## About The Pull Request
Partially reverts #4614.
Exploitables, background, and security are now separate.
## Why It's Good For The Game
This was never a good change. Exploitables and sec records hold
completely separate purposes. Sec should not see every single
exploitable node you have, basically. Additionally, some people have
stuff in their exploitables and background they cant access right now.
Exposing them again lets people retrieve them.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="787" height="620" alt="image"
src="https://github.com/user-attachments/assets/b8b464a8-ff4a-40f1-a48f-086c99abb6af"
/>
</details>
## Changelog
🆑
add: Exploitables, background, and security records are now distinct
record fields, instead of being combinced.
/🆑
## About The Pull Request
I **thought** I added this in #5520, but it turns out I forgot to push
the commit.
This makes the security ID cards red instead of blue.
## Why It's Good For The Game
The red goes with the color theme for security, instead of using the old
blue color.
## Proof Of Testing
Re-using my proof of testing from the last PR as it's the same exact
code, just actually pushed this time.
<details>
<summary>Screenshots/Videos</summary>
<img width="345" height="189" alt="image"
src="https://github.com/user-attachments/assets/8a372ab3-e2a9-49ba-9cbf-abb9eb25c215"
/>
</details>
## Changelog
🆑
fix: Fixed security ID cards being blue -- for real this time.
/🆑
## About The Pull Request
Does as the title suggests. This was voted on and approved unanimously
by maintainers.
**BLUE DONATOR ITEMS HAVE BEEN LEFT INTACT.**
## Why It's Good For The Game
A lot of players discussed discontent with 'virosec' and I feel this is
a solution that works.
## Proof Of Testing
I forgot to take screenshots, but it compiles, builds, and almost
everything is red.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Added back base /tg/ redsec along with red Skyrat clothing items.
del: Removed 'virosec'.
/🆑
## About The Pull Request
Adds a new Fermi chemical, plushmium! This chemical can be poured on a
plush to make it eerily lifelike... Which makes the next person who hugs
it in for a surprise consciousness transference (provided they consent
OOCly via a TGUI popup). This PR also adds cursed plushes, known as
plushlings. While they may look like your average plush, they are known
for their aggressive temperament towards you and other plushes.
**You use the plushmium by splashing it on a plush by right-clicking a
bottle full of plushmium on a plush while on harm intent.**
Plushmium is created with the following reagents:
- Strange Reagent (2 parts)
- Happiness (1 parts)
- Blood (1 parts)
- Laughter (1 parts)
You then must heat it to the optimal temperature: 533K
Keep it between 2 and 5 pH and you will start to create plushmium!
LustWish has also added a single bottle of plushmium in their contraband
section for those who do not feel like asking a chemist.
## Why It's Good For The Game
It is a silly PR allowing for people to RP as living plushies, and gives
some life, literally, to an object that we have oh so many of, and while
I am not personally into it and lewd mechanical interactions do not work
with them and are not planned, but this also allows for and adds more
_spicy_ interactions with plushies if people happen to be into that.
## Proof Of Testing
See the video below.
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/ff9471d4-e668-4e21-af73-682b81a0e442
</details>
## Changelog
🆑
add: Added a new reagent: Plushmium! Used to bring plushies to life, it
can also be obtained through hacked LustWish vendors.
/🆑
## About The Pull Request
...they never had access? Huh.
Well, this little balance patch does give blueshields access to the
Command Budget, allowing them to buy non-goodie items using Command's
coffers, instead of their own.
## Why It's Good For The Game
The imports tab is about to go with
https://github.com/Bubberstation/Bubberstation/pull/4242, and I suspect
that Blueshields were balanced with the imports tab in mind. A
blueshield can buy all the equipment they need from it (namely, heavy
duty medical kits and other unique healing items such as injectors,
synth meds). The tab allows a blueshield to use command's budget, but
the regular cargo tab... does not.
The command budget always remains unused; most of the time it's only the
blueshields themselves that use it. As there is no request console (and
it doesn't make sense for there to be one), I just gave them proper
access to the command budget.
The funds can't be used to buy guns or other 'goodie' items.
## Proof Of Testing
<img width="800" height="669" alt="image"
src="https://github.com/user-attachments/assets/347afe5f-3c0a-4a0a-b863-44c0bf0dcc7d"
/>
## Changelog
🆑
balance: Blueshields now have proper access to the Command Budget.
/🆑
## About The Pull Request
Little... balance PR? Bakes in access to the EVA storage and the
Teleporter Room for the Blueshield.
## Why It's Good For The Game
To be honest I'm not sure why the Blueshield has no access to the
teleporter room. The room is a very important, if not fundamental area
of the station, and even the Bridge Assistant has access to it. Many
captains forget to secure the spare teleporter, which generally goes in
the hands of the Blueshield.
I've also given them access to the EVA storage for completeness, and due
to it being, in my opinion, another important room, mostly for materials
and tools to bunker down command if things go awry.
## Proof Of Testing
There is not much to show here, yes, it built without issue.
</details>
## Changelog
🆑
balance: Central Command now grants Blueshields access to the EVA
Storage and Teleporter room.
/🆑
Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request
I have granted the Blueshield access to the Head of Personnel's Office,
and NOT to their computer.
## Why It's Good For The Game
The HoP is the second in command, and generally, their office is located
inside the bridge. Thus I think it only makes sense for them to have
access to the office baked in their ID, without having the HoP give them
access every time.
## Proof Of Testing
It works
</details>
## Changelog
🆑
add: The Blueshield has been granted access to the Head of Personnel’s
office.
/🆑
## About The Pull Request
I have reverted the Nanotrasen Consultant's access to the Service Hall.
## Why It's Good For The Game
The service fabricator has several tools that a Nanotrasen Consultant
would use for their job (primarily lawyering tools and supplies, for
that bureaucracy). By giving them access baked in their ID, they can now
enter the Service Hall as they please, no need to ask the bouncer to
print you stuff.
## Proof Of Testing
It works
</details>
## Changelog
🆑
add: The Nanotrasen Consultant's access to the Service Hall has been
re-added.
/🆑
## About The Pull Request
This PR does four things:
- Shortens and simplifies the medical records template, making it more
accessible
- Expands Security records flavor into a personnel file that includes
exploitables and your character's background, so that you can have
Security records without having a criminal history
- Creates defaults for medical records, general records, and Security
records in the character creator, rather than just the wiki.
- Removes exploitables and background records as they've now been
integrated into Security records.
## Why It's Good For The Game
This PR should make records more accessible for individual players by
reducing the amount of work involved, as well as expanding Security
records to be more useful.
## Proof Of Testing
<img width="656" height="494" alt="image"
src="https://github.com/user-attachments/assets/2b5455b2-0e73-4e0a-b9c8-fd278db85040"
/>
## Changelog
🆑 ReturnToZender (code)
add: All records now have enhanced defaults when making a new character
add: Security records have been expanded into personnel records,
containing more information on your character
del: Exploitables and Background records have been merged into the
definition of Security records, which are now Personnel Records.
/🆑
## About The Pull Request
Less access.
Removes medical, engineering, science, service from their roundstart
access - save for the law office. As well as all of their respective
mech accesses (why did they have that to begin with). Also the mining
dock for some reason?
Personal lockers and the AI sat/upload are also no longer there.
Importantly, also the access that lets them change their own access. No
bypassing this.
## Why It's Good For The Game
This amount of access is quite honestly egregious for a roleplay-first
job. If they *TRULY* need the additional access, the captain/hop can
provide it. But to just have pseudo-AA for existing is excessive. Having
this much access also opens them up to overstepping quite easily, as
more than a few recent in-game examples have demonstrated.
## Proof Of Testing
yeah i tested it
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Centcom has decided the representative shouldn't just be able
to walk into any department, severely stripping their access in the
process.
/🆑
## About The Pull Request
Bugs and Features are a fine line, so ill let the devs decide on whether
or not they choose what this is cause I feel its more inline with being
a bug considering everyone who plays blueshield just gets it fixed every
round by the acting captain anyway.
## Why It's Good For The Game
Bugfix good if classed as bug / Blueshields can protect better by
getting to areas heads are in no matter the amount of bloody players
jesus.
## Proof Of Testing
Can't really test well, but yes it works!
</details>
## Changelog
🆑
fix: Fixes Blueshields only getting Cargo and Sec access on Skeleton
Crew Shifts.
/🆑Closes: #4177
## About The Pull Request
The blueshield's ID had the "science" tag if you looked at it through
the HOP console, but that one is specifically for
circuits/experimentor/toxins/etc.
The "research" tag in the hop console actually lets them enter science
main, this means blueshield was able to enter toxins and circuits, but
not the main research area.
Which is more than likely not an oversight. Being able to enter xenobio
but not Actually Just The Main Department is ????
I don't blame whoever did this on skyrat given the access is the wrong
way around in the code but that's an upstream problem I don't care
enough to fix right now.
## Why It's Good For The Game
Fixing oversight good
## Proof Of Testing
I loaded it up locally and it works
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: Blueshields can now properly enter science.
/🆑
## About The Pull Request
Removes Bubber overrides on NTC/Blueshield and implements them in the
original datum. Replaces silver ID with platinum.
## Why It's Good For The Game
Code cleanup, we're not a Skyrat downstream anymore
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑 LT3
balance: Blueshield and NTC ID card can have a little bit of blue tint,
as a treat
/🆑
## About The Pull Request
deletes pollution
## Why It's Good For The Game
`The odor of decaying waste fills your nostrils...`
## Changelog
🆑
del: Due to new environmental regulations, we have removed all
pollutants from our space stations.
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
What it means is that there shouldn't be any more sprite stuttering*
when crawling under racks or tables due to the elevation elements
attached to them.
*Under normal cirumstances, it should be offset vertically but for some
reason the offset is reset, perhaps from some of your modular changes,
leaving only the animation in.
## Why It's Good For The Game
Fixing a nominal issue.
## Proof Of Testing
It works for xeno larvas upstream. It'll work here as well.
## Changelog
🆑
fix: You no longer jitter when crawling under tables and the likes as a
borer or from of army crawling.
/🆑
## About The Pull Request
Add code to `/datum/component/damage_tracker/human` to keep track of
wounds and reapply them as needed.
## Why It's Good For The Game
Fixes#3162
## Proof Of Testing
I tested with both the permanent limp quirk and breaking one of my arms
with force and both wounds stayed after using the SAD
## Changelog
🆑
fix: fixed the SAD deleting wounds
/🆑
* Death of mutant bodyparts AND external organs (#85137)
Removes mutant bodyparts and external organs from the game completely
Digitgrade behaviour was mutant bodypart for no reason
Cat ears now work with the bodyparts overlay system, same as all the
other external organs (since all their behaviour is now just on /organ
It doesn't remove all the /external types, but moves all behaviour to
/organ. I'll follow up with a PR wiping all the /external organ types,
but it's just conflict heaven so not this PR
I've also streamlined a lot of duplicate/weird species regeneration code
Melbert did the same PR as well but due to a lack of time (?) I have
absorbed his PR to double nuke mutant bodyparts
Frees us from the chain of unmodular code, and kills my greatest nemesis
(after the shuttle meteor murder bug)
🆑 Time-Green and MrMelbert
Refactor: External organ behaviour has been moved to /organ, ears now
use the same system as the other organs
Refactor: Mutant bodyparts are dead! This likely does not mean much to
the average person but it's very dear to me
code: Improves digitgrade handling in preference code
/🆑
I have absorbed #85126, using Melberts code to improve and add some
missing changes. Mainly improving the functioning of preferences and
digitgrade legs. I didn't take over the hairstyle improvements.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fixes missing felinid ear preference (#86553)
Closes#86452🆑
fix: Fixed missing felinid ear preference
/🆑
* Spelling Fixes (#86056)
Fixes several errors to spelling, grammar, and punctuation.
Improves readability and user experience.
🆑
spellcheck: fixed a few typos
/🆑
* Fix plasmamen having all feature preferences (#86682)
Fixes#86622
Plasmamen relevant_external_organ is null, and it then checks if
relevant_external_organ is in a list containing nulls
I cleared the nulls from get_mut_organs to fix it
🆑
fix: Fixes plasmamen having all external organ species preferences
/🆑
* Fixes cat ear layering, makes getFlatIcon account for RESET_COLOR on under/overlays (#86757)
After the external organ removal pr, cat ears stopped being as weirdly
specialcased, and instead just used a `/datum/bodypart_overlay/mutant`
subtype. However, this was set up in a way where the inner ears were put
on a different layer from the outer ears, leading to wonky layering.
In this pr, we revert their layers and instead apply the inner ears as
an overlay onto the base ears, fixing this.
Thank you Melbert for the idea. o7
Additionally, as this pr tripped the screenshot tests, makes the
`getFlatIcon(...)` proc account for `RESET_COLOR` on under/overlays.
We do this by making it stop applying the colour after merging all the
under/overlays, and instead apply it and the parent color _before_
merging any under/overlays, while proxying the parent color as a new
parameter `parentcolor` to any new `getFlatIcon(...)` calls.
This coincidentally also fixes usage of `getFlatIcon(...)` on husked
bodies, as those also used `RESET_COLOR` for their blood overlay. The
screenshot tests had to be updated for this.
Fixes#86453.
🆑
fix: Fixed cat ears not layering properly.
fix: Husked bodies show their blood with the right colours in
photographs.
/🆑
* Automatic changelog for PR #86757 [ci skip]
* Fish infusion (#87030)
I'm adding a new infusion ~~(actually four, but two of them are just
holders for specific organs tied to a couple fish traits)~~ to the game.
As the title says, it's about fish.
The infusion is composed of three primary organs, plus another few that
can be gotten from fish with specific traits.
The primary organs are:
- Gills (lungs): Instead of breathing oxygen, you now need to stay wet
or breathe water vapor.
- fish-DNA infused stomach: Can safely eat raw fish.
- fish tail: On its own, it only speeds you up on water turfs, but it
has another effect once past the organ set threshold. It also makes you
waddle and flop like a fish while crawling (I still gotta finish sprites
on this one)
Other organs are:
- semi-aquatic lungs: A subtype of gills from fish with the 'amphibious'
trait, falls back on oxygen if there's no water. Can also be gotten from
frogs, axolotl and crabs.
- fish-DNA infused liver: From fish with the 'toxic' trait. Uses
tetrodotoxin as a healing chem instead of a toxin. Also better tolerance
to alcohol if you want to drink like a fish (ba dum tsh).
- inky tongue: From fish with the 'ink production' trait. Gives mobs the
ability to spit ink on a cooldown, blinding and confusion foes
temporarily.
The main gimmick of this infusion revolves around being drenched in
water to benefit from it, In the case you get the gills organ, this also
becomes a necessity, to not suffocate to death (alternatively, you can
breathe water vapor, without any benefit). To enable the bonus of the
organs set, three organs need to be infused. They can be gills, stomach,
tail and/or liver, while the inky tongue doesn't count towards it.
Once the threshold is reached, the following bonus are enabled:
- Wetness decays a lot slower and resists fire a bit more.
- Ink spit becomes stronger, allowing it to very briefly knock down
foes.
- Fishing bonuses and experience
- Resistance to high pressures
- Slightly expanded FOV
- drinking water and showers mildly heal you over time.
- for felinids: You won't hate getting sprayed by water or taking a
shower.
- While wet:
- - If the fish tail is implanted, crawling speed is boosted.
- - You no longer slip on wet tiles.
- - You also become slippery when lying on the floor.
- - You get a very mild damage resistance and passive stamina
regeneration, and cool down faster.
- - You resist grabs better.
- - get a very weak positive moodlet.
- However, being dry will make you quite squisher, especially against
fire damage, slower and give you a modest negative moodlet.
While working on it, I've also noticed a few things that explained why
tetrodotoxin (TTX) did jackshit at low doses, because livers have a set
toxin tolerance value, below which, any amount of toxin does nothing.
Also I've felt like reagents like multiver & co were a bit too strong
against a reagent that's supposed to work at very low doses, with slow
metabolization, so I've added a couple variables to buff TTX a bit,
making it harder to purge and resistant to liver toxin tolerance (also
added a bit of lungs damage).
I wanted to take a shot at coding a DNA infusion and see how chock-full
I could make it. DNA infusions are like a middle point between "aha,
small visual trinket" and organs with generally ok effects. I seek to
make something a bit more complex ~~(also tied to fishing ofc because
that's more or less the recurrent gag of my recent features)~~ primaly
focused around the unique theme of being strong when wet and weaker when
dry.
EDIT: The PR is now ready, have a set of screenshots of the (fairly mid)
fish tails (and gills, barely visible) on randomly generated spessman
and one consistent joe:

🆑
add: Added a new infusion to the game: Fish. Its main gimmick revolves
around being stronger and slippery when wet while weaker when dry.
balance: Buffed tetrodotoxin a little against liver tolerance and
purging reagents.
/🆑
* Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)
Upon getting stabbed in your eyes or having a bullet fly through your
head there's a chance (minor for stabbing, extremely low for headshots)
you'll receive a new "Eye Puncture" wound which causes profuse bleeding
out of your now-empty eye hole. Once healed you'll have to deal with a
scar on your eye which cannot be cured and requires surgical
replacement. Eye scarring will reduce your eyes' max health by 15, give
you a minor screen tint and a fancy visual on your character sprite.
Getting scarring on both eyes will turn you completely blind.

This PR also introduces a new quirk which gives you eye scarring on the
eye of your choice and an eyepatch to go alongside it, just make sure
that it sits on the right eye.
Also added medical(white) subtype of eyepatches to loadout for those who
want that version instead. Credits to AnturK on discord for the idea.
Its a neat lil' feature that makes the game more immersive, and unlocks
more roleplay opportunities for players. New quirk gives access to this
feature for players who want to make it a part of their character's
backstory (or maybe as a part of permanent scar roleplaying).
🆑
add: Getting stabbed or shot in the eyes has a chance of giving you a
new wound and a semi-permanent scar, blinding you on one side
add: Added new "Scarred Eye" quirk which blinds you on one eye but gives
you a fancy eyepatch
add: Medical eyepatches have been added to loadout
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
* Resprited tails from fish infusion. (#87298)
Back when I made #87030 I got a bit lazy when it came to spriting the
fish tails and just ported a few ones from furry servers and made them
inherit the hair color. Let me tell you, those sprites kinda look bad,
and the fact that they've the same colors of hair is kinda... fuzzy, and
doesn't sit well with me, like some hairball stuck in a cat's throat.
So I took upon myself to actually make them better (and also give gill
overlays a couple extra pixels), at the cost of some of my free time and
their wagginess, because fuuuuuck wagging animations for anything that
isn't a somewhat amorphous fluffy tail. Fish don't wag their tail.
They also get one of several blue/grey tints if the owner of the part
doesn't have a peculiar skin tone like lizards or ethereals or moffs.
Anyway, comparison time:
OLD:

NEW:

Both from byond screenshots but I cut and pasted them in paint instead
of asesprite because old habits die hard.
Better sprites. Perhaps the selection of blues could be improved a bit
idk.
🆑
image: resprited fish tails from fish infusion.
/🆑
* Makes the game compile, first.
* Removes a duplicate loadout entry added by /tg/ (to avoid people's loadouts getting messed up)
* Fixed an issue with on_mob_insert() for /datum/bodypart_overlay/mutant
* Fixed an issue with the burn datum of the moth wings bodypart_overlay
* Fixing digitigrade legs not behaving as they should be
* A bunch of Insert->mob_insert and Remove->mob_remove
* Okay, now stuff gets colored properly
Also ears work properly too!
Only thing is that mutant organs on the preferences dummy don't seem to change between character, at least for most of them, which is really annoying.
* Properly returns ears to being internal organs
* Makes it so preferences can use relevant_mutant_bodyparts again!
* Makes organs properly update when changing species
* Markings now get removed when they don't need to be there on a limb
* Fully renives update_mutant_bodyparts(), as it was basically just update_body_parts() anyway at this point
* fix charging implant
* Restores the usage of simple bodypart_overlay for the sensory_enhancer and the hackerman_deck, as that was otherwise causing a bunch of runtimes
* Returns legs to being a sprite accessory, just for simplicity's sake (I don't want to have to refactor it on our end again)
* Fixes xenos not getting their mutant organs because I accidentally nulled the list for no reason 💀
* Makes it so certain organs (in this case, ears) can't be replaced when changing visual preferences, meaning Tesharis/Synths/Slimepeople will get their respective ears, regardless of what visuals they choose for them
* Fixes a small mistake with spines in the code
* Adds some mutant_bodyparts for the results of the infuser unit test. This might be a hack, but we'll cross that bridge when we get to it in the future.
* Adds a "None" option to tail_spines
* Allows ears to not constantly runtime because they don't have an accessory_name sometimes, which is a sad consequence of many species not setting their ear sprite sometimes
* Should fix CI, hopefully should be the last thing needed for this to work flawlessly from now on (crossing fingers)
* This ACTUALLY fixes the changeling transform and transform sting! Hurray!
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: klorpa <30924131+klorpa@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
## About The Pull Request
Skyrat reverts
- Removes the Skyrat surgery speed bonus for 3 tiles of free space
- Removes Skyrat surgery mood debuff
Removes tend wounds slowdown on on dead people. Replaces with a slowdown
on husks.
Slightly buffs tend wounds damage healed per cycle
Introduces new surgery speed bonuses, based on TG speed mods:
- Speed bonus for operating table
- Speed bonus for operating computer
- Speed bonus for using sterilizine/cryostylane now applies to all
surgery steps, not just the one where the reagent is applied
- Speed bonus for anaesthetics/painkillers
Visual feedback of what your surgery speed modifier is
## Why It's Good For The Game
The Skyrat check is dumb and doesn't solve any problems, rather creates
them with TC still being surgery central except now people are screaming
at you to move, which there isn't enough space to do in the TC anyways.
Two doctors working on a patient should not slow down surgery. This
should not count as a clean, quiet environment for lightspeed surgery:

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/abea1be8-463c-451f-a58b-501600bab8f0
</details>
## Changelog
🆑 LT3
balance: Removed Skyrat surgery speed bonus
balance: Removed Skyrat negative mood events for surgery
balance: Removed operating tables automatically applying numbing
balance: Added surgery speed bonus for operating computers
balance: Added surgery speed bonus for anaesthetic/painkillers
balance: Added surgery speed bonus for sterilizine/cryostylane treatment
balance: Adjusted surgery speed penalty for stasis beds
balance: Removed speed penalty for tending wounds on dead bodies,
replaced with penalty for husked body
balance: Increased tend wounds healed damage per cycle
balance: Increased functional duration of sterilizine
balance: N2O is now eligible for the analgesia surgery bonus
balance: Surgery and treatment room scrubbers filter N2O by default
qol: Bubble notification for surgery speed and damage healed
qol: Medical HUD, health analyzer, and operating computer provide tend
wounds results
qol: Text log indicates what surgery bonuses are active, and which are
available
add: added lidocaine and sterilizine to surgery trays, NanoMed, and
NanoDrug
image: anesthetic machine is now breath machine, usable with all gas
types
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Adds a new mutation - Strong Legs
This mutation allows you to leap around, just like a bunny! The leap
allows you to hop across tables, chasms, and smack through regular
windows. Smacking through reinforced windows not advised
## Why It's Good For The Game
It's silly, and we kinda lack exclusive mutations, so.
## Proof Of Testing
TBD
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Strong legs mutation, for leaping around
/🆑
## About The Pull Request
closes#2525
Adds an extra argument to the prone component to make it give handless
correctly. Also fixes some logic of armycrawl.
## Why It's Good For The Game
Bugfix good
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: Fixed armycrawl chatspam when unable to crawl
fix: Fixed hidden borers unable to ventcrawl
/🆑
## About The Pull Request
I moved all of the modular quirks from SR and Bubber to the same
folder/filepath, previously they were split up in multiple different
places.
## Why It's Good For The Game
It helps people when looking for things while coding or code diving due
to them all being in one place.
## Proof Of Testing
It compiled and ran.
## Changelog
🆑
code: moved a bunch of modular quirk files to the same folder
/🆑
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Co-authored-by: Cyprex <35031555+Cyprex@users.noreply.github.com>
## About The Pull Request
closes#2486
Introduced a signal for when a bank account receives a paycheck,
allowing future paycheck related quirks and features to be improved.
Untied two variables related to the life savings quirk from bank
accounts and moved them to the quirk, saving small amounts of memory
usage.
Made life savings quirk actually pay you out, adding money without
robbing the departmental account.
## Why It's Good For The Game
Code runs better and nicer, quirks work as they should
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed rations permanently setting your income to 0.5 instead of
decreasing the modifier
fix: fixed life savings quirk not doing anything
code: Improved the way paycheck bound quirks handle their code, making
it run faster
/🆑
---------
Co-authored-by: Cyprex <35031555+Cyprex@users.noreply.github.com>
## About The Pull Request
Removes all fragments of veteran code from the game.
## Why It's Good For The Game
It should help maintainers when doing upstream syncs as it removes some
non-modular code. Also we have no use for the veteran system.
## Proof Of Testing
It compiled and ran.
## Changelog
Nothing player facing.
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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## About The Pull Request
Renames SolFed/SolGov/Solar Goverment/Solar Federation to
TerraGov/Terran Goverment
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## Why It's Good For The Game
Requested by the loremins
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## Proof Of Testing
It compiles, nothing seems broken ingame (please TM this)
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</details>
## Changelog
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🆑
add: Renames all mentions of the Solar Goverment/Federation to the
Terran Goverment
/🆑
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
"I'm going to extend my break" - Me, 2 days ago
"Hey I should start cleaning up the Skyrat modular folder" - Me, Today
I yet again fall victim to my own hubris
Left out some BUBBER TODOs, feel free to do these if you find them
manageable
## Why It's Good For The Game
We made some old mistakes with some edits (Like commenting out ruins
instead of making them unpickable for the ruin system) (This I fixed,
admins can now bus them in!)
We also made a lot of edits to Skyrat code, a lot of which can be
cleanly merged into their code now
## Proof Of Testing
If it compiles, it works.
Unlike my modularization PR from a year ago this is less fuckupable
## Changelog
N/A, not player facing
## About The Pull Request
Reverts https://github.com/Skyrat-SS13/Skyrat-tg/pull/24839 entirely
## Why It's Good For The Game
Imagine killing an event because engineering was incompitent for a
single shift and they didn't set up the things that give you multiple
warnings to set up.
## Proof Of Testing
weh
## Changelog
🆑
add: Radiation Storms will now irradiate the station again if you don't
set the shields up.
/🆑
* the whole PR
* The whole PR
* Update HUD_Glasses.dm
* puts it back as a component
* Update prone_mob.dm
* Update movement.dm
* Update mob_movement.dm
* Update prone_mob.dm
* fixes all the things I was told (I think)
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Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>