## About The Pull Request
Converts the following:
- Medical Kiosk
- Implant case
- Flamethrower
- Chemical implant case
- Pappercutter
Also I've looked at some alt click procs and adjusted some of their
returns
## About The Pull Request
The visors on MODsuits using the Syndicate welding visor (now renamed
the "flash-protected optical suite") now toggle their armor booster
overlay depending on whether the user has combat mode on or off.
## Why It's Good For The Game
Style. Listen, man, I just thought it'd be a shame if the cool visor
sprites never got used again.
https://github.com/user-attachments/assets/d5103168-7a1e-4405-adb3-53420c8601d7
## Changelog
🆑
add: The visors on MODsuits that used to have armor boosters now visibly
toggle based on whether the wearer is in combat mode or not.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Makes sec eva be all access on red alert
One Alternative solution to
https://github.com/tgstation/tgstation/pull/93293 (Part 3 edition)
## Why It's Good For The Game
So officers can get the space suits without breaking in and asking
mister warden whenever its red alert for auctall emergency time based
stuff
## Changelog
🆑 Ezel
map: Sec eva now becomes all access on red alert on
nebula/catwalk/icebox/wawa
/🆑
This pr makes it so sec eva on deltastation is all access when its red
alert
One Alternative solution to #93293 (Part 2 edition)
## About The Pull Request
## Why It's Good For The Game
So officers can get the space suits without breaking in and asking
mister warden whenever its red alert for auctall emergency time based
stuff
## Changelog
🆑 Ezel
map: Deltastation Sec eva becomes all access when its red alert.
/🆑
## About The Pull Request
### CMO palette update
Before - after
<img width="533" height="324" alt="image"
src="https://github.com/user-attachments/assets/c8a843a6-875d-4796-8c62-d24dd509147b"
/>
Logical follow up to #93313 and #91902
CMO now has a backpack which matches their teal palette rather than
re-using the medical doctor's blue backpack
CMO now starts with white sneakers instead of blue sneakers
### Garment bag update
Garment bags can hold backpacks, duffels, etc.
However they CANNOT store backpacks which have ANY contents, so no risk
of storage nesting memes here.
### Misc
Removed the defib mount from the CMO's closet
Minor bugfix for being unable to swap storage positions of items which
were instantiated in a storage
## Why It's Good For The Game
- Much like the Paramedic, the CMO has had many cooks which have not
always been on the same page, so this makes their sprite a bit more
coherent.
- Heads with unique packs just tossed them in their closet which is
pretty spammy given we have four variants now. Putting them in the
garment back makes sense.
- Defib mount in CMO's locker hasn't been necessary for a while now that
all treatment centers spawn with defib mounts.
- Bugfix.
## Changelog
🆑 Melbert
image: CMO now has unique backpack/satchel/etc. sprites which matches
their teal palette.
image: CMO spawns with white sneakers instead of blue sneakers.
qol: Garment bags can hold empty backpacks/satchels/etc.
del: Defib mount removed from CMO's locker.
fix: Items stocked in a storage item by default can be
mouse-drag-swapped like any other item.
/🆑
## About The Pull Request
- Nulls the ref to the interact callback in
`/datum/component/redirect_attack_hand_from_turf/Destroy()`
- Move parent signal registration from `Initialize()` to
`RegisterWithParent()`
- Add parent signal un-registration in `UnregisterFromParent()`
## Why It's Good For The Game
Moving signal registration was just a "while I'm here" type thing
because it should go in those procs, the ref null is because it's
causing flaky hard deletes [but only on a
downstream](https://github.com/effigy-se/effigy/actions/runs/18415754211/attempts/1)
for some reason, I have no idea why I haven't seen it here but it should
be nulled regardless so
## Changelog
N/A
## About The Pull Request
- Fixes#93409
Code copied from strip menu so the same principles apply
## Changelog
🆑
fix: circuit multitool won't reveal special items on mobs
/🆑
## About The Pull Request
Just a simple find + replace PR. All the other tail defines match their
text strings, but for some reason cat tails are just `FEATURE_TAIL`
which is inconsistent.
## Why It's Good For The Game
Consistency, + a lot of downstreams have a generic "tail" feature key
which is distinct from cat tails, so not taking up that define is
better.
## Changelog
Nothing any players would notice
## About The Pull Request
- Fixes#93416
- Order console displays correct Private/Department order text amounts
## Changelog
🆑
fix: order console correctly differentiates between private & department
orders
fix: order console checkout cart displays correct Private/Department
order text amounts
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Of using YYYY/DD/MM what the hell???
Also apparently that table wanted to be auto-formatted. Any objections?
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
## About The Pull Request
Came across this randomly, looks weird, and I think it always just would
evaluate to FALSE which is definitely not the intention.
## Why It's Good For The Game
Fixes a bug
## Changelog
🆑
fix: integrated toolset and integrated paperwork implants can be emagged
for an integrated combat knife and chameleon stamp, respectively (fixed
a bug preventing that from working)
/🆑
## About The Pull Request
The code assumed that req_access and req_one_access weren't null. A
mistake that led to runtime errors, preventing the old airlock from
being deleted among other things.
## Why It's Good For The Game
This will fix https://github.com/tgstation/tgstation/issues/93355.
## Changelog
🆑
fix: Fixed dimensional anomalies duplicating airlocks
/🆑
## About The Pull Request
I'm pretty sure I tacked on this bit ***after*** testing the PR and
forgot to check if it actually returned the value I needed. Oops.
Closes#93389
## Changelog
🆑
fix: Fixed raptors going at mach speeds
/🆑
## About The Pull Request
Refactor detective scan categories.
Fix some categories not being shown at all.
Remove Syndicate scan category.
<details>
<summary>TGUI</summary>
<img width="514" height="545" alt="image"
src="https://github.com/user-attachments/assets/754ce576-545e-40e5-9fad-86f19d8d2606"
/>
</details>
<details>
<summary>Paper report</summary>
<img width="460" height="609" alt="image"
src="https://github.com/user-attachments/assets/e37e1965-e90a-4e0c-8109-f4384d6a4a79"
/>
</details>
## Why It's Good For The Game
DETSCAN_CATEGORY_SETTINGS, DETSCAN_CATEGORY_HOLY,
DETSCAN_CATEGORY_ILLEGAL and DETSCAN_CATEGORY_NOTES are now shown in
detective scanner ui and printed report.
Cleaner code
## Changelog
🆑
fix: energy dagger pen report will be now shown in detective scanner and
also all items that transform will have additional note about it
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
Projectile refactor pulled armor check above the pre-hit comsig, this
fixes that. No need to check armor before you're hit when you
potentially will not be.
## Changelog
🆑
fix: Sleeping Carp and Cain & Abel no longer tell you about armor
penetration when you reflect projectiles with them
/🆑
## About The Pull Request
Due to 'fire_delay = 8', when pump racking a riot shotgun (with a live
shotgun bullet in it) it will instead melee when you try to point blank
shoot at someone.
This PR fixes that by blocking melee, on the condition that you pump
racked the riot shotgun and it is about to be ready to fire.
You still melee with LMB if you have no ammo pump racked/didn't pump
rack the shotgun, and if you have ammo pump racked, you can use RMB as
intended.
tldr Melee combat functionality for riot shotgun remains unchanged, the
PR only fixes the unintentional melee attack.
## Why It's Good For The Game
The PR fixes unintentional tediousness when wanting to fire at someone
point blank with a riot shotgun - It will no longer melee, which is
good, because otherwise it makes arbitrarily make riot shotgun cooldown
longer due to an unintentional melee attack.
## Changelog
🆑 ArchBTW
fix: Fixes riot shotgun unintentional melee when point blank shooting
/🆑
## About The Pull Request
The chaplain's energy swords were weird fake energy swords that couldn't
be turned on or off. This is largely because, in the past, we couldn't
easily convert other objects into null rods conveniently. Though we did
get the transforming component, it never was added to the chaplain
weapons. Maybe because there would be a lot of copypasted code.
Now, with the ``nullrod_core`` element, we can easily turn an object
into a null rod. So I did that. It's now an energy sword AND a null rod.
The future is now.
For clarity, the stats on the null rods are identical to before. The
only difference being that it has the ability to switch on and off, and
it now emits light. That's it really. If there are any extra stats I
missed, let me know.
Also adds the carp'sie plushie to the list of wearable objects for
chaplain suit storage.
## Why It's Good For The Game
This has bugged me like, for a really, really long time. And we now have
a lot of the bits and pieces to make more of the null rods actually
closer to the objects they're ripping off.
## Changelog
🆑
qol: The chaplain energy swords now work like energy swords. Turn them
on and off! Light your way with the blade. Light a cigarette with your
blade like a badass. Feel bad that it isn't a REAL energy sword.
fix: The carp'sie plushie now fits in chaplain suit storage.
/🆑
## About The Pull Request
Somehow this sprite ended up going missing, probably while resolving
merge conflicts. This restores the sprite for the bonesetting mode.
Also some of the cabinets were mapped in empty. Oops.
## Why It's Good For The Game
I got told this the moment I woke up, and when I sat down to fix it, the
pr was merged. AAAAAH
## Changelog
🆑
fix: The Jaws of Recovery bonesetting mode now has an actual sprite.
fix: Some Jaws of Recovery cabinets that were strangely empty are now
filled.
/🆑
## About The Pull Request
It says there's three random items, but that isn't true anymore.
Also, some messed-up spacing.
## Why It's Good For The Game
The syndicate's evil and all, but lying might be a bit too much
## Changelog
🆑
spellcheck: Removed lie about free stuff from contractor kit uplink
description
/🆑
## About The Pull Request
This PR fixes a long standing issue where food creatures created with
player brains did not work correctly, due to their code checking for the
brain within their contents, where it was absent.
It also stores the heart used in contents for consistency.
## Why It's Good For The Game
It lets people enjoy playing as these wonderous creatures, and lets
these strange beasts be revived when destroyed with proper veterinary or
culinary intervention.
## Changelog
🆑
fix: food / animal hybrids like the butterbear and cak now once again
correctly grab ghosts and store brains.
/🆑
## About The Pull Request
Fixes#93359
Caused by #93165
Inventory screen elements were no longer considered reachable, which
broke mousedrop handing on objects that check "is dragging into
inventory slot"
I don't know the best way to fix this yet but I figured the next best
thing would be to make all of these use the `drag_pickup` element, which
skips this reach-ability check
Thus I refactored it slightly to accommodate for items which should
contextually not be drag-pick-up-abble and bam, works like a charm
## Changelog
🆑 Melbert
fix: Dragging defibs and modsuits off your back works again
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
## About The Pull Request
- **fixes** a runtime error that occurred when removing antag info
button from the ling's old body (which became null) after transforming
into a worm.
- **fixes** a bug that caused a worm to appear in the debug room when
spamming the "yes" button in the TGUI alert window
- **changes** the blind range of last resort from 2 to 4, because it has
a short animation now
**Added** the ability for the changeling's "Last Resort" to break
through walls and other objects accompanied by blood, gore, and
disgusting sounds😊https://github.com/user-attachments/assets/a2f263ec-a809-404f-a001-8d3643ba887b
## Why It's Good For The Game
currently, the explosion from "last resort" feels generic, similar to a
grenade or bomb. As a bioweapon, the changeling's ability should reflect
its biological nature — as if the ling is rapidly expanding its cells,
bursting its own body to rupture the surrounding environment and
explode.
regarding the ability to break walls: the current design allows for a
counter-play strategy of quickly building walls around a ling (it takes
like 10 seconds or less) who is in stasis or accumulating reagents for
last resort. While containing a ling in proper cell is valid roleplay
(like for science), this "fortnite-style" walling tactic feels cheap.
The intended design of the ability is to force the destruction of the
ling's body, not to allow them to be permanently walled in with no
option other than ghosting.
Yeah, i know that players will just build a cell that's 2 walls thick or
even bigger, but i think that's fiiine.
## Changelog
🆑
add: changeling's last resort ability now can rupture surrounding them
walls and other objects
add: last resort now has a short animation
balance: increased last resort's blind range from 2 to 4 tiles
fix: fixed several runtimes related to changeling's last resort ability
sound: added a gore sound effect to last resort explosion
/🆑