Commit Graph
60 Commits
Author SHA1 Message Date
CatoChristopherMrowandGitHub 0eeda0ca30 Holster override update (#5698)
## About The Pull Request

Updates our override for the holster and the detective holster to make
more sense.

This means:
Made it able to hold any speedloader. The normal TG one could already,
we just removed that for some reason.
Made it able to hold /obj/item/gun/energy/laser/pistol

This should more or less cover all the pistols and their ammo types, so
shoulder holsters make more sense.
## Why It's Good For The Game
I like my holsters making sense!
## Proof Of Testing
works on my machine
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
code: updated what holsters could hold to make more sense
/🆑
2026-06-01 02:22:03 +02:00
CatoChristopherMrowandGitHub 012884d5a5 Fixes holster override (#5693)
## About The Pull Request

Fixes the override that already existed for the holster, making it
actually do what it was intended to.

The call was mis formatted so that it was being misinterpreted and never
actually applied.
## Why It's Good For The Game
fix good
## Proof Of Testing

I did indeed test on localhost.
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑 UvvU
fix: fixed shoulder holster having wrong holdables list
/🆑
2026-05-28 16:34:11 -04:00
DanielanceandGitHub 29ddc6a575 digi legs/teshari sprites for wintercoat related clothing + sec wintercoat rework/fix (#5644)
## About The Pull Request

Adds digitigrade legs and teshari sprites for winter coats (and some
extra winter coat subtypes) that lacked them on this list, from [this
link](https://app.milanote.com/1Tzxnc1wYY2b3d/digi-sprites?p=SEkpuGTg5kd),
which itself is from [this
message](https://discord.com/channels/1059199070016655462/1184264879041949726/1328481959919226891)
in the discord.

<img width="679" height="708" alt="image"
src="https://github.com/user-attachments/assets/da09bbd4-b342-4936-a80e-6019c4d2c03a"
/>


There also also a few other changes, elaboration below.

This PR affects the following items:
<img width="650" height="204" alt="all coats"
src="https://github.com/user-attachments/assets/64447510-c581-497e-b700-90f2fa715c2c"
/>


**Other Changes**
- All teshari winter coats can be zipped open now. (Previously you
could, but it would not look visually different.)

<img width="70" height="87" alt="image"
src="https://github.com/user-attachments/assets/8bdf848e-d7ed-4492-b7be-2a0cdda97493"
/>

- The teshari sprite colors for the HoP, QM, and Cargo winter coats have
been updated.
- New teshari sprites for: captain, coroner, ratvarian, narsian,
christmas (red and green), blueshield, endotherm, colorable, tailored,
colorable, security winter coat and hood. Also the pullover and zipup
hoodie, and security jacket.
- Removed the duplicate security winter jacket (black and red). 
- Recolored the security winter coat (white and red), added a hood to
it, and moved it in the place of the duplicate. Added a new icon for the
security winter jacket.

(Old vs new comparison)
<img width="128" height="64" alt="image"
src="https://github.com/user-attachments/assets/75bd5b44-5c1b-42d2-9a5d-20d06fa9785d"
/>


- Added some missing pixels to the hood of the default teshari winter
coat.

## Why It's Good For The Game

Less missing sprites good!

## Proof Of Testing

Works on my machine.

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

<img width="1508" height="1026" alt="digi wintercoats pr proof of
testing image"
src="https://github.com/user-attachments/assets/fa60753b-28ca-4bdf-a5b6-d0e6b4c7a940"
/>

The ratvar hoodie animates too 
(not this fast or choppy ingame)

<img width="294" height="119" alt="ratvar hoodie animated"
src="https://github.com/user-attachments/assets/1be7c2f7-a5c8-4d44-9742-1366a1e7ed34"
/>

The hoodie replacement works (there isn't a duplicate jacket)

<img width="427" height="258" alt="Screenshot_1"
src="https://github.com/user-attachments/assets/5f6e948a-e3ee-4633-8000-84711213adae"
/>

</details>

## Changelog
🆑
add: added digi legs sprites to all winter coats and related clothing
add: updated/added some winter coat teshari sprites (including hoodies)
add: teshari winter coats can open now, added missing teshari pixels on
the grey winter hood
add: slightly recolored the security winter coat and added a hood to it
fix: removed duplicate security jacket in the secdrobe
fix: fixed incorrect security jacket hood icon (by giving it a new one)
/🆑
2026-05-27 18:33:02 -04:00
MrGloopyandGitHub 50222a9465 Adds two new revolvers (#5544)
## About The Pull Request
This PR adds two new revolvers to cargo orders. Both are available as a
goodie. The security variant fires 9mm Murphy rounds and is orderable
via departmental order as well. The Civillian version fires .38 but is
slightly innacurate due to poor quality.
## Why It's Good For The Game
### MORE DAKKA
## Proof Of Testing
<img width="858" height="762" alt="image"
src="https://github.com/user-attachments/assets/5292f6bf-b536-4b69-9588-978d21f4d761"
/>
<img width="408" height="151" alt="image"
src="https://github.com/user-attachments/assets/93f6a7c2-2ed3-46f0-866e-2bcddca42718"
/>
<img width="689" height="595" alt="image"
src="https://github.com/user-attachments/assets/417fc0ac-3634-43d3-b6dd-ade273682fe2"
/>
<img width="885" height="677" alt="image"
src="https://github.com/user-attachments/assets/a6461a4a-8b44-4a67-b92b-9f95841eec5a"
/>
<img width="1592" height="1069" alt="image"
src="https://github.com/user-attachments/assets/7de179ff-6ac8-48f5-885f-dbacdd7881a3"
/>
### NEW SPRITES BELOW
<img width="197" height="124" alt="image"
src="https://github.com/user-attachments/assets/24b93d43-fae1-455b-9d93-e81f84536585"
/>

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

</details>

## Changelog
🆑
add: 'Protector' revolver. Fires 9mm 'Murphy' with a 5 shot capacity. 
add: 'Defender' revolver. The 'Defender' is a cheaply manufactured
knockoff of the 'Protector'. It fires .38 rounds while being very cheap,
at a cost of doing 90% damage and a small accuracy penalty.
add: New revolvers to cargo. The 'Protector' is available in a 3 pack
via departmental security order as well. Both are available as single
pack goodies.
image: Sprites for the new revolvers by Niim.
/🆑
2026-05-20 10:10:41 +02:00
425ab26ee1 Makes vouchers work on protolathes (#5604)
## About The Pull Request

Title.
## Why It's Good For The Game

So we apparantly have two types of departmental lathe :(
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="515" height="93" alt="image"
src="https://github.com/user-attachments/assets/ef3a6713-bcee-4df2-adf7-5c5629cac4f3"
/>

</details>

## Changelog
🆑
fix: Sec vouchers work on protolathes now
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2026-05-17 13:50:59 -07:00
+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
nikothedudeandGitHub 3333682fc5 Adds a hardlight bow goodie kit + a few bow tweaks (#5575)
## About The Pull Request

Title.

It costs 500 credits and only has 1 bow and a quiver with nonlethal
arrows.

Fixes a typo in the voucher description.
## Why It's Good For The Game

Makes the bow more accessible. Shouldnt cause a bowtide because like,
you could also just kinda get a gun for the price...
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="557" height="44" alt="image"
src="https://github.com/user-attachments/assets/0d1f4e6b-ddd1-472f-bdf1-5edf4fc1b038"
/>

</details>

## Changelog
🆑
add: A 500 credit hardlight bow goodie case for cargo
/🆑
2026-05-15 09:37:48 -07:00
nikothedudeandGitHub 28efecee33 Gives dep. guards a voucher instead of a taser, allows voucher redeeming via lathes (#5576)
## About The Pull Request

Title.
## Why It's Good For The Game

Allows for dep. guards to expand their loadouts more. It really doesnt
make them any better, because honestly, the taser is kind of the optimal
choice already.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="712" height="678" alt="image"
src="https://github.com/user-attachments/assets/7fb5e40a-e71c-4932-8640-d3d7ad277544"
/>

</details>

## Changelog
🆑
add: Dep. guards now have a primary security voucher instead of a taser
/🆑
2026-05-15 02:14:52 +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
AlexisandGitHub d9a6b832ed Reverts 'Virosec' and Returns Redsec to Base /tg/ + Red Skyrat Security Gear (#5518)
## About The Pull Request
Does as the title suggests. This was voted on and approved unanimously
by maintainers.

**BLUE DONATOR ITEMS HAVE BEEN LEFT INTACT.**
## Why It's Good For The Game
A lot of players discussed discontent with 'virosec' and I feel this is
a solution that works.
## Proof Of Testing
I forgot to take screenshots, but it compiles, builds, and almost
everything is red.
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: Added back base /tg/ redsec along with red Skyrat clothing items.
del: Removed 'virosec'.
/🆑
2026-05-03 18:47:46 +02:00
DanielanceandGitHub 025c1d6c25 digitigrade legs/teshari undersuit sprite fixes p3 + striped dress resprite (#5494)
## About The Pull Request

Again going down this list, from [this
link](https://app.milanote.com/1Tzxnc1wYY2b3d/digi-sprites?p=SEkpuGTg5kd),
which itself is from [this
message](https://discord.com/channels/1059199070016655462/1184264879041949726/1328481959919226891)
in the discord.

Additionally resprites the striped dress slightly due to the original
sprites not looking right.

<img width="690" height="850" alt="image"
src="https://github.com/user-attachments/assets/1b520c98-4a9f-4391-a0fe-6797503e52f6"
/>



Digitigrade leg sprites are the main focus, though I am adding teshari
sprites too.
This includes if sprites already had digitigrade legs (the half-blue
green squares).

These items are affected by this PR:
<img width="348" height="136" alt="Screenshot_363"
src="https://github.com/user-attachments/assets/13836ae6-67d4-447a-9e15-2f6b6ad227cc"
/>

Elaboration on the colors:
Green - New digi legs and teshari sprites made for this PR
Purple - Fixed previously (have both digi and teshari sprites already),
this list is somewhat old so this is expected
Gray - Needs sprites. Used this to keep track of progress, but it's done
so it's kinda useless now
Red - Removed from the game, most of the naval jumpsuits were removed in
a PR
Blue - Item had digitigrade sprites already but no teshari sprites, so I
added them
Yellow - Item had sprites in the files, but not programmed in. Still
needed teshari sprites, which were added

There is one unlisted case where the swept skirt already had Teshari
sprites but no digi sprites.

Note there is currently a bug/oversight with the ethereal tunic where
the emissive sprites are still using the default human ones instead of
the digi/teshari ones.
<img width="161" height="112" alt="Screenshot_384"
src="https://github.com/user-attachments/assets/a45d2310-841c-4c06-8206-0ddd19d04dee"
/>
<img width="171" height="104" alt="Screenshot_385"
src="https://github.com/user-attachments/assets/77cba08c-73f7-4dbb-8a1f-86b65dfdbf6c"
/>

Elaboration on the striped dress "resprite":

- How it looked before vs how it looks now
<img width="224" height="103" alt="image"
src="https://github.com/user-attachments/assets/e2195e28-eb2f-41b6-bb4c-6ee605461e90"
/>
 
<img width="243" height="108" alt="Screenshot_386"
src="https://github.com/user-attachments/assets/51482000-03da-48a6-8a7a-442ebdb80c92"
/>

## Why It's Good For The Game
Less missing sprites good!

## Proof Of Testing
Works on my machine.

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

black divers uniform
<img width="287" height="106" alt="Screenshot_364"
src="https://github.com/user-attachments/assets/406ab962-6f53-4727-886c-aac86c8749c1"
/>

blue tracksuit
<img width="300" height="104" alt="Screenshot_365"
src="https://github.com/user-attachments/assets/79933b05-c2b5-4ceb-afb9-9ef7ad6c4911"
/>

cc ensign's uniform
<img width="278" height="106" alt="Screenshot_366"
src="https://github.com/user-attachments/assets/6454f464-6813-4b25-8d5a-8109fcb05380"
/>

classic prisoner's jumpsuit
<img width="219" height="99" alt="Screenshot_367"
src="https://github.com/user-attachments/assets/b3776810-2705-40e9-a486-d88539658efb"
/>

emission's suit
<img width="278" height="110" alt="Screenshot_368"
src="https://github.com/user-attachments/assets/957f3e4d-337d-4c61-8ca9-67135329ecd3"
/>

ethereal tunic
<img width="290" height="107" alt="Screenshot_369"
src="https://github.com/user-attachments/assets/f5e8d558-97e3-489e-bac6-f5bae9c09f30"
/>

fancy kimono
<img width="301" height="114" alt="Screenshot_370"
src="https://github.com/user-attachments/assets/9690f16a-f329-4180-99ed-9e6ce5d25f54"
/>

formal matte black captain uniform
<img width="298" height="108" alt="Screenshot_371"
src="https://github.com/user-attachments/assets/d7a5b210-6cd7-406c-96d2-165240b657c1"
/>

french marshall's uniform
<img width="292" height="105" alt="Screenshot_372"
src="https://github.com/user-attachments/assets/0380ac44-666f-4e67-ae31-987eb29d5f3a"
/>

noble gambeson
<img width="300" height="112" alt="Screenshot_373"
src="https://github.com/user-attachments/assets/07dfe3bb-c4c8-4e4d-8333-7654be617f23"
/>

red striped skirt
<img width="226" height="105" alt="Screenshot_376"
src="https://github.com/user-attachments/assets/06f33000-0ee7-43a4-8f21-07141dd10b05"
/>

security jumpsuit
<img width="226" height="103" alt="Screenshot_375"
src="https://github.com/user-attachments/assets/f6c52d1b-0a8a-4668-b98a-4172343fa435"
/>

sensible suit
<img width="285" height="106" alt="Screenshot_379"
src="https://github.com/user-attachments/assets/11469e9d-4e3a-4503-bad1-6ea3b532a5cc"
/>

short black dress
<img width="291" height="104" alt="Screenshot_381"
src="https://github.com/user-attachments/assets/644e757e-fd80-4a10-b351-4a55a8bff43e"
/>

short-sleeved kimono
<img width="283" height="108" alt="Screenshot_374"
src="https://github.com/user-attachments/assets/15b2823d-e63a-4cc7-b004-9b04e84339fd"
/>

striped dress
<img width="279" height="105" alt="Screenshot_382"
src="https://github.com/user-attachments/assets/0404abcf-8ae1-4e84-8eda-ccb868898309"
/>

swept skirt
<img width="295" height="111" alt="Screenshot_380"
src="https://github.com/user-attachments/assets/38863030-ebfc-4aaf-8a9f-2b9c1a889934"
/>

tactichill jacket
<img width="296" height="108" alt="Screenshot_377"
src="https://github.com/user-attachments/assets/73b41ae7-48e0-4ac1-a02b-7a4585b0fe85"
/>

xuracorp biohazard underfitting
<img width="286" height="100" alt="Screenshot_378"
src="https://github.com/user-attachments/assets/676bf367-7694-4a96-a86f-65f02c37ac96"
/>

</details>

## Changelog
🆑
add: 19 more missing digi legs and/or teshari sprites (list is on PR
5494)
fix: improved striped dress sprite
/🆑
2026-05-01 08:15:51 -04:00
BurgerLUAandGitHub 0dc179f5ed Slightly increases the fire rate of the Murphy because Obi-Wan Kenobi told me to once (also reduces AP). (#5467)
## About The Pull Request

Reduces the fire delay of the Murphy from 5 to 4
Reduces the AP of the Murphy bullets from 20AP to 10AP.

## Why It's Good For The Game

The gun honestly feels a little clunky, especially during lag. An
increase in fire rate should help it. Hopefully this isn't too strong.

## Proof Of Testing

Untested. If it compiles, it works.

## Changelog

🆑 BurgerBB
balance: Reduces the fire delay of the Murphy from 5 to 4
/🆑
2026-04-29 00:14:24 +02:00
nikothedudeandGitHub b67910652f Adds a new bow that penetrates armor to cargo and security voucher + nonlethal arrows (#5390)
## About The Pull Request

Title.

Introduces a new bow and 2 new arrows: The hardlight bow, and the
blunt/taser arrows.

You can acquire these items via a new primary security voucher. This kit
gives you one bow, one quiver with 9 blunt and 1 taser, a hatchet, and a
book that teaches you how to build these arrows. **You do not gain the
ability to craft lethal arrows roundstart. You have to order the book
from cargo.**

You can also order a kit of 2 quivers and 2 bows from cargo. The quivers
have a mix of lethal and nonlethal arrows. They cost a little less than
a crate of 3 laser guns, so this is generally a suboptimal choice.

## The bow
Like all bows, it is bulky, and fits only in suit storage. Unlike other
bows, it is not weak against armor, and can cause wounds. It is a
hardlight bow - its string is made out of energy. You can obtain this
bow via a voucher or cargo. The bow itself is also an appreciable
weapon, doing 11 blunt damage (this is prone to change on review - this
was inherited from the base bow).

## The arrows
### Blunt
The blunt arrow is the simplest arrow. 35 stamina, 5 brute, 3 hits to
down. Craftable the same way a normal arrow is. Reusable. Causes
dislocations if fired in close quarters.

### Taser
You only spawn with one taser arrow roundstart. 5 stamina guaranteed, 40
and knockdown if the target isnt electrically insulated. Not reusable.
Craftable like a normal arrow, but with a igniter, cable, and a cell.
**This recipe is prone to change on review, as I feel it might be a bit
easy to make for its power, but I dont know what to add to make it
truely expensive.**

Both of these arrows can only be crafted if you have the fletching book,
or an arrow to convert.

This PR also locks bronze arrows to ashies and hearthkin exclusively, as
they are too powerful for their ease of crafting. Upgrading your arrows
to bone should take time and effort.
## Why It's Good For The Game

Well, A, I have a character that does bowsec, and as it stands, its
kinda useless. The arrows are too weak and fail on all armor. Bronze
arrows do THREE DAMAGE on a redsuit. THREE.

B., it adds a fairly unique way to play ranged security. Bows just -
function differently. You have to load each arrow manually, pick up your
dropped arrows, and deal with a relatively choked quiver (if you want to
deal with the quiver at all). You also have to craft your own arrows,
seek out another fletching book for lethal arrows... its a more involved
playstyle if you really want to go full bowman.

C. Flavor. Some characters. like my own, prefer more... traditional
methods of dealing with people. Bows, spears, cudgels, clubs.

I should note, this kit will be somewhat underpowered in actual combat.
Running around, trying to load your bow while under fire, is very
difficult, especially because the disabler generally has a higher DPS
anyway. I do think thats fine, as it is more of a sidegrade in the same
way the pepperball is, but if maintainers request, I could possibly
increase the damage this bow deals or some variation to make it worth
using.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="1879" height="526" alt="image"
src="https://github.com/user-attachments/assets/91ab9832-cc2d-4355-ad85-654611c8c66d"
/>


https://github.com/user-attachments/assets/d2697261-2b13-4f4e-9288-4a1a2fe1d134

</details>

## Changelog
🆑
add: A new security voucher - the archery kit, that gives you a bow that
penetrates armor and causes wounds, as well as some less-lethal arrows
add: An armory cargo order with two powerful bows and quivers with
lethal and nonlethal arrows
add: Two new less-lethal arrows craftable via the fletching book and
blacksmithing
balance: Bronze arrows can now only be crafted by ashies and hearthkin
/🆑
2026-04-13 21:56:33 +02:00
RoxyandGitHub 7b2bf4ee69 Fixes the murphy's balloon alerts always being "unloaded" upon manual reload (#5262)
## About The Pull Request
It is in fact not unloading when you put a mag in
## Why It's Good For The Game
bug fix
## Proof Of Testing


https://github.com/user-attachments/assets/ba64b79c-27b8-4716-a5f2-52e8dd05304b
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
Fix: Balloon alerts for the murphy now function properly.
/🆑
2026-02-22 15:04:09 -05:00
ManateeandGitHub d70a36f433 What if disablers... werent lame? (#5239)
## About The Pull Request
Port of https://github.com/yogstation13/Yogstation/pull/16414
Adds the NT-USP. A ballistic disabler that fires hardlight bullets.
These fly faster, but do less stamina damage per shot than a normal
disabler.
The gun itself can also be suppressed which is rad.
The gun comes with a spare magazine, which can be charged in a charger
like a normal gun.
also ports the patch from
https://github.com/yogstation13/Yogstation/pull/17501
this allows you to convert your magazines to lethal ones with a kit.
This kit is locked behind riot suppression.

## Why It's Good For The Game
Energy and pepperballs only (lame)
Ballistics are cooler!
Gives a trade off weapon besides the taser for people to take, and gives
the suppressor a use.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="471" height="402" alt="image"
src="https://github.com/user-attachments/assets/4f0427b6-ded8-4bed-8ace-bc714c02ea1d"
/>

<img width="122" height="108" alt="image"
src="https://github.com/user-attachments/assets/54351387-6ed8-4b99-a864-092037edbfe1"
/>

<img width="82" height="63" alt="Screenshot 2026-02-09 200431"
src="https://github.com/user-attachments/assets/2df532b7-1895-4a86-8837-c2539e15a680"
/>

</details>

## Changelog
🆑
add: New gun available for sec, the NT-USP. A disabler alternative that
isn't lame!
/🆑
2026-02-21 20:09:22 +01:00
axietheaxolotlandGitHub 51ad6527c7 stabs blusec in the jugular and takes their wallet (virosec - security resprite and reset) (#5159)
## About The Pull Request

I'm working on it. the poll won so I am going ahead w/ this. 

<img width="1436" height="286" alt="image"
src="https://github.com/user-attachments/assets/255eda79-eb2c-4e36-9ad8-53c91c3b245e"
/>

<img width="336" height="183" alt="image"
src="https://github.com/user-attachments/assets/f92f5c29-c4e0-46da-889e-88acc903d253"
/>

stuff left to do

- [x] finish hos outfits
- [x] finish warden outfits
- [x] finish obj icons
- [ ] bugtest

this is a total overhaul of security, essentially resetting everything
to a new standard which can be worked off of. this is also a deletion of
blusec, an antiquated, unpopular idea that has long since proven to both
not be liked, and not work.

### this pr will not be the be-all, end-all. stuff will likely be
tweaked, added, removed, changed, or resprited in the coming days,
weeks, and months. due to just how much stuff security has.

## Why It's Good For The Game

will write a markup for this specific pr eventually but I will just be
posting the discord justification I gave

<img width="427" height="313" alt="image"
src="https://github.com/user-attachments/assets/e033ff0c-44f2-4cf6-ad9b-4b2d124cf21e"
/>
<img width="419" height="506" alt="image"
src="https://github.com/user-attachments/assets/84e86f18-72d2-4bef-a84b-1b53067fe41d"
/>

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

<img width="967" height="1046" alt="image"
src="https://github.com/user-attachments/assets/feaf9395-88d3-4999-a02f-e89cae25cc67"
/>
<img width="602" height="728" alt="image"
src="https://github.com/user-attachments/assets/81daae2f-f18e-41a9-a225-48dbbaad697f"
/>


</details>

## Changelog
🆑 axietheaxolotl / viro
del: blusec
add: redsec
/🆑
2026-02-18 16:38:21 +01:00
76c8aca731 Removes armadyne webbing (#5113)
## About The Pull Request
Removes armadyne webbing, and the belt.
## Why It's Good For The Game
The belt is being removed, becuase it's just a secbelt that you can
already reskin into. Why is it needed there at all?

The webbing is an intentional balance change.
https://github.com/Bubberstation/Bubberstation/pull/4800 forgot to move
the blue version into the vendor, but all things considered something
like this shouldn't exist.

In comparison to other sec belts, it gives two more slots, with the
tradeoff of...nothing. The tradeoff it used to have isn't around anymore
because of tg updates. It's just a straight upgrade of a TG item for
half the price.

I say this as a sec main who always takes this item, this item is too
good for what it is, and warrants the axe.
## Proof Of Testing
Works on my machine.
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
del: Removes the armadyne webbing
/🆑

---------

Co-authored-by: Cato Christopher <184588377+CatoChristopherMrow@users.noreply.github.com>
2026-02-07 20:18:56 +02:00
dd5915f83d Security: A lot of changes (#5132)
## About The Pull Request

Special thanks to Cato for helping me with decisionmaking and balancing
on this one [in a bunch of things here, but not all.]


This PR changes a lot of things so I will be breaking it up into
numbers.

# 1. Security Vouchers: Primary
Ported from monkestation, securirty no longer starts with a taser, but
instead with two vouchers. A utility and a primary. All sec should get a
utility, the HOS, ~~medic~~ and detective do not get a primary voucher.
 
The vouchers can be redeemed at the same vendor that you get
flashbangs/cuffs/donuts from.
The choices are:
- The default taser
- The disabler and an energy shoulder holster to pair
- A pepperball gun and a single clip
- A flash-bulb riot shield


Why the change?:
- Warden might not be there to give you your preferred loadout, so even
on lowpop, you get your preferred gear up to some extent. We're not
giving out hellfire lasers here. It adds nothing that couldn't have been
done before, frankly.
- The weapons are availible roundstart already, with the exception of
the pepperball, which was adjusted to match
- More variety in security playstyle, allows sec officers to personalize
and play in (mostly) different ways.
- The disabler, which is the question I always get, is left in due to it
being present in the game as a standalone tool AND some players just
having a preferrence to shoot themselves in the foot, or don't like
fiddling with modes on the go.


The pepperball gun now has a higher shot delay, which is offset by how
the weapon makes or breaks fights by applying item drop, knockdown and
temporary blindness with it's reagent. Pair it with a baton and any
antag who forgot a gas mask just lost.

# 2. Security Vouchers: Utility
The choices are:
- Barrier nades x2
- Stingbangs x2
- Sec laptop, a laptop with relevant programs on it. Lets you view
cameras on the go, among others.
- Justice Helmet
- Donuts
- Weighted Space Law/Corporate Regulations. More on that later.
- Security barrier projector. More on that later.
- A pair of pinpointers, linked with eachother

## Weighted Space Law and Space Law changes:
I'll call it space law but it's corporate regulations ok?
- Space Law actually links you to wiki. Still teaches you legalese, so
just use it more than once to open it.
- Weighted Space Law, otherwise known as Space Law: Collecter's Edition.
With a gold-coloured-metal-plated trim. Allows you to beat people with
space law for 13 damage, a chance to teach them legalese so they can sue
you after, and a funny message. Overall a gimmicky thing for more
interesting interactions.

## Security Projector changes
- Security projector can now CUFF people. Use it as handcuffs to do so.
- The cuffs can be EMP'd away at a 50% chance. Makes sense according to
what they are and it works for their general purpose of "infinite cuffs,
but no cuffs". THE CUFFS FIZZLE OUT IF YOU LEAVE 1 SCREEN OF RANGE. This
is because of the sheer amount of space you can save on cuffs by taking
this 1 item in their stead, with the condition of "if you can keep them
by you until you sit them in their cell.". Worse than cuffs, but a huge
timesaver if you feel confident in your skills as an officer.


# 3. Breaching Hammer Buff
In the current meta, the breaching hammer is dead. Long-gone. Frangible
rounds in shotguns, sawn off or otherwise, are much more worth it than
any amount of cooperated breaching which leads to yourself being shocked
as they are NOT insulated. For that reason, the hammer now takes just 1
person to breach and is resistant to electricity. It's easier to get
than the frangible shotgun, it needs potentially less space counting the
shots, is infinite, can be even used for dealing with insulated things
as security. Simple as. Item revival, way behind meta, or even just
convenience.


## Proof Of Testing

<img width="1409" height="684" alt="aaaaaaaaa"
src="https://github.com/user-attachments/assets/782c23ca-11bb-4ba7-8294-80086af1b134"
/>
<img width="307" height="269" alt="bbbbbbb"
src="https://github.com/user-attachments/assets/8d75a1bb-fb2e-44d8-8338-f22ed6be62da"
/>
<img width="260" height="311" alt="ddddddd"
src="https://github.com/user-attachments/assets/51229031-0a6d-480c-8021-0f57cd8496dc"
/>
<img width="193" height="181" alt="ccccccc"
src="https://github.com/user-attachments/assets/97254655-60f7-4713-9673-bb6b3071d97e"
/>
## Changelog

🆑
add: Security starts with a primary and utility voucher for redemption
in their equipment lathe to make a choice for what they want to use as
their main, nonlethal weapon that round, and a bonus piece of gear on
the side.
add: Corporate Regulations: Collector's Edition, a space law book with
some heft and blunt force to it...
add: Security holobarriers can now additionally create holographic cuffs
around people, which have a chance to disappear when EMP'd, and
disappear if they leave the projector's range of 9 tiles [1 screen]
add: Pepperball magazines now in security vendor, premium section
balance: Pepperball guns fire much slower, fire delay 8
balance: Breaching hammers can be used by 1 person to breach and are now
insulated
fix: Space law books now link our website's space law
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
2026-01-29 12:40:15 +01:00
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 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
SsaltyandGitHub 83630ac4c2 FIx: murphy (and double barrelled shotgun) need a weapons permit like every other gun in the game (#5009)
## About The Pull Request

To order murphy ammo or pistols you now need a weapons permit. Same
thing goes for the DB shotgun. Just like you would for a disabler.

## Why It's Good For The Game

Fixing a mistake
## Proof Of Testing


</details>

## Changelog

🆑
fix: fixed missing weapons restrictions on buying some guns from cargo
/🆑
2025-12-15 13:23:19 -05:00
AlexisandGitHub 1c3db82004 Removes the Imperial/Naval Hats and Jumpsuits (#4981)
## About The Pull Request
Does as the title suggests. I am pretty impartial to these existing, so
long as they get a resprite, and get proper digitigrade leg sprites
before they make a return. If anyone is super attached to the hats, let
me know in the comments, and I'll remove them from this PR. I only
included them with this due to it feeling silly to only have the hats
without the uniforms.
## Why It's Good For The Game
I am normally a firm believer in "Improve. Don't remove." but these
sprites lack digitigrade sprites and their own sprites have clearly not
been touched up in quite some time leads me to believe they are being
unmaintained and would best be removed for the time being.
## Proof Of Testing
It compiled. If CI passes it should work.
## Changelog
🆑
del: Removed the imperial/naval hats and jumpsuits.
/🆑
2025-12-09 11:10:50 -08:00
AlexisandGitHub e74665854d The Digitigradening - Security/Prisoners (#4975)
## About The Pull Request
Adds the missing icons for the following:
- `/obj/item/clothing/under/rank/security/peacekeeper` (peacekeeper
uniform)
- `/obj/item/clothing/under/rank/prisoner/classic` (classic prisoner
jumpsuit)
- `/obj/item/clothing/under/rank/security/detective/cowboy` (blonde
cowboy uniform)

See 'Proof Of Testing' for the image.

Removes `supports_variations_flags` overrides for the following in
preparation for a new unit test (in an upcoming PR):
- `/obj/item/clothing/under/rank/prisoner/skirt/protcust` (protective
custody prisoner jumpskirt)
- `/obj/item/clothing/under/rank/prisoner/skirt/lowsec` (low security
prisoner jumpskirt)
- `/obj/item/clothing/under/rank/prisoner/skirt/highsec` (high risk
prisoner jumpskirt)
- `/obj/item/clothing/under/rank/prisoner/skirt/supermax` (supermax
prisoner jumpskirt)
- `/obj/item/clothing/under/rank/prisoner/skirt/syndicate` (syndicate
prisoner jumpskirt)
- `/obj/item/clothing/under/rank/security/detective/runner` (runner
sweater)

## Why It's Good For The Game
Clothes should be able to be worn by digitigrade leg users.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="158" height="89" alt="image"
src="https://github.com/user-attachments/assets/0a94a050-b3b7-484a-b13d-ff7579dbfb94"
/>

<img width="75" height="85" alt="image"
src="https://github.com/user-attachments/assets/42b8c080-9b7b-4154-ace1-068ebe4511b9"
/>

</details>

## Changelog
🆑
fix: Fixed the digitigrade sprites not being usable for the classic
prisoner jumpsuit, despite the icon existing.
image: Added digitigrade sprites for the blue variant of the peacekeeper
uniform and the blonde cowboy uniform.
/🆑
2025-12-09 11:10:36 -08:00
LT3andGitHub 348764b0c5 Fix armor on some modular jumpsuits (#4953)
## About The Pull Request

Someone made /datum/armor/clothing_under/none as an attempt to provide
no armor to a subtyped item, such as defanged syndie clothing.

However, a blank subtype just inherits from the parent.

Changes it to be an explicit definition of the expected armor value

## Why It's Good For The Game

Things don't inadvertently get armor they're not supposed to

## Changelog

🆑 LT3
fix: Fixed a few under clothing items inheriting incorrect armor values
/🆑
2025-11-24 23:43:00 -08:00
Roxy df74a21061 Fixes for 0234874f65 2025-11-06 00:03:55 -05:00
CursorandGitHub 964ca047ef Adds a red eyepatch reskin to the non-flash secpatch hud. (#4877)
## About The Pull Request
I missed one.
## Why It's Good For The Game

Redesec varients good. Also moved some other sec stuff to the override
folder. Technically not overrides but 🤭

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

</details>

## Changelog
🆑
fix: Sec Eyepatch Huds can be red.
/🆑
2025-11-02 22:54:56 +02:00
CursorandGitHub eb156e831d Resolves the Great Sec Colour Debate by Adding PinkSec (as a reskin option) (#4811)
## About The Pull Request

<img width="228" height="326" alt="image"
src="https://github.com/user-attachments/assets/bd0a14de-39fe-4fd0-af26-6b9cf2eb9776"
/>

## Why It's Good For The Game
Someone asked me to, I also fixed a few reskin related bugs I missed
last run. Bimbosec MUST be real.

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

</details>

## Changelog
🆑
add: The portal opened. Pinksec has arrived as a reskin option. Pray to
your Bimbo God.
fix: Black/White Krav gloves have icons.
fix: SecSkirt reskins.
/🆑
2025-10-22 03:19:26 +03:00
Roxy e2f813e182 Merge branch 'master' into upstream-15-10-2025 2025-10-17 22:19:34 -04:00
RoxyandGitHub 0752e590fd Fix some missed repaths (#4819)
## About The Pull Request

These speedloaders were repathed in a previous upstream, but because we
had subtypes of the old paths that weren't updated during the upstream
pull, using the parent type paths wouldn't cause errors, it'd just fail
silently.
## Why It's Good For The Game

Fix

## Proof Of Testing

No
2025-10-16 15:00:35 -04:00
Roxy c5ad149dc0 Fixes for 0204ab8fdd 2025-10-15 22:54:32 -04:00
e7abcf98a8 Moves RedSec to our folder (#4800)
## About The Pull Request

Title. To be honest this started as just fixing up some errors I made
with the bomber coats. Woulda fixed them sooner but telling someone on
my own PR that 'I don't care' is apperently ragebaiting.

But that's in the past. This is the future. And the future is red.

I moved everything in the bubber redsec folder to the goofsec folder
where the other reskins are handled. I ported Nova's red variants where
I could. Removed overrides (like the ugly bulletproof helmet and the PDA
colours) and the 'durr no skirt as hos/warden' thing.

I also removed species & joblocks from the Akula outfits. Nothing else
has a species lock and the sprites work perfectly fine on the default
spaceman.
## Why It's Good For The Game

Redsec is better, actually.


## Proof Of Testing

I've tested it but I wasn't sure what exactly to screenshot with the
sheer volume of shit I done. But I tested all I done. It all worked.

## Changelog
🆑
add: Most, if not all sec clothing now properly has a red variant via
the alt click reskin system.
add: Anyone can wear the Akula outfits now.
del: Removed Bluesec PDA override and the ugly bulletproof helmet.
del: HoS and Warden can wear skirts again.
fix: Atmos Bomber no longer hides legs or slows you down.
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2025-10-13 01:13:04 -04:00
nevimerandGitHub 02506e2041 change sec medic exp type to security (#4771)
<!-- 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

fix https://github.com/Bubberstation/Bubberstation/issues/4751

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

## Why It's Good For The Game

makes security medic count as security playtime, for sec purposes

## 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>

</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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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. -->

🆑

fix: secmed playtime now counts towards security playtime

/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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the changes rather than a summary of the PR's contents. -->

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2025-10-02 11:45:35 -07:00
4483c9e4ea [Skyrat gun replacement] Balances the prices for guns in cargo (#4481)
## About The Pull Request

This touches only guns that are left. All changes in Why Its Good For
The Game. This is part of the gun overhaul revolving around skyrat guns
being gone. Report any inconsistencies and odd things you spot in here,
please.

## Why It's Good For The Game

LASERS: The default was set to 300 credits per laser rifle, but the
energy gun and carbine were priced at an absurdly high cost of either
800 or 1000 if my memory serves right. Since they all are undeniably
competing with eachother with factors such as ammo count, spammability
and being used for upgrades, it is only fair to put them all at one
price.

Energy gun, Laser Gun, Laser Carbine all cost 700. We've a bit more
money than TG, so putting it at just a tad more will not hurt - making
buying guns very early on for players a bit harder earlier on, but
overall, it will be easier than TG due to our longer rounds which thus
include bigger paychecks overall.

The crates for the guns are priced at 1400 each, with the energy gun
crate now having 3 instead of 2 energy guns.

In addition, hellgun kit is now 250 instead of 100, which is pocket
change for a weapon of it's quality.

SHOTGUNS:

Renoster shotgun crate now has 3 shotguns instead of 2 and costs 3000
instead of 6000 credits - 500 less than the combat shotguns. The pattern
you will see is combat shotguns being a bit pricier than renosters,
renosters separated from woodstock by a bigger leap than the former and
finally the double barrel will be much cheaper.

Renoster Shotgun's price is now  1400

Woodstock Shotgun's price is now 1200

Double-Barreled Shotgun's price is now 1000. I was considering 800 but
the ammo can be printed at any hacked lathe which isn't teh case with
neither lasers nor most guns around this pricetag

MURPHY:
Singlepacks availible for 500
Singlepack magazine availible for 200
Crate costs 800 with 3 pieces inside of 2 inside, they're cheap and
reliable and bad against anything armoured, so no shit they'll be good
for mass-buying. And 2 for 800 was a bad deal.
Crate of ammo has 4 mags for 600 now, in case you want to arm a lot of
assistants for cheap.

The colt is untouched because it's a near-unique weapon with really good
burst. Yes, same as the double-barrel, but this gun has none of its
weaknesses in range, storage, it can reload with speedloaders, is
generally way better as a gun and need I go on about why I am sure
colt's price is fine?

PLASMA:
Untouched, I'll PR it on the plasma-tweaks branch when the PR for making
the sharpshooter useful drops.

WT550:
Singlepack for 800, before you stone me for making it more expensive
than the lasers, remember about EMP's, reloading on the go, how it's got
a larger firerate so dodging it is more tedious and how bleed wounds
need immediate split attention vs burn wounds which are a Problem For
Later.
Singlepack magazine for 250. 20 bullets is a lot, after all.
Crate is 3 for 2000, Ballistics in general tend to be more oppressive
due to having the ability to reload on the go, call it the 'Elite'
option.
Ammo crate is 800 for 4
Smuggled crate is 800 for 6 with a 2/2/2 reg/ap/inc spread. It's riskier
since smuggled required either hacking or emag, so you cannot order it
directly and have to go through that trouble and any eyebrow-raises you
get from lawful good captains, officers, hos'es, cargo techs for hacking
the console.

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

</details>

## Changelog

🆑
add: WT and Murphy availible in singlepack, as well as having singlepack
magazines up for purchase
balance: A lot of gun prices were adjusted to make sense in comparison
to other weapons
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
2025-09-15 02:18:29 -04:00
SsaltyandGitHub 3dbe32ddb9 Murphy lore (#4443)
## About The Pull Request

Patches up some holes in the Murphy's descriptions, in the style of
classic guns such as the overheating WT, cancer-giving advanced egun and
other mad-science corpo-money-grabbing pieces of lore.
## Why It's Good For The Game

Someone pointed out it's not a satisfying enough description, so I redid
it.

Doesn't affect gameplay. Compiles. Etc etc.

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

</details>

## Changelog

🆑
add: Murphy's lore and descriptions adjusted
/🆑
2025-09-12 13:14:17 -04:00
61031f6cfb Skyrat gun removal (#3697)
## About The Pull Request
HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll
Ammo removals:
IHDF
Rubber (non-.38, non-shotgun, nukie ones stay since it'd require
overrides. They were never purchasable to begin with.)
Stardust
Magnum
Express
.460 Rowland
.457 Government
MCR magazines
.40 Sol
Hornet's nest


Gun removals:
MCR's
.457 revolver
M4A5
.460 Rowland revolver
CCK
GP-7
R10 revolver

Guns made inaccessible:
NRI guns (including derringer, bobr, plasmas, Miecz)
Sol35 (Tarkon, sol ERT, gateway, adminspawn)
Sol40 (Tarkon, sol ERT, gateway, adminspawn)
Trappiste caliber (wespe, some already adminspawn weapons)


Turret adjustments:
Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30
dmg every 1.5 seconds (old))
Stinger - 4.6x30mm instead of .35, matching damage
Colonist - .45 added instead of sol40, matching damage
Hoplite - Same as above

Armoury:
Armoury spawned MCRs replaced with laser guns and energy guns
SMG's and rifles with WT
If there would be a case with two separate spawns of a WT, the other is
gone.
Breaching shell boxes do not spawn in the armoury (they were capable of
1 shotting a dark mauler I wish I was kidding)

Lathe:
9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm
murphy magazine is. It fits in 9mm firing turrets and the murphy.


## Why It's Good For The Game

Give me like a couple days and I'll fill this out. I doubt anyone who is
already pro-skyrat-gun will change their mind but it's good to
rationalize the decision regardless.

Find this out as in lay it out on paper. 

EDIT 1:  Adding the first part

# Foreword
This PR is a *draft*. That means a lot of things are subject to change,
a lot of things can be disorganized and a lot of things will be done
unoptimally. Going forwards, do keep in mind, the decision-making
process behind "remove entirely" and "virtually remove" will not be
dependant on us going forwards, as the decision on this matter requires
maintainer input more than any other.

Next, the delay. 
I simply am not a machine, neither are other people onboard this
project. With different timezones, it was important to find what isn't
working so I can relay it to people in working hours.

Without further ado,

## The case of the ammo types and workbench

The ammunitions workbench is a machine that provides ammunition into
clips, refilling them. The ammunition workbench is also the source of a
multitude of alternate ammunition types. It has with itself brought
several issues that at least would warrant a rework or heavy
adjustments:

1. Contraband ammunitions. There is no real reason that the entire
security department, or even a single crewmember should be accessing
phasic weapons in the form of printable ammotypes. The argument of "the
pipegun having it" doesn't do it favours, as the way you get it is an 8%
chance on crafting a junk round for a bulky gun and the only way to find
out if you actually have it is checking each shell individually with a
bandolier.

2. Complimentary with the removals. Most use cases for this machine are
refilling the magazines you can order or get alongside your weapons.
This collides with the protolathe, which sources most of our
upstream-based ammunition instead. With the skyrat weapons gone, this
machine becomes redundant. You may claim that it's still useful in
saving on materials, where you would be right! However is it worth to
have and maintain an entirely separate structure, with it's own
mechanics, map placements, etc. to get a benefit equal to 1.6x more bang
for the buck? At the end of the day, splitting ways of getting ammo
across a single room for something so miniscule compared to the bloat it
adds is pointless.



# The weapons, why should they go, one by one. 

### RomTech Flechette rifles
Compared to a standard laser gun, which is in all means our baseline of
ranged damage in ss13 - being the default armoury weapon, the default
laser for turrets and default laser for mobs. Better yet, let's compare
it to that and the default ballistic option that we have from TG.

What turns out, is that not only is the romtech carbine faster at
killing than the laser, but also rivals the WT with a split second of
difference in ttk in the favour of the romtech. Let's assume it's human
error and the WT is better TTK wise, just as an experiment. Clearly,
there must be a tradeoff, somewhere, right? One that balances them all
out to be equal weapons in the grand scale of things, contemporaries!
Well, no, not really. Not even close.

The carbine can be folded to fit in bags, that's one thing. The carbine
has more ammo, that's another thing. Bursts are harder to dodge than
series shots since they cover more perpendicular ground when attempting
to dodge projectiles, as is staple for ss13 combat. Burst weapons are
advantageous in applying more damage quicker, as you can see on the
videos - and initial damage, an alpha strike, applies movement slowdown,
ensuring future projectiles connect easier and the target cannot run.

It might be a coincidence that the only /tg/ derived weapons that fire
burst are adminspawn ERT or the Nukie weapons.

But it doesn't end here, no, the RomTech's ammunition alone would
warrant a complete overhaul if not a removal.

**steel ball**
<p>
Takes 9 shots to stamcrit, deals mixed damage - further increasing the
amount of slowdown applied, and not only is it MUCH faster at
stamcritting than a disabler is, it also leaves the target with 70
damage. Over half their healthbar. Severely overtuned with little
counterplay availible, alpha strike monster that is better at disabling
than disablers and better at stopping people dead in their tracks than
rifles, and if you look at our anti-stun, we have less than ever on
antagonists with Adrenal implants gone, Adreanaline Glands reworked,
etc, etc...
</p>

**Penetrator**

NT's answer to armour! 
The penetrator has 60 AP and otherwise the same damage as the AP WT
rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates
it's predecessor whilst being orderable roundstart, and not only that,
but it can fully ignore elite modsuits on nukeops. Not every mechanic
has to have a counter, there's no direct counter to someone healing
after a fight, there is no direct counter to having multiple shots, and
there shouldn't be a full nullification of armour for such a low cost.
There shouldn't be one for a crew that can mass produce these, ever.

**Magnesium**

Arguably fine, 12 firestacks per shot is still quite insane for a lower
chance of friendly fire compared to original incediary hot turfs,

**Ripper**

Steel ball, but even worse. They don't embed a single time, ***this
embeds every time***. It takes several seconds to take out. Actually,
let's compare this gun's bullets to ninja stars.

- 2 times the embed chance at 200 vs 100
- 8 times the jostle chance at 80 vs 10
- Comparable fall chance, at 1 vs 0
- More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage
- More pain chance, at 70 vs 15
- Less pain modifier, at 2 vs 5
- Takes longer to take out, 5 seconds vs 3
- Jostling pain is the same

### One problem. There's three of those fired per burst, cannot be
caught either. And the armour pen is the same.

in conclusion, every aspect of this gun is unhealthy for the game, from
it's gimmick, to it's execution, to it's stats, to it's ammo, to it's
consistency, to it's firing mode, to it being able to be currently worn
on sec belts along disablers - up to 4, if I remember correct.

No reworks. It has to go.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
del: Removed breaching slugs from crew (not to be confused with
frangible. These ones 1 shot mechs)
del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10
revolver, M4A5, and their associated ammo types.
del: Removed ammunition types: IHDF, rubber variants excluding
.38/shotgun/nukie, stardust, magnum, express, hornet's nest
del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr,
derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible
to crew, kept for ERT/Gateway/Flavour/Admin reasons
balance: Turrets which use a removed calibre have been adjusted into
either that of the WT's, Ceres (still printable) or 9mm.
balance: WT's replace missing sindanos across armouries, laser guns and
eguns replace the missing MCR's.
/🆑

---------

Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
2025-08-23 20:38:07 +03:00
HisakakiandGitHub 1f247ddabf Adds an empty Protean Shell to Cargo (And Some Code Changes) (#4409)
## About The Pull Request
While it is rare, proteans can get gibbed, and essentially RR'd by
mistake without any way of coming back, this will give a body for robo's
to place a protean core in, in which they will quickly reform into their
protean shell. This also removes the protean parts out of security in
the code (Don't ask why its there idk)

## Why It's Good For The Game

If a protean is gibbed, we shouldnt need an admin to fix that. This adds
the process in game. It will also give antags a way to kill proteans
without actually RRing them (Gib them and they will forget like any
other species)

## Proof Of Testing

https://i.imgur.com/dwgsWH4.png

</details>

## Changelog

🆑
add: A Blank Protean Shell is now availible at cargo under the Protean
Vessel crate.
/🆑
2025-08-20 09:51:49 -06:00
AlexisandGitHub ff24154845 Fixes MOST /tg/ underclothing items not having digitigrade sprites (#4416)
## About The Pull Request
Did you know that we had code in place and the icons in the code for
digitigrade variants of 99% of the /tg/ clothing items? Apparently we
have, for ***3 years***, it just didn't have an update flag for the
digitigrade variants to be recognized. This fixes that.
## Why It's Good For The Game
Bugs are bad, especially ones that have existed for three years and have
prevented customization.
## Proof Of Testing
All of the cargo undersuits worked and none had funky icons, so I would
assume this is the same for all of them. I'd still recommend this gets
test merged first so I can identify and fix any oddities.
## Changelog
🆑
fix: fixed a lot of digitigrade variations of undersuits not showing up
/🆑
2025-08-15 12:10:38 -07:00
01eae8710b Bubberstation gun replacements part 1: Murphy service pistol [part of skyrat removal PR] (#3949)
## About The Pull Request
Feedback here:
https://discord.com/channels/1059199070016655462/1381309027849474169
This PR is a complimentary PR that fills in the widest gaps left by the
now-removed arrangement of guns. The focus is on making security still
have a very reliable sidearm that is interesting and provides relevance
even in the later game. It is also perfectly usable as a regular weapon
without all the fluff.

This PR is one of 5 total, and with being asked to atomize my things, it
will be the first one to try out for testmerge.

# This PR only adds the murphy, rest is data on all plans and guns

## 'Murphy' security pistol
``This 9 mm monster was developed during the very first body-modding
craze by NanoTrasen, built with every what-if in mind, this timeless
brick is near-incapable of failure. 60% more bullet-per-bullet ammo may
not have helped it's killing power, but it sure helped this gun hit like
an actual brick when used as a bludgeon. Not only that, but it's
'anti-lawsuit' heavy trigger design allows for safe spinning, if one can
handle it and not hit anyone with the magazine flying out the
handle...``
- 20 damage shots
- 10 bullet magazines
- baton-equivilent pistol whip damage
- increased throw force
- press Z when the gun is dry to reload your gun over (2-3 seconds,
DRAFT, as I said). This can be done on the move and you do not need your
other hand empty to do this.
- toggleable setting, off by default, ejects your magazines for a tiny
bit of extra damage.
- researchable magazines that pack only 8 rounds in return for dealing
[30-40, up to adjustment] damage. [knockdown is being discussed]

## Upcoming: Personality Core Eguns, The SC-3
Aren't you tired of old eguns? The blandness of them? Their low amount
of potential upgrades?
Well fear not, as with every arms race, Allstar has made developments of
their own.
*lightly* copying the homework off their more morally corrupt
competitors, personality modules.

So how's it compare to an egun? 
- Radial menu is a bit clunkier to use
- Comes with a free combat knife as a module
- Will loudly proclaim your location when emp'd due to a personaltiy
module
- Is practically the same combat-wise as the egun if you were to
micromanage a combat knife alongside it. It's a third-degree, but was
highly requested, and not only! (I say equivilent to combat knife
because I am about to release an ERT buff PR)

**As you can impact what the final modules are with this poll**
https://forms.gle/d3Fst6ZLWYTb8mDo7


--## Plasma Gun [the most wip of them all]
- Magazine fed bulky weapon
- We hear concerns about vampires being too strong, so this weapon's
shots damage scales depending on the amount of shots a target has
received from this particular gun. No, 5 officers with the same gun will
not be more effective than one.
- Due to it's high power (if you can mind the damage rampup), it's also
highly expensive and volatile. You shouldn't let one of those armaments
explode, lest it's core bursts. (Gibtonite effect upon being caught in a
heavy explosion, after some time).
--

This weapon is not needed for the game balance, instead, focus is
shifted to rebalancing the Kiboko to be a usable gun. The aim will be to
have it to take on a more supportive role, being effective at applying
firestacks and providing smoke if need be.

The kiboko will become a tool that will require itself to be roundstart
only, or at least dep-order only as to prevent it from being a recurring
threat if dealt with once already.

- Buff damage from 20 -> 30 on hit
- Buff projectile velocity
- Remove practise and shrapnel rounds
- Remove delay between hitting target and exploding (if on the same
tile)
- Grenades will now explode even if they score a direct hit
- Less deadly fire grenades (up to 100+ damage per one currently if met
on an unarmored target in close proximity, will likely make it less
damaging but more consistent)


Planned addition:
       Breacher rounds:
The kiboko's breacher rounds are inspired by the strange delay they
initially had and how it felt reminiscent of R6's Ash. Frangible slugs
are not often used as it takes away ammo from a main weapon, they are
also clunkier and require several rounds. They have their place but are
overall quite messy.

What breacher rounds will do is cause a delayed (mostly cosmetic)
explosion after striking a target object, structure or person. The delay
will be larger if the integrity of the object hit is large, scaling.
This isn't the end of the world as it will still be the quickest or at
least easiest way to tear down walls and airlocks. This also provides
some time to take out any shields, weapons and prime grenades while
waiting on the charge to drill deeper and have the fuse detonate.
   
     
## Why It's Good For The Game
(will update this, currently my exams are approaching very quickly, so
please be understanding for needing yet more time. Work speed will pick
up drastically once that is over. )

New security get a gun that is easy and convenient to use.
The gun is not meant to be your main tool of dealing with threats such
as traitor, rather your backup plan. As such, it benefits from okay-ish
stats for melee combat once you run out of everything.
It shakes up the belt-storage meta, making magazines more enticing of a
choice considering the potential of unloading very consistent fire if
one is to use that room.
For threats that are more slippery or plentiful such as carps or spiders
this gun's aforementioned consistency crowns over other ones.
Lastly, in those scenarios it helps you keep your shield up and keep
dishing out damage. Turn off your brain for once with the Murphy.

Highly requested bit of fun gun customization, will come with multiple
personality matrices.

~~
Helps security and crew with dealing with extremely defensive and bulky
threats. Be it a nukie, mech or vampire, if the user maintains healthy
social distancing then the tables will turn quickly, forcing antagonists
to reconsider their approach and introduces a gun that while possible to
use personally, becomes much better with team-oriented protective
playstyles.

~~ I have discussed this heavily with my team and they have reassured me
that the current threats are not as bad as it would have initially
seemed. The tools to deal with that already exist.

The kiboko's rounds can be outran which makes it only a good breaching
weapon, as a breaching weapon it is outclassed by almost anything else
as anyone can block the grenade with their body for a measely 20 damage
pre-armour, and then there's the fact it's shrapnel rounds cause weeping
avulsions near-guaranteedly if they hit. It's a mess.

Again, disclaimer, the values are not final, will be likely changed,
aspects such as how the guns work are being discussed and the visual
aspects are going to be handled last.

The necessity of more is being discussed as 5 concepts of guns were
scrapped, 2 of which mid-development.

## Proof Of Testing
To be done, you can find discussion pertaining this in the skyrat gun
removal thread.


## Changelog

🆑
add: Added a security sidearm - the Murphy service pistol. Spin to
reload with ammo from your belt slot, toggle launch-ejecting mags (and
special mags) for a little (or a lot) extra damage. Show the last person
to have laughed at your gun why your 'brick' is called a brick by
pistolwhipping them (baton equivalent damage on hit, stronger throw).
add: 9mm security caliber for the murphy.
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2025-07-29 14:50:17 +03:00
Roxy 1b50cea8df Fixes for #91099 2025-06-21 22:58:49 -04:00
Roxy f7c6d41e4d Fixes for #90940 part 1 2025-05-29 20:58:48 -04:00
33395ff3bc S.W.A.T part 3 (#3534)
## About The Pull Request
You're in my way, sir.

Readds hybrid tasers.
## Why It's Good For The Game

About four months ago, tasers were heavily reworked on TG. This made
them work more like actual tasers. They do stamina damage over time, can
be resisted against, and if someone else walks in the way it fucks
everything up. You can also walk out of range.

Here, I've readded them with some tweaks.
For one, energy armor now applies. MOST vests have high energy armor, so
they counter tasers pretty well.
I've also made tasers take more energy to use.

Before you say this is op, if you're running, this has a range of
about...2 tiles? I really really encourage you to try this on your own
local branch before forming an opinion.

I think this is good for the game as it gives sec another nonlethal
option.

What you should know:
Currently, unarmored, it takes 8-10 seconds of constant tasing to full
stun someone. They will then be on the ground for about 3 seconds,
before getting back up. Armored, this is even more, far more.

All these numbers are subject to change, of course, but for now I'm
intentionally making them pretty weak as we see how this affects
balance.

I've also talked to our resident antag main, Kyle, about this change to
ensure that I'm not just doing this due to my sec bias.
## Proof Of Testing
Works on my machine
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑 The spirit of secoffs long past
add: Readds the golden bolt
/🆑

---------

Co-authored-by: Ian Yanik <Iwantpornspam@gmail.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2025-05-28 20:38:22 -04:00
+3 77616e8b0e Add Proteans to the game. (#3449)
## About The Pull Request

Adds the funny nanite blob dudes from Vigro code into the game. It's
more of a port of the idea since they're coded from the ground up. They
will be more of a utility focused species then a combat focused species.
**They are fragile.**

- Eats metal. You need metal to live and you need metal to heal. 
- Healed by materials. You feed Proteans metal to heal them.
- Difficult to kill, but extremely fragile. They are considered a
deathless species but they are stuck in their suit if they die. **You
have to order a new refactory from cargo to revive them**

**Order Refactory > Screwdriver suit > Insert refactory > Wait 5
minutes.**

- Easily dismembered. They have 30 seconds to recover their limbs and
pop them on or they will melt into nothingness. Can do a lengthy heal
which replaces missing limbs and easy to replace organs.
- Without a refactory, you will wither away.
- Without an orchastrator, you will have a lot of issues moving.
- You can lock your suit on someone. (OOC escape will work)
- You can assimilate modsuits.

- [x] OOC escape
- [x] Suit Transformation fixes
- [x] Modsuit Assimilation
- [x] Ensure organs are working
- [x] Species info and lore
- [x] Antag Proteans
- [x] Custom damage. Disable various surgeries.
- [x] Testing, polish, feedback.
- [x] Runtime and CI fixing.
- [ ] Live testing and balance.

## Why It's Good For The Game

This was the second to top vote on species people wanted to see added
and this is more custom mechanics then what is just a human reskin.

## Proof Of Testing


![NVIDIA_Overlay_bC6M2FThJP](https://github.com/user-attachments/assets/cb8c8594-f82c-408b-a9a1-e86a61bf8a0f)


![NVIDIA_Overlay_dbhHrYltOH](https://github.com/user-attachments/assets/cb643365-5512-465f-8582-337e24211b9f)

## Changelog

🆑 StrangeWeirdKitten, Majkl-J
add: New species: Proteans
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: aKromatopzia <94389683+aKromatopzia@users.noreply.github.com>
Co-authored-by: Jinshee <96621959+Jinshee@users.noreply.github.com>
Co-authored-by: Jinshee <manastra2536@gmail.com>
Co-authored-by: JustMeTheIInd <145101584+JustMeTheIInd@users.noreply.github.com>
Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com>
Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2025-05-13 15:05:46 -04:00
nevimer 12d995aeea Squashed commit of the following:
commit cb550ab79badae3ffd493dcee24d96f7ad146ed6
Merge: 732416f01d8 2fac5d45a6
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Mon Apr 14 14:40:04 2025 -0400

    Merge branch 'master' into upstream-25-04a

commit 2fac5d45a6
Author: Arturlang <24881678+Arturlang@users.noreply.github.com>
Date:   Mon Apr 14 01:11:47 2025 +0100

    bring back heretic mute ghoul maxhp to 135 HP (#3464)

    ## About The Pull Request
    bring back heretic mute ghoul maxhp to 135 HP, these are the changes
    made in
    https://github.com/Bubberstation/Bubberstation/pull/2972
    ## Why It's Good For The Game
    otherwise flesh heretic is really sad
    ## Proof Of Testing
    numbers change, no need
    ## Changelog
    no cl

    ---------

    Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>

commit e9c4522c27
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 14 01:59:19 2025 +0200

    Automatic changelog for PR #3453 [ci skip]

commit 2d595eba4f
Author: shellspeed1 <46614774+shellspeed1@users.noreply.github.com>
Date:   Sun Apr 13 16:58:54 2025 -0700

    Fixes bitrunning sim having cybersun comms and also makes sure persistence borgs have correct key (#3453)

    ## About The Pull Request

    What it says on the tin
    ## Why It's Good For The Game

    Its best to not let bitrunners ghost spawns talk on comms
    ## Proof Of Testing

    I just did my last cpa today, I'll test this later. Besides its 3 lines
    with just an item swaped.
    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑
    fix: Bitrunning sims no longer have comms access
    fix: Borgs given the persistence access upgrade no longer default to
    interdyne and get cybersun comms instead
    /🆑

    Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>

commit 394e8d64d4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 23:24:50 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 49141446bf
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 14 00:18:15 2025 +0200

    Automatic changelog for PR #3497 [ci skip]

commit 0332c060a8
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sun Apr 13 18:17:52 2025 -0400

    Xenoarch Machine QOL (#3497)

    <!-- 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

    A little treat for xenoarch
    - The xenoarch bag can now hold broken items and useless relics in
    addition to strange rocks
    - You can use the bag on both the researcher and the recoverer to dump
    the contents in
    - The digger and the researcher make a sound now

    ## Why It's Good For The Game

    A bag that holds only one type of item is annoying, you get a lot of the
    other two items too

    ## 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>

    ![image](https://github.com/user-attachments/assets/e314f9e2-efd3-4e4a-a7ea-412c674f88bf)

    </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
    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. -->

    🆑
    qol: the xenoarch bag can now hold broken items and useless relics
    qol: you can use the bag on the researcher and the recoverer to dump
    items in
    sound: the digger and researcher now make a sound when they complete a
    cycle
    /🆑

    <!-- 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. -->

commit 2b8c074406
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 19:47:30 2025 +0200

    Automatic changelog for PR #3498 [ci skip]

commit e613940ada
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date:   Sun Apr 13 13:47:04 2025 -0400

    restores RCD vending, moves RCD's to lockers (#3498)

    ## About The Pull Request
    moves RCD's from engineers backpacks to their lockers roundstart - to
    accommodate the stowaway change aswell as keep a tab on infinite station
    resources.
    ## Why It's Good For The Game

    Above point

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

    </details>

    ## Changelog
    🆑
    balance: reenabled the RCD vendors and moved RCD's from spawning in
    backpacks to lockers.
    /🆑

commit 732416f01d8ccc6e082cbdbeb60b30c461d8e965
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sun Apr 13 03:03:20 2025 -0400

    these use GMM prices and thus fluctuate

commit 99f097d67faf17569711d670d5891103d96932b1
Merge: 790b64602cd 945479a622
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sun Apr 13 02:12:01 2025 -0400

    Merge branch 'master' into upstream-25-04a

commit 945479a622
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sun Apr 13 00:59:23 2025 -0400

    Fix hot spring runtime related to duplicate elements (#90555)

    If something is mapped to spawn in on a hot spring tile, the tile will
    add the immerse element in `/turf/open/water/Entered` before
    `Initialize` runs, and when it does there's no check if the element has
    already been added, unlike other spots where the immerse element is
    added. This fixes that by adding a check on the call in `Initialize`.

commit 3472fddc11
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Sun Apr 13 04:16:19 2025 +0000

    Automatic TGS DMAPI Update (#2743)

    This pull request updates the TGS DMAPI to the latest version. Please
    note any changes that may be breaking or unimplemented in your codebase
    by checking what changes are in the definitions file:
    code/__DEFINES/tgs.dm before merging.

    Full changelog can be found
    [here](https://raw.githubusercontent.com/tgstation/tgstation-server/gh-pages/changelog.yml).

    - Added compatibility with SpacemanDMM's `redefined_proc` lint. (#2058
    Cyberboss)
    #tgs-dmapi-release

    Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>

commit e5630753ae
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 05:53:13 2025 +0200

    Automatic changelog for PR #3481 [ci skip]

commit ac3fea9660
Author: chestlet <98193039+chestlet@users.noreply.github.com>
Date:   Sat Apr 12 20:52:34 2025 -0700

    Nova Port: RB-MK2 GUI Rework (#5136) (#3481)

    ## About The Pull Request
    A significant [rework of the RB-MK2
    GUI](https://github.com/NovaSector/NovaSector/pull/5136) that I did over
    on Nova. The one you guys have now is painful to use in comparison so
    let's get it up to snuff.

    ## Why It's Good For The Game
    More information makes the RB-MK2 easier to use and teach in character.
    With how the GUI is currently, it gives no intuitive explanation for
    what it's doing. You can't tell what's going on with it.

    ## Proof Of Testing

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

    https://github.com/user-attachments/assets/7a178ac2-df8e-40d3-a6f3-b6aa617b69fd

    </details>

    ## Changelog
    🆑 Chestlet
    admin: Improved RB-MK2 logging so admins have a full trace of exactly
    what happened with it.
    fix: Corrected 'tritium usage' math in the RB-MK2.
    code: We've noticed that the Radioscopical Bluespace Reactor Mark Two
    blueprints provided to our stations came with antiquated firmware. This
    issue has been rectified. (Significant rework of the RB-MK2 GUI)
    /🆑

commit 071fcd84a8
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 05:48:58 2025 +0200

    Automatic changelog for PR #3495 [ci skip]

commit 0a5f60a36c
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 23:48:24 2025 -0400

    Xenoarch machines cleanup (#3495)

    ## About The Pull Request

    Clean up the code for xenoarch machines some because it made me sad.
    - Changes `attackby`'s to `item_interaction`
    - Keep a list of xenoarch items in contents instead of storing them in
    **an instance of `/obj/item` (yes the abstract concept of an item)**
    - Add context tips for all item interactions and removes that info from
    examine text
    - Switched a list to `static`
    - Add assoc list of `broken_item` types to reward pools instead of
    having a nightmare ladder of `istype` checks

    ## Why It's Good For The Game

    Fixes #3442

    ## Proof Of Testing

    Scout's honor

    ## Changelog
    🆑
    qol: xenoarch machines have context tooltips now
    fix: fixed xenoarch diggers not working
    /🆑

commit 16f02c756b
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 05:34:54 2025 +0200

    Automatic changelog for PR #3441 [ci skip]

commit ede9fc1646
Author: Bombermansam <Bombermansam@yahoo.com>
Date:   Sat Apr 12 23:34:09 2025 -0400

    [Modular] Adds crowbars to standard borg models that do not have them (#3441)

    ## About The Pull Request
    Adds crowbars to standard borg models that do not have them.
    ## Why It's Good For The Game
    This is a QOL addition, it should not affect balance.

    Half the borg models in the game do not have crowbars and can get stuck
    behind doors if the power fails which is no fun for anyone. This fixes
    it.
    ## Proof Of Testing
    It compiles and was tested locally.
    <details>
    <summary> Screenshots </summary>

    ![dreamseeker_18bfQxpDIz](https://github.com/user-attachments/assets/2dfc12f4-33a1-4ce9-8440-3ea4a098d6e9)

    ![dreamseeker_42TYSMAdVu](https://github.com/user-attachments/assets/5d71bf3f-d20e-47a1-b75e-ece7a10014b0)

    ![dreamseeker_NHBJgPvAtz](https://github.com/user-attachments/assets/56930158-73bb-4917-bb6d-ed6b09ff54aa)

    ![dreamseeker_p9yVo1VNaF](https://github.com/user-attachments/assets/761615e7-dad6-4086-a408-c2fca10f3d58)

    </details>

    ## Changelog
    🆑
    add: Adds Crowbars to Service, Medical, Clown, Sec and Peacekeeper borgs
    /🆑

commit 8e4d6f7052
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 05:32:18 2025 +0200

    Automatic changelog for PR #3491 [ci skip]

commit 0cdf875cec
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 03:32:09 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit c6f88a026e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 23:31:16 2025 -0400

    Fix HEV armor not fully initializing (#3491)

    ## About The Pull Request

    `ADD_TRAIT`/`REMOVE_TRAIT` don't take lists you need to use a proc for
    that

    ## Why It's Good For The Game

    Fixes #3484

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

    ![image](https://github.com/user-attachments/assets/c11c26f8-2f80-44c8-8f94-513155b7f316)

    </details>

    ## Changelog
    🆑
    fix: fixed HEV suit not turning on properly
    /🆑

commit f93466e6ab
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 05:18:39 2025 +0200

    Automatic changelog for PR #3486 [ci skip]

commit 952a110077
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date:   Sun Apr 13 05:18:04 2025 +0200

    [FIX?] - Brings robotic brain surgery in line with organic brain sugery/lobotomy after the recent update (#3486)

    ## About The Pull Request
    As title!
    ## Why It's Good For The Game
    I originally opened this as an issue because I wasn't sure if this was
    intended, it's why I labeled it as [FIX?]
    Currently organic brain surgery heals the previous tiers of traumas as
    well which makes sure there's no leftover traumas left and also removes
    the RNG re-roll, applying a status effect instead. This PR brings the
    robotic surgery/lobotomy in line with the organic one in a few ways:

    1. Robotic blessed lobotomy now requires holy water as well (just like
    organic)
    2. Fix posibrain surgery now cures TRAUMA_RESILIENCE_SURGERY traumas as
    well
    3. Reticulate splines surgery now cures TRAUMA_RESILIENCE_SURGERY and
    TRAUMA_RESILIENCE_LOBOTOMY traumas as well
    4. Replaced RNG prob(75) roll with the 15-minute status effect that was
    added to organic brain surgery.

    This should balance/fix the robotic brain surgery to the recent change
    that was done to the organic brain surgery. Only issue is the fact how
    the original surgery was coded: there was no RNG roll for fix posibrain
    surgery, while the normal organic surgery did.
    Please feel free to close this PR if this was an intended feature/there
    are issues with potential balance arguments.
    ## Proof Of Testing
    <details>
    <summary>Screenshots/Videos</summary>
    (It compiles, very simple code just handles surgery steps)
    </details>

    ## Changelog
    🆑 Goku
    balance: Robotic blessed lobotomy now also requires holy water (just
    like the organic surgery)
    balance: Robotic blessed lobotomy requires liquid solder instead of
    Palladium Synthate Catalyst
    fix: Fix posibrain surgery now also cures surgery-tier brain traumas
    balance: Reticulate splines surgery now also cures lower tier brain
    traumas (surgery and lobotomy)
    balance: Replaced advanced robotic brain surgery RNG roll with the
    15-minute vulnerability status effect that was added to organic brain
    surgery
    /🆑

    ---------

    Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>

commit 790b64602cd2e59b8397c4fe2451d2c14bddb546
Merge: 7d39bddbcb2 5e1b40cf89
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date:   Sat Apr 12 20:13:11 2025 -0700

    Merge branch 'master' into upstream-25-04a

commit 5e1b40cf89
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 05:08:22 2025 +0200

    Automatic changelog for PR #3492 [ci skip]

commit 5e94554873
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date:   Sun Apr 13 05:07:55 2025 +0200

    [FIX] Fixes Wooden shelves turning into metal racks when broken. (#3492)

    ## About The Pull Request
    Title!
    ## Why It's Good For The Game
    Bugfix, my immersion was ruined
    ## Proof Of Testing
    <details>
    <summary>Screenshots/Videos</summary>

    ![shelf](https://github.com/user-attachments/assets/0bdb3fd2-0b85-4672-a02f-0772a4cb4f20)

    </details>

    ## Changelog
    :cl:Goku
    fix: Fix wooden shelves turning into metal rack parts when broken.
    /🆑

commit 7fed3cb7e4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 05:07:00 2025 +0200

    Automatic changelog for PR #3493 [ci skip]

commit 2d38b200a0
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Sat Apr 12 20:06:37 2025 -0700

    Allow hypospray in medical pouch (#3493)

    ## About The Pull Request

    Adds hypospray and cable to the allowed list of items in the medical
    pouch

    ## Why It's Good For The Game

    Commonly held items, other reagent containers are accepted but hypo is
    missing.

    ## Changelog

    🆑 LT3
    qol: The medical pouch can now hold hyposprays and cable coil
    /🆑

commit 7d39bddbcb2e775207a4a3e72a3940f9fbf3b0f1
Merge: fde55e27444 bb642474217
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date:   Sat Apr 12 17:25:22 2025 -0700

    Merge branch 'upstream-25-04a' of https://github.com/Bubberstation/Bubberstation into upstream-25-04a

commit fde55e2744421b10f115724f70f3db8339b13df0
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date:   Sat Apr 12 17:25:20 2025 -0700

    screenshots

commit cfa0c20656
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 01:39:06 2025 +0200

    Automatic changelog for PR #3478 [ci skip]

commit 0397536620
Author: CatoChristopherMrow <johnmaddentickeledmyrear@gmail.com>
Date:   Sat Apr 12 19:38:42 2025 -0400

    Makes tackle gloves reskinnable (#3478)

    ## About The Pull Request
    Makes tackle gloves reskinnable to their blue, red, and black variants.
    ## Why It's Good For The Game
    Stops basic sec gear forcing you to either wear clashing colors or not
    get the benefit of standard equipment. Viva la matching colors.
    ## Proof Of Testing
    Works on my machine
    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑 UvvU
    add: Tackle gloves are now reskinnable.
    /🆑

    ---------

    Co-authored-by: Ian Yanik <Iwantpornspam@gmail.com>

commit 42b725836a
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 12 23:24:45 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit bb642474217244fd233372d9c68cb4bab5f871f7
Merge: 72beef087ea c872e81588
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Sat Apr 12 16:10:29 2025 -0700

    Merge branch 'master' into upstream-25-04a

commit 72beef087ea8a1b291e286b09a0eb5a6713ba255
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 15:26:15 2025 -0400

    this now returns an icon path not an icon object

commit 4e85c985ee77a37b44dcef393b815a04421463b7
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 15:08:12 2025 -0400

    broken dmi

commit c872e81588
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 12 07:45:40 2025 +0200

    Automatic changelog for PR #3490 [ci skip]

commit 27801b991c
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 01:45:17 2025 -0400

    Fix admin chat buttons to cancel/refund storyteller events not working (#3490)

    ## About The Pull Request

    The chat messages that get sent when a storyteller event is about to run
    try to call `Topic` on the scheduled event datum but there isn't
    actually a `Topic` proc defined for them

    ## Why It's Good For The Game

    It's mean to trick admins with fake buttons

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

    ![image](https://github.com/user-attachments/assets/41d0df79-3220-4b8e-8f86-63df97b2d540)

    </details>

    ## Changelog
    🆑
    admin: the cancel and refund buttons in storyteller event notifications
    will actually do something now
    /🆑

commit bb14605128db2b1b5390d60b28665ed0ceae154a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 01:06:39 2025 -0400

    im tired

commit 1245d5145e4f41d63dbe983355ef4619b6441655
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 00:40:09 2025 -0400

    what if the world was made of pudding

commit 7011b910d3bfaa0dba4a3d118721ad1d42a7625c
Merge: b8c00cbd266 e9ede320c9
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 00:31:56 2025 -0400

    Merge branch 'master' into upstream-25-04a

commit b8c00cbd2660017d578f07ce20c3732dcfcdb60f
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 00:31:01 2025 -0400

    silence linters

commit 3a3ea510ed12812fba0d97f545bf87749c16831a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 00:00:12 2025 -0400

    the economy is in shambles

commit 0a3e17e897b270dc19a63038b8e99e15ff9242ce
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 23:43:06 2025 -0400

    missing icons

commit fefc1348f722cf26bb407e6f7a5ba98184867fba
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 23:24:46 2025 -0400

    no override for this

commit 952f2a7502d972093e1f86bd9fa20bf3ea9788bf
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 23:16:07 2025 -0400

    shotgun icon states

commit 8e256d21c2bdfd2136f60705a3b5f7600ca6c9e7
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 23:02:28 2025 -0400

    no icon

commit 60164e1a4c038661d41bbb25a1e0e536147455a2
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 22:39:35 2025 -0400

    fucking capital letters?

commit 1e395535db671e61ce6514c35928a900d61a3570
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 22:28:06 2025 -0400

    GRRRRRR

commit 68e35b0068388eb94d1c9ec5b865787b1cdc300a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 21:19:15 2025 -0400

    wrong

commit 9f8c9499f2890fad3c479d42c12888b1e0c55a3a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 20:59:17 2025 -0400

    just put your icons anywhere who gives a shit

commit f6bc1091867a3b234f2634e8cb120eae5b0053d9
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 19:58:40 2025 -0400

    buh

commit edc876bff750ddce0593e917f5a68de02383c55e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 19:49:32 2025 -0400

    added our GAGS configs to deploy

commit e9ede320c9
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 23:23:21 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit c726e4ee2d231d48334d43b8ce42d8b4e70b52b0
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 18:50:04 2025 -0400

    fixed recipe foodtypes

commit 9e23291b14371e4703a38ae1711b1fe5b75cbf37
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 18:24:53 2025 -0400

    Fix changelogs

commit bb8477826614c6e81285c5586de07ee26686c6b1
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 17:59:23 2025 -0400

    number of args changed for inject

commit f00ed38c1d
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 11:03:02 2025 +0200

    Automatic changelog for PR #3456 [ci skip]

commit 29b3c8daba
Author: aKromatopzia <94389683+aKromatopzia@users.noreply.github.com>
Date:   Fri Apr 11 17:02:38 2025 +0800

    Smolraptor Updates (#3456)

    ## About The Pull Request
    Adds blue and red sec smolraptors, makes janitor an alt of service

    ![Screenshot_50](https://github.com/user-attachments/assets/a5be3ed8-75da-4939-937c-0261dfcb1953)

    ## Proof Of Testing
    it works

    ## Changelog

    🆑
    add: sec smolraptors
    image: fixes some errors in smolraptors
    /🆑

commit 7c0978a47f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 08:21:22 2025 +0200

    Automatic changelog for PR #3463 [ci skip]

commit 04fd2b0a8a
Author: ArrisFairburne <arrisfairburne@gmail.com>
Date:   Fri Apr 11 02:20:59 2025 -0400

    Synth brain PDAs now have departmental PDA apps pre-installed (#3463)

    ## About The Pull Request

    Synth brains now start with your department's apps pre-installed. For
    example, Scientist synths now start with NT Science Hub. They also now
    have double the storage space compared to the basic PDA.

    ## Why It's Good For The Game

    Convenience.
    Also, synth PDAs have sort of existed in a weird limbo where (at least,
    from my point of view having talked to some others) most synth players
    just don't actually use one of the defining features of their race
    because normal PDAs are largely better and more convenient, hopefully
    this change emphasizes their abilities.
    The doubled brain storage space is just so that synth brain PDAs can
    comfortably house whatever programs come with being a dept. head.
    Balance wise, I doubt it will affect anything (what could you even do
    with the extra storage space, short of the dept. head apps? basic crew
    apps fit comfortably on the basic PDA limit, synths can't be emagged for
    expensive syndie apps, and synths can't store files on their brain via
    disks).

    ## Proof Of Testing

    (image taken after I spawned as RD; this is the synth brain PDA)

    ![image](https://github.com/user-attachments/assets/9a4dc579-f5a3-4df2-ad39-17aace34a250)

    ## Changelog
    🆑
    qol: Synthetic crew now spawn in with PDA apps relevant to their work
    station.
    bal: Synthetic crew brain PDAs now have 128 max capacity points (was
    previously 64)
    /🆑

commit eaa6352aff
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 08:20:28 2025 +0200

    Automatic changelog for PR #3471 [ci skip]

commit 02f3cfdb00
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date:   Fri Apr 11 08:20:05 2025 +0200

    [MAPPING]: Change Kilo Station dorms area type from Locker to Dorms. (#3471)

    ## About The Pull Request
    Makes sure Kilo Station's dorms area actually is a Dorms area.
    ## Why It's Good For The Game
    Other stations' dorms are inside actual Dorms areas, effectively
    granting protection from events like sudden brain trauma/heart attack,
    but Kilo Station didn't have this, they were classified as lockers
    instead.
    ## Proof Of Testing
    <details>
    <summary>Screenshots/Videos</summary>

    ![e](https://github.com/user-attachments/assets/ae6e79db-d68f-4895-a661-e5fa5b0383de)
    </details>

    ## Changelog
    :cl:Goku
    map: Kilo Station's Dormitories area type is now classified as
    dormitories, not as a Locker room.
    /🆑

commit 5266275bc4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 07:03:33 2025 +0200

    Automatic changelog for PR #3485 [ci skip]

commit 0a38cf2824
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 01:03:07 2025 -0400

    Fix examine menu character preview being tiny (#3485)

    ## About The Pull Request

    Upstream fixed the tiny character preview but it requires a little tweak
    on implementations

    ## Why It's Good For The Game

    I can't see the blorbo

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

    ![image](https://github.com/user-attachments/assets/48961934-05ed-4cfe-b025-26628bea661c)

    </details>

    ## Changelog
    🆑
    fix: fixed character preview in the examine window being tiny
    /🆑

commit 3fc7296b82
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 06:23:15 2025 +0200

    Automatic changelog for PR #3483 [ci skip]

commit 1d52e91fd0
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 00:22:51 2025 -0400

    Fix double box on vote results chat message (#3483)

    ## About The Pull Request

    There's a redundant override in `vote.dm` to enclose the vote results in
    a purple examine box, this is the default way votes are displayed now so
    it's making vote results appear as a box within a box

    ## Why It's Good For The Game

    Looks wrong

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

    ![image](https://github.com/user-attachments/assets/e85781f3-ee68-4581-8a26-42aa577479f9)

    After:

    ![image](https://github.com/user-attachments/assets/b9ffda2a-950b-42e3-b476-c3b62dadd9a0)

    </details>

    ## Changelog
    🆑
    fix: fixed vote results in chat having an extra box around them
    /🆑

commit ab74044fc6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 06:20:31 2025 +0200

    Automatic changelog for PR #3363 [ci skip]

commit cb06f207d3
Author: Kepteyn <94123167+Kepteyn@users.noreply.github.com>
Date:   Fri Apr 11 05:20:07 2025 +0100

    Just a couple more hotel rooms (#3363)

    ## About The Pull Request

    This adds four (and a half) new infinidorm hotel rooms -- A bar themed
    one, for when you want bar RP that's less public; a nightclub themed
    one; an space themed one for the spaceophilliacs who want to bang in
    space (or an airlock), and finally an oasis themed one, with a day and a
    night version.

    It also fixes the lights in the Library room, given we're no longer
    downstreaming from Skyrat, and it adds a template dmm that should make
    it easier for people to add new rooms should they wish - the plaque on
    the floor represents the spawn point.

    ## Why It's Good For The Game

    This adds even more variety to the infinidorm room options for people to
    roleplay in as a ghost. Or to _roleplay_ in. The bar one in particular
    provides an option for people who want to do a bar RP with some friends
    without getting pesky interruptions from their fellow human beings who
    feel the need to start a gunfight in the bar.

    ## Proof Of Testing

    All the new hotel rooms and the library have been tested in game, and
    are working quite nicely! The template map does not show up as an option
    in-game, as it exists to help mappers.

    ## Screenshots
    <details>
    <summary>Foxbar</summary>

    ![Untitled](https://github.com/user-attachments/assets/ae28e61e-c7db-4b77-8134-82e49ceced3a)

    </details>
    <details>
    <summary>Nightclub</summary>

    ![Untitled](https://github.com/user-attachments/assets/fcc200f1-59e9-402e-aa64-5d97bced377d)

    </details>

    <details>
    <summary>EVA</summary>

    ![Untitled](https://github.com/user-attachments/assets/d2f08b34-921b-4a1c-9c7a-927e04113b8c)
    _The floor is, infact, fake space, and is surrounded by a fake-space
    wall. You will survive nude in space here. Spacesuits still provided._
    </details>

    <details>
    <summary>Oasis</summary>

    ![Untitled](https://github.com/user-attachments/assets/38a9c04b-57c9-4b65-8208-f57abe526eab)
    _Only one is shown for brevity's sake, as the only difference between
    day and night versions is the strength of the external lighting_

    </details>

    <details>
    <summary>Template</summary>

    ![Untitled](https://github.com/user-attachments/assets/9630b870-21d5-47d2-aecf-40d343458451)
    _The template room. The bluespace border must be indestructible solid in
    some form, while the dark grey flooring represents the wall's location
    on the defautl Hilbert room. The door is located where the default door
    is on it, and the plaque on the ground shows where the player will
    spawn_

    </details>

    ## Changelog

    🆑
    add: Added infinidorms: Fox Bar; The Nightclub; EVA; and Oasis (day and
    night versions)
    add: Added a mapping template for creating new infinidorms at
    modular_skyrat\modules\hotel_rooms
    fix: modified the lights of the Library infinidorm so it's not so damn
    dark.
    /🆑

commit 700856e3c5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 10 23:25:40 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 02353b9ec2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 01:05:38 2025 +0200

    Automatic changelog for PR #3475 [ci skip]

commit f1722bb1c6
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Thu Apr 10 16:05:12 2025 -0700

    Disable lean reset on direction change (#3475)

    ## About The Pull Request

    Edits TG's lean component to perform the same as the pixel shift
    component

    ## Why It's Good For The Game

    Consistent shifting movement

    ## Changelog

    🆑 LT3
    qol: Leaning no longer resets with directional change
    /🆑

commit 4a5c80e1813ecaf7d26ddeabf2593d2b44c86dcb
Merge: b908b32d387 ada9345244
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Thu Apr 10 10:46:20 2025 -0700

    Merge branch 'master' of https://github.com/Bubberstation/Bubberstation into upstream-25-04a

commit ada9345244
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 10 19:16:21 2025 +0200

    Automatic changelog for PR #2896 [ci skip]

commit 472893ae5e
Author: Manatee <74586965+MajManatee@users.noreply.github.com>
Date:   Thu Apr 10 12:15:56 2025 -0500

    Tarkon Tweaks and Xeno Changes (#2896)

    ## About The Pull Request

    Update as of 01/26

    So that was a lie

    Anyways I completely remade tarkon, which is what I ORIGNIALLY wanted to
    do, but used a lot of the pre-existing tarkon assets to do so, to
    maintain the same feel.

    Some NEW NEW features (as the project grew in scope) include:

    Med/RND/Engineering are now separate "Islands" like charlie (tarkon was
    always meant to be like that anyhow
    Each one has a few xenos, and a new "Emergency power generator"
    Scanning this with the new (not a ripoff) Hack-C tool will call in a
    repair drone (Original content) to repair it, and it needs to be
    defended from the xenos it alerts.
    Sucsesfully completing a defence will reward sickass weapons and gear
    you wouldn't normally ever get to see, making further areas easier, and
    a key for the final area.
    Once all 3 keys are obtained, and the areas are re-secured, you can go
    to the boss area and clear out the AI sat / command zone.

    A bitrunning server to allow them to make their own bitden (it's the
    first prototype, and the rest must be researched so it's not
    shift-start)

    more floor safes with various things like some ore thumpers and two
    bluespace beakers

    Crates! Someone misfiled a crate of goodies and it got sent here! These
    orders should be delivered to their owners! I'm sure they would
    appreciate it! Probably...

    A Recycler (Amazing)

    A produce order console! Now you can actually cook whatever you want!
    And it gives you a reason to sell stuff for money!

    more stuff, lots more stuff. things keep getting added the longer it
    takes for this to be looked at.

    Also adds three new variants of xenobio, and two new variants of the
    cargo bay. One cult (we miss you cult), one carp, and a monkey themed
    xenobio.

    ## Why It's Good For The Game
    Part 1 of my attempt to make tarkon feel better to play. The overall
    gameplay was very "Meta" and didn't really give you any reason to clear
    out xenos or the threats. Who knows what might come next.
    Tarkon was pretty stale. A bit of new stuff might be nice. plus a reason
    to use their shuttle is good.

    Furthermore, tarkon WILL run on solar, so if you REALLY don't want to,
    you don't HAVE to go and clear everything out.

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

    ![image](https://github.com/user-attachments/assets/f707090e-426c-4d63-b171-8fdfa33a0489)

    ![image](https://github.com/user-attachments/assets/26b97663-53c4-49b5-827d-484b6aae9b38)

    ![image](https://github.com/user-attachments/assets/94d03e35-8a44-4d39-b8e7-5fa1a722ff8e)

    ![image](https://github.com/user-attachments/assets/a865263b-6e62-409e-a537-7c5e157e21f7)

    ![image](https://github.com/user-attachments/assets/7d8edb71-5dec-469b-9a39-fe3f1305b127)

    ![image](https://github.com/user-attachments/assets/1bae535a-82e3-43f9-93a0-d2983e011ea7)

    ![image](https://github.com/user-attachments/assets/2ad382a1-58e8-4846-a575-2e4bc732216d)

    ![image](https://github.com/user-attachments/assets/2a41c51c-d447-413f-a4f2-3c272c8ddd15)

    ![image](https://github.com/user-attachments/assets/aaae91bd-aec4-4f0d-93c8-857e63416562)

    ![image](https://github.com/user-attachments/assets/4e89da8d-bbc7-4084-bb8d-353ec032ca4c)

    I did test it, and run the wave defense, it DOES work.
    </details>

    ## Changelog
    🆑
    add:  BUNCH of new tarkon things!
    map: Tarkon QOL changes
    /🆑

    ---------

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
    Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>

commit b908b32d387ffe9a2b40d2d25a03cd04c2e62868
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Thu Apr 10 08:35:37 2025 -0700

    Compiletimes done

commit a9601004a82714a72f62e9b5db07d2adde27c0c3
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Thu Apr 10 08:35:26 2025 -0700

    We are so comically stupid

commit 0f8d37991f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 10 00:05:02 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 31897a95e9
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 10 01:54:47 2025 +0200

    Automatic changelog for PR #3468 [ci skip]

commit 385b734424
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 10 01:54:32 2025 +0200

    Automatic changelog for PR #3470 [ci skip]

commit 0903ee683e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Wed Apr 9 19:54:20 2025 -0400

    Fix shuttles no longer making sounds or (un)bolting doors (#3468)

    ## About The Pull Request

    The code for these things got lost in an upstream because shuttle code
    got split into multiple files

    ## Why It's Good For The Game

    Fixes #3251

    ## Proof Of Testing

    I tested it and the shuttle went bwwwwrrmmmmm pshewww and the door bolts
    went chk

    ## Changelog
    🆑
    fix: fixed shuttles missing landing/take off engine sounds
    fix: fixed shuttles not bolting/unbolting their doors when moving
    /🆑

commit e5b57bc08c
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Wed Apr 9 16:54:09 2025 -0700

    Fix meow emote for cat tongues (#3470)

    ## About The Pull Request

    Fixes the meow emote to use the correct emote if you have a cat tongue

    ## Why It's Good For The Game

    MEOW.

    ## Changelog

    🆑 LT3
    fix: Mobs with cat tongue get their alternate meow sound back
    /🆑

commit 204ea57363
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 9 23:23:16 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit ce5944e0733f4c5985e2e48878a02c0c35463d0a
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 08:19:09 2025 -0700

    6 compiletime errors left

commit d1905c44f5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 9 14:03:13 2025 +0200

    Automatic changelog for PR #3461 [ci skip]

commit 6c3bc53604
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date:   Wed Apr 9 08:02:51 2025 -0400

    Deathmatch now stores and reapplies your respawn timer prior to being spawned (#3461)

    ## About The Pull Request
    Title
    ## Why It's Good For The Game
    item number TWO on the list
    ## Proof Of Testing

    ![image](https://github.com/user-attachments/assets/3f6fd5d7-1d62-41a5-9c97-3178585f350a)
    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑
    code: deathmatch doesn't reset your respawn timer
    /🆑

commit f890cb36b9265f011a187b4f332812590838292c
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 01:45:20 2025 -0700

    some color stuff

commit fb849a2a8ebc2166915cfbec1e850510678b2f22
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 01:38:18 2025 -0700

    Fixes

commit 381d77fa68707cc5315b698474df026c2103166c
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 01:20:20 2025 -0700

    We love guncode and refactors!!!!

commit f30bb6ca01319218795e4004219938aa3d976eb3
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 01:00:40 2025 -0700

    I love cherry picking!!!

commit 6677a4c7bbe3c7536276178c841290a489d0a4a9
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 01:00:27 2025 -0700

    so apparently some dumbass on nova reused the turret flag bitfield and it only now runtimes

commit 7acc721baadbdea3d3795a45b9837cfeb4fd4fd0
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 00:58:48 2025 -0700

    Martials and arcade rework updates

commit bf9f393204fe7d40d5e57e76db870eb1a32aed25
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 00:47:58 2025 -0700

    This might break taur icons, remember to test once we compile

commit 3bc256cb16ca2e85b78830345bba0a487f49fc17
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 00:41:03 2025 -0700

    Several varchanges from tg

commit 76f5dc1b5f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Tue Apr 8 23:23:40 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 538049c4cd4960d2c81c43f2e387896049fb02c7
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Tue Apr 8 20:00:59 2025 +0200

    reagent applicators fixes

commit df43e50d68419d2f24bd62eef0432bda8394cc7d
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Tue Apr 8 19:56:27 2025 +0200

    Some missed merge fixes

commit 0f0838bb35
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Tue Apr 8 09:27:36 2025 +0200

    Automatic changelog for PR #3399 [ci skip]

commit 234a410586
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Tue Apr 8 09:27:29 2025 +0200

    Automatic changelog for PR #3397 [ci skip]

commit 722b51eb07
Author: Iamgoofball <iamgoofball@gmail.com>
Date:   Tue Apr 8 02:27:12 2025 -0500

    [MODULAR] Removes the 60 round Sol drum from being printable in Security (#3399)

    ## About The Pull Request

    Removes the 60 round Sol drum from being printable in Security

    ## Why It's Good For The Game

    After discussing magazine size standardization, this came up and to be
    100% honest, the crew does not need LMG ammo capacity on any of their
    guns. Even though it's illegal contraband to use(yes, Illegal Tech is
    still fuckin' Illegal lol), it's still a lot of ammo capacity that we
    don't really want the crew to have.

    ## Proof Of Testing

    Just deleting a research design.

    ## Changelog

    🆑
    del: Removes the 60 round Sol drum from being printable in Security
    /🆑

    ---------

    Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>

commit 3e7223b959
Author: Iamgoofball <iamgoofball@gmail.com>
Date:   Tue Apr 8 02:27:06 2025 -0500

    [MODULAR] Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine sizes in line with /tg/ standards (tiny for everything but rifles which are normal) (#3397)

    ## About The Pull Request

    Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine sizes in line
    with /tg/ standards (tiny for everything but rifles which are normal)

    ## Why It's Good For The Game

    Size inconsistencies between items results in confused players; it's
    good to keep this sort of thing synced up so that we're not having
    players ask why one pistol magazine fits in a box while another pistol
    magazine doesn't fit in a box when the air tank that's bigger than both
    of them does fit in the box.

    If I find other guns with weird weight classes I'll fix those too.

    ## Proof Of Testing

    Single-line changes, weight classes is a proven working system already.

    ## Changelog
    🆑
    qol: Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine weight
    classes in line with /tg/ standards for magazine weight classes (tiny
    for everything but rifles or larger which are normal)
    /🆑

commit 7b420bb680
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 22:16:23 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit f30b0d5df0
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Tue Apr 8 00:12:44 2025 +0200

    Automatic changelog for PR #3452 [ci skip]

commit aa4901b571
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Mon Apr 7 15:11:59 2025 -0700

    Map vote is called automatically on blob/nukies/etc. round end (#3452)

    ## About The Pull Request

    Triggers the automatic map vote when the round is about to end due to a
    station threat, if it hasn't happened.

    ## Why It's Good For The Game

    Saves it delaying the next round if no admin catches it in time, causing
    a delay as the vote and another restart needs to occur.

    ## Changelog

    🆑 LT3
    admin: Map vote is automatically triggered near the conclusion of
    station ending threats
    fix: Only a single announcement is sent when the shuttle is called,
    fixing the overlapping sounds
    /🆑

commit a6845577bd
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 21:55:15 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit bf8c0ef85f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 23:49:40 2025 +0200

    Automatic changelog for PR #3459 [ci skip]

commit 28e4e2cd42
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Mon Apr 7 17:49:12 2025 -0400

    Refactor changelog handling to separate files (#3459)

    ## About The Pull Request

    This rewrites how our actions handle changelogs, and rewrites a bunch of
    the changelog TGUI (in a separate file cause I don't feel like
    massacring the upstream one). The gist of it is that our actions will
    now create autochangelog files with bubber in the name, our changelog
    compile will only compile those autochangelogs (not upstream ones if
    they happen to be in there), and the compile will be done into separate
    bubber changelog files in `html/changelogs/bubber_archive`. In game, the
    UI will pull both archive files (upstream and ours) and combine them in
    the changelog list, putting the codebase logo next to each change to
    distinguish which one it's from.

    ~~NOTE: I'm opening this as a draft because I'm going to try and reset
    our tg changelogs and then reapply all our historical changelogs into
    the new bubber archive files, I'm just putting this up now so the code
    can be reviewed and shit~~ done

    ## Why It's Good For The Game

    For players this makes it easier to distinguish where a change came
    from, and for developers this means we don't need to worry about
    breaking the changelog when we do an upstream pull, we can completely
    ignore it and just pull everything, and our tg archive files will be 1:1
    with upstream with no shit from us added in.

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

    ![image](https://github.com/user-attachments/assets/ac8a96f9-dcb3-43f0-8d36-faf610f3a7e0)

    </details>

    ## Changelog

    🆑 TealSeer, LT3
    refactor: refactored how changelogs are generated and displayed
    /🆑

    ---------

    Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>

commit 7de99181db
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Mon Apr 7 17:44:07 2025 -0400

    Rename Autochangelog (#3462)

    the refactor is about to merge this isnt gonna be included otherwise

commit 0ed680f2aa
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 23:36:02 2025 +0200

    Automatic changelog for PR #3457 [ci skip]

commit 0f13b89457
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date:   Mon Apr 7 17:35:25 2025 -0400

    30 minute grace period to respawn (world time, not round time) (#3457)

    ## About The Pull Request
    from when the server starts to 30 minutes after, respawning is free of
    charge
    ## Why It's Good For The Game
    item #1 on the list
    ## Proof Of Testing
    it works dude trust me
    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑
    code: respawn enabled until 30 min (world time)
    /🆑

commit 99cb23f3c5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 18:30:45 2025 +0200

    Automatic changelog for PR #3434 [ci skip]

commit 697d89abf3
Author: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Date:   Mon Apr 7 11:30:19 2025 -0500

    Cleans up and reorganizes some of the borg code (#3434)

    ## About The Pull Request
    This PR reorganizes and cleans up some of the borg code and separates
    sprite defines and borg defines once more but this time correctly.

    Also fixes some small bugs with foot steps with chameleon module.

    Moved some borg model specific trait procs into their own file.
    ## Why It's Good For The Game
    Makes it more organized so we don't have one HUGE file containing all
    the sprite defines and borg model code

    ## Proof Of Testing
    It's all back end. Compile test was last done late march.

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

    </details>

    ## Changelog
    🆑
    fix: chameleon model foot steps
    code: moved many of the borg defines to their correct _defines file and
    folder
    /🆑

commit 74985f40fc
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 10:28:15 2025 +0200

    Automatic changelog for PR #3447 [ci skip]

commit d58cf909af
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date:   Mon Apr 7 01:27:49 2025 -0700

    Change podperson eye color (Again (Thanks Upstream)) (#3447)

commit cb3052e6ea
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 02:04:52 2025 +0200

    Automatic changelog for PR #3448 [ci skip]

commit c29d36ada5
Author: sippykot <sippythekot@outlook.com>
Date:   Mon Apr 7 02:04:27 2025 +0200

    Fish Ass: ports over large shark tails from CHOMP (#3448)

    ## About The Pull Request

    see title
    if you want to see who made the sprites, follow the accreditation chain:
    https://github.com/CHOMPStation2/CHOMPStation2/pull/9926

    it doesn't fully use all the sprites, because our system here is so much
    clunkier to use - if someone wants they can probably bash out several
    more tail variants by copying and rearranging the existing sprites

    ## Why It's Good For The Game

    people wanted them, gushed over them in #suggestions, and then no one
    did anything, so...
    also, 🦈

    ## Proof Of Testing

    yeah i compiled it, they finally showed up in game, thanks #coder-longue

    ## Changelog

    🆑
    add: 4 new tail options
    image: new tail sprites
    /🆑

    ---------

    Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>

commit fa6845f9e6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 23:22:10 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 55fd8dd1f7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 01:01:20 2025 +0200

    Automatic changelog for PR #3426 [ci skip]

commit 16f6d07548
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date:   Sun Apr 6 19:00:55 2025 -0400

    Shadekin NV and movespeed rebalance (#3426)

    ## About The Pull Request
    title + nerf movespeed in the light
    ## Why It's Good For The Game
    still can't see shit (nv trait is 4.5, bumping it up to 15)
    ## Proof Of Testing
    it werks
    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑
    balance: shadekin nv buffed from 4.5/100 to 15/100
    balance: shadekin move a bit slower in the light
    /🆑

commit d2f96730ba
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 22:16:10 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit c7def946b6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 17:39:00 2025 +0200

    Automatic changelog for PR #3450 [ci skip]

commit f833f3edc4
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sun Apr 6 11:38:26 2025 -0400

    Fix persistence medbots speaking on syndicate frequency (#3450)

    ## About The Pull Request

    Make them speak on cybersun frequency

    ## Why It's Good For The Game

    Fixes #3446

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

    ![image](https://github.com/user-attachments/assets/05dc7869-8904-4005-be2a-d59301daef13)

    </details>

    ## Changelog

    🆑
    fix: fixed persistence medbots speaking on wrong radio frequency
    /🆑

commit 17b620b48e
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 10:19:15 2025 +0200

    Automatic changelog for PR #3438 [ci skip]

commit bfb9c9e2b5
Author: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Date:   Sun Apr 6 03:18:52 2025 -0500

    Nerfs super syndicat and makes it no longer a freedom implant. (#3438)

    ## About The Pull Request
    - This PR makes the new syndicat ears item have a 1 minute cool down
    when used and the normal ears have the same thing.

    - This also ports a fix that was done on monkey station:
    https://github.com/Monkestation/Monkestation2.0/pull/6017

    ## Why It's Good For The Game
    - After watching a round on here and getting complaints about this from
    SPLURT I understand now why 20 seconds is too short for such a item like
    this if your gonna be a cat your gonna be a cat for a long while.

    - Also to quote monkey station:
    "It will make the cat not able to bypass any security non-lethal means,
    which in turns mean security won't be forced to lethal them everytime
    they see it."

    ## Proof Of Testing
    Should work only changed the time values.

    Edit: Compiled and tested locally

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

    </details>

    ## Changelog
    🆑
    balance: Super cat ear cool downs are longer and removed the freedom
    implant function.
    /🆑

commit 4ed70fa4c7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 10:18:17 2025 +0200

    Automatic changelog for PR #3451 [ci skip]

commit 65331b085f
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sun Apr 6 04:17:45 2025 -0400

    Fix invisible sprites on security HUD nightvision goggles (#3451)

    ## About The Pull Request

    Upstream changed NV goggles to have different icon states for on and off
    and we dont have that so I reverted it to the tg sprite

    ## Why It's Good For The Game

    Fixes #3383

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

    ![image](https://github.com/user-attachments/assets/77943197-de8f-409a-86c3-bad205888054)

    </details>

    ## Changelog

    🆑
    fix: fixed sechud nv goggles being invisible when off
    /🆑

commit 8aad924f76
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 10:16:18 2025 +0200

    Automatic changelog for PR #3443 [ci skip]

commit 3bd5803844
Author: Swift <jackwars4@gmail.com>
Date:   Sun Apr 6 03:15:53 2025 -0500

    Removes tackle buff for having cat ears (#3443)

    ## About The Pull Request

    Title, manual revert of #1513

    ## Why It's Good For The Game

    Tackle chance could be brought to 100% and people have reportedly been
    exploiting this fact.

    ## Proof Of Testing

    I think it will complie

    ## Changelog

    :cl:Swiftfeather
    balance: Cat ears no longer provide a tackle bonus
    /🆑

commit 89594c8547
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 00:56:59 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit b4af64b182
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 02:25:40 2025 +0200

    Automatic changelog for PR #3370 [ci skip]

commit 0e684db68a
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Sat Apr 5 17:24:44 2025 -0700

    Update various sound prefs for 516 compatibility (#3370)

    ## About The Pull Request

    Updates our various sound prefs to be functional post upstream/516.

    ## Why It's Good For The Game

    We can control sound as expected again.

    ## To-Do

    - [x] Conditional preference sounds
    - [x] Jukebox sound toggle
    - [x] Jukebox volume override

    ## Changelog

    🆑 LT3
    fix: Sound prefs that went missing post-516 are restored
    add: Jukebox volume slider in game preferences
    /🆑

    ---------

    Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>

commit 60e73702c6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 5 07:14:09 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 9a36823173
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 5 09:02:26 2025 +0200

    Automatic changelog for PR #3425 [ci skip]

commit 1ab85fd206
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date:   Sat Apr 5 03:02:02 2025 -0400

    Spices up vulpkanin [bounty] (#3425)

    ## About The Pull Request
    Changes vulpkanin in several ways:
    - Peanutbutter gives a mood buff
    - Chocolate deals toxin damage while inside you
    - innate hardened soles
    - innate night vision
    - hunger will drain twice as fast
    - higher sensitivity to flashes
    ## Why It's Good For The Game
    vulpkanin are literally human but fluffy, they don't even have lore in
    the species selector (lol) also I'm being paid
    ## Proof Of Testing

    ![image](https://github.com/user-attachments/assets/8860340c-e6c4-4ad9-81ac-89a60f7645eb)

    ![image](https://github.com/user-attachments/assets/3a497358-64f1-4f37-a8c4-e289c7a84734)

    ![image](https://github.com/user-attachments/assets/d6dec08b-c0a6-4d75-8715-2f66791a9cd4)
    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑
    add: several vulpkanin species buffs/debuffs
    /🆑

    ---------

    Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>

commit 4da0397b16
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 5 08:54:22 2025 +0200

    Automatic changelog for PR #3396 [ci skip]

commit 1ed1187fca
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date:   Fri Apr 4 23:53:57 2025 -0700

    Slug Scream! (#3396)

    ## About The Pull Request

    Adds a new scream, "Slug". Sound file ripped from Splurt

    ## Why It's Good For The Game

    Expression is the best thing that this video game medium can offer.

    ## Proof Of Testing

    https://github.com/user-attachments/assets/147be9dc-98c2-4ee4-bc76-762331710143

    ## Changelog

    🆑
    sound: Slug Scream sound added to *scream choices
    /🆑

commit 66e28121d4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 5 08:53:15 2025 +0200

    Automatic changelog for PR #3431 [ci skip]

commit 88a238b93c
Author: Bombermansam <Bombermansam@yahoo.com>
Date:   Sat Apr 5 02:52:48 2025 -0400

    Allows players to be sad like raptors (#3431)

    ## About The Pull Request
    Adds a Sad Kweh emote from the two unused raptor sound files.
    ## Why It's Good For The Game
    You can now sad birdly.
    ## Proof Of Testing
    It compiles and was tested locally.

    https://github.com/user-attachments/assets/bc5f31fb-ad12-4026-be94-d28d2db542df

    ## Changelog
    🆑
    add: *skweh emote to be sad
    /🆑

commit 4a93b42977
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 5 08:51:43 2025 +0200

    Automatic changelog for PR #3432 [ci skip]

commit f51c4d7942
Author: Bombermansam <Bombermansam@yahoo.com>
Date:   Sat Apr 5 02:51:18 2025 -0400

    Silicons can now Yip (#3432)

    ## About The Pull Request
    Silicons can now emit a singular yip so they can express their inner
    kobold but not too much.
    ## Why It's Good For The Game
    Silicons can yipyip but not yip. This fixes it.
    ## Proof Of Testing
    It compiles and was tested locally.
    </details>

    ## Changelog
    🆑
    fix: Silicons can now yip.
    /🆑

commit 14ec8a0440
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 5 08:43:03 2025 +0200

    Automatic changelog for PR #3437 [ci skip]

commit e05fe31faa
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date:   Sat Apr 5 02:42:41 2025 -0400

    Adds more flavor to shadekin empathy (#3437)

    ## About The Pull Request
    BASED ON SANITY SHADEKIN EMPATHY WILL:
    -Take more or less time to send
    -At lowest levels of sanity the message starts to break down some
    -Be a different color in chat
    ## Why It's Good For The Game
    Shadekin empathy is communication through FEELINGS so it being
    better/worse based on how you're FEELING makes sense (to me)
    ## Proof Of Testing

    ![image](https://github.com/user-attachments/assets/2c539f7b-7edc-43c1-9c28-f8da4606dc17)
    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑
    balance: shadekin empathy is better/worse based on mood
    /🆑

    ---------

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>

commit 457754c461
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 5 06:38:05 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit c3fe3d31ba
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Fri Apr 4 23:16:53 2025 -0700

    You can cuff people to the tram rails #90293 (#3445)

    ## About The Pull Request

    https://github.com/tgstation/tgstation/pull/90293

    ![image](https://private-user-images.githubusercontent.com/7483112/427767772-688e23ff-93df-4f51-990c-4bc475d344fb.gif?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3NDM4MjY2MzAsIm5iZiI6MTc0MzgyNjMzMCwicGF0aCI6Ii83NDgzMTEyLzQyNzc2Nzc3Mi02ODhlMjNmZi05M2RmLTRmNTEtOTkwYy00YmM0NzVkMzQ0ZmIuZ2lmP1gtQW16LUFsZ29yaXRobT1BV1M0LUhNQUMtU0hBMjU2JlgtQW16LUNyZWRlbnRpYWw9QUtJQVZDT0RZTFNBNTNQUUs0WkElMkYyMDI1MDQwNSUyRnVzLWVhc3QtMSUyRnMzJTJGYXdzNF9yZXF1ZXN0JlgtQW16LURhdGU9MjAyNTA0MDVUMDQxMjEwWiZYLUFtei1FeHBpcmVzPTMwMCZYLUFtei1TaWduYXR1cmU9MDBiNTNhZGRjYjY5YWRmMjQyZTM4YjY3MGM3MGMyZTIzM2I4MDkwMGYwNTEwODc2YmE0YWE1ZGFiMDJjZWI1MyZYLUFtei1TaWduZWRIZWFkZXJzPWhvc3QifQ.6w2hr_2ruJTsAcXoAlcbsZe5bM3ii83iBQk7aDQhvMs)

    Handcuffed people can be buckled to the tram rails.
    If the tram hits them then they will die badly.
    If they're not shockproof and are buckled to a powered rail, it will zap
    them repeatedly for a little bit of damage (but not a lot because you
    probably want them to die from something else).
    Unbuckling someone from a powered rail is also pretty dangerous.

    While doing this I fucked around a bit with how the "is the tram deadly"
    calculation worked because I didn't like how a deadly tram cuts your
    head off but does literally no other damage. Now it pulverises and
    beheads you.

    ## Why It's Good For The Game

    ![image](https://github.com/user-attachments/assets/dd851dda-56b0-41c9-b6aa-26c9db0b9a28)

    ---------

    Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>

commit 3c1c05052f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 4 23:23:13 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 0287fe4d0b
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 4 21:54:53 2025 +0200

    Automatic changelog for PR #3440 [ci skip]

commit 6d081fe0da
Author: Bombermansam <Bombermansam@yahoo.com>
Date:   Fri Apr 4 15:54:30 2025 -0400

    [Modularized] Nugget Boxes and Foodpacks can now be placed into paper sacks. (#3440)

    ## About The Pull Request
    Nugget Boxes and Foodpacks can now be placed into paper sacks.
    ## Why It's Good For The Game
    You can now live out your minimum wage dreams as a fast food worker a
    Chick'fil'a. To quote someone that wanted this "I can now fastfoodmax as
    a chef".

    Food packs can also be placed into paper sacks because it makes sense.
    ## Proof Of Testing
    It compiles and was tested locally.

    ![dreamseeker_WxYzmwbDrn](https://github.com/user-attachments/assets/9b6e4e8e-fa71-48c3-8bbc-b533e3b3e65e)

    I would like to praise [lessthnthree](https://github.com/lessthnthree)
    for their remarkable patience in teaching me how to properly modularize
    code. Really, thank you so much!

    </details>

    ## Changelog
    🆑
    add: Makes Nugget Boxes and Food packs small
    /🆑

    ---------

    Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>

commit 0824cb07ba
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 3 20:19:08 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 9d8a54be49
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 3 22:14:42 2025 +0200

    Automatic changelog for PR #3433 [ci skip]

commit 45477353d2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 3 22:14:33 2025 +0200

    Automatic changelog for PR #3403 [ci skip]

commit b6b6fbfba4
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date:   Thu Apr 3 14:14:17 2025 -0600

    Job Spawn borgs prioritize linking to the malf AI (#3433)

    ## About The Pull Request

    So there's this little quirk where late join cyborgs will auto link to
    whatever AI has the least cyborgs. This changes that.

    This adds a priority: Malf AI > AI cores

    Also this deletes an unused file I noticed.

    ## Why It's Good For The Game

    Every cyborg that spawns in the game during an active malf round should
    always connect to the malf AI if it's available.

    ## Proof Of Testing

    It works

    ## Changelog

    🆑
    balance: Cyborgs now auto link in a priority system. Malf > AI cores >
    Suit AIs / Cards
    /🆑

commit 1f3aedc6c1
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Thu Apr 3 13:14:07 2025 -0700

    Fix brain trauma surgery (#3403)

    ## About The Pull Request

    Fixes the highest level of trauma surgery leaving leftover traumas.
    Applies a status effect instead of the random roll of a new trauma.

    ## Why It's Good For The Game

    Having to do lobotomy surgery over and over until you hit the 25% RNG to
    make it successfully go away isn't a good gameplay experience. Better to
    just apply a status effect for a while instead.

    ## Changelog

    🆑 LT3
    fix: Lobotomy/blessed lobotomy should correctly remove all surgery based
    traumas
    balance: Lobotomy/blessed lobotomy now provides a predictable status
    effect instead of a trauma RNG roll
    /🆑

commit 95d97cf4a2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 3 18:50:51 2025 +0200

    Automatic changelog for PR #3429 [ci skip]

commit 3c30dfbaff
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date:   Thu Apr 3 09:50:24 2025 -0700

    Shadekin Ear Gradient (#3429)

    ## About The Pull Request
    Adds a new ear type: Shadekin Gradient
    ## Why It's Good For The Game

    Makes Healer happy

    ## Proof Of Testing

    ![image](https://github.com/user-attachments/assets/16b3910e-68fa-4caf-8678-2e1f4632ecd9)

    ![image](https://github.com/user-attachments/assets/c3f7eb88-24b2-4aed-804a-075df5917517)

    ## Changelog

    🆑
    add: Added new ear type: Shadekin Gradient
    /🆑

    ---------

    Co-authored-by: Jinshee <manastra2536@gmail.com>

commit 3dd8af584e
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 3 06:33:08 2025 +0200

    Automatic changelog for PR #3415 [ci skip]

commit c83b14b15d
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date:   Wed Apr 2 21:32:45 2025 -0700

    Porting New Bug Customization + IPC Screens (#3415)

commit d9d40def4c
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 3 02:35:34 2025 +0200

    Automatic changelog for PR #3387 [ci skip]

commit a154dd9d97
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date:   Wed Apr 2 17:35:10 2025 -0700

    Fixes Waggingtail Sprite for Shadekin tails + Ringtail (#3387)

    ## About The Pull Request

    All of the shadekin tails, ringtail included, had incorrectly assigned
    dmi files for their wagging state, causing them to go invisible. This,
    simply, fixes that.

    ## Why It's Good For The Game

    I love fixing sprites!

    ## Proof Of Testing

    https://github.com/user-attachments/assets/186f7dc6-4b78-4e9e-968e-fcbdae40bf2f

    ## Changelog

    🆑
    fix: fixed wagging state for all shadekin tails and ring tail (long)
    /🆑

commit ba3fa0684c
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 2 21:56:26 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 70143cdadb
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 2 23:52:41 2025 +0200

    Automatic changelog for PR #3419 [ci skip]

commit ad62db6f9b
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Wed Apr 2 14:52:18 2025 -0700

    Adds pipe carp (#3419)

    ## About The Pull Request

    A Ferocious, highly aggressive fish that thrives in the depths of shoddy
    engineering work. Drawn to poorly sealed pipes, mismatched connectors,
    and hastily patched atmospherics, these creatures feast on structural
    incompetence with alarming efficiency.

    ## Changelog

    🆑 LT3
    add: Added new carp variant: carpmospheric technician
    /🆑

commit dab0ff6a09
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 2 11:40:26 2025 +0200

    Automatic changelog for PR #3423 [ci skip]

commit 27027d5ceb
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date:   Wed Apr 2 03:40:00 2025 -0600

    take two: Reverts the disaboot apirl fools (#3423)

    ## About The Pull Request

    Apirl fools code cleanup. Was a funny meme, but I don't think they
    should happen next year.

    ## Changelog

    🆑
    del: Disaboots have been removed from apirl fools.
    /🆑

commit 1c08269f2a
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 2 03:08:41 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit c43c9d01ed
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Tue Apr 1 19:38:12 2025 -0700

    [TM ONLY] let me send long ass subtler messages to my heart's content (TGUI payload chunking) (#3406)

    ## About The Pull Request

    (https://github.com/tgstation/tgstation/pull/90295)

    ## Changelog

    🆑 Y0SH1M4S73R
    code: Any tgui message that would be too big to send to the server is
    now split into chunks and sent in sequence. This fixes several issues,
    such as...
    fix: It is once again possible to save large amounts of text on paper at
    once.
    /🆑

    ---------

    Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
    Co-authored-by: Y0SH1M4S73R <y0sh1m4s73r@gmail.com>
    Co-authored-by: Lucy <lucy@absolucy.moe>

commit c96d028562
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 2 04:35:29 2025 +0200

    Automatic changelog for PR #3420 [ci skip]

commit e22c174b35
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 2 04:35:09 2025 +0200

    Automatic changelog for PR #3407 [ci skip]

commit 43a4b964b1
Author: plsleavemealon <106043510+plsleavemealon@users.noreply.github.com>
Date:   Tue Apr 1 21:35:04 2025 -0500

    Ethereal Powercell Bugfix (#3420)

    ## About The Pull Request

    Fixes ethereal powercells from 20kj back to 220kj which is what they
    used to be.

    ## Why It's Good For The Game

    It is what it used to be, and with the present vanilla values you have
    to recharge yourself once every ~5 minutes or so or suffer a huge mood
    debuff. And if you are entombed, you will suffer death after ~10 minutes
    if you do not recharge.

    ## Proof Of Testing

    ## Changelog

    🆑
    fix: fixed ethereals powercell back to bubbers values
    /🆑

commit 3068303ae3
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date:   Tue Apr 1 20:34:46 2025 -0600

    Reverts "Adds crew monitors to Advanced biotech and lathes" (#3407)

    ## About The Pull Request

    This removes the handheld crew monitor from the medical lathe.

    ## Why It's Good For The Game

    Alright, I just want to start out with all sources of the handheld crew
    monitor after this PR
    - Paramedics spawn with them
    - Blueshield (command only)
    - The medical vendor premium section.
    - Borg upgrades

    Overall while there's been a lot of QOL to the crew monitor which I
    enjoy, it's all gradually made it so deaths are very noticable and often
    times with someone in medical 1 second later running towards an active
    fight to drag corpses away.

    - I think overall we have a sort of medical omnipresence issue,
    especially with an easy research destroying a level of scarcity with the
    hand held crew monitor.

    Anyone can print it if they have the materials and access to the lathe
    versus only a few existing outside of the paramedic starting with them.

    This PR of course is not going to fully tackle it. It's not going to
    stop a paramedic constantly staring at sensors or the medical console
    beeping when someone's in crit. But this aims to get less eyes on
    sensors, mostly the ability for everyone in medical to have a little
    screen to pull out and see the live feed without actively moving to a
    console.

    Overall I think we have this issue (a lot of it being administrative)
    where every single death must be immedietly found and the person revived
    in 10 minutes. This won't fully tackle that, but if the solution is we
    must bloat a ton of antag abilities and items to combat sensors then I
    think we have too many eyes on sensors.

    ## Proof Of Testing

    ![image](https://github.com/user-attachments/assets/9d845341-7441-4beb-bb61-579b01222190)

    ## Changelog

    🆑
    del: Removes the handheld crew monitor from the medical lathes.
    /🆑

commit c9cca3fbef
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Tue Apr 1 23:24:18 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit de81adcb6d
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 2 00:55:25 2025 +0200

    Makes the roundend mapvote not rerun after it gets called the first time (#3418)

    ## About The Pull Request

    See name
    ## Why It's Good For The Game

    Fixes #3395
    ## Proof Of Testing

    It worked I did test it

    ## Changelog
    Nothing player facing, basically allows us to cancel the vote once it
    initializes

commit b36c477460
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Tue Apr 1 18:35:54 2025 -0400

    Fix every fucking piece of maint loot being skub (#3412)

    ## About The Pull Request
    the override should append to the global maint loot list not replace it

    ## Why It's Good For The Game
    I'm anti-skub

    ## Proof Of Testing

    I did this PR from my phone in bed because there's no power
2025-04-14 15:51:24 -04:00
BurgerLUAandGitHub a89db9515c Nerfs Security Jackboots slightly. (#3414)
## About The Pull Request

Disabler boots have a 5% chance (per locker) to spawn in a locker during
april fools.

## Why It's Good For The Game

What have I done.

## Proof Of Testing

If it compiles, it works.

## Changelog

🆑 BurgerBB
del: Disabler boots have a 5% chance (per locker) to spawn in a locker
during april fools.
/🆑
2025-03-31 23:11:31 -06:00
BurgerLUAandGitHub 3c3559b6b2 Buffs security jackboots slightly. (#3356)
## About The Pull Request

Buffs security jackboots slightly.

## Why It's Good For The Game

Much needed nerf considering the foot fetish metagang moved onto
Bubberstation. Should make playing security much easier.

## Proof Of Testing

Untested.

</details>

## Changelog

🆑 BurgerBB
add: Buffs security jackboots slightly.
/🆑
2025-03-21 17:51:49 -06:00
RoxyandWaterpig 7600837c59 Upstream lint fixes (#3186)
Fixes all the failing grep checks in #3157, doesn't fix the define
sanity fails because im tired

![image](https://github.com/user-attachments/assets/b40fc081-a5c9-4f46-9cf5-18ed85199435)
2025-03-05 13:23:05 +01:00
a2e940e336 Security multisec loadout update (#2998)
## About The Pull Request
Part of a 20-part series where I move vendor items to the loadout. There
are twenty vendors. Kill me.

This adds most (but not all) of the cosmetics from the multisec vendor
to the loadout, and updates some of their reskins. This doesn't add any
new content, just makes it available through the loadout.

## Why It's Good For The Game
Most of the Security cosmetics simply aren't available in the loadout
for some reason.

## Proof Of Testing
Compiles and has been meticulously tested for functioning! See images.


![image](https://github.com/user-attachments/assets/6c7e2ff2-822b-4ecf-af41-4f531e840362)

![image](https://github.com/user-attachments/assets/e6a24f85-f042-41c9-a6e8-0f5147e6e40c)

![image](https://github.com/user-attachments/assets/e3338ced-19b9-4d2f-af14-f846cb60a68e)


## Changelog

🆑 ReturnToZender
qol: Adds most of the Security cosmetics to the loadout
spellcheck: Removes some spaces and spellchecks some things in the
multisec vendor
add: Adds a corrections tab to the multisec vendor so being a
corrections officer is not inherently illegal
add: Holobadges are accessories rather than neck items now
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2025-02-17 17:36:17 +02:00
YakumoChenandGitHub bccd5ef13c Trims excessive roundstart security guns (#3047)
## About The Pull Request

This PR removes the skyrat-added "gun beacons" that security officers
and the Head of Security are spawned into the game with.
In addition, moves the silver glock case from the Head of Security's
locker to the Warden's locker

## Why It's Good For The Game
Security officers already get a glock in their lockers (a bubber-added
glock) as a sidearm to use, there is little reason for them to spawn
with a SECOND sidearm on their person. Given this is Bubber, I preferred
to remove the Skyrat option over the native Bubber one.

This PR was originally intended to remove some of the **FIVE GUNS** that
the Head of Security has personally available to him at round-start.
This PR trimmed it down to three, and I gave the Warden a little love by
giving them the cool glock instead (the warden never gets anything
cool...). If the HoS really wants a glock or something else, they have
the means.

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

</details>

## Changelog
🆑
balance: Removed "sidearm beacons" from spawning SecOff and HoS
inventories. Complimentary glocks are still available in security
officer lockers.
balance: Gave the HoS's silver glock to the Warden. The Head of Security
only has three guns at roundstart now! How will he ever recover??
/🆑
2025-02-15 16:08:18 -08:00
9214f7ed84 Brings upstream cargo features in line with our cargo changes (#2125)
<!-- 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
This adjusts prices and fixes a lot of oversights in my original cargo
PRs, and newly added things from upstream, helping to alleviate some of
the cargo powergame.


![image](https://github.com/user-attachments/assets/da0700bf-a483-40ad-9f12-12ce42a94d99)
<!-- 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
Cargo has been the premier site for weapons and armor, and while I don't
want to take away from that, some things like medical supplies take away
from other jobs, and are so cheap as to be widely available. The
paramedics want their work back.

This will restore the balance
<!-- 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

![image](https://github.com/user-attachments/assets/526b097d-01be-46fd-96a4-263de8c106a9)

![image](https://github.com/user-attachments/assets/5177c8a1-3e21-4806-8980-79f8bee84763)

<!-- 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: Removes the Lanca and Sol LMG completely from cargo orders, leaves
the Sakhno to the mosin order
del: Re-removes the ion carbine from imports (it's in the goodies tab)
del: Removes extra ammunition types for no longer used weapons from
import order
add: Removed company imports added to goodies and security orders
balance: adjusts prices on some company imports to not be essentially
free, such as medical supplies and armor
/🆑

<!-- 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>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-26 10:23:56 -07:00
510f87a335 Tactical Maid Uniform (#2462)
## About The Pull Request
Buyable CnC Maid Kit, 400 credits, weapon permit
Act likes regular full set of sec clothing. Nothing special
It also can hold janitor tools on the vest I guess
## Why It's Good For The Game
we literally have tactical syndicate maid uniform. I needone for sec too
## Proof Of Testing

![image](https://github.com/user-attachments/assets/4d4a461c-3671-4cd7-9f75-9016aa1cc8a1)
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: CnC Maid Kit
fix: Shotgun not being access locked when it should
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-19 14:37:42 +01:00