45 Commits
Author SHA1 Message Date
Roxy 4c62a21b1a Fixes for #92061 2025-08-12 13:50:57 -04:00
RoxyandGitHub 0e7f328f2d Clean up the rest of the duplicate sound files (#4027)
## About The Pull Request

Used a script to find all duplicate sound files, consolidate them all
down to a single file and move it into the `modular_zubbers` structure,
update code as needed

## Why It's Good For The Game

Smaller repo

## Proof Of Testing

If it compiles it works

## Changelog
🆑
sound: cleaned up duplicate sound files in the repo
/🆑
2025-06-12 10:05:22 -07:00
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
Majkl-J 254cd32c93 Merge branch 'master' of https://github.com/Bubberstation/Bubberstation into upstream-25-02a 2025-02-25 06:56:39 -08:00
Majkl-J 225199e26b Moves all the organcode down to obj/item/organ 2025-02-20 00:06:45 -08:00
Vanilla1040andGitHub 7d33db5652 Adds borgmat to Synths *Turf (#3088)
## About The Pull Request

Adds the borg mat to synths as of a request from AvianAviator

## Why It's Good For The Game

Comfy Mat for synths now

## Proof Of Testing

Works perfectly fine on localhost

## Changelog

🆑
add: Adds the Borg mat to Synth's *Turf
/🆑
2025-02-15 16:48:27 +01:00
BloopMosleyTime-GreenGhomSmArtKarklorpa_0Steventgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>FlufflesGoldenAlpharex
6df77ad80d [MIRROR] Death of mutant bodyparts AND external organs (#85137) (#4335)
* Death of mutant bodyparts AND external organs (#85137)

Removes mutant bodyparts and external organs from the game completely
Digitgrade behaviour was mutant bodypart for no reason

Cat ears now work with the bodyparts overlay system, same as all the
other external organs (since all their behaviour is now just on /organ

It doesn't remove all the /external types, but moves all behaviour to
/organ. I'll follow up with a PR wiping all the /external organ types,
but it's just conflict heaven so not this PR

I've also streamlined a lot of duplicate/weird species regeneration code

Melbert did the same PR as well but due to a lack of time (?) I have
absorbed his PR to double nuke mutant bodyparts

Frees us from the chain of unmodular code, and kills my greatest nemesis
(after the shuttle meteor murder bug)

🆑 Time-Green and MrMelbert
Refactor: External organ behaviour has been moved to /organ, ears now
use the same system as the other organs
Refactor: Mutant bodyparts are dead! This likely does not mean much to
the average person but it's very dear to me
code: Improves digitgrade handling in preference code
/🆑

I have absorbed #85126, using Melberts code to improve and add some
missing changes. Mainly improving the functioning of preferences and
digitgrade legs. I didn't take over the hairstyle improvements.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Fixes missing felinid ear preference (#86553)

Closes #86452

🆑
fix: Fixed missing felinid ear preference
/🆑

* Spelling Fixes (#86056)

Fixes several errors to spelling, grammar, and punctuation.
Improves readability and user experience.
🆑
spellcheck: fixed a few typos
/🆑

* Fix plasmamen having all feature preferences (#86682)

Fixes #86622

Plasmamen relevant_external_organ is null, and it then checks if
relevant_external_organ is in a list containing nulls
I cleared the nulls from get_mut_organs to fix it

🆑
fix: Fixes plasmamen having all external organ species preferences
/🆑

* Fixes cat ear layering, makes getFlatIcon account for RESET_COLOR on under/overlays (#86757)

After the external organ removal pr, cat ears stopped being as weirdly
specialcased, and instead just used a `/datum/bodypart_overlay/mutant`
subtype. However, this was set up in a way where the inner ears were put
on a different layer from the outer ears, leading to wonky layering.

In this pr, we revert their layers and instead apply the inner ears as
an overlay onto the base ears, fixing this.

Thank you Melbert for the idea. o7

Additionally, as this pr tripped the screenshot tests, makes the
`getFlatIcon(...)` proc account for `RESET_COLOR` on under/overlays.

We do this by making it stop applying the colour after merging all the
under/overlays, and instead apply it and the parent color _before_
merging any under/overlays, while proxying the parent color as a new
parameter `parentcolor` to any new `getFlatIcon(...)` calls.

This coincidentally also fixes usage of `getFlatIcon(...)` on husked
bodies, as those also used `RESET_COLOR` for their blood overlay. The
screenshot tests had to be updated for this.

Fixes #86453.

🆑
fix: Fixed cat ears not layering properly.
fix: Husked bodies show their blood with the right colours in
photographs.
/🆑

* Automatic changelog for PR #86757 [ci skip]

* Fish infusion (#87030)

I'm adding a new infusion ~~(actually four, but two of them are just
holders for specific organs tied to a couple fish traits)~~ to the game.
As the title says, it's about fish.

The infusion is composed of three primary organs, plus another few that
can be gotten from fish with specific traits.

The primary organs are:
- Gills (lungs): Instead of breathing oxygen, you now need to stay wet
or breathe water vapor.
- fish-DNA infused stomach: Can safely eat raw fish.
- fish tail: On its own, it only speeds you up on water turfs, but it
has another effect once past the organ set threshold. It also makes you
waddle and flop like a fish while crawling (I still gotta finish sprites
on this one)

Other organs are:
- semi-aquatic lungs: A subtype of gills from fish with the 'amphibious'
trait, falls back on oxygen if there's no water. Can also be gotten from
frogs, axolotl and crabs.
- fish-DNA infused liver: From fish with the 'toxic' trait. Uses
tetrodotoxin as a healing chem instead of a toxin. Also better tolerance
to alcohol if you want to drink like a fish (ba dum tsh).
- inky tongue: From fish with the 'ink production' trait. Gives mobs the
ability to spit ink on a cooldown, blinding and confusion foes
temporarily.

The main gimmick of this infusion revolves around being drenched in
water to benefit from it, In the case you get the gills organ, this also
becomes a necessity, to not suffocate to death (alternatively, you can
breathe water vapor, without any benefit). To enable the bonus of the
organs set, three organs need to be infused. They can be gills, stomach,
tail and/or liver, while the inky tongue doesn't count towards it.

Once the threshold is reached, the following bonus are enabled:
- Wetness decays a lot slower and resists fire a bit more.
- Ink spit becomes stronger, allowing it to very briefly knock down
foes.
- Fishing bonuses and experience
- Resistance to high pressures
- Slightly expanded FOV
- drinking water and showers mildly heal you over time.
- for felinids: You won't hate getting sprayed by water or taking a
shower.
- While wet:
- - If the fish tail is implanted, crawling speed is boosted.
- - You no longer slip on wet tiles.
- - You also become slippery when lying on the floor.
- - You get a very mild damage resistance and passive stamina
regeneration, and cool down faster.
- - You resist grabs better.
- - get a very weak positive moodlet.
- However, being dry will make you quite squisher, especially against
fire damage, slower and give you a modest negative moodlet.

While working on it, I've also noticed a few things that explained why
tetrodotoxin (TTX) did jackshit at low doses, because livers have a set
toxin tolerance value, below which, any amount of toxin does nothing.
Also I've felt like reagents like multiver & co were a bit too strong
against a reagent that's supposed to work at very low doses, with slow
metabolization, so I've added a couple variables to buff TTX a bit,
making it harder to purge and resistant to liver toxin tolerance (also
added a bit of lungs damage).

I wanted to take a shot at coding a DNA infusion and see how chock-full
I could make it. DNA infusions are like a middle point between "aha,
small visual trinket" and organs with generally ok effects. I seek to
make something a bit more complex ~~(also tied to fishing ofc because
that's more or less the recurrent gag of my recent features)~~ primaly
focused around the unique theme of being strong when wet and weaker when
dry.

EDIT: The PR is now ready, have a set of screenshots of the (fairly mid)
fish tails (and gills, barely visible) on randomly generated spessman
and one consistent joe:

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

🆑
add: Added a new infusion to the game: Fish. Its main gimmick revolves
around being stronger and slippery when wet while weaker when dry.
balance: Buffed tetrodotoxin a little against liver tolerance and
purging reagents.
/🆑

* Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)

Upon getting stabbed in your eyes or having a bullet fly through your
head there's a chance (minor for stabbing, extremely low for headshots)
you'll receive a new "Eye Puncture" wound which causes profuse bleeding
out of your now-empty eye hole. Once healed you'll have to deal with a
scar on your eye which cannot be cured and requires surgical
replacement. Eye scarring will reduce your eyes' max health by 15, give
you a minor screen tint and a fancy visual on your character sprite.
Getting scarring on both eyes will turn you completely blind.

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

This PR also introduces a new quirk which gives you eye scarring on the
eye of your choice and an eyepatch to go alongside it, just make sure
that it sits on the right eye.

Also added medical(white) subtype of eyepatches to loadout for those who
want that version instead. Credits to AnturK on discord for the idea.

Its a neat lil' feature that makes the game more immersive, and unlocks
more roleplay opportunities for players. New quirk gives access to this
feature for players who want to make it a part of their character's
backstory (or maybe as a part of permanent scar roleplaying).

🆑
add: Getting stabbed or shot in the eyes has a chance of giving you a
new wound and a semi-permanent scar, blinding you on one side
add: Added new "Scarred Eye" quirk which blinds you on one eye but gives
you a fancy eyepatch
add: Medical eyepatches have been added to loadout
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>

* Resprited tails from fish infusion. (#87298)

Back when I made #87030 I got a bit lazy when it came to spriting the
fish tails and just ported a few ones from furry servers and made them
inherit the hair color. Let me tell you, those sprites kinda look bad,
and the fact that they've the same colors of hair is kinda... fuzzy, and
doesn't sit well with me, like some hairball stuck in a cat's throat.

So I took upon myself to actually make them better (and also give gill
overlays a couple extra pixels), at the cost of some of my free time and
their wagginess, because fuuuuuck wagging animations for anything that
isn't a somewhat amorphous fluffy tail. Fish don't wag their tail.

They also get one of several blue/grey tints if the owner of the part
doesn't have a peculiar skin tone like lizards or ethereals or moffs.

Anyway, comparison time:

OLD:

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

NEW:

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

Both from byond screenshots but I cut and pasted them in paint instead
of asesprite because old habits die hard.

Better sprites. Perhaps the selection of blues could be improved a bit
idk.

🆑
image: resprited fish tails from fish infusion.
/🆑

* Makes the game compile, first.

* Removes a duplicate loadout entry added by /tg/ (to avoid people's loadouts getting messed up)

* Fixed an issue with on_mob_insert() for /datum/bodypart_overlay/mutant

* Fixed an issue with the burn datum of the moth wings bodypart_overlay

* Fixing digitigrade legs not behaving as they should be

* A bunch of Insert->mob_insert and Remove->mob_remove

* Okay, now stuff gets colored properly

Also ears work properly too!

Only thing is that mutant organs on the preferences dummy don't seem to change between character, at least for most of them, which is really annoying.

* Properly returns ears to being internal organs

* Makes it so preferences can use relevant_mutant_bodyparts again!

* Makes organs properly update when changing species

* Markings now get removed when they don't need to be there on a limb

* Fully renives update_mutant_bodyparts(), as it was basically just update_body_parts() anyway at this point

* fix charging implant

* Restores the usage of simple bodypart_overlay for the sensory_enhancer and the hackerman_deck, as that was otherwise causing a bunch of runtimes

* Returns legs to being a sprite accessory, just for simplicity's sake (I don't want to have to refactor it on our end again)

* Fixes xenos not getting their mutant organs because I accidentally nulled the list for no reason 💀

* Makes it so certain organs (in this case, ears) can't be replaced when changing visual preferences, meaning Tesharis/Synths/Slimepeople will get their respective ears, regardless of what visuals they choose for them

* Fixes a small mistake with spines in the code

* Adds some mutant_bodyparts for the results of the infuser unit test. This might be a hack, but we'll cross that bridge when we get to it in the future.

* Adds a "None" option to tail_spines

* Allows ears to not constantly runtime because they don't have an accessory_name sometimes, which is a sad consequence of many species not setting their ear sprite sometimes

* Should fix CI, hopefully should be the last thing needed for this to work flawlessly from now on (crossing fingers)

* This ACTUALLY fixes the changeling transform and transform sting! Hurray!

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: klorpa <30924131+klorpa@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2025-01-12 21:42:00 -05:00
LT3andGitHub 1cd7eda66c Fixes *meow and *purr emotes (and other emote third person keys) (#2278)
## About The Pull Request

MEOW MEOW MEOW

Fixes meow and purr after TG added pet emotes. Also fixes a bunch of
third person keys used incorrectly.

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

## Why It's Good For The Game

MEOW

## Proof Of Testing


https://github.com/user-attachments/assets/313f0141-56fd-43e1-9133-44c462b6c05f

## Changelog

🆑 LT3
fix: Fixed meow and purr emotes playing the pet line instead of the
emote line
/🆑
2024-10-28 21:52:20 +00:00
StrangeWeirdKitten 4576f84b64 I hate this so much 2024-10-24 08:39:15 -06:00
Majkl-J ae0b926948 Holy lord no more please 2024-10-24 03:07:38 -07:00
c3a6058fc4 [SEMI-MODULAR] [NOVA PORT] Ports the serpentine taur "rework" from nova with a few tweaks (#28492)
[SEMI-MODULAR] Taur rework Pt. 1: Serpentine taurs (#1953)

* lets just push

* agh

* last commiut of the night

* some more

* taking a break

* ugh

* waaghhh

* better

* uhhhh

* arfgggg

* cleanup

* womp

* some more

* a lil tweak

* aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

* forgot this was nullable

* atomize

* dwa'

* why isnt it publishing

* womp

* i am stupid

* DOUBLE DEFINTIION

* suffix, to avoid confusion

* Apply suggestions from code review



* manual review

* Apply suggestions from code review



* manual review, save for one thing ill do in a min

* this is as much as i understand

* rename package, will do the same in the other pr soon enough

* some tweaks

* Apply suggestions from code review



* reviews

* Apply suggestions from code review



* dirs!

* this was way easier than i thought itd be

* i missed these

* how did i miss this?

* you get this, but not hardened soles

* yargh

* ok they convinced me

* wahhhh

* hytthg

* fml

* WHY IS THIS HERE

* le typo

* inversion

* it works now

* saNity

* a b it of work

* Apply suggestions from code review



* womp

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-06-30 12:55:45 +05:30
24151d1228 [MIRROR] Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from GLOB to a datasystem (#27561)
* Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem

* Merge branch 'master' of https://github.com/tgstation/tgstation

* Moves everything I can think of to the subsystem

* Seems to be working fine now

* makes it compile

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
2024-06-08 09:35:22 +05:30
WaterpigandGitHub d072970c78 Correctly substitutes GAME_PLANE_UPPER removed in #25600 (#26836)
I am going insane
2024-03-11 22:43:03 -04:00
11ecffbf8d [MIRROR] bodytypes to do with body shape and sprite handling have their own var (#26627)
* digi-cybernetics

* bodytypes to do with body shape and sprite handling have their own var

---------

Co-authored-by: Kromatopzia <94389683+aKromatopzia@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
2024-02-27 01:59:23 +01:00
7bb2f5055e [MIRROR] 81182 81367 81399 (#26492)
* Implements rgb2num, uses it to replace all our manual rgb reading. Redoes HSV management (#81182)

[Converts all manual extraction of rbg with rgb2num. It's just
better](https://github.com/tgstation/tgstation/commit/ae798eabd5aa94dd577169553905d3efd7a7136d)

[Yanks out old HSV management, replaces it with list
stuff](https://github.com/tgstation/tgstation/commit/4997e86051d6388e495524dccba1f3258a47bb48)

There's this old lummy era clunky code that passed HSV as text

We can now cleanly replace it with passing hsv as lists from a rgb2hsv
proc

So let's just do that.

Also, cleans up spraytan code (and ethereal lighting)

Code better

* Refactors fire overlays once again to make it not get stuck so often (#81367)

Maybe finally fixes #77701

A big reason why this kept happening is because fire uses standing
overlays. But fire isn't managed by mobs anymore. Meaning in some
situations, fire can cease to exist but the overlay can still be on the
mob. So it gets stuck.

So like, why use standing overlays anymore? We can just hook
`update_overlays` signal.
Isn't that neat.

🆑 Melbert
refactor: Fire effects get added to mobs in a different way now. Maybe
it will get stuck less. Report any oddities.
/🆑

* Fix Flaky Failure From Fire  (#81399)

## About The Pull Request

Closes #81396 , Closes #81391 , Closes #81403, Closes #81402

I don't know why but I thought this proc was only called once, when the
mob entered the turf. That was silly.

And going back at it, I'm not entirely sure why I tied
`TRAIT_NO_EXTINGUISH` to the element anyways, rather than the lava like
it originally was.

While going back over this, I cleaned up the proc a bit. 

## Changelog

Not necessary

* There we go?

* Bruh moment

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-02-12 19:03:58 -05:00
9a3fb5c5c1 [MIRROR] FOV is Dead (Long Live FOV) [MDB IGNORE] (#25600)
* FOV is Dead (Long Live FOV)

* Update _megafauna.dm

* Update _vehicle.dm

* FOV Hotfix: Actually offsets gameplane render relays

* removes redundant visual_shadow

* removes GAME_PLANE_UPPER references

* Update mob_movement.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-23 17:47:07 +00:00
GoldenAlpharexandGitHub 6280e327e8 Removes duplicate emote overlays (#23164)
* Removes duplicate emote overlays

* Reverts my accidental dme changes
2023-08-18 10:21:48 -07:00
04a817cb5c [MIRROR] Makes bodytype a carbon mob variable, not a species variable [MDB IGNORE] (#22116)
* Makes bodytype a carbon mob variable, not a species variable

* Dealing with more conflicts

* Actually makes shit compile

* Fixes carbon bodytypes not always being synchronized with bodyparts (#76522)

Fixes https://github.com/tgstation/tgstation/issues/76481
TLDR /mob/living/carbon/human/species subtypes were NOT updating their
bodytypes on spawn due to absurd and wacky carbon bodypart creation code
that meant try_attach_limb() never got called (What the FUCK?)

* Other fixes that were required for shit to compile

* Revert "Fixes carbon bodytypes not always being synchronized with bodyparts (#76522)"

This reverts commit 6a029bcb16e279c716066452fa2905eed141c1d1.

* Revert "Other fixes that were required for shit to compile"

This reverts commit f8f8bb0ec7e2b3fb4e398b6c4bf76abc5fad551d.

* Please no constant monke

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-14 18:09:01 -04:00
3464b6bfb2 [MIRROR] Refactors Regenerate Organs, and a few organ helpers [MDB IGNORE] (#20094)
* Refactors Regenerate Organs, and a few organ helpers

* MERGE CONFLICTS

* GETORGANSLOT > GET_ORGAN_SLOT

* GETORGAN > get_organ_by_type

* lint repairs

* more lint

* Update tgstation.dme

* Update surgery_step.dm

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-01 02:51:06 +01:00
e4080f4717 [NON-MODULAR] Fixes custom stuff for uniform accessories on teshis, also some taur cleanup. (#17637)
* Fixes custom stuff for uniform accessory

* Update modular_skyrat/modules/emotes/code/additionalemotes/turf_emote.dm

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

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-01-13 19:15:28 -05:00
Rimi NoshaandGitHub c53f28969e [99% MODULAR] Synth and IPC Unification and Extended Customization! (#16967)
* What am I looking at?

* Okay, now limbs and switching to the three other types of synth!

* Hey, it compiles, but *definitely* doesn't work!

* Has a slight chance of working now!

* Actually compiles properly now!

* Nice one, dork

* Fuck limb code.

* And this is the story behind where the last 8 hours of my life went!

* My code will now throw the rattle if you do dumbdumb.

* I'M SORRY, MODULARITY

* Final code, maybe?

* Hmm, yes, today I will leave debug logs in my commits.

* Hmmm, maybe not enable that by default.

* Oh yea, nice one, dork.

* Oh yea, digitigrade exists. Also fixes all known runtimes. Also fixes me forgetting a couple of *very* important things.

* I feel special.

* Small bit of code cleanup!

* Android parts!

* Go away Blueshift compile error!

* E

* More code fixes!

* Synthliz fix

* Haha, shitcode go brrrr

* AAAAAAAAAAAAAAA

* Fix screenshot tests!

* Listen here you little shit-

* idontknowwhythisisbreakingantennasbutyoucankeepthenameiguess

* FUCK

* Turns out some antennas *do* use more than one colour, ugh.

* Nice one, genius.

* Address reviews, and also change IPC antennas to tri_bool instead of toggle- woops!

* Now that I know roughly how sprite accessories work, let's fix this at long last so I can finally get this merged.

* Oh yea, this!

* Oops, nice catch, unit tests!

* Very cool, PDA update

* Yeet!

* Apply suggestions!

* Oops!

* WHY DIDN'T YOU COMMIT

* I'm getting tired of fixing these conflicts.

* Ugh.

* Fix my shitcode, also make erp genitals check less intensive

* FUCK

* I am still suffering

* Fix

* e

* Fucking LEGS

* Fucking GREYSCALE

* REMOVE THIS BEFORE MERGE, DUMBASS

* Nevermind, this is unironically the best way to do it due to how our really weird prefscode works... pain.

* Stupid organic interface code edit
2022-12-14 18:22:55 -05:00
SkyratBotandGitHub b9b6a803b0 [MIRROR] Throws a bunch of parenthesis around to ensure dear Aunt Sally is always properly excused. [MDB IGNORE] (#17654) 2022-11-22 19:44:59 -08:00
fa9d8869e1 [MIRROR] Moves flick_overlay to atom instead of being global [MDB IGNORE] (#17529)
* Moves flick_overlay to atom instead of being global (#71045)

## About The Pull Request
Moves flick_overlay and flick_overlay_view to atom instead of being a
global proc
## Why It's Good For The Game
General performance and syntaxical improvements, makes it easier to
retrieve iconstates
## Changelog
🆑
fix: flick_overlay is an atom proc
/🆑

Co-authored-by: etherware-novice <candy@ notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Moves flick_overlay to atom instead of being global

* modular flick

Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: etherware-novice <candy@ notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-17 17:26:07 -08:00
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
9bf006d189 [MIRROR] Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) [MDB IGNORE] (#16472)
* Multiz Rework: Human Suffering Edition (Contains PLANE CUBE)

* skyrat changes

* bodyparts merge

* unres door floorlight fix

* Future upstream fix for blindness

* upcoming upstream airlock fix

* fix button emissive

* Fix FOV markings?

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-02 23:30:09 -04:00
0a1f06a2d1 [MIRROR] This tail refactor turned into an organ refactor. Funny how that works. [MDB IGNORE] (#14017)
* This tail refactor turned into an organ refactor. Funny how that works.

* Firstly, fixing all the conflicts.

* Fixes all our maps (hopefully)

* Actually, this should fix pod people hair :)

* Almost everything is working, just two major things to fix

* Fixed a certain kind of external organ

* Cleaning up some more stuff

* Turned tail_cat into tail because why the fuck are they separate?

* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file

* Adds relevant_layers to organs to help with rendering

* Makes stored_feature_id also check mutant_bodyparts

* Fixes the icon_state names of ALL the tails (pain)

* Fixes wagging, gotta refactor most mutant bodyparts later on

* I Love Added Failures

* Fixed some organs that slipped through my searches

* This could possibly fix the CI for this?

* It doesn't look like it did fix it

* This will make it pass, even if it's ugly as sin.

* Fixed Felinids having a weird ghost tail

* Fixes instances of snouts and tails not being properly colored

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-06-11 23:20:16 -04:00
TomandGitHub ff7dbd57be Fixes some tail turf emotes (#13865) 2022-05-25 01:03:29 +01:00
TomandGitHub 6d3a8fbec7 goodbye box comments (#13826) 2022-05-23 17:00:34 +01:00
2c52195446 Fixes bad global used by turf emote (#13710)
* unscuffs turf emote

* doc

* Update modular_skyrat/modules/emotes/code/additionalemotes/turf_emote.dm

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

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-05-23 11:39:26 +01:00
a1418e1045 [MODULAR] New Tail Options (#13642)
* customizationagent

* wew

* wew

* trimming the fat

* whoops left that in there

* yeah

* wew

* wew the sequel

* wew

* agony

* yeah

* nnnnnnnnn

* yeah

Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com>
2022-05-19 12:53:41 -04:00
GandalfandGitHub 314d3d15a9 ffff (#13114) 2022-04-26 01:59:10 +01:00
ghost sheepandGitHub fdb0ca20c0 [Modular] Removes two overlay emotes (#12966) 2022-04-21 21:26:01 +01:00
3916ea03de [MIRROR] Kapulimbs [MDB IGNORE] (#12497)
* Kapulimbs

* conflicts

* part one of fixes

* more fex

* ugh

* more fix

* eee

* e

* more fix

* Well it compiles, but we need to get digi legs working

* more fixes

* https://github.com/tgstation/tgstation/pull/65887

* https://github.com/tgstation/tgstation/pull/65904

* https://github.com/tgstation/tgstation/pull/65923

* more fix

* now uses dna specific icon overrides.

* species code no longer dictates what icon the limbs use

* digitigrade legs implemenation

* more fixes, species indexing, species bodyparts

* remaining mutant bois

* 0

* okay this work!

* IPC stuffs

* inv file uses

* optimisation and limb string rendering digitigrade stuff

* wew

* partial vox support

* bodymarkings are now stored on the bodypart

* limb key caching

* Update carbon_update_icons.dm

* Update carbon_update_icons.dm

* Moves our mutant variance to the new system and makes shoes squash.

* all legs do it

* https://github.com/tgstation/tgstation/pull/65918

* https://github.com/tgstation/tgstation/pull/65899

* https://github.com/tgstation/tgstation/pull/65990

* teshari bodytype

* them teshari's aren't humans

* bandaid for future proper teshari implementation

* Update vox_bodyparts.dm

* fixes chests and teshari implementation

* fixes

* fex

* Update mutant_zombie_bodyparts.dm

* oops

* Update synthetic_lizard_bodyparts.dm

* Update code/modules/mob/living/carbon/human/human_update_icons.dm

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

* Update code/modules/mob/living/carbon/human/human_update_icons.dm

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

* Update code/modules/mob/living/carbon/human/human_update_icons.dm

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

* Update modular_skyrat/master_files/code/modules/surgery/bodyparts/species_parts/ghoul_bodyparts.dm

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

* Update modular_skyrat/master_files/code/modules/surgery/bodyparts/species_parts/ghoul_bodyparts.dm

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

* Update modular_skyrat/master_files/code/modules/surgery/bodyparts/species_parts/ghoul_bodyparts.dm

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

* Update modular_skyrat/master_files/code/modules/surgery/bodyparts/species_parts/ghoul_bodyparts.dm

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

* Update code/modules/mob/living/carbon/human/species.dm

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

* Update scissors.dm

* wound stuff

* Update carbon_examine.dm

* more stuff

* Delete human_update_icons.dm

* begone thot

* https://github.com/tgstation/tgstation/pull/66065

* Update _external_organs.dm

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-04-11 02:40:05 +01:00
GoldenAlpharexandGitHub 88117fd1f1 Fixes turf emotes not overlaying properly in certain cases (#11980) 2022-03-11 15:23:46 -05:00
ghost sheepandGitHub 94449f8885 [Modular] Emote vfx offsets for teshari (#11469) 2022-02-12 19:08:25 +00:00
ghost sheepandGitHub d231729f54 [Modular] Adds a toggle option to overlay effects for emotes (#10633)
* Adds a toggle option to overlay effects for emotes

Thank you for your feedback!

* Clarity
2022-01-12 15:14:35 +00:00
ghost sheepandGitHub 50bfdacbd6 [Modular] Updates and adds overlay emotes (#10542)
* change an overlay emote check so simplemobs can cast it

* syke i added two

* love nitpicking sprites

* *question emote
2022-01-12 03:54:30 +00:00
58f82b5161 [MIRROR] [Ready] MODsuits [MDB IGNORE] (#10244)
* [Ready] MODsuits

* we dont need to add these people as codeowners, goodness gracious

* have to remove this because upstream

* part 1 of these fixes

* EEEE

* Update peacekeeper_clothing.dm

* E

* E

* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"

* E

* Update expeditionary_trooper.dm

* more removal

* nice

* modsuti modstui modusuti

* fixes

* E

* ITS MODsuit not HARDSUIT

* more hardsuit references

* MODSUIT NOT HARSUITEDSA

* Maps

* More ,map

* oop

* e

* oo aa

* 0

* ting tang

* Update modsuit_tailsprites.dm

* hi fikou

* bs tech update

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-25 13:32:49 +00:00
TomandGitHub a02b93374a Adds SIGNAL_HANDLER to modular procs that were missing it (#10121) 2021-12-18 22:24:50 +00:00
99a6fe31f2 [SEMI-MODULAR?][TESTMERGE FIRST] Glow in the dark markings/bodyparts/eyes (#8960)
* FUCKIN WOOO

* much better

* yesssssss

* yeetus deletus the merge conflictus dies

* fug that was an oops

* better

* linters are weird

* woops I erased tesh tails

* better

* wingfix

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-11-06 22:41:29 -04:00
Seris02andGitHub fb70059611 [modular] adds the ability for six character hex colours (draft so maintainers know what to do when this gets merged on TG, if it does) (#8692)
* hhhhh

* yes

* yes

* yes

* yes4

* yeet

* yeet number 2

* don't want that conflicting

* yep

* trailing newline
2021-10-17 22:59:19 +13:00
fa519bdde3 [MIRROR] cleanup _HELPERS/_lists.dm and all the necessary files [MDB IGNORE] (#8783)
* cleanup _HELPERS/_lists.dm and all the necessary files

* Epbic

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 21:07:35 +01:00
GandalfandGitHub f81cc2775b testing to fix ci (#8121)
* Update _external_organs.dm

* OOOFP
2021-09-12 01:44:58 +01:00
Sza'ThiandGitHub 30f295528a Cheapen quirks and adds the moth sparkle to it. (#6756) 2021-07-06 23:23:10 +01:00
d428cd749e S&T Additional Emotes (#6259)
* Species & Taurs Initial Launch

* Fixes and a quick attempt to update branch

* 'A quick fix'

* Cleaning up variables, applying crew vote, adding PR to readme

* changes 'exclamate' to 'exclaim', removes unused list.

* Fixes an overlay oversight, adds sound effects to all turf styles

* typo fix

* volume fix (also failcheck again)

* added suggestion and removed a switch

* patch cycle 1

* buff prints

* patch 2

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-25 01:47:24 +01:00