## About The Pull Request
Removes this turret controller that controls the core turrets.

This also makes these walls into glass so the AI is better defended the
moment someone enters this room and so you can't cheese it as easily

## Why It's Good For The Game
The turret controller being placed only for the AI's direct access is a
deliberate mapping thing which holds true across all maps except Moon.
Also Moonstation's AI is very cheesable.
## Proof Of Testing
It works
## Changelog
🆑
balance: Slightly adjusts Moonstation's AI core to be more defendable
for the AI.
/🆑
## About The Pull Request
Add a special case in `JobIcon.tsx` to point the DMIcon element to our
modular icon file if it's a custom job.
## Why It's Good For The Game
little job pictures :)
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed Bubber-exclusive job icons not showing in observe menu.
/🆑
## About The Pull Request
Adds a couple missing cables under the floor tile to the Biodome gravity
generator
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Old:

</details>
## Changelog
🆑 LT3
map: Added missing cables outside Biodome grav gen
/🆑
## About The Pull Request
Some more minor clean up items, specifically, remaps in the anesthesia
stand because it wasn't spawning, makes it so the cargo belt can be
escaped if needed, and adds a second drone pad.
Just as an FYI, I have my 3rd CPA exam tomorrow here and will not be
touching this for a day or two at least. We love taxes.
## Why It's Good For The Game
Shit should work
## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: You can now escape the disposals belt on persistence.
fix: The Persistence Library APC now has power
fix: removed extra button left over from removing medical.
/🆑
## About The Pull Request
Adds horseshoes as a loadout item. Same as the smithable ones except
without any of the armor of reagent stuff.
Bounty by Gavla.
## Why It's Good For The Game
horseshoe
## Proof Of Testing

</details>
## Changelog
🆑
add: Adds horseshoes to loadout
/🆑
## About The Pull Request
Fixes the broken waste pipe, broken emitter cabling, and broken maint
cabling around the SM/SMES in Biodome.
## Why It's Good For The Game
It was amusing watching it catch fire a few times, but it should be
fixed.
## Changelog
🆑 LT3
map: Biodome SM waste pipe is properly connected to the vent
map: Biodome SM cabling is properly connected to the emitters
/🆑
## About The Pull Request
title
## Why It's Good For The Game
This makes it so stealth ascending is pretty much impossible, giving
security some time to really get their act together and go stop the bad
guy
## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Heretics announce themselves when they are 1 off ascending
/🆑
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
## About The Pull Request
Adds five pieces of wood, a bucket, and a tinyfan to the Moonstation
Sauna
## Why It's Good For The Game
Just a few tiny tweaks to moonstation so the sauna is slightly more
accessable without needing to go too far out of the way.
## Proof Of Testing
Check map dif
## Changelog
🆑
add: Quality Improvements to the Moonstation Sauna
/🆑
## About The Pull Request
unfortunately i wasn't able to get rid of the nose, but this adds the
ability to add a white to the cyclops eye and make it look way less
janky
## Why It's Good For The Game
cyclops looks ugly and i want to try and make it look potentially look
less ugly because i believe in the representation for my cyclops girls
out there in the bronx
## Proof Of Testing
## Changelog
🆑
add: cyclops sclera marking
image: cyclops sclera marking
/🆑
---------
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Biodome had multiple missing disposal pipe segments and routing issues,
this fixes them all
## Why It's Good For The Game
The mail never stops
## Proof Of Testing
I wrote a tool to test all disposal units on station making it to
disposals and every mail destination ending up in the right place and
everything passed
## Changelog
🆑
map: fixes Biodome disposals issues.
/🆑
## About The Pull Request
Removes broken flickering lights
## Why It's Good For The Game
Lighting is another one of our massive memory usages. Let's remove this.
## Changelog
🆑
del: Removes broken light flickering.
/🆑
## About The Pull Request
Caused by:
- https://github.com/tgstation/tgstation/pull/88048
Trying to use the fireplace would result in runtimes and the smoke
particles not triggering.
Even though the runtime is fixed, the new particle changes in #88048
broke the pixel offsets. While I was testing, anytime I tried switching
a pixel offset it would update all fireplaces. I tried to limit it to
add the shared particle id to `"fireplace_[dir]"` so that it would only
apply to the objects in that direction but I couldn't get it to work. I
would guess this also affects a lot of other objects that have particle
pixel offsets.
Runtime is fixed. Particle offsets are still broken.
## Why It's Good For The Game
Fireplaces no more runtime.
## Changelog
🆑
fix: Fix fireplace particles runtimes.
/🆑
## About The Pull Request
Caused by:
- #88048
The coffee maker smoke particles stayed on forever after brewing
something. This is now fixed.
## Why It's Good For The Game
Coffee brewing is no longer a fire hazard.
## Changelog
🆑
fix: Fix coffee maker smoke particles not deleting
/🆑
## About The Pull Request
Closes#83370
Converted most cases where we could benefit from using shared particles
(aka when there's probably more than 3 uses of that particle in a round)
to use the new shared particle system. Should provide significant
clientside performance in particle-heavy areas like botany (or sometimes
kitchen)
## Changelog
🆑
refactor: Converted most common particle sources to use our new pooling
system.
/🆑
Partial revert of #86701
Implements a shared holder particle system, somewhat inspired by
https://github.com/Baystation12/Baystation12/pull/34014 (thanks Kapu).
Atoms can be assigned "shared" particles via add_shared_particles, with
an optional "alternate" key passed as a second arg if you're planning to
edit the returned particle holder (for example, color it like slimed
status does). Removing is done via remove_shared_particles with an
option to delete the shared holder if nothing is using it anymore (on by
default). This system should be prioritized over normal particle holders
when a lot of entities would be using a certain particle effect (like
fires) as it conserves a lot of clientside performance.
Burning, acid, decaying, firestacks and slimed status now use this
system which should help with clientside performance and amount of atoms
created/destroyed.
Less clientside lag.
🆑
refactor: Firestacks, burning/acid/decaying effects and (brought back
after being temporarily removed) slimed status effects now use a new
"shared" particles system, which should considerably improve client
performance when encountering a lot of burning/slimed entities.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Fixes some backwards elevator doors on Biodome. Adds wall to side of
engineering elevator. Relocates medbay TC disposal.
</details>
## Changelog
🆑 LT3
map: Flipped some backwards elevator doors on Biodome
/🆑
## About The Pull Request
Actually buffs borg health. I accidently put the edits inside carbon
instead of silicon. Whoops
## Why It's Good For The Game
#2644
## Proof Of Testing
It works now.
## About The Pull Request
See name and proof of testing. Sprites by Cepha, and she is given full
credit as the code isn't really noteworthy.
Also organizes marking files into one place
## Why It's Good For The Game
Allows for more creativity when making characters, especially with the
synth joints allowing for some clever synth humanoid designs.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Markings put on nonsynthetic lizard because I am lazy

</details>
## Changelog
🆑 Cepha
add: Cleavage marking
add: Synth joints marking
/🆑
## About The Pull Request
adds the 'fringe' hair gradient, a hair gradient that gradientizes your
fringe
## Why It's Good For The Game
customization. good!!!!!!!!!!
## Proof Of Testing

## Changelog
🆑
add: fringe hair gradient
image: fringe hair gradient
/🆑
## About The Pull Request
Exactly what it says on the tin. Currently if someone orders a jukebox
for their project, it requires bar access to actually operate it. This
change makes the crate come with the free access version.
## Why It's Good For The Game
Most if not all map-spawned jukeboxes don't have access requirements,
because that makes them harder to actually use for entertaining people.
Jukeboxes that people order for a side project shouldn't still need that
access.
## Proof Of Testing
I forgot to record the testing, but I did test it and it worked fine. If
video proof of testing a one-line change is needed, I can go back and do
that.
## Changelog
🆑
tweak: Ordered jukeboxes no longer only work for those with bar access.
/🆑
## About The Pull Request
Early pull of https://github.com/tgstation/tgstation/pull/88822
## Why It's Good For The Game
Skyrat jukebox code had this and then I ripped it out so technically I
can call this a bug fix
## Proof Of Testing
I promise
## About The Pull Request
Removes DME Edit autolabel. It doesn't add much beyond clutter, and a PR
will fail linters if it has files missing from tgstation.dme
## About The Pull Request
This pull request makes the flower items that can be worn in the hair no
longer donator only, just like on TG.
## Why It's Good For The Game
Cute boys everywhere may rejoice for they may wear a cute flower in
their hair
## Proof Of Testing

## Changelog
🆑 ReturnToZender
qol: Flowers no longer donator-only in the loadout
Fix: Donator Only nullcheck from Skyrat to work properly
/🆑