## About The Pull Request
Due to a skyrat file all of the recent /tg/ MOD armor buffs were
overriden, how lovely
## Why It's Good For The Game
/tg/ intended even crew to have good space armor
## Proof Of Testing
works on my machine
</details>
## Changelog
🆑
fix: Fixed Skyrat overriding new /tg/ MOD armor values
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
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## About The Pull Request
Adds the TG base red modsuit skins as alternate skin variants for
security and HoS modsuits.
The blue ones are still the default
## Why It's Good For The Game
It's a good colour, brent
## Proof Of Testing

## Changelog
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🆑
image: Security and Safeguard (HoS) modsuits now have the original red
colours as an alternate skin using a paint kit.
/🆑
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---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
ditto as per PR, also readds it's ID lock since infiltrator starts out
with a agent ID anyway.
## Why It's Good For The Game
it's just wierd that it has less modules than the nuclear suit, not sure
if it was because of updates and the hardcoded list addition, but in
this case I made it add on initialize so any updates to it won't affect
it
## Proof Of Testing
tested ingame, works

</details>
## Changelog
🆑
add: Lone Infiltrator syndicate suit now has all the normal nuclear
modules plus their chameleon module
/🆑
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request process. -->
## About The Pull Request
Cherrypicks https://github.com/Skyrat-SS13/Skyrat-tg/pull/29701 since
upstream seems to be frozen for the moment
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documented or this can delay review and even discourage maintainers from
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your PR mention it. -->
## Why It's Good For The Game
Gives vox better modsuit helmet sprites
<!-- 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
(Pics in parent PR)
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## Changelog
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observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
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all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
image: Vox helmet sprites now using improved vox helmet sprites
/🆑
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Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
* Fish
* Revert "[MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)"
This reverts commit e6e2af8b4c.
* asset protection fix
* All jetpacks are no longer full-speed (#84712)
## About The Pull Request
Full-speed has been removed from jetpacks
All jetpacks are now modsuit jetpack speed
Due to having no purpose now, Adv. Ion Jetpack has been replaced with
its lesser form, Ion Jetpack
## Why It's Good For The Game
The meta to just blow up gravity and use your jetpack that makes you
faster than 99% of the projectiles ingame and faster than a healthy full
mood human to dunk on literally anyone you see because they cant click
you because youre going mach 3000 is absolutely not fair
With jetpacks being reasonable speeds this is no longer a problem
## Changelog
🆑
balance: All jetpacks are now modsuit jetpack speed
del: Adv. Ion Jetpack module has been removed
/🆑
* All jetpacks are no longer full-speed
* modular fixes
* mapfix
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
* Gets some of the easy-bad species procs (#78993)
## About The Pull Request
- Kills `spec_death`, everything that used it is now signalized.
- Kills `spec_hitby`, nothing used it. Anything that did hypothetically
can use the signal.
- [x] I tested this PR
## Why It's Good For The Game
These are all bad and using signals is superior.
## Changelog
🆑 Melbert
code: Removed species death and species hitby, replaced any uses with
signals.
/🆑
* Gets some of the easy-bad species procs
* Modular adjustments
* Merge skew
* Update synthetic.dm
* Refactor this
* Update tails.dm
* Update tails.dm
* Final touches
* Update synthetic.dm
* Update synthetic.dm
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Makes bodytype a carbon mob variable, not a species variable
* Dealing with more conflicts
* Actually makes shit compile
* Fixes carbon bodytypes not always being synchronized with bodyparts (#76522)
Fixes https://github.com/tgstation/tgstation/issues/76481
TLDR /mob/living/carbon/human/species subtypes were NOT updating their
bodytypes on spawn due to absurd and wacky carbon bodypart creation code
that meant try_attach_limb() never got called (What the FUCK?)
* Other fixes that were required for shit to compile
* Revert "Fixes carbon bodytypes not always being synchronized with bodyparts (#76522)"
This reverts commit 6a029bcb16e279c716066452fa2905eed141c1d1.
* Revert "Other fixes that were required for shit to compile"
This reverts commit f8f8bb0ec7e2b3fb4e398b6c4bf76abc5fad551d.
* Please no constant monke
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Visors modules now retract alongside helmets, adds support to hide other modules
* Fixes some lingering issues
Turns out that mod overlays were not being updated on deploy/retract.
* Some formatting nitpicks
* diffs
* Just makes it a weakref instead so we don't have to worry about clearing refs
* This is a better var name, I would say
* comments
* comments
because I cannot type
* Revert "This is a better var name, I would say"
This reverts commit ff642562590df582380f5d6ab1c2459d866f00ad.
* fixing diffs
* cleanup weakref when we're done with it
* the last typo
* some modsuits now have some modules pinned by default (#72258)
## About The Pull Request
cleans up some modsuit code i dont like about their modules
removes mod theme blacklists, they are unused and weve not needed them
at all so far
adds support for premade suits to have modules they pin by default
the default pins currently are:
advanced suit: jetpack
loader suit: clamp, magnet, hydraulic arms
mining suit: sphere transformation
safeguard suit: jetpack
magnate suit: advanced jetpack
traitor suit: armor booster, jetpack
elite traitor suit: armor booster, advanced jetpack
nukie suit: armor booster, advanced jetpack
elite nukie suit: armor booster, advanced jetpack
spetsnaz pyro suit: armor booster, advanced jetpack, flamethrower
prototype suit: tether, kinesis
apocryphal suit: jetpack
chrono suit: timestopper, rewinder, timeline jumper, kinesis plus,
timeline eradication
ninja suit: advanced stealth, star dispenser, emp pulse, weapon recall,
adrenaline boost, energy net
## Why It's Good For The Game
quickens some stuff up
## Changelog
🆑
qol: some modsuits now have some modules pinned by default
/🆑
* some modsuits now have some modules pinned by default
* SR modsuits
* word
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Fixes the MODsuit-related screenshot tests
* Fixes eye sprites not refreshing properly when they're meant to
* Fixed outfits calling too many update procs and pre/post_equip twice because of some silly code
* Fixes glass golems not being transparent
* Fixed the map compilation errors
* Added the screenshot for the vox primalis
* Updates the colors of the moth bodyparts to be easier to work with (making them whiter)
* Fixes the antag icon for blood brothers
* Fixes nightmares looking stupid in their antag icon and also failing the screenshot test
* Fixes the humanoid screenshot
* Updated the blood brother icon with the new colors for moths (because ours are greyscaled)
* Updates some of the randomization stuff for moths, making it possibly functional again
* Cleans up our moth species override a bit
* Updates the screenshot_humanoids test to allow for better control over the screenshots
* Updated the lizard, ashwalker and silverscale screenshots
* I totally didn't forget the .dm
* Moved the set_species before the prepare_human_for_preview()
* The moth's fixed, by the way! In the prefs menu too!
* The xenos are fixed too!
* Pink felinids, how 'bout that?
* Fixed the mush people (so they actually look like the icon that was there already!)
* Snails are fixed too, splitting the .dmi edit in a different commit
* Added https://github.com/tgstation/tgstation/pull/68013 early
* Revert "Fixed the map compilation errors"
This reverts commit b7db0a1f507ed3721d88883338508c058ffb7804.
* Okay just Icebox this time
* Podpeople hair still is broken :(
* Turns out they weren't getting their snouts and frills properly... Now they do!
* Possibly fixes that issue with Tram making compile maps fail
* Adds a new flag on organs for sprite_accessory flag transfer
* Adds a new flags_for_organ variable to sprite accessories, to transfer flags between the sprite_accessory and its attached organ, when relevant
* Makes the sprite accessory pass along its flags to the organ
* Fixed a leftover in some documentation that I forgot to fix
* Refactored the snouts to apply the BODYTYPE_SNOUTED based on their sprite_accessory_flags, and basically handling snout-related sprite changes on its own
* Fixed something that wouldn't really work as expected for the snout preference
* Updated the modsuit modules to be using BODYTYPE_SNOUTED instead of that snowflake stuff I wrote
* Removed the overrides to bodytype from the species that had them so they don't have BODYTYPE_SNOUTED by default anymore
* Fixing modsuits
* Bringing in the digi and muzzled MODsuit sprites!
* Fixed the muzzled helmet and removed a duplicate icon_state in head_muzzled.dmi
* Finally adds Digi and Muzzled MODsuit variants, courtesy of Halcyon!
Co-authored-by: Gandalf2k15 <9026500+Gandalf2k15@users.noreply.github.com>