* Fixes regression with pulled objects and space transitions (#36587)
* Fixes spesspulling
* honk
* Fixes regression with pulled objects and space transitions
* basic buildmode-made walls have a standard floor baseturf (#36578)
* basic buildmode-made walls have a standard floor baseturf
* proper baseturf setting
* basic buildmode-made walls have a standard floor baseturf
* Sets the default preload_rsc to 2 (#36556)
This was supposed to be 1 or 2 (2 preloads uploaded resources) in the repo and set to 0 in [`server_side_modifications.dm`](https://tgstation13.org/parsed-logs/basil/server_side_modifications.dm) but i messed that up when i switched it from a test merging pr to something mergable.
* Sets the default preload_rsc to 2
* Adds Hypospray kits, fixes reagent overlays
Also adds colors to trek chems other than PINK.
* reee admins.txt
* adds the CMO Hypo MK II kit to the CMO's locker
renames the locker overrides as well, because lazy
* grammer gud
* hypo vial fix suggested by Kfive
* Modifies hypospray functions
* Fixed the Hypospray mk.II, is now comprehensive where it must.
* Fixed bugs, including the vending machine problem.
* Either fixed or didn't fix line terminator issues.
* Turns out there were no line ending problems, rather there were literally spaces after some lines, which got removed automatically.
* Forgot a comma.
* Forgot a comma, even though it's in a comment. Good thing I caught it before somebody tried decommenting it.
* Left a line in the alternative reskin function for hypovials. This has been removed since it's unnecessary.
* delay tweaks. otherwise all good.
* reee github
* unneeded \the I thought were purged
* grammar fix, gives MDs and Chemist hypokits
* Makes chem masters able to produce vials
* recompiles tgui
* Update belt.dm
* Atmos unary devices can now be analyzed (#36485)
tweak: Unary devices can now be analyzed using gas scanners. This means stuff like vents, scrubbers, cryo tubes, or heaters/freezers.
fixes#36448
this means stuff like cryo, vents, scrubbers, heat exchangers, heaters/freezers, injectors, those big pressure tanks etc. can now be analyzed by gas analyzers/PDA gas scanners
* Atmos unary devices can now be analyzed
* April Fools Day replaces the overflow role with Clowns (#36533)
* Refactors overflow job assignment
* Fixes job selection
* April Fools Day replaces the overflow role with Clowns
* Merge pull request #36557 from MrStonedOne/patch-498
Preload vox sounds when preload_rsc is disabled
* Preload vox sounds when preload_rsc is disabled
* Engie goggles in Meson mode now respect light levels (#36504)
* Engie goggles in Meson mode now respect light levels
Meson glasses show the surrounding terrain, but darken areas beyond line of sight and that are not lit. Engineer goggles set to Meson mode currently show all terrain at max brightness. As a result, it can be hard to even know an area is unlit until objects (or mobs) suddenly start popping in one tile away.
This change makes the Engineer goggles respect light levels like Meson glasses do.
An image for visual aid;
https://i.imgur.com/KdYmkZb.png
Left shows the current Engineer goggles. Right shows the current Meson glasses, and how the Engineer goggles will look with this change.
* Update engine_goggles.dm
* Engie goggles in Meson mode now respect light levels
* [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#36344)
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl
Fixes#36444
From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.
This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.
I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
* [READY] Several fixes/changes to mood, longterm mood effects, beauty component
* Pacifists can now use mech drills on closets containing living beings
* Removes no longer needed Mecha code relating to Pacifist use of drills. Also alters variables to be more consistent. (#36494)