## About The Pull Request
`def_zone` can hold a zone or a bodypart. In the case of a simple
stabbing or shooting, it sends a bodypart. That bodypart is the bodypart
of the domain actor. When we call `apply_damage()` on the real-world
body, we send the bodypart of the domain actor in `def_zone`, which
somehow has no runtimes or checks and ends up successfully dealing
damage... to the actor. Again. This doesn't always shield the original
body, as `def_zone` is not guaranteed to be sent as a bodypart(or at
all), so you could be killed in real life by certain attacks still, but
for the grand majority of attacks this meant that the real body was
invincible and the actor took double.
## Why It's Good For The Game
fixes#93081
## Changelog
🆑
fix: Bitrunners no longer take double damage in-domain, and do take
damage to their real bodies
/🆑
## About The Pull Request
Alt click a netpod to enable scanning, which scans your dna and makes
newly created bit avatars look more like you. If the netpod already has
an associated bit avatar it doesn't do anything.
Purely visual/audial if you count tts, it doesn't let you switch races.
## Why It's Good For The Game
Bitrunners can recognize their teammates.
## Changelog
🆑
add: Netpods can now scan their occupants to create more accurate bit
avatars
/🆑
---------
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
1. Adds `Heretical Hunt`, an easy difficulty domain that tasks you with
killing and sacrificing simulated crew members. The domain has a few
ways to conquer it, as you don't need to kill all the simulated crew
members and there's some hidden loot to make use of
It's an easy domain because
- You have quite decent armor,
- The mobs are pretty unintelligent,
- You can always fall back and heal passively on the rust tiles
- There are many ways to tackle it
Though it's not a complete pushover, the mobs can still overwhelm you if
you're not careful.
<img width="440" height="347" alt="image"
src="https://github.com/user-attachments/assets/a3f30204-0200-4197-80bb-aee083059164"
/>
2. Virtual beings are given a minor positive moodlet for killing people
instead of a negative one
## Why It's Good For The Game
1. I thought it'd be kinda fun if we had antag-themed domains which
soft-explains the gameplay loops or mechanics of certain antags, in this
case, heretics sacrificing people
2. You don't feel remorse for killing people in video games, right anon?
## Changelog
🆑 Melbert
add: Added a new easy difficulty bitrunning domain, "Heretical Hunt"
add: Digital mobs receive positive moodlets for killing people rather
than negative
fix: Madness Mask no longer affects corpses
fix: Fixed some heretic runtimes
/🆑
## About The Pull Request
Completing a combat bitrunning domain grants 0.8 score bonus per player
that escaped without being hit
## Why It's Good For The Game
I figured it be a fun challenge to try to nohit these things, especially
the megafauna ones. For a bonus.
## Changelog
🆑 Melbert
add: Nohitting a combat bitrunning domain rewards a higher score.
/🆑
## About The Pull Request
Currently patches are a subtype of pills, and while they have the
``dissolveable`` var set to FALSE, barely anything checks it (because
people don't expect patches to be pills in disguise) so we end up
patches being dissolveable and implantable, which is far from ideal.
Both have been moved into an ``/obj/item/reagent_containers/applicator``
class, which handles their common logic and helps handling cases where
either one fits. As for gameplay changes:
* Pills no longer dissolve instantly, instead adding their contents to
your stomach after 3 seconds (by default). You can increase the timer by
dropping sugar onto them to thicken their coating, 1s per 1u applied, up
to a full minute. Coating can also be dissolved with water, similarly
-1s per 1u applied. Pills with no coating will work like before.
* Patches now only take half as long to apply (1.5s), but also slowly
trickle in their reagents instead of instantly applying all of them.
This is done via embedding so you could theoretically (if you get lucky)
stick a ranged patch at someone, although they are rather quick to rip
off. The implementation and idea itself are separate, but the idea for
having a visual display has been taken from
https://github.com/Monkestation/Monkestation2.0/pull/2558.

* In order to support the new pill mechanics, stomachs have received
contents. Pills and items that you accidentally swallow now go into your
stomach instead of your chest cavity, and may damage it if they're
sharp, requiring having them surgically cut out (cut the stomach open
with a scalpel, then cauterize it to mend the incision). Or maybe you
can get a bacchus's blessing, or a geneticist hulk to gut punch you,
that may also work. Alien devour ability also uses this system now. If
you get a critical slashing wound on your chest contents of your cut
apart stomach (if a surgeon forgot to mend it, or if you ate too much
glass shard for breakfast) may fall out. However, spacemen with the
strong stomach trait can eat as much glass cereal as they want.
Pill duration can also be chosen in ChemMaster when you have a pill
selected, 0 to 30 seconds.

## Why It's Good For The Game
Patches and pills are extremely similar in their implemenation, former
being a worse version of sprays and pills, with only change being that
pills cannot be applied through helmets while patches and sprays ignore
both. This change makes them useful for separate cases, and allows
reenactment of some classic... movie, scenes, with the pill change. As
for stomach contents, this was probably the sanest way of implementing
pill handling, and everything else (item swallowing and cutting stomachs
open to remove a cyanide pill someone ate before it dissolves) kind of
snowballed from there. I pray to whatever gods that are out there that
this won't have some extremely absurd and cursed interactions (it
probably will).
## Changelog
🆑
add: Instead of dissolving instantly, pills now activate after 4
seconds. This timer can be increased by using a dropper filled with
sugar on them, 1s added per 1u dropped.
add: Patches now stick to you and slowly bleed their reagents, instead
of being strictly inferior to both pills and sprays.
add: Items that you accidentally swallow now go into your stomach
contents.
refactor: Patches are no longer considered pills by the game
refactor: All stomachs now have contents, instead of it being exclusive
to aliens. You can cut open a stomach to empty it with a scalpel, and
mend an existing incision with a cautery.
/🆑
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).
Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.
Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
## About The Pull Request
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).
Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.
## Why It's Good For The Game
Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
## About The Pull Request
Since #87866 PostTransfer now has it's parent set to nil, and instead
has a `datum/new_parent` argument supplied to it.
Why does the ***post*** transfer proc not have it's parent set yet? Not
sure, but some procs (and the documentation) haven't been adjusted yet
and this PR fixes that
also:
fixes#88156fixes#88325
## Why It's Good For The Game
Fix man good...
## Changelog
🆑
fix: /datum/component/PostTransfer() procs that didn't have their
new_parent arguments have now been fixed
fix: This means that turning into a Domain gondola shouldn't RR people
anymore
/🆑
## About The Pull Request
So currently there's this incredibly incredibly niche records bug with
bitrunning.
Where if a generated bitrunner avatar has the exact same name as anyone
currently on the records, when it applies the hacker alias it then
proceeds to update the records to match.
This seems to be because it uses
`avatar.fully_replace_character_name(avatar.real_name, alias)`, which as
an old name is given then calls `replace_records_name(avatar.real_name,
alias)`, which proceeds to override the first record named
`avatar.real_name` with `alias`.
It also potentially screws with people's objectives for anyone with that
name.
As the documentation for this proc says:
https://github.com/tgstation/tgstation/blob/7b9d4d0f94d4447c04097066168d099ac19be686/code/modules/mob/mob.dm#L1123-L1125
we instead just call it without supplying an `oldname`, such that it
doesn't try to update the records nor objectives.
This fixes our issues.
However, this _theoretically_ would've also updated our net avatar's ID!
But in practice, it never actually did so, as it would have required the
ID to already have been set to the `oldname` previously.
To make it actually update the ID, we instead just manually update the
avatar's ID after setting the alias.
## Why It's Good For The Game
Fixes jank.
It's nicer to have the IDs use the actual names rather than being
generic.
## Changelog
🆑
fix: A bitrunner avatar spawning with the exact same name as a name
currently on the records no longer updates that record to match when the
hacker alias gets applied.
qol: Net avatar ID cards use the net avatar's name instead of being
generic.
/🆑
## About The Pull Request
fixes https://github.com/tgstation/tgstation/issues/87419
When the avatar is qdel'd, the player returns to original body
## Why It's Good For The Game
Less bugs good
## Changelog
🆑
fix: Bitrunning: falling into chasms and other ways of destroying your
virtual body instead of killing it, WILL now return you to your body
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
* Skills are passed down to bitrunning avatars and then back to the original body. (#85442)
## About The Pull Request
Skills are now passed down to the mind of the bitrunning avatar, and
then back to the real body once disconnected, allowing for skills to be
leveled up (and theorically down) in the simulation.
## Why It's Good For The Game
Skills improved in a simulation should be passed back to the real body.
## Changelog
🆑
qol: Skills are passed down to bitrunning avatars and then back to the
original body.
/🆑
* Skills are passed down to bitrunning avatars and then back to the original body.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Skills are now passed down to the mind of the bitrunning avatar, and
then back to the real body once disconnected, allowing for skills to be
leveled up (and theorically down) in the simulation.
## Why It's Good For The Game
Skills improved in a simulation should be passed back to the real body.
## Changelog
🆑
qol: Skills are passed down to bitrunning avatars and then back to the
original body.
/🆑
## About The Pull Request
Loadouts load again, gamer names have been replaced by character names.
## Why It's Good For The Game
This is intended by what I created with the original bitrunning prefs
## Changelog
🆑
fix: Loadouts in bitrunning work again
fix: Names in bitrunning work again
/🆑
* Fix hacker alias name preference not working (#84695)
## About The Pull Request
So recently bitrunner avatars were made to use stereotypical gamertag
names, which introduced a new preference for 'hacker alias'.
This, however, didn't seem to actually work, and would always select a
random gamertag.
Looking into it, this seemed to be because it uses `old_body.client`:
https://github.com/tgstation/tgstation/blob/bd14e92d04f3dc4fd7aa06a9c49b04ec05bcc172/code/modules/bitrunning/components/avatar_connection.dm#L63-L64
Which at this point in the code would return `null`.
Making it use `avatar.client` instead seems to fix our issue.
## Why It's Good For The Game
Fixes hacker alias name preference not working.
## Changelog
🆑
fix: Fixes hacker alias name preference not working.
/🆑
* Fix hacker alias name preference not working
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
## About The Pull Request
So recently bitrunner avatars were made to use stereotypical gamertag
names, which introduced a new preference for 'hacker alias'.
This, however, didn't seem to actually work, and would always select a
random gamertag.
Looking into it, this seemed to be because it uses `old_body.client`:
https://github.com/tgstation/tgstation/blob/bd14e92d04f3dc4fd7aa06a9c49b04ec05bcc172/code/modules/bitrunning/components/avatar_connection.dm#L63-L64
Which at this point in the code would return `null`.
Making it use `avatar.client` instead seems to fix our issue.
## Why It's Good For The Game
Fixes hacker alias name preference not working.
## Changelog
🆑
fix: Fixes hacker alias name preference not working.
/🆑
* Bitrunning: Avatars get silly hacker names (#84279)
## About The Pull Request
Bit avatars now get corny names while spawning in to the virtual domain.
You can change your alias in prefs or have it randomized for s0meth1ng
1337.
Added sechud icons (and thereby orbit ui icons) for bit avatars since
"Cyb3rHaxx0r" might be confusing to find in the living players section.
## Why It's Good For The Game
This was done as a request and after discussion in the code channel.
A little bit of character persistence across simulations.
## Changelog
🆑
add: Bitrunning: You can now choose your hacker alias in prefs.
add: Bit avatars get orbit icons.
/🆑
* Bitrunning: Avatars get silly hacker names
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
Bit avatars now get corny names while spawning in to the virtual domain.
You can change your alias in prefs or have it randomized for s0meth1ng
1337.
Added sechud icons (and thereby orbit ui icons) for bit avatars since
"Cyb3rHaxx0r" might be confusing to find in the living players section.
## Why It's Good For The Game
This was done as a request and after discussion in the code channel.
A little bit of character persistence across simulations.
## Changelog
🆑
add: Bitrunning: You can now choose your hacker alias in prefs.
add: Bit avatars get orbit icons.
/🆑
## About The Pull Request
I was looking at sounds (as you do) and I noticed this

These sounds don't exist
We have `portal_open_1`, not `portal_open1`.
This wasn't caught on compile because they used `""` and not `''`.
So I went through and audited a bunch of playsound uses that don't use
`''`. Only one error, fortunately
Likewise there was a ton of places running `get_sfx` pointlessly
(because `playsound` does it for you) so I clened that up.
However while auditing the portal stuff I noticed a few oddities, so I
cleaned it up a bit.
Also also I added the portal sounds to the wormholes event and gave it a
free ™️ optimization because it was an in-world loop
## Changelog
🆑 Melbert
sound: Portals made by portal guns now make sounds as expected
sound: Wormholes from the wormhole event now make sounds when formed
/🆑
* Changes the 'red pill' signal into a more generic 'living pill consumed' (#80428)
## About The Pull Request
I've been reminded to do that by Mothblocks.
## Why It's Good For The Game
Who would have thought that an oddly specific signal that is only sent
when the pill is red was bad design.
## Changelog
N/A
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Changes the 'red pill' signal into a more generic 'living pill consumed'
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
## About The Pull Request
I've been reminded to do that by Mothblocks.
## Why It's Good For The Game
Who would have thought that an oddly specific signal that is only sent
when the pill is red was bad design.
## Changelog
N/A
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* consuming a red pill will now eject you from the Matrix (#79533)
## About The Pull Request
If your bitrunning avatar somehow acquires and consumes a red pill, they
will be disconnected from the Matrix.
Note that this, like the 5% chance to receive a red pill message, only
happens with pills with the fully red pill sprite (pill4). As far as I'm
aware, only custom pills dispensed from a ChemMaster can have this
sprite.
## Why It's Good For The Game
hehe funny reference
proof of testing:

I also tested consuming normal and red pills in the non-bitrunning world
to ensure that they still transfer chems, that red pill messages still
work, and that they don't break anything.
## Changelog
🆑 ATHATH
add: If your bitrunning avatar somehow acquires and consumes a red pill,
they will be disconnected from the Matrix.
/🆑
* consuming a red pill will now eject you from the Matrix
---------
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
## About The Pull Request
If your bitrunning avatar somehow acquires and consumes a red pill, they
will be disconnected from the Matrix.
Note that this, like the 5% chance to receive a red pill message, only
happens with pills with the fully red pill sprite (pill4). As far as I'm
aware, only custom pills dispensed from a ChemMaster can have this
sprite.
## Why It's Good For The Game
hehe funny reference
proof of testing:

I also tested consuming normal and red pills in the non-bitrunning world
to ensure that they still transfer chems, that red pill messages still
work, and that they don't break anything.
## Changelog
🆑 ATHATH
add: If your bitrunning avatar somehow acquires and consumes a red pill,
they will be disconnected from the Matrix.
/🆑
## About The Pull Request
Reopened#78997
Larger patch for bitrunning that addresses a few issues.
- Two new antagonists: cyber tac and netguardian
- Quantum server emag opportunity
- Modular mob packs: Like random spawners, but for groups
- Antag spawning fixed: vdom antags now have up to a 10% chance to spawn
based on domains loaded
- Virtual domains are no longer all fullbright by default, only the
outdoorsy ones
- Actually deletes legion map file, since it was removed in #79424
<details>
<summary>images</summary>
The netguardian prime


The glitch effect - this mob is being mutated

Cyber tac (t2 antagonist)

</details>
## Why It's Good For The Game
- Bitrunning antagonists are so incredibly rare that it's underwhelming
to play as one for the solid second they offer if you even get the role
- Bitrunners had basically no traitor route to follow, they became
assistants with black outfits
Fixes#79465
<details>
<summary>More info</summary>
Bitrunners don't have any type of traitor options. If they're made into
traitors, there's nothing bitrunner related they can do, and their
access is particularly bad so it's like they're a worse assistant. I've
coupled this with the bitrunning antagonist system, which is now
fixed.\. Bitrunners can now attempt to coax these entities to come onto
the station, however they are not given any form of allegiance for doing
so (and are quite counterable).
Previously, vdom antagonists relied on so many factors to spawn that it
basically wouldn't happen. Now, it runs on the server each time there is
a map loaded, with increasing probability as the round progresses. This
builds up the list of spawnable antagonists, of which two are new,
including an entirely new giant mech megafauna. This is the first
"megafauna-esque" basic mob in the game. Its AI is bad, it's really only
meant to be player controlled, but this does mean an admin can spawn
them. Being mech, they are very counterable with ion rifles and the
like.
Several refactors, rewrites, and overall bug fixes are included in this
PR.
Lastly, I added a framework for making bitrunner maps more random, the
modular mob spawning system, which works in conjunction with random
crate locations.
</details>
## Changelog
jlsnow301, infraredbaron
🆑
add: Bitrunning Patch 1 features a host of changes!
add: Added randomized mobs to virtual domains, which will be indicated
with a unique icon.
add: New emag interaction with the quantum server. Antags will spawn
more frequently, and they can hack themselves onto the station. You have
been warned.
add: Both living and dead players can now see which mob is going to
spawn an antagonist in the vdom.
add: Two new vdom antagonists: Cyber Tac and the NetGuardian. These
unlock at specific thresholds.
balance: You can no longer stack copies of the same ability with
bitrunning disks.
balance: Some of the disk items have been replaced with stronger
versions.
fix: You can no longer spy on crew using the advanced camera console on
syndicate assault.
fix: Fixed the spawning mechanism of virtual domain antagonists. You
should now have a chance of playing as one. This chance increases as
more domains are completed.
fix: Vdom antagonists shouldn't spawn at the end of the run any longer.
fix: The preference for vdom antagonists has been changed to factor in
the new types. Check your preferences!
fix: The quantum server will now show its balloon alerts to all
observers.
fix: Random domains should be fully random again.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Atomized #78997
Broke up duplicate signal usage - though they do the same thing, this is
convention & it makes it easier to debug
Removed custom alert subtypes in favor of just setting values directly
Removed some unnecessary vars like the console ref from the server
Since I'm just copying this over, it has added exam text for net pods,
which fixes an issue reported to me in Discord
## Why It's Good For The Game
Code improvement
## Changelog
🆑
add: Added some clarity to the range of netpods (4 tiles) in their exam
text.
/🆑
* Prevents Mindswapping on Bitrunners (#79323)
## About The Pull Request
Fixes#79310
Adds a new trait to prevent mindswaps (which is just useful for any
future cases when we don't wanna rely on the blacklist typecache) while
also accounting for bitrunners (who you can't mindswap because their
mind is elsewhere) and their avatars (because that's not a real mind now
is it).
this does mean that bitrunners while bitrunning are immune to all
mindswaps but i don't have a good answer on how to fix it. i don't even
much like the idea of VR but I think that having these traits are useful
enough for future utilization.
## Why It's Good For The Game
prevent big breakage.
## Changelog
🆑
fix: Bitrunners can no longer get mass-mindswapped out of their avatar
when the wizard does the event. Something about machinery and magic not
going well together.
/🆑
* Prevents Mindswapping on Bitrunners
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Fixes#79310
Adds a new trait to prevent mindswaps (which is just useful for any
future cases when we don't wanna rely on the blacklist typecache) while
also accounting for bitrunners (who you can't mindswap because their
mind is elsewhere) and their avatars (because that's not a real mind now
is it).
this does mean that bitrunners while bitrunning are immune to all
mindswaps but i don't have a good answer on how to fix it. i don't even
much like the idea of VR but I think that having these traits are useful
enough for future utilization.
## Why It's Good For The Game
prevent big breakage.
## Changelog
🆑
fix: Bitrunners can no longer get mass-mindswapped out of their avatar
when the wizard does the event. Something about machinery and magic not
going well together.
/🆑
* Cuts the number of `apply_damage` copypaste procs from 3(.5) to 1, fixing a few bugs along the way
* Update _species.dm
* Update damage_procs.dm
* Modular adjustments
* Update mutant_species.dm
* Update mutant_species.dm
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request
- `apply_damage` is now uniform, handled, in a single place. At the
living level.
- Fixes people being held at gunpoint from being unable to flinch from
taking damage.
- Fixes a few signals (explodable, glass jaw) of apply damage maybe
potentially not having effects if the passed hit zone was a bodypart and
not a def zone.
- Fixes regenerator component always halting regeneration no matter what
damage taken.
- Fixes pressure damage being unaffected by `brute_mod` despite what
documentation claims.
- Signalizes the `check_species_weakness` proc on species.
## Why It's Good For The Game
The copy+paste of this proc made it awful, awful to maintain or add
features to. And also made it very bug prone.
This just takes a step forward in making sustaining damage a lot more
consistent, not only across all mobs, but across all methods of...
taking damage. Unarmed attacks, hulk, item attacks, etc.
## Changelog
🆑 Melbert
fix: People held at gunpoint can now flinch when being hit.
fix: Regenerating mobs no longer stop regenerating no matter hit with
what.
fix: Pressure damage is now properly modified by a mob's brute damage
modifier.
fix: Fixes some occasions which some effects (glass jaw, explodable worn
items) won't respond to hits.
refactor: Refactored core code related to mobs sustaining damage.
/🆑
* Fixes infinite loop in bitrunning (#79194)
## About The Pull Request
Clears up some functionality in netpod disconnect cases that lead to an
infinite loop
Also fixes an errant message from #78959
## Why It's Good For The Game
Fixes#79190
## Changelog
🆑
fix: Entering a virtual domain should no longer give you a message that
it doesn't forbid items
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes infinite loop in bitrunning
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
## About The Pull Request
Clears up some functionality in netpod disconnect cases that lead to an
infinite loop
Also fixes an errant message from #78959
## Why It's Good For The Game
Fixes#79190
## Changelog
🆑
fix: Entering a virtual domain should no longer give you a message that
it doesn't forbid items
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
The next round of small changes to how bitrunning works - mostly from
feedback, bug reports etc.
- The loot crate delivery spot is now a buildable machine (the
byteforge), making it replaceable in the event of a disaster
- Same for netpods and quantum consoles. These boards are now
researchable and buildable.
- New icons for the byteforge and the health monitor
- Some bug fixes around despawning avatars
- Reimplements one of the bitrunning unit tests
<details>
<summary>Pictures ⬇️</summary>
Host monitor

Byteforge

Spawning a crate

</details>
## Why It's Good For The Game
Bitrunning bug fixes and personal requests
Fixes#78571
Fixes an issue reported in discord - players stuck as gondola spawn
## Changelog
🆑
fix: Added extra checks to bitrunning domain cleanup so avatars are
deleted properly.
add: Quantum servers now look for a new machine called a byteforge to
spawn loot on- no longer on an invisible landmark. This should make the
rooms rebuildable after disasters.
add: *Most* bitrunning machinery is now researchable and buildable via
circuits in the engineering protolathe.
/🆑
* Feature: bitrunner, a new supply role (READY)
* Delete bepis.dm
* Conflicts
* Update dynamic_rulesets_midround.dm
* Fixing this invalid icon file path
It was trying to use the aesthetics one
* Bepis is dead
* New digi sprites courtesy of CandleJaxx!!
Now in the correct branch!
* Fixing merge conflict
* bitrunning hotfixes [NO GBP]
* Modular health adjustments
* Revert "Modular health adjustments"
This reverts commit 0ff3c48d398f6c1aac51cdf8fecaf869491bbc86.
* Modular health adjustments
Only this one should be necessary
* The screenshot test
* Bitrunner den for voidraptor (FOR #23865) (#23891)
* no shower in sight
* lets bitrunners actually get to their room and spawn there
* New digi sprites courtesy of CandleJaxx!!
* Revert "New digi sprites courtesy of CandleJaxx!!"
This reverts commit eea9f47de256dd407c78450bc8f2a09b814f93e9.
---------
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Removes bitrunning unit tests (#78607)
## About The Pull Request
Removes the fraction of unit tests I thought would be safe.
Not thrilled that I have to exclude ALL unit tests now, but hey.
The issue is that atmos attempts to process on a turf which hasn't
initialized yet.
## Why It's Good For The Game
Other PRs can pass checks now
## Changelog
N/A
* Update birdshot.dmm
* Tweaks the BEPIS category of the bitrunning order console
* Adds back the flashdark that we had skyrat edited in
* Update tgstation.dme
* Fixes Voidraptor bitrunning den not being connected to the powergrid
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
small tweaks for bitrunning
- ability disks grant a huge power spike which should let me balance
megafauna health more closely to the real thing
- added a check for bit avatars to skip dynamic midround checks
- more info for netpods mostly
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
fixes#78513fixes#78575
<!-- Argue for the merits of your changes and how they benefit the game,
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## Changelog
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🆑
add: Netpods and quantum servers now have more examination info
fix: You no longer lose antag status if you receive it in the vdom.
fix: Beach bar shouldn't have visible atmos piping anymore.
fix: Adds more lighting to the vaporwave vdom level.
balance: Buffed vdom megafauna health to compensate for new ability
disks.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
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