## About The Pull Request
#92357 moved base unlit game below emissives which broke bloom. It
should always be directly below RENDER_PLANE_LIGHTING
## Changelog
🆑
fix: Fixed emissive bloom being all white
/🆑
## About The Pull Request
This adds a `data` argument to the record_feedback used in the cargo
shuttle's `buy()` proc, so that when we parse the data on superset, we
have an additional field to filter by to better represent how some of
these personal orders are being compared against each other.
## Why It's Good For The Game
Namely, I've been trying to get my data together again to start writing
some design docs and get to fixing some issues again, and something's
been bothering me about how the superset data was being collected on
cargo crate purchases, so I've added an extra field to be able to better
sort between the collected data and better represent the different
methods of personal orders available via cargo, so we can make better
decisions about the collected data.
## Changelog
No player facing changes.
## About The Pull Request
We have multiple "nullrods" which aren't actually ``/obj/item/nullrod``
subtypes, which causes runtimes when selecting them, which prevented the
signal from being sent out and the global variable from being assigned.
Additionally, we have multiple interactions which directly typecheck for
the nullrod item, which blocked multiple interactions (dispelling
heretic runes, rends, haunted items, psyker revolver and cult blade
conversion), which I fixed by instead converting those interactions to
check for ``TRAIT_NULLROD_ITEM`` which is assigned to all nullrods and
non-nullrod weapons spawned from the nullrod.
- Closes#77373
## Changelog
🆑
fix: Fixed fire arrow ritual not being accessible
fix: Fixed certain nullrod types not being usable for certain holy and
unholy interactions
/🆑
## About The Pull Request
This should be the other way around. Higher gravity means more damage
but better rewards. Not less.
## Why It's Good For The Game
Oops
## Changelog
🆑
fix: Swimming now no longer punishes you with less gains for swimming in
heavy gravity, but also weirdly easier to swim in.
/🆑
## About The Pull Request
title
## Why It's Good For The Game
because you pay tc for chemical room + not intended
## Changelog
🆑
fix: Fixed the nukies outpost chemical locker not having beakers inside
of a beaker box
/🆑
## About The Pull Request
- Fixes#92198
- Fixes#92298
**1) Replaces reagent `on_transfer()` with its corresponding `expose()`
proc variants**
This PR replaces all known implementations of
`/datum/reagent/on_transfer()` with `/datum/reagent/expose_mob()`. We
use `expose_mob()` & not the other `expose()` variants because all known
implementations were targeting living beings so this was the correct
replacement This has 2 benefits
- `expose_mob()` gets called correctly when an impure reagent is
converted to it's inverse variant like for Cryostylane & Cryogeldia.
This isn't the case for `on_transfer()` so we get correct behaviour
which fixes the above bug
- Removing `on_transfer()` makes the proc `/datum/reagents/trans_to()`
much faster performance wise because we aren't calling `update_total()`
per reagent transfered now but only once at the end after all reagents
are transferred
Also there was little to no functional difference between the 2 procs,
`expose()` works correctly in comparison & this won't confuse devs when
deciding which proc to use. One proc to cover all scenarios
**2) Removes unused expose signals**
`COMSIG_ATOM_AFTER_EXPOSE_REAGENTS` & `COMSIG_REAGENTS_EXPOSE_ATOM` are
not used anywhere in the codebase i.e. no listeners. They can be
discarded as dead code
**3) Fixes wrong transfer amount passed to
`/datum/reagent/intercept_reagents_transfer()` &
`/datum/reagents/expose()`**
The wrong transfer `amount` was passed when it fact it should use
`transfer_amount` which contains the multiplier & proportional
multiplier applied. Also the reagent volumes exposed was computed
incorrectly resulting in the 2nd issue listed above. Blood transferred
to mobs now go to `blood_volume` directly instead of getting added to
the mobs reagent holder as long as it's less than `BLOOD_VOLUME_MAXIMUM`
level
## Changelog
🆑
fix: reagent intercept operations use correct volumes e.g. ph buffers
fix: impure cryostylane now has inverse cryogeldia effects when applied
on mods
fix: exposing reagents now uses correct volumes i.e. injecting blood
into mobs don't increase it exponentially and stops when max levels are
reached. Exposure affects of all reagents are lessened upon continuous
exposure
refactor: refactors how reagent affects are applied on mobs. Report bugs
on github
/🆑
## About The Pull Request
Previously .38 truestrike speedloader was not printable, I only noticed
this while I was fixing a few typo for the BR-38 magazine
## Why It's Good For The Game
Now you can use a worse version of match ammo.
also fix good
## Changelog
🆑
fix: .38 Truestrike speedloader not being printable
spellcheck: .38 Truestrike Magazine no longer have the extra E and
Flareshot now no longer lose the R
/🆑
## About The Pull Request
For instances of athletics gains that don't involve workout
machinery/granting the exercised status effect, those sources of
experience suffer from increasing diminishing returns as the person
gains athletics levels.
## Why It's Good For The Game
While I still like that this lets more people engage with athletics
across a round, it did unfortunately trivialize getting higher levels of
athletics by doing some relatively banal activities that took really no
preparation to accomplish. The intended method of getting experience
should be the workout equipment, and so at a certain point these sources
of experience should stop granting free levels.
If someone refuses to interact with the workout mechanics and only
chooses to use these alternative methods, then uh....I guess all the
more power to them but they'll be there for a while.
## Changelog
🆑
balance: Athletics experience gain from non-workout sources, such as
climbing ladders, hopping tables and rope climbing, experience
diminishing returns as you gain athletics levels. To reach legendary
fitness, you really should hit the gym.
/🆑
## 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
/🆑