* Icon folder cleaning wave one
* Fixe a merge conflict
* Fixes some more merge conflicts
* Fixes some modular icon paths
* Fixes even more modular icon paths...
Hopefully that's the last of them
* Fixes some merge discrepencies
* More merge issues
* ok
* not ok
---------
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Ports: https://github.com/lizardqueenlexi/orbstation/pull/454 by
[Profakos](https://github.com/Profakos)
and all it's follow up PR's and fixes.
Biodome is an incredible map, with tons of character and polish.
Originally created for [Orbstation](https://orbstation.space/), Biodome
will surely be a beloved map here aswell.


## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Biodome map, ported from Orbstation! A large vacation themed map!
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
* PDA Fixes and Changes and Cargo Console Fix (#75768)
Was updating the documentation about PDAs on the wiki and saw some minor
issues, threw in the bug fix for issue
https://github.com/tgstation/tgstation/issues/75231 as well because why
not.
Also added the ability to put medipens into PDAs, they're small and
pen-like enough, right?
* PDA Fixes and Changes and Cargo Console Fix
---------
Co-authored-by: Oreo <20830349+Peliex@users.noreply.github.com>
* Wintercoats can now be zipped and unzipped through alt-click and separates the hood sprites from the jacket sprites (#74886)
## About The Pull Request
The title says it all, really.
~~Initially, I was only going to do it for all wintercoats, but then I
figured I might as well bring it down to all of `/hooded`, just so other
suits could benefit from it, since that behavior came from there anyway.
Does that mean that it does nothing for some of them? Yes, it does. Does
that justify having another variable to tell whether or not that should
be possible? In my humble opinion, not really, but I'm not against it if
it's requested.~~
~~That functionality was intentionally removed from the Void Cloak, as
there would be balance implications (since bringing up the hood makes
the whole cloak invisible, which you could skirt by just "zipping" it,
which also makes it invisible.~~
~~The sprites were already there, so this change was very simple to do.
Simply unties the zipped up look from the fact that the hood is up.
However, toggling the hood forces the zipping/unzipping, just so there's
no balance implications involved. It's just simpler that way.~~
So, I ended up going back and changing the sprites so that the hoods
would no longer be baked into the jacket's sprites, so that they could
be done as overlays instead, which ended up solving my problem with
hoods not being there on zipped-up versions.
For now, it's been made on winter coats only, but it shouldn't be that
difficult to bring it back down to the `/hooded` level. I just didn't
want to bother touching up the sprites down there, as it already took me
like 2-3 hours touching up the sprites of the winter coats alone.
I also took the decision to make it so EVA winter coats used the regular
winter coat's sprites, because they had special ones that just looked
like worse versions of the original, without anything special going on
for them. It was just a straight downgrade compared to the base sprite,
in my opinion.
There's still issues with the custom winter coat, in that the hood isn't
made into an overlay for it yet (and that'll require an extra bit of
logic to make it work, too), but it was already an issue before, the
hood is always present on the current version of the custom winter coat.
There's still a handful (sadly, most) of the winter coats that don't
properly reflect on their obj sprites when they're opened versus when
they're closed, but that's due to an initial spriter oversight, and not
to my doing. The open versions were just left as closed on many of them,
and I simply don't have the patience nor the appropriate skills to edit
that many coats that way.
## Why It's Good For The Game
Now you can be stylish with or without the hoodie!



According to ChatGPT, with one small tweak (thanks Opera GX for the
suggestion):
> Zipped and unzipped through alt-click, winter coats can now be. Hmm,
stylishly warm, you shall be. Feel like a Spaceman, you will. Use the
Force, to zip and unzip, you must. Look cool, you will. Yes, hmmm.
## Changelog
🆑 GoldenAlpharex, ChatGPT for the first changelog entry (slightly
edited)
qol: Zipped and unzipped through alt-click, winter coats can now be.
Hmm, stylishly warm, you shall be. Feel like a Spaceman, you will. Use
the Force, to zip and unzip, you must. Look cool, you will. Yes, hmmm.
image: Winter coats no longer have their hood baked into their jacket's
sprite, both in item form and when worn.
fix: Updated the Icebox EVA winter coats (the Endotherm winter coats) to
use the same sprites as the regular winter coats.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Wintercoats can now be zipped and unzipped through alt-click and separates the hood sprites from the jacket sprites
* update modular wintercoat.dmi
* forgot
---------
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
* Cleans up marisa shoes GAGS (#74451)
## About The Pull Request
The marisa shoes were building their icon using greyscale config for
their normal icons, but the worn ones were for some reason using a
`worn_icon_state` "marisa" that had its own full sprite.
I removed the sprite and added an overlay instead for the one part of
the shoes that differs from base sneakers.
Cleaned up the weirdness, now it uses the sneakers base config to build
its icon like all the other sneakers.
## Why It's Good For The Game
Clearer code, less weirdness. Icons created using GAGS are consistent
now.
<details>
<summary>The default colors on a mob still look exactly the same as the
old icon, removing the need for it</summary>

</details>
<details>
<summary>Now worn icons get set up correctly, where the yellow bit is
uncolored</summary>

</details>
## Changelog
🆑
fix: marisa shoes will now build its worn icon using the greyscale
config like sneakers do
/🆑
* Cleans up marisa shoes GAGS
---------
Co-authored-by: Bloop <vinylspiders@gmail.com>
* Customizable GAGS Witch Hat (#72477)
## About The Pull Request
Implements new sprites for the witch (Marisa) hat, divided into three
greyscale icon states - base, bow, and charms. The hat can have its
colours customized at an AutoDrobe. The not fake version has also been
changed in the same way. The default colours are approximately the same
to the old hat's.

_A coven of witches showing off their newly colourable hats_
## Why It's Good For The Game
More customization options for clothes allow for more variety and
greater player creativity.
## Changelog
🆑
add: added greyscale json configs for witch hat and witch hat worn.
imageadd: Added new, greyscale states to head/wizard.dmi
imagedel: Removed Marisa hat states from head/wizard.dmi
code: changed Marisa hat code in wiz_robes.dm to make them use
greyscale.
config: changed greyscale configs to include the witch hat.
/🆑
* Customizable GAGS Witch Hat
---------
Co-authored-by: Kepteyn <94123167+Kepteyn@users.noreply.github.com>
* New Mob [Garden Gnomes] (#72672)
## About The Pull Request
Garden gnomes can go into the ground when they stand still for a while.
If they are damaged and underground they will heal. If they are
underground they will also gain damage resistance. They can make people
trip when underground and deal some damage. They are available through
golden slime cores or you can collect them from cargo with an emag. If
one of them gets damaged they will all retaliate against the attacker.
They have a very realistic colour pallet based on online gathered data.
Depending on their colour pallets some of them have a very low chance of
spawning.
## Why It's Good For The Game
These new garden gnomes come with expanding the world building of space
station 13. These gnomes will add more variety to the game play and use
an interesting AI and behavior that interacts with the player.


## Changelog
🆑
add: Adds garden gnomes.
imageadd: Adds garden gnome sprites.
/🆑
* New Mob [Garden Gnomes]
Co-authored-by: Comxy <tijntensen@gmail.com>
* Side mounted tram controls (#72193)
Continuation of https://github.com/tgstation/tgstation/pull/72047 this
part was left out until it could be done using directional map helpers.
- Side mounts the tram controls freeing up the middle space for
shenanigans or whatever, and you can hit the controls faster from either
side of the tram.
- Emergency exit feature, doors can be forced open when the tram has
lost power.
- Accessible spots for wheelchairs (Ian's injured, you know!)

- Looks like a tram direction sign instead of an awkward center placed
computer. Build an ice cream or illicit drugs shop or something in the
middle. Frees up space.
- You don't get stuck on an unpowered tram if you don't have a crowbar.
🆑 LT3
imageadd: Tram controls are now side mounted, freeing up space. Even
better, you now have two of them!
imageadd: Added a new accessible space on the tram for wheelchairs
fix: Removed duplicate tram plate/platforms
code: Tram has its own floor subtype for the walls and windows
add: Emergency exit feature added for people who are silly enough to not
carry a crowbar
/🆑
* floors.dmi
* New Heretic rune sprites & animations (#72415)
## About The Pull Request
I made some magic circle animations for a downstream antagonist (coming
to tg 2023?) and people told me "Jacquerel heretic should also do
something like this" so after several hours of madness now they do.

This PR redraws the Heretic Transmutation Rune, and adds new effects for
drawing and unsummoning it.
The below videos are slightly outdated because the base colour is a tad
lighter now but you'll get the idea.
https://user-images.githubusercontent.com/7483112/210192981-0a34f3f9-ec78-4332-8148-896886d4d344.mp4
The animation is the same if you use the Codex Cicatrix, just the gaps
between steps are shorter.
Additionally, your rune effects are now coloured based on your heretic
path.
https://user-images.githubusercontent.com/7483112/210192985-4bda65af-5655-43a2-9685-0ca4d1519c87.mp4
Now the only caveat I can think of here is that as the 30 second long
drawing process now comes with flashy effects this _does_ make you
potentially more visible to random people who wander into your secret
den than previously, however as that would require them to overlook you
standing completely still with a _burning hand_ I don't think that
should be a massive issue.
Nobody was relying on the extremely long action bar having no animation
to draw runes in the middle of rooms full of people... right?
## Why It's Good For The Game
It looks cool.
## Changelog
🆑
imageadd: New look and animations for the Heretic's transmutation rune
/🆑
* New Heretic rune sprites & animations
Co-authored-by: Jacquerel <hnevard@gmail.com>
* 3/4ths-ify some wall mount sprites (by Kryson and Viro) (#71788)
posters are now 24px tall, new sprites for nanomeds, emergency safes, and ticket machines
(by Kryson)
* 3/4ths-ify some wall mount sprites (by Kryson and Viro)
* DON'T INCLUDE FUCKING OVERRIDES IF THEY DON'T DO ANYTHING HHHNGH MY CI IS FAILING CODERS
* FUCK
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Quantum keycards change color depending on the linked pad's location (#71518)
## About The Pull Request
aka: quantum pads with gags
Quantum keycards now light up depending on the linked pads
location/status, and the pads location will be visible on examine.
The card will be white if no pad is linked, the color of the department
the linked pad is in, or dark gray as a fallback.
## Why It's Good For The Game
Quantum keycards are impossible to organize, especially if you have
multiple on you. Differentiating your secret way into CE's office or
space could be vital. This helps to differentiate them and keep you
'safe'.
## Changelog
🆑
qol: quantum keycards light up with the department theyre in (or grey as
a fallback)
qol: quantum keycards are custom renamable w/ pen, to help keep em
organized
/🆑
Co-authored-by: etherware-novice <candy@ notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
* Quantum keycards change color depending on the linked pad's location
Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: etherware-novice <candy@ notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
* Resprites Trekkie Uniforms, adds Voyager Uniforms, adds Trekkie Costume Crate (#68871)
Added a Star Trek Costume Crate and updated the Star Trek uniforms to modern sprite standards, as well as adding Voyager uniforms!
* Resprites Trekkie Uniforms, adds Voyager Uniforms, adds Trekkie Costume Crate
* goodbye
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* GAGS most radio encryption keys (#69104)
* the radio star
* I think it's funny that I've had the same contrast problem on all of my GAGS PRS
* oops forgot to make the RD's key unique
* fine
* what if I said please
* swaps translation key to be in line with the other new ones
* GAGS most radio encryption keys
* Fixes our modular encryption keys as well!
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* The GAGening: Clothesmate edition
* ThisShouldWork
* hgnbhg
* would probably help to have the right .dmi
* fixed?
* Fuck you
Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
* Removes a stray gags config and adds a warning for misplaced configs (#68558)
* Removes a stray gags config and adds a warning for misplaced configs
* Added recognition to the Skyrat GAGS folder too, so unit tests don't consistently fail
* Using regex instead so that it catches subfolders too
* I shouldn't have added a new here, whoops
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Add new H.E.C.K. suit GAGS sprite, recolorable via spray can (#67217)
imageadd: The H.E.C.K. suit has a new sprite. (by Meyhazah)
add: You can now use a spray can to completely recolor the H.E.C.K. suit.
* Add new H.E.C.K. suit GAGS sprite, recolorable via spray can
Co-authored-by: Urumasi <Urumasi@email.cz>
* Most materials can be used to build most things
* Fixes the merge conflict
* Makes it so our vis_overlay1 is initialized first. It's awful but it works
* Properly fixes the CI issues with the plasma airlocks
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>