## About The Pull Request
It takes 1.5 seconds for the web to be cut with wirecutters.
## Why It's Good For The Game
If you've ever been on a station with the duct spider trait, or just
gotten unlucky and had a duct spider vent clog you'll know very quickly
how unfun it is to clean up spider webs. Especially when using a welding
tool costs 1u of fuel per web. Making it less painful to clean up webs
from unchecked duct spiders will make dealing with them a lot better.
## Proof Of Testing
See below.
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/27289337-4a83-4333-a63f-956c73789080
</details>
## Changelog
🆑
balance: You can now cut through spider webs using wirecutters.
/🆑
## About The Pull Request
Does as the title says.
## Why It's Good For The Game
I don't want to flash bang people with my genitals every time I
transform, and I'd reckon some people don't want to be flash banged by
lycan genitals either. Also, @nikothedude told me that them not having
underwear causes a genital visibility issue of some sort.
## Proof Of Testing
See below.
<details>
<summary>Screenshots/Videos</summary>
<img width="266" height="266" alt="image"
src="https://github.com/user-attachments/assets/daf8cfe8-5826-4eb4-8fa7-eaac9e61ae24"
/>
</details>
## Changelog
🆑
add: Lycans can now wear underwear.
/🆑
## About The Pull Request
fix emissives for mutant bodyparts
## Why It's Good For The Game
fix man good
## Proof Of Testing
<img width="185" height="159" alt="dreamseeker_HuoXW0olgn"
src="https://github.com/user-attachments/assets/9c3ed540-5c7d-4334-a225-1b5282ddd924"
/>
## Changelog
🆑
fix: mutant bodyparts emissives not working
/🆑
## About The Pull Request
The ammunitions workbench is Security's (And some others'!) tool for
refilling ammo boxes, magazines and so on. It's one of the pieces of
Skyrat kit I actually enjoyed, but it's got some big problems! In its
current state it has a number of long-standing faults nobody was doing
anything about, a pretty significant one being that it throws a runtime
every single time you interact with it. This PR repairs those faults and
brings the machine in line with the rest of the station's lathey things.
Fixes:
- **Runtimes on every interaction.** The machine called
`default_deconstruction_crowbar()` with the wrong arguments, so
inserting anything (a magazine, an ammo box, a datadisk) threw `Cannot
read null.tool_behaviour`. That has been fixed.
- **Material handling now matches other lathes.** It previously used a
weird old menu. It now uses the standard UI for lathes and shit:
workbenches placed on the map connect to the ore silo at roundstart,
newly built ones can be linked with a multitool.
Additions:
- **Recycle function.** A loaded container can be emptied back into
materials, mirroring the existing recycler/autolathe, etc. This means no
more ugly piles of random bullets on the ground! It also has snazzy
previews, jokes and shit built into the tooltips/UI. This is a complete
overhaul.
- **Emag support.** Emagging the workbench unlocks its full catalogue,
consistent with other restricted fabricators. Wire-cutting remains as an
option too. (Basically just instant hacking with no electrocution risk)
- **Prefilled mapping variant.**
`/obj/machinery/ammo_workbench/prefilled` spawns with mid-tier parts and
a modest local material stock for away missions, ruins, and custom maps,
so it works without also placing loose sheets and a datadisk. I was
debating making it spawn with ammo designs already in it. But decided
against it.
## Why It's Good For The Game
We inherited this machine from Skyrat, and it sucked, behaves unlike any
comparable machine on the station; eye searing green UI. It runtimed on
every interaction, and was just generally a roach hotel of bugginess.
The recycle function is also something nice I've wanted for a long time,
and the prefilled variant should come in handy. Also a lot of people
gave me the "let it connect to the silo" feedback and nobody told me
"no" so here we go.
## Proof Of Testing
<img width="931" height="957" alt="image"
src="https://github.com/user-attachments/assets/a0fc7acb-30e7-4d54-9e49-7227b86af730"
/>
<img width="1650" height="1164" alt="image"
src="https://github.com/user-attachments/assets/31e8a28b-64bc-4d73-aa48-4b978e122168"
/>
<img width="913" height="879" alt="image"
src="https://github.com/user-attachments/assets/7a2287fd-ee51-42bf-9491-6bbfa7a497cb"
/>
</details>
## Changelog
🆑
fix: The ammunitions workbench no longer runtimes every time you
interact with it.
qol: The ammunitions workbench now draws from the ore silo like other
lathes, and newly built ones can be linked with a multitool.
add: The ammunitions workbench can now recycle a loaded container back
into materials.
add: The ammunitions workbench can be emagged to unlock its full
catalogue.
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
<img width="830" height="45" alt="image"
src="https://github.com/user-attachments/assets/dc76c74d-7a97-4cd7-ab91-df8ffefa392e"
/>
## About The Pull Request
**YOU!** [Have you ever wanted to be a strange, round, rubbery little
creature with absolutely no fine motor control? No? Well you should have
thought of that before you went to sleep somewhere which gave me the
AMPLE opportunity to slide my EXTRAORDINARY new creation right onto your
FORMER HANDS!](https://www.youtube.com/watch?v=OjdgFSoQ00w)
Introducing Ball Mittens and Latex Paw Mittens: inflatable latex gloves
that, once on, become your hands for the foreseeable future! Big
shoutout to **Onule** for the sprites!
Ball Mittens are now a new equip-able lewd item available in the loadout
(Toys > Lewd Toys) or found in the Lustwish vendor.
They can be reskinned mid-round into Latex Paw Mittens, which are ALSO
available directly as an _incredible_ loadout item in the Gloves tab
with full GAGS color customization across three extraordinary color
groups! All for only four easy payments of no money at all!
While wearing either variant, the wearer experiences a suite of
DELIGHTFUL fumble mechanics representing a meteoric rise above the old
versions which just meant you could do basically nothing!
Here's what they do:
- Item pickup requires getting down on your knees and wrestling with the
item for a variable delay, with a small chance of you struggling even
longer because of how hard it is.
- Inventory retrieval from pockets, ID slot, belt, suit storage, and
_many more_ has a brief delay to represent fishing it out of your
pockets with your clumsy mitts! NOTE: This functionality is limited by
core aspects of the game engine, certain items are not subject to this
delay such as any item which is a container including but not limited to
toolbelts, backpacks and more. I tried but eventually gave up.
- Clothing has an extended timer. Have you ever tried unbuttoning a
jacket with paws the size of your face?
- Machine and console interaction requires a 1.5-second delay (skipped
when in combat mode, where you are presumably STRIKING DOWN the EVIL
machine)!
- Self-removal takes a full minute via the resist key or clicking the
item in the HUD. I was thinking of just making it impossible to remove
them on your own outright, but I changed my mind, aren't I swell?
- Throwing has a 5% chance of the item simply tumbling to the floor
instead. I thought about monekying with strength or like half a dozen
other things which I scrapped in the prototype phase when I realized how
_VIOLENTLY ANNOYING_ they would get over time!
- Guns suffer a serious spread penalty! It's hard to use guns when your
beans won't even fit inside the trigger guard!
- Restraint escape time is tripled! How the hell do you escape handcuffs
with your bare hands, let alone paws?!
- Stripping other players is much harder, I think it speaks for itself,
you're a cat, have you ever seen a cat steal your shoes? Absurd!
- The items are fire-proof because they're supposed to play into the
fantasy of having paws so it'd be lame if they could be trivially burned
off you and you can also use insulated gloves on them to witness the
absolute peak of comedy in the form of a funny easter egg!
- Surgery on the wearer is not blocked in order to play into the fantasy
that you actually have paws, wow! The mittens are considered transparent
to surgical operations! This means you don't have to have your hands
ripped off to get arm surgery! This was **obscenely** challenging to
implement! This and the ability to add insulation are very small
concessions to make it not pure agony to play with these on as say, an
engineer. They are heavily outweighed by the downsides.
- Another player can strip them off normally. The OOC safeword removes
them instantly if you decide the fun really has to end! Remember that
this function exists boys and girls!
- The items make appropriate rubber squeaking sounds, play flavor
messages for the wearer, and have visible bystander messages so the
whole crew can enjoy the endless novelty afforded by your predicament.
Also since this changes the appearance of the Cat Gloves, I've decided
to just go ahead and add the light QOL functions to these too, they
don't provide any gameplay advantage whatsoever. Arguably they make your
life harder.
## Why It's Good For The Game
You have been granted a GIFT. A BLESSING. An entirely voluntary and
opt-in set of squishy latex paws that make everything slightly harder in
ways that are charming rather than punishing.
More seriously: this adds a significant level of functionality to an
item which is otherwise a dead end
It also adds SKINS which you can sell on the Steam Market for PENNIES ON
THE DOLLAR!†
What's more, many manhours have been expended testing these to get the
balance just right!
†Disclaimer, you cannot actually sell the skins
Also I have already gotten approval from maintainers so I'm just writing
this for fun.
## Proof Of Testing
There are 30 to 50 copies of Tgstation.dmb in my recycle bin because I
meticulously compiled and tested every feature with every change to this
code that I made because I am **NOT GUILTY BY REASON OF INSANITY!** And
also I don't know how to use VSC. I think that's adequate and I don't
want to download OBS again. Oh and there are like a bajillion commits of
my dumb ass trying to fix this.
<img width="425" height="414" alt="image"
src="https://github.com/user-attachments/assets/806f4c6d-81ee-4143-be1c-91db94b6efdf"
/>
<img width="1626" height="832" alt="image"
src="https://github.com/user-attachments/assets/327581d2-e593-443a-8cde-053b7d0de80a"
/>
<img width="496" height="1177" alt="image"
src="https://github.com/user-attachments/assets/12fc408b-b2d1-43e5-b220-f207cac8ef1d"
/>
</details>
## Changelog
🆑
add: Added vast amounts of functionality to Ball Mittens, inflatable
latex gloves with fumble mechanics for item pickup, inventory retrieval,
clothing removal, machine interaction, and more !
add: Added Latex Paw Mittens, a GAGS-colorable paw-form variant
available in the Gloves loadout tab with full three-color customization!
image: Added GAGS sprite layers for Latex Paw Mittens
/🆑
## About The Pull Request
If you manually inserted organs into a head (or manually removed it for
that matter) nothing would update the sprite unless you did it manually.
So I put in code to do that for you. This fixes gibbed heads looking
debrained.
## Changelog
🆑 Melbert
fix: Gibbed heads don't look debrained despite having a brain
/🆑
## About The Pull Request
Digi and snout bodyshape are added and removed if digi or snout is
hidden
There now also exists a digitigrade bodytype which is not removed if the
bodyshape his
Bodyshape is solely used for determining how the body is shaped for
rendering
Bodytype is used for checking stuff like "can digis wear shoes"
This lets us clean up rendering code a bit, allowing us to pass around
bodyshape rather than needing to check our wearer for digi and whatnot
Digi itself is now a component for legs that tracks - on item equip or
unequip - if said items squish the legs.
## Why It's Good For The Game
Right now we do some super jank stuff like updating body every time we
update our jumpsuit which is obviously a bit wasteful
This should make things easier to manage and work with (and maybe more
performant?)
## Changelog
🆑 Melbert
refactor: Refactored how digitigrade and snouts render, report any
oddities with that
/🆑
# Conflicts:
# code/__DEFINES/mobs.dm
# code/modules/mob/living/carbon/carbon_update_icons.dm
# code/modules/mob/living/carbon/human/_species.dm
# code/modules/mob/living/carbon/human/human_update_icons.dm
## About The Pull Request
With the removal of the menu bar, moves the Bubber menu bar verbs to the
stat panel button bar.
## Why It's Good For The Game
Change relays, get into character preferences, wiki without having to
use the command bar.
## Proof Of Testing
<img width="829" height="68" alt="image"
src="https://github.com/user-attachments/assets/7c7f77f5-5a78-465a-a659-00939449c2b6"
/>
## Changelog
🆑 LT3
qol: Relays, character preferences, settings, and wiki are now
accessible from the stat panel button bar
/🆑
## About The Pull Request
https://github.com/tgstation/tgstation/pull/96417
## Why It's Good For The Game
bugs bad
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
tis a upstream pull
</details>
## Changelog
🆑
fix: Fixed diamond and bluespace artifact boulders not containing any
diamonds/bluespace crystals
/🆑
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
I didn't realize that default aggro range for mobs is 9, so tendrils
would try to attack you with their whips and spikes despite you being
completely out of their range, which looks pretty funny.
I've fixed this by separating out aggro ***grab*** range and aggro
sustain ranges, lowering latter to 5 for tendrils, and adding checks for
target distance for both abilities it has. The Thing also had a similar
behavior but used rather jank code for that (which I don't think even
worked), so I've modified it to use the new system as well.
## Why It's Good For The Game
Stationary mobs probably shouldn't try to attack mobs completely out of
their reach
## Changelog
🆑
fix: Tendrils no longer try to attack you when you're out of their reach
code: Cleaned up The Thing's aggro code
/🆑