## About The Pull Request
This fixes custom materials not appearing for things like structures. It
also adds a bunch of new tags:
- bomb-proof
- flammable
- holograhic
- ~~unpaintable~~
- ~~supermatter proof~~
- ~~recolorable~~
- crush-proof
- conductive
Also use hyphens for multi-word examine tags.
## Why It's Good For The Game
Better UX
## Changelog
🆑
qol: Add several new examine categories for objects descs that include:
bomb-proof, flammable, holograhic, crush-proof, and conductive. Also use
hyphens for multi-word examine tags.
fix: Fixes custom materials not appearing for things like structures
when examined.
/🆑
## About The Pull Request
After refactoring this, I realized that baking honorifics into all
voices had side effects
Honorifics only needs to be included in voice when speaking, not when,
say, storing names for later use
## Changelog
🆑 Melbert
fix: Honorifics will no longer interfere with voice detectors and
similar things
/🆑
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa
small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however
having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).
need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
## About The Pull Request
Similarly to prosopagnosia, they also override your examine and tooltip
names now.
Closes#89926
## Changelog
🆑
balance: Delusions now override your examine and tooltip names,
similarly to prosopagnosia.
fix: Delusions no longer turn you into shadowy blobs when moving between
z-levels
/🆑
## About The Pull Request
Fixes and stuff I noticed from when I was porting examine stuff from
here to TGMC.
- Uses regex so that if you include `and ` in the tooltip of an examine
tag but not main text, `examine()` will not think you said `and ` in the
main text
- The morbid tooltip doesn't try to use HTML for the tooltip now
- Updates documentation for `examine_tags`
Here's my cat.

## Changelog
🆑
fix: examine tags now use regex for checking if a tag has "and" in it
spellcheck: the tooltip for the morbid examine tag doesn't try to use
html anymore
/🆑
## About The Pull Request
Another batch of changes to examine, ideas being courtesy of Melbert and
Swanni. When examining an item you will now see tags with tooltips
elaborating on their meaning instead of having each property displayed
in a separate line. Additionally, examines now use fieldsets, saving a
line previously spent on displaying an item's name and instead putting
it directly into the top outline. Embedding and slapcrafting also
display their properties as tags, and combat info now displays item's
sharpness.
Here are some examples, each tag previously taking up its own line.



Additionally, protection classes now better elaborate on items'
temperature protection properties and tell you the exact temperatures
that an item can withstand

## Why It's Good For The Game
Tags are a very intuitive system used in many games and we could benefit
from it too. Compressing seven lines of text into one while retaining
readability and all information within by using tooltips will majorly
cut down on chat space used by examines.
## Changelog
🆑
refactor: Refactored how examines display item properties. A lot of them
are now displayed as tags that you can hover over to receive details
about, like item size, resistances and materials an object is made of.
qol: Protection classes now better elaborate on thermal resistances of
items, displaying the exact temperatures they can protect you from.
/🆑
## About The Pull Request
it's - conjunction of "it" and "is"
its - possessive form of "it"
grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good
## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
## About The Pull Request
#83186 made it so ghosts are fooled by disguises, like wearing a mask
and an ID. This PR fixes that behavior, instead always displaying the
person's real name and their face/ID name (if their face name is somehow
different from real name) in brackets.
Additionally, this PR makes orbit menu prioritize "real" job name and
icon, aka the ones the person spawned with. If they don't have an
assigned job, it will fall back to current behavior of looking it up
from their ID. Also, searching people includes both their fake and real
name.
## Why It's Good For The Game
Ghosts really, really shouldn't be fooled by wearing a gas mask and an
ID. **Especially** admin ghosts.
## Changelog
🆑
qol: Ghost orbit menu now always displays person's real name and their
roundstart job and cannot be fooled by disguises.
/🆑
## About The Pull Request
- Gloves and Shoes are now referred to in "pairs" rather than as "some".
- Meaning you now see "That's a pair of gloves" rather than "That's some
gloves"
- Makes it a tad easier to edit portions of an atom's examine text.
- Gives reinforced windows a more proper description.
- (I was examining random things to test and noticed its current
description was INCREDIBLY out of place)
- Fixes an extra space in bloody hand examination.

## Why It's Good For The Game
It's the little things that you tend to notice.
When referring to shoes, you _generally_ will say "a pair of shoes"
rather than "some shoes". It's just a tad more proper.
## Changelog
🆑 Melbert
spellcheck: Shoes and Gloves are now referred to as "a pair of" rather
than "some".
spellcheck: Reinforced Window's description is less out of place.
spellcheck: Fixed an empty space in examining a human's bloody hands.
code: It's a tad easier to exit an atom's examine text now.
/🆑
## About The Pull Request
Removes the ice cream vat's html window for ice cream, reagents, and
cones and replaces it with a radial menu and the ability to simply
examine the machine to see its contents.
Soup and Salads currently allow you to see whats inside without the need
for science/bar goggles, so following that theme I thought it would make
more sense for it to also be the case here (and for feature parity with
previous behavior).
#### Controls
Left-click chooses ice cream flavor or ice cream cone
Right-click swaps between which one you will be choosing from
Left click with a beaker will put it inside to use for custom
ingredients
Right click with a beaker will transfer its reagents to the machine (any
that is used for making ice cream)
Dispensing custom ice cream takes from the beaker inside of the beaker
Video demonstration
https://github.com/tgstation/tgstation/assets/53777086/9ebdcb13-b29f-4b3c-9d5f-54be1f6da888
Custom Ice cream
https://github.com/tgstation/tgstation/assets/53777086/687af270-14e4-4851-bf1f-3c4da4aeb21f
## Why It's Good For The Game
The ice cream machine is genuinely confusing because of it's UI and
personally it was unironically the last kitchen tool I learned because I
just didn't think it was worth it. This makes it feel way better to use.
It also helps me with https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA which
I've been trying to chisel away at.
## Changelog
🆑
refactor: Ice cream vats now use a radial menu instead of an HTML one.
/🆑
## About The Pull Request
What it says on the tin. The color you get from runechat is currently
tied to your `name`, which doesn't accurately reflect how your character
is speaking in all cases.
What this change means: now things like voice changer masks, changeling
mimicry, and voice change disease will now actually change the color of
your voice to match the mob you are speaking in the voice of.
As a result it should now be impossible to figure out whether someone is
voice changing from looking at their runechat color and knowing what the
real mob's color was.
## Why It's Good For The Game
Just feels like an oversight that it didn't do this in the first place.
## Changelog
🆑
fix: if your voice changes (e.g. through a voice changer or changeling
mimicry) your runechat will now appear as the mob you are speaking in
the voice of
fix: when doing emotes with your face obscured, your runechat color will
now appear as either that of Unknown or the mob you are wearing the id
of (if you are wearing a mask with someone else's id)
/🆑
No code changes, just a bunch of moved code to reduce the size of the
main atoms file. Took it from about 2.2k lines to under 1k. Also a
couple of docs changes where it was incorrect.