## About The Pull Request
This pull request aims to fix the wiki manuals. Currently the wiki
manuals just show "You start skimming through the manual..." because of
a bad link (http://www.tgstation13.org/wiki instead of
http://tgstation13.org/wiki) which is fixed with this PR, but the issue
does not end there. Because BYOND uses trident for its `browse()`
function, a lot of Javascript and HTML elements do not function
properly, disallowing the removal or blocking of hyperlinks which break
the book entirely if they are clicked.
Therefore, as a temporary solution (until BYOND 516 is released with
webview2) when the user opens a book they are prompted with the
following:

Although not the best solution, it makes the books have a function again
and are usable.
Fixes https://github.com/tgstation/tgstation/issues/77315.
## Why It's Good For The Game
Makes books work again so new players can use them to be guided to the
wiki resources.
## Changelog
🆑
fix: fix wiki manuals by making them open wiki page on browser
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Fixes the automated announcement system not automatically announcing
arrivals
## Why It's Good For The Game
bu g
## Changelog
🆑
fix: The automated announcement system once more announces new arrivals
to the station.
/🆑
## About The Pull Request
Just adds the NTNRC client to the pAI digital messenger software's
starting programs.
To avoid also giving this to the AI, creates a new silicon PDA subtype
for pAIs and applies it similarly to borgs.
## Why It's Good For The Game
It's already barely ever used, and I just think it'd be fun to let pAIs
talk to the never-checked department consoles or open chatrooms with
each other or their hosts.
Currently you can do this by being in your host's PDA, but this means
they couldn't use their PDA at the same time as you just... chatting.
Nor could you share a chatroom with them, due to sharing the same
account.
Also the pAI cabal using the bootleg IRC client to plot their next move
is just incredibly funny to me.
## Changelog
🆑
balance: The pAI digital messenger software now includes the NTNRC
client.
/🆑
## About The Pull Request
This pull request does a little bit of cleanup that I came across awhile
ago while looking at #85081, then forgot about, then came back up when I
was looking at some additional cleanup that needed to be done.
Reorganizes the handle_wave_conclusion function such that it can take a
force arg, to force a ore vent to be completed for debug purposes.
This also fixes a minor bug where vents, when successfully completed,
will still show a warning alert that the waves were failed, and that the
vent has closed up.
Grammar fix to the examine of boulder processing machines.
Moves the can-move behavior of boulders on conveyor belts and during
regular stacking to an early return over a late return (Thank you
Goofball for pointing that out).
Artifact boulders will now default to their artifact icon_state whenever
possible.
Finally, adds an additional sanity check to boulder processing to check
for custom material length, to attempt to avoid zero-content boulders
existing and running into the afforementioned #85081
## Why It's Good For The Game
Largely applies cleanup to several aspects of the boulder processing
system, and a handful of (hopefully) performance related rearrangements
to the existing layout of boulder processing code.
I can't for sure say that it'll fix the linked issue, due to the fact
that I could not for some reason re-create the issue in local testing,
but I'm hopeful that it's some kind of nebulous sanity-related issue.
Cleans up grammar in some spots, and provides a useful debug tool for
admin purposes when you just want a vent to flip. Might be a good
justification for a ore-manager admin panel later? 🤷
## Changelog
🆑
fix: Artifact boulders should keep their alien icon even after a first
round of processing.
fix: Boulders are less likely to exist with zero materials after
processing.
fix: Boulders should be slightly less laggy on conveyor belts.
fix: Grammar of refinery/smeltery examine is corrected.
/🆑
## About The Pull Request
- Adds a coldroom air alarm mapping helper to Meta's medical coldroom so
no alerts due to the cold.
- Mark coldroom area for kitchen backroom with included APC/Atmos alarm.
## Why It's Good For The Game
The atmos to these areas are really cold and will trigger normal atmos
alarms so they need special ones.
## Changelog
🆑
fix: Fix Meta's medical freezer air alarm to not trigger on cold temps.
Fix missing atmos alarm in Wawa kitchen coldroom.
/🆑
## About The Pull Request
The Infiltrator, in a vacuum of its map file, is facing _NORTH_, the
docking port thinks that the shuttle is facing _NORTH_, and the docking
port itself is pointed towards _EAST_ (`port_direction = 4`). In times
past, this was good and well, the navigation console would properly
center the shuttle preview as its offset values dictated. Then the nukie
base got a rework. That made it so the shuttle is docked facing _SOUTH_,
and since that moves the entire shuttle around, the docking port is now
actually facing _WEST_, while still thinking the shuttle is facing
_NORTH_, which in turn fucks up `CreateEye()` for the nav console, and
the preview is spawned completely off-center. This sucks, this blows,
this is awful, please scream at a coder, etc etc.
So here's the thing. The ideal solution here is probably actually
flipping the shuttle's map file so it's facing _SOUTH_, then adjusting
the docking port's vars to account for that and probably adjusting
something else in the viscinity. What's done in the first commit here is
instead a lazy removal of the offsets' `-` plus a comment. Go me.
Anyway, I want some input on those solutions, so here's the PR.
## Why It's Good For The Game
Actually centered nukie infiltrator shuttle preview, for once. Wow, that
didn't take long at all.
Surprisingly no issue opened for this one, but that's more likely
because the previews were missing for [a long-ass
while](https://github.com/tgstation/tgstation/issues/62203). Eh, if I
find one, I'll close one.
## Changelog
🆑
fix: A joint effort of Gorlex Marauders and MI13 tech support teams has
finally managed to center the Syndicate Infiltrator shuttle's preview on
the navigation console. Nuclear Ops teams sector-wide, rejoice!
/🆑
## About The Pull Request
Air alarms had temp/pressure that were hardcoded to be dangerous
temps/pressure for humans. This fixes it so that the temp/pressure is
based on the settings used in the air alarm. So if a air alarm is
ignoring pressure/temp then it doesn't give a warning message.
## Why It's Good For The Game
If you want to ignore atmos checks for air alarms in certain areas, then
it shouldn't be giving warning messages.
## Changelog
🆑
fix: Fix air alarms warning message to use pressure & temp settings
/🆑
## About The Pull Request
Fixes#72841
Air alarms only check the current gases in the environment. This means
that any gas with a minimum threshold will not trigger if it is
completely gone from the environment. (like oxygen)
## Why It's Good For The Game
Better consistency.
## Changelog
🆑
fix: Fix air alarm not checking missing gases
/🆑
## About The Pull Request
When pouring liquid out of a barrel or watertank, none of the pour
sounds would trigger. This is now fixed. Also added a missing signal and
returned `ITEM_INTERACT_SUCCESS` bitflag.
## Why It's Good For The Game
When I play bartender I want consistency.
## Changelog
🆑
code: Add missing signal to reagent dispenser RMB interactions.
sound: Fix missing pour sounds from reagent dispensers
/🆑
## About The Pull Request
Closes#60318
Need to make a unit test for these once I get some spare time
## Changelog
🆑
fix: Added missing venue prices for certain foods and reagents
/🆑
## About The Pull Request
This updates the air alarms whenever a power change is triggered. When
connecting a gas sensor using mapping link helpers air alarms would not
update their icons at roundstart. I'm sure this applies to other rare
situations where the icon wasn't updating when it should green/red/etc.
## Why It's Good For The Game
Better consistency.
## Changelog
🆑
fix: Fix air alarms being stuck and not updating their icons.
/🆑
## About The Pull Request
Certain air alarms were marked with no checks for the
pressure/temperature. This should also extend to ignore all gas checks
otherwise it triggers alarms.
## Why It's Good For The Game
No more air alarms crying wolf.
Certain air alarms on the station are meant to only be used to trigger
vents/scrubbers and not care about the gases inside. (ordance chambers,
burn chambers, SM, etc.)
## Changelog
🆑
fix: Fix air alarm helper to ignore gas when appropriate
/🆑
## About The Pull Request
Closes#86905 by adding an action flag to prevent usage of certain moves
from inside of pipes. Should be assigned to most of our actions to be
honest.
## Why It's Good For The Game
Mindswapping from inside of pipes is extremely cheesy and has quite
literally no counterplay, permanently forcing someone into being a mouse
without them being able to react, do anything or even know about your
presence is not fun at all.
## Changelog
🆑
fix: Mindswap can no longer be used inside of pipes
/🆑
## About The Pull Request
So this was caused by the change in
https://github.com/tgstation/tgstation/pull/86012 .
They tried to fix a case for polls with `amount_to_pick` set to _greater
than 1_ having null entries in the returned lists, and succeeded at
that.
However, in doing so they messed up the control flow of the proc such
that now it's returning early with an empty `list()` whenever the amount
is _equal to 1_.
The assumption was, when `amount_to_pick` was equal to 1 specifically
then the return value would be either a `null` value or the valid mob.
However, now what was being returned was either a `list()` or the valid
mob because that code was no longer ever being reached.
For example


Fixes https://github.com/NovaSector/NovaSector/issues/4427
Fixes both bugs in a way that should not cause any problems, and adjusts
documentation to make it clearer what the return value of this proc is
expected to be.
## Why It's Good For The Game
Fixes a bug that pretty much effects the majority of ghost polls as most
of them are only asking for 1 player.
## Changelog
🆑
fix: fixes pulsing tumor failing to spawn the elite if no ghosts respond
to the poll and leaving you in a bugged state, and possibly other
related issues
/🆑
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## About The Pull Request
raptors werent meant to retaliate against each other or against their
owner. this was initially handled by their targeting strategy, however
some changes to it at some point broke this. raptors would now
over-escalate conflicts against troublemaker raptors, locking both into
a deathmatch. this fixes that
## Why It's Good For The Game
fixes raptor retaliate targetting
## Changelog
🆑
fix: fixes raptors retaliating against each other and their owners
/🆑
## About The Pull Request
- Fixes#86858
You can set the temperature of the reagents in the UI before adding them
so the ice does not melt instantly
## Changelog
🆑
fix: Debug chem synthesizer now has temperature control for adding
reagents
/🆑
## About The Pull Request
This rebalances the Laser Musket and Heroic Laser Musket
Replaces glasses with 2 drinking glasses in the crafting recipe
Removes 2-handed demand
Standard shot damage slightly increased and stamina damage greatly
decreased
Heroic shot made a 3-round scatter shot, very powerful, damage and
stamina damage decreased to compensate
Crank-charge weapons, except the thermal revolvers, can be charged while
moving
Muskets can also be worn on jackets
## Why It's Good For The Game
These things were severely underused, and I always kinda wanted them to
be crankable while you moved, I just didn't know how. This should also
help the Militiamen ERT be less of a joke. I would appreciate
balanceposters giving some advice on the numbers if you're seeing this.
The heroic musket is incredibly rare, and SHOULD be pretty powerful.
## Changelog
🆑
balance: laser muskets have been rebalanced
balance: crank weapons can be charged while moving
/🆑