Commit Graph
154 Commits
Author SHA1 Message Date
+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
MathildeandGitHub c540fc3b25 Reworks the NT-USP and adds a SMG variant (#5426)
## About The Pull Request

I have slightly reworked the NT-USP, renaming it to NT22-HCS 'Enforcer',
giving it an original name as opposed to being called after the real
life H&K USP (which is notoriously pissy about copyright, among other
things), as well as adding lore and flavour to it.

I've fixed a minor bug regarding the .22 HL projectiles, which had
shrapnel set to null but not embeds, causing the runtime to freak out
every time a target was shot with them, as well as making it so that
dropped bullets and casings automatically delete themselves, to keep in
line with the fact that they are hardlight bullets, instead of actual
physical bullets.

But the bulk of this PR is the NT22-HCS-MP 'Lancer', a new submachine
gun, a direct upgrade of the Enforcer. It's a Machine Pistol with a
design based on the MP5 (credits to Niim!), which sports a larger
magazine, but is also compatible with the smaller pistol magazines. It
deals the same amount of damage as the pistol, both in its regular,
stamina draining mode and its 'hacked' mode (which deals the same amount
of damage and keeps its -15 chance to cause wounds.)

The device that hacks the battery packs into laser weapons is unchanged,
and remains as a tech locked behind the Riot Suppression techweb. It can
hack both the Enforcer and the Lancer.

The Enforcer and the Lancer can be bought from Cargo in goodie packs.
The Enforcer costs 600 credits, the Lancer 800.
The Enforcer crate, which contains three and is exclusive to security as
a departmental order, can be bought for 1100, while a crate of three
Lancers can be bought for 1300.

Truthfully between the damage (both lethal and stamina) and the costs of
the goody/crates, I am not too sure about the numbers, and might need
advice from someone who has more experience than me in this.

<img width="892" height="410" alt="image"
src="https://github.com/user-attachments/assets/34cfbf76-0be5-4e9d-86d1-e86e5281ea1b"
/>


## Why It's Good For The Game

The NT-USP as-is kind of falls of, currently, being easily supplanted by
most other options. The Lancer acts as a straight upgrade that offers a
(normally) non-lethal way for security to apprehend criminals at a
range. It makes security more diverse while offering different options,
instead of having to rely on 'meta' choices, considering that this is a
roleplaying game.

## Proof Of Testing

File was too big for GitHub.
https://files.catbox.moe/50w993.mp4

## Changelog

🆑 IbexGoetia, Niim
fix: .22HL ammunition no longer tries to embed unexistent shrapnel, and
no longer materialises casings from nowhere.
spellcheck: Renamed NT-USP to NT22-HCS 'Enforcer'
add: Added the NT22-HCS-MP 'Lancer', a SMG variant of the Enforcer. It's
a roundstart weapon for the Blueshield and a purchase option for
security. It comes with larger magazines and a collapsible stock.
Credits to Niim for the wonderful SMG sprite!
add: Added goodie cases for each variant of the NT22-HCS.
/🆑
2026-05-03 20:05:24 +02:00
2e98eef84b Fix Last Command Member Cryo Announcement (#5174)
## About The Pull Request

Properly marks BA, NT Rep, and Blueshield as members of command within
the job flags. (when other parts of the code already consider them as
'command', e.g. the biscuit handout)

## Why It's Good For The Game

Resolves issue:
https://github.com/Bubberstation/Bubberstation/issues/5070

## Proof Of Testing

<!-- 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>

<img width="712" height="325" alt="image"
src="https://github.com/user-attachments/assets/8db7a5e6-96cd-49ee-8e42-426082a8f1ea"
/>

^ The manifest after the RD has cryo'd (Note lack of RD, which is
triggering the variable in the next screenshot), note that the count is
important here.


<img width="380" height="263" alt="image"
src="https://github.com/user-attachments/assets/e5157ce4-5b31-4ae9-a5a0-75e252232c31"
/>

^ The command member count, as the RD is entering cryo. 

Note: Before this fix, the count for this exact setup was `8` as it was
not counting the BA, NT Rep, and Blueshield.

This means that now on lowpop shifts where a BA would sign up, then a
member of command joining and then BA cryo'ing will now have the proper
count and will not fire off a 'last member of command has cryo'd
message'



</details>

## Changelog

🆑
fix: Fix last member of command has cryo'd announcement when there are
still member's of command on board.
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2026-01-26 11:42:07 -08:00
a33fd49968 Upstream 12 15 25 unique reskins fixes (#5019)
This branch needs help, tons of datums to make for the customizable
items.

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
2026-01-10 13:14:26 -05:00
nevimer e82dd05cf1 Fixes for TGstation upstream 2025-12-15 18:44:28 -05:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
gavlaandGitHub 78528cd566 Blueshield Monitor reads Bridge Assistants suit sensors now (#4945)
## About The Pull Request

Wow. This is something I've been trying to PR for the past two months
with the permanent addition of Bridge Assistants, but I couldn't for the
life of me find the .dm file that managed the Blueshield's specific crew
monitor until right now.

This PR makes it so Bridge Assistants also show up in the Blueshield's
crew monitor. Because they are command folk too.

## Why It's Good For The Game

I guess the Bridge Assistant is apart of the chain of command now,
better watch their tail, bluey.

## Proof Of Testing

<img width="791" height="538" alt="image"
src="https://github.com/user-attachments/assets/aa28e549-5b80-4053-a0f1-b42937097343"
/>

## Changelog


🆑
add: Blueshield's monitor can now read the Bridge Assistant's suit
sensors.
/🆑
2025-11-23 08:35:31 -05:00
8342a3c884 Ports custom medals from Nova (#4815)
## About The Pull Request

Part one of porting Nova Drip. The gags stuff. After this I might do the
camo outfits, but I really want
https://github.com/tgstation/tgstation/pull/93312 to get merged first.


<img width="466" height="586" alt="image"
src="https://github.com/user-attachments/assets/3e00070d-12d1-4cbf-b428-91577f2c6f11"
/>

## Why It's Good For The Game

Drip good. Syndis getting medals is cool.

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

</details>

## Changelog
🆑 OriontheFox, RealWinterFox, Compass by Jamie Lidell and that one
Star Wars Scene
add: More cosmetic medals have been added. Wahoo, yippie!! 
add: Changed NTR and Blueshield to wear new medals roundstart. 
add: Syndi Admirals can now give out medals. Agents have to buy them.
add: GalFed 911 now have medals on. Cosmetic only.
code: Moves Comdrobe to the vending folder.
/🆑

---------

Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
2025-10-28 01:16:17 +02:00
ReturnandGitHub a2153c8159 Removes the NTBR from the Blueshield (#4600)
<!-- 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
With the Blueshield being encouraged to be less hyper-lethal when
possible, the strongest ballistic gun in the game is probably not great
to have on them.

This PR does two things:
- One, removes the NTBR from the Blueshield by replacing the choice
beacon with the e-gun
- Two, makes the Blueshield start with their special roundstart revolver
because it's cool.
This PR does not remove anything other than the NTBR from the
Blueshield, but does change around where it's stored.
<!-- 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
Spawning the Blueshield with their special revolver I think will make
the role feel cooler, without actually changing their firepower
mechanically. It's important to note that the e-gun is in their locker,
and both can be used together.

With the Blueshield switching to a less hyper-lethal role, having the
strongest ballistic weapon in the game tends to hurt that feeling. The
revolver is cooler.
<!-- 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
Compiles and works
<img width="432" height="585" alt="image"
src="https://github.com/user-attachments/assets/fad06511-eb11-4955-8f9b-9456b1380315"
/>
<img width="386" height="341" alt="image"
src="https://github.com/user-attachments/assets/6a941638-401d-4e22-a1d7-626f14a5a787"
/>
<!-- 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. -->
## 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
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
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
the bat. -->

🆑 ReturnToZender
del: The NTBR is no longer available to the Blueshield.
add: The Blueshield now spawns in roundstart with their special
revolver, with their e-gun being in their locker.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
2025-09-14 22:16:16 +03:00
LT3andGitHub 4ed765c407 Disable harmful RPG loot affixes (#4494)
## About The Pull Request

Disables some of the harmful RPG loot affixes, so that the event can be
run without dealing with players ending up cursed, polymorphed, etc.

Also adds some missing RPG titles.

## Why It's Good For The Game

Allows admemes to run this event without worry it's gonna fuck things
up.

## Changelog

🆑 LT3
balance: RPG Loot event will no longer add certain negative traits to
items
/🆑
2025-08-22 10:40:12 -07:00
LT3andGitHub 24f76e3f18 Crew health monitor fixes/cleanup (#4377)
## About The Pull Request

- Typechecks for Protean brain before running a check against it, so it
doesn't crash on an unexpected brain type.
- Deletes unused Skyrat crew monitor TGUI
- Removes duplicate datum override
- Updates crew console TGUI for Bubber health
- Broken sensor mobs don't bounce around the list every update

Closes #4372

## Changelog

🆑 LT3
fix: Fixed edge case of Proteans causing crew health monitor to
bluescreen
qol: Mobs with broken suit sensors now stay in order each screen update
/🆑
2025-08-05 13:29:08 -07:00
KateAnbolhoandGitHub dc2efaeec2 Adds the Hearing Protection Mod to our combat MODsuits (#4343)
## About The Pull Request

/tg/ added modsuit based ear protection for all combat-rated suits, this
adds that to ours.

## Why It's Good For The Game

parity is good and cool

## Proof Of Testing

works on my machine

## Changelog
🆑
add: adds the Hearing Protection Module to Skyrat-added MODsuits
/🆑
2025-08-01 13:16:14 -04:00
ArturlangandGitHub afdf431584 brings the CMG behind the shed (#3970)
## About The Pull Request
Kills the CMG, blueshield does not get a replacement for it as they
already have enough guns, I'd say.
The good news is replacements are on the way, eventually, but this isn't
really neccesary right now

## Why It's Good For The Game
The fletch CMG is hilariously OP and is incredibly good at even
stamcritting? It's just not healthy for balance for such a high damage
gun to be also armor piercing and so accessible.

## Proof Of Testing

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

</details>

## Changelog

🆑
del: Romtech CMG
/🆑
2025-06-18 04:08:07 -04:00
Roxy f7c6d41e4d Fixes for #90940 part 1 2025-05-29 20:58:48 -04:00
LT3andGitHub 383172c616 Cleanup NTC/blueshield code (#3868)
## 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>


![image](https://github.com/user-attachments/assets/ca19d51d-b066-4b65-8850-b23a3b42cf2f)


</details>

## Changelog

🆑 LT3
balance: Blueshield and NTC ID card can have a little bit of blue tint,
as a treat
/🆑
2025-05-22 17:04:27 -04:00
nevimer 368543b6fd GallowsCalibrator and Waterpig's fixes, but squash 2025-03-16 01:55:41 -04:00
780ce44d33 Skyrat Cleanup: Total Veteran Annihilation (#2519)
## 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>
2024-11-28 09:07:02 +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
Waterpig d67ef6a53c Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08e 2024-08-26 11:31:53 +02:00
projectkepler-RUandGitHub df01bd3020 Follow up 5 (#29554)
* mfw

* harass me enough and i'll do it

* yip yap

* hypothetically

* Update rifle.dm

* Update rifle.dm

* superb

* Update blueshield.dm

* no description
2024-08-24 16:45:37 +07:00
Waterpig 0f637c8360 Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08d 2024-08-22 15:40:58 +02:00
4dd0fef1cf [READY]Armadyne Anti Trust Act Part 2: Return of The Ballistic Security (#27409)
* Update pistol.dm

* Update pistol.dm

* Update pistol.dm

* we fix the linter

* Update pistol.dm

* Update pistol.dmi

* Update pistol.dm

* this shit

* Update pistol.dm

* Update pistol.dm

* Update pistol.dm

* Update rifle.dm

* I am happy.

* Update vending.dm

* new file

* fire delay

* Create magazine.dm

* finally

* Update pistol.dm

* bazinga

* Update pistol.dm

* this is impossible

* Update magazine.dm

* mm

* as

* i forgot!

* Update pistol.dm

* what the hell are we doing

* Update pistol.dm

* Update security.dm

* Update pistol.dm

* what

* i fixed linter

* help me gordon

* Update allstar.dm

* Update tgstation.dme

* Update pistol.dm

* Update pistol.dm

* now what

* Update tgstation.dme

* i crave sex

* Update smg.dm

* Update magazine.dm

* Update pistol.dm

* Update sec_research.dm

* Update sec_research.dm

* accurate

* mmm

* Update tgstation.dme

* Update sec_research.dm

* Update all_nodes.dm

* don't you feel silly?

* Update all_nodes.dm

* Update tgstation.dme

* Update cargo_stuff.dm

* Update cargo_stuff.dm

* Update magazine.dm

* Update magazine.dm

* we are ready

* Update all_nodes.dm

* Update rifle.dm

* Update gun48x32.dmi

* Update rifle.dm

* bird

* Update rifle.dm

* Why

* its ready?

* what

* Update rifle.dm

* i wish i can die soon

* Update ammo.dmi

* more curious about the result

* Update rifle.dm

* mister mister president i want to die

* Update magazines.dm

* what

* fml lol

* Update gun40x32.dmi

* this is sick af

* Update rifle.dm

* what

* Update rifle.dm

* Update all_nodes.dm

* what

* Update rifle.dm

* Update all_nodes.dm

* yeah

* Update all_nodes.dm

* Update pistol.dm

* so

* Update sec_research.dm

* Update rifle.dm

* ready

* Update head.dmi

* wwhat

* Update gun40x32.dmi

* yeah

* ww got vything done

* we h int at a darker past

* yeah I know that there's no pleasing you

* Update magazines.dm

* Update sol_fed.dm

* mhm

* Update rifle.dm

* Update rifle.dm

* Update magazines.dm

* Update magazine.dm

* Update cargo_stuff.dm

* Update cargo_stuff.dm

* Update gun_redemption.dm

* what

* Update rifle.dm

* how did we mess this up so badly

* be more thorough next time?

* fixed

* Update pistol.dm

* Update rifle.dm

* Update rifle.dm

* stats and stats

* Update rifle.dm

* Update ammobox.dm

* Update beams.dm

* Update magazine.dm

* Update rifle.dm

* Update rifle.dm

* Update magazine.dm

* Update rifle.dm

* Update helmet.dmi

* this should fix it

* Update packs.dm

* Update rifle.dm

* why doesnt this work is beyond me

* Update shotgun.dm

* Update pistol.dm

* i pray this fix it before i die

* Update ammobox.dm

* this should work

* Update shotgun.dm

* this is utterly shit code thati should die for

* Update shotgun.dm

* fix the helmet

* Update sec_clothing_overrides.dm

* Update shotgun.dm

* what did i do

* what else?

* Update pistol.dm

* Update shotgun.dm

* an ode to joy

* Update rifle.dm

* Update pistol.dm

* here we go

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

* so

* forgive yourself

* Update pistol.dmi

* Update pistol.dm

* Update magazine.dmi

* Update magazine.dmi

* it was also my plan

* mmm

* Update magazine.dm

* Update rifle.dm

* vanilla expanded

* yeah

* Update sec_research.dm

* silly

* Update all_nodes.dm

* yeah

* Update sec_research.dm

* yes

* can  you even say, my name

* Update shotgun.dm

* this is easier

* wonderful

* Update tgstation.dme

* Update tgstation.dme

* Update rifle.dm

* Update rifle.dm

* done

* Update tgstation.dme

* yeah

* Update tgstation.dme

* yes

* Update tgstation.dme

* Update shotgun.dm

* there

* yeah!

* it feels right

* Update helmet.dmi

* Update cargo_packs.dm

* Update peacekeeper_clothing.dm

---------

Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-08-21 06:47:05 +07:00
Waterpig 00aa495320 Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07a 2024-07-02 23:57:38 +02:00
65f0e6bd76 [MIRROR] Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#28376)
* Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore]

* Multi chargers

* all this other shit

* maps

* more fixes

* even more

* mapping

* map fixes

* MCR

* map2

* map3

* map4

* map5

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
2024-07-01 23:44:49 +05:30
Waterpig 004e466cea Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2406b 2024-06-08 14:33:29 +02:00
3dbe0ce79c [MIRROR] unhardcodes modsuit parts (#27777)
* unhardcodes modsuit parts

* Fixes

* Fix custom skins

* Should be now

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-07 18:01:33 +05:30
SwiftandGitHub 4afef61830 [Non-modular] Removes blueshield defender energy carbine (#1485)
<!-- 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

Removes the energy carbine with tasers from blueshield loadout
<!-- 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

it's rapid fire tasers 
<!-- 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

<!-- 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. -->

## 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
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's 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
the bat. -->

🆑
del: Blueshields no longer get a taser gun in their choice beacon.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
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<!-- By opening a pull request. You have read and understood the
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2024-05-06 17:14:59 +00:00
nevimer 45e52eb774 Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/hilbertresearchfacility.dmm
#	_maps/RandomRuins/SpaceRuins/skyrat/interdynefob.dmm
#	_maps/map_files/Birdshot/birdshot.dmm
#	_maps/map_files/Deltastation/DeltaStation2.dmm
#	_maps/map_files/IceBoxStation/IceBoxStation.dmm
#	_maps/map_files/MetaStation/MetaStation.dmm
#	_maps/map_files/NorthStar/north_star.dmm
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	_maps/shuttles/pirate_ex_interdyne.dmm
#	code/__DEFINES/mobs.dm
#	code/__HELPERS/~skyrat_helpers/is_helpers.dm
#	code/datums/mood.dm
#	code/game/objects/effects/spawners/random/random.dm
#	code/modules/admin/verbs/adminhelp.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/mob/living/brain/brain_say.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly.png
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly_stargazer.png
#	code/modules/uplink/uplink_items/job.dm
#	config/lavaruinblacklist.txt
#	icons/mob/actions/actions_changeling.dmi
#	icons/mob/clothing/mask.dmi
#	icons/obj/mining.dmi
#	modular_skyrat/master_files/code/modules/client/preferences/headshot.dm
#	modular_skyrat/master_files/code/modules/mob/living/examine_tgui.dm
#	modular_skyrat/master_files/code/modules/research/techweb/all_nodes.dm
#	modular_skyrat/master_files/icons/mob/clothing/under/skirts_dresses.dmi
#	modular_skyrat/master_files/icons/obj/clothing/under/skirts_dresses.dmi
#	modular_skyrat/modules/aesthetics/airlock/icons/airlocks/multi_tile/metal_overlays.dmi
#	modular_skyrat/modules/colony_fabricator/code/appliances/space_heater.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm
#	modular_skyrat/modules/hyposprays/code/hypospray_kits.dm
#	strings/traumas.json
#	tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/character_preferences/skyrat/headshot.tsx
2024-04-20 22:19:03 -04:00
projectkepler-RUandGitHub 83634f30cf Blueshield PR of all time, asked to stop powercreeping (#26679)
* mh

* m

* mm

* Update energy.dmi

* ok its ready

* Update energy_resholver.dm

* bow and arrow are often slept on

* Update blueshield.dm

* Update blueshield.dm

* Update blueshield.dm

* Update closet.dm

* Update blueshield.dm

* Update closet.dm

* this is done

* Update energy_resholver.dm

* Update energy_resholver.dm

* Update blueshield.dm

* ah

* Update energy_resholver.dm

* Update energy_resholver.dm

* Update energy_resholver.dm

* Update energy_resholver.dm

* headache

* slow

* i hate myself for this

* Update guns_righthand.dmi

* Update guns_righthand.dmi
2024-03-09 14:34:03 -05:00
d8e07e71de Nerfs most modsuits by giving them all armour boosters (#910)
<!-- 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

All security-grade modsuits (security, safeguard, magnate, blueshield,
ERT, etc) have been outfitted with armour booster modules, built in and
non-removable.

"But wait, Yakumo, that's a huge buff, isn't it?"

haha no

In """"compensation"""" for this built-in module, I have halved the
armour values on all applicable modsuits, and moved said values to the
armour booster modules. Every modsuit has its own specific booster with
the moved armour values built in.

Also almost all of them don't get the speed boost, because it's just a
poor copy of the syndicate one. I made an exception for the HoS MOD
however because the secoff modsuits were recently buffed to have almost
the same armour (we love power creep)


![image](https://github.com/Bubberstation/Bubberstation/assets/10399117/92718467-562f-4ffb-afae-85d01d5d5761)
 
Contains an early pull of
https://github.com/tgstation/tgstation/pull/80680

## Why It's Good For The Game

EVA combat is incredibly goofy right now. Armour on MODsuits was
originally stripped out severely because having armour in already awful
space combat was a little bit shit, and modsuits aren't supposed to be a
be-all-end-all of protective drip. Except the Syndicate who got shafted
by having dogshit armour in space, because most of their armour is in
the armour booster.

Now everyone is on the same playing field again. Want to have actual
armour in a MODsuit? You're gonna have to sacrifice your EVA capability
to do so. No more free rides, and the syndicate is a respective threat
in comparison in the same EVA environment again.

## 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
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's 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
the bat. -->

🆑
add: Security, HoS, Captain, Blueshield, and Centcom roles have had
armour booster modules built into their modsuits. Most do not reduce the
slowdown of your suit (except the HoS one)
balance: Armour values in said modsuits have been halved across the
board, with the lost values moved to the armour boosters.
balance: Effectively, armour in EVA combat is severely nerfed for
everyone except the syndicate who already had armour boosters.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->

---------

Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
2024-01-16 07:06:02 -07:00
StrangeWeirdKitten 5e950115a6 Merge remote-tracking branch 'skyrat/master' into upstream-12/19/2023 2023-12-19 09:14:53 -07:00
d96b2b97aa Waterpig grows more insane with modularity: The massive PR that probably breaks shit (#838)
<!-- 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

I have circuitry theory finals in 1 hour. And as such, to distract
myself from my impending doom and to stop thinking about loop currents,
I have decided to start working on this. (Update: I passed)

This isn't even close to how I wish our modularity to look

But that's future Waterpig's problem (Note to self: Fix the no_antag
button)

In another news, this probably breaks stuff.

<!-- 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

Modularity is good. The more stuff we can modularize the better, and
incase it gets removed upstream it's as simple as... removing our
modular override.
<!-- 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. -->

## 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
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's 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
the bat. -->

🆑
refactor: Refactors modularity significantly
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->

---------

Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
2023-12-19 07:41:04 -07:00
1541c3549f Cherry Pick: Gives blueshields a new shoulder-bruising "submachinegun" (Early Balance Changes) (#768)
https://github.com/Skyrat-SS13/Skyrat-tg/pull/24640

I want to make balance changes before our next upstream merge which will
add this gun to the codebase.

## About The Pull Request

TTK on an unarmored with the lethal ammo is 4 hits. But the gun itself
is limited to six shots and it gives your screen a seizer plus a large
spread. I'm going to test merge this.

## Why It's Good For The Game

It's better then a WT-550

---------

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
2023-12-06 12:20:02 -07:00
OrionTheFoxandGitHub 317b76c3c6 [Modular] New Lockers! (Skyrat Edition) [MDB IGNORE] (#25409)
* moves sec lockers to use modular file

* Removes redundant /station subtype from NTC Locker

* consistency with other stuff + its converted now (YOU'RE THE LAZY ASSHAT, ASSHAT.)

* blueshield consistency with other lockers/bags

* resprite all the modular closets (that I'm willing to do)

* stop being mean. Asshat.

* Resprites wall lockers (separate file so they can have working overlays)

* Even if these don't work here's the icons so I don't lose them (again)

* Wall mounts can be rebuilt! Yahoo!

* oh I should probably push these whoops

* fixes animations

* removes an EVIL icon override we had buried
2023-12-06 13:59:29 -05:00
e96613490e Blueshield Part II: The MOD suit awakening (+ buffs security modsuit armor) (#771)
## About The Pull Request

Security modsuit armor got buffed to be identical to the blueshield
armor.


![image](https://github.com/Bubberstation/Bubberstation/assets/95130227/8d2557db-66e0-4a5e-ae20-7ddab19fb599)

Removes the jetpack, upgraded cell, and projectile dampener from the
blueshield modsuit and gives it back. Also sets its complexity to
default capacity (15 complexity)

## Why It's Good For The Game

Upon review of the security modsuit, it's extremely weak and barely
touched when all the other armor overrides buff everything else
significantly. There should be a little more of a fighting chance inside
space for security.

Also the blueshield modsuit is a great feature, it just needed some
balancing to focus it more around saving people from space. It's
stripped down roundstart, but it has 15 complexity.

## 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
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's 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
the bat. -->

🆑 The Sharkening
balance: Nerfs the blueshield modsuit and gives it back
balance: Security modsuit buffed ( melee = 40, bullet = 30, laser = 30,
energy = 40, bomb = 50, bio = 100, fire = 100, acid = 100, wound = 10
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
2023-11-26 23:05:15 -05:00
PaxilmaniacandGitHub 86787e055d Gives blueshields a new shoulder-bruising "submachinegun" that fires .585 (#24640)
* hope you got a strong shoulder

* removes the damage mod

* increases the spread a bit

* fixes stray burst selector
2023-11-19 14:52:38 -05:00
nevimer f2b71e7686 Merge remote-tracking branch 'skrat/master' into upstream-nov-19-2023
# Conflicts:
#	_maps/skyrat/automapper/templates/deltastation/deltastation_armory.dmm
#	code/modules/mob/living/simple_animal/guardian/guardian.dm
#	html/changelogs/archive/2023-11.yml
#	modular_skyrat/master_files/code/datums/traits/neutral.dm
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	modular_skyrat/modules/mold/code/mold.dm
#	modular_skyrat/modules/mold/code/mold_mobs.dm
2023-11-19 14:16:20 -05:00
94c339ce8c [MIRROR] TGUI for Safes and Secure briefcases (Safes are now a structure, too) [MDB IGNORE] (#25059)
* TGUI for Safes and Secure briefcases (Safes are now a structure, too) (#79594)

* TGUI for Safes and Secure briefcases (Safes are now a structure, too)

* Modular

* UpdatePaths

* Modular

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-17 10:21:49 -05:00
StrangeWeirdKitten f0d10a741e sadly the blueshield modsuit is too based 2023-10-29 05:11:40 -06:00
StrangeWeirdKitten 704bc0017e Merge remote-tracking branch 'skyrat/master' into repo-upstream-memes 2023-10-28 16:03:33 -06:00
7aad8980dd Praetorian Modsuit Digitigrade sprite fix (#24629)
* Adds a new unique modsuit for Blueshields,
stored inside of their locker.

* Update mod_types.dm

Cleaned up indentations.

* Update mod_types.dm

More indentation cleaning

* Update mod_types.dm

More indentation cleaning

* Update mod_types.dm

Indentation cleaning

* Update modsuit_armour.dm

Nerf of Bullet and Laser armor from 40 to 30, each.

* Update mod_theme.dm

Nerf of bullet and laser armor from 40 to 30, each.

* Delete modular_skyrat/modules/blueshield/code/modsuit/theme.dm

This file was obsolete, and is being removed to keep things clean.

* Praetorian Modsuit modularization changes

* Renamed file path for praetorian hardlight theme

* Delete code/modules/mod/mod_theme.dm

Code was added to new modular file as requested

* Update console_tgui.dm

Renamed file path from praetorian to blueshield

* Delete modular_skyrat/modules/modsuit_armour/modsuit_armour.dm

Code moved to modular file, deleted to clean bloat

* Praetorian Modsuit modularization changes

* Update mod_theme.dm

Moved code over to modular file

* Update mod_theme.dm

Moved code over to modular file

* Update modsuit_armour.dm

Code moved to it's own modular file

* Update modular_skyrat/modules/blueshield/code/modsuit/mod_theme.dm

makes it look proper

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Updated sprites, namely the helmet+visor and chest

* Secondary sprite fix on chest

* Praetorian modsuit - digitigrade sprite fix

* fixed missing sprite in mod.dmi

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-10-28 18:33:38 +00:00
4e48cd2eb1 Praetorian Modsuit (#24575)
* Adds a new unique modsuit for Blueshields,
stored inside of their locker.

* Update mod_types.dm

Cleaned up indentations.

* Update mod_types.dm

More indentation cleaning

* Update mod_types.dm

More indentation cleaning

* Update mod_types.dm

Indentation cleaning

* Update modsuit_armour.dm

Nerf of Bullet and Laser armor from 40 to 30, each.

* Update mod_theme.dm

Nerf of bullet and laser armor from 40 to 30, each.

* Delete modular_skyrat/modules/blueshield/code/modsuit/theme.dm

This file was obsolete, and is being removed to keep things clean.

* Praetorian Modsuit modularization changes

* Renamed file path for praetorian hardlight theme

* Delete code/modules/mod/mod_theme.dm

Code was added to new modular file as requested

* Update console_tgui.dm

Renamed file path from praetorian to blueshield

* Delete modular_skyrat/modules/modsuit_armour/modsuit_armour.dm

Code moved to modular file, deleted to clean bloat

* Praetorian Modsuit modularization changes

* Update mod_theme.dm

Moved code over to modular file

* Update mod_theme.dm

Moved code over to modular file

* Update modsuit_armour.dm

Code moved to it's own modular file

* Update modular_skyrat/modules/blueshield/code/modsuit/mod_theme.dm

makes it look proper

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Updated sprites, namely the helmet+visor and chest

* Secondary sprite fix on chest

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-10-27 19:01:25 -04:00
nevimer 10772c60ff Merge remote-tracking branch 'skrat/master' into upstream-oct-25-2023 2023-10-25 20:26:56 -04:00
StrangeWeirdKittenandGitHub d4bdc46fb9 Replaces the Blueshield's Sindano with the WT-550 (and makes it only admin spawned) (#608)
## About The Pull Request

This replaces the blueshield's Sindano with the WT-550. 
I also unticked
``modular_skyrat\modules\sec_haul\code\guns\cargo_stuff.dm`` which gives
3 Sindano's for 4000 credits from cargo.

I also made it a gun case. 

![image](https://github.com/Bubberstation/Bubberstation/assets/95130227/0acc0c36-47ba-4d8f-b934-fd412639f48c)

## Why It's Good For The Game

I don't need to explain why giving the crew a round start nukie tier
weapon is bad for the game. If I edited the values, then I would have to
maintain these guns. I honestly don't care enough for Skyrat guns and
would rather revert them all back to TG.

## Changelog

🆑 StrangeWeirdKitten
del: Fully removes the ability to order the Sindano
balance: Replaces the Blueshield's Sindano with the WT-550
/🆑
2023-10-15 22:14:29 -04:00
225944b8d1 Dripshield - sprite touchups, mild armor value poking (#24170)
* dripwoken

* the noggin will hold

* better key

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-10-10 18:49:02 -07:00
nevimer 3923320639 Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts:
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	_maps/skyrat/automapper/templates/birdshot/birdshot_armory.dmm
#	_maps/skyrat/automapper/templates/deltastation/deltastation_armory.dmm
#	_maps/skyrat/automapper/templates/icebox/icebox_armory_middle.dmm
#	_maps/skyrat/automapper/templates/kilostation/kilostation_armory.dmm
#	_maps/skyrat/automapper/templates/metastation/metastation_armory.dmm
#	_maps/skyrat/automapper/templates/northstar/northstar_armory.dmm
#	_maps/skyrat/automapper/templates/tramstation/tramstation_armory.dmm
#	code/modules/projectiles/guns/energy/energy_gun.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/bolt_nanotrasen_firearms.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	modular_skyrat/modules/sec_haul/code/guns/cargo_stuff.dm
2023-10-04 20:49:03 -04:00
42dbc6d028 Armadyne Antitrust Act 2563 :: Disintegrates armadyne as a concept and replaces basically everything related (#23424)
* oh yeah oh woag

* maybe we can make uncommon into that

* gunnenshooter

* hard work work

* just now realised i forgot inhands

* inhands and worn

* soundsmith tf2

* does the rifles

* puts some of the pistol suppressor images in

* awawawa

* shotgun override apparently

* pistola

* grendae launcher

* dont forget the evil one too

* yeah lets fix that

* oops

* now lets see what kind of errors compiling gives us

* should hopefully be all the compile errors

* i understand morbius now

* surely it will work now

* fixes shrapnel grenades runtiming

* also fixed grenade rangefinding

* how'd I mess thta up

* fixes various issues

* granata!!!

* haha surely this will gow ell

* should fix the grendades for real

* opening this pr then dropping dead

* uhhh fixes some stuff i think?

* armory stuff

* random mapping things pt 2

* blehh :3

* fixes it forever and ever

* whar??

* turns out that needs a tweak

* curious

* that'll work 4 sure now

* fixes vr

* come on over wont you sway with me

* mhm yup

* should hopefully be all that's it?

* missing icons

* makes the rifle more expensive

* makes the smg a little less awful feeling

* dollar store suppressors, just a week away

* mmsmrmmrsgg

* lets the shotguns actually be sawn off

* the propaganda

* hey thats important

* sprite error  (comical)

* gives the casings custom materials for printing

* i love code ordering

* 'lets just be safe' ifies the weight classes of mags and ammo boxes

* reworks the sol defense selection a bit

* Update modular_skyrat/modules/ammo_workbench/code/design_disks.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* act three

* defines

* undefine

* restores the clothing

* some stuff part 3

* fixes the outfit guns not existing

* adjusts firerates and grenade launcher sprites

* fixes .35 sol revolvers??

* slightly un-nerfs the rifle firing rates

* makes the revolver jus tuse the normal sound

* makes the pistol case the right path

* its a machinegun!

* slight little tiny tweaks

* british weather service

* puts the blueshield gun box in their locker

* makes rifle less lethals a bit more normal

* slightly changes the smg burst and firerate

* the pepperball had raygun

* pepperball caliber

* forgot to push the include

* i love testmerges

* revolver sillies

* makes the kiboko's examine_more not just the rifle's

* smallens the eland and enlargens the cost of the kiboko

* lets change the machinegun a bit too why not

* gfl larp (real)

* fixes modular armory templates

* lets cases be ordered dont worry about the other stuff

* makes the takbok say its from the right company

* makes sawn off shotgun suppressors visibile

* those aren't used at all

* tweaks some of the rifle sprites

* shortens the shotgun a bit

* puts the pixel shifting out of initialize to make certain things work b

* granata!!!1!!!

* large number of weapon and ammo tweaks

* windup autofire seems broken somehow?

* fixes the inhands

* outfit sanity

* .40 armor piercing ammo box name correction

* removes var that doesnt exist anymore

* .40 armor piercing rework

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-10-03 11:20:23 -04:00
nevimer 12b25bf487 Merge remote-tracking branch 'skrat/master' into upstream-sept-24
# Conflicts:
#	.github/workflows/ci_suite.yml
#	_maps/skyrat/automapper/templates/metastation/metastation_armory.dmm
#	_maps/skyrat/lazy_templates/reebe.dmm
#	code/datums/quirks/negative_quirks/negative_quirks.dm
#	code/datums/quirks/neutral_quirks/neutral_quirks.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/modules/mining/equipment/kinetic_crusher.dm
#	code/modules/surgery/revival.dm
#	code/modules/uplink/uplink_items/device_tools.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/bolt_nanotrasen_firearms.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/nri_military_surplus.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/put_a_donk_on_it.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	modular_skyrat/modules/player_ranks/code/subsystem/player_ranks.dm
2023-09-24 13:40:53 -04:00
lilaandGitHub 6141cf525e [Modular] Adds garment bags to the blueshield and NTC lockers + some clothing (#23694)
* [Modular] Adds garment bags to the blueshield and NTC lockers

* minor grammar correction

* srry about the maptainer ping

* :)

* :)))
2023-09-20 20:01:50 -04:00
nevimer a4931568a8 Merge remote-tracking branch 'skrat/master' into upstream-aug-29
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/ci_suite.yml
#	README.md
#	code/controllers/subsystem/processing/quirks.dm
#	code/modules/antagonists/space_ninja/space_ninja.dm
#	code/modules/client/preferences/middleware/quirks.dm
#	code/modules/jobs/job_types/head_of_security.dm
#	code/modules/mob/living/simple_animal/hostile/mining_mobs/ice_demon.dm
#	code/modules/research/techweb/all_nodes.dm
#	code/modules/vehicles/sealed.dm
#	modular_skyrat/modules/automapper/code/area_spawn_subsystem.dm
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	modular_skyrat/modules/veteran_players/code/veteran_players.dm
2023-08-29 23:20:28 -04:00