Commit Graph
235 Commits
Author SHA1 Message Date
shayoki 97a15ec8f8 initial 2026-06-03 01:25:02 -05:00
nikothedudeandGitHub b8294df5e2 Lets all species use digi legs (#5709)
## About The Pull Request

Title.

This is actually possibly a bug fix, given a comment in skyrat's
species.dm file. Line 5.
## Why It's Good For The Game

More customization, possible bugfix.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="1097" height="725" alt="image"
src="https://github.com/user-attachments/assets/ea594851-c2cc-4ba1-a838-db91d2e47ece"
/>

</details>

## Changelog
🆑
add: All species can use digi legs
/🆑
2026-05-31 15:37:23 -04:00
980c176345 Butts + Bellies (#5674)
## About The Pull Request
Adds butts (up to size 8) and bellies (up to size 9)

Check out what they look like in the Proof of Testing.
## Why It's Good For The Game
It allows for a lot more customization and spicy content, making way for
the potential for new emotes using these genitals to be added. While I
can understand that some people may be against this, I honestly feel it
is no different than any of the hyper genitals or regular genitals we
already have. If the size is somehow an issue despite us having other
hyper genitals, I can reduce the max size.
## Proof Of Testing
See below. Hyper and NSFW warning.
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/24dde7a9-98e8-49f8-aee2-118da5dfe2c4

<img width="1426" height="397" alt="image"
src="https://github.com/user-attachments/assets/87e8d620-960f-407c-a816-cdc82073070a"
/>

<img width="1435" height="406" alt="image"
src="https://github.com/user-attachments/assets/27791cf5-a753-491b-8622-1c3f6dabd81c"
/>

</details>

## Changelog
🆑
add: Added new genitals: Bellies + Butts
/🆑

---------

Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
2026-05-29 14:41:17 +02:00
nikothedudeandGitHub 4ae9d2c934 Partially reverts #4614, leaving record defaults but separating exploitables and security (#5560)
## 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.
/🆑
2026-05-16 01:10:09 +02:00
+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
MrGloopyandGitHub e49c0ab139 MORE roundstart implants because I looked at Cyberpunk sourcebooks once (#5471)
<!-- 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
Adds an amount of extra implants for roundstart. Most are not *super*
useful with the exception of a couple.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game
This PR would allow for more flavour options for those who have augged
characters. It's kinda difficult to RP having implants if you can't
mechanically HAVE some implants from the get-go. Multiple people have
expressed interest in something like this. There is a severe lack of
Not-Illegal implants that you can acquire relatively early and I wish to
alleviate this.



The implanted recorder may allow for some blackmail strategy if playing
as an antagonist.

Fixes bug with lighter implant.


The blaster is a very shitty dart flinger. The only real benefit is that
it's implanted. You can't move while priming it, same as a rebar
crossbow. 10% chance to jam, 50% chance to unjam.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Proof Of Testing
<img width="377" height="297" alt="image"
src="https://github.com/user-attachments/assets/b5f6b294-bd36-465b-b8a0-4ae5a124da20"
/>


https://github.com/user-attachments/assets/c0448ec2-b595-4b1b-9568-5826d10d0755



https://github.com/user-attachments/assets/b871af26-607a-4a94-973f-37c32298a8a7



https://github.com/user-attachments/assets/4246f1f5-bde9-4fc9-a3e1-aa0d6e3c41ce




<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
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🆑
add: Synth charging implant to Markings/Organs so you can choose what
arm it goes in.
add: Various arm implanted items to Markings/Organs. These include; A
seclite, four colour pen and tape recorder.
add: Chest implant; Internal wound analyser. Analyses your own wounds to
get treatment info and make bandaging yourself faster. Does not show any
other info. It's a wound analyser.
add: Roundstart STANDARD nutriment implant. It gets you to 35% nutrition
at most, does not remove negative "I'm Hungry!" moodlet. You will still
need to eat Actual Food. Pay your station chef.
add: Implanted 3 shot Donksoft gun. This is buyable from cargo.
Mechanically operates like a rebar crossbow. Small chance (10%) to jam
just because its funny.
add: New implants to cargo goodies.
add: Manual shield moth eyes to roundstart. Same as the other ones but
moth flavoured. Same weakness to flash as normal moth eyes when shield
is not in use. By virtue of them being cybernetic, they will not heal
over time, same as any others.
add: Invisible version of the civilian HUD implant for roundstart. No
more green eye if you don't want it.
sprite: Added sprite by the wonderful Niim for the donksoft implant.
sprite: Added sprites for the seclite implant in-hand. Stole sprite from
the seclite sprite used when attached to guns for item sprite.
fix: Lighter implant only working for right arm. Whoops.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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2026-05-01 14:45:04 +02:00
RoxyandGitHub ed3138dd6f Add server-side validation to alt job titles in save files (#5418)
## About The Pull Request

Incredibly funny that we went this long without but I'm tired of
checking imported prefs manually, so this will ensure when a save file
is loaded it runs through all the alt job titles and makes sure 1. the
job exists and 2. the job has the title specified in the save
## Why It's Good For The Game

Job titles should be consistent

## Proof Of Testing

Hard to get screenshots of but yeah I edited my local save file to have
valid job titles, valid jobs with non-existent titles, and non-existent
jobs, and it properly sanitized the made up ones and kept the real ones

## Changelog
🆑
server: alternate job titles in save files are now validated on load
/🆑
2026-04-09 17:58:42 -04:00
RoxyandGitHub df96926861 [BOUNTY] Character Preferences Reorganization (#5389)
## About The Pull Request

This bounty was requested by @ArrisFairburne 

Cleans up the character customization; various customization features
have been moved into three new tabs, "Character Basics" "OOC
Preferences" and "Silicon Preferences".

## Why It's Good For The Game

A ton of the character customization options (maybe 40%?) are stuff that
almost nobody would use on a regular basis. Options like mushroom caps,
frills, fluff, taur bodies, xenodorsal heads, etc. could be ignored by a
most players because they're irrelevant to their characters. Ideally the
most necessary stuff (basic furry parts, our required FTs, and
soundbytes for speaking) are the stuff the players see first, with more
stuff continuing to be available upon checking different tabs.

Silicon prefs are moved into their own tab because most characters are
carbons so they just won't ever need to bother with them.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1100" height="790" alt="basics"
src="https://github.com/user-attachments/assets/f84ce557-09fd-414d-a076-58569392a84b"
/>
<img width="1100" height="790" alt="visuals"
src="https://github.com/user-attachments/assets/0e184209-f6d0-43f7-8452-0ec409f13dba"
/>
<img width="1100" height="790" alt="lore"
src="https://github.com/user-attachments/assets/b0f8f74c-5b21-49f3-823a-8684015c7b61"
/>
<img width="1100" height="790" alt="lore2"
src="https://github.com/user-attachments/assets/114088bc-6f3f-4a83-b528-d0d14055426e"
/>
<img width="1100" height="790" alt="ooc"
src="https://github.com/user-attachments/assets/14333121-dc87-4396-a64d-fd2d07e86780"
/>
<img width="1100" height="790" alt="silicon"
src="https://github.com/user-attachments/assets/5992d37e-17ca-4854-a88a-f6cc87f27128"
/>

</details>

## Changelog
🆑 ArrisFairburne
qol: Cleaned up the character preference window.
/🆑
2026-04-02 16:25:36 -04:00
nikothedudeandGitHub de91f5826b Adds a new button to polymorph - Character (#5184)
## About The Pull Request

Title.

This new button allows you to change your character entirely, using
either your or the targets character slots. Basically a pocket SAD. You
can target anyone in view, including yourself.
## Why It's Good For The Game

Saucy shit. Seriously though, like, all the TF stuff we have ingame
kinda sucks. Having the ability to just on demand transform someone into
whatever you want it kinda awesome.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/91654b75-0f99-44d2-b8af-ba0a14bdb625

The dying bit just happens with slimes cause they have no heart, cant
think of a fix

</details>

## Changelog
🆑
fix: SAD can now remove organs, such as a taur body, or breasts
add: A new polymorph mode: Character, which allows you to switch your
character at your whim
/🆑
2026-02-12 10:45:55 -05:00
RoxyandGitHub 170563a285 Fix SAD generating abomination characters, re-enables rad storms (#4883)
## About The Pull Request

Rad storms got disabled because it was suspected trying to load your
prefs after a rad storm made it shit the bed but now its fixed
- Added `factual = FALSE` to all None sprite accessories that were
missing it, needed for ensuring the corresponding organs are skipped
when regenerating organs
- Changed preference code to still add a mutant part entry to your
`mutant_bodyparts` list even if the value of it is None, needed because
when DNA gets scrambled during a rad storm, your `mutant_bodyparts` list
gained new entries with non-None values and loading prefs wouldn't
revert them back to None
- Added an `updateappearance()` call to SAD code after regenerating DNA,
needed so the bodypart overlays actually reload the sprite with value
from updated DNA

## Why It's Good For The Game

Fixes #4559

## Proof Of Testing

I tested it and my `mutant_bodyparts` list is normal and I don't have
any unexpected organs or incorrect sprite accessories

## Changelog
🆑
fix: fixed SAD sometimes loading abominations instead of your character
admin: re-enabled radiation storms
/🆑
2025-11-01 19:09:54 -04:00
nevimerandGitHub ff369585e5 Fixes Ashwalker alt languages (#4782)
## About The Pull Request

bugfix
## Why It's Good For The Game

this is how it was supposed to be intended

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
<img width="1661" height="1103" alt="rustdesk_8pPcf3FoAl"
src="https://github.com/user-attachments/assets/e2d1e141-83ea-4b94-a769-f46398720ad4"
/>

## Changelog
🆑
fix: ashwalkers can select more than one language again
/🆑
2025-10-07 08:33:28 -04:00
ReturnandGitHub b5aa4f649b [Records rework] Creates defaults for all records (#4614)
## 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.
/🆑
2025-09-14 22:54:46 +03:00
34566c051f (READY FOR MERGE) Adds a new species: Lycans (and cursekin) (#4331)
## About The Pull Request
Adds a new species, lycans. They start as a cursekin, but can transform
between lycan form and cursekin form at will via an action button, with
a three-minute cooldown between swapping forms. **You need to select
ears/tail as a cursekin or your lycan form won't have them. (You can
toggle them off in-game via the show/hide mutant parts verb)** The
secondary mutant color for body color also changes the lycan form body
color.

### Cursekin Form

In cursekin form, you are pretty much comparable to a baseline human,
albeit with far more customization due to opting for mutant colors over
skin tone. At this time, the one notable difference is that your body
will reject any inorganic organs/implants that may be attempted to be
inserted.

### Lycan Form

In lycan form is where you really start to see the differences from a
human, some key differences are:
- You now have built in armor, but, are unable to wear clothes, armour,
or any gear.
- Your punches do damage equivalent to a butcher cleaver (minus AP), but
you cannot use guns.
- You are oversized
- You have night vision and better hearing, but this comes at a cost as
you will take extra damage from flash bangs, on both the eyes and ears
fronts.
- You have chunky fingers and are illiterate.
- You get the hunger increase of vulps.

### To Do:

- [x] Code in all the features outlined by the bounty issuer.

- [x] Polish the code.

- [x] Fix any remaining bugs.

- [x] Have the PR test-merged.

- [x] Fix any new bugs that come up.

- [ ] Full merge.
## Why It's Good For The Game
It's a whole new species with mostly unique mechanics not seen by other
species. The transformation aspect is not seen in any other species
unless you count slimes, and the cybernetic rejection is not used by
other species in this exact way to my knowledge. This lets players play
as a species capable of transforming between two species, which makes
for some interesting possibilities.
## Proof Of Testing
Everything seemed to work on my end.
## Changelog
🆑
add: added a new species, werewolves (and werehumans)
image: added icons for the werewolves from Monkestation
/🆑

---------

Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2025-09-05 13:54:58 -04:00
ReturnandGitHub 7b15c3e707 Makes bilingual function the same as Linguist (#4524)
## About The Pull Request
This PR removes a bunch of extra, unneeded code related to bilingual by
making it function the same as Linguist, giving an extra language point
in the language menu. Atomized from #4513

## Why It's Good For The Game
Simplifies accessing new languages by making both language quirks work
the same

## Proof Of Testing
<img width="1023" height="683" alt="image"
src="https://github.com/user-attachments/assets/f6fa2389-6f21-409e-871e-5489ae769f3d"
/>
<img width="1036" height="669" alt="image"
src="https://github.com/user-attachments/assets/1e784fef-e47e-4973-b6ba-f22f5e14a018"
/>

## Changelog

🆑 ReturnToZender
add: The Bilingual trait now grants an extra language point.
/🆑
2025-08-24 21:46:24 +03:00
Roxy 4c62a21b1a Fixes for #92061 2025-08-12 13:50:57 -04:00
ee9048baee Civilian HUDs + Implant (#4219)
## About The Pull Request
Adds civilian HUDs and HUDsunglasses to the game. They can see the job
icon, but not mindshield/wanted/permit status. Juuuust the job icon.

Regular variant available in loadout and autodrobe, as well as sci and
service lathes after being researched with the rest of the huds.
Sunglasses available through crafting the same way you craft the others.

Also adds it as a researchable implant. Available in augments+ for 4
quirk points.


Also Alexios did the really pretty grey version of the sprite so they
get to be in the changelog :)
## Why It's Good For The Game
Bubberstation has a LOT of people running around with outfits not
correlating to their job. This makes it hard to find out what job people
are at a quick glance at times. This adds a HUD that lets you see the
job icon and nothing else.

I ran an adminbussed version of these and players pretty much
unanimously agreed that they were nice to have, and agreeing with my
above point of "it is hard to see what job people are at times"

Also they just look cool.
## Proof Of Testing

<img width="101" height="152" alt="image"
src="https://github.com/user-attachments/assets/67ce82aa-fd4e-45fa-a6eb-b78079541756"
/>
<img width="114" height="164" alt="image"
src="https://github.com/user-attachments/assets/e4a5f9c4-11ac-4136-bbff-f757e50bdb85"
/>
<img width="228" height="159" alt="image"
src="https://github.com/user-attachments/assets/7e15423a-7c85-4b19-bbc5-15286e6ab99d"
/>
<img width="162" height="190" alt="image"
src="https://github.com/user-attachments/assets/cd8181b4-c2ef-4ddc-ad20-fbc86c2f07eb"
/>
<img width="334" height="36" alt="image"
src="https://github.com/user-attachments/assets/ca658549-63b0-4d0b-917d-d5cf535828f3"
/>




## Changelog
:cl:Sapphoqueer, Alexios
add: Civilian HUDs and Civilian HUDSunglasses. Available in loadout,
clothesmate, and sci/servicelathes after the HUD research. These show
job icons and nothing else.
add: Civilian HUD implants. Printable by sci through the cybernetics
implants node, as well as being in augments+ for 4 quirk points.
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2025-07-15 21:17:19 +03:00
plsleavemealonandGitHub 9cf77aa5bf ears as an option to the loadout (#4210)
## About The Pull Request

Adds a new loadout category to the augments list for ears!

And lets you choose between basic cybernetic ears (t1 ears), and your
default race option. Basically parity with all other organs in the
loadout.

## Why It's Good For The Game

Finally people can have a fully synthetic loadout when starting a round.
Basic synthetic ears are worse then normal ears since they are
vulnerable to EMPs.

## Proof Of Testing

Tested locally, works flawlessly

## Changelog

🆑
add: New loadout options for ear augments
/🆑
2025-07-13 22:58:06 -04:00
YakumoChenandGitHub 330990e6c1 fixes regex for l3n.co in headshot uploads (#4094)
## About The Pull Request

Changes the regex to raw strings to allow more variability in the l3n.co
domain, since it prefixes with an alphabetical character
## Why It's Good For The Game
Headshots are easier to upload when using Lensdump

## Proof Of Testing

Compiled and tested on local

## Changelog

not really server facing
2025-06-21 01:42:53 -04:00
RoxyandGitHub 6708f71e71 Fix certain species being unable to spawn with digigrade legs (#4015)
## About The Pull Request

We have an override to make the default digigrade option for species
`DIGITIGRADE_OPTIONAL` but for some reason this override code was still
enforcing the pref being locked behind the species having mutant
digigrade legs

## Why It's Good For The Game

Greater customization as was intended

## Proof Of Testing

Checked a good handful of species in the character creator and it looked
fine

## Changelog
🆑
fix: fixed certain species being unable to access the digigrade legs
pref
/🆑
2025-06-11 20:26:47 -04:00
RoxyandGitHub 4370151565 Fix brain hard delete (#3803)
## About The Pull Request

`/datum/modular_persistence` wasn't keeping things tidy

## Why It's Good For The Game

Hard del bad

## Proof Of Testing

Yes

## Changelog

N/A
2025-05-12 17:22:12 -07:00
RoxyandGitHub ff9b029a09 Fix some runtimes related to null sprite accessory names (#3712)
## About The Pull Request

Some of the mutant part prefs had their default sprite accessory set to
the parent type which has a name of `null` instead of `None` which made
the code "Big Mad"
## Why It's Good For The Game

Fix runtime spam about null accessory names

## Proof Of Testing

Tested it on a local with an affected save file

## Changelog

N/A
2025-05-04 20:08:12 -07:00
RoxyandGitHub 9f53aaebb4 Fix hundreds of divide by zero runtimes in death consequences perk (#3648)
## About The Pull Request

Changes the minimum value for two death consequences related settings to
be 1 instead of 0, because these are percentages that get divided and
end up causing div by zero runtimes. Also it doesn't make sense to even
let these be zero

## Why It's Good For The Game


![image](https://github.com/user-attachments/assets/42586d49-15b9-4c49-9540-601dcb6c46f3)


## Proof Of Testing

I didddd

## Changelog
🆑
fix: the minimum values for "stamina damage end degradation percent" and
"crit threshold end degradation percent" are now 1 instead of 0
/🆑
2025-04-26 17:57:48 -07:00
nevimer 368543b6fd GallowsCalibrator and Waterpig's fixes, but squash 2025-03-16 01:55:41 -04:00
Waterpigandnevimer d24d0b245c Fixes being plantigrade with species overrides whitewashing you (#3309)
![image](https://github.com/user-attachments/assets/90ae472d-c243-4603-a38d-9fcf3db8f60a)

I could've never forseen this. Woops. See branch name for more
information

closes #3308

## Changelog

🆑
fix: You no longer get randomly whitewashed when spawning with a
different species and planti legs
/🆑
2025-03-16 01:53:46 -04:00
WaterpigandGitHub 0d401d0906 Fixes digilegs not being baked into our species, adding needless exec times (#3238)
## About The Pull Request

See name, this fixes the issue with slimes regenerating their limbs as
well.
## Why It's Good For The Game

closes #2849
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
fix: Having digi legs is now baked into your bodypart_overrides,
speeding up replace_body, and fixing a bug with slime legs
/🆑
2025-03-12 01:23:29 -04:00
RoxyandGitHub 5020cec410 Fix define sanity linter failures (#3209)
Fix all of the define sanity failures, either by adding an `#undef`
where needed or moving them to a file in `code/__DEFINES`

![image](https://github.com/user-attachments/assets/abd76dcd-d610-4567-801e-ee7fc477d58c)
2025-03-06 03:24:59 -05:00
Waterpig cbdd4fcf83 Preference updating 2025-03-05 13:23:05 +01:00
Majkl-J 1289ccf9de fixes byond href styles 2025-02-26 02:25:38 -08:00
Majkl-J 00c983e4b9 Fixes prefcode again 2025-02-25 12:59:44 -08:00
Majkl-J 254cd32c93 Merge branch 'master' of https://github.com/Bubberstation/Bubberstation into upstream-25-02a 2025-02-25 06:56:39 -08:00
lessthanthree 98cd4e28a4 fix examine_block to boxed_message 2025-02-22 18:58:49 -08:00
Majkl-J 225199e26b Moves all the organcode down to obj/item/organ 2025-02-20 00:06:45 -08:00
MosleyandGitHub 65e7c8c6bd Fixes preferences resetting (#3104)
## About The Pull Request
Fixes https://github.com/Bubberstation/Bubberstation/issues/2879

The reason for the issue seems rooted in skyrat's own port of the
original json configs on tg (or perhaps the loads of changes they've
made to it over the years). This pr patches it so that characters won't
reset between rounds.

original fixes by smartkar
## Why It's Good For The Game
Guess
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![qe0kfreu8l](https://github.com/user-attachments/assets/c84b20a1-c09b-4905-b682-3c280c7e8ab3)


</details>
It saves the character on creation and works fine after re-accessing the
savefile

## Changelog
🆑
fixes: fixes the issue where characters would reset after a round or on
switching character slots
/🆑
2025-02-16 21:29:37 -07:00
The SharkeningandGitHub 06f2f5b7ec Integrates vocal barks with TTS (#2811)
- Intigrates vocal barks into TTS.
- If TTS voice is None, broadcasts vocal barks to everyone else.

🆑
add: TTS compatability with vocal barks
/🆑
2025-02-02 01:11:48 +02:00
MosleyandThe Sharkening 9c7cf5ebaf Bubber Edits for mutant bodypart PR #2903
This is all the edits done squashed together.
2025-01-21 00:32:56 -07:00
BloopMosleyTime-GreenGhomSmArtKarklorpa_0Steventgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>FlufflesGoldenAlpharex
6df77ad80d [MIRROR] Death of mutant bodyparts AND external organs (#85137) (#4335)
* 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:

![immagine](https://github.com/user-attachments/assets/a4965508-22e2-4d3a-8523-29fec6bce91e)

🆑
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.

![image](https://github.com/user-attachments/assets/c1ae4ff3-6844-405d-819b-9c390511e321)

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:

![immagine](https://github.com/user-attachments/assets/a4965508-22e2-4d3a-8523-29fec6bce91e)

NEW:

![immagine](https://github.com/user-attachments/assets/0f8e80cd-d11f-4fd4-a919-acb7237fa927)

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>
2025-01-12 21:42:00 -05:00
25a23cd8b3 [TM ready, again] brain augment fluff (#2497)
## About The Pull Request

...this time it should actually have been based correctly. As per [my
previous pr](https://github.com/Bubberstation/Bubberstation/pull/2492).
I know half the code was done in skyrat but this isn't really the type
of PR which can be modularized neatly anyways. Sorry. Anyways, it's done
now.

As for the empathic sensor, that is an item done by request and probably
could be worth higher cost? Now it's removed from roundstart.

## Proof Of Testing
don't mind the world of warcraft noises. I'm not sure why those picked
up. On the floor in the videos you can also see the new vox brain, the
new cortically-augmented brain, and the unchanged android brain.

The experiment works right

https://github.com/user-attachments/assets/2a542499-30ad-4848-b415-1a836d25bfcf
Empathic sensor reads and sends. It no longer is read/send by/to
shadekin, using its own "frequency"

https://github.com/user-attachments/assets/00552f32-829e-4efc-9c2d-0314d8ea0e2e

Removed, but the selection dropdown is there. Just empty.

![Screenshot_3](https://github.com/user-attachments/assets/2e1ad9bf-1da8-4307-946f-aa775e94f776)
Actually 0 now

![Screenshot_2](https://github.com/user-attachments/assets/2b05064f-136f-4102-8c35-81248d298056)
https://github.com/Bubberstation/Bubberstation/issues/2724 is actually
resolved

https://github.com/user-attachments/assets/18b8185c-5e2e-4927-afeb-f06c1887b5c3

## Changelog

🆑
code: "Brain augment" and "Brain implant" selection in prefs
add: Added new brain type for humans. It's chrome, choom
add: One new brain implant for civilian use, the empathic sensor.
balance: androids get a brain damage cap var (999); can't be EMP'd while
already dead; alert texts when they're EMP'd
image: new sprite for vox brain
code: vox (primalis) brain now a child of android brains
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2025-01-12 13:23:30 -08:00
LexandGitHub 28ed213197 [PORT] [TGUI] Color picker (#2670)
## About The Pull Request
Port of the color selection TGUI interface from
BeeStation/Artea-Station.
https://github.com/BeeStation/BeeStation-Hornet/pull/9417
https://github.com/Artea-Station/Artea-Station-Server/pull/525

This implementation includes a port and adaptation to React, as TG has
discontinued the use of Inferno.

If the Input: Enable TGUI parameter is disabled in the UI Tab, the old
color selection mechanism will be used instead. The new interface
supports copying the color value in the #343231 format and allows
entering a 6-character hexadecimal color code.
Additionally, a color palette for selection is available.
## Why It's Good For The Game
The TGUI color picker is more adaptable and prettier.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/55f56807-7c76-41a1-8c75-7ed293d581e9)

![image](https://github.com/user-attachments/assets/7742e741-a16b-4708-8e7b-7891f426de32)

![image](https://github.com/user-attachments/assets/6e22e138-af41-447d-95e6-fb6ca7d067af)


</details>

## Changelog
🆑 itsmeow (original), RimiNosha, Phoenix404 (port)
add: Added TGUI-based color palette and replaced all usages of BYOND
color palettes with it (TGUI input preferences are still respected).
/🆑
2025-01-11 11:38:00 -08:00
RoxyandGitHub 32e45b7cbb Fix SAD duplicating loadout implants (#2699)
## About The Pull Request

Add the `visuals_only` argument to `safe_transfer_prefs_to_with_damage`
so we can pass it down in the SAD call

## Why It's Good For The Game

Fixes #2273 

## Proof Of Testing

Tested it with a breathing tube implant I prommy

## Changelog

🆑
fix: fixed SAD duplicating your round start implants.
/🆑
2024-12-16 10:58:21 -08:00
Rimi NoshaandGitHub 6d8f4d1805 [SEMI-MODULAR] Multiple Loadout Presets! (#2540)
## About The Pull Request

Tin. Also made some QoL tweaks while I was at it!

Comprehensively:
- Removes the defunct job checkbox and replaces it with a dropdown.
- Adds a preference update message, cause it's otherwise silent.
- Stops the TGUI prefs migration message from showing when changing to a
brand new character.
- Adds the ability to create (nameable) loadout presets.
- The default preset can't be renamed or deleted. This was to make my
life easier, or I'd spend another day on this, which I'm not prepared to
do.
- Automatically COPIES your old loadout to the new system's default
loadout. The old preference value is ENTIRELY UNCHANGED, which should
mean this is entirely safe. **Back up the server playersave data,
regardless, though.**
- Fixes a funny bug where the blacklisted and whitelisted roles text was
the same.

## There's a default limit of 12 entries (including default.) I'm happy
to bump this up at maintainer request.

## Why It's Good For The Game

This is a thing folk have always wanted since the dawn of loadouts, and
the new loadout system is *surprisingly* hackable, so I did it!

Now you can set up multiple outfits for whatever occasion you want!

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/6cddb219-0c8e-44f1-aefe-d3f36a261555)



https://github.com/user-attachments/assets/9d4bd6f3-0dc7-4aaa-a6ad-989fc9cb987a

The total allowed loadout count, added after the video, so here's a
screencap instead!

![image](https://github.com/user-attachments/assets/0ffd72a4-ed4c-4b6d-8d77-83c0545e1171)

Renaming


https://github.com/user-attachments/assets/236d99c2-1bcf-4836-b32c-4bb4dd6227e0

</details>

## Changelog
🆑
add: Loadout presets! Make multiple loadouts, be able to switch between
them in a couple of clicks!
qol: Replaced the defunct job checkbox on the loadout page with a
working dropdown.
/🆑
2024-12-07 20:53:57 +01:00
af2f88a7af A port of a port - Looc Runechat as a prefrence (#2518)
## About The Pull Request
https://github.com/NovaSector/NovaSector/pull/1852
A port of that
## Why It's Good For The Game
LOOC is one of the few texts that people miss from someone next to them,
and this gives the option of that.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/5962f2b4-f4c2-4509-afcb-5564cd6aaad1)


![image](https://github.com/user-attachments/assets/88afe225-2765-4c1c-8883-0cfba1fb9f51)


![image](https://github.com/user-attachments/assets/4456d22f-71d8-461b-9b55-25d617cf7b03)

</details>

## Changelog
🆑
add: LOOC now has runetext! (As an option)
/🆑

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-24 18:58:32 +00:00
WaterpigandGitHub ecc7cf390f Minor pref changes before I go utterly insane doing something else (#2447)
## About The Pull Request

Makes some pref code correctly use apply_to_human and dna. This means
that if you switch mind around the prefs stay the same... I wonder why
I'm adding that

Removes deprecated headshot var from preferences. This used to be the
universal one on skyrat but since we have one for humans one for
silicons it was never really used in any place that couldn't be replaced
by dna on here.


## Why It's Good For The Game

Makes the code more consistent. And more ready for certain *fun*
activities

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/3e48def9-03e0-4556-a43b-f4d95626cfaa)

</details>

## Changelog

🆑
code: Makes headshot and nsfw preference code handling more consistent
with the rest. Savefiles are untouched by this
/🆑
2024-11-17 17:00:44 +00:00
WaterpigandGitHub b9abc5832f Readds axidentally removed hypno pref (#2451)
Read name, quickfix with no cl
2024-11-16 19:38:44 +00:00
WaterpigandGitHub ea02989f38 [SKYRAT CLEANUP] Removes / updates all bubber comments in the skyrat modular file as we are no longer their subject (#2330)
## 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
2024-11-16 14:20:10 +00:00
Majkl-J f8faccd70a Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a 2024-10-20 04:12:02 -07:00
WaterpigandMajkl-J bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00
Waterpig 5cf291985d Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08f 2024-08-31 20:21:33 +02:00
WaterpigandGitHub 7c226fb45d [no gbp] Allows anyone to use the larger part sizes (#29595)
Balls 2.0
2024-08-30 14:57:17 +07:00
cb9535e7bb [Bounty] Vore 4.0 (#1808)
## About The Pull Request
A ground-up rewrite of Vore 3.0 (Virgo's current system) as a
/datum/component.

Resolves #464
Resolves #845

Remaining work:
 - [ ] Fix any bugs found in testing

## Why It's Good For The Game

See bounty. People want this to enjoy themselves.

## Proof Of Testing

![ui screenshot 1](https://i.tigercat2000.net/2024/07/DvaLhhto4m.png)
![ui screenshot 2](https://i.tigercat2000.net/2024/07/hfUhSvyRye.png)
![ui screenshot 3](https://i.tigercat2000.net/2024/07/RZ2CH6czOh.png)
![ui screenshot 4](https://i.tigercat2000.net/2024/07/qvFcSheDvp.png)
![ui screenshot 5](https://i.tigercat2000.net/2024/07/WGXgJaYbd1.png)
![ui screenshot 6](https://i.tigercat2000.net/2024/07/VAGBJclvNt.png)
![ui screenshot 7](https://i.tigercat2000.net/2024/07/6JCYQrSokC.png)
![ui demo visuals](https://i.tigercat2000.net/2024/07/6rge5XUPus.gif)

![chat
screenshot](https://i.tigercat2000.net/2024/07/dreamseeker_tEmbse7Diu.png)
![hud screenshot](https://i.tigercat2000.net/2024/07/0pBGLYq6bY.png)
![prefs screenshot](https://i.tigercat2000.net/2024/07/ZMusgUnjxR.png)

## Changelog

🆑
add: Mechanical Vore
/🆑

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---------

Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
2024-08-18 15:53:53 -06:00
Waterpig 9da38495b6 Merge master 2024-08-08 19:59:08 +02:00