## About The Pull Request
The edible component now uses DUPE_SOURCE mode, which is needed to avoid
conflicts between sources. This includes some other tidbits from my
refactor like renaming dcs/flags.dm to ds/declarations.dm (in virtue of
the fact it doesn't only contain flags anymore even before this PR),
meat materials giving protein and fat reagents to affected atoms instead
of generic nutriment and oil, and the pizza material no longer
containing meat, because margherita pizza, which the material is
extracted from, doesn't contain meat either. The pepperonis were
magically conjured space bs.
## Why It's Good For The Game
There are multiple sources of the edible component and we don't want
issues with that. Also atomizing stuff from my refactor.
## Changelog
🆑
balance: objects made out of meat are no longer classified as gross food
on top of being raw and meaty, and actually contain protein and fat
instead of standard nutriment and oil.
balance: the pizza material stacks, crafted with margherita pizza and
rollig pin mind you, no longer magically contain pepperoni.
/🆑
## About The Pull Request
This PR allows you to extract tail organs from xenomorphs and surgically
attach xenomorph tails to people.
(Despite being a carbon the xenomorph sprite is not built out of
component overlays so this technically does not remove the tail from its
corpse sorry).
Having a xenomorph tail makes you better at tackling, changes your
tackle verb to "pounce" like if you are a felinid, and also gives you
the parkour benefits of the Freerunning quirk.

You can also surgically attach a xenomorph _queen_'s tail to someone.
This arguably is a bad idea because it makes you slower (it's much too
heavy) but it does give you access to the queen's tail spin attack
(after which you will fall over if you aren't inhumanly strong). Also
more importantly, it is comically large.
## Why It's Good For The Game
Look I'm racking my brain but this one really mostly comes down to "it's
funny to do this".
But let's pretend that it also increases the depth and complexity of the
sandbox and promotes interesting interactions between crewmembers or
something like that.
Ideally sometimes in the future we will either decide that xenomorphs
are not carbons (is it purely because they have organs?) or decide that
they _are_ carbons and build them accordingly. In the latter case this
will have been a useful addition.
## Changelog
🆑
add: You can transplant xenomorph tails onto people.
/🆑
## About The Pull Request
This PR implements multiple new features:
Foam darts now can stick to people as long as their cap isn't removed.
Riot foam darts have a chance to jostle when you move with one stuck
inside of you, dealing a bit of stamina damage from the weight stuck to
your limbs.
Syringe guns received a second "low power" mode, toggleable with in-hand
right click. In this mode, syringes fired will embed into their target
and slowly leak their reagents instead of instantly delivering them.
Thankfully, they can be plucked out pretty quickly.
You can also insert syringes into uncapped (screwdriver-ed) foam darts
(similarly to pens) to achieve the same result, allowing you to get a
bootleg low-efficiency syringe gun.
Additionally, I fixed/cleaned up some embedding issues/code which I
found while coding this.
## Why It's Good For The Game
This allows players to explore new funny interactions between items and
chems, as we don't have a reliable slow release mechanism aside from IV
drips currently. And foam darts embedding it just (mostly) harmless
fluff, if someone figures out a way to cause havoc with it then I'll be
very proud of them (someone totally will).
## Changelog
🆑
add: Foam darts now stick to people when they have their cap on, riot
foam darts also can passively deal a bit of stamina damage when you move
with one.
add: Syringes can be inserted into foam darts, making them embed and
slowly leak their reagents into their victim.
add: Syringe guns can be toggled (with right click) between high power
and low power modes, former being their normal functionality and latter
making syringes embed and slowly leak their contents.
fix: Fixed projectiles sometimes not embedding when they should've
code: Cleaned embedding code up
/🆑
## About The Pull Request
Fixes a roundstart-exclusive runtime in the cyborg dogtag quirk, makes
sure that spawning with a fishing toolbox (from a settler quirk) doesn't
runtime and implements a unit test which ensures that all quirks set up
correctly for ***both*** roundstart and latejoin mobs. The cyborg tag
issue is just too stupid and may float up again, considering how easy it
is to accidentally fetch owner's client instead of using the passed one.
## Changelog
🆑
fix: Cyborg pre-screening dogtags should once again be given to crew
with the quirk of the same name.
/🆑
## About The Pull Request
Closes#89676
Also fixed an evil and bad runtime that prevented leaners from falling
when the atom is destroyed/moved
## Changelog
🆑
fix: You can now lean on falsewalls
/🆑
## About The Pull Request
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).
Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.
## Why It's Good For The Game
Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
## About The Pull Request
This incredibly detailed PR adds the ability to construct custom
shuttles, which function similarly to whiteships.
To construct a custom shuttle, you need the following items:
- Shuttle frame rods
These rods can be hand-crafted by using 5 rods on 1 sheet of titanium,
or printed at a sci/engi/cargo lathe after researching the Shuttle
Engineering techweb node.
Lattices built with these rods, and catwalks/floors built on top of
these lattices, are valid for shuttle construction.
- Shuttle engines
Did you know shuttle engines have boards that weren't normally
obtainable? Well the board for one specific engine type is now available
from the sci/engi/cargo lathe after researching Shuttle Engineering. Of
course, the old options remain. You can steal engines from other
shuttles, including escape pods (it's not like engines are strictly
necessary for *those* shuttles anyways). Alternatively, the shuttle
engine supply pack is no longer locked behind the purchase of the BYOS.
- Flight Control & Navigation Console boards
These boards are printed at the sci/engi/cargo lathe after researching
the Shuttle Engineering techweb node.
If built on a custom shuttle, it will automatically link to it, unless
the shuttle already has such a console.
If built on a turf that is valid for custom shuttle construction, it
will automatically link to any shuttle constructed from or expanded with
that turf.
- Shuttle blueprints
Standard shuttle blueprints can be printed at the sci/engi/cargo lathe
after researching the Shuttle Engineering techweb node.
A cyborg upgrade granting access to a shuttle blueprint database can be
printed at the exofab after researching the aforementioned node.
Crude shuttle blueprints can be crafted by hand with a sheet of paper
and either a rainbow crayon or 10 uses of a blue crayon or spraycan.
If Science won't research the tech, you can also buy a goody pack
containing a flight control board, a docker board, two engine boards,
and a set of shuttle blueprints for 1200 credits, if you have aux base
access.
A shuttle can be constructed atop any continuous region of turfs
containing a shuttle rod lattice or a catwalk/tile built upon such.
Currently, this region cannot intersect any area other than space,
lavaland, the icemoon, or the station asteroid. Preexisting custom areas
can be included in the construction of the shuttle, but only if every
turf in the custom area is valid for shuttle construction.
In the shuttle blueprint UI, you can toggle a visualizer to display
which turfs fulfill all of the aforementioned conditions.
The following video goes through the basic process of shuttle
construction.
https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee
The blueprint used to construct the shuttle will be its master
blueprint. The master blueprint can be copied to other blank shuttle
blueprints (or to engiborgs with the shuttle database upgrade), and
allows the holder to perform a christening ritual on the shuttle to
rename it.
If a shuttle's master blueprint ceases to exist, a blank blueprint can
be linked to the shuttle to become the new master blueprint, or an
existing blueprint associated with that shuttle can be promoted to the
master blueprint.
Once constructed, the following options are available from the blueprint
UI to modify it:
- Create Area
Convert a continuous open area of the shuttle into a new area with the
name written in the above text input. This operates very similarly to
regular area construction.
- Rename Area
Change the name of the area you're currently in to the name written in
the above text input.
- Expand Area
Add a continuous open area of the shuttle to the neighboring area
selected from the dropdown to the left. This operates like regular area
expansion.
- Expand Shuttle
Expand a shuttle with valid frame turfs as defined above. These turfs
must be physically connected to the shuttle.
- Remove Area
Remove an area, giving its tiles to the default shuttle area.
- Cleanup Empty Space (implemented after the above video was recorded)
Removes all completely empty turfs from the shuttle. If all the turfs in
one of the shuttle's areas were removed, that area is deleted. If
absolutely no turfs of the shuttle remain, the shuttle itself is
deleted. Due to the ability for this action to delete the shuttle, only
the master blueprint can do it.
As mentioned above, the shuttle's master blueprint can be used to
christen its associated shuttle. To do this, fill a glass drink bottle
with some amount of reagents, then hit it against one of the shuttle's
walls from outside while holding the master blueprint. You will be
prompted to enter a new name for the shuttle. The variety of things that
can happen while inputting a new name can cause the christening rite to
fail in one of several humorous ways.
### Optional (Unless specifically requested by a maintainer) Todo's
- [x] A way for shuttle circuits to be obtainable without techweb nodes
- [x] A more convenient way to carry around shuttle engines or the means
to deploy them
- [ ] A shuttle construction guide available as a reference book
- [ ] Allow boards to be linked to shuttles before construction so they
can be used outside the shuttle
## Why It's Good For The Game
Shuttles have been part of the sandbox for an incredibly long time, but
their limited accessibility has rendered them the exclusive territory of
lucky space explorers or the few antagonists who get one off the bat
(nukies and pirates). Giving players the means to construct shuttles to
their liking opens up a variety of possibilities for gimmicks for antags
and non-antags alike.
Besides the applications for antaggery and crew-sided gimmicks, this
provides side content for several departments to engage with during the
relatively-frequent periods of time where they have little else to do as
part of their intended roles.
With respect to engineering, if the station isn't actively being
damaged, the supermatter is in perfect working order, and nobody is
clamoring for machine upgrades, engineers have little else to resort to
other than construction projects. While the BSA station goal provides an
incentive for engineers to construct dedicated rooms for the cannon, it
will not necessarily be available every round. Custom shuttles not only
provide such a construction project to pursue, but provide the rare
opportunity, as well as a very good reason, to set up an independent
power network, complete with its own power source.
While atmos techs have a lot to do with gas mixing and the crystallizer,
they rarely get the opportunity to set up working life support systems
outside of repairing the ones that get blown up. Custom shuttles will
frequently start with no air, and unless the design settled upon is an
open floor plan, it will have several independent chambers that cannot
so easily be profused with a proper airmix by just opening a canister.
Furthermore, if the air in a custom shuttle gets messed up, a proper
scrubber and distro network is a significantly less tedious method of
rectifying the problem than cleaning the air manually with portable
scrubbers and pumps.
Scientists, it can be argued, with their access to RPDs through
ordnance, have similar opportunities to atmos techs, even though the act
in and of itself is not exactly part of their duties. But compared to
the other job content they could be working with after they've completed
most of their gameplay loop, custom shuttle construction is a
substantially more active endeavor. And I know how much people complain
about late-game science content just being sitting around at a console
and making gamer gear. Roboticists can have a part to play in this too.
They can put their mech RCDs to a use other than 2D topdown Fortnite,
and with the shuttle database upgrade, they can help interested cyborgs
get in on the action.
Cargo is yet another department known for having significant amounts of
downtime during a considerable number of rounds. If every other
department has gone through their initial rounds of departmental orders,
and there isn't an active need for cargo to order lots of one thing or
another, cargo techs have little to do besides mail (at least on the
days where there **is** mail to deliver). Usually, if cargo techs do, in
fact, do something as a department when not presented with more pressing
duties, they order guns and other contraband. As funny as this is,
there's not a lot of variety in how this behavior manifests. With custom
shuttles, cargo can use their free time to plan, and execute, a unique
collective expression of design sensibilities, not limited by the size
and shape constraints of the cargo bay itself.
## Changelog
🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR
inspired the implementation of these changes)
add: Shuttle blueprints, the tool used to construct and modify custom
shuttles. Print a set at a science, engineering, or cargo techfab after
researching Shuttle Engineering, or craft a crude set from the crafting
menu.
add: Shuttle blueprint database upgrade for engineering cyborgs,
printable from the Exosuit Fabricator after researching Shuttle
Engineering. A version of shuttle blueprints designed for use by
cyborgs.
add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft
by using 5 rods on 1 titanium sheet, or by printing them at a science,
engineering, or cargo techfab after researching Shuttle Engineering.
add: Custom shuttle flight control and navigation boards, printable from
a science, engineering, or cargo techfab after researching Shuttle
Engineering.
add: Shuttle engine boards can be printed from a science, engineering,
or cargo techfab after researching shuttle engineering.
add: The shuttle engine supply pack is no longer locked behind the
purchase of the Build Your Own Shuttle kit.
add: Shuttle Construction Starter Kit goodie pack, containing a set of
shuttle blueprints, flight control and navigation console boards, and
two engine boards, can be purchased from cargo for 1200 credits.
Requires aux base access to purchase.
refactor: Shuttles now keep track of what areas are underneath each of
their individual turfs, so that the areas left behind on movement are
consistent with what they were beforehand.
refactor: Shuttle ceilings now place themselves down as baseturfs,
instead of only appearing if the turf above is open space.
/🆑
---------
Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
## About The Pull Request
Closes#89617
Prior to progression traitor some items were only available with a
minimum number of (normally 25) players in the round.
These items were:
- The dual esword
- Noslip shoes
- The ebow
- Holoparasite
- Sleeping Carp
- Contractor Kit
- Maybe a couple of others that I forgot to write down
When we moved to a progression system this concept was merged with
reputation; under 20 players your reputation would advance more slowly
thus making these "dangerous" items less obtainable and also serving as
a sort of scaling factor on rewards (with fewer players the secondary
objectives are easier to complete, so the reward is commesurately
lower).
Now that we have removed secondary objectives this doesn't really make
sense any more, so now reputation simply advances at a rate of one
second per second all the time, but that leaves the old population locks
in question.
So... I just recoded items that are only available when there are enough
players


(This iconography simply vanishes once the pop level is reached).
Note that this is based on "players who have joined" (roundstart +
latejoin), not "players who are online" or "players who are alive".
Once an item becomes available it will never stop being available, but
it only becomes available based on people who are playing and not
watching.
Currently the only items I applied this to (with a value of 20 players)
are:
- Dual esword
- Sleeping Carp
- Spider Extract (the spider antagonist usually requires like 27
players)
- Romerol
It isn't applied to anything else.
## Why It's Good For The Game
Reputation isn't really a tool used to designate how dangerous an item
is any more (if it ever was) and resultingly it doesn't make any sense
to slow its gain based on population.
Some items though we maybe still don't want to show up in a "low pop"
round because they'll create an overall unsatisfying experience, so we
should be able to remove those items from play.
## Changelog
🆑
balance: Traitor reputation now advances at a fixed rate, not dependent
on current server population.
balance: The dual esword, sleeping carp scroll, spider extract, and
romerol vial cannot be purchased if fewer than 20 players have joined
the game.
/🆑
## About The Pull Request
Fixes#88607
Soft-requires #89358 since I used a proc I added in that in this PR
Mirror reflections from all directions now work as you would... maybe
expect them to work
Becoming a Vampire while in front of a mirror makes you immediately
disappear
https://github.com/user-attachments/assets/d9426da4-1cdc-446f-b501-fdab3ba1a32c
## Changelog
🆑 Melbert
fix: Mirror reflections should be more accurate now
fix: Becoming a Vampire while standing in front of a mirror correctly
vanishes you (rather than waiting to exit and enter the mirror's view)
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm
talking about the dinky shitty rifle you find in the snow resort away
mission. The one with a 3 second cooldown between shots and fires 10mm.
The Sakhno SKS semi-automatic rifle fires at the same rate as standard
semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a
x0.5 damage multiplier (so does 30 damage rather than 60 damage per
shot), and has 10 rounds in its internal magazine. Stripper clips come
in sets of 5, so you'll need two clips to fully load the rifle.

You can get the Chekhov version of the weapon from the resort, but you
can also acquire a parts kit from the black market. Put together with a
stock and receiver, you get yourself a (empty) fresh new SKS. You can
also acquire the ammo via the black market as well.

## Why It's Good For The Game
This gun is a travesty. It is so ancient that it can be carbon dated to
around when our codebase was moved to Github. It actively has the worst
statistic of any weapon in the game. And it exists in this strange
half-existence in a ruin as, I guess, some purpose that is barely
understood or remembered today.
The irony of it being called Chekhov's gun yet finding no functional use
in the map is either the joke itself, or a failing of the map.
Anyway, so I decided to go all out and replace it with an SKS. Because I
figured someone would like that.
## Changelog
🆑
add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS
semi-automatic rifle.
add: You can acquire a SKS parts kit from the black market.
/🆑
## About The Pull Request
Unfortunately, the sound only plays when you're outside, under the
storm. I would love for it to play when you're near a window or
something, but that would vastly over-complicate things. Maybe later.
https://github.com/user-attachments/assets/6ca4bdb8-b1da-4644-bb71-6ca18cf3daec
## Why It's Good For The Game
Some free immersion. And in particular in the dark sometimes I don't
notice a snowstorm is raging so it adds some nice feedback.
## Changelog
🆑 Melbert
sound: Snowstorms now have sounds associated.
/🆑
## About The Pull Request
Small logical mistake where dupe sources would spawn a new component
everytime a source is being added. The code containing the correct logic
with the source being added to the old component is indented under a
check that it can never pass.
## Why It's Good For The Game
Fixing a backend issue with the component mode.
## Changelog
N/A
## About The Pull Request
#87102 introduced a new clothing dirt component, which increases tint
when you get spraypainted. This PR expands it to work when you are
spraypainted and applies it to space helmets, gas masks and rad/bomb/bio
helmets, and gives all items a fancy overlay when
spraypainted/peppersprayed.


Spraypainting a person wearing an item with this component randomly
applies 2-3 levels of tint, potentially blinding them until they wash
their helmet or mask.
Additionally, driscoll mask has lost its eye covering, and welding gas
mask gained it - doesn't make sense for former to have it, and for
latter to be missing it.
## Why It's Good For The Game
Bomb suits and bio hoods are already extremely weak, while rad suits are
super situational when there are MODsuits with none of the downsides. 90
degree FOV is extremely punishing and makes them essentially unusable.
Space helmet slowdown was added because they gave pepperspray protection
with no downside, which this PR brings, so there's no reason to keep it
around considering how bad slowdown feels in our game.
Also spraypainting someone's visor is just extremely funny to me.
## Changelog
🆑
balance: Space helmets and bio/bomb/rad hoods have lost their
slowdown/FOV respectively, but now can have their visor covered by
spraypaint or pepper spray.
balance: Driscoll mask no longer protects your eyes, unlike welding gas
mask which received said protection.
/🆑
## About The Pull Request
I standardized stuff in AASs code, and all current reference to it. Also
added interactions for bounty cubes, weather reports and request
consoles, all of it can be changed from AASs UI.
Also it's easier now to add new config entries for AAS to proceed, and
it's now downstream friendly.
## Why It's Good For The Game
Well, because kind of order in code and because it's funny to make
custom messages for... Almost everything?
BTW any entry can be blocked from ingame changes, by default you can't
change Broken Arrival shuttle and Security Officer arrival
announcements, how it was before. But may be we should allow it - it's
an open question.
## Changelog
🆑
add: Many things now handles via AAS: Bounty Cubes, Request Consoles,
Brig Cells, Vending Machines and Orion Trails alerts, Weather Reports,
Cargo Order Console
code: Now anyone can make their own entry for AAS
refactor: AAS internals, also cleanup
/🆑
## About The Pull Request
Part 1 by grungussuss: https://github.com/tgstation/tgstation/pull/87529

## Why It's Good For The Game
gives players more control over how loud they want certain sounds to be
## Changelog
🆑 Rengan
sound: the volume that vox, admin sound, insturments play at can now be
tweaked in preferences, check your preferences!
sound: Elevator now uses ambience volume preference, jukeboxes uses
instrument volume preference and end of round musics uses admin music
volume preference.
/🆑
## About The Pull Request
This PR fixes an issue that has been reported about the profound fisher
trait, because even then, a projectile is fired that may hit things
other than the intended target, making it impossible for the mob to
continue fishing if the abstract fishing rod hooks on something else. To
fix this we just need to skip the projectile stuff and go straight to
the `hook_hit` call ~~also allowing someone to fish on oneself (eg.
through the fishing spot generated by the organ manip surgery)~~.
Also dealt with a few other issues like a "interrupted!" balloon alert
being sent after the minigame is already completed, fritterish icons,
layering of the float, a bad signal and a redundant check meant to stop
explosions from spawning fishing loot from chasms (because someone
forgot to add the relative flag).
## Why It's Good For The Game
This should fix#88974 and other stuff as well
## Changelog
🆑
fix: Trying to fish on an adjacent spot won't end up hitting other
things on the same turf (provided you actually click the fishing spot
and not other things).
fix: Fixing the icon state for the "fritterish" fish variants.
/🆑
## About The Pull Request
Speedbikes, wheelchairs and speedwagon have separate cover overlays -
this just made them render ontop of owners.
Closes https://github.com/tgstation/tgstation/issues/89481
## Changelog
🆑
fix: Fixed broken layering on some vehicles
/🆑
## About The Pull Request
What is says on the tin
## Why It's Good For The Game
I thought it was weird that shotguns were only ever breaking limbs but
never causing bleeders. Now I know why.
## Changelog
🆑
fix: Pellet clouds now can cause bleeds and punctures if the projectile
is sharp.
/🆑
## About The Pull Request
- Adds sanitization to windoor names and circuit shells.
- Fixes a (mostly useless) href exploit with wizard's contracts.
## Why It's Good For The Game
Sanitizing input is probably good.
## Changelog
🆑
fix: Fixed a few sanitization issues.
/🆑
## About The Pull Request and also Why It's Good For The Game
Lately I noticed that watchers display the do_after "working" cog while
channeling their "look away" ability, which looks silly because it
already has its own indicator. That should be hidden.

Actually now I look at this gif again the offset on the cog is fucked
up, probably need to update that for larger-than-usual mobs...
While I was at it I also added "hidden" to mob basic attack forecasts. I
can't think it's _likely_ that anyone will add a mob with a > 1 second
forecast (they are only displayed if the length is at least one second)
but it's not totally impossible.
## Changelog
🆑
image: Watchers won't display an animated cog at the same time as using
their gaze attack.
/🆑
## About The Pull Request

Pre-discussed with @Watermelon914, this PR removes Secondary & Final
Objectives from all Traitors, rather than just midround ones. It also
removes all of the surrounding supporting code.
Randomly assigned Primary Objectives still exist, I just used the
ability to rewrite mine to take the screenshot.
In terms of final objectives, the surrounding items that were available
still exist but don't necessarily have sources.
If anyone has good ideas for readding these in some other form it can be
done in future PRs.
It also allows all traitors to buy the Contractor kit, previously
limited to midround traitors which lacked secondary objectives, because
now all traitors lack secondary objectives.
This essentially limits all traitors to a maximum of 20 TC (16 if they
spawn with an uplink implant). Currently I don't foresee that they
strictly need any additional way of gaining TC during a round as 20 is
quite sufficient, but it may take some time to adjust and get used to it
after such a long time of having access to more. If we need to adjust
the starting value or add a slow drip of more points over time or
something, that can be done in followup PRs.
This also removes the ability to recreate your uplink added by my
beautiful wife in #74315
This was part of the progression traitor design document, but ultimately
probably a bad idea as it essentially made traitors impossible to
properly disarm. You will once more just need to carefully protect your
uplink.
**This does not remove the threat/progression system**.
Like midround traitors, all Reputation requirements on gear are now
simple timelocks, most of which will have elapsed by the time 30 minutes
have passed.
**Finally** this PR also adds Romerol to the traitor uplink for 25 TC
and 30 minutes of reputation, as a treat (and because I removed the
final objective that previously granted it).
## Why It's Good For The Game
We've tried this system for a long time (3 years last month!) and while
I think it had a lot of promise, enabled some cool moments, and also
solved several of the problems it set out to solve, overall I think some
of the behaviours it has encouraged in players have been overall
negative for the game.
While the _game systems_ are fine, even quite fun and cool (especially
final objectives) I am of the opinion that having them in the game
creates a net negative purely in the way that they react with players'
_brains_, creating incentives towards behaviour we don't actually want
people to pursue.
While it's hard-to-impossible to prove any of this with hard data, there
has been a prevailing feeling for some time among many (though certainly
not all) people that the simple fact of _having_ a constant drip-feed of
objective available to players leads directly to less interesting
antagonist play. While certainly nobody is _forced_ to do secondary
objectives you are directly and quite strongly rewarded for doing so,
doing so efficiently, and doing so in a way which makes sure that nobody
(alive) sees you do it. This leads to a tendency to play defensively and
try to maximise the number of tasks you can complete in one round, which
also has a knock-on effect of generally minimising the number of people
you attempt to interact with in a round (unless you are killing them).
Even people who _intend_ on doing some more interesting gimmick can fall
into this trap, as "having more tools" is always useful for anyone who
is intending on any kind of plan at all, but then executing on the
secondary objectives again incentivises you to lay low, not interact
with anyone, be efficient, and then reduces the time you are spending
doing the thing that's your actual plan for the round. Removing the
ever-present temptation to fish for extra TC leaves "doing whatever your
actual plan is" as the sole thing to optimise.
Final Objectives too have created unfortunate psychological effects
between crewsided players and other antagonists. Because of the _threat_
(no matter how remote, Final Objectives have always been tuned to be
appropriately rare) that leaving any antagonist alone will cause them to
snowball by acquiring more power, it starts to feel foolish to respond
to any threat with less than the maximum possible level of force even if
they seem relatively innocuous in the moment. This even has an effect on
other non-progression antagonists, as traitors are the most common
antagonist type and how people treat them is going to be their default
level of reaction to most other station threats.
While there has always been the promise of expanding the system with
novel and exciting objectives that leverage appearing mid-round to do
something unique, we've taken very little advantage of that over time.
Most objectives we have added that didn't boil down to "kill someone,
with a twist" have been somewhat unsuccessful, serving either as ways to
get yourself arrested and killed for no reason or ways to get free
telecrystals by doing something the crew don't really care about
stopping you from doing. The option still exists to add more roundstart
objectives to traitors, if someone suddenly has a great idea that would
fit in this space.
The ideal outcome of making this change is a slight relaxation of crew
attitude towards feeling like their only option after catching an
antagonist that isn't sandbagging is to permanently remove them from the
round (although it's fine to do this still in many scenarios), and a
broadening of traitorous activity which is not purely focused on
collecting as many checkboxes as possible and might give people more
time to roleplay with other players, not worrying that this time could
have been more efficiently spent pursuing a different secondary goal.
I don't anticipate or desire that this will prevent traitors from
killing anyone (or even stop them from killing people they don't have a
specific objective to kill), I just want to remove the FOMO from
people's minds.
Also this gives us something to talk about at the coder townhall meeting
on the 22nd.
## Changelog
🆑
del: Misplaced or stolen traitor uplinks can no longer be recreated
using a radio code and special device, guard yours carefully or buy a
backup implant.
del: Roundstart traitors can no longer take on additional objectives in
order to earn additional Telecrystals and fast-forward any unlock timers
on items. They also cannot earn the ability to complete a Final
Objective.
balance: Roundstart traitors can now buy the Contractor Kit from their
traitor uplink, rather than only midround traitors.
add: Traitors can buy Romerol for 25 TC, after 30 minutes of time has
passed in a round.
/🆑
## About The Pull Request
Fixes#85980
- Pixel adjustments are now sourced
When tweaking a mob's pixel w, x, y, z, is is now done via `add_offsets`
and must have a source string associated
- Refactors riding
Refactors how riding component selects the offsets to use. It's now all
done via the getter rather than a weird mix of a var, a cache, and a
getter.
- Moves a bunch of animations to use `pixel_w` / `pixel_z`
Largely to prevent conflicts with adjustments to a mob's pixel position,
but also as many animations are not actual movements, but visual
movements. Floating is one such example.
## Why It's Good For The Game
It just works
## Changelog
🆑 Melbert
fix: Fixed grab offsets not showing for anything but passive grab
fix: Fix jank with mob offsets when riding things
refactor: Refactored riding component, particularly how it selects layer
and offsets. Report any oddities
refactor: Refactored pixel offsets of mobs. Report any oddities
/🆑
## About The Pull Request
- Adds a fantasy affix that makes your attacks with the item cause a
chain lightning, which shocks people. The damage, distance, and limit
are all based on quality.
- Adds a fantasy affix that makes your attacks with the item slow the
target's click cd, making them take longer between attacks. The penalty
is based on quality.
## Why It's Good For The Game
BiS for main tanks
## Changelog
🆑 Melbert
add: Adds two fantasy affixes
/🆑
## About The Pull Request
This isn't how that works.
## Why It's Good For The Game
They trained me wrong. As a joke.
🐱🧠
## Changelog
🆑
code: Removes a variable in the riddable creature component that
shouldn't be doing what it is doing.
/🆑
## About The Pull Request
Misfire chance, gun jamming (currently only on boltaction rifles) and
integrity repairs are now handled by gun maintenance kits. Using a kit
on a gun resets any misfire chance or jamming, and restores the weapon's
integrity back to full.
You can find gun maintenance kits in security equipment vendors, or
order a crate of them from cargo.
You can also make a maint version to retain the improvised nature of the
previous cleaning functionaltiy.
## Why It's Good For The Game
Firstly, clearing misfires was always a little confusing for most
players, as it required a bolt of cloth to fix. That's really on me for
making that as confusing as possible.
We ended up with multiple firearm degradation mechanics, so
consolidating their restoration makes it easier for future code
maintenance.
I disliked that the kits existed but were mostly only for the sake of an
extremely niche interaction. And that interaction was, at best, kind of
niche. Expanding out their use to gun maintenance generally is honestly
better design.
## Changelog
🆑
refactor: Gun maintenance is now consolidated into a single item, the
gun maintenance kit, rather than multiple different item interactions.
It is handled on the maintenance kit itself, and not in gun code.
qol: You can order maintenance kits from cargo, and get some out of the
security equipment vendor. Helpful if someone spilled acid onto your
disabler. You can also make a makeshift one from maintenance trash.
/🆑
## About The Pull Request
Adds slips to the list of existing shove stun methods originally set in
https://github.com/tgstation/tgstation/pull/84640 (wall shoves,
telebaton, mansus grasp), and also reifies this concept as the "dazed"
status effect.
This makes it so that being knocked down from a slip from any source
(e.g. wet floor, clown stuff, lube, foam, oil, butterdog) gives the
dazed visual effect and makes you eligible for being shove stunned. The
status always lasts for 3 seconds even if e.g. slipping on lube knocks
you down for 15, but this can be customized per slip.
## Why It's Good For The Game
Further rewards environmental play and provides another feasible means
of fighting back against better equipped opponents, both in line with
the original PR. Also the visual cue fits well as an immediate signal
that you're dazed and can't get up.
## Changelog
🆑
balance: slips now make you eligible for being shove stunned
/🆑
---------
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
## About The Pull Request
There are a couple of cases where ghost roles that give the temporary
body component prevent you from returning to the round when they really
shouldn't. The particular cases are:
- You entered a temporary body while you had no body, but could be
recovered via means such as podcloning
- You enter a temporary body, and while in that body, your original body
is permanently removed while your mind could be recovered via means such
as podcloning
- Basketball
This PR addresses those cases by allowing the temporary body component
to operate with a null `old_body`, and allowing the temporary body
component to be given to ghosts whose minds don't have bodies.
## Why It's Good For The Game
Erroneous DNRs caused by code oversights are probably very undesirable
to the playerbase.
## Changelog
🆑
fix: Joining a minigame or taking certain ghost roles, while you have a
mind without a body, will no longer DNR you, just in case you can be
resurrected by some means.
fix: If your old body is permanently destroyed while you are playing a
minigame or as certain ghost roles, you will still return to your
character's original mind, just in case you can be resurrected by some
means.
fix: The basketball minigame now gives its players and referee temporary
bodies.
/🆑
## About The Pull Request
fixes https://github.com/tgstation/tgstation/issues/89149
## Why It's Good For The Game
This trait not only no longer is needed, but functionally allows for an
exploit! Let's get rid of it.
## About The Pull Request
does what it says on the title.
Adds ignored faction to pellet cloud component, allowing shotguns to
make use of the ignore faction variable for goofy things like shotgun
magic, funny TDM rounds, or turrets
Honestly more for downstream effort.
## Why It's Good For The Game
1. I dont see too much on why not.
2. Its a variable that gets used very rarely, and when used is
preferable that it works.
3. pellet cloud is already capable of, funnily enough, handling homing
if you set up a shotgun shell to set_homing_target in the way the
Abielle smartgun bullets are. (though, it ends up becoming a wad of
pellets instead of some fancy fan that coalesces into the target)
## Changelog
🆑
fix: adds Ignored Factions to pellet cloud component variable transfer
/🆑
## About The Pull Request
i opted to fix this by making the `basic_mob_attack_telegraph`
compatible with simple animals for the moment, they now have their short
attack delay back.
## Why It's Good For The Game
closes#87791 , closes#88984 ,
## Changelog
🆑
fix: fixes megafauna instantly attacking people adjacent to them
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Refactors the way we listen for reagent changes. The changes made can be
listed as points
**1. Removes `COMSIG_REAGENTS_PRE_ADD_REAGENT`**
Used to stop new reagents from being added to the holder, its only
application is with the BRPED to stop inserting reagents into
beakers/cells stored inside it.
Rather than using this signal a cleaner solution is to simply remove the
component part's reagent holders' flags which allow us to insert
reagents into it(i.e. `REFILABLE`, `INJECTIBLE`, `DRAINABLE`) and
restore them back when that part is removed thus achieving the same
results.
Thus `add_reagent()` is now slightly faster because it no longer uses
this signal
**2. Removes every other signal used by the reagent holder**
Removes pretty much every other signal used by `holder.dm` which are
`COMSIG_REAGENTS_[NEW_REAGENT, ADD_REAGENT,
DEL_REAGENT, REM_REAGENT, CLEAR_REAGENTS]`
While yes, it is true that all these signals are unique & serve a
specific purpose the problem is no object in code respects their
uniqueness & instead clumps them up all together & hooks them onto one
proc to listen for "reagent changes". You see this code pattern repeated
in so many places
9277364ef6/code/modules/power/power_store.dm (L105)
Not only does this look ugly but it also has a memory overhead (4 to 5
signal slots all performing the same action which is a lot compared to
the solution i implemented below). Bonus is that "none" of the
parameters passed to this proc are used so they go to waste as well.
So after removing a ton of code we need something that can still make
the code function which brings us to point 3
**3. Adds a new signal `COMSIG_REAGENTS_HOLDER_UPDATED` to rule them
all**
So if all objects in game are listening for "reagent
changes"[adding/removing, reagents] then we need to look at the proc
that is always called during these changes & that is none other than
`update_total()` so we let that send out a signal and cause all objects
to hook onto this 1 signal instead of 4 to 5 signals as explained in
point 2
## Why It's Good For The Game
This section isn't necessary but i want us to better appreciate both the
code & performance benifits of this PR.
1. First of all its waaaay less code and signals to worry about. Just
look at the number of lines of code removed compared to added. Nothing
more to say
2. Overhead of `RegisterSignal` compared to `RegisterSignals` is less
for obvious reasons
3. `remove_all` is significantly faster as it no longer calls
`remove_reagent()`[which in turn calls `update_total()` &
`handle_reactions()` per call & uses a for loop so its a nested for loop
of doom] for every reagent it removes, instead it does the work by
itself & calls the above 2 procs just once
4. Usually when a reagent is deleted it calls
`COMSIG_REAGENTS_REM_REAGENT` & `COMSIG_REAGENTS_DEL_REAGENT`. So if you
have a holder with like 3 reagents upon transferring/deleting them you
get a total of 6 signal calls!!. Now it's just 3(when using `trans_to`)
and just 1 when using `remove_all/clear_reagents`. Need i say more no
## Changelog
🆑
fix: hydrophonics circuit component actually sets output level when
reagents are changed in the tray
refactor: refactors how code listens for reagent changes. Report bugs on
github
/🆑
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request process. -->
## About The Pull Request
Fixes#89060 and a few other inconsistencies that I think aren't
reported yet. In particular, these are:
- Ordering the Stargazer to attack a window, machinery, and essentially
anything that isn't a wall or person will result in refusal. This
behavior was different.
- The spell to remotely command the Stargazer doesn't work.
- The shift-hover radial menu is weirdly offset.
I'm still trying to figure out what makes the mob not attack windows
unlike before, so I'll set it as a draft until I fix it.
## Why It's Good For The Game
Summoning an elder god bound to your will would be even better if it was
actually bound to your will.
## Changelog
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and its effects on PRs in the tgstation guides for contributors. Please
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🆑
fix: The Stargazer, a cosmic heretic's ascension, can be properly
commanded once more.
code: Basic mob pets can now target objects, or objects and walls by
using two new targeting strategies.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
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<!-- You can use multiple of the same prefix (they're only used for the
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## About The Pull Request
Fixes tether stacking via beacons, you can freely cut your tether while
moving, and cutting/snapping MODsuit tethers now also snaps the beacon
they're connected to if said beacon was generated by a MODsuit
projectile. Retracting the gloves or deactivating your MODsuit also
snaps MODtethers you've created using it.
Closes#88869Closes#88866Closes#89170
## Changelog
🆑
qol: Snapping tethers now also removes their beacons
qol: You can now cut tethers that you're attached to while in motion
qol: Tethers now snap when you retract your gloves or disable your
MODsuit
fix: Fixed tether stacking issues
/🆑
## About The Pull Request
The spooky element is quite old with a lot of single-letter variables.
Had too many species typechecks, and there's an issue that's been
bothering me, so I had to bring the code a bit up to date.
Furthermore the element wasn't used anywhere but on a couple of very
rare instruments, so I've been thinking a likewise very rare fantasy
suffix (mythril and wizard rpg event) would've been cool.
## Why It's Good For The Game
This will fix#88474. I believe the single-use versions of the spectral
instruments should be spent once someone is skeletonized, not before. It
was my fault for not noticing it earlier.
## Changelog
🆑
fix: Fixed single-use spectral instruments losing their powers before
skeletonizing anyone.
add: A very rare spooky suffix for mythril items and the wizard RPG
event.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
I swear it's the last one

### Added two new fishes to the rift pool:

#### The __mossglob__ is the Fisherman's Bane. The apex of evil. The
be-all-end-all in fisher destruction.
It is haunted. It deals toxic damage. It throws itself around. It's
coated in a deadly and hallucinogenic compound. Its mossy coating is
slippery. It revives itself. It throws itself out of aquariums. Best of
all, it is extremely easy to catch.
How do you deal with it? Well, probably by not fishing in a portal to
hell. Otherwise... good luck?
Suiciding into it empowers it by 15% and seals you inside. JOIN THE
MOSS!

#### The __babbelfish__ is a strange sort of predator, a psychic fish.
It casts a psychic aura near itself, ~~disturbing people~~ (nvm lol the
demoralizer datum is bad), killing fish nearby and then eating their
corpses.
When it dies, it emits an awesome psychic wail, which will instantly
kill all fish in audible range and severely incapacitate psy-sensitive
humans:
I can't play the ogg here but credits to grungus for it


There is also a secret, secondary function of the babbelfish: Splitting
one in half (a terrible idea) and shoving it inside your ears will
unlock your full psychic potential, granting you psychic resistance and
grant you the ability to either understand or speak every single
language, at a terrible cost.
#### ARMS
Failing the fishing minigame while fishing in a heretical rift will now
cause the rift to tear your arm (and its fishing rod) off your joints
and greedily slurp it up. The Mansus does not care for losers. (Getting
bored and walking away while the minigame is up also counts as failure.)
However, these missing items can, in fact, be fished back up, which also
includes arms -and- heads lost normally to the rift! Not only that, but
you're able to fish up random arms of any type, presumably from other
fools across time and space.
#### This PR probably shouldn't be merged until the bug that causes
finite fish counts to not be finite is fixed. Infinite fire sharks are
bad enough...
Added ABSTRACT flag to profound_fisher fake rod.
objectify() now works with instances of objects.
Apparently snuck in a random-ass refactor to smoker lungs.
Psychic resistance now prevents the instadeath from trying to
telekinetically grasp at a opened rift.
Hallucinogenic fish with a stinger now inject their hallucinogenic
toxins.
I woudl like to preemptively apologize to ghommie
## Why It's Good For The Game
__Mossglob__
I think the game's missing a fish that's just extremely dangerous to be
around, the piscine equivalent to radioactive waste. You can't bin or
tank it, because it flies off. You can't kill it, because it's
atmos-proof and revives itself anyway. Trying to keep it on a table to
turn into disgusting mold 'slices' is a challenge in and of itself. This
fish will (not) make people think twice about fishing in hell, and give
another reason for security and command to give PSAs to not interact
with the rifts across space and time around the station, which I think
is wonderful.
__Babbelfish__
This fish punishes sloppy fishermen who hold up their catch and then
store it inside their bag for the poor fish to slowly asphixiate to
death in. The fish griefing that will happen from it will be
_wonderful_.
The organ thing is a clear reference to HHG, but it has its own twist.
You can speak all languages, or understand all languages... but rarely
both. It'll make for some silly situations where people just 'make
strange noises' at you or try to act as translator for, say, ashwalkers
or xenomorphs while being completely clueless as to what anyone is
actually saying.
__ARMS__
Arms. Arms arms. Someone asked me if rifts let you fish up arms and i
said ___IT DOES NOW___.
## Changelog
🆑
Ghommie, carlarc, grungus
add: Added two new fish to heretic rift fishing.
add: You can now fish up arms, heads, and other items lost to heretic
rifts!
admin: objectify() now works with instances of objects. Mark a player,
then an object, and use those marks to call that global proc and you can
turn people into pre-existing items.
add: Psychic resistance now prevents the instadeath from trying to
telekinetically grasp at a opened rift.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Simple animal Dark Wizard => Basic mob Dark Wizard.
This mob is I think used in literally one ruin, and very occasionally
spawned in deathmatch.
They don't really do anything except shoot you with slowing projectiles
and hit you with sticks.
I gave them a version of blink with a longer cooldown that they use when
attacked in melee range purely to make them very marginally more
wizard-like, and they will also now try to back away from you while
shooting you instead of running towards you.
They will also retaliate against anyone who attacks them including as a
response to friendly fire from other Dark Wizards, because I think it is
funny if they have very little loyalty to each other and that's a fun
thing to trigger when you are playing Doom.
Finally, we have a component called "revenge ability" which is mostly a
standin for AI responses to getting attacked. I made all existing uses
of it turn off if you're controlled by a sapient player who can hit
those buttons themselves, because they can choose when they want to use
those abilities themselves.
## Why It's Good For The Game
The march of progress is almost complete
## Changelog
🆑
refactor: refactored some code
balance: Dark Wizards now teleport when attacked, but are more likely to
turn on their allies
/🆑
## About The Pull Request
This prevents mobs with `MOB_SIZE_SMALL` or `MOB_SIZE_TINY` from
triggering squeak sounds on crossed. Simple enough.
Also made the cooldown use the cooldown macros.
## Why It's Good For The Game
Small or tiny mobs are, well, tiny, and wouldn't really be able to
trigger the same kinda reaction.
Also sound spam is universally bad, and this gets rid of another method
of sound spam.
## Changelog
🆑
qol: Small and tiny mobs no longer trigger squeaking objects when
walking over them.
/🆑
## About The Pull Request
This PR makes is so that if the air is hot enough to trigger a fire door
to close, grillable foods left out in the open will grill themselves.
I picked the minimum grilling temperature essentially at random because
I don't know what heat units are or should be, but the define
`FIRE_MINIMUM_TEMPERATURE_TO_EXIST` sounded about right.
IMPORTANT NOTE: **All foods are grillable by default** and become
"burned mess" after about 30 seconds.
If this seems like too much of a grief vector (a significant fire in the
kitchen may cause all food to grill itself into oblivion) I can make
this optional rather than a default-enabled thing on all food. IDK
whether or not this matters, because all food is also flammable.
Food will only grill based on air temperature if it is set out on an
open tile (including while on a table), not while in your hands or
backpack or pockets or a closet or inside an oven or (oddly enough)
while on a grill.
## Why It's Good For The Game
it increases my emulsion if eggs can fry on a hot sidewalk
## Changelog
🆑
add: Eggs (and all other edible food) left in a hot place will fry.
/🆑
## About The Pull Request
`get_mob_height()` is called a lot a lot, and frequently ended up
over-timing when it amounted to the same value 98% of the time.
Instead we can defer it to only update when we actually change height,
or when we pick up a trait or species that changes our height.
I also moved the monkey checks out. Made it into a species procs. I know
species procs are lame but it seems fine unless we wanna tie to the
monkey's chest or limbs or something.
## About The Pull Request
you may no longer fish in deathmatch chasms
as a result that means doing literally anything with explosives wont
send 9000000 lobstrosities onto the map
fixed cuban pete loadout macrobomb
lobbies will close after 5 minutes of inactivity
changing map will now make a more accurate number of observers
also removed that useless eye button in the lobby list
## Why It's Good For The Game
6 billion lobstroties because of a firecracker sucks
bug bad
afk empty lobbies bad
## Changelog
🆑
fix: deathmatch - chasms will no longer do anything when blown up, cuban
pete loadout macrobomb fixed, AFK lobbies will close after 5 minutes,
fixed changing maps incorrectly taking one more observer than it should
/🆑
## About The Pull Request
Admiring was broken, and looking into it, it's because it didn't
actually pass the user as `user` and instead as `source`, which is
supposed to be the aquarium movable.
Changing this fixes our issue.
Then I noticed admiring was kind of jank for fish tanks (item)- you
could right click to admire it, but only if it's not in-hand.
At the same time, you could left click admire aquariums when the panel
is closed, but you _can't_ left click admire fish tanks even when
they're in hand.
So in this pr we actually let you admire fish tanks when in your active
hand, both left click and right click, left click only working if the
panel is closed.
Similarly, the tooltips for such would only get displayed when your hand
were to be empty, so this makes it also account for the held item being
the fish tank.
I also noticed the open/close panel tooltip was inverted, so I inverted
it to be the right way around.
## Why It's Good For The Game
Nice if it works.
Nice if it doesn't feel incredibly jank.
Nice if the tooltips display more.
## Changelog
🆑
fix: Aquarium/fish tank admiring works again.
fix: Inverted aquarium/fish tank panel opening tooltip to be the right
way.
qol: You can actually admire an in-hand fish tank by clicking on it.
qol: Aquarium/fish tank admiring tooltips are more consistent.
/🆑
## About The Pull Request
currently, the watcher trophy has no effect on 95% of the lavaland mobs
since theyve all been refactored to basic mobs, this rectifies that
## Why It's Good For The Game
Fixes the watcher trophy not working on basic mobs
## Changelog
🆑
fix: Fixes the watcher trophy not working on basic mobs
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
When going through runtime logs earlier, I noticed the edible
component's examine logic would have an index out of bounds runtime
whenever a lizard were to observe a piece of stinging flatbread.
This seems to be because its `examine(...)` proc would call
`get_perceived_food_quality(...)`, getting an `8`, and then use the
resulting value as an index for `GLOB.food_quality_description`, while
the highest value for such is `FOOD_QUALITY_TOP = 7`.
Trying to find similar issues I noticed `checkLiked(...)` would cap it
to `min(food_quality, FOOD_QUALITY_TOP)` before running anything that
cared about it.
So in this pr we just move that `min(food_quality, FOOD_QUALITY_TOP)`
call into `get_perceived_food_quality(...)` right before it returns,
catching all our potential out of bounds issues.
This fixes our issues.
## Why It's Good For The Game
Fixes jank.
## Changelog
🆑
fix: Examining edible items with too high of a perceived food quality no
longer runtimes and actually displays a food quality message.
/🆑
## About The Pull Request
I swear this functionality existed a while back and got lost due to a
refactor.
Regardless both secure briefcases and safes can now be emagged if either
are locked. I also adjusted the secure briefcase sprite to give it the
glowing green/red button near the handle to indicate when it's locked.
The emag icon is just a few black pixels.
Edit - Turns out I was right and not crazy! Git blame shows this feature
already existing but it got lost when storage components got refactored.
## Why It's Good For The Game
Locks must be broken!
## Changelog
🆑
fix: Fix emag not working on secure briefcases and safes
image: Tweak secure briefcases sprite to have glowing red/green pixels
for lock. Added broken black pixels to signal briefcase/safe are
emagged.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>