## About The Pull Request
Adds the Fundamentally Evil quirk. The quirk does nothing in of itself.
If an Empath examines you, they will be shaken up by the fact that you
are totally evil.
Mindreaders can literally see that you're evil. If they're ALSO evil, it
gives a gives a unique message.
Honorbound chaplains can freely attack you without first declaring you
evil. You are already evil. There is no outward tells for this fact, but
if the chaplain pays attention to the medical records, you might have a
problem on your hands.
You are significantly harmed by holy water and holy explosions. So don't
drink holy water if you can help it.
## Why It's Good For The Game
I just think it'd be funny to have some crew, for whatever reason, be
fully committed to being evil for no reason other than it is funny to
bother empaths.
I want a chaplain to come to the realization that I'm evil and see what
happens.
## Changelog
🆑
add: Fundamentally Evil quirk. You might act normal, but you know deep
down that you totally don't give a shit about anyone but yourself.
Empaths better watch out.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
# Conflicts:
# code/controllers/subsystem/processing/quirks.dm
## About The Pull Request
So previously I made a pr for fixing the prosopagnosia quirk, but the
code I wrote was far too ass for what was already incredibly hot code.
In the comments, Mothblocks requested using the same bitflag&signal
logic the other screentip modifiers use.

I, of course, said I'd look into it in a few days.
Anyhow, 199 days later, I've made this pr.
Here we introduce a new `mob_flags` var on `/mob`, where we set
`MOB_HAS_SCREENTIPS_NAME_OVERRIDE`.
Then, based on whether this is set, the screentips system sends a signal
to the user mob to request possible name overrides.
We then make the prosopagnosia quirk set this flag and register the
signal, upon which it just sets the name to "Unknown" if it's a human.
This fixes our issues (in a saner way).
## Why It's Good For The Game
Better is prosopagnosia can't be easily obviated by just having
screentips on.
## Changelog
🆑
fix: Prosopagnosia actually accounts for hover screentips, showing
humans as Unknown in those too.
/🆑
3591 individual conflicts
Update build.js
Update install_node.sh
Update byond.js
oh my fucking god
hat
slow
huh
holy shit
we all fall down
2 more I missed
2900 individual conflicts
2700 Individual conflicts
replaces yarn file with tg version, bumping us down to 2200-ish
Down to 2000 individual conflicts
140 down
mmm
aaaaaaaaaaaaaaaaaaa
not yt
575
soon
900 individual conflicts
600 individual conflicts, 121 file conflicts
im not okay
160 across 19 files
29 in 4 files
0 conflicts, compiletime fix time
some minor incap stuff
missed ticks
weird dupe definition stuff
missed ticks 2
incap fixes
undefs and pie fix
Radio update and some extra minor stuff
returns a single override
no more dupe definitions, 175 compiletime errors
Unticked file fix
sound and emote stuff
honk and more radio stuff
## About The Pull Request
This PR significantly enhances how zero-g movement works. Its no longer
locked to one of 8 directions, everything now has inertia and is
affected by weight. This means that throwing a piece of wire will no
longer completely reverse your movement direction, and that being thrown
out of mass driver no longer will slow you down to a halt at some point.
This leads to following gameplay changes:
* Guns now accelerate you. Ballistics have higher acceleration than
lasers, and higher calibers have higher acceleration than smaller ones.
This means that firing full-auto weapons in zero-g will make you drift
and accelerate significantly. While this can be a hilarious way to
travel in space, it makes using them trickier.
* Impacting a wall or an object while moving at high speeds will cause
you to violently crash into it as if you were thrown. Careful when
exploring!
* Jetpacks now have inertia. Changes introduced in #84712 have been
mostly reverted, although speed buff has been reduced to 0.3 instead of
0.5 (although this is compensated by new movement mechanics, so overall
speed should be roughly equal). All MODsuit jetpacks now possess the
speed boost. Advanced MODsuit jets (which has also been added back) and
captain's jetpack instead have higher acceleration and stabilization
power, providing much more precise control over your movement.
* Firing guns while moving on a jetpack will partially negate your
pack's acceleration, slowing you down. Non-advanced jetpacks'
stabilization is not enough to compensate for heavy caliber weaponry as
sniper rifles, shotguns or rocket launchers.
* You no longer instantly decelerate upon sliding along a wall. Instead,
it may take a few tiles if you are moving at extreme speeds. Passing
over lattices still allows you to grab onto them!
As space movement is angle-based instead of dir-based now, its much more
smooth than before due to using new movement logic.
Example of jetpack stabilization in action:
https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41
And, of course, you can do this now.

**This pull request requires extensive gameplay testing before
merging**, as a large amount of numbers have been picked arbitrarily in
an attempt to keep consistency with previous behavior (guns and
normal-sized items applying 1 drift force, which is equal to what
everything applied before this PR). Jetpacks and impacts may also
require adjustments as to not be frustrating to use.
Closes#85165
## Why It's Good For The Game
Zero-G refactor - currently our zero-g movement is rather ugly and can
be uncomfortable to work with. A piece of cable being able to accelerate
you the same as a duffelbag full of items when thrown makes no sense,
and so does instantly changing directions. Inertia-based version is
smoother and more intuitive. This also makes being thrown into space
more of a hazard (possibly opening the door for explosive
decompressions?)
Jetpack inertia and gun changes - this is mostly a consequence of
inertia-based movement. However, zero-g combat being preferred during
modes like warops was an issue due to it negatively affecting everyone
without jetpacks which are in limited supply onboard. This reverts the
mobility changes which severely impacted space exploration, while making
zero-g combat more dangerous and having it require more skill to be a
viable option.
## What's left
- [x] Refactor moth wings to use jetpack code
- [x] Refactor functional wings to use jetpack code
- [x] Locate and fix a recursion runtime that sometimes occurs upon
splattering against a wall
- [x] Add craftable tethers and modify engineering MOD tethers to use
the same system
## Changelog
🆑
add: You can now craft tether anchors, which can be secured with a
wrench and attached to with right click. They won't let you drift into
space and you can adjust tether length/cut it via lmb/rmb/ctrl click on
the wire.
add: MOD tethers now remotely place and connect to tether anchors
instead of throwing you at where they landed.
balance: MOD tethers can now be used in gravity
balance: Jetpacks are now inertia-based.
balance: Guns can accelerate you significantly in zero-g.
balance: All jetpacks now give you equal speed buff, however advanced
MOD ion jets and captain's jetpack have higher acceleration/deceleration
values.
refactor: Refactored zero-g movement to be inertia-based and utilize
angles instead of directions.
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
Fish (the item that you catch with a fishing rod) now has an edible
component attached to it, making it possible to eat them if you really
have to, at the cost of eventually killing and deleting the fish,
however, you normally shouldn't.
Along with the seafood and meat foodtypes flags, it possess the gore and
raw foodtypes too, making them pretty awful to eat unless you're a
(non-vegan) lizard, felinid, or wearing the strange bandana*, which can
only be found in the cqc kit case. Furthermore, it carry diseases like
the ones from food left on the floors for too long, so a strong stomach
is required to safely eat it even if you actually like it, dummy...
UNLESS you fry or grill it, thus killing the diseases (as well as the
fish) and removing both the gore and raw food types, then it becomes an
actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a
donkfish or a slimefish.
That is more or less the general rule. A few fish stray for it. For
example, lavaloops are never raw (still gorey). The skeleton fish are
never edibles, and holodeck fish is, well, holographic and thus
disappears if you try to eat it.
*the strange bandana is a reference to MSG, and this is a reference to
the MGS3 fish eating animation.
This is WIP btw, I'll have to test it and add some then polish it.
## Why It's Good For The Game
Whole unprocessed fish should be technically edible, even if not safe to
eat nine times out of ten. Also I kinda need this if I want to add a
tasty fishing spot to the kitchen deepfriers.
## Changelog
🆑
add: Whole, unprocessed fish is now edible. However it's pretty much
reccomended to grill or fry it for over 30 spess seconds before
attempting to eat it.
fix: germ-covered, dirty food no longer tries to infect you through
contact.
/🆑
## About The Pull Request
Closes#86524
Insert does not return a value, ran a regex and nothing else seems to
have had this mistake
## Changelog
🆑
fix: Fixed prosthetic quirk dropping organs underneath you when spawning
/🆑
## About The Pull Request
This makes it so that the claustrophobia quirk does not trigger inside
vore bellies, as requested by @StrangeWeirdKitten
## Why It's Good For The Game
As hilarious as this emergent gameplay is, it's not really nice to kill
people for having any vore scenes when they have the claustrophobia
quirk for reasons other than scene-ing.
## Proof Of Testing
I forgot to get a screenshot of the chat - there's just no negative
moodlet for claustrophobia in a belly anymore.
## Changelog
🆑
fix: Claustrophobia no longer triggers inside vore bellies.
/🆑
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
## About The Pull Request
Removes mutant bodyparts and external organs from the game completely
Digitgrade behaviour was mutant bodypart for no reason
Cat ears now work with the bodyparts overlay system, same as all the
other external organs (since all their behaviour is now just on /organ
It doesn't remove all the /external types, but moves all behaviour to
/organ. I'll follow up with a PR wiping all the /external organ types,
but it's just conflict heaven so not this PR
I've also streamlined a lot of duplicate/weird species regeneration code
Melbert did the same PR as well but due to a lack of time (?) I have
absorbed his PR to double nuke mutant bodyparts
## Why It's Good For The Game
Frees us from the chain of unmodular code, and kills my greatest nemesis
(after the shuttle meteor murder bug)
## Changelog
🆑 Time-Green and MrMelbert
Refactor: External organ behaviour has been moved to /organ, ears now
use the same system as the other organs
Refactor: Mutant bodyparts are dead! This likely does not mean much to
the average person but it's very dear to me
code: Improves digitgrade handling in preference code
/🆑
I have absorbed #85126, using Melberts code to improve and add some
missing changes. Mainly improving the functioning of preferences and
digitgrade legs. I didn't take over the hairstyle improvements.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Paraplegics can choose to not have legs. (#85716)
## About The Pull Request
This is a bounty that was made by ophaq, and claimed by me.
Gives paraplegic the option to be an amputee, and appear on station
without their legs. They are still paralyzed, so no amount of mechanical
legs is gonna let them walk again.
## Why It's Good For The Game
Character customization is a good thing and lets people make their
little characters suffer in new ways, this one in specific *actively
lowers your max HP*, which is gonna certainly be fun.
## Changelog
🆑
qol: Paraplegics can now opt into appearing on the shift without their
legs.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Paraplegics can choose to not have legs.
---------
Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
## About The Pull Request
This is a bounty that was made by ophaq, and claimed by me.
Gives paraplegic the option to be an amputee, and appear on station
without their legs. They are still paralyzed, so no amount of mechanical
legs is gonna let them walk again.
## Why It's Good For The Game
Character customization is a good thing and lets people make their
little characters suffer in new ways, this one in specific *actively
lowers your max HP*, which is gonna certainly be fun.
## Changelog
🆑
qol: Paraplegics can now opt into appearing on the shift without their
legs.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Removes 8 cases of double indentation (#85140)
## About The Pull Request
Thanks to Potato (Lemon here) on discord for writing a regex to find
these ``^/.*\).*\n\t\t``
## Changelog
🆑
code: Removed 8 cases of double indentation
/🆑
* Removes 8 cases of double indentation
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
Thanks to Potato (Lemon here) on discord for writing a regex to find
these ``^/.*\).*\n\t\t``
## Changelog
🆑
code: Removed 8 cases of double indentation
/🆑
* Love is stored in the heart (adds the love chem to hearts) (#84840)
## About The Pull Request
Pretty much just sets the default food reagents for hearts to have 2.5u
love in addition to the base 5u nutriment.
Then makes the friendly quirk double the volume and contents of your
heart when it first gets applied, and also applying a 1.5 scale
transform to it so it looks bigger too.

The transform does still feel a bit wonky though.
## Why It's Good For The Game
It came to me in a dream.
Or more so, I think it's incredibly funny, both just to say and the
implied niche interactions from it.
Like hearts tasting like love, extracting love from people's hearts,
friendly people having Physically bigger hearts.
Really a sopping-with-blood still-beating heart is just the _best_ gift
for a friend.
It's still wildly more annoying to procure than just getting the k1ss
skillchip and using that to extract love.
## Changelog
🆑
add: Love is now stored in the heart.
balance: Characters with the Friendly quirk now have physically bigger
hearts.
/🆑
* Love is stored in the heart (adds the love chem to hearts)
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
## About The Pull Request
Pretty much just sets the default food reagents for hearts to have 2.5u
love in addition to the base 5u nutriment.
Then makes the friendly quirk double the volume and contents of your
heart when it first gets applied, and also applying a 1.5 scale
transform to it so it looks bigger too.

The transform does still feel a bit wonky though.
## Why It's Good For The Game
It came to me in a dream.
Or more so, I think it's incredibly funny, both just to say and the
implied niche interactions from it.
Like hearts tasting like love, extracting love from people's hearts,
friendly people having Physically bigger hearts.
Really a sopping-with-blood still-beating heart is just the _best_ gift
for a friend.
It's still wildly more annoying to procure than just getting the k1ss
skillchip and using that to extract love.
## Changelog
🆑
add: Love is now stored in the heart.
balance: Characters with the Friendly quirk now have physically bigger
hearts.
/🆑
* Fixed quirk conflict between transhumanist and prosthetic limb (#84325)
## About The Pull Request
Transhumanist and prosthetic limb no longer conflict. If you pick the
same limb for both it uses the weaker prosthetic (dumbass)
Made the name for prosthetic limb global list more intelligible
## Why It's Good For The Game
> Transhumanist and prosthetic limb no longer conflict. If you pick the
same limb for both it uses the weaker prosthetic (dumbass)
I wanted to RP a guy with a robotic voicebox and prosthetic limb but the
game didn't let me, which I thought was pretty lame! Since the root
issue is likely that both can have the same limb which ends up as Free
Points as transhuman takes priority, I just added a check to ensure that
can't happen and is overridden by the negative instead. Any
transhumanist mood point benefits are made up for by the bad limb.
> Made the name for prosthetic limb global list more intelligible
It was bad
## Changelog
🆑
qol: Transhumanist and prosthetic limb no longer conflict. If you pick
the same limb for both it uses the weaker prosthetic (dumbass)
code: Made the name for prosthetic limb global list more intelligible
/🆑
* Fixed quirk conflict between transhumanist and prosthetic limb
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
Transhumanist and prosthetic limb no longer conflict. If you pick the
same limb for both it uses the weaker prosthetic (dumbass)
Made the name for prosthetic limb global list more intelligible
## Why It's Good For The Game
> Transhumanist and prosthetic limb no longer conflict. If you pick the
same limb for both it uses the weaker prosthetic (dumbass)
I wanted to RP a guy with a robotic voicebox and prosthetic limb but the
game didn't let me, which I thought was pretty lame! Since the root
issue is likely that both can have the same limb which ends up as Free
Points as transhuman takes priority, I just added a check to ensure that
can't happen and is overridden by the negative instead. Any
transhumanist mood point benefits are made up for by the bad limb.
> Made the name for prosthetic limb global list more intelligible
It was bad
## Changelog
🆑
qol: Transhumanist and prosthetic limb no longer conflict. If you pick
the same limb for both it uses the weaker prosthetic (dumbass)
code: Made the name for prosthetic limb global list more intelligible
/🆑
* Adds Character Loadout Tab to preferences (with just a small handful of items to start)
* step one rip out all the old nasties
* fixes, current bugs: donator lock, ckey lock, one item in case
* opps
* sanity checks, fixed, donator implementation, ckey locking. fixes.
* wew
* final fixes
* Update loadout_categories.dm
* Update loadout_items.dm
* Update loadout_items.dm
* Update declarations.dm
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
## About The Pull Request
Since non-clothing items can also be worn on several slots, there's no
need for cigarettes/vapes to be subtypes of masks anymore, since that
comes with a few oddities like #82870.
## Why It's Good For The Game
This should fix#82870, with about no side-effect aside them no longer
being edible by moths 🤢.
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.
The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.
This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.
Thanks to Meyhazah for the megacell icon sprites.
## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.
The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.
This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.
## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Adds Character Loadout Tab to preferences (with just a small handful of items to start)
* step one rip out all the old nasties
* fixes, current bugs: donator lock, ckey lock, one item in case
* opps
* sanity checks, fixed, donator implementation, ckey locking. fixes.
* wew
* final fixes
* Update loadout_categories.dm
* Update loadout_items.dm
* Update loadout_items.dm
* Update declarations.dm
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
## About The Pull Request
So my previous PR was to give ashwalker the settler trait so they'd get
some of the benefits of settler (better riding, fishing, and taming) but
it was suggested that Settler be atomized into different traits instead.
I've done that here.
Ashwalkers now get
TRAIT_ROUGHRIDER
TRAIT_BEAST_EMPATHY
TRAIT_EXPERT_FISHER
which will, respectively, make them better riders, better tamers, and
better at fishing. I also made a small change to the riding code that
references riding speed boosts for people with the ROUGHRIDER trait
(would, at the moment, only be ashwalkers and settlers) that gives
ashwalkers the maximum bonus, to represent their primal connection with
the beasts in the area.
## Why It's Good For The Game
Ashwalkers are described in the lore as being denizens of lavaland, the
same as all the other messed up shit down there. This change brings them
in line with that. The improvements to the handling of the settler trait
will also open up avenues for expanding or improving on related systems
## Changelog
🆑 Bisar
add: Ashwalkers are now better at riding, taming animals, and fishing.
code: Behavior for the settler trait has been partially atomized into
several traits instead.
/🆑
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
* RDS-havers now get Gibbering (#83850)
## About The Pull Request
Player characters afflicted with the RDS brain trauma now get the
gibbering language in addition to the ones they already know. the PR
looks like a webedit (it is) because i cannot clone repos because my
connection SUCKS but rest assured i tested it by just downloading it all
normally
## Why It's Good For The Game
someone who is insane may not always be able to articulate their ideas
in a way we might consider "language," either by accident or on purpose
just to show those stupid sheep. the greatest minds of the station need
to be able to speak to one another without persecution for their ideas
## Changelog
🆑 PowerfulAtom111
add: after a quick galactic meeting, insane people around the universe
can now speak gibbering to express their ideas free from the prying ears
of the walls
add: as an insane person, taking your meds deafens your ears to the holy
tongue all the other insane people are speaking
spellcheck: added a bit of text to the RDS quirk and the RDS medical
record text to highlight the insane's new abilities
/🆑
* RDS-havers now get Gibbering
---------
Co-authored-by: PowerfulAtom111 <owensalls@outlook.com>
## About The Pull Request
Player characters afflicted with the RDS brain trauma now get the
gibbering language in addition to the ones they already know. the PR
looks like a webedit (it is) because i cannot clone repos because my
connection SUCKS but rest assured i tested it by just downloading it all
normally
## Why It's Good For The Game
someone who is insane may not always be able to articulate their ideas
in a way we might consider "language," either by accident or on purpose
just to show those stupid sheep. the greatest minds of the station need
to be able to speak to one another without persecution for their ideas
## Changelog
🆑 PowerfulAtom111
add: after a quick galactic meeting, insane people around the universe
can now speak gibbering to express their ideas free from the prying ears
of the walls
add: as an insane person, taking your meds deafens your ears to the holy
tongue all the other insane people are speaking
spellcheck: added a bit of text to the RDS quirk and the RDS medical
record text to highlight the insane's new abilities
/🆑
Fixing the timeline (Paradox clone fixes) (#83452)
Fixes#83388 (Hair gradients are now part of dna, if just making a
snowflake check on paradox clones is a better way to do this I can do
that too)
Fixes#82238 (Hardcore random was not supposed to set your hair to
white)
Fixes paradox clones (and changelings) not having correct heterochromia
colors
Fixes#80557
Bugfixes; Paradox clones are supposed to at least be a copy of the
target player as they are roundstart, but right now for funkier
characters they are being outed for having the wrong hair gradient or
something, which feels bad. Hopefully this can bring us to a point where
medical and security records cant out the clone.
🆑 Seven
fix: Paradox clones (and changelings) now properly copy hair gradients
and heterochromia eye colors.
fix: Hardcore random no longer mistakenly makes your hair white, this
was not a feature.
/🆑
Co-authored-by: Lufferly <40921881+Lufferly@users.noreply.github.com>
* Fixes certain quirks being erased by slimeperson cloning. (#83793)
## About The Pull Request
Certain quirks like Signer get erased by slimeperson body splitting due
to improper usage of add_unique. This should fix that.
## Why It's Good For The Game
bugs bad
## Changelog
🆑
fix: Fixes certain quirks being erased by slimeperson cloning.
/🆑
* Fixes certain quirks being erased by slimeperson cloning.
---------
Co-authored-by: NewyearnewmeUwu <70115628+NewyearnewmeUwu@users.noreply.github.com>
## About The Pull Request
Certain quirks like Signer get erased by slimeperson body splitting due
to improper usage of add_unique. This should fix that.
## Why It's Good For The Game
bugs bad
## Changelog
🆑
fix: Fixes certain quirks being erased by slimeperson cloning.
/🆑
* Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem
* Merge branch 'master' of https://github.com/tgstation/tgstation
* Moves everything I can think of to the subsystem
* Seems to be working fine now
* makes it compile
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
* Blindfold Color Preference (#83670)
## About The Pull Request
When selecting the Blindness quirk, you now have the option to choose a
specific color for the blindfold much like how the tagger quirk handles
spray can color preference. The blindfolds used to always take a blend
RGB of both eye colors and apply it to the blindfold, now it _should_
only do that if you have the blind-personnel blindfold directly spawned
on your eyes. If not, then it just handles it like how it did before
this PR was submitted, and mobs generally shouldn't have the
blind-personnel blindfold if they aren't blind anyways.

## Why It's Good For The Game
While it isn't a big deal if your eye color matches the blindfold, some
players (like a certain someone I know) would rather have their eye
color be distinct, as such if you have a blue eye color on both eyes but
want a purple or red blindfold, you don't have to go out of your way to
paint it, which generally wouldn't work the way you'd want it to.
In other words, it allows you to customize your character with more
freedom, but only applies to those who willingly choose to suffer in the
game. Being blind is fun! =)
## Changelog
🆑
add: You may choose a color preference for your blindfold with the
blindness quirk.
/🆑
* Blindfold Color Preference
---------
Co-authored-by: IsaacExists <125638858+IsaacExists@users.noreply.github.com>
## About The Pull Request
When selecting the Blindness quirk, you now have the option to choose a
specific color for the blindfold much like how the tagger quirk handles
spray can color preference. The blindfolds used to always take a blend
RGB of both eye colors and apply it to the blindfold, now it _should_
only do that if you have the blind-personnel blindfold directly spawned
on your eyes. If not, then it just handles it like how it did before
this PR was submitted, and mobs generally shouldn't have the
blind-personnel blindfold if they aren't blind anyways.

## Why It's Good For The Game
While it isn't a big deal if your eye color matches the blindfold, some
players (like a certain someone I know) would rather have their eye
color be distinct, as such if you have a blue eye color on both eyes but
want a purple or red blindfold, you don't have to go out of your way to
paint it, which generally wouldn't work the way you'd want it to.
In other words, it allows you to customize your character with more
freedom, but only applies to those who willingly choose to suffer in the
game. Being blind is fun! =)
## Changelog
🆑
add: You may choose a color preference for your blindfold with the
blindness quirk.
/🆑
## About The Pull Request
Fixes#83388 (Hair gradients are now part of dna, if just making a
snowflake check on paradox clones is a better way to do this I can do
that too)
Fixes#82238 (Hardcore random was not supposed to set your hair to
white)
Fixes paradox clones (and changelings) not having correct heterochromia
colors
Fixes#80557
## Why It's Good For The Game
Bugfixes; Paradox clones are supposed to at least be a copy of the
target player as they are roundstart, but right now for funkier
characters they are being outed for having the wrong hair gradient or
something, which feels bad. Hopefully this can bring us to a point where
medical and security records cant out the clone.
## Changelog
🆑 Seven
fix: Paradox clones (and changelings) now properly copy hair gradients
and heterochromia eye colors.
fix: Hardcore random no longer mistakenly makes your hair white, this
was not a feature.
/🆑