## About The Pull Request
Adds a new item, the mining weather radio, to the mining points vendor,
QM locker, public mining docks, and lavaland.
This item can be used as a radio to communicate over supply channel with
other miners, cargo techs, or the QM. In addition to this, it has a
screen that displays warnings depending on the time left until an ash
storm or snow storm.
there is a separate wallmount version that does not have supply channel
access, but still displays updates on the weather.
you can examine either device to get an accurate readout of the
remaining time till the next storm.

## Why It's Good For The Game
letting miners know when a storm is coming allows them greater
flexibility when interacting with the station, and advance warning if
they are planning to head back to lavaland in the event of an ash storm.
It also strengthens the link between miners and the rest of the cargo
department by emphasizing use of the supply channel, and incentivizes
using it with the radio's built in microphone.
## Changelog
🆑 CoiledLamb, Jacquerel
add: Adds mining weather radio
/🆑
## About The Pull Request
All closets now are called either closets, lockers, wardrobes etc. (e.g.
the lethal injections locker was previously called "lethal injections")
Head of staff and the cook's locker are no longer proper nouns, it
didn't make much grammatical sense and it keeps consistency with other
lockers (Example: detective's cabinet)
All locker names de-capitalized except the Thunderdome ones since those
made sense.
The empty freezer is now just called a freezer since it being empty or
not depends on what players and mappers do to it.
Tram now has evidence lockers labelled from 1 through 7 instead of 7
evidence lockers labelled as 1.
Changes have been made to all station maps and in code, I've not gone
through all ruins, away missions, etc.
## Why It's Good For The Game
Cleans up a lot of minor name issues.
## Changelog
🆑
spellcheck: All station closet and lockers have had their naming
conventions standardized.
fix: Tram now has evidence lockers labelled 1 through 7 instead of 7
evidence lockers labelled as locker 1.
/🆑
## About The Pull Request
Gives the QM a garment bag and moves all their uniform items into it.
And changes the order of a few items to be in the right place, most new
clothing added to the bags just got placed on the end of the list.
## Why It's Good For The Game
When the QM was made into Command they didn't get their own garment bag
so this just fixes that.
## Changelog
🆑 Guillaume Prata
fix: The Quartermaster has their own garment bag now, like everyone else
at Command.
/🆑
About The Pull Request
The Export Scanner, Sales Tagger, and Price Tagger are all niche, cargo adjacent items that each perform a different minor task and if using one, requires usually one of the three extremely rarely. Each one requires printing a new item at the lathe, all for maybe one or two uses before it needs to be replaced.
This PR merges the three into a singular, modular item. Existing export scanners have been reflavored the "universal scanner". When used in-hand, it produces a radial to swap between the three modes, Each mode has identical function to their previous scanner, with the only functional difference being that the sales tagger now prints new tags on secondary attack as opposed to primary.
The other two items lathe recipes have been removed, as their functionality has been fully moved to the universal scanner.
Also flips the export scanner icon state to match the other 2 scanner items that have been lumped together.
Why It's Good For The Game
Cargo now only needs to swap between 1 of three nearly identical barcode scanner looking items at a time, as opposed to having to print an item that sees functional use once every thousand rounds. By increasing the ease of use, it will also make it easier to use custom vendors, as well as print sales tags on regular rounds, as the universal scanner can still be found in shipping boxes located around the station and in tool storages.
Arguably not a balance change, as the three tools are extremely cheap to print, and don't have a formal impact on cargo balance except for tedium.
About The Pull Request
Closets now initialize their contents once in dump_contents(). This saves more than 1.6 seconds of init time (all /obj/structure/closet now initialize in 84ms).
Not sure what assumptions this will break, there's a lot of closets, so separate PR.
cl
del: You can no longer see maint spawners before the round starts (but your rounds start faster now :) )
/cl
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
About The Pull Request
repaths clothing/under to be more sane
Also fixed a couple of bugs relating to pathing being incorrect, and modified a couple of bad descriptions and names
Also adds a map path updating script, which also helps show the full repath.
Why It's Good For The Game
improves maintainability, makes mapping easier, stages for a clothing dmi split
Changelog
cl
refactor: repathed all under clothing, keep an eye out for errors
/cl
About The Pull Request
Adds department skirts to all related lockers/vendors
Why It's Good For The Game
Skirts good
Changelog
cl
add: added department skirts
fix: fixed secskirt dixel
/cl
* Photography Update
* Pictures logged in their own /data/picture_logs folder rather than normal logs
* Pictures logged in their own /data/picture_logs folder rather than normal logs
* Photos broke, retrying
* Persistence stuff
* I'm almost done I promise!
* Persistence mostly working, compile, etc etc
* Persistence mostly working, compile, etc etc
* Remove something really not needed from the PR
* Prevents duplication
* default to off
* removes check tick
* increase slots in albums to 21
* Allows for singular loading
* Update camera_image_capturing.dm
* Addresses review
* Anturk
* Update camera.dm
* Update misc.dm
* Update datum.dm
* Update camera.dm
add: The vault now contains an ore silo where the station's minerals are stored.
add: The station's ORM, recycling, and the labor camp send materials to the silo via bluespace.
add: Protolathes, techfabs, and circuit imprinters all pull materials from the silo via bluespace.
add: Those with vault access can view mineral logs and pause or remove any machine's access, or add machines with a multitool.
tweak: The ORM's alloy recipes are now available in engineering and science protolathes.
Doing my little update piece by piece because I'm lazy and because storage PR is going to conflict everything ever.
Techfabs do not link to RND consoles, and have their own interface for producing things.
RND production machinery code refactored.
Techwebs have categories views instead of just a goddamn design list.
Old machinery will be kept in, as some places will keep them. Read: Engineering, robotics, etc.
experimental: Protolathes and circuit imprinters combined/changed to techfabs. All departments can now print related circuit boards. Engineering and science will keep their lathe/imprinter design by default at roundstart because they have specialized labs for those.
* Add the system for managed global variables
* Travis ban old globals
* So you CAN inline proccall, that's neat
* Fix that
* master.dm
* Remove the hack procs
* Move InitGlobals to the proper spot
* configuration.dm
* Fix the missing pre-slash
* clockcult.dm
* This is probably for the best
* Doy
* Fix shit
* Rest of the DEFINES tree
* Fix
* Use global. for access
* Update find_references_in_globals
Always hated that proc
Whoever made it must've bee a r e a l idiot...
* __HELPERS tree
* Move global initialization to master.
Fix the declaration
* database.dm
* Dat newline
* I said DECLARATIVE order!
* Here's something you can chew on @Iamgoofball
* game_modes.dm
* Fix this
* genetics.dm
* flavor_misc.dm
* More stuff
* Do it mso's way. Keep the controllers as global
* Make master actually see it
* Fix
* Finish _globalvars/lists
* Finish the rest of the _globalvars tree
* This is weird
* Migrate the controllers
* SLOTH -> GLOB
* Lighting globals
* round_start_time -> ticker
* PAI card list -> pai SS
* record_id_num -> static
* Diseases list -> SSdisease
* More disease globals to the SS
* More disease stuff
* Emote list
* Better and better
* Bluh
* So much stuff
* Ahh
* Wires
* dview
* station_areas
* Teleportlocs
* blood_splatter_icons
* Stuff and such
* More stuff
* RAD IO
* More stuff and such
* Blob shit
* Changeling stuff
* Add "Balance" to changelogs
* Balance for changelog compiler + Auto Tagging
* Update the PR template
* hivemind_bank
* Bip
* sacrificed
* Good shit
* Better define
* More cult shit
* Devil shit
* Gang shit
* > borers
Fix shit
* Rename the define
* Nuke
* Objectives
* Sandbox
* Multiverse sword
* Announce systems
* Stuff and such
* TC con
* Airlock
* doppllllerrrrrr
* holopads
* Shut up byond you inconsistent fuck
* Sneaky fuck
* Burp
* Bip
* Fixnshit
* Port without regard
* askdlfjs;
* asdfjasoidojfi
* Protected globals and more
* SO MANY
* ajsimkvahsaoisd
* akfdsiaopwimfeoiwafaw
* gsdfigjosidjfgiosdg
* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!
* facerolll
* ASDFASDFASDF
* Removes the unused parts of dmm_suite
* WIP
* Fix quote
* asdfjauwfnkjs
* afwlunhskjfda
* asfjlaiwuefhaf
* SO CLOSE
* wwwweeeeeewwwww
* agdgmoewranwg
* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?
* Fix syntax errors
* 100 errors
* Another 100
* So many...
* Ugh
* More shit
* kilme
* Stuuuuuufffff
* ajrgmrlshio;djfa;sdkl
* jkbhkhjbmjvjmh
* soi soi soi
* butt
* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING
* lllllllllllllllllllllllllllllllllllllllllll
* afsdijfiawhnflnjhnwsdfs
* yugykihlugk,kj
* time to go
* STUFFF!!!
* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!
* ngoaijdjlfkamsdlkf
* Break time
* aufjsdklfalsjfi
* CONTROL KAY AND PRAY
* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* Goteem
* Fix testing mode
* This does not belong in this PR
* Convert it to a controller
* Eh, fuck this option
* Revert controllerization Ill do it some other time
* Fix
* Working controllerization
* FOR THE LOVE OF CHRIST PROTECT THE LOGS
* Protect admins and deadmins
* Use the inbuilt proc
- Wardrobe closets are not locked, so it should make it a bit easier to steal disguises
- Unclutters equipment lockers
- Heads still have their one lockers for convenience, but some of the clothes have been removed if they're already in a department's wardrobe
Fixes issue #119
Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.