## About The Pull Request
title
## Why It's Good For The Game
for a job dealing an awful lot with jobs, they can't see people's jobs.
Despite glasses for that being in the code.
## Proof Of Testing
no
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: HOP now gets Civilian HUDSunglasses in their garment bag.
/🆑
## About The Pull Request
Does as the title suggests. I am pretty impartial to these existing, so
long as they get a resprite, and get proper digitigrade leg sprites
before they make a return. If anyone is super attached to the hats, let
me know in the comments, and I'll remove them from this PR. I only
included them with this due to it feeling silly to only have the hats
without the uniforms.
## Why It's Good For The Game
I am normally a firm believer in "Improve. Don't remove." but these
sprites lack digitigrade sprites and their own sprites have clearly not
been touched up in quite some time leads me to believe they are being
unmaintained and would best be removed for the time being.
## Proof Of Testing
It compiled. If CI passes it should work.
## Changelog
🆑
del: Removed the imperial/naval hats and jumpsuits.
/🆑
## About The Pull Request
### CMO palette update
Before - after
<img width="533" height="324" alt="image"
src="https://github.com/user-attachments/assets/c8a843a6-875d-4796-8c62-d24dd509147b"
/>
Logical follow up to #93313 and #91902
CMO now has a backpack which matches their teal palette rather than
re-using the medical doctor's blue backpack
CMO now starts with white sneakers instead of blue sneakers
### Garment bag update
Garment bags can hold backpacks, duffels, etc.
However they CANNOT store backpacks which have ANY contents, so no risk
of storage nesting memes here.
### Misc
Removed the defib mount from the CMO's closet
Minor bugfix for being unable to swap storage positions of items which
were instantiated in a storage
## Why It's Good For The Game
- Much like the Paramedic, the CMO has had many cooks which have not
always been on the same page, so this makes their sprite a bit more
coherent.
- Heads with unique packs just tossed them in their closet which is
pretty spammy given we have four variants now. Putting them in the
garment back makes sense.
- Defib mount in CMO's locker hasn't been necessary for a while now that
all treatment centers spawn with defib mounts.
- Bugfix.
## Changelog
🆑 Melbert
image: CMO now has unique backpack/satchel/etc. sprites which matches
their teal palette.
image: CMO spawns with white sneakers instead of blue sneakers.
qol: Garment bags can hold empty backpacks/satchels/etc.
del: Defib mount removed from CMO's locker.
fix: Items stocked in a storage item by default can be
mouse-drag-swapped like any other item.
/🆑
## About The Pull Request
Several different tailcoats did not have the proper storage or armor
values applied to them from their parent labcoat type. Also the
pharmacist's labcoat did not inherit the proper storage from the
chemist's labcoat. This fixes all that.
This includes:
Coroner's tailcoat: storage only
Paramedic's tailcoat: storage and fishing bonus (paramedic's labcoat has
a fishing bonus)
Geneticist's tailcoat: storage only
Scientist's tailcoat: storage only
Chemist's tailcoat: storage only
Pharmacist's labcoat: storage only
CMO's tailcoat: storage and special fishing component (CMO's labcoat has
a fishing bonus)
RD's tailcoat: storage and armor (RD's labcoat has better resistances
than the normal labcoat)
Brig-medic's tailcoat: storage and armor, utilized the same stats from
brig-medic's security medic labcoat
The way it was done was by just having them inherit the proper type that
they are. So coroner's tailcoat inherits the coroner's labcoat,
paramedic's tailcoat inherits the paramedic's labcoat etc.
## Why It's Good For The Game
Inconsistencies and bugs are bad. These were intended to have parity
with their respective job's normal attire and they do for the others but
not for these, so I fix this oversight.
## Proof Of Testing
Tested locally, works fine.
## Changelog
🆑
fix: fixed various tailcoats and the pharmacist's labcoat not having the
proper storage or armor values
/🆑
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
Reverts the storage initialization refactor and all subsequent related
PRs.
The original PR is below our standards both for code quality and
testing, and is majorly flawed at its core. This has been discussed with
other maintainers and headcoder(s?) over on discord. A lot of changes
from the PR could be brought over later, but in its current state it
should not have been merged.
- Closes#90322
- Closes#90313
- Closes#90315
- Closes#90320
- Closes#90312
- Closes#90344
## Why It's Good For The Game
This PR causes a series of major issues which cannot be resolved without
either completely rewriting a lot of the original PR, or bad code.
Not matching our standards is grounds for not merging a PR, and the fact
that a PR should not have been merged is a reason for a revert.
## Changelog
🆑
fix: Fixed a series of storage-related bugs caused by a refactor PR.
/🆑
## About The Pull Request
A Huge chunk of changes just comes from moving existing storage code
into new files & seperating `atom_storage` code into its own subtype
under the already existing `storage/subtypes` folder.
With that the changes in this PR can be organized into 3 categories.
**1. Refactors how `/obj/item/storage/PopulateContents()` initializes
storages**
- Fixes#88747 and every other storage item that has a similar variant
of this problem
The problem with `PopulateContents()` is that it allows you to create
atoms directly inside the storage via `new(src)` thus bypassing all the
access restrictions enforced by `/datum/storage/can_insert()` resulting
in storages holding stuff they shouldn't be able to hold.
Now how this proc works has been changed. It must now only return a list
of items(each item in the list can either be a typepath or a solid atom
or a mix of them in any order) that should be inserted into the storage.
Each item is then passed into `can_insert()` to check if it can fit in
the storage.
If your list contains solid atoms they must be first moved
to/Initialized in nullspace so `can_insert()` won't count it as already
inserted. `can_insert()` has now also been refactored to throw stack
traces but explaining exactly why the item could not fit in the storage
thus giving you more debugging details to fix your stuff.
A large majority of changes is refactoring `PopulateContents()` to
return a list instead of simply creating the item in place so simple 1
line changes & with that we have fixed all broken storages(medical
toolbox. electrical toolbox, cruisader armor boxes & many more) that
hold more items they can handle
**2. Organizes initialization of `atom_storage` for storage subtypes.**
All subtypes of `/obj/item/storage` should(not enforced) create their
own `/datum/storage/` subtype under the folder `storage/subtypes` if the
default values are not sufficient. This is the 2nd change done across
all existing storages
Not only does this bring code cleanliness & organization (separating
storage code from item code like how `/datum/wire` code is separated
into its own sub folder) but it also makes storage initialization
slightly faster (because you are not modifying default values after
`atom_storage` is initialized but you are directly setting the default
value in place).
You now cannot & should not modify `atom_storage` values inside
`PopulateContents()`. This will make that proc as pure as possible so
less side effects. Of course this principle is not enforced and you can
still modify the storage value after `Initialize()` but this should not
be encouraged in the future
**3. Adds support for automatic storage computations**
Most people don't understand how `atom_storage` values work. The comment
here clearly states that
https://github.com/tgstation/tgstation/blob/55bbfef0da70d87455ca8d6fd5c95107eb8dbefb/code/game/objects/items/storage/toolbox.dm#L327-L329
Because of that the linked issue occurs not just for medical toolbox but
for a lot of other items as well.
Which is why if you do not know what you doing, `PopulateContents()` now
comes with a new storage parameter i.e. `/datum/storage_config`
This datum allows you to compute storage values that will perfectly fit
with the initial contents of your storage. It allows you to do stuff
like computing `max_slots`, `max_item_weight`, `max_total_weight` etc
based on your storage initial contents so that all the contents can fit
perfectly leaving no space for excess.
## Changelog
🆑
fix: storages are no longer initialized with items that can't be put
back in after taking them out
refactor: storage initialization has been refactored. Please report bugs
on github
/🆑
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request process. -->
## About The Pull Request
Fixes the blue security battledress which previously had a bugged sprite
by adding the tag female_sprite_flag to remove the akward invisible
pixel it had (thanks waterpig for finding this)
Additionally this PR adds two new variants of the Battledress!
+ RedSec Battledress, available in the multisec vendor!
+ HoS Battledress, available in the command vendor and the HoS Garment
bag!
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## Why It's Good For The Game
Fixes a silly bug with the battledress and adds more variety!
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## Proof Of Testing
<!-- Compile and run your code locally. Make sure it works. This is the
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<details>
<summary>Screenshots/Videos</summary>




</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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🆑
fix: Fixed Security Battledress sprite
add: Added Red Security Battledress and Head of Security Battledress
/🆑
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
* Chief Engineer turtlenecks and garment changes. (#81872)
## About The Pull Request
Adds the Chief Engineer's turtleneck and turtleneck skirt to the game,
and makes them and the Chief Medical Officer's turtlenecks available
from round start.

## Why It's Good For The Game
Provides more clothing variety for the Chief Engineer and makes the
turtlenecks more accessible to the Chief Medical Officer.
## Changelog
🆑 myraowo
add: Added the Chief Engineer's turtleneck and turtleneck skirt to the
game.
add: Added the Chief Engineer and Chief Medical Officer's turtlenecks to
their respectives garment bags.
/🆑
* Chief Engineer turtlenecks and garment changes.
---------
Co-authored-by: oldyezero <95556698+oldyezero@users.noreply.github.com>
## About The Pull Request
Adds the Chief Engineer's turtleneck and turtleneck skirt to the game,
and makes them and the Chief Medical Officer's turtlenecks available
from round start.

## Why It's Good For The Game
Provides more clothing variety for the Chief Engineer and makes the
turtlenecks more accessible to the Chief Medical Officer.
## Changelog
🆑 myraowo
add: Added the Chief Engineer's turtleneck and turtleneck skirt to the
game.
add: Added the Chief Engineer and Chief Medical Officer's turtlenecks to
their respectives garment bags.
/🆑
## About The Pull Request
- Large amount of storage datum cleanup.
- Documentation.
- Maybe more consistent use of parent vs real_location.
- Removes the weakrefs, replaces it with just references.
- These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
- Some bugfixes.
## Why It's Good For The Game
Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.
## Changelog
🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
* Adds Head of Security beret and bowman to their locker (#80503)
## About The Pull Request
adds Head of Security beret to their garmet bag and adds Head of
Security bowman to their locker
## Why It's Good For The Game
Other departments start with their round start drip in their lockers,
Head of Security should too, for consistency!
Promoted Head of Security should get their fancy beret and headset
## Changelog
🆑
qol: Head of Security beret added to their garmet bag
qol: Head of Security bowman added to their locker
/🆑
* Adds Head of Security beret and bowman to their locker
---------
Co-authored-by: Redbert <109347230+Deadgebert@users.noreply.github.com>
## About The Pull Request
adds Head of Security beret to their garmet bag and adds Head of
Security bowman to their locker
## Why It's Good For The Game
Other departments start with their round start drip in their lockers,
Head of Security should too, for consistency!
Promoted Head of Security should get their fancy beret and headset
## Changelog
🆑
qol: Head of Security beret added to their garmet bag
qol: Head of Security bowman added to their locker
/🆑
## About The Pull Request
### Tackling Outcomes
Tackling now determines success based on outcome categories. These are
derived from the typical attacker/defender roll that would have
previously determined the outcome on its own. A negative roll results in
a negative outcome, a positive roll a positive outcome, and a result of
exactly 0 resulting in a neutral outcome.
The result of your roll are then passed along to the relevant proc to
determine severity. The derived roll is multiplied by 10 (or -10 for the
negative roll to get a positive value to roll with). Then we see if our
final roll fits a severity bracket. Negative outcomes will roll to
determine their outcome, and potentially could roll a less severe
outcome than what our first roll would suggest.
For positive outcomes, the defender's melee armor reduces the severity
of the outcome.
For negative outcomes, the attacker's melee armor improves the potential
outcome and at least prevents more severe backlash. It'll still be
negative, you can't move from a negative outcome to a positive outcome
just from good armor.
Most of the outcomes are fairly similar to the current outcomes, but
with the inclusion of staggering one or both parties to make the
subsequent potential grabs _stickier_, if that makes sense.
Neutral is now a mutual stagger, but also the tackler being left
upright. It's effectively net zero.
### Blocking
Blocking is checked on impact, and results in a neutral outcome if the
defender successfully blocks. This means our tackler isn't too severely
impacted from an unsuccessful tackle
### Additional Changes
Your arms ``unarmed_effectiveness`` now contributes to the attack mod
and defense mod of tackles. For humans tackling humans, this often
results in a net neutral result. But if you have a better arm, or the
tackle target has worse arms, this can alter the outcome significantly.
Any tackler with the trait TRAIT_NOGUNS (like bezerkers, Sleeping Carp
users or the very unlikely chance ninjas are tackling while wearing
their armor) gains a bonus to their tackles.
Any suit that prevents shove knockdowns grants an attack bonus, and not
just riot armor. This now includes Mk.1 Swat suits, the ones from the
SWAT crate in cargo.
Settlers are vulnerable to tackles, much like their dwarf cousins.
They're also just as bad at tackles.
Security lockers come with gripper gloves, and the sec vendor has 5 sets
of gripper gloves as standard items. They also have a +1 skill bonus.
This should encourage people to use tackling a bit more without having
to always seek out the best gear to accomplish the task. (particularly
since security is inherently pretty good at tackling with the outcome
changes).
The HoS gets a pair of gorilla gloves in his garment bag. If he wants
them.
The shove slowdown is now a new status effect, Staggered. This is just
better functionality overall. Any instance of adding the shove slowdown
now makes our target staggered.
## Why It's Good For The Game
Tackling is a bit outdated, to say the least. Not much content has been
added for a while that isn't strictly meme content. With these changes,
tackling should be slightly more nuanced, considering elements such as
unarmed effectiveness, the presence of martial arts, and actually
properly checking block rather than notionally checking block. There is
also more opportunity to protect yourself from tackle outcomes, both
positive and negative.
It also should be a little fairer to be on the receiving end of tackles
if you have taken the time to layer up defenses against it. Attackers
often overwhelmed defenders due to numbers favoring attackers more than
defenders.
Closes some really outdated design that was resulting in some really
bizarre behaviour with regards to layered defenses against attack not
having the same meaning against tackles, if only because it was looking
for the wrong things and not even the correct parts of what it was
looking for. Namely, blocking and shielding.
The inclusion of more gripper gloves and a good outcome from using them
will hopefully incentivize people to consider tacking as a useful tool,
if a bit risky still due to the splat mechanics.
## Changelog
🆑
balance: Judo Joe, archnemesis of Maint Khan, has begun re-airing his
midnight infomercials shilling his extremely expensive Tackle Supreme
Judo Karate Training video tapes. Unable to pass up a 'bargain',
Nanotrasen has purchased these tapes en masse. Tackling techniques have
started to improve, as well as Nanotrasen's tackling instructional
algorithms within tackle gloves.
balance: The outcomes for tackling are more equalized. It isn't as feast
or famine, and should be somewhat more controllable without becoming too
severe.
add: Blocking successfully against a tackle will force the tackle to be
a neutral outcome.
add: Unarmed effectiveness from arms now contributes to attacking with
and defending from tackles.
add: Those who refuse to use firearms (like Sleeping Carp users and
insane unholy berzerkers) are better at tackling others.
add: Riot specialized armor, and not just riot armor, now contributes
meaningfully to tackling effectiveness.
balance: MK.1 Swat Suits, the ones that come in SWAT crates, now
functions similarly to riot armor.
add: Settlers from the outer rims have noticed they aren't very good at
protecting themselves against Judo Joe's clearly discriminatory tackling
techniques.
add: Security lockers come with gripper gloves, security vendors now
sell them as standard items, and the HoS' garment bag now has a pair of
gorilla gloves. Gripper gloves have a positive skill bonus to tackling.
add: Being insane also makes you INSANELY good at tackling but also
INSANELY likely to eat shit on a whiff. DO OR DIE, BITCH.
refactor: Shoving slowdown and all its implementations now use a status
effect, Staggered.
/🆑
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## About The Pull Request
Adds some of the Skyrat Removed HoS and warden clothing to their garment
bags, because drip is based
Moved the choice beacon to a modular file
Disabled the choice beacon from spawning because it doesn't work
## Why It's Good For The Game
Red is back in fashion, its time to bring it back for good.
All the guns in the HoS beacon were missing/broken so I disabled it
until someone fixes it lol
## Changelog
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🆑
add: HoS and Warden red drip
del: HoS choice beacon, because none of the guns were actually
spawning/functional
/🆑
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* Adds rolling up sleeves to the greyscale buttondown, adds greyscale suitskirt, minor buttondown resprite (#77404)
## About The Pull Request
I noticed some recent PRs were replacing some suits with the buttondown
+ slacks, which isn't a terrible idea, but these changes also removed
the suitskirt variants of these, as well as the buttondown not
supporting rolling up its sleeves
and more subjectively, I _really_ don't like the horizontal line on the
buttondown, makes you look fat, don't like it
so I decided to remedy these issues myself
<details>
<summary> Screenshots </summary>
Service suitskirt

Rolled up sleeves

Rolled up sleeves sidesprite

</details>
The skirt itself is a slightly modified version of the skirt from the
greyscale skirtleneck
I had to put it in the shorts_pants_shirts.dmi files for greyscale
config reasons, not sure if everything is named correctly or necessarily
in the right place here
## Why It's Good For The Game
Re-adding the removed suitskirts is more objectively a good thing, the
resprite is more subjective but honestly I was mostly motivated to make
this by my hatred for how the buttondown looked before so lol
I also noticed a minor bug that was implemented when the old black suit
was replaced with a variant of the slacks
## Changelog
🆑
add: Added greyscale suitskirt, available in clothesmates
add: You can now roll up the sleeves of greyscale buttondown shirts
qol: Re-added previously removed black suitskirt and the RD's tan
suitskirt, as pre-colored variants of the above
fix: Fixed only one buttondown with slacks being available in
clothesmates
image: Slightly adjusted greyscale buttondown sprite, you look less fat
now!
/🆑
* Adds rolling up sleeves to the greyscale buttondown, adds greyscale suitskirt, minor buttondown resprite
* Adds the new clothing to loadouts
* Modular icons
* Removing some bloat from a previous pr while we are at it
---------
Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request
I noticed some recent PRs were replacing some suits with the buttondown
+ slacks, which isn't a terrible idea, but these changes also removed
the suitskirt variants of these, as well as the buttondown not
supporting rolling up its sleeves
and more subjectively, I _really_ don't like the horizontal line on the
buttondown, makes you look fat, don't like it
so I decided to remedy these issues myself
<details>
<summary> Screenshots </summary>
Service suitskirt

Rolled up sleeves

Rolled up sleeves sidesprite

</details>
The skirt itself is a slightly modified version of the skirt from the
greyscale skirtleneck
I had to put it in the shorts_pants_shirts.dmi files for greyscale
config reasons, not sure if everything is named correctly or necessarily
in the right place here
## Why It's Good For The Game
Re-adding the removed suitskirts is more objectively a good thing, the
resprite is more subjective but honestly I was mostly motivated to make
this by my hatred for how the buttondown looked before so lol
I also noticed a minor bug that was implemented when the old black suit
was replaced with a variant of the slacks
## Changelog
🆑
add: Added greyscale suitskirt, available in clothesmates
add: You can now roll up the sleeves of greyscale buttondown shirts
qol: Re-added previously removed black suitskirt and the RD's tan
suitskirt, as pre-colored variants of the above
fix: Fixed only one buttondown with slacks being available in
clothesmates
image: Slightly adjusted greyscale buttondown sprite, you look less fat
now!
/🆑
* Science Resprite! (With Sovl!) (#77314)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
What a crusty department. These outfits are...
Something.

How old are these now? I'm pretty sure they're unchanged since when I
started playing years ago on other servers.... besides the RD Turtleneck
and Roboticist suit of course. But they still did have some touch-ups to
be made...
Regardless, I think this department deserves a little love!
I've tried to stay true as I could to their current designs; this isn't
a re-**_design_**, just a re-sprite. I used the base jumpsuit design
from Medbay for most of these since it's the most modern suit that fit
with the colored-spots style.

All of them have been touched up, and the RD's "alt" is now a subtype of
the buttondown so it can easily inherit any sprite updates in the
future.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
These deserved some touch-ups and modernization, and while I'm not keen
on entirely reworking them I figured I could at the least give them the
update the Science Team deserves.
(The buttondown has an outdated obj sprite in this image! It's since
been made smaller and more folded)
Also labcoats for comparison




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especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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and it's effects on PRs in the tgstation guides for contributors. Please
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all you want, but it's best to shoot for clear communication right off
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🆑
image: resprited the entirety of RnD! Genetics, Robotics, the RD, and
the Science Team themselves will enjoy the fresh new looks but same
great taste! No, wait, great STYLE! Don't eat these, they're covered in
chemicals.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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* Science Resprite! (With Sovl!)
* Update vending.dm
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
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## About The Pull Request
What a crusty department. These outfits are...
Something.

How old are these now? I'm pretty sure they're unchanged since when I
started playing years ago on other servers.... besides the RD Turtleneck
and Roboticist suit of course. But they still did have some touch-ups to
be made...
Regardless, I think this department deserves a little love!
I've tried to stay true as I could to their current designs; this isn't
a re-**_design_**, just a re-sprite. I used the base jumpsuit design
from Medbay for most of these since it's the most modern suit that fit
with the colored-spots style.

All of them have been touched up, and the RD's "alt" is now a subtype of
the buttondown so it can easily inherit any sprite updates in the
future.
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## Why It's Good For The Game
These deserved some touch-ups and modernization, and while I'm not keen
on entirely reworking them I figured I could at the least give them the
update the Science Team deserves.
(The buttondown has an outdated obj sprite in this image! It's since
been made smaller and more folded)
Also labcoats for comparison




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## Changelog
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🆑
image: resprited the entirety of RnD! Genetics, Robotics, the RD, and
the Science Team themselves will enjoy the fresh new looks but same
great taste! No, wait, great STYLE! Don't eat these, they're covered in
chemicals.
/🆑
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## About The Pull Request
Puts all of warden's clothes on a garment bag, and puts said garment bag
on warden's locker
## Why It's Good For The Game
Warden has almost as much alternative clothing as a head, using his
locker is kind of a pain, and this oughta fix that
## Changelog
🆑
qol: The Warden's locker now has a garment bag
/🆑
---------
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
* Remove HoS's redsec skirt from their locker
Redsec is dead.
* Fixes missing repaths to hos/cap and other related tweaks
TG repathed these, which means now we don't need to worry about reskinning applying to the beret! We should probably make sure to use the new type tho...
* remove dupe hop coat from garmentbag
* update the single hos cap path on modular interdyne
* more missed cap paths and removes now-redundant beret flag
The base-type has the flag which covers the beret
* Adds The Sturdy Shako (HoS Hat) (#74277)
## About The Pull Request
Adds a new craftable HoS shako, made from the standard peaked cap and
some plasteel and gold.

Moves the HoS cap into a subtype `/obj/item/clothing/head/hats/hos/cap`
to avoid catching the beret in the crafting recipe, the base type
`/obj/item/clothing/head/hats/hos` is now a generic subtype which should
never exist.
(Yes there's a TF2 reference included with the hat)
## Why It's Good For The Game
Adds an additional level of style for an HoS willing to put a little
effort into gathering the required materials. As it is crafted as a
one-to-one trade with another headgear there is no additional spare
headgear introduced.
## Changelog
🆑
add: The Nanotrasen Costuming Department has released specifications for
how to convert the Head of Security's cap into a shako.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Adds The Sturdy Shako (HoS Hat)
---------
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
## About The Pull Request
Adds a new craftable HoS shako, made from the standard peaked cap and
some plasteel and gold.

Moves the HoS cap into a subtype `/obj/item/clothing/head/hats/hos/cap`
to avoid catching the beret in the crafting recipe, the base type
`/obj/item/clothing/head/hats/hos` is now a generic subtype which should
never exist.
(Yes there's a TF2 reference included with the hat)
## Why It's Good For The Game
Adds an additional level of style for an HoS willing to put a little
effort into gathering the required materials. As it is crafted as a
one-to-one trade with another headgear there is no additional spare
headgear introduced.
## Changelog
🆑
add: The Nanotrasen Costuming Department has released specifications for
how to convert the Head of Security's cap into a shako.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Makes A-Formal coat into our SR basetype (and removes ugly xmas coat)
* Few fixes and formatting things
* Move Bartender and HoPFormal to Skyrat
* Move Narsie/Ratvar coats to Skyrat, remove unused armored variants
* Move christmas coats to Skyrat
* Tosses obsolete HoPFormal (We have a HoP coat that's updated now)
* Syndie coat to skyrat subtype, assorted cleaning, rename
* oopsies
* Does checklist, adds todo notes for upcoming sorting, removes politics
* whoops
* tiny formalcoat sprite update per Hal
* adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)
repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick
im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp
🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑
* Makes shit compile
* Updates the digi and snouted stuff to match the new sprites (thanks Halcyon!)
* Fixes a whole ton more issues that popped up
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
## About The Pull Request
repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick
## Why It's Good For The Game
im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp
## Changelog
🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑
## About The Pull Request
Gives the QM a garment bag and moves all their uniform items into it.
And changes the order of a few items to be in the right place, most new
clothing added to the bags just got placed on the end of the list.
## Why It's Good For The Game
When the QM was made into Command they didn't get their own garment bag
so this just fixes that.
## Changelog
🆑 Guillaume Prata
fix: The Quartermaster has their own garment bag now, like everyone else
at Command.
/🆑
was looking at all of the head of staff clothes to boggle at why head of
security got so many when i noticed that the research director had two
turtlenecks (3 if you count the fact they spawn with one).
* Labcoats
* more labcoat
* my brother harassed me to fix the gowns lmao
* im a dumbass also sort stuff and actually add emissives
* damn you interdyne