326 Commits
Author SHA1 Message Date
Timothy TeakettleandGitHub 0e3eef37c8 several bugfixes (#7577) 2026-05-15 19:31:46 +02:00
siliconsandGitHub ab50522b15 fixes some bugs (#7492) 2026-02-11 18:34:47 +01:00
siliconsandGitHub 6144b87b9a [IDB IGNORE] [MDB IGNORE] orbital support update 1 / 3 (#7361) 2026-01-20 14:46:22 +01:00
Letter NandGitHub bb1928530c optimize closet init (#7495)
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## About The Pull Request
stops closet from calling take_contents twice
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2026-01-20 08:26:06 -05:00
b1029a24f8 Power Cell Rework + Energy Weapon Rebalance (& misc changes) (#7438)
- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.

---------

Co-authored-by: silicons <silicons@silicons.dev>
2025-12-24 12:15:01 +01:00
LordMEandGitHub ecec05522f reduces old variable bloat (#7440)
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## About The Pull Request
removes the adminbus_trash variable
removes the option to play audible hunger noises
removes option to TF people into eggs
Moves the feral variable from /mob/living to the xenochimera species
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## Why It's Good For The Game
Unused variables are not helpful.
TF to egg is unused and broken.
only chimera uses the feral variable anyway, and even then it mirrors
the mob variable for use, so lets just move it to chimera
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🆑
del: Removed unused variables that held over from vorestation
del: Removed Vore belly transform to egg options
del: Removed audible hunger noises
tweak: tweaked feral to be a chimera specific variable, instead of a mob
variable thats only used by chimera
/🆑

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2025-12-21 15:18:33 -05:00
Athena148andGitHub 0e39e6c45c Xenomorph Monarch Fixes/Rebalance (#7418)
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Applies a nerf to Monarch's charge, no longer instantaneous.
Lowers Monarch's burn/energy resist, burn should work better against it
since Xenomorphs are weak to fire.
Axes **any** and all mentions of natural spawn positions, this should
never spawn naturally. It is a boss mob.

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## Why It's Good For The Game

This has been an issue for a while, but the natural spawn points for the
Monarch were the last straw. Oopsies.

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🆑
balance: lowers Monarch's burn resist, makes charge not instant.
fix: Removes any reference to the Monarch spawning naturally, probable
or not.
/🆑

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2025-12-05 11:34:28 +01:00
siliconsandGitHub f76aeb8f33 refactors admin narrate (#7319) 2025-10-08 23:51:38 +02:00
siliconsandGitHub e5316fbaf5 refactors click handling (#7286) 2025-09-03 19:30:39 +02:00
64bef4fd3d [IDB IGNORE] Refactor modules/clothing/under to new rendering system (#7177)
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## About The Pull Request
Refactors clothing/under to use the new rendering system for both icons
and flags and does some general rearranging and cleanup of the code
files.
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## Why It's Good For The Game
One single consistent system is good. This also fixes a lot of missing
rolldown, rolled sleeves, and maybe some species specific sprites.
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## Changelog
- Moves clothing/under/accessories to clothing/legacy_accessories
- Reformats under into under/casual, /costumes, /formal, /workwear
folders.
- Changes all /obj/item/clothing/under to use the new clothing render
system
- Annihilates uniform.dmi into a thousand pieces
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🆑 _Shadowcat_
refactor: refactors under clothing to new render system
/🆑

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---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2025-07-10 09:37:04 -04:00
2f419a286f Adds Security Ticket Printers (#7209)
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## About The Pull Request

this doesnt work yet lol

bring over the ticket printer from CHOMPers. now you too can slap a
ticket on your friends for extreme bottom activity

## Why It's Good For The Game

soul

## Changelog

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🆑
add: add ticket printing
/🆑

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---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: Zandario <zandarioh@gmail.com>
2025-06-19 17:22:09 -09:00
7e8cd3f5ac refactors combat backend & adds kinetic gauntlets (#7144)
Co-authored-by: Zandario <zandarioh@gmail.com>
2025-05-31 19:30:25 +02:00
siliconsandGitHub 95de4c698a refactors grenades (#7138) 2025-05-15 20:10:16 +02:00
siliconsandGitHub 87b8da5f83 rename soundbyte/grouped/sparks to soundbyte/sparks (#7124)
/grouped was a bad idea and is bad
2025-04-30 10:15:32 +02:00
siliconsandGitHub a83bdbcd61 renames setclickcooldown and get_attack_speed (#7126)
staging for melee PR, the way to modify cooldown is no longer direct
calls but modifying the clickchain
2025-04-30 10:14:43 +02:00
LordMEandGitHub 52c6c34db0 Minor atlas security improvements (#7031)
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## About The Pull Request
Makes the warden and HoS Office electrochromic windows work.
removes two of the three warrant projectors in the security officers
locker
fixes two cameras in the Hammerhead hangar
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## Changelog

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🆑

tweak: tweaked the security department on atlas

/🆑

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2025-04-02 15:52:31 -07:00
siliconsandGitHub 29547e194a refactors point redemption vendors (#7005)
this is a quick one

makes them less code copypaste-y and easier to modify in the future as
i'll want to do some experimentation on the system when we start
reworking explo
2025-03-02 16:00:02 +01:00
siliconsandGitHub 08c895db65 mech part repath (#7009)
Tears apart the overloaded `/obj/item/mecha_parts` into a few different
paths.

`/obj/item/vehicle_chassis` for the base part that things attach on
(this is the mech construction holder)
`/obj/item/vehicle_part` for things you attach to chassis
`/obj/item/vehicle_component` for integral components
`/obj/item/vehicle_module` for equipment

This is to prepare for further work on mecha as a system, and to get
some of the massive line changes out of the way.

Also:

- tears apart a few files that were just too long to be handled and
groups everything with their mechs
- erases some code reuse
2025-02-25 11:36:22 -07:00
siliconsandGitHub 4137b01947 guncode update (and misc refactors) (#6740) 2025-02-22 16:31:23 +01:00
siliconsandGitHub 6394f34694 repaths projectile weapons from /obj/item/gun/* to /obj/item/gun/projectile/* (#6997)
tl;dr we don't want snowflaking for "projectile firing gun" to be the
same as "launcher firing gun" so we're separating them

this is in prep for #6740
2025-02-14 22:38:22 -07:00
siliconsandGitHub 794d9aaab0 refactors / brsuhes up a lot of update_icon calls, fixes mineral wall icon updates, replaces mat scanners with meson scanners (#6963) 2025-01-16 18:59:43 +01:00
85e24504a1 running bugfix PR (#6914)
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-12-23 16:22:00 -07:00
siliconsandGitHub 175cce8c85 small poster rewrite (#6884)
adds persistence support kinda
adds /preset's of everything
2024-11-27 08:15:13 -07:00
9885763e3d hand refactor (#5677)
Co-authored-by: silicons <no@you.cat>
2024-11-20 09:25:57 +01:00
Letter NandGitHub d38246bb69 Init-&-co (#6833)
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## About The Pull Request
update init code, LateInitialize now complains if it doesnt have
anything in it
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## Changelog

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🆑
code: update how init does things
code: update matrix helpers
/🆑

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2024-11-03 10:06:10 -08:00
97c4cefd11 Nsv victory final stages (#6796)
Co-authored-by: AlphaM01 <AlphaaMachh@gmail.com>
2024-10-15 20:57:57 +02:00
Athena148andGitHub 03b83205eb The Void Horrors, Xenomorph Expansion (#6787)
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## About The Pull Request
Expands upon the Xenomorph Rehaul project, beautifying the code,
separating it into its own category and sub-categories. Also adds a few
new Xenomorphs and re balances some of the older ones.
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## Why It's Good For The Game
Beautifies and cleans Xenomorph code, adds a few new gimmick xenomorphs
as well.
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## Changelog

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🆑
add: Burster, Sprinter, Berserker and Inferno
qol: Made Xenomorph code prettier and easier to add/remove from
balance: Re balances some older Xenomorphs
imageadd: Adds sprites for the Burster, Sprinter, Berserker and Inferno
Xenomorphs
/🆑

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2024-10-06 18:02:19 -04:00
LordMEandGitHub 35bd860ed1 New power for lavaland base, and some mining locker cleanup (#6769)
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## About The Pull Request

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## Why It's Good For The Game

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## Changelog

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🆑
tweak: tweaked the lavaland base to use geothermal power proper instead
of the problematic TEG setup
tweak: removes items given to miners two or three times
/🆑

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2024-10-01 20:23:09 -07:00
siliconsandGitHub e6f972666c regexes damage and wound types (#6735)
Different semantics demand different defines. It's hard to tell what's
being used where and for what reason right now.

Staging for combat PR.
2024-09-09 15:13:34 -06:00
siliconsandGitHub faa9eabcc6 regexes damage to damage_force on projectiles (#6734)
for clarity and standardization purposes; it's this way on /item
2024-09-07 19:26:28 -06:00
siliconsandGitHub 0c8dd521c2 refactors attack hand proc header (#6720)
needed for #5677 

this is to make that PR slightly easier to review.
2024-09-06 13:36:10 -06:00
siliconsandGitHub 2533caefd9 combat code overhaul + projectiles v8: impact handling (#6579) 2024-09-02 20:34:27 +02:00
Athena148andGitHub 5fb4e3886b Xenomorph Code and Sprite Rehaul (#6675)
## About The Pull Request
A (almost) complete rehaul of Xenomorph Code, modifying their combat
statistics including health, armor, speed, abilities and AI. It also
modifies their sprite to use the much more modern CM-SS13 versions,
along with adding a few entirely new xenomorphs, the Line Breaker,
Burrower and Marksman with more to come!
![Screenshot 2024-08-23
025335](https://github.com/user-attachments/assets/a0ad9f34-9cd3-4bda-a88f-9df699321997)

## Why It's Good For The Game
Xenomorph code was in a desperate need of a rehaul. I intend to make
Xenomorphs an *actual* threat, rather than something that's laughably
easy to kill or handle. This MIGHT be over-tuned for its first few
iterations, so plenty of chances will be made to the xenomorph
statistics.

## Changelog
SIDE NOTE: RESIN SPRITES CURRENTLY DO NOT CONNECT TO EACHOTHER, ZANDARIO
WILL HOPEFULLY HELP BUG FIX SOMETIME. I'LL FIX THIS AS SOON AS POSSIBLE.
🆑
add: 'Charge' ability recycled from Thrumbo/Horing code for Line Breaker
and Monarch.
add: Multiple new Xenomorph castes. The 'Line Breaker' a boss mob with
heavy armor and a special charge attack that's meant to break enemy
defenses. The burrower, a spider-like xenomorph that burrows underground
to stun targets, and the Marksman, a acid sniper that works best at long
ranges.
del: Basically all the old xenomorph code, including axing empress/queen
mother. Also modifies spawning no boss mobs can't spawn randomly in
PoI's.
qol: Makes xenomorph code actually comprehensible instead of relying on
ancient vore code (why would anyone ever do this.)
balance: re balances Xenomorph code as a whole. Xenomorph castes now are
a lot more effective with eachother when aiding in combat, enforcing
hive/teamwork mentality.
soundadd: Ports CM-PVE/TGMC audio for ALL xenomorph mobs.
imageadd: Ported PvE sprites for all current xenomorphs.
imagedel: deleted old xenomorph sprites. 
/🆑
2024-08-27 05:17:13 -07:00
siliconsandGitHub 002dda4bf3 projectiles v8 - ammo & magazines (#6637)
completely overhauls ammo, magazines, and calibers; makes things a lot
more standardized and efficient.
2024-08-04 15:31:26 -04:00
siliconsandGitHub 5134116de4 supply: supply pack datums, some reworks (#6599)
tl;dr refactors supplypacks to a new system

- all access locks yanked from crates other than the ones that actually
need to be locked
- preps system for reworks, translates stuff over to a new format
- adds unified subsystem parsing & support for other descriptors for
cargo crate contents other than typepath
2024-07-31 10:28:39 -04:00
CharlesWedgeandGitHub e4e31a0356 A Pellet Gun! A Recreational rifle for Civilians. (#6628)
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## Civilian Shooting Made Easy!
Many characters on the server may be from societies where firearms are
restricted (after all not everyone has a military backstory) or
otherwise come from peaceful planets. Now living in the dangerous
frontier, they may want to learn to shoot. However, very reasonably the
environment of the station restricts access to firearms. A pellet gun
provides them the opportunity to learn the basics of ballistic firearms
operation without needing security to look over their shoulder. This PR
adds a simple pellet gun and an outdoor range to Atlas. Security can
hand out the pellet guns without worry they may be misused. Civilians
can freely use the pellet guns for recreational purposes or training.
The outdoor range also provides a no-access required public-use facility
for shooting.

The station starts with four pellet guns and four pellet boxes stored in
the security entrance checkpoint in plain-view locker. They simply need
someone with sec access to unlock it and hand it off to people. Single
ones can also be ordered from cargo.

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## Why Not Just Use Donk Soft Guns?
Mechanically not much different but aesthetically/in character they are.
In Character, most people see the brightly colored toy dart gun much
differently from a pellet shooter which resembles a real weapon, NT
probably thinks so too. Consider this, in terms of RP, the middle step
between a character learning to shoot a dart gun versus beginning to use
a real one.

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## Changelog

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🆑
add: a pellet gun and associated icons.
add: two new hangable targets that don't look like people
/🆑

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2024-07-28 11:14:00 -07:00
siliconsandGitHub 912e379ffb vehicle mechs - preliminary (#6606) 2024-07-22 19:59:56 -04:00
446db2dfca Fix wall locker + fridge sprites (#6500)
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## About The Pull Request

- gives refrigerator actual sprites
- gives wall locker actual sprites

## Why It's Good For The Game

consistency.

## Changelog

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🆑
fix: Fridge sprites and wall locker sprites are proper.
/🆑

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---------

Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-06-15 21:46:02 -07:00
LordMEandGitHub 4e433a463c Blindness_rework (#6479)
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## About The Pull Request
changes how blindness is handled in game
temporary sources of blindness add a status effect to the affected mob
while permanent sources (such as missing eyes/vision organs) add the
traits
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## Why It's Good For The Game
blinding code was a mess (and still isnt perfect) this makes it slightly
more reasonable
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## Changelog

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🆑
refactor: refactored blinding code
/🆑

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2024-06-13 11:09:03 -06:00
siliconsandGitHub 6037dd194c shuttles/storytellers - maploader injections and context (#6464)
i decided to atomize my prs a little

- map obfuscation module upgraded
- obfuscation now happens via mangling id, inspired by nebula. atoms loaded with the same mangling id will generate the same obfuscated ids from a given and matching input id
- /datum/map_injection added; it's a composition-based system for modifying maps during spawn
- /datum/map_injection/starting_gear; inspired by barotrauma, pretty much just injects starting gear as necessary with a given configuration. multiple of these can be stacked in a given maploading.
- /obj/map_helper/gear_marker; markers for where starting_gear should populate things.
2024-06-04 20:47:18 +02:00
siliconsandGitHub 01fa629df2 frame refactor (#6336)
rolling bugfix + frame refactor branch
2024-05-26 20:08:28 +02:00
SorrowfulwindsandGitHub b3f7666f5c Bugfix /obj/structure/closet close() and open() icon issue (#6420)
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## About The Pull Request
Fixes bug where calling open() or close() on a /obj/structure/closet
wouldn't update the icon.
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## Why It's Good For The Game
Fundamental procs should not need additional code to work.
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## Changelog
-Adds update_icon() to close() and open() on closets & crates
-Removes update_icon() from toggle() as it just calls close() and open()
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🆑 Shadowcat
fix: Fix crate open and close procs not updating the icon on the crate.
/🆑

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2024-05-23 02:35:30 -07:00
39bc14bb4a reworks game preferences (characters v2 staging) (#6310)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-04-08 12:44:30 +02:00
LordMEandGitHub b8ca2700db fixes prisoner IDs not having genpop entry permissions (#6346)
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## About The Pull Request

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## Why It's Good For The Game

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## Changelog

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🆑
qol: made the genpop lockers use tgui inputs when setting up prisoner
IDs
fix: fixed prisoner IDs missing the GENPOP_ENTRY access
/🆑

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2024-03-17 14:36:18 -07:00
Letter NandGitHub 23b3274778 NT & CC Namefix (#6333)
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## About The Pull Request
title
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## Why It's Good For The Game
muh immursion!
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## Changelog
🆑
spellcheck: CentComm => Centcom
spellcheck: NanoTrasen => Nanotrasen
/🆑

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2024-03-13 16:01:23 -07:00
f4fae7f84e bugfixes (#6329)
Co-authored-by: silicons <no@you.cat>
2024-03-11 09:01:59 +01:00
siliconsGitHubVM_USER <VM_USER>silicons
8ca04ad274 persistence update + spraycans + graffiti + persistent debris + glass shards (#4301)
Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
2024-03-04 23:06:10 +01:00
383308a1d1 storage rewrite (#6284)
Co-authored-by: silicons <no@you.cat>
2024-02-17 10:08:35 +01:00
LordMEandGitHub e4974ec162 Pilot office and Planetary sensors (#6298)
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## About The Pull Request
Adding a Pilot Office on Surface 3 of the NSB Atlas. is in compliance
with the development roadmap for pilots.
Adding planetary sensors
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## Why It's Good For The Game
The pilot office is in the mentality of the future development plans for
the job, making them less dependant on exploration (since they have
their own rooms now)
Without planetary sensors it you have to send a shuttle into orbit to
see your local space, now you can do that from the comfort of your
bridge/pilot's office.
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## Changelog

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🆑
add: Added Pilot office to surface 3
add: Added planetary sensors to lythios43c
code: Moves Exploration dep. areas into their own file, instead of the
huge messy file they were in before
/🆑

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2024-02-13 13:01:42 -08:00
e5c9de9b6c various fixes (#6252)
see commits

fixes stuff in maintainer bug triage

---------

Co-authored-by: silicons <no@you.cat>
2024-01-06 12:27:26 -07:00