Commit Graph
179406 Commits
Author SHA1 Message Date
nevimer bf160beaed i forgot to return my tapes 2026-03-12 03:50:06 -04:00
nevimer 4818860b42 maybe 2026-03-12 00:32:02 -04:00
nevimer 50bd38a858 typo 2026-03-12 00:24:31 -04:00
nevimer 1d0dd299fc improve code for privacy policy by runtime loading 2026-03-11 20:18:48 -04:00
Bubberbot 37305dd285 Bubberstation automatic changelog compile [ci skip] 2026-03-11 23:34:50 +00:00
nevimer bbabb78582 ffffff 2026-03-11 19:23:54 -04:00
nevimer f50b92abc7 hotfix for privacy policy 2026-03-11 19:19:05 -04:00
Bubberbot e7133436e5 Automatic changelog for PR #5310 [ci skip] 2026-03-11 23:20:42 +01:00
AlexisandGitHub 98b6a2ff1a Privacy Policy Fixes Part 2 (#5310)
## About The Pull Request

- Fixes the privacy policy still showing up after accepted.
- Makes it so closing out of the window kicks you.
- Converts the whole thing from preference based to SQL based.
## Why It's Good For The Game
Fixes and polish for a previously accepted PR are good for the game,
yes.
## Proof Of Testing
I can't take a screenshot of a privacy policy that didn't show up the
second time around after I accepted it, but it properly filled out the
database and worked during testing.

## Changelog
🆑
add: Closing out of the Privacy Policy window instead of accepting it
now kicks you.
fix: Fixed the Privacy Policy window showing up after you've already
accepted it once, for real this time.
/🆑
2026-03-11 18:20:18 -04:00
Bubberbot cc7d318c41 Automatic changelog for PR #5325 [ci skip] 2026-03-11 08:38:21 +01:00
DanielanceandGitHub f1a77fe90a adds missing bulletproof vest sprites for digitigrade legs and teshari (#5325)
## About The Pull Request

Very similar to the [ablative trenchcoat
PR](https://github.com/Bubberstation/Bubberstation/pull/5285), but for
another armory item, the bulletproof vest.

Has the same missing sprite issues (missing textures for digitigrade
legs, fallback sprite for teshari), both fixed by the PR.
## Why It's Good For The Game

Less missing sprites good!
## Proof Of Testing

Works on my machine.
<details>
<summary>Screenshots/Videos</summary>

after PR:
<img width="294" height="99" alt="Screenshot_285"
src="https://github.com/user-attachments/assets/743ea561-0d85-492e-91a3-0985600c4e54"
/>

before PR, for comparison:
<img width="298" height="107" alt="Screenshot_284"
src="https://github.com/user-attachments/assets/0319540f-700e-477a-a82f-1d3901545e9c"
/>

teshari sprites all views:
<img width="79" height="78" alt="Screenshot_286"
src="https://github.com/user-attachments/assets/b18e88d7-cb22-453a-b530-40bb7cf6159a"
/>
<img width="72" height="79" alt="Screenshot_288"
src="https://github.com/user-attachments/assets/0f6bdd37-0b5a-4ab9-942d-ec9fa0d6473e"
/>
<img width="76" height="74" alt="Screenshot_289"
src="https://github.com/user-attachments/assets/6f1d9c06-8f5d-48d0-9f3d-d5eb130eecff"
/>


</details>

## Changelog
🆑
fix: bulletproof vest sprites for digitigrade legs and teshari
/🆑
2026-03-11 08:37:57 +01:00
Bubberbot b7cdb084fe Automatic changelog for PR #4766 [ci skip] 2026-03-11 02:40:06 +01:00
62b144b34b [PORT] Player Panel improvements from Splurt (#4766)
## About The Pull Request
This PR improves the admin Player Panel interface
Admin Panel Changes:
- Notes, Ban, and Sticky Ban buttons now work for disconnected players
- Status Flags section: Toggle Stun, Knockdown, Unconscious, Push, and
Godmode flags
- Speed Control: Slider to adjust character movement speed (-10 to +10
range)
- Mob Faction: View current factions, add predefined or custom factions,
remove factions
- Discord: Display Discord ID in Punish > Investigate section (if
verified)
- Borg Panel Access: Added "Borg Panel" button in Other section for
cyborgs
- Load Preferences



## Why It's Good For The Game
## Proof Of Testing
<details>
<summary>
Before (Logs, Notes, Traitor, Apply Client Quirks)
</summary>

<img width="650" height="500" alt="DdFFHxXTXM"
src="https://github.com/user-attachments/assets/98be9f07-c6aa-46d6-b598-11fc32d4f934"
/>

<img width="650" height="500" alt="g8lsZanMrK"
src="https://github.com/user-attachments/assets/284b4f44-6aab-49ff-8b6a-ad5b99cd12c2"
/>



</details>
<details>
<summary>
Now  (Logs, Notes, Traitor, Apply Client Quirks)
</summary>


<img width="600" height="480" alt="inCi0NURzZ"
src="https://github.com/user-attachments/assets/ffad00d3-42f9-40ef-9f83-8d967c7f2a6f"
/>
<img width="600" height="480" alt="Sh3Zh7ROTJ"
src="https://github.com/user-attachments/assets/2af5e89d-8c8f-4e63-ad04-a03a5a6e53b7"
/>


</details>

<details>
<summary>
Ghost
</summary>


![omGL0UjdbR](https://github.com/user-attachments/assets/40334373-7a6b-4618-b49e-f2b5350ed0d2)


</details>
<details>
<summary>
Mob
</summary>


![KcRk4Vw4vR](https://github.com/user-attachments/assets/81ad205e-54eb-44aa-97ec-e4e6ebd78517)

</details>

## Changelog
🆑
admin: Enhanced Player Panel with more stuff
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-03-10 21:39:39 -04:00
Bubberbot 6f0b76f5da Automatic changelog for PR #5127 [ci skip] 2026-03-11 02:27:00 +01:00
ArrisFairburneandGitHub 6f0a9400f4 Arris biodome maptainance (#5127)
## About The Pull Request

Updates Biodome to be gooder.

## Why It's Good For The Game

Biodome is one of the more interesting maps thanks to the titular
gimmick, but for one reason or another the playerbase loathes it. I'll
be making changes to Biodome that I think will improve it, as well as
changes to


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

<img width="1861" height="1187" alt="17684994760802257449426043441716"
src="https://github.com/user-attachments/assets/0617a32e-bee7-4cbf-a5d9-e9234046bde3"
/>
<img width="1952" height="1483" alt="17684995784481011964462438821388"
src="https://github.com/user-attachments/assets/bf8ee6df-f3a6-4692-bff2-729be806b2b6"
/>
<img width="1610" height="1279" alt="17684995044717250940024567843557"
src="https://github.com/user-attachments/assets/c33d9ba5-f20c-42a4-a985-b0dae3b47e66"
/>

</details>

## Changelog
🆑
map: various changes to Biodome
/🆑

## To-do 

- [x] Rework to science
- [x] Divide upper biodome with firelocks so that vacuum cannot spread
- [x] Plasmaglass to turbine
- [x] Compress solars and make them stylistically identical: follow
Boxstation example
- [x] Expand bitrunning; chute to send crates straight to ore storage?
Space heater. Make it look pretty and Gamer in there.
- [x] Remove bitrunning window. (Gamers hate sunlight, and also
voidwalker abductions)
- [x] Make unique cryopods room
- [x] Expand crystallizer room (
https://discord.com/channels/1059199070016655462/1460406585401544867/1461868917285982269
)
- [x] Reorganize service biodome departments: move janitorial to be
built into the wall. Remove bathroom and rad shelter and build them into
a building. Make more space so that the biodome can be more bio.
- [x] Reorganize the bridge: move more stuff to lower floor (meeting
room, HOP office). Make the blueshield office less of a shrek shack.
- [x] Make the cargo waiting area bigger and friendlier to passerby.
- [x] Expand blacksmith's workshop. Right now it's more like maints...
- [x] Transport tube rebuild; make them less winding and more practical
to get to square hallways around station
- [x] Add more space windows for void walkers 
- [x] Wire APC research lab into the grid
- [x] Warden's office windoors
- [x] Wires/atmospipes south of sec to connect in
- [x] Sec firing range and maints door near it need access change proper
- [x] Look at courtrooms access
- [x] Remove metal foam floors from maints above engi
- [x] APC in R&D front office wire to grid
- [x] APC in sec C-hallway wire to grid
- [x] Correct airlocks direction near vacant office
- [x] Vacant office mislabelled maints door
- [x] SM cooling loop unconnected in plasma windows
- [x] Fix dispopipes and atmospipes in wrestling arena
- [x] Biodome lake tiles need planet atmos removed
- [x] Doors in science need acess tweaks
- [x] L-shaped genpop area
- [x] Fix elevator engineering side to be OSHA compliant
- [ ] Beer tap fix
- [x] Sec locker room needs lights
- [x] Wall-mounted extinguisher is on the table near arrivals secpoint
- [ ] Check maints for holes
- [x] Remove duplicated button in sec mechbay
- [x] Fix access to the law office backdoor
- [x] Change the west minibridge
- [x] Check on the courthouse backroom access
- [x] Replace the metal foam over the engineering areas
- [x] The new sauna in the unisex restrooms has no APC and therefore has
infinite power.
- [x] The old dorm in maints (with neon carpet) has an non-functional
bolting button. (Possibly intentional.)
- [x] Robotics mechbay shutters have no access, for the inside buttons;
hallway button does. (Possibly intentional.)
- [x] Captains Quarters area extenders outside of the area. (Image
attached below.)
- [x] Science external solars are disconnected from maintenance and the
walls do not attach properly (Image attached below.)
- [ ] Gather more criticism of Biodome flaws
- [ ] Testing
2026-03-10 20:26:37 -05:00
Bubberbot d0b5349236 Bubberstation automatic changelog compile [ci skip] 2026-03-10 23:36:03 +00:00
Bubberbot 6fd5dca906 Automatic changelog for PR #5088 [ci skip] 2026-03-10 07:11:47 +01:00
aKromatopziaandGitHub a544355b7a Cybernetic brain update + Some Vox touchups (#5088)
## About The Pull Request
Cybernetic/Cortical brain touch-up. Discuss.

Also because vox use cortical brains, we touched their code a little.
Tangent: I wish there was a way to make the brain restore surgery
capable of taking a multitool without being a separate op :\

# But why?
It's been noticed that people are using cortical brains to shoot up some
meth without consequences. This was a) not originally intended b)
genuine power creep, as previously the only way to be able to process
chems without the brain damage was to be a vox, who do start with
robotic-only brains. So, this PR is to address it. Sure you get an EMP
weakness, but this server has a soft-stigmatization against using EMPs
so that's leery on the social contract.

Fret not! You'll still have the option of a roundstart brain which
doesn't take meth damage. It just also takes slightly more EMP damage,
has less health than an ordinary brain, and if it ever gets removed, it
explodes as the other prosthetics do (but doesn't qdel). So really,
there's not much of a consequence.

## Proof Of Testing


https://github.com/user-attachments/assets/f48efc8b-9f4b-4fd1-b71f-145a1d4b63c5

<img width="255" height="167" alt="Screenshot_10"
src="https://github.com/user-attachments/assets/0334b931-0593-4721-9de2-a02211253e28"
/>

yeah i flipped it on the below one. it's correct now though
<img width="661" height="171" alt="Screenshot_11"
src="https://github.com/user-attachments/assets/554eaf09-8ee4-4a1a-a95b-c7332a078610"
/>


## Changelog
🆑
add: Previously-unobtainable surplus-cybernetic brain added to
Prosthetic Organ quirk
add: Cybernetic brains given the ORGAN_PROMINENT trait, following normal
brains.
add: Vox Primalis unique cybernetic brain has been finally added to
their species descriptions. (Bet you didn't know they had one)
balance: (Roundstart) Cortical brains given ORGAN_ORGANIC, so they can
be fixed with both mannitol and a multitool. Vox brains are excluded
balance: Brain options in character prefs have been given a 1
quirkiness-point cost.
fix: Cybernetic/Cortical brains have their repair hints updated to
reflect what they can actually be repaired by
code: Prosthetic Organ quirk moved to modular_zubbers
code: 'Vox Primalis' now considered a collective noun
code: dangerous_organ_removal has a new variable to toggle between organ
qdel or having its damage set to max health.
/🆑
2026-03-10 02:11:24 -04:00
Bubberbot b6a3011e23 Bubberstation automatic changelog compile [ci skip] 2026-03-09 23:36:25 +00:00
Bubberbot f4897f2e60 Automatic changelog for PR #5195 [ci skip] 2026-03-09 19:07:27 +01:00
09d8689e7a Give the Paperwork Autosurgeon to the NTC and HOP (#5195)
## About The Pull Request

This PR adds a Paperwork autosurgeon, and puts it in the locker of the
Head of Personnel and the Nanotrasen Consultant.

## Why It's Good For The Game

This implant is so obscure but I personally love it, in its gimmick.
Currently the only way to obtain it is via a medical departmental order
(???) or as an import, ever since I added it. I feel like the two
bureaucratic roles deserve to have it.

## Proof Of Testing

<img width="490" height="108" alt="image"
src="https://github.com/user-attachments/assets/51788c7a-a76d-439c-85b0-23845e56037c"
/>


## Changelog
🆑
add: Nanotrasen Consultants and Heads of Personnel may rejoice the
presence of a Paperwork Implant autosurgeon in their lockers.
/🆑

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Alexis <catmc8565@gmail.com>
2026-03-09 11:07:00 -07:00
Bubberbot 22f4622251 Automatic changelog for PR #5314 [ci skip] 2026-03-09 17:20:52 +01:00
c59128ad59 Moon Station Botany Rework (#5314)
## About The Pull Request

Makes Moon Station Botany Better™️

## Why It's Good For The Game

People said botany was bad so I fixed it.

## Proof Of Testing

If it passes tests, it werks.

## Changelog

🆑 BurgerBB
map: Makes Moon Station Botany better.
/🆑

---------

Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
2026-03-09 11:20:25 -05:00
Bubberbot 5f1df98824 Bubberstation automatic changelog compile [ci skip] 2026-03-08 23:33:10 +00:00
Bubberbot 830cf44f0f Automatic changelog for PR #5295 [ci skip] 2026-03-08 17:39:58 +01:00
Bubberbot ebd6d2e06f Automatic changelog for PR #5288 [ci skip] 2026-03-08 17:39:49 +01:00
AlexisandGitHub fdc778e584 Zombie Markings (#5295)
## About The Pull Request
Anazarh xPokee bang PR. Braaz m!rg brains!!

This PR adds zombie markings per the PR title.
## Why It's Good For The Game
Customization
## Proof Of Testing
See the image below.
<details>
<summary>Screenshots/Videos</summary>
<img width="323" height="322" alt="image"
src="https://github.com/user-attachments/assets/dd2996db-fd11-4b8e-b4f5-f709837dcf62"
/>
</details>

## Changelog
🆑
add: Added new zombie markings.
/🆑
2026-03-08 17:39:36 +01:00
f357393f4e [Effigy Port] Converts Bloopers/Vocal Barks to a config sided thing (#5288)
## About The Pull Request
Does as the title suggests, I also put the files into proper folders
while I was in there per where they would be on base /tg/ based on where
they were in the Effigy PRs. This is a port of all three of these PRs:
https://github.com/effigy-se/effigy/pulls?q=is%3Apr+is%3Amerged+blooper
## Why It's Good For The Game
This lets us change vocal barks easier, as well as letting us have more
control over how easily and quickly we can remove and add specific ones
if necessary.
## Proof Of Testing
It compiled and ran without any runtimes. I would still highly recommend
test merging this for a few weeks to get everything transferred over.
## Changelog
🆑 xPokee, LT3, TealSeer
refactor: Refactored vocal bloopers to be a config based subsystem.
config: Added all the previous vocal bloopers to the new config, as well
as some new ones, look for them!
/🆑

---------

Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
2026-03-08 17:39:25 +01:00
Bubberbot 8ad8af15ff Bubberstation automatic changelog compile [ci skip] 2026-03-07 23:31:08 +00:00
Bubberbot b6c095be96 Automatic changelog for PR #5260 [ci skip] 2026-03-07 17:18:38 +01:00
YobrocharlieandGitHub 89632591f8 New gateway (#5260)
<!-- 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

Adds a new gateway which is like the half life gateways step brother in
terms of gameplay except more dangerous and less intuitive while being
more entertaining and offering more interactions at the same time, this
one is ported from nova but will offer a smidge less loot and be a
smidge more brutal due to the differences in server balance and culture

## Why It's Good For The Game

admin funny.
wont be rotation and will be reliant on admins specifically enabling it
during the round for people to access it.

## Proof Of Testing

Tested and loaded in local, works as intended

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

</details>

## Changelog

🆑
add: Added a new gateway for admins to fuck around with.
/🆑

<!-- 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. -->
2026-03-07 10:18:15 -06:00
Bubberbot 6e6e8210e3 Automatic changelog for PR #5307 [ci skip] 2026-03-07 13:55:12 +01:00
dfa292188f Makes moth eyes colourable and fixes HUD implants on moths visually because I was eyeless to it once. (#5307)
## About The Pull Request

Literally title. Tested with multitool on robotic moth eyes too, works.
Also closes https://github.com/Bubberstation/Bubberstation/issues/5229/.
## Why It's Good For The Game

Customisation good. Bugfix good. Both combined is good.
## Proof Of Testing

<img width="191" height="131" alt="image"
src="https://github.com/user-attachments/assets/3993d1db-0047-42d5-a623-34f5240ce27b"
/>


<img width="764" height="654" alt="image"
src="https://github.com/user-attachments/assets/27872b7f-45d7-478c-89a1-e022eb1090c8"
/>
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: Recolouring for moth eyes. You will have to set new colours in
character preferences.
fix: HUD implants not displaying on moth eyes
fix: De-spookified moths that have had their eyes replaced. (Fixed moth
eyes disappearing when replaced with anything else, rendering your
sprite eyeless until your original eyes were put back in).
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-03-07 13:54:48 +01:00
Bubberbot 494cc4cf14 Automatic changelog for PR #5313 [ci skip] 2026-03-07 11:48:40 +01:00
BingusTheClownandGitHub a010303d59 Fix IPC Screens by setting eye icons to 'null' instead of 'none' (#5313)
## About The Pull Request

The custom synth code will set eyes to none, but we have no icon state
for that. But ontop of that, we already check if the eye state is null,
and if it is, we just return (so we dont need to process eye
animations/etc)

Fixes https://github.com/Bubberstation/Bubberstation/issues/5258

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>
No Screen:
<img width="336" height="519" alt="image"
src="https://github.com/user-attachments/assets/cf89a921-dac1-41b3-8764-c0386f66bc13"
/>

With Screen:
<img width="323" height="539" alt="image"
src="https://github.com/user-attachments/assets/8265413e-2466-4c3a-9edf-d46cc2bc4f27"
/>

(No error!)

</details>

## Changelog

🆑
fix: IPC's no longer have an error when customizing their look with a
screen.
/🆑
2026-03-07 11:48:18 +01:00
Bubberbot 735b51295f Bubberstation automatic changelog compile [ci skip] 2026-03-02 23:35:13 +00:00
Bubberbot 563c059e87 Automatic changelog for PR #5299 [ci skip] 2026-03-02 23:59:55 +01:00
DanielanceandGitHub db22af15c9 doswim (mermaid borg) sprite bug fixes (#5299)
## About The Pull Request

This pull request fixes two bugs with the DoSwim (mermaid borg) sprites
for the three available variations (medical, science, and engineering).

The first (and more significant) bug was the sprite turning invisible
when EMP'd/flashed/buckled, this was caused by the icon_state using a
"-tipped" sprite that didn't exist.
<img width="313" height="37" alt="Screenshot_270"
src="https://github.com/user-attachments/assets/bd26a2bd-897a-421e-97c5-db7fc9d61325"
/>
It now uses the "-sit" sprite in the files for this.
<img width="106" height="111" alt="image"
src="https://github.com/user-attachments/assets/4cbd66d0-19e6-4fd6-9b9c-60fdbe2c3d48"
/>

The second bug was the science and medical variations not having overlay
sprites for cover open/cell out/wires exposed due to them being
presumably copy-pasted but still called "mereng" (also fixed).
<img width="320" height="119" alt="image"
src="https://github.com/user-attachments/assets/fa9d1936-6ed7-4b15-91a4-fa8e9b9d8273"
/>
## Why It's Good For The Game

Bug fix good!
Fixes #5219
## Proof Of Testing

Works on my machine.
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/104b42f6-7fea-4798-8674-c77b9a12d445


https://github.com/user-attachments/assets/6af08530-7dcd-47f5-bc21-4f58898304d0

</details>

## Changelog
🆑
fix: mermaid borg no longer invisible when you flash/buckle it, has open
cover sprites for sci and med now
/🆑
2026-03-02 23:59:31 +01:00
Bubberbot 9e2a4d5d7f Automatic changelog for PR #5254 [ci skip] 2026-03-02 23:45:06 +01:00
nevimerandGitHub f476153bd5 Allow free flipping unless it's a manually spammed emote (#5254)
## About The Pull Request

inspired by (and by proxy) closes
https://github.com/Bubberstation/Bubberstation/pull/5251

let's you flip freely from every source that calls the emote except
manually spamming it via a bind
## Why It's Good For The Game

a few things force you to flip, this removes the nausea of it from that.

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

https://cdn.discordapp.com/attachments/1097484328012886067/1472096985153798311/dreamseeker_KNP34fBxua.mp4?ex=699154a7&is=69900327&hm=d63bfc36b5da601d82fe1a3bae4c687ddbee7deda431fe1706d17fef2568ffc7&
</details>

## Changelog
🆑
balance: forced flipping is now nausea free
/🆑
2026-03-02 14:44:43 -08:00
Bubberbot ce82b9cda2 Automatic changelog for PR #5267 [ci skip] 2026-03-02 23:15:06 +01:00
gavlaandGitHub de5347ba90 Changes the required reagent for non-evolved organ tissue for Medical Cytology (#5267)
## About The Pull Request

update: the changed reagent is now Saline-Glucose Solution because
carbon is too easy to get in medical.

This PR changes the required reagent for non-evolved dense organ samples
grown through cytology from Organ Tissue to Saline-Glucose Solution.
Evolved dense organs keep their required reagent of Organ Tissue.

This is a part of my soft overhaul to medical organ cytology. Later, I
plan to create additional evolved organ types for organs exclusive to
Bubbers, such has Pulsating Tumors for Hemophages and miscellaneous more
beneficially grown organs that upstream does not have.

## Why It's Good For The Game

This is personally a quality of life for various factors; but is mostly
done to cut time spent swabbing dozens of hearts and rolling an isolated
tissue sample. In an example where two tissue samples are detected from
a microscope with a petri dish: dense heart tissue and dense evolved
heart tissue; the cytologist won't have to worry about accidentally
growing their unfavored organ, as before, a sample of this used in a
growing vat will grow both at the same time and consume double the
amount of reagents supplied.

## Proof Of Testing

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


choose your flavor of soup.
<img width="621" height="543" alt="image"
src="https://github.com/user-attachments/assets/b3b53b41-d799-4ead-9253-9aee7c311b16"
/>

pretend the text says saline glucose solution instead of carbon.
</details>

## Changelog

🆑
qol: Non-evolved dense organ tissues in Medical Cytology require
Saline-Glucose Solution instead of Organ Tissue.
/🆑
2026-03-02 14:14:42 -08:00
AlexisandGitHub 313b09c072 [Semi-Modular] Updates Autowiki (#5300)
## About The Pull Request
It'll allow autowiki to work for us instead of trying to log in to
/tg/'s wiki. Which is what we want.
2026-03-02 16:41:20 -05:00
Bubberbot b721351dd4 Automatic changelog for PR #5294 [ci skip] 2026-03-02 12:59:24 +01:00
bff9c3b528 Milsim Fixes (#5294)
## About The Pull Request
A downstream, a fork of a downstream, and a fork of a fork of a
downstream all walk into Github.
The contributor says; _"I'm gonna have to fix this bug three times,
aren't I?"_

Milsim CIN NPCs used an old way of causing mobs to drop corpses by
putting them in their loot table. This was eventually deprecated, and
their subtype was eventually given a **corpse** variable to keep their
bodies in. Milsim NPCs were not updated to account for this, causing
them to drop the default corpse and their own corpse. This fixes this by
simply replacing the loot definition with a corpse definition.

There was a reference to an item that doesn't exist in Milsim. That's
been replaced with what it was almost certainly supposed to have been in
the first place.

I assume this doesn't need to be modular, since these are Skyrat files.
Correct me if I'm wrong, I do not play or know anything particularly
about Bubber.

## Why It's Good For The Game
fix bug

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="256" height="278" alt="one corpes"
src="https://github.com/user-attachments/assets/804c7c0b-3c7d-4557-a61c-b2ef7caeed28"
/>
<img width="237" height="187" alt="image"
src="https://github.com/user-attachments/assets/b01f680b-a001-4e03-b40f-864fba91a000"
/>
</details>

## Changelog
🆑
fix: Virtual CIN Soldiers will no longer undergo mitosis upon death.
fix: Fixed a non-existent item in Milsim.
/🆑

Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
2026-03-02 12:59:01 +01:00
Bubberbot b6bcd215d5 Bubberstation automatic changelog compile [ci skip] 2026-03-01 23:32:23 +00:00
Bubberbot 5fc0a11c60 Automatic changelog for PR #5292 [ci skip] 2026-03-01 22:28:09 +01:00
a110ad0bb3 Adds 6 new drinks for hemophages (& Gives Eggnog a unique glass.) (#5292)
## About The Pull Request

Alcohol is the lifeblood of any good bar, and a good bar is where any
good bloodsucker goes for an easy meal. But why settle for floozies and
flunkies, when you can have a flight of delicious, and suspicious
cocktails to sip between (un)fortunate victims?

**Have five new blood-infused boozes.** _And a bubbly float for the
freshly bitten_
<img width="272" height="281" alt="preview"
src="https://github.com/user-attachments/assets/8624d44f-8221-4363-87ba-d7f8584613db"
/> <img width="263" height="264" alt="preview3"
src="https://github.com/user-attachments/assets/5983a02e-6dd7-474b-9325-90e3dd37c1bc"
/>
[In order of appearance]
- Morocco Coffin / A blood-and-rum iced coffee, served in a
coffin-shaped glass
- Cranberry Cadillac / Sugar-candy crystals infused with ichor rim the
glass like chrome
- Bat Outta' Hell / A sports-themed yard glass! Just try not to drink
too fast... [Causes an OD: Temporary blind, dizzy, and shake, but
improves your hearing, like a bat in flight!]
- Jubokko / Beware whose branches you sit under...
- Venetian Waltz / Caramel, chocolate and blood make for a fun, if not
unserious cocktail.
- Intraverde / For those adverse to alcohol, or still hate the taste of
blood.

And eggnog is here too. :)
<img width="271" height="237" alt="image"
src="https://github.com/user-attachments/assets/2c7af4e8-191c-4187-9374-f28fb87429e9"
/>

- It's eggnog!!!!
## Why It's Good For The Game

-An expanded flight of drinks for hemophages adds personality to
characters; the variety of colours and shapes of the drinks themselves
helps define characters by their tastes.

-Eggnog no longer being a menacing glass of off-white liquid is a flat
upgrade; probably too small to be its own PR so it's stuck here.
## Proof Of Testing

A proper look without the set:
<img width="128" height="128" alt="BatOuttaHell-Preview"
src="https://github.com/user-attachments/assets/a164f056-ef62-4469-b5af-c23178bf00ad"
/>
![CranberryCadillac-preview](https://github.com/user-attachments/assets/0530eba8-decb-4245-9b62-942c6f9716e3)
<img width="128" height="128" alt="Jubokko-Preview"
src="https://github.com/user-attachments/assets/e25c757a-a268-4804-8167-7a88cf931d1b"
/>
<img width="128" height="128" alt="Morocco Coffin Preview"
src="https://github.com/user-attachments/assets/29c46471-9d78-4f04-93b8-9bab35cde655"
/> <img width="128" height="128" alt="Venetian Waltz-Preview"
src="https://github.com/user-attachments/assets/408acc6f-03e5-4e59-ad34-a5daed998bfc"
/>
![Intraverde-Preview](https://github.com/user-attachments/assets/80803e84-2ca8-432e-91a2-67c126856c5f)

<img width="219" height="360" alt="preview2"
src="https://github.com/user-attachments/assets/03bbf258-018e-4245-afe7-4798645b301d"
/>
<img width="245" height="98" alt="preview 25"
src="https://github.com/user-attachments/assets/628fe796-c4a9-4d63-9a3a-b8c0f80887e3"
/>

And eggnog. :)
<img width="128" height="128" alt="eggnog-Preview"
src="https://github.com/user-attachments/assets/283fccbd-ab3a-40b9-a5e7-2866026b9795"
/>

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

</details>

## Changelog
🆑
add: 6 new drinks for blood-drinkers
5 Alcoholic: Morocco Coffin, Cranberry Cadillac, Jubokko, Venetian
Waltz, and the Bat Outta' Hell
1 Non-Alcoholic: The Intraverde.
add: Eggnog now has its own sprite. No more suspicious glasses of white
liquid during the holidays.
/🆑

---------

Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
2026-03-01 22:27:45 +01:00
Bubberbot 8e46d0a619 Automatic changelog for PR #5298 [ci skip] 2026-03-01 20:45:37 +01:00
AlexisandGitHub a891e33a09 Fixes the privacy policy showing up after being accepted (#5298)
<!-- 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
See the title. Also fixes:
https://github.com/Bubberstation/Bubberstation/issues/5297
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

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

## Why It's Good For The Game
Fixes good
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Proof Of Testing
It didn't pop up when I joined the game locally.
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: The privacy policy no longer pops up after you've already accepted
it once.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
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2026-03-01 14:45:13 -05:00