## About The Pull Request
Apparently the scrollbar on newspapers got lost, meaning tabbing to a
page too large to render in the box would get you stuck until you resize
it so you can see everything that's off-screen. Yes, including the page
buttons.
This just adds `scrollable`, fixing that issue.
Adds `scrollable` to newspapers such that they're actually readable
again, instead of
I think it'd be better if the previous/next page buttons were always on
screen and the stories would have a scrollbar, but after a while of
trying to do that with no progress I'm just posting this fix that
returns it to the previous functional state first.
## About The Pull Request
Something changed in spacemove loop code recently which caused infinite
recursions through throw code. This has been a rather bad mechanic
already, and I believe that it warrants removal alongside newtonian
zero-g physics in general - but for now lets just get rid of the part
that crashes the server.
## Why It's Good For The Game
We've pushed the speed limit to the point where you need to be firing a
SAW without a jetpack for a full minute to actually crash into
something, its a bad mechanic that doesn't bring much to the round
as-is.
## About The Pull Request
Partially reverts #84594, removing forced tint from night vision goggles
(if anyone for some reason wants to experience it again, they can toggle
it via alt click like it could be done before the [aforementioned
PR](https://github.com/tgstation/tgstation/pull/84594))
Approved by Ghom (the original PR author)
## Why It's Good For The Game
NVG tint is a pretty sizeable accessibility issue, as forced screentint
can easily cause eye strain if they're used for prolonged periods of
time, being especially bad for blue-tinted NVGs. They're already locked
pretty deep down the techweb, and this change just made everyone avoid
them. If we need to make tintless variants of them for every single
antag and special role (and bitrunners, lol), we maybe shouldn't have
added the tint in the first place.
## About The Pull Request
Shitcode that fixes a bug. Before, it would try to run through the
normal flashlight procedure, which potentially involves deleting your
traitor item and fixing the borg's flightlight (or more likely you'd
just get the message about the cover being closed and that's the end of
it.)
Technically it did work if you were on combat but that's very intuitive.
## About The Pull Request
Used to be, cyborgs would take brute damage from ranged burn attacks,
like lasers and emitters and whatnot. The intention was that these dealt
`chassis` damage, and burn was being reused as `wire` damage. So EMPs
damaged internal wiring, lasers hit the outer shell.
This was changed in #79024, due to a refractoring of the proc, but it's
not listed in the changelog, so I believe it was an oversight.
On an unrelated note, while testing this and the fix I made, I found
that EMP damage was incorrectly being dealt to silicons as
brute/`chassis` damage, due to how the damage was called. So that's also
been fixed.
## About The Pull Request
See title
Fixes#92308
## Why It's Good For The Game
Apparently people are failing to spot the egg hiding at the back of the
chamber, moving it into the middle gives it a better chance of being
seen. It also just looks neater in the middle.
## Changelog
🆑
map: Tramstation's xenobiology now receives xeno eggs in the middle of
the chamber instead of tucked away at the back.
/🆑
## About The Pull Request
Thog improved Catwalk hunting grounds, giving grey tunics to cleaning
water hole for future hunts. Also more packs for storing weapon and
food.
## Why It's Good For The Game
Clan needs grey tunic for solidarity.
## Changelog
🆑 Melbert
qol: Adds some wardrobes and backpacks to Catwalk laundry + dorms
/🆑
Changeling chat is now at night, rather than :j saymode, and it is also
separated from normal messages as [CHANGELING CHAT]
Adds a new [DEAD CHAT], all dead players in Mafia are corpselocked and
talking will instead go to Dead chat.
The Chaplain's ability is now being able to hear Dead chat at night, and
being able to in turn speak to the Dead.
The Chaplain's old ability has been given to a new role, the Coroner.
"Pray" is now "Autopsy".
Deaths in the Mafia arena aren't broadcasted anymore, to lessen
annoyance to round observers.
Also updates role icons & some outfits, as well as some bug fixes I
encountered while messing with it on localhost. I also tried (but not
fully) to make Mafia games more modular and independent, so maybe in the
future we can have more than one Mafia game running at a time.
I am limited to 2 player testing for this, so it is very much possible
that there's some issues I haven't found from my local testing, let me
know if you find anything please.
Being dead in Mafia boots you out of the round regardless of how
invested you were, that kidna sucks so hopefully being able to still
contribute something to the game, or at least discuss it with other dead
players in your own chat, makes players feel important to the game
they're playing.
I have a previous attempt of this here -
https://github.com/tgstation/tgstation/pull/75879 - but it staled out.
This differs from that attempt, as only dead players from the Mafia game
can speak in dead chat, while the old attempt allowed anyone that was
observing a mafia sign post (so dead players from the game, but not
observing the post, weren't able to speak to Chaplains, making him very
hard to be useful especially since getting information like that across
is a little hard). Being corpselocked also prevents them from being able
to see who Changelings are by simply looking at who has maptext at
night, and keeps them more focused on the game being played.
🆑
add: Added a new role to Mafia; the Coroner, which takes the Chaplain's
ability to see dead people's roles.
add: Mafia Chaplains now speak with the dead at night instead, and the
dead are corpselocked to prevent cheating.
fix: Mafia's HoS doesn't kill himself when executing non-townies.
qol: You can now update your notes & send them in chat while dead, as
well as look up the descriptions of other roles.
/🆑
# Preamble
This PR is almost done. When it is done, it should probably be
testmerged in case shit goes wrong. You should NOT testmerge this after
Moonstation is selected for a map, as it will fuck everything up.
## Screenshots
<img width="679" height="869" alt="image"
src="https://github.com/user-attachments/assets/7e4ef09f-02e9-4703-8d35-6e7bf7b01cba"
/>
<img width="1019" height="749" alt="image"
src="https://github.com/user-attachments/assets/e04a4cc8-eaa6-4448-8781-610286dfbda8"
/>
## About The Pull Request
Updates Moonstation based on feedback. The following has been changed:
### Major Features
- Adds Loop Station, a new station in space that's a part of Moon
Station that allows you to go space exploring. It can be accessed via
gateway, teleporter, or public shuttle at the station's arrivals.
- There are 4 levels of space ruins you can explore. This is 2 lower
than the default 6.
- Adds underground and above ground rivers to Moonstation. You can fish
in these rivers.
- You can now construct shuttles on Moonstation and fly them anywhere
where there is a gigabeacon present. By default, Loop Station has one
gigabeacon.
### Minor Features
- Adds unused Skyrat ore veins to underground moonstation caves.
- Makes the area below atmos into a shuttle construction area.
- Adds a new public shuttle area at the station's arrivals that leads to
Loop Station.
### Minor additions.
- Adds some missing escape pod signs to areas leading to pods.
- Adds missing secondary entrance to chemistry.
- Adds some additional medical items to Security Medical.
### Changes
- Expands the size of the incinerator.
- Swaps the Plasma Tank with the CO2 tank in Atmos and re-pipes the pure
loop so that atmos can mix plasma better into projects.
- Removes duplicate medal boxes that heads/captains had, as these are
always spawned in lockers.
### Fixes
- Fixes missing Moonstation openspace cliffs.
- Fixes misplaced vents in Virology.
- Fixes missing wiki/tutorial books in various departments.
- Fixes missing bluespace gas tank vendors in EVA related
departments/areas.
- Fixes missing action figures in various departments/areas.
- Fixes brig desk shutters starting closed.
- Fixes various missing informative papers in certain areas.
- Fixes Ash Storms not running in Lavaland.
- Fixes Ash Storms and Sand Storms running in the underground cave area.
## Why It's Good For The Game
Changes Good.
## Proof Of Testing
Tested extensively ™️
## Changelog
🆑 BurgerBB
add: Adds Loop Station, a new station in space that's a part of Moon
Station that allows you to go space exploring. It can be accessed via
gateway, teleporter, or public shuttle at the station's arrivals.
add: Adds underground and surface rivers to moonstation. You can fish in
them. You can now construct shuttles on Moonstation.
add: Changes several minor aspects of Moonstation, including moving some
of the Atmos tanks around and adding missing objects.
fix: Fixes various Moonstation bugs.
/🆑
## About The Pull Request
Expanded the honorific system by adding them to a few jobs that lacked
them, as well as adding a few more to a couple jobs. The list is as
follows:
- BLUESHIELD: _Agent_
- CHAPLAIN: _Father, Mother_
- CORRECTIONS OFFICER: _Officer_
- CURATOR: _Professor, Prof._
- GENETICIST: _Researcher_
- HEAD OF PERSONNEL: _Personnel Officer, Officer_
- HEAD OF SECURITY: _Sheriff, Commander_
- NANOTRASEN CONSULTANT: _Representative, Consultant, Rep._
## Why It's Good For The Game
The honorific system is a very cool and relatively new system. I feel
like it's somewhat obscure, though, because not a lot of jobs have them.
## Proof Of Testing
<img width="323" height="343" alt="immagine"
src="https://github.com/user-attachments/assets/7668560a-ccd9-40e0-ae4b-a1b79a6ec619"
/>
Squared are the new titles I've added.
</details>
## Changelog
🆑
add: Added new honorifics for the Blueshield, Chaplain, Corrections
Officer, Curator, Geneticist, HOP, HOS and NTC.
/🆑
## About The Pull Request
As the title says, I've added the Hat Stabilizer module as a
researchable item (locked behind Modular Suit Equipment), as well as
making it so that the Praetorian and Safeguard modsuit have it by
default.
## Why It's Good For The Game
With the removal of the Nakamura Engineering MOD Import tab, the Hat
Stabilizer module was made EXTREMELY rare, only available as an
occasional maint loot. I enjoy being able to wear berets on the
modsuits, to wear 'uniforms' on them, while at the same time giving
character and customization to the modsuit. Same goes for the
Praetorian.
I've additionally made it a module printable from the exofab, just like
all the other modules, due to it being purely cosmetic.
## Proof Of Testing
<img width="1789" height="618" alt="immagine"
src="https://github.com/user-attachments/assets/fbdd83e5-9426-424f-bcca-08714490ae65"
/>
<img width="466" height="125" alt="immagine"
src="https://github.com/user-attachments/assets/12b4e651-f15b-4832-8eeb-9210674670f2"
/>
<img width="448" height="296" alt="immagine"
src="https://github.com/user-attachments/assets/13af4ade-59c7-485d-aea1-3f1058ccd779"
/>
</details>
## Changelog
🆑
add: The Praetorian and Safeguard modsuits now have a hat stabilizer
module by default.
add: Added the hat stabilizer module as a printable module, locked
behind the Modular Suit Equipment research.
/🆑
## About The Pull Request
Fixes bitrunning psykers. I dont really know why that one line was
commented, but it seems to work fine and as intended with it. Regular
psykers not blind anymore, while bitrunning ones cant see nothing but
outlines.
[#91490 Makes psyker
playable](https://github.com/tgstation/tgstation/pull/91490)
[#91713 psychic bitrunning domains do not show you
anything](https://github.com/tgstation/tgstation/issues/91713)
## Why It's Good For The Game
Bugfix
## Changelog
🆑
fix: Fixed bitrunning psyker
/🆑