstation#85246)
    
    ## About The Pull Request
    
    MeasureText is now only called when the text is (most likely) wider than
    your screen, which is rather rare.
    
    ## Why It's Good For The Game
    I fucked up
    
    ## Changelog
    :cl:
    fix: People with tooltips enabled no longer lag the server when they
    move their mouse. Oops.
    /:cl:
    SmArtKar committed Jul 27, 2024
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  42. Medkit sounds (tgstation#85286)

    ## About The Pull Request
    
    
    https://github.com/user-attachments/assets/b607e1e2-d19b-4b02-b264-05e5326e4374
    ## Why It's Good For The Game
    We have box sounds, why not medkit sounds?
    ## Changelog
    :cl: grungussuss
    sound: medkits now have sounds
    /:cl:
    Sadboysuss committed Jul 27, 2024
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  44. (Black)market Telepad (LTSRBT) Update: Restocking Edition (tgstation#…

    …85066)
    
    ## About The Pull Request
    This is a suggestion that was to me several months ago to add the
    ability to pay credits to restock the black market. I liked the idea
    because it'd add anothe small reason to buy the board, though I had
    forgotten about it shortly after and just happened to remember it now.
    
    So, yeah, you can swat the LTSRBT with a holochip to restock the
    market(s). The price is shared amongst all pads and starts at 675
    credits, but it doubles up everytime this is done, for obvious balance
    purposes.
    
    I've also updated included this new feature in the unit test, given the
    LTSRBT new sprites and renamed the Blackmarket subsystem to Market,
    because of how it can support different types of market datums, not just
    the blackmarket
    
    ## Why It's Good For The Game
    This adds one more reason to buy and build the LTSRBT and make markets
    less dependant on the bad side of RNG, if you have the credits. It's a
    bit of a money sink.
    
    ## Changelog
    
    :cl:
    add: You can now restock the black market by hitting the LTSRBT with
    enough credits. The price doubles each time this is done.
    imageadd: Updated the LTSRBT sprites.
    balance: Reintroduced the LTSRBT to cargo for 2000 credits vs the
    original 4000 (the ansible and crystals to build it are included btw),
    and slightly lowered the average blackmarket price for the same item to
    account for shipping costs.
    /:cl:
    Ghommie committed Jul 27, 2024
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Commits on Jul 28, 2024

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  2. Fixes planet gravity not crushing and void eater not refreshing (tgst…

    …ation#85305)
    
    Fixes tgstation#85303, fixes tgstation#85278 
    
    Fixes planetary gravity not killing voidwalkers and voided people. I
    used a screen alert but I shouldve used a status effect screen alert
    (apparently it matters), causing runtimes and breaking it aaaa
    
    Also someone refactored how pickup() works so it no longer gets called
    if you dont pick it up by clicking it. I think it's a little dumb but I
    can't find the PR that did it so whatever. Anyway it's not my fault
    woohoo!!
    
    ## Changelog
    
    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
    and its effects on PRs in the tgstation guides for contributors. Please
    note that maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. You can attempt to finagle the system
    all you want, but it's best to shoot for clear communication right off
    the bat. -->
    
    :cl:
    fix: Fixes void eater not refreshing
    fix: Fixes planetary gravity not killing voidwalkers and voideds
    /:cl:
    
    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
    GitHub username as author ingame. -->
    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->
    Time-Green committed Jul 28, 2024
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  3. If you have auto fit viewport enabled, it will trigger upon entering …

    …or exiting fullscreen (tgstation#85302)
    
    ## About The Pull Request
    
    Automatically calls attempt_auto_fit_viewport() upon toggling fullscreen
    
    ## Why It's Good For The Game
    
    Fullscreen changes your viewport height but not width so if you're
    running stretch to fit (which is probably used by most of our players as
    fullhd does not integer scale) you have to manually use Fit Viewport
    verb every time you join the game and enter fullscreen which is rather
    annoying to do.
    
    ## Changelog
    :cl:
    qol: If you have auto fit viewport enabled, it will trigger upon
    entering or exiting fullscreen
    /:cl:
    SmArtKar committed Jul 28, 2024
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  6. Recyclers no longer recycle contents of indestructible items (tgstati…

    …on#85251)
    
    ## About The Pull Request
    
    Closes tgstation#85189
    Now uses a smarter loop that recursively adds contents when the item
    isnt indestructible.
    
    ## Changelog
    :cl:
    fix: Recyclers no longer recycle contents of indestructible items
    /:cl:
    SmArtKar committed Jul 28, 2024
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  8. Mining headset upgrade - Callouts and volume boosters (tgstation#85008)

    ## About The Pull Request
    
    ![dreamseeker_SOPW0zf89I](https://github.com/user-attachments/assets/0fa4921f-0b5c-41fe-bf70-56f21c28f579)
    
    Shift + middle clicking while wearing a mining headset will open a
    callout radial, after moving your mouse over one of the options a
    callout emote will appear where you pointed (No need to click on the
    radial button). Callouts have a 3 second cooldown to prevent spam and
    glow in the dark due to how dark lavaland is (normal point emotes do
    not)
    There are 6 options: pointing, danger, attack, mine, defend and
    reposition. Your callouts are colored in your runechat color. This is
    done via a component so later if needed it could be added to other
    headsets/mobs/items. Callouts also can initiate basic mob orders, being
    a better way to command your minebots in combat.
    
    Additionally, they also boost your speech back to normal levels in
    low-pressure environments, ensuring that your runechat is still nice and
    readable.
    
    ## Why It's Good For The Game
    
    This would make coop mining much more enjoyable, as stopping to type
    mid-fight is more often than not a death sentence on lavaland. With
    arcmining's vents cooperating is actually beneficial, and I feel like we
    should incentivize miners to do it more often by providing them with
    tools for it.
    
    ## Changelog
    :cl:
    add: Mining headsets now allow you to make callouts via pointing. You
    can use them to communicate with fellow miners or order your army of
    bots and raptors!
    add: Mining headsets keep your voice loud and clear in low-pressure
    environments (not vacuum!)
    /:cl:
    SmArtKar committed Jul 28, 2024
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  10. Replaces Auxlua with the byondapi-based Dreamluau (tgstation#84810)

    ## About The Pull Request
    
    Ever since byondapi went stable, I've been meaning to create a
    replacement lua library that uses it instead of the auxtools-based
    auxlua. After so many months, I've finally got the code just about into
    a position where it's ready for a PR.
    
    [Click here](https://hackmd.io/@aloZJicNQrmfYgykhfFwAQ/BySAS18u0) for a
    guide to rewriting auxlua scripts for dreamluau syntax.
    
    ## Why It's Good For The Game
    
    Code that runs on production servers should not depend on memory hacks
    that are liable to break any time Dream Daemon updates.
    
    ## Changelog
    
    :cl:
    admin: Admin lua scripting uses a new library that (probably) will not
    break when BYOND updates.
    /:cl:
    
    ## TODO:
    - [x] Convert the lua editor ui to TS
    - [x] Include a guide for converting scripts from auxlua syntax to
    dreamluau syntax
    Y0SH1M4S73R committed Jul 28, 2024
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  12. Fixes a typo in military javelins (tgstation#85317)

    ## About The Pull Request
    Changes "military Javelin" to "military javelin"
    ## Why It's Good For The Game
    Consistent capitalisation. Makes the name look better.
    ## Changelog
    :cl:
    spellcheck: military javelin's name is now fully uncapitalised
    /:cl:
    DaCoolBoss committed Jul 28, 2024
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  14. Grass sheath now holds parsnip sabres, fixed grammar for the latter (t…

    …gstation#85311)
    
    ## About The Pull Request
    
    Closes tgstation#85306
    
    ## Changelog
    :cl:
    fix: Grass sheath now holds parsnip sabres like its supposed to
    spellcheck: Fixed up parsnip sabre description grammar
    /:cl:
    SmArtKar committed Jul 28, 2024
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  15. VIM no longer requires hands to enter (tgstation#85310)

    ## About The Pull Request
    
    Closes tgstation#85223
    Still kinda hard to exit though :3
    
    ## Changelog
    :cl:
    fix: VIM no longer requires hands to enter
    /:cl:
    SmArtKar committed Jul 28, 2024
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  18. Makes the Cosmic Skull glow purple when it has uses (tgstation#85275)

    ## About The Pull Request
    
    Per Title
    
    ## Why It's Good For The Game
    
    I think the loot should glow purple. It would be pretty cool 😄 Just a
    little added flavour to the item.
    
    
    ![image](https://github.com/user-attachments/assets/9df234e3-6906-4f4e-87e2-37276248f204)
    
    ## Changelog
    
    :cl:
    add: Cosmic Skull glows purple.
    /:cl:
    StrangeWeirdKitten committed Jul 28, 2024
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Commits on Jul 29, 2024

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  2. Fixes exploit allowing players to open Bag of Holding rifts in the He…

    …retic dimension (tgstation#85330)
    
    ## About The Pull Request
    
    This PR prevents players from opening a BoH tear in the Heretic
    dimension areas. It also introduces a new area flag, "NO_BOH", which can
    be added to areas to replicate this behavior.
    
    ## Why It's Good For The Game
    
    This prevents the (very unlikely) edge case that someone manages to open
    a BoH tear in one of the funny hand rooms, which is bad not only because
    it fucks over anyone else who gets sacrificed, but could also interfere
    with other things on that z-level (shuttles, other Lazy Template areas,
    etc).
    
    Messing with some new code here, so if there's better ways to handle
    this, by all means, chime in. This is a much more elegant method than
    just banning anything but the station.
    ## Changelog
    :cl: Vekter
    fix: Fixes an exploit that allowed players to open a Bag of Holding rift
    in the Heretic dimension.
    /:cl:
    
    ---------
    
    Co-authored-by: Kapu1178 <[email protected]>
    TheVekter and Kapu1178 committed Jul 29, 2024
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  5. soap for maints drones! (tgstation#85243)

    ## About The Pull Request
    
    adds soap to maint drones' internal storage
    ## Why It's Good For The Game
    eliminates the hell that is no soap spawning on station meaning you are
    unable to clean at all. also feel free to recommend more internal
    storage items too!
    ## Changelog
    :cl:
    qol: drones now have soap in their internal storage!
    /:cl:
    deathrobotpunch committed Jul 29, 2024
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  7. localizes create_all_lighting_objects (tgstation#85135)

    ## About The Pull Request
    
    Moves create_all_lighting_objects to the only thing that uses it - the
    lighting subsystem
    
    I saw zero difference in lighting system init time
    
    ## Why It's Good For The Game
    
    Reduces global proc pollution and keeps everything in the same place,
    improving code readability
    
    ## Changelog
    :cl:
    refactor: moves the create_all_lighting_objects proc to the lighting
    subsystem
    /:cl:
    Jackriip committed Jul 29, 2024
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  9. refactor pod spawn from code copypaste to use podspawn instead. Add…

    … convenient way to spawn multiple items of same type in pod (tgstation#85151)
    
    ## About The Pull Request
    
    Refactor pod spawn from code copypaste to use `podspawn` instead.
    Add convenient way to spawn multiple items of same type in pod
    
    ## Why It's Good For The Game
    
    Nothing player facing. Cleaner code.
    
    ## Changelog
    
    :cl:
    refactor: replace some copypaste code for pod spawn to use `podspawn`
    proc instead
    code: modify `podspawn` proc to accept amount of item type to spawn in
    `spawn` specification
    /:cl:
    Gaxeer committed Jul 29, 2024
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  11. Binoculars removed from ritual of knowledge, clipboards made craftable (

    tgstation#85221)
    
    ## About The Pull Request
    
    This pull request removes the clipboard from the pool of heretic ritual
    of knowledge items, specifically the "Easy" ones to obtain. The rest is
    unchanged.
    ## Why It's Good For The Game
    
    Clipboards are substantially harder to obtain than it's fellow objects
    for the ritual.
    
    - Shards are able to be made from glass from autolathes, maintenance
    loot, protolathes, salvaged from structures
    - Candles are printable from biomass, plenty of them in the chapel,
    orderable, sometimes maintenance has them
    - Paper is printable from biogen iirc and in huge quantities across the
    entire station, you can also handcraft some or order it
    - Everyone has a pen roundstart, obtainable from library, lathes, maints
    - Flashlights are the same as above yet obtainable from most tool
    closets and even emergency closets
    - Crayons are able to be made with xenobiology, ordered, have a few map
    spawns but are generally in good quantity and are maintenance loot.
    
    The clipboard however is not printable, orders in sets of 2 for an
    interesting sum in a suspiciously never ordered package, has lackluster
    map spawns (One or two in cargo, one psychologist's), is sometimes
    required in pairs if not more and it's severely more difficult to get. I
    do not think anyone would miss this, as it's just tedious and too
    low-supply to get. There are more batons on station then there are
    clipboards, even organs are easier to access.
    
    ## Changelog
    :cl:
    add: The heretic's ritual of knowledge no longer requires binoculars
    add: Clipboards are craftable using a wood plank, an iron rod and
    wirecutters
    /:cl:
    KazooBard committed Jul 29, 2024
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  13. Smuggler satchel spawning is blacklisted in the "near station" area (t…

    …gstation#85248)
    
    ## About The Pull Request
    northstar has a lot of tiles in nearstation areas and smuggler satchels
    can spawn under them.
    closes tgstation#78304
    ## Changelog
    :cl: grungussuss
    fix: smuggler satchels will no longer spawn in space
    /:cl:
    Sadboysuss committed Jul 29, 2024
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  15. Leather, skins, cardboard sounds (tgstation#85254)

    ## About The Pull Request
    
    
    https://github.com/user-attachments/assets/9beaab38-653c-4cde-919c-eb1b3352e515
    
    ## Why It's Good For The Game
    I added sheet sounds but these items are subtypes of sheet so it didn't
    make sense for them to have metal clanking sounds
    ## Changelog
    :cl: grungussuss
    sound: leather, skins and cardboard have their own sound now
    /:cl:
    Sadboysuss committed Jul 29, 2024
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  19. Sigh and sniff sounds (again). (tgstation#85281)

    ## About The Pull Request
    
    
    https://github.com/user-attachments/assets/fa4ca127-e81e-4bfc-b49c-4f39a9f5b3d8
    
    
    
    https://github.com/user-attachments/assets/244180e1-4181-447b-9e59-d9f5ef58a029
    ## Why It's Good For The Game
    Emotes allow to express yourself in more ways than words, sighing is
    great for expressing your frustration with someone, sniff gives more
    feedback about someone's sickly status, including allowing people to rp
    as if something stinks.
    ## Changelog
    :cl: grungussuss
    sound: added sniff sounds
    sound: added sigh sounds
    /:cl:
    Sadboysuss committed Jul 29, 2024
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  21. Projectile dampener, recycler and ninja stealth MOD modules now work …

    …properly (tgstation#85307)
    
    ## About The Pull Request
    Closes tgstation#85207
    
    Projectile dampener didn't delete the field, recycler didn't work period
    (how did nobody notice it?) and ninja stealth didn't apply silent
    footsteps trait. Since the beginning. Yeah.
    I think I got all of these, it shouldn't call empty parent and
    especially should it not check for returns from it.
    
    ## Changelog
    :cl:
    fix: Projectile dampener, recycler and ninja stealth MOD modules now
    work properly
    /:cl:
    SmArtKar committed Jul 29, 2024
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  23. Actually fixes mechs equipping infinite amount of gear (tgstation#85316)

    ## About The Pull Request
    tgstation#85205 attempt number two
    
    Closes tgstation#85166
    
    ## Changelog
    :cl:
    fix: Mechs can no longer equip infinite amount of weapons
    /:cl:
    SmArtKar committed Jul 29, 2024
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  25. [NO GBP] You can no longer tear peoples arms off with non-killer clam…

    …ps (tgstation#85333)
    
    ## About The Pull Request
    
    I fucked up when fixing up the code. Oops
    
    ## Changelog
    :cl:
    fix: You can no longer tear peoples arms off with non-killer clamps
    /:cl:
    SmArtKar committed Jul 29, 2024
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  26. allows implanting TTVs into chest once again (tgstation#85335)

    ## About The Pull Request
    TTVs can be implanted into the chest again. They still function inside
    people, and can be detonated.
    ## Why It's Good For The Game
    TTVs were made bulky years ago so you couldn't have a backpack full of
    bombs. This also had the side effect of implanting bombs into people
    made impossible because any items with weight above normal can't be
    implanted
    
    You can still implant chembombs now so you should be able to do TTVs as
    well. Allows for cool hostage scenario RP. TTV implants were always
    meant to be part of the game
    ![Screenshot 2024-07-28
    155926](https://github.com/user-attachments/assets/71ec283a-c246-420a-b943-fb0f154ccb37)
    
    
    Codewise added a whitelist for heavy items in cavity implant
    ## Changelog
    :cl:
    balance: TTV bombs can be implanted into people's chest once again
    /:cl:
    13spacemen committed Jul 29, 2024
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  29. Fixes mining MODsuit suit storage (tgstation#85342)

    ## About The Pull Request
    
    Closes tgstation#85332
    tgstation#83437 had a copypasting error and ended up giving mining MOD suit
    storage to loaders instead of mining MODs
    
    ## Changelog
    :cl:
    fix: Mining MODsuits now can store everything that explorer suits can
    /:cl:
    SmArtKar committed Jul 29, 2024
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  31. Fixed mapload circuit floors not drawing power and deconstructing cir…

    …cuit floors not reducing power load (tgstation#85343)
    
    ## About The Pull Request
    
    Closes tgstation#84923
    
    ## Changelog
    :cl:
    fix: Fixed mapload circuit floors not drawing power and deconstructing
    circuit floors not reducing power load
    /:cl:
    SmArtKar committed Jul 29, 2024
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  32. Fixes some mining mobs not becoming hostile to ashwalker attacks [no …

    …gbp] (tgstation#85344)
    
    ## About The Pull Request
    
    Some mining mobs didn't have signal registrations to respond to
    ashwalkers breaking the peace. This fixes that by giving all mining mobs
    a signal listener to being attacked if their AI handler doesn't give
    them one already.
    ## Why It's Good For The Game
    
    Fixes an exploit where people would drag legion to the ashwalker nest to
    kill them for free egg spawning because legion don't have a signal
    listener for being attacked.
    Future proofs any other mining mobs that might be missing this signal
    through AI.
    ## Changelog
    :cl: Bisar
    fix: All mining mobs now properly listen to the signals sent by
    attackers and will respond appropriately.
    /:cl:
    Metekillot committed Jul 29, 2024
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  35. Making fishing a bit more bearable. (tgstation#85326)

    ## About The Pull Request
    Ok, I've had a bit of false memories about fishing being easy. It's
    actually tough. It also has some issues that I didn't completely
    understand until very recently.
    
    First of all, I thought anything that count as a bait would be good
    enough for fishing, but it turns attaching a raw meatball doesn't remove
    dud chances from fishing spots. Having finally played with the feature
    enough, I came to realize it's quite dumb to have something like that IF
    you have a bait regardless of quality. We have other ways to handle bait
    related stuff.
    
    Second, I've lowered the time to raise a lobstrosity slightly. Waiting
    20 minutes to get an adult one is a tad much if you add in all the prep
    needed for it. Conversely, I've also increased their feeding frequency.
    I think they should eat a bit more than once every 15 minutes to
    survive. 10 should be ok.
    
    I've also halved the reproduction timeout for the sludgefish. When I
    first added it. I didn't take in consideration I'd have later have made
    it so newly spawned fish would be on cooldown for double the standard
    duration.
    
    The abstract fishing rod that "profound fisher" mobs use now comes with
    the same omni-bait advanced fishing rods use, so that they can catch all
    kind of fish with less bad RNG.
    
    Buffed the fishing skill a bit.
    
    Aquariums that unanchored (except pre-filled ones) and do not
    auto-connect to plumbing; ferer issues if you were to build one near the
    toilets. They alo have the 'enable breeding' enabled by default.
    
    I've also re-increased the deceleration of the minigame bait. Making the
    controls less slippery.
    
    
    ## Why It's Good For The Game
    I've been suffering from some Mandela effect about fishing. It's
    definitely more challenging when the server isn't shitting the bed.
    
    ## Changelog
    
    :cl:
    qol: Aquariums start unanchored and don't autoconnect to plumbing. Their
    reproduction prevention is also disabled by default.
    balance: Made it a tad easier to control the bait during the minigame.
    Buffed the fishing skill. No fishing duds at all when using ANY bait.
    balance: Chasm Chrabs take less time to grow into Lobstrosities but need
    food a bit more frequently.
    balance: "Profound fisher" mobs will have less RNG-dependant time
    fishing.
    fix: You can now ACTUALLY interact with other things while fishing if
    the fishing rod isn't in your active hand.
    /:cl:
    Ghommie committed Jul 29, 2024
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  37. Added a config to override the def gateway delay for specific start p…

    …oints. (tgstation#85341)
    
    ## About The Pull Request
    I've a few gripes with start points and the gateway delay. First of all,
    there's no way to discriminate peaceful away locations that do not need
    a with a 30 minutes timegate from the rest. Places like the beach and
    the museum hardly have anything OP that could tip the scales.
    
    Second, none of the awaystart landmarks have identifiers of their own,
    which means all awaystart landmarks from all away missions are linked
    under the same destination point datum. This is hardly an issue in the
    current state where only one map is ever loaded and all maps have only
    one way in that directs you to one of several locations at least until
    the gateways are linked, but it's nevertheless something that I have to
    take care of, since the config requires it.
    
    ## Why It's Good For The Game
    See above.
    
    ## Changelog
    
    :cl:
    config: Added a config for specific gateway delays so locations like the
    beach and the museum don't have to take 30 minutes to become available
    like the rest.
    /:cl:
    Ghommie committed Jul 29, 2024
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  39. Replaces my old and crusty pp-95 with the cool new nukeops tech on th…

    …e block, smart SMGs (tgstation#85211)
    
    ## About The Pull Request
    
    
    ![image](https://github.com/user-attachments/assets/c399db0d-c8b8-4f0e-b20d-e81e153a4fac)
    
    ![smart
    bullet](https://github.com/user-attachments/assets/02af6174-f967-487c-b5ee-90c73300d179)
    
    Adds the Abielle Smart-SMG to replace the pp-95 entirely.
    
    The Abielle performs nearly identically to the pp-95 in nearly all
    aspects, doing 0.5 less damage because it's not a projectile modifier on
    9mm anymore.
    
    What the Abielle does do majorly differently, is give it's bullets a
    slight homing ability VS whatever you clicked on. This keeps the weapon
    equally useless to it's predecessor at spraying blindly down hallways,
    while rewarding careful aim with bullets that slightly track the target.
    
    ## Why It's Good For The Game
    
    The surplus smg sucks, and I don't mean performance-wise (although it
    certainly does, that's the idea). The surplus smg sucks because
    typically you would be better suited using it as a melee weapon due to
    the inaccuracy and low damage. Making the cheapo "I forgot to buy a
    weapon" gun practically useless is super punishing especially for newer
    ops who might not remember to buy a weapon first. The smartgun makes the
    surplus smg still pretty shit compared to the other nukeops guns that
    can down a man nearly instantly, but means that reinforcements or broke
    ass nukeops can still be relatively effective so long as they can click
    on a spaceman across the screen.
    
    ## Changelog
    :cl:
    balance: The nukeops surplus smg, the pp-95, has been reworked into the
    Abielle Smart-SMG. It performs nearly identically to the pp-95, however
    it's projectiles get a slight homing ability towards whatever you click
    on.
    sound: New firing sounds for the surplus smg, credit to the m41 sound
    effects from tgmc
    image: New sprites for the surplus smg, made by me
    /:cl:
    Paxilmaniac committed Jul 29, 2024
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  41. allows to disable sliders again (tgstation#85327)

    ## About The Pull Request
    Before the typescript update, the slider element could be disabled
    without issues, but as the prop was missing, the compiler rejected to
    accept disabling sliders any longer. This ensures that sliders once
    again can be disabled as the prop will be accepted and properly
    forwarded.
    
    ## Why It's Good For The Game
    Kashargul committed Jul 29, 2024
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  42. Refactor Stat Panel styles and more TGUI-like appearance (tgstation#8…

    …5257)
    
    ## About The Pull Request
    The PR came out a little bigger than I had planned, but creating
    separate ones for a couple of little things seemed unnecessary to me.
    
    Let me start with the most important thing: Stat Panel now scales like
    TGchat and also looks closer to TGUI!
    By default, the Stat Panel font size is tied to the chat font size, but
    this can be changed in a couple of clicks...
    
    The rest of the changes are not as big:
    1. Stat Panel styles are now more organised
    2. The way themes are applied to Byond Skin has been refactored, if
    someone decides to make a new theme (maybe me), it won't be necessary to
    copy all the elements
    3. NumberInput into the general chat settings tab, was changed to slider
    4. Reoder tab buttons changed, they are more compact now
    5. With the light theme, chat tabs now have a background when
    hovering/active tabbing
    <details>
    <summary>How it look's like</summary>
    
    | New reorder tab buttons | Light Chat tabs | 
    | - | - | 
    |
    ![image](https://github.com/user-attachments/assets/39194331-b69f-473f-ba82-497a86bbe062)
    |
    ![image](https://github.com/user-attachments/assets/6fe22bac-2802-4e03-8095-0633b06a5b03)
    |
    
    </details>
    <details>
    <summary>General Preview</summary>
    
    
    https://github.com/user-attachments/assets/7647d584-c2fd-41b2-b2ee-c7ee61569d1f
    
    </details>
    
    ## Why It's Good For The Game
    More accessibility for owners of 2/4k monitors
    Better appearance
    NumberInput is behaving extremely strangely in chat
    
    ## Changelog
    
    :cl:
    add: Stat Panel now scales like a chat, depends on the font size.
    Defaults from the chat font size, but you can separate it.
    refactor: Refactored Stat Panel styles and Byond skin theme applying.
    Stat Panel now looks more like a TGUI
    /:cl:
    AyIong committed Jul 29, 2024
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Commits on Jul 30, 2024

  1. Update PreCompile.sh

    Legendaxe committed Jul 30, 2024
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