## About The Pull Request

All surgery step names, displayed in the surgical computer, will now
show which tool to use for that step in parentheses. In cases where
multiple tools have a 100% success chance, all are listed; if no tool
has a 100% chance then the "correct" one is shown.
Surgery computers will never display "alternate" tools for surgeries
(those with a lower success chance), but this shouldn't be a problem.
Surgical computers are _usually_ in places with surgical tools at hand,
and NanoTrasen wouldn't want to encourage doing brain surgery with a
screwdriver. Y'know, probably.
## Why It's Good For The Game
Firstly, this change is particularly helpful to new players. If you have
little experience with surgery, it's not always clear which tool you're
meant to use for which step. This is especially true for some of the
odder surgeries - if you didn't already know, it's not clear at all that
"brainwash" means "use a hemostat". While there are certainly guides on
the wiki, it's nice to have as much information provided in-game as
possible.
Secondly, this change brings consistency. A _small_ number of surgical
steps (healing broken bones, namely) already do this! I see no reason
why this shouldn't be extended to the remaining surgical steps,
especially because it's not particularly obtrusive to the surgery
computer interface.
## Changelog
🆑
qol: Made surgical computers tell you what tool to use for the current
surgical step.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Changes the HFR corner icon and some of the code so that it uses 4-way
icons. Fixes#64729.
The way the icon is currently set up, the cardinal directions are
completely blank and the icons are on the intercardinals only. Because
of this, using the chameleon projector on a HFR corner means you'll be
completely invisible since the player faces cardinals but the HFR corner
doesn't have cardinal sprites.
## Changelog
🆑
fix: fixed an exploit that let you go completely invisible by scanning a
HFR corner with a chameleon projector
/🆑
## About The Pull Request
The Shuttle Loan event can now roll multiple times (up to 3) per round.
When a loan is offered, the event cannot roll again until the current
offer is accepted. If an admin forces the event, the current loan offer
will be replaced by the new one. A specific type of loan offer will not
appear more than once per round under normal circumstances.
## Why It's Good For The Game
I think the Shuttle Loan event is really neat. It's presents Cargo with
the option to take on risk and reap the rewards, with some opportunities
for things to go very very wrong. There are twice as many loan offers as
there were when this event was introduced nine years ago, with more
potentially on the way (wink wink nudge nudge). I don't think it should
be constrained to just one per round any longer.
## Changelog
🆑
balance: The Shuttle Loan event no longer only rolls once per round.
/🆑
## About The Pull Request
Posters are kind of insane and they require that the poster item have
either a poster_type defined in the type or that you pass the structure
version of the poster to /new() otherwise they don't work. The weird
thing is that the structure needs to be in the contents of the item too,
or it again won't work (it won't remove the poster from your hands when
placing it). I fixed it so all you need to do is pass the structure
version of the poster to /new() on the item and it will move the
structure to the contents of the item if needed. It's still a bit insane
but it's better than it was and it fixed the bug.
Also SSLibrary.printable_posters was grabbing the directional mapping
helper of the random poster and so when you printed it and placed it,
you'd get confusing results. I made a quick fix to stop that from
happening.
## Why It's Good For The Game
Bug fixes are generally good things.
Fixes#70382Fixes#66504
## Changelog
🆑 VexingRaven
fix: Fixed posters printed from the library console staying in your hand
when you place them
fix: Fixed Random Official Poster printed from the library console
always placing the west-facing variant no matter where you place it
/🆑
## About The Pull Request
It was also a tad yorked so I fixed that bit
bump_click did very little in this case, and while the modularity is
nice, the hotness of minerals made this totally untenable
Adds a game option, similar to Ambient Occlusion, to toggle MultiZ
scaling, ie the MultiZ parallax effect, which I'm calling it in the
option since that's more clear.
I mainly am curious if this is the cause of significant lag on icebox,
or if it's just the use of a huge number of planes in general.
I don't experience any client lag locally (I'm guessing lemon doesn't
either) so **I mainly intend this to be Test Merged** for people to find
out if the the actual plane.transform being set is the cause.
When a food feature PR and a food refactor come together, and get merged
without re-running checks, something very funny happens.
A merge skew.
Edible component uses inherent component so this is fine.
About The Pull Request
Adds a skillchip to the chef's vendor. This vendor allows the chef to kiss their food to deliver a chef's kiss.
Chef's kissing your food will add the "love" reagent to the food, which makes people much happier when they eat it. Be careful, overdosing on love can cause heart attacks.
Refactors microwaving.
Separates microwaving out of the edible component and makes it its own element, like grillable and bakeable.
Also removes some magic numbers from microwave code.
Code improvements all around baking and grilling code.
Refactors edible component inheritance.
Inheriting the edible component is now a viable way to cleanly add food types, flags, and callbacks. This makes it much much easier to change the values of an edible item without adding hacky signals / procs / getcomponent.
Why It's Good For The Game
Emergent chef gameplay.
Being able to further enhance your food with mood buffs.
Better code.
Changelog
cl Melbert
add: Chefs can now make food with love. They can purchase a skillchip from their vendor which enhances their kiss emote. Using your kiss on food you create will add a special reagent to it which makes it nicer.
refactor: Separated Microwavable from the Edible component, refactored microwave act to accompany this
refactor: Refactored how grilled items are generated
refactor: Refactored how silver slime food items are generated
refactor: Refactored how edible items inherit new edible statuses
code: Removed some magic numbers from microwaves
code: General code improvements for grillable / bakeable / etc
/cl
## About The Pull Request
Makes space ninjas spawn with their modsuit action buttons already
pinned
## Why It's Good For The Game
The radial menu isn't really practical for abilities you're going to be
using mid-combat, the throwing star dispenser is especially bad since
it's basically impossible to use at the rate it comes off cooldown if
you don't have it pinned.
People shouldn't need to know how to pin the modules or to go through
the UI pinning each of them just for the antag to be playable.
## Changelog
🆑
qol: Space Ninja now has their MODsuit module buttons pinned by default
/🆑
Ash drakes check if Trigger worked before doing the meteors after a fire breath, or the fire breath and meteors after a swoop. Turns out, Trigger leads to PreActivate, which leads to Activate, which never returns TRUE. So we make it return TRUE for the stuff in the folder.
prevents starting the beeping sounds multiple times
makes beeping sounds work (they ran their check but the condition needed for it only starts in the next line)
plays a sound when it starts the launching process
sets the mech direction to south when it launches
#62749 made it so throw click cooldown would only activate if throw_item returned TRUE.
throw_item never returns anything so it just broke the whole thing. this fixes that
There were two displays on each part of the SM so I just changed it so
that there'd be one on the diagonal for easy viewing.
The actual position of the displays is marked by the white box on the
image below
Wow this door is blocking this window in a really weird and awkward way!
This looks much better! All I did was move the door to the right, adjust
the areas to make sense, and move the trash spawner.
Look at this. Two walls connected diagonally with nothing else. This is
NOT up to standard.
I adjust the wall, newscaster, and area to be in perfect unison,
removing the blatant crime that is diagonal walls.
But the poor vending machine! I cannot remove it, it is put next to it's
brother in the library, and the beacon spawner is moved to compensate.
BYOND silently errors with duplicate proc arg names:
https://www.byond.com/forum/post/2737322
I don't think this actually affects the behavior in this case but
leaving it as a footgun is probably a bad idea.
* Add pillows you can hit someone you hate with it until they collaspe from exhaustion. The pillow can be made with cloth
* Adds a Pillow juggernaut suit, this suit allows you to automatically hit people with a pillow when you bump into them. It can be made from pillows and duct tape via the crafting menu
* Adds a bumpattack component, this can be added to any item and allows the user to auto attack on bump with a target, used for the juggernaut suit.
* Adds a Pillow hat an alternative to the paperbag hat, also made from duct tape and pillow. Very fashionable!
add: Clown/mime pillows
* The beds in dorm now come properly equipped with a pillow
## About The Pull Request
Changes the requirements for crying from being exposed to tear juice
from ingestion to touch.
## Why It's Good For The Game
Spam crying whenever you eat food with onions in is funny-ish but
doesn't really make sense.
What *doubly* doesn't make sense is that wearing glasses while eating
food with onions in stops you from crying.
Now, you can eat onions all you like. Cutting them will still make you
cry, though.
## Changelog
🆑
fix: Eating food with onions in will no longer make you cry.
/🆑
## About The Pull Request
A slight logging error resulted in a specific warning about pipenets
never being suppressed, instead continually printing the message that
states that further messages will be suppressed. This was caused by the
limit on pipenet warnings being decremented in the wrong place. This
oversight has been corrected.
## Why It's Good For The Game

This is really annoying to scroll through.
## Changelog
🆑
fix: Properly suppressed a message about suppressing messages.
/🆑