Commit Graph
50043 Commits
Author SHA1 Message Date
ElorgRHGandGitHub 5e69ccbd6a Resprites all Tajaran consular clothing (they also now have coats) (#21688)
I don't know what more can I say that the title of the PR didn't.
_Hopefully_ this will inspire someone to play Tajaran consulars more.

From the changelog:
>  - imageadd: "Resprited all Tajaran consular clothing."
>  - rscadd: "Added a female version of the NKA consular uniform."
>  - rscadd: "Added Tajaran consular coats."
> - rscadd: "Added extended descriptions to all Tajaran consular
clothing items."
>  - rscdel: "Removed Tajaran consular side caps."

Images, as always, in the details below.
Old (current) sprites on the top, new on the bottom unless stated
otherwise.

<details>
<summary>Things resprited in this PR: </summary>

<details>
<summary>Consular uniforms and hats: </summary>
<img width="1536" height="1024" alt="officering my consular"
src="https://github.com/user-attachments/assets/90cc5ce0-ded8-4ee8-80fc-a459e4b2965f"
/>
Maybe some uniqueness has been lost, but I'm sure the large playerbase
of Tajaran consulars will be able to cope with it.
</details>

<details>
<summary>New consular coats, closed and open variants: </summary>
<img width="1536" height="1024" alt="closed by default"
src="https://github.com/user-attachments/assets/81480c66-e350-4f41-9110-194805299cfd"
/>
</details>
</details>

Short attribution section because it would feel disingenuous without it,
the NKA consular coat _has_ been inspired by sprites from this PR from
Shiptest: https://github.com/shiptest-ss13/Shiptest/pull/2685

And, of course,
Hadii's grace, comrades.
2026-01-14 19:29:11 +00:00
BatrachophrenoandGitHub 142862c8bc Container cleanup, standalone security panel (#20909)
Updated crate and locker sprites and icon overlay code to use a new
standalone 'securitypanel' overlay to lay the groundwork for, in the
future, being able to install/uninstall access-code locks on containers
just like you can in airlocks. For lockers, little visual change at all.
For crates, the security panel is now an overlay within the 'handle'
section of the crate rather than being a chunky box off to the side on
front. Locked/unlocked/emag sprites also updated for the new panel
location.
![Screenshot 2025-06-28
130646](https://github.com/user-attachments/assets/4b4469e7-5d62-42e0-9d9b-27c2f70a4239)
![Screenshot 2025-06-28
130944](https://github.com/user-attachments/assets/5741094f-9214-435a-8ef1-97e5c06b1c61)
![Screenshot 2025-06-28
130951](https://github.com/user-attachments/assets/3d9563b5-a89c-407d-9f8b-190d6382fb8b)

Moved closet.dmi, crate.dmi, guncabinet.dmi, safe.dmi, and
walllocker.dmi to a new subfolder /icons/obj/containers, and updated all
references to them in code, for sake of organization. Ideally (IMHO),
we'd differentiate structure-based storage containers from item-based
storage containers, but that's a larger organizational task and outside
of scope- this just moves storage structures into one common location.

Deleted sciguncabinet.dmi, as its contents had already been migrated to
guncabinet.dmi and it was no longer referenced anywhere in the codebase.
2026-01-14 17:38:00 +00:00
CatsinHDandGitHub 3c433a18a2 The Rollerbed Revolution Reborn - Attaching medscans to rollerbeds (#21655)
Medscans can now be attached to a rollerbed and viewed up to 2 tiles
away. Currently, it only allows for medscans specifically, so no records
or misc papers.

Due to the number of attachments, rollerbeds now use a radial menu to:

- Remove scans
- Remove vitals monitors
- Remove IVs
- Set IV transfer rate

This is to avoid the shuffle of sequentially removing each attachment
until you either collapse the bed or remove the attachment you want.
Additionally, if the rollerbed is collapsed with attachments still on,
it removes them to hand/ground.
Starting an IV on a patient remains the same (click drag onto patient).
Locking the wheels is still alt+click.


https://github.com/user-attachments/assets/496e310c-8d34-4031-88c1-ab0414f85d76
2026-01-14 17:01:50 +00:00
JasonandGitHub e25f18dce7 Restore ambrosia effects (#21697)
Fixes #20971 and #21505.
Better solutions are welcome.

---------

Signed-off-by: Jason <jason.hammer10@yahoo.com>
2026-01-14 17:01:10 +00:00
KanoandGitHub ba07ebeb30 Fixes AI eye being unable to traverse Z-levels (#21708)
## About PR

Fixes a bug introduced in #21626. I misunderstood the purpose of a check
which was allowing eyeobjects to Z-travel, my bad!

- Fixes #21695
2026-01-14 17:01:07 +00:00
Casper3667andGitHub 71c8c64667 Fixes the hivenet and nralmalic language augs (#21685)
fixes https://github.com/Aurorastation/Aurora.3/issues/21684
2026-01-14 06:59:01 +00:00
Cody BrittainandGitHub 0d8eec9b4b Allow M'sai tajara to be bridge crew. (#21689)
This restriction made sense when bridge crew were essentially command's
assistants. However, their job has morphed into being dedicated pilots
for odysseys, as well as expected to defend the bridge and/or shuttles.
This restriction therefore no longer makes sense as M'sai were
historically tasked as pilots, and are able to be part of security.

This also fixes a bug where unathi and tajara bridge crew spawn with
human shoes.
2026-01-14 06:58:50 +00:00
mynameasjeffandGitHub e5889d3dc8 Adds Valley Hale spawns to all Dominian offships (#21694)
Because they're supposed to show up there, apparently. PR made on
request of Schwaan.
2026-01-14 06:58:38 +00:00
BatrachophrenoandGitHub d1a8832da7 Remove janicart world debug lines (#21700)
Removes janicart world debug lines accidentally left in from
https://github.com/Aurorastation/Aurora.3/pull/21522; my bad for
overlooking these.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2026-01-14 06:58:26 +00:00
Cody BrittainandGitHub e300cf9bbf Repaired several effects. (#21711)
Fully fixes #21686, as well as other assorted issues caused by #21458.


![dreamseeker_ACcsHOw9m3](https://github.com/user-attachments/assets/cceb66b8-a067-4aba-aa41-5bfd4784a37a)

![dreamseeker_ihjvvcZmzH](https://github.com/user-attachments/assets/abaecb2e-d156-47af-8482-c7ad85a49cf4)
2026-01-14 06:57:47 +00:00
Changelogs 7e917d73ec Automatic changelog compile [ci skip] 2026-01-06 01:39:14 +00:00
Stev-the-thirdandGitHub 36a3c176f2 Phoron Deposit landing site changes (#21693)
Adjusts the landing sites in the Phoron Deposit site so shuttles can
more consistently dock there. Only tested with the Orion Express mining
skiff, however the docks are sized to the examples in
guidelines_shuttles and should be fine. Is this classified as a bugfix?
<img width="5472" height="2144" alt="image"
src="https://github.com/user-attachments/assets/2a812902-8003-4015-be4b-29b0717363f4"
/>
2026-01-06 01:05:40 +00:00
Changelogs 0c1380272b Automatic changelog compile [ci skip] 2026-01-04 01:47:13 +00:00
0829b0905e Fix set odyssey verb, add set odyssey canonicity verb. (#21687)
- The Set Odyssey Type verb now properly works, and can be used as soon
as the lobby starts.
 - Administrators can now manually change Odyssey canonicity.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2026-01-03 19:28:14 +00:00
Changelogs bec70fc624 Automatic changelog compile [ci skip] 2025-12-31 01:28:43 +00:00
FearTheGabbyandGitHub 39cda82437 Allows Wasteland Dionae to have no citizenship (#21683)
Per the existence of trading/slavery lore for some Dionae cultivated in
the Moghesian Wasteland. Approved by GrandMasterChief, Diona maintainer.
2025-12-30 11:35:29 +00:00
Changelogs 41802a8f9c Automatic changelog compile [ci skip] 2025-12-25 01:27:18 +00:00
KanoandGitHub 22e1d93b39 Adds a new Odyssey map: Decrepit Shipyard (#21500)
## About PR

Adds an industrial themed away site for Odyssey scenarios. The map
starts with a shuttle, broken by a randomized destruction feature.
Actors or the crew may choose to repair it to make it fly once more

### Detailed Changelog
<details><summary>Details</summary>
<p>

- Added a new map_effect, randomized destruction. It comes with two
varieties and different impact ranges. The way it work is the effect
chooses a random amount of turfs in the area it's placed on, and calls
`ex_act` on applicable contents in the turf.
- Added unused sprites for low railing and documented relevant functions
in the existing code.
- Made it so when a railing has an open end that doesn't connect to
anywhere, it'll apply an end cap, making it look more smooth.
- Added ceiling lattices.
- Adjusted unit tests to avoid conflicts that may occur with ceiling
lattices.
- Fixed a bug where the Odyssey subsystem repeatedly added lastly loaded
z-level to the scenario z-levels, instead of all relevant levels to the
site. This was causing issues in Odyssey maps with shuttles.
- Fixed hydrogen tank not using its sprite. Also recoloured the tank to
match modern hydrogen canister colour.
- Fixed `/obj/machinery/door/airlock/maintenance` not using its intended
appearance.

</p>
</details> 

## Images

<img width="4128" height="2528" alt="StrongDMM-2025-11-10 21 33 47"
src="https://github.com/user-attachments/assets/09d8b671-457c-4ec5-88ac-e503641a0531"
/>
<img width="3424" height="2016" alt="StrongDMM-2025-11-10 21 34 27"
src="https://github.com/user-attachments/assets/943b8529-7f2a-41db-a7be-e57d5d30ead7"
/>
<img width="1312" height="800" alt="StrongDMM-2025-11-10 21 34 52"
src="https://github.com/user-attachments/assets/f665800a-367b-466e-a16e-a6f0b122e3bd"
/>
<img width="997" height="999" alt="Screenshot_54"
src="https://github.com/user-attachments/assets/c06667c6-0dfc-4dc4-af67-821f36ad2933"
/>
<img width="997" height="1001" alt="Screenshot_55"
src="https://github.com/user-attachments/assets/848a2847-9eb0-450a-87e9-08c371aaf78a"
/>
<img width="998" height="992" alt="Screenshot_61"
src="https://github.com/user-attachments/assets/e6174cb5-d4d6-4afc-82ab-bbf412eda607"
/>
<img width="998" height="990" alt="Screenshot_63"
src="https://github.com/user-attachments/assets/cc838bdc-9e22-4aed-ad16-0f8722442b8a"
/>
2025-12-24 13:17:24 +00:00
KanoandGitHub dc783e0f2d Slightly tweaks cargo elevator bay (#21497)
Changes made:

- Tweaked general shape of the elevator bay, re-arranged some platforms,
varedited some conveyor belts below the stairs to a darker shade colour,
to convey a fake depth perspective
- Replaced spotlights with regular lights
- Added unused original hatch sprite made by @KingOfThePing for asset
archiving purposes

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/effect/224x192.dmi | KingOfThePing | CC BY-SA 3.0 |
2025-12-24 13:17:21 +00:00
Casper3667andGitHub 1751548025 Reorganizes the taj loadout options (#21670)
Reorganizes the tajaran loadout. Mostly condensing it heavily, as there
is no need for 5 shoe selections and so on.
The golden sun pin was clarified what it was for, as it was unclear in
the loadout.
The archaeology set was also job restricted, as per request from Catsin.
2025-12-24 11:22:54 +00:00
Cody BrittainandGitHub 235a1f8003 Implemented the unused telecomms sounds. (#21661)
These sounds are pre-existing in our game files, but they were
previously unused. The relevant code was commented out.

I went ahead and implemented them as tgstation does now: They are used
for the hub only, instead of -all- telecomms machines. I also added them
to the all-in-ones unique to our server.
2025-12-24 11:22:07 +00:00
ElorgRHGandGitHub 8fcd909114 Fixes the colorable palette on colorable dresses (#21652)
> - bugfix: "Fixes the colorable palette used on colorable dresses."
  
Long story short, the dresses introduced in
https://github.com/Aurorastation/Aurora.3/pull/18644 were repaletted to
the new colorable clothing palette in
https://github.com/Aurorastation/Aurora.3/pull/21006. But that repalette
has had the colors put in the wrong order, resulting in a worse quality
sprite.
  
Issue presented on the longsleeve A-line dress, what's currently in game
on the left, and how it is supposed to look like on the right.

<img width="2048" height="1025" alt="the dresses"
src="https://github.com/user-attachments/assets/4d906ceb-fc42-4aee-aa8b-33fa39f60927"
/>
2025-12-24 11:21:50 +00:00
Cody BrittainandGitHub 8e3f2e9c89 Added a games vending machine (#21678)
It's unfortunate that the only way to get most of the toys is through
the loadout. This essentially restricts players to either roleplaying as
diehard fans, arranging games in advance, or not bothering to do this at
all.

This ports a games vending machine from bay, and places it in the
library. This supplements the battle monsters machine already present.

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/vending.dmi |
[nearlyNonexistent](https://github.com/Baystation12/Baystation12/commits?author=nearlyNonexistent)
(Baystation12) | CC-BY-SA 3.0 |
2025-12-24 11:17:26 +00:00
Changelogs 5c140a4c1d Automatic changelog compile [ci skip] 2025-12-24 01:26:14 +00:00
VMSolidusandGitHub e0f4b3b7fc Update To 516.1673 (#21676)
This PR updates the repo fully to Byond 516.1673. We now have access to
Associative Lists, Vectors, Matrices, and a huge number of math
improvements tha will allow us to catapult the repo into a new era of
simulationism.

I have tested this PR to verify that it works.
<img width="1076" height="1079" alt="image"
src="https://github.com/user-attachments/assets/c69a7276-7611-4a59-8630-46d8dd8a12a6"
/>
2025-12-23 23:13:42 +00:00
BatrachophrenoandGitHub ad2a83db85 Add various additional hints to guns, minor projectiles code cleanup (#21633)
As title. Adds several mechanics/assembly/disassembly hints to several
gun types, and also handles some minor code cleanup where I found
issues. No mechanical changes.
2025-12-23 20:05:54 +00:00
Casper3667andGitHub 4021f161d8 Adds a notepad to the investigator locker and removes the labcoat from it (#21671)
Pretty much what it says in the title. Investigators need somewhere for
all their active note taking after all.
2025-12-23 20:05:52 +00:00
Casper3667andGitHub 99c46f1ad4 Make metal briefcases sound metallic (#21673)
They had the same sound as a backpack before, which did not make sense
for something made of metal. This simply fixes that so it sounds
metallic, similar to toolboxes and the crime scene kit.
2025-12-23 20:05:51 +00:00
VMSolidusandGitHub 3dd51fffaf Checking For Signs Hotfix (#21680)
<img width="480" height="450" alt="image"
src="https://github.com/user-attachments/assets/58229801-c12b-4caa-9a38-b7195b3d482e"
/>

Fixes this
2025-12-23 20:05:49 +00:00
f4f28883ce Adds a ping sound when the cash register is ready for payment (#21672)
Before it was somewhat awkward when buying in the commissary, if the
person manning the register forgot to say it was ready to be swiped. Now
the sound handles that.

---------

Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2025-12-23 20:05:41 +00:00
Changelogs 23d0c6790e Automatic changelog compile [ci skip] 2025-12-22 01:40:55 +00:00
Casper3667andGitHub 86bdb7de70 Fixes plants dying in soil and open hydroponics trays (#21679)
The light for the plants was being counted as double their value,
meaning a light level of 4 would be considered light level 8 by the
plant, thus being vastly outside its preferred range
2025-12-21 17:22:04 +00:00
e0aa218843 Shell May Cry: A comprehensive rework of synthetics. (#20721)
https://www.youtube.com/watch?v=9mPvZ96pHJI

A pull request commissioned by the Synthetic Lore Team to
comprehensively rework synthetics (read: IPCs) and how they work in
Aurora. The objective is to make IPCs as unique as possible from humans,
upgrading the robotic feel and atmosphere, while also preserving a good
sense of balance in-game.

Key features:

- A comprehensive expansion of synthetic organs, all of which now
fulfill a purpose: hydraulics, cooling units, power systems, actuators,
diagnostics units.
- Customizable organs with benefits and drawbacks, such as with cooling
units and power systems.
- Unique ways to repair the organs and more involved steps.
- Unique damage mechanics - every organ has wiring and electronics which
affect its functioning, and they are defended by plating which provides
natural armour.
- Improved and immersive diagnostics.
- Unique features, benefits, and drawbacks for every IPC frame.
- A rework of the positronic brain, which can be either destroyed or
shut down, alongside effects caused by low integrity.
- A rework of how EMPs affect IPC organs.
- Non-binary damage states for each organ.

To-do:

- [x] Finish the unique features for each frame.
- [x] Look into if mechanical synthskin is possible.
- [x] Power system.
- [x] Posibrain mechanics.
- [ ] Passive cooling expansion.
- [x] EMP mechanics.
- [x] Repair mechanics.
- [x] Mob weight mechanics.
- [ ] Gurney for heavy mobs.
- [x] New augments.
- [ ] IPC tag scanning and flashing.

---------

Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
2025-12-21 16:26:23 +00:00
Changelogs 1898ad3417 Automatic changelog compile [ci skip] 2025-12-20 01:23:01 +00:00
KanoandGitHub 58570e035a Adds base planning blueprints (#21626)
## About PR

Adds some building/planning mechanics typically seen in
base-building/survival games such as Grounded. Hopefully this will ease
the away base construction process. Happy base buildings!

Currently, this allows placing blueprint objects that players can click
on with the required materials to build whatever the blueprint
represents. You can place templates, edit them or build your own
glorious base from ground.

Sprites for `blueprints` and `blueprints_unfolded` inside
`base_planning_blueprints.dmi` are ported from SS20 Russian Paradise
Station.

## Images
https://youtu.be/FCrZn8BkISU?si=Fst0ksAgi47D_wN7

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/base_planning_blueprints.dmi | vovakons (SS20 Russian
Paradise Station) | AGPLv3 |
2025-12-19 23:26:56 +00:00
Cody BrittainandGitHub 96a2951608 Improve, cleanup, and expand wound code (#20757)
This PR includes several changes to bring our wound code up to date with
baystation, nebula, and modern standards. Highlights include:
- The usage of integers between 0 and 100 for ratios (expressed as a
percentage), instead of 0.0 to 1.0. Small decimal values are prone to
floating point precision errors, but by moving to a percentage instead,
we can reduce the impact of this.
- The untangling of damage flags and injury flags, which were used
interchangably in the code. This could have caused issues should we
expand any of these.
- Larger embedded objects now halt bleeding in wounds, until they are
pulled out. In exchange however, embedded objects will halt healing in
wounds (it is difficult to close an open wound that currently has a rod
stuck in it)
- A lot of data, such as implanted objects and organs, are now stored in
amputated limbs.
2025-12-19 20:22:29 +00:00
Casper3667andGitHub 034d0e4cb1 Fixes the uniform hiding button in character setup (#21675)
The hide uniform, suit and hat buttons now work in character setup. I
changed it slightly so it will work regardless of it being a loadout or
job item in the specific slot, mainly because that was easier but also
because sometimes you want to change the uniform but the suit is in the
way.
2025-12-19 20:21:33 +00:00
Casper3667andGitHub ad0c35d714 Fixes the file manager program (#21674)
The file manager did not properly go back to the file menu when it had
loaded a program, without reloading the whole window. It was caused by
it still having loaded the specific window, so the fix here is to simply
make sure it is no longer loaded.
2025-12-19 20:21:31 +00:00
ElorgRHGandGitHub 045020fbfa Sandals with socks PR: colorable repalette (#21650)
Changes:  
> - imageadd: "Made sandal sprites use a standardised colorable
palette."
> - rscdel: "Removed flip flops due to the sprite being identical to
geta sandals."
>  - bugfix: "Fixes caligae (sock) sprite for Unathi."

The Unathi caligae (sock) sprite had its directional variants done
wrong, so all directions but the front facing used only the accent
color.
Changes are not substantial enough for any images of changes.
2025-12-19 20:21:17 +00:00
FabianK3andGitHub 068352fa46 Powerless airlocks - Closed by default and the emergency override (#21649)
# Summary

This PR updates the default behavior of airlocks on powerloss and adds a
manual override for them.
By default airlocks now keep closed (and close if opened) on powerloss.
Additionally a new mechanic has been added allowing people to manually
open unpowered, unbolted and unsecure airlocks without power by
utilizing a manual override.

## Mechanics

- On power loss doors will stay closed.
- On power loss opened doors will now close.
- Manual override mechanic:
If a door is functional but unpowered and features an override handle
(previously called "insecure" by default, false for vaults and similar)
the user can now engage the manual override. It works by cranking a
hydraulic lever multiple times to force open the door without a crowbar,
this process takes around 15 seconds. The process is divided into
3-second steps each given a ratchet sound. When user waits long enough
the door will open. Doors that have been opened with the manual override
will automatically close again after the door receives power again, just
like the old behavior. While waiting the user will be informed about the
length of the process by seeing a small oil gauge fill up (via chat
message).

Process:
- User clicked unpowered door
- 3 second action (including a ratchet sound) x 5
- Every action feedback is given:
<img width="784" height="169" alt="image"
src="https://github.com/user-attachments/assets/4cf940bb-458b-4bce-8893-3cd96b5b2455"
/>

<hr>

Idea originated from: [Forum
thread](https://forums.aurorastation.org/topic/22728-airlocks-opening-on-powerloss/#findComment-182862)

## Changes

- Renamed `insecure` airlock feature to
`features_powerloss_manual_override`.
- Adjusted default powerloss behavior to close instead to open, if not
already closed.
- Added manual override feature.
- Update all `insecure = FALSE` references to
`features_powerloss_manual_override = FALSE` (vaults and similar
locations).
- Fixed a CI issue with a `RegisterSignal`.
2025-12-19 20:21:16 +00:00
BatrachophrenoandGitHub 8ebc0b5213 Janicart NanoUI replacement, misc code improvement (#21522)
This PR updates Janitorial Carts to use radial menus for inventory
management (just like Engineering and Parcel carts). It also expands
mechanics hints and includes some general cleanup.

Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).
2025-12-19 20:21:11 +00:00
BatrachophrenoandGitHub 55045bc606 Bomb and Radioactivity Behaviors (#21593)
changes:
- balance: "Dirty bomb cleanable 'greenglow' decal left behind is now
actually radioactive to make it more persistently hazardous."
- balance: "'Radioactive waste' rare Warehouse spawn submap now uses
low-radioactivity variants for some of its contents and also been given
a radioactive gear crate."
- balance: "Adds increased taste_mult values to radioactive waste,
napalm, and nitroglycerin; it should be noticeable if your drink is
spiked with any of them."
- balance: "Both uranium and radioactive waste reagents will create
radioactive pools on the floor if spilled (uranium weak, radioactive
waste medium/strong)."
- balance: "Bombs are now allowed to be planted on any mob type except
for carbons."
- balance: "Increases the numbers of assemblies (signalers, igniters,
etc.) stocked in vending machines."
- rscadd: "Adds a radioactive waste chemical canister to the Uplink (5
tc)."
- code_imp: "Adds additional variants of greenglow/radioactive decal and
radioactive_waste/hazardous obj that are more or less radioactive for
mapping and ST use."
  - code_imp: "Cleans up bomb timer setting code and admin logging."
  - qol: "Adds more examine hints to reagent dispensers."
  - qol: "Adds more examine hints to bombs."
  
The 'radioactive waste chemical canister' item cost was set to 5 tc to
match the other 'hazardous chemical' antag item, the Chlorine Tank.
2025-12-19 20:21:10 +00:00
Changelogs 1c786f16c6 Automatic changelog compile [ci skip] 2025-12-17 01:23:06 +00:00
VMSolidusandGitHub d407441112 Fix Mindshield Spam (#21667)
Fixes this.
<img width="428" height="173" alt="image"
src="https://github.com/user-attachments/assets/fa63ef38-a59a-4fb6-a3f1-a1596b0a4829"
/>
2025-12-16 20:47:42 +00:00
Werner ba7c93327b Add a useragent to install_bydond to bypass shitty-block 2025-12-16 01:34:31 +01:00
Werner ad09c3accc Revert "Test Build Version Bump"
This reverts commit 028a84e937.
Revert "Build: Install libcurl3"

This reverts commit c88a4f2e03.
Revert "Change libcurl3 to i386 version"

This reverts commit 7c41a35a94.
Revert "Build: change curl package"

This reverts commit 8b9a306fec.
Revert "Build: add another dependency"

This reverts commit 7dd81d1bd8.
Revert "Build: another package change"

This reverts commit 28dea1605a.
2025-12-16 01:32:50 +01:00
Werner 28dea1605a Build: another package change 2025-12-16 01:19:17 +01:00
Werner 7dd81d1bd8 Build: add another dependency 2025-12-16 00:54:35 +01:00
Werner 8b9a306fec Build: change curl package 2025-12-16 00:49:21 +01:00
Werner 7c41a35a94 Change libcurl3 to i386 version 2025-12-15 23:20:17 +01:00