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обновка #147

Merged
merged 275 commits into from
Jul 3, 2024
Merged

обновка #147

merged 275 commits into from
Jul 3, 2024
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Commits on Jun 27, 2024

  1. [NO GBP] Pen size hotfix (tgstation#84343)

    ## About The Pull Request
    
    Oops, forgot about transforming comp defaulting to bulky size when
    activated
    Closes tgstation#84339
    
    ## Changelog
    :cl:
    fix: Retracted pens can be put into PDAs
    /:cl:
    SmArtKar authored Jun 27, 2024
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  3. Fixes head protector modules doing...nothing (tgstation#84346)

    ## About The Pull Request
    
    The head protector module actually applies the trait appropriately.
    
    ## Why It's Good For The Game
    
    Apparently head protection started at the hands.
    
    ## Changelog
    :cl:
    fix: Headprotector modules and constructor modules work properly once
    more.
    /:cl:
    necromanceranne authored Jun 27, 2024
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  7. Fix carbons deathgasping twice (tgstation#84347)

    ## About The Pull Request
    
    They deathgasped once on the carbon level and once on the living level
    
    I also realized this check I added a while back breaks lag check
    mechanism so let's just change that around
    
    ## Changelog
    
    :cl: Melbert
    fix: Lizards and Moths don't deathgasp twice when they die
    /:cl:
    MrMelbert authored Jun 27, 2024
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  8. Fixes Pathfinder module AGAIN, General JPS Tweak (tgstation#84348)

    ## About The Pull Request
    
    1. Fixes the modsuit pathfinder module's pathfinding for the second
    time. This time AI idling broke it, we just make it not idle.
    2. Changes the heuristic used by JPS nodes from Chebyshev distance to
    Euclidean distance. I have no real logical explanation, it just appeared
    to produce a more optimal path. CC @LemonInTheDark
    3. Renames `get_dist_euclidian()` to `get_dist_euclidean()`.
    
    Red line: Euclidean dist JPS path (roughly)
    Green line: Chebyshev dist JPS path (roughly)
    
    ![image](https://github.com/tgstation/tgstation/assets/75460809/57d75ff3-ee6d-4f73-82da-0e66e026d790)
    ## Changelog
    :cl:
    fix: MODsuit pathfinder module works. Again.
    code: AI pathfinding should produce slightly better paths.
    /:cl:
    Kapu1178 authored Jun 27, 2024
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  9. Protolathe printing speed is affected by parts again (tgstation#84349)

    ## About The Pull Request
    
    Prior to a refactor of protolathe code, the time needed for a protolathe
    to print items was affected by the tier of parts it had, just like
    material usage. Said refactor removed this behavior, and given that this
    removal was not mentioned in the changelog and that comments in the code
    still refer to this behavior, I have to assume that this was a mistake.
    So this PR just re-adds that old behavior.
    ## Why It's Good For The Game
    
    Bugs are bad.
    ## Changelog
    :cl:
    fix: Protolathes/Circuit Imprinters/Techfabs with better parts should
    now print items faster again.
    /:cl:
    GPeckman authored Jun 27, 2024
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  13. Fixed limb slowdown and hunger affecting your speed in nograv (tgstat…

    …ion#84253)
    
    ## About The Pull Request
    
    Limbs with unique slowdown, such as that of mushies and zombies, won't
    affect it when they aren't actually using them.
    
    Hunger will now only slow you down in ground movement.
    
    ## Why It's Good For The Game
    
    Being hungry isn't meant to make you move slower while using a jetpack -
    that makes no sense.
    
    Similarly, mush or zombie or any limbs slow the zombie down despite not
    being used in nograv, which I think is silly.
    
    ## Changelog
    
    Limbslow not mentioned as its not very relevant to the average round
    
    :cl:
    fix: Fixed hunger affecting your speed in nograv
    /:cl:
    carlarctg authored Jun 27, 2024
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  15. Adds crystallizer boards to delta and tram HFR project rooms (tgstati…

    …on#84288)
    
    ## About The Pull Request
    
    Adds crystallizer boards to delta and tram HFR project rooms
    
    ## Why It's Good For The Game
    
    Now that the crystallizer is locked behind required ordnance
    experiments, the crystallizer really doesn't get researched in many of
    the rounds. I've found that crystallizer is researched maybe one in
    every three rounds, even during 60+ pop rounds. This results in atmos
    techs breaking into ordnance and doing science's job for them on delta
    or tram for a tool that's available round start on every other station.
    Also brings delta and tram atmos a little more in line with the other
    stations while keeping some uniqueness and requiring the machines to be
    built.
    
    ## Changelog
    
    :cl:
    add: Crystallizer boards added to Delta and Tram HFR rooms
    /:cl:
    Deadgebert authored Jun 27, 2024
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  17. Fixes runtime with out of bounds hitscan projectiles (tgstation#84192)

    ## About The Pull Request
    When projectiles cross into an invalid turf (like crossing out of the
    bounds of the map), they are automatically qdel'd. If the projectile is
    hitscanning, the `Destroy()` will call
    `finalize_hitscan_and_generate_tracers()`. The projectile's
    `trajectory`, which points to the invalid turf that caused the deletion
    in the first place, is passed as the `ending_atom` of `get_line()`,
    which returns a list of turfs between the shooter and the point (turf)
    of termination.
    
    Since the ending turf is by necessity null at this point, a runtime
    occurs. Instead, we decrement the trajectory back a step
    (`-trajectory_multiplier`) so that it's pointing at a valid turf on
    `Destroy()`.
    
    
    ## Why It's Good For The Game
    We experienced this runtime on Paradise a lot and the log spam got kind
    of annoying. Since it's the same system, I figured I would PR it
    upstream as well.
    chuga-git authored Jun 27, 2024
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  18. Techweb nodes DEFINED & bug fix (tgstation#84177)

    ## About The Pull Request
    
    1. Techweb strings are now defined in
    `code/__DEFINES/research/techweb_nodes.dm` many thanks to @ShizCalev
    2. All places that used those strings have been updated with the
    definitions as well.
    3. `code/modules/research/ordnance/scipaper_partner.dm` had some old
    boosted ids, they have been updated as well along
    with their values.
    
    ## Why It's Good For The Game
    
    fixes tgstation#84153 
    
    - I found this through a runtime, but basically the boosted nodes missed
    unit test checks. Having them defined should in future ensure that any
    changes to them alert the maintainers. This will help in furthur
    modularizing the code.
    
    - As for the nodes themselves, I have put the exact nodes as much as
    possible so they dont differ much from previous gameplay and how they
    worked. Researched nodes that used to give points to those experiments,
    will continue to do so, but albeit at a slower rate. This is because the
    research point generation rate overall now has been increased.
    
    ## Changelog
    :cl: ShizCalev, SpaceLove
    refactor: Techweb strings are defined now so to maintain modularity
    balance: Research papers will have less overall point generation.
    /:cl:
    
    ---------
    
    Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
    SpaceLoveSs13 and ShizCalev authored Jun 27, 2024
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  20. Adds a glug sound to welding fuel tank leaks (tgstation#84146)

    ## About The Pull Request
    
    
    When a fuel tank leaks it makes a quiet "glug" sound. 
    
    
    https://github.com/tgstation/tgstation/assets/51863163/21d5665e-c06c-49db-9c61-1479be0f0b7a
    
    ## Why It's Good For The Game
    
    I noticed that there was absolutely no fx associated with dragging a
    leaking tank which was very off putting to me so I thought a glug glug
    glug gas can sound would sound good.
    
    Maybe doesn't sound the best when dragging at max speed but it sounds
    funny anyways so.
    
    ## Changelog
    
    :cl: Melbert
    sound: Glug-glug sound when dragging a leaking gas tank
    /:cl:
    MrMelbert authored Jun 27, 2024
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  22. Spess Knife as a random mail item for engi and clown (tgstation#84173)

    ## About The Pull Request
    
    Added Spess Knife (introduced in tgstation#75537) to the random mail for station
    engineers and clowns.
    
    ## Why It's Good For The Game
    
    It was added as a rare maintenance loot and barely been used.
    
    ## Changelog
    
    :cl:
    add: There is a chance that Spess Knife will be in a mail for engi and
    clowns
    /:cl:
    MTandi authored Jun 27, 2024
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  24. Moves sugar from polypore mycelium to fireblossoms (tgstation#84300)

    ## About The Pull Request
    
    So the 'large mushrooms' from lavalands contain sugar and ethanol in a
    ratio such that most of the ethanol instantly reacts with the sugar to
    form Fringe Weaver (an alcoholic beverage).
    
    
    ![image](https://github.com/tgstation/tgstation/assets/13398309/2a133bfe-5128-4f15-bd78-60e54a417817)
    
    
    ![yOMR4g9IHo](https://github.com/tgstation/tgstation/assets/13398309/d2f05386-e3a8-42b9-921d-ee63faa36b8b)
    
    This is not ideal and makes it impossible to extract any useable
    quantity of ethanol, so to solve this issue the sugar has been removed
    from large mushrooms and put into the fireblossoms instead (they had a
    similar quantity of nutriment).
    
    ## Why It's Good For The Game
    
    Makes ghetto chemistry more enjoyable in the lavalands. Sugar can still
    be acquired, just from a different kind of mushroom now.
    
    ## Changelog
    
    :cl:
    qol: polypore mycelium no longer contains sugar, preventing it from
    instantly creating fringe weaver beverage when ground up. qol: sugar may
    be acquired from grinding fireblossoms instead of polypore mycelium.
    /:cl:
    vinylspiders authored Jun 27, 2024
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  26. Moves abductor antag stinger to the datum (tgstation#84296)

    ## About The Pull Request
    
    Moves the abductor stinger to the new antag datum stinger var.
    ## Why It's Good For The Game
    
    Ugly collision between tgstation#84209 and tgstation#84180. I told myself I was gonna
    update one or the other after one got merged but forgot too. Whoops.
    Rhials authored Jun 27, 2024
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  27. Removed tank dispenser UI (tgstation#84313)

    ## About The Pull Request
    
    Removed tank dispenser UI, making the tanks dispense on left and right
    clicks instead.
    
    
    ![image](https://github.com/tgstation/tgstation/assets/3625094/a9c0c214-040e-42b2-bf3a-4b1b8bda4007)
    
    ## Why It's Good For The Game
    
    Less clicks. 
    
    ## Changelog
    
    :cl:
    del: Removed tank dispenser UI to use left/right clicks instead
    /:cl:
    
    ---------
    
    Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
    MTandi and ShizCalev authored Jun 27, 2024
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  29. Space Heaters no longer deplete their starting cell instantly, and sc…

    …ale appropriately (tgstation#84360)
    
    ## About The Pull Request
    
    The value for base heating energy now utilizes a multiplier of the
    define for cell charge.
    
    Space heaters start with a larger cell due to the fact that their old
    cell was woefully underperforming with the new values.
    
    Also makes the improvised chem heater also use the define and not a
    hardcoded value.
    
    ## Why It's Good For The Game
    
    I tested the values, and while the cell definitely doesn't immediately
    deplete from the temperature adjustments anymore, it certainly still
    feels, at best, a lethargic adjustment. I suspect this may need a
    rework, but all I am interested in doing is getting it working right
    now.
    
    ## Changelog
    :cl:
    fix: Space heaters do not completely drain their starting cell while
    trying to change their room temperature by a few degrees.
    /:cl:
    necromanceranne authored Jun 27, 2024
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  31. New Microscope UI (tgstation#84298)

    ## About The Pull Request
    
    Continuing the QoL things for Cytology, updated Microscope UI to be more
    user-friendly.
    
    
    ![image](https://github.com/tgstation/tgstation/assets/3625094/c1740cd9-1371-4e15-b658-4dd468e45b7a)
    
    Before:
    
    ![image](https://github.com/tgstation/tgstation/assets/3625094/e67f147a-07b9-45b6-b4ad-886227bc8132)
    
    Plus some maintenance in micro organism code and QOL things for
    microscope (removing sample with right click, dish swapping, balloon
    alerts).
    
    ## Why It's Good For The Game
    
    The UX for cytology got better.
    
    ## Changelog
    
    :cl:
    qol: Updated Microscope UI
    qol: Microscope is easier to use - you can remove dish with right click
    and swap dishes
    /:cl:
    
    ---------
    
    Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
    MTandi and MrMelbert authored Jun 27, 2024
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  33. General maintenance for Flat Packer (tgstation#84256)

    ## About The Pull Request
    **1. Qol**
    - Adds examines, screen tips for screwdriver & crowbar acts for flat
    packer
    - Adds examines, balloon alerts for when a flat packed box can't be
    deployed (Closes tgstation#84188)
     - Adds screen tip for flatpack cart
    - Flatpack shows the progress bar animation on its icon during printing
    to let us know that it's doing some work
    - Eject button on flat packer UI is disabled when no circuit board is
    inserted
    - Ejecting the board will place it in your hand, use ctrl click shortcut
    to eject board
    
     **2. Code Improvements**
    - Improved `analyze_cost()`. It only creates a temporary `null_comp` if
    the materials are not available on the techweb saving us from some extra
    gc work whenever this proc is called
      - Merged `start_build()` with `ui_act()` to save us an extra proc call
    - Improved `ui_data()` to compute no data when no circuit board is
    inserted
    - Just re arranged code everywhere to make it look clean in my opinion
    atleast
    
    **3. Fixes**
    - Inserting different materials will display the correct colour
    insertion animation(as was implemented in tgstation#81692)
    - Opening the panel of a flat packer with a screwdriver now has an open
    icon state
    - You can deconstruct a flat packer with a crowbar after opening its
    maintenance panel
    - Fixes tgstation#84150. Flat packed boxes now have density & won't deploy on a
    turf that is blocked by dense objects.
    - Correct cost of the design scaled with `creation_coefficiency` is
    displayed in the UI
    - No hologram & abstract item interactions with the flat packer & the
    flatpack box. You can also hit them with objects like a flatpack box,
    screwdriver, crowbar etc when in combat mode
    
    ## Changelog
    :cl:
    qol: adds examines, screentips & balloon alerts for flatpacker, flatpack
    box & cart
    qol: adds correct material colour insertion animation for flat packer,
    continuous progress bar animation during printing
    qol: flat packer has a separate icon when you open its maintenance
    panel, eject button is disabled when no board is inserted
    qol: ejecting the board will place it in your hand, use ctrl click
    shortcut to eject board from flatpacker
    fix: you cannot deploy a flat packed box on a turf that has dense
    objects(like other flat packed boxes & such)
    fix: you cannot insert hologram/abstract items into a flat packer or
    flatpack cart, also can hit them with any objects when in combat mode
    fix: you can deconstruct a flat packer with a crowbar after opening its
    maintenance panel
    fix: correct cost of the design scaled with `creation_coefficiency` is
    displayed in the UI
    code: overall improved code quality of all things flat pack related
    /:cl:
    SyncIt21 authored Jun 27, 2024
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  35. Xenobio Slime Extract Nerfs (tgstation#84314)

    Oil, Adamantine, Orange, and Gold slime extracts require 15 units of
    liquid plasma (up from 1 unit) to activate their plasma reaction. Yellow
    requires 15 units of blood to activate a blood reaction (up from 1
    unit). Gold slime extracts spawn 4 hostile mobs (down from 5) during a
    plasma reaction. Yellow slime extracts have an EMP range of 5 (down from
    7) during a blood reaction. Oil slime extracts have a 1,2,4 explosion
    range (down from 1,3,6). All of this is to compensate for xenobio
    effectively being sped up by 3x from a previous PR i made. Adamantine
    golem shells require 3 (up from 1) adamantine sheets to make.
    
    (tgstation#84278)
    
    ## About The Pull Request
    
    In the comments of the previous PR, a rather good point was made about
    how spamable a certain few of the extracts were, and i've taken the
    liberty of making a few nerfs to compensate.
    
    ## Why It's Good For The Game
    
    Increasing the plasma cost of certain slime extracts to fifteen likely
    won't slow anyone down from using them, but it does ensure the user will
    drain their plasma supply quickly and limit how many slime cores they
    can use. Of course, restocking plasma isn't super difficult in
    xenobiology alone but it WILL ensure both downtime between assaults as
    the user will seek out a grinder for liquid plasma and force the user to
    spend time stocking up on plasma in the first place.
    
    If that wasn't enough, i took the liberty of nerfing Gold, and Oil
    plasma reactions, also after some thinking, Yellow blood reactions. We
    also don't want golem armies (as fun as that was to fight).
    
    Having an abundance of monster parties, explosive grenades, or emp
    grenades is likely frustrating to deal with, so more nerfs were
    necessary.
    
    ## Changelog
    
    :cl:
    balance: Due to selective breeding of slimes, some species require
    roughly 3x more plasma than normal to activate a plasma reaction. Slime
    extracts affected are: Oil, Adamantine, Orange, and Gold. Yellow slimes
    require 3x more blood to activate a blood reaction.
    balance: Oil slime extracts have become less potent during a plasma
    reaction due to selective breeding conditions.
    balance: Gold slime extracts give rise to one less monster during a
    plasma reaction due to selective breeding conditions.
    balance: Yellow slime extracts have become less potent during a blood
    reaction due to selective breeding conditions.
    balance: Adamantine golem shells require 3 sheets rather than 1, due to
    unknown circumstances.
    /:cl:
    hyperjll authored Jun 27, 2024
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  37. Birdshot Service Fixes (tgstation#84387)

    ## About The Pull Request
    it fixes stuff
    
    ## Why It's Good For The Game
    
    it fixes stuff
    
    ## Changelog
    
    Fixing an oversight to the bars power. removed a botched door access to
    a public facing fridge. Cleaned up some decal mess I personally noticed.
    Added some food to the kitchen and a produce console.
    :cl:
    
    fix: Fixed disconnected APC on birdshot and other minor service fixes.
    
    /:cl:
    GremlinSeeker authored Jun 27, 2024
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Commits on Jun 28, 2024

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  2. Ashwalkers now start out in their proper faction; Lavaland mobs also …

    …have this if ashwalkers don't attack them (tgstation#84127)
    
    ## About The Pull Request
    
    Ashwalkers and the various denizens of lavaland are meant to be
    offshoots of whatever horrible gestalt consciousness encourages the
    growth of necropolis tendrils. As such, I made some changes to their
    factions and faction logic; ashwalkers are now in their own faction
    instead of FACTION_NEUTRAL (this seems like a fix); as well, lavaland
    mobs besides raptors now also have FACTION_ASHWALKER alongside
    FACTION_MINING; they will be on the same side as ashwalkers as long as
    ashwalkers don't attack them.
    
    As a result, ashwalkers are a more serious threat to miners if they
    manage to flee into a crowd of legion, goliath, watchers, or what-have
    you. But by the same token, if ashwalkers take to attacking the mobs in
    order to feed their nest, it'll be the current behavior, where the mobs
    attack the ashwalkers on sight.
    
    This has no effect on the megafauna of the area. They still have their
    own set of factions, and they are NOT allied with ashwalkers.
    
    As a result of this, ashwalkers who tame pets can order these pets to
    attack people/things in the neutral faction, which will probably
    primarily be miners, unless a method for them to attack the station is
    introduced down the line.
    ## Why It's Good For The Game
    
    Ashwalkers and lavaland fauna are meant to be part of the same loose
    entity that's creating the tendrils and all the other messed up shit
    going on down there. Ashwalkers are still sentient, however, and can
    choose to break away from this connection to feed their own nest.
    
    This change brings their mechanics in line with the lore, and also makes
    them a slightly more serious threat to miners; miners are still likely
    to dogwalk them after that tipping point of points where they have 12
    lux pens and a PKA with a full set of mods.
    ## Changelog
    :cl: Bisar
    add: Ashwalkers now start out allied to lavaland fauna (except for
    raptors). Attacking the fauna will break this alliance with the attacked
    beast and any who witness it.
    fix: Ashwalkers are now actually in the ashwalker faction, instead of
    the neutral one.
    /:cl:
    Metekillot authored Jun 28, 2024
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  4. Voltaic Combat Cybernetic Heart. (tgstation#84174)

    ## About The Pull Request
    Introduces the first anomalocked organ, a heart that makes you immune to
    shocks and emps, while granting you the tenacity trait when you fall
    into crit.
    
    
    https://github.com/tgstation/tgstation/assets/102721711/b602dbb0-52ae-4b18-b3bc-9d19258ec3f8
    
    
    ## Why It's Good For The Game
    
    You can find my player_dev_project on the tg discord.
    
    https://discord.com/channels/326822144233439242/1249735775734468619
    
    Essentially, this exists as an item to justify a heavy investment into
    cybernetics and augmentations.
    
    EMP is far too common to justify using them in a combat scenario, nukies
    have lessened this issue with their shield module, and the crew can now
    do so through late tech anomaly research.
    
    *Features*
    
    - locked behind anomaly tech (duh), you need a refined flux core
    combined with the shell.
    - Can be manually installed, it will however fuck you up if you do so.
    - provides total immunity to shocks and emps.
    - Increases your passive blood regeneration.
    - Recharges any electrical devices on your person (stabilized yellow
    slime).
    - If you fall into crit, grants the tenacity (you can keep fighting
    while you are in crit basically) and no damage slowdown trait for 30
    seconds, you will also keep on regenerating health, it won't heal past
    crit treshold however, (5 minutes cooldown).
    - If removed through surgery or evisceration, it gets vaporized while
    releasing a Tesla shock.
    
    ## Changelog
    
    :cl:
    add: A new Anomaly organ has been introduced, The Voltaic Combat
    Cyberheart!
    /:cl:
    EnterTheJake authored Jun 28, 2024
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  6. Fixes dorm and bathroom airlock buttons on Birdshot (tgstation#84369)

    ## About The Pull Request
    
    There were some missing vars on the buttons in the dorms and bathrooms
    on Birdshot, making the buttons not generate properly, hence them not
    working.
    
    Fixes tgstation#84357. 
    ## Why It's Good For The Game
    
    The least we can give the inhabitants of this screaming metal deathtrap
    is some privacy.
    ## Changelog
    :cl: Vekter
    fix: Fixes the door-bolting buttons in the dorms and bathrooms on
    Birdshot.
    /:cl:
    TheVekter authored Jun 28, 2024
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  8. Fixes pipe visibility in Northstar ordnance lab (tgstation#84370)

    ## About The Pull Request
    There was clearly some confusion about what this specific scrubber was
    hooked up to in the ordnance lab, so I moved the pipes up a layer to
    make it easier to understand.
    
    
    ![image](https://github.com/tgstation/tgstation/assets/7019927/f2b32c37-b816-4487-abd7-a673fac5d010)
    
    Fixes tgstation#84336.
    ## Why It's Good For The Game
    Consistency/visibility good.
    ## Changelog
    :cl: Vekter
    fix: Fixed the visibility of a pipe in Northstar's ordnance lab
    /:cl:
    TheVekter authored Jun 28, 2024
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  10. You can access your inventory when lying down (tgstation#84380)

    ## About The Pull Request
    - Fixes tgstation#84373
    
    ## Changelog
    :cl:
    fix: you can access your inventory when lying down
    /:cl:
    SyncIt21 authored Jun 28, 2024
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  11. Removes a bush from the wall on tramstation (tgstation#84378)

    ## About The Pull Request
    Removes a bush that is clipping inside a wall on Tramstation in the
    maintenance above the morgue.
    
    ## Why It's Good For The Game
    it's probably an oversight that was missed because maintenance doesn't
    exist until the map is loaded so it's only noticeable in game and not in
    the map editor.
    
    ## Changelog
    :cl:
    fix: Removed a bush trapped inside a wall above morgue on Tramstation
    /:cl:
    aaaa1023 authored Jun 28, 2024
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  12. Lavaland mobs are friendly now to Lavaland elite (tgstation#84377)

    ## About The Pull Request
    
    Lavaland mobs are friendly now to Lavaland elite
    
    ## Why It's Good For The Game
    
    Someone forgot that recreating the list in subtypes OVERRIDES previous
    list, so lavaland elite are only at Faction_Boss faction
    
    ## Changelog
    :cl:
    fix: Lavaland elite are at lavaland fauna faction now
    /:cl:
    delingar authored Jun 28, 2024
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  13. [no gbp] small fixes to qm room (tgstation#84376)

    ## About The Pull Request
    
    im actually kind of embarassed by this point (adds a keycard auth and
    fixes a blastdoor which got fucked after the original pr? who did that
    hahaha)
    
    ## Why It's Good For The Game
    
    needs fixing
    
    ## Changelog
    
    :cl:
    
    fix: added a keycard auth to QM room
    
    /:cl:
    junkgle01 authored Jun 28, 2024
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  15. Fix active turfs in icebox listening post ruin (tgstation#84372)

    ## About The Pull Request
    
    Replaces snowed over platings in icebox comms agent post with a new
    standard air subtype
    Why is it snowed over when it's freezing temperature? No idea, but the
    turfs next to it are standard air and the room is atmos piped into a
    standard temperature atmos section, so I guess its just for aesthetic
    ## Why It's Good For The Game
    
    Acting turfs are not nice, neither are too many var edits in maps
    ## Changelog
    :cl: Thlumyn
    fix: fixed active turfs in icebox listening post
    /:cl:
    Thlumyn authored Jun 28, 2024
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  20. Add pouring sounds to pouring reagents (tgstation#84371)

    ## About The Pull Request
    Adds liquid sloshing sound when pouring reagents between containers.
    Not sure if this is loud enough tho gimme feedback
    ## Why It's Good For The Game
    More sound cues are pretty good when youre pouring reagents
    
    
    https://github.com/tgstation/tgstation/assets/92416224/174a07cf-439b-47a3-b1fe-6eda3fcec32e
    ## Changelog
    :cl:
    sound: added liquid pouring sounds to pouring of any reagents
    /:cl:
    
    ---------
    
    Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
    Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
    3 people authored Jun 28, 2024
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  22. firefighter firesuits no longer hide the gloves you are wearing. (tgs…

    …tation#84391)
    
    ## About The Pull Request
    
    As it says in the title. Fixes
    tgstation#84389
    
    ## Why It's Good For The Game
    
    The sprite does not actually cover the gloves, nor does the suit cover
    your hands. This is an inheritance problem. Simple fix.
    necromanceranne authored Jun 28, 2024
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  24. Fixes Bitrunner lacking job-based bounties (tgstation#84367)

    ## About The Pull Request
    
    Fixes tgstation#84283 by just adding actual bounties for Bitrunner, giving them
    something more interesting to do than random bounties for jobs they
    don't have access to. These bounties revolve around optionally turning
    in the special rewards from each of the bitrunning domains (a bike horn,
    the abductor plush, beach ball, etc) for a credit reward. I considered
    the idea of making each one drop a specific bounty chit that you turned
    in for a reward, but at that point it's just "paying you per domain" and
    I'm not sure how that would balance with economy.
    
    This is more just meant to be a framework for others to add things that
    might be a little more interesting.
    
    This also adds a special drop from the Pizzeria domain because I thought
    it was funny.
    TheVekter authored Jun 28, 2024
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  28. First Genetics Content in 5 Years (Adds new positive mutations!) (tgs…

    …tation#83652)
    
    ## About The Pull Request
    
    Sister PR to tgstation#83439, that needs to be merged before this.
    
    Adds a plethora of new positive mutations to the game!
    
    Mutations now have a variable that directly adds and removes traits
    instead of manually doing so for idk
    
    Tripled cryobeam range.
    
    Made the mushroom hallucinogen's code more readable.
    
    - Adrenaline Rush
    Trigger your body's adrenaline response, granting you 10 * P units of
    pump-up, synaptizine, and determination. After 25 seconds, you crash,
    recieving 7 * S units of tiring and dizzying solution. Can be Energized,
    Powered, and Synchronized.
    - Mending Touch
    Transfer injuries from the target to yourself! Heal 35 * P damage,
    recieving up to 35 * S damage in turn. Transfers moderate wounds, fire
    stacks, and attempts to parallel limb-to-limb damage. Has bonuses for
    pacifist players. Can be Energized, Powered, and Synchronized.
    - Elastic Arms
    Your arms become floppy and you can interact with things as if you were
    adjacent to them from one tile further! Does not work through walls or
    dense objects, and you become unable to lift huge items, pull large
    corpses, and you get chunky fingers.
    
    Split temperature adaptation into three:
    - Cold Adaptation
    Gain cold immunity, gain ice slip immunity!
    - Heat Adaptation
    Gain heat and ash storm immunity 
    - Thermal Adaptation
    Resist both cold and heat, but no extra fancies. The sprite is green
    now!
    Pressure Adapt has a purple sprite.
    
    You can mix the cold mutations with Fiery Sweat to make these new ones:
    
    - Cindikinesis
    Instead of summoning snow, you can now summon... ash. Wow. Very cool.
    - Pyrokinesis
    You can fire fire now! Fires beams of heat that, unlike the temperature
    gun, actually ignite on hit. Higher instability cost than its sister
    mutation.
    
    The changes have been themed primarily around classic superhero
    gimmicks. Genetics feels like a natural spawning point for superheroes,
    and its mutations show this via the good ol' 'radiation made me fire eye
    lasers' hero backstory. Adding more ways to be a superhero is fun.
    
    Also, added two new speech mutations:
    - Trichromatic Larynx
    Every word you say is now either red, green, or blue!
    - Heckacious Larynx (Trichromatic Larynx x Wacky)
    You sound, well. Absolutely ridiculous. Spectacularly silly. Profoundly
    wacky. Don't give it to the clown.
    Unlocked the Elvis mutation as well.
    
    ## Why It's Good For The Game
    
    > Adds a plethora of new positive mutations to the game!
    
    Genetics is in desperate need of new content, all it's had for years is
    a slow gutting and removal of the few things it does have. Hulk is,
    being real, stupid, dumb, stagnated, and overpowered, but it's been
    begrudgingly accepted because genetics is quite literally just, nothing
    without it. I'm here to add the somethings to genetics and add some more
    variety (and no i'm not touching hulk)
    
    > Mutations now have a variable that directly adds and removes traits
    instead of manually doing so for every mutation.
    
    Less stupid
    
    > Tripled cryobeam range.
    
    Shit joke mutation is now long-range shit joke mutation!
    
    > Made the mushroom hallucinogen's code more readable.
    
    Slightly OOS because I was going to add color blind mutations but
    decided not to creep. This piece o shit code has been hurting my head
    for years and now that I've finally understood it I want to make sure
    others don't go through that pani.
    
    > - Adrenaline Rush
    A quick burst of some mild chemicals at the cost of eventual nausea,
    sounds like a fair trade to me! If you're already on the ground, this
    isn't going to do anything.
    > - Mending Touch
    Healing is something that's lacking from the mutations, and this puts a
    fun spin on it, making the caster a damage pincushion as they heal and
    absorb damage.
    > - Elastic Arms
    Classic superhero power, very funny, lots of silly and sandbox
    potential. Has innate drawbacks because 1. thematic and 2. it's pretty
    strong
    
    > Split temperature adaptation into three:
    They combine into the same thing it used to be, so don't freak out. This
    just adds some separation between the immune types, for things like
    themed superheroes.
    
    > - Cold Adaptation
    Perhaps mildly concerning, but I think this might be a fun spin on it?
    TODO: make hiking boots effect?
    > - Heat Adaptation
    Nothing to say. It's cool.
    > - Thermal Adaptation
    Nothing wrong with this mutation so it stays in
    
    > You can mix the cold mutations with Fiery Sweat to make these new
    ones:
    How can we have frozone and not, uh human torch or something. why are
    there no heavy hitter fire superheroes in marvel or dc???
    > - Cindikinesis
    Can't really summon an equivalent to snow that's actually useful, so
    here's this instead. Clown might like it, or maybe the chemist.
    > - Pyrokinesis
    The ignition effect is fairly weak and mostly a deterrent. I think this
    is the most dangerous ranged mutation in the game, which is kinda sad.
    
    > - Trichromatic Larynx
    Colors are fun! We have speech mutations that change words but none that
    change their color. Though, to be fair, this was mostly added for the
    mutation below's combination.
    > - Heckacious Larynx (Trichromatic Larynx x Wacky)
    I felt that Wacky wasn't nearly wacky enough. It just made your speech
    comic sans. That's great and all, but. It's not much? This will be a
    truly clownly mutation, the Genetics equivalent of a HONK mech. I made
    it a combination mutation specifically to restrain its power level.
    > Unlocked the Elvis mutation as well.
    Was there a reason to lock this?
    
    ## Changelog
    
    :cl:
    add: Added tons of new mutations to Genetics, alongside some recipes!
    add: Thermal Adaptation has been made a combination mutation from the
    stronger but narrower Cold and Heat adaptations.
    balance: Cryobeams have 9 tile range, and fiery sweat doesn't cause
    spread on contact.
    image: Added some neat new sprites for the new mutations, and added a
    greyscale version of the magic hand sprites.
    code: Infinitesmally improved mutation code.
    /:cl:
    carlarctg authored Jun 28, 2024
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  30. Fixes broken soup autowiki icons for soups that don't have unique spr…

    …ites (tgstation#84297)
    
    Fixes tgstation#80024
    
    🆑 ShizCalev
    fix: The soups wiki page no longer has error icons for soups that don't
    have unique sprites.
    /🆑
    ShizCalev authored Jun 28, 2024
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  31. Fixes sentience helmet monkeys being notified about being able to ven…

    …tcrawl (tgstation#84275)
    
    🆑 ShizCalev
    fix: Monkeys that become sentient through the sentience helmet will no
    longer be notified that they can ventcrawl.
    /🆑
    
    Fixes tgstation#84259
    ShizCalev authored Jun 28, 2024
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  32. Fixes portaturrets going invisible when they're unwrenched. (tgstatio…

    …n#84281)
    
    tgstation#79377 had things backwards, the actual issue was that the cover's type
    was being passed instead of the parent turret's type.
    Fixes tgstation#83821
    
    🆑 ShizCalev
    fix: Portaturrets no longer go invisible when unwrenched from the
    ground.
    /🆑
    ShizCalev authored Jun 28, 2024
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  33. Inducers accept megacells now. (tgstation#84395)

    They still allow regular cells. Tested in-game, works fine.
    
    Fixes: tgstation#84388
    
    ## About The Pull Request
    
    Due to an oversight in the code, megacells were installed in inducers
    but inducers wouldn't accept them to be installed in the first place.
    
    ## Why It's Good For The Game
    
    Fixes an oversight. (bug)
    
    ## Changelog
    
    :cl:
    fix: Inducers now accept megacells AND regular cells.
    /:cl:
    hyperjll authored Jun 28, 2024
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  37. Fixes airlock cyclelink examine message (tgstation#84344)

    Fixes tgstation#84330
    🆑 ShizCalev
    fix: Airlocks will now correctly said what other airlock they are
    cyclelinked with.
    /🆑
    ShizCalev authored Jun 28, 2024
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  38. Holodeck closet & crate items are marked as holograms (tgstation#84326)

    ## About The Pull Request
    - Fixes tgstation#83834
    - Fixes tgstation#74765
    
    When a holographic closet/crate is opened for the 1st time all their
    items are marked as holograms & get deleted when the simulation is
    changed
    
    ## Changelog
    :cl:
    fix: Holodeck closet & crate items are marked as holograms as well
    fix: Holodeck closet & crate items delete themselves when the program is
    changed
    /:cl:
    SyncIt21 authored Jun 28, 2024
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  41. Moves tool use back higher in the chain, but makes it so tool acts ar…

    …e only called on non-combat-mode (tgstation#84083)
    
    ## About The Pull Request
    
    ### Dilemma 
    
    So we've been running into a dilemma recently as we move more and more
    items over (tgstation#84070, tgstation#83910)
    
    Some things like modsuits, tables, washing machines, storage items want
    to do their tool acts before their item interactions
    
    In the past this was perfectly fine, because it was `tool_act` ->
    `attack`, but now it's a problem, because it's `item_interaction` ->
    `tool_act` -> `attack`.
    
    Rather than resort to snowflaking, my idea is that we can move tools
    back up the chain so deconstruction and other similar effects are
    handled first, before anything else like putting the tool onto the
    table.
    
    ### So why does it require non-combat-mode?
    
    A large amount of tool acts early return if the user's on combat mode to
    allow the user to smack the thing instead of using the tool on it. So
    I've decided to walk back on what I said like a week ago and make this
    standardized behavior.
    
    ### Misc
    
    Reintroducing `tool_act` as a proc that exist means that atoms can
    easily hook certain interactions that must happen very high in the click
    chain, such as doing something that block storage insertion. Moves some
    of the behaviors I put on the (admittedly rather hacky) new proc to
    that.
    
    (Also cleaned up a bit of lockbox and medbot code)
    
    ## Changelog
    
    :cl: Melbert
    fix: Fixed modsuit interactions slightly. No longer requires combat mode
    to use tools on it, plasma core works as intended as well. (Using combat
    mode, however, will make you insert the item)
    refactor: Refactored lockboxes
    refactor: Refactored medbot skin application
    /:cl:
    MrMelbert authored Jun 28, 2024
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  42. Balances Changeling chemical regeneration depending on if they are on…

    … fire or not (tgstation#84084)
    
    ## About The Pull Request
    
    Changelings now regenerate chemicals even slower than before when on
    fire, but even faster than before when not on fire.
     
    
    ## Why It's Good For The Game
    
    Changelings should be scared of fire. Changelings should be REALLY
    scared of fire. It makes them more related to the Thing, which is
    objectively more cool than the Prototype copy it is right now.
    Changelings should be stronger when hiding and weaker when on combat in
    my opinion, and making them weaker to fire incentivizes lings to stalk
    from the shadows than to try to take the entire crew by themselves. They
    still can if they horded enough chemicals to survive the slaughter, but
    it is very unlikely they will win.
    
    ## Changelog
    
    :cl:
    balance: Changelings regenerate chemicals faster when not on fire
    balance: Changelings regenerate chemicals slower when on fire
    /:cl:
    JackEnoff authored Jun 28, 2024
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  45. Dental Implant surgery no longer restarts itself for every pill you i…

    …mplant (tgstation#84273)
    
    ## About The Pull Request
    
    Currently, the "Dental Implant" surgery requires you to restart the
    operation after implanting only one pill, which is an annoying
    inconvenience.
    
    Implanting 5 pills before PR:
    
    
    https://github.com/tgstation/tgstation/assets/97645027/d9bb74b6-7c7f-4b62-8b3d-4fe4b616dc2e
    
    
    
    This PR aims to fix this problem by making the "Implant pill" portion of
    the surgery repeatable by introducing a new step. After you implant a
    pill, you can either search their mouth with your hands for another
    tooth to implant, or use a cautery to finalize the surgery!
    
    Implanting 5 pills after PR:
    
    
    
    https://github.com/tgstation/tgstation/assets/97645027/ead38fb5-8ddc-463a-80c5-089434950646
    
    
    
    ## Why It's Good For The Game
    
    If you're going through the trouble with another person to implant pills
    into your teeth, you'll likely want more then one pill implanted. Aside
    from making the surgery more consistent with other repeatable surgeries,
    this makes the entire process less tedious to go through for the
    surgeon.
    
    ## Changelog
    :cl:
    qol: The "Dental Implant" surgery no longer forces itself to restart
    after implanting one pill. Now implanting pills in the surgery has
    another step to either search the patient's mouth for another tooth to
    implant, or cauterization to end the surgery.
    /:cl:
    
    ---------
    
    Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
    MGOOOOOO and MrMelbert authored Jun 28, 2024
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  47. Prettified storage UI (tgstation#84160)

    ## About The Pull Request
    
    This PR rewrites some storage UI code to make it compose itself from
    multiple elements (corners and row connectors) and allow it to be
    affected by player's preferred UI theme.
    Also resprites it and adds variations for all themes.
    
    Midnight (Default UI theme, the example doesn't show it very well but
    the cells are rather transparent)
    
    
    ![image](https://github.com/tgstation/tgstation/assets/44720187/62c54417-ee38-4000-bea2-a8fab3b935c4)
    
    Some examples of other themes. (Shows transparency much better)
    
    
    ![изображение](https://github.com/tgstation/tgstation/assets/44720187/9323dab9-d127-4f51-9ea0-7057bb7e022c)
    
    ![изображение](https://github.com/tgstation/tgstation/assets/44720187/368e775a-6644-4372-b66a-0e33f790b7bf)
    
    ## Why It's Good For The Game
    
    Storage UI is ancient and doesn't look very good, nor fit the modern UI
    in general.
    
    ## Changelog
    :cl:
    code: Rewrote a portion of storage UI code to allow it to be influenced
    by UI style.
    image: Prettified storage UI and made it affected by UI theme.
    /:cl:
    
    ---------
    
    Co-authored-by: san7890 <the@san7890.com>
    SmArtKar and san7890 authored Jun 28, 2024
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  49. [NO GBP] Symptom mood oversight fix (tgstation#84384)

    ## About The Pull Request
    
    fixes an oversight I made in tgstation#83459 which left the mood penalties
    unchanged on the downside of buffs to mood for overcoming bad viruses -
    they were supposed to be equal on both sides of neutral sanity (which
    for your average spaceman is, fittingly, 'unstable' or 'disturbed')
    
    ## Why It's Good For The Game
    
    might arguably be a balance change and wasn't what I originally tested
    on, but it wasn't intended for them to be unequal. testing/observation
    since says this will probably have a slight but appreciable penalty on
    being in low mood for recovering from viruses, but they're so much
    easier to cure otherwise now that it's likely to be negligible.
    encouraging people to take care of themselves is good.
    
    ## Changelog
    
    :cl:
    fix: Mood buffs/penalties are now properly equal on both
    positive/negative sides.
    /:cl:
    Higgin authored Jun 28, 2024
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  50. Fixes deaf mobs hearing ship/area ambience (tgstation#84207)

    Fixes tgstation#65618
    
    🆑 ShizCalev
    fix: Deafened mobs will no longer hear the station's ambient sounds.
    fix: Fixed ambient sounds resetting their loop when entering different
    bodies (ie admin ghosting, being moved to other mobs, ect.)
    /🆑
    ShizCalev authored Jun 28, 2024
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  51. Adjustments to athletics experience gain (tgstation#84258)

    ## About The Pull Request
    
    Punching bags are now an actually reasonably alternative to the workout
    machines for gaining athletics experience. They should be roughly
    equivalent for stamina drain to experience gained.
    
    Boxing in of itself is now a much better method of gaining athletics
    experience. This encourages you to actually spar with people to train.
    
    ## Why It's Good For The Game
    
    The punching bag is the single worst method in the game for getting fit.
    The reason is likely that the math was never actually checked for
    experience per stamina spent. While technically, it is possible to earn
    this experience faster in a small window of time than the machine, you
    are always still limited by your stamina drain. The rewards are
    effectively dreadful for using the punching bag.
    
    Boxing in of itself didn't give very good rewards despite being the
    focus of Athletics. Now, getting punched by a boxer and punching a boxer
    give pretty reasonable amounts of experience. Since it only matters for
    boxing, it isn't exactly a Monk 2.0 scenario :U
    
    ## Changelog
    :cl:
    qol: Punching bags are now a equal method of training to the fitness
    machinery.
    qol: Boxing grants more experience overall for participation.
    /:cl:
    necromanceranne authored Jun 28, 2024
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  52. Fixes toggling ship ambience not doing anything until you enter an ar…

    …ea with a different kind of ambient sound (tgstation#84204)
    
    🆑 ShizCalev
    fix: Toggling ambient ship sounds will now instantly turn it on/off.
    /🆑
    ShizCalev authored Jun 28, 2024
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  53. Adjusts outlines on Ripley and Ripley-based mechs (tgstation#84206)

    ## About The Pull Request
    
    ![image](https://github.com/tgstation/tgstation/assets/44720187/a31d4fe9-7970-4525-b00b-53401bfdbcf9)
    
    
    ## Why It's Good For The Game
    All other mechs have consistent outlines, while ripley-based ones don't.
    I'm assuming this was an issue with the original ripley sprite that was
    inherited by its recolors.
    
    ## Changelog
    :cl:
    image: Ripley and Ripley-based mechs now have consistent outlines
    /:cl:
    SmArtKar authored Jun 28, 2024
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  54. Fixes peg limbs not behaving as inorganic limbs should (tgstation#84394)

    ## About The Pull Request
    Fixes peg limbs being husked, makes them no longer get wounds (aside
    from dislocations), and makes them able to be disabled at high damage
    like prosthetic limbs
    
    ## Why It's Good For The Game
    Peg legs should probably not bleed when cut
    
    ## Changelog
    :cl:
    fix: peg legs can't bleed
    /:cl:
    Moonlit2000 authored Jun 28, 2024
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  6. [NO GBP] Fixes critical storage issues (tgstation#84449)

    ## About The Pull Request
    
    Closes tgstation#84447
    Closes tgstation#84445
    
    Fixes incorrect assoc list deletion, storage deletion order and some
    math oopsies
    
    ## Changelog
    :cl:
    fix: Storage no longer deletes all of its viewers upon being deleted
    fix: Storage UI now renders properly
    /:cl:
    SmArtKar authored Jun 29, 2024
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  8. fixes cyborgs and monkeys not being able to buckle to chairs (tgstati…

    …on#84113)
    
    ## About The Pull Request
    closes tgstation#84047
    ## Changelog
    :cl:
    fix: fixed cyborgs and monkeys not being able to buckle to chairs
    /:cl:
    
    ---------
    
    Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
    Sadboysuss and SyncIt21 authored Jun 29, 2024
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  10. Fix being unable to add a flux core to new the combat heart cybernetic (

    tgstation#84420)
    
    ## About The Pull Request
    Fix being unable to add a flux core to new the combat heart cybernetic
    ## Why It's Good For The Game
    bugfix
    ## Changelog
    :cl:
    fix: Fix being unable to add a flux core to new the combat heart
    cybernetic
    /:cl:
    
    ---------
    
    Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
    Xander3359 and MrMelbert authored Jun 29, 2024
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  12. Syndicate jaws of life are now jaws of death (tgstation#84421)

    ## About The Pull Request
    
    Syndicate jaws of life are now jaws of death!
    Made its desc. more descriptive, stating that its faster.
    
    ## Why It's Good For The Game
    
    Funny name. Better desc.
    
    ## Changelog
    
    :cl:
    spellcheck: Syndicate jaws of life are now jaws of death!
    spellcheck: Made its desc. more descriptive, stating that its faster.
    /:cl:
    carlarctg authored Jun 29, 2024
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  14. Canister shielding fixes (tgstation#84397)

    ## About The Pull Request
    Fixes canister shielding turning off in unpowered areas if there is 0
    energy consumed from the cell.
    Fixes canister appearance not updating when shields turn off from lack
    of energy.
    ## Why It's Good For The Game
    Canister shields shouldn't be turning themselves off if they aren't
    using power.
    ## Changelog
    :cl:
    fix: Fixed gas canister shields turning themselves off in unpowered
    areas when they weren't drawing any cell power.
    /:cl:
    GoblinBackwards authored Jun 29, 2024
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  16. Fixes magazine overflow and russian roulette starting with 6(7) bulle…

    …ts (tgstation#84247)
    
    ## About The Pull Request
    Box magazine code started from ``.len`` instead of ``.len + 1`` when
    refilling mags which would be fine if BYOND's ``to`` didn't include the
    last number. Unfortunately, it does, and if the mag has bullets when its
    refilled it will have one over the limit.
    
    Russian revolver code had a type typo where ammo was added in
    nonexistent ``/obj/item/ammo_box/magazine/internal/rus357``'s
    ``Initialize`` instead of
    ``/obj/item/ammo_box/magazine/internal/cylinder/rus357``. It was pretty
    clearly was meant to start with a single bullet instead of 6, but
    neither removing existing ammo nor adding new was implemented properly.
    I stuff it with 5 blanks instead of making it empty because this will at
    least allow it to click with current guncode instead of bashing yourself
    over the head without any feedback, until I rework it.
    
    Related to tgstation#84057 but doesn't close it.
    
    ## Why It's Good For The Game
    
    Overflow could happen on chaplain's revolver when pray-reloading, giving
    them one more shot than intended.
    Russian revolver is still broken, just slightly less as it now can at
    least tell you that you failed at killing yourself.
    
    ## Changelog
    :cl:
    fix: Guns no longer can be overfilled by 1 bullet
    fix: Russian revolvers now spawn with only 1 live round as originally
    intended, and click when firing a blank.
    /:cl:
    
    ---------
    
    Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
    SmArtKar and Ghommie authored Jun 29, 2024
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  18. Lathe sounds (tgstation#84081)

    ## About The Pull Request
    Adds a looping sound during printing items on:
    - Autolathe
    - Techfabs
    - Exosuit fabricator
    
    <details>
      <summary>~~Demo~~ [OUTDATED]</summary>
    
    https://github.com/tgstation/tgstation/assets/96586172/15f89efc-7bbf-4228-a38a-48e78bad5f1a
    </details>
    
    <details>
      <summary>~~Demo~~ [AFTER REVIEW]</summary>
    
    
    https://github.com/tgstation/tgstation/assets/96586172/1e6fb486-90d7-4e6e-a4cb-e26a1af1a018
    
    
    </details>
    
    ## Why It's Good For The Game
    Printing items being noisy is more realistic and gives feedback to the
    player when it's finished or busy.
    
    ## Changelog
    :cl: grungussuss , Kayozz
    sound: exosuit fabricators, Autolathes and Techfabs will now produce
    sounds when printing items
    /:cl:
    Sadboysuss authored Jun 29, 2024
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  20. Cult Vs. Heretic: 7 Months Later Edition (tgstation#82877)

    ## About The Pull Request
    
    This PR was originally meant as a replacement for the Bloody Bastard
    blade, but then I stopped existing for 7 months. Now that I'm here
    again, I'm finishing the job once and for all.
    
    ### **HERETICS VERSUS CULTISTS**
    
    ### Heretics
    
    Heretics can now sacrifice cultists, which will give them one of three
    gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester.
    The gifts given are weighted to be spread out equally with each type.
    They will also gain one knowledge point.
    
    - The Cursed Blade is a free heretic blade that is more powerful than
    the normal heretic blade, including a small block chance. It can also be
    used to draw heretic runes off combat mode.
    - The Crimson Focus is a necklace that grants focusing and a minor
    regeneration effect which also affects nearby heretics, at the cost of
    gaining the BLOODY_MESS trait while wearing it. Additionally, it can be
    squeezed to heal 50 points of brute/burn damage, injecting yourself with
    three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy
    Water. Yes, this isn't good.
    - The Rusted Harvester is a heretic 'monster' summon. It's a normal
    Harvester, but instead of Area Conversion and Forcewall, it has
    Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but
    only cultists, with a delay. It has an aura of decay, corroding the
    environment and withering enemies near it, but it's VERY fragile.
    
    Rusting cultist item dispensers will now cause them to turn into a
    Heretic object. Altars turn into small heretic runes, Archives turn into
    Codex Cicatrixi, Forges turn into Mawed Crucibles.
    
    Ideally, Heretics would be able to gain an amount of these new powers
    and use them to turn the tide against the cultists, amassing their power
    and almost forming a sect of their own in turn which sweeps over and
    converts the cult.
    
    ### Cultists
    
    When a Cultist sacrifices a heretic, two things will happen:
    
    - A new item will be available for creation at one of the dispensers.
    - The Heretic will be trapped inside a powerful Haunted Blade.
    
    `/obj/item/melee/cultblade/haunted`
    `	name = "haunted longsword"`
    ` desc = "An eerie sword with a blade that is less 'black' than it is
    'absolute nothingness'. It glows with furious, restrained green
    energy."`
    
    This blade will be stronger across-the-board than a normal cult sword,
    and will even allow those who wield it to cast one heretic spell from
    their previous path. The only downside? The heretic can also cast one
    spell. It's up to the trapped spirit if it wants to help you, or be a
    nuisance.
    
    The unlocked items are:
    - The Cursed Blade, again. For cultists, it can be used to draw runes
    twice as fast as usual, and they can even right-click it to teleport to
    safety, just like a heretic!
    - The Crimson Focus, again. Cultists are twice as fast at carving spells
    into their body, and they gain a 5th spellslot as long as they wear the
    amulet. It still causes hemophilia and grants weak regeneration.
    - The Proteon Orb. This orb will create a gateway to Nar'sie's own
    realm, spawning one Proteon every 15 seconds, which ghosts can possess.
    The gateways cannot be placed close to one another.
    
    Originally, they were going to be able to create a Harvester Shell, but
    there were some concerns of it being too OP.
    
    The true Bastard sword has been fully deleted. The null rod conversion
    has been changed to a Bloody Halberd instead.
    
    I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp
    stats.
    
    ### Other
    
    All the items above can be used by both Heretics and Cultists, no matter
    how they were first created. Hell, even normal crew can use them! This
    is probably not the best idea a lot of the time, though.
    
    There are a lot of other changes in this PR. A loooooot. I will likely
    miss some in the changelog, but I'll try to be as thorough as possible.
    There's probably also some leftover garbo that I didn't find and clear
    out yet.
    
    ## Why It's Good For The Game
    
    Cult and Heretics, despite being mortally opposed, have very few
    interactions with eachother, especially now that the Blade's gone. The
    only thing of note is just the Heretic's unfair complete resistance to
    stun hand, which is only marginally better than the alternative. This PR
    will reintroduce their animosity, and give both sides a very, very good
    reason to fight eachother.
    
    The Cult will gain a sick sword that keeps the heretic in the game, and
    unlike with the original implementation, will recieve a cult-wide bonus
    in the form of a powerful, well deserved, and fun new item to summon.
    
    The Heretic will gain powerful trinkets and knowledge from the
    sacrifices, incentivizing them to become a terrifying cult-hunter. And
    if they do succeed in wiping out the cult, they will have quite the
    rewards to help with their ascension.
    
    The crew, while mostly unaffected, will have a damn good reason to not
    just Side with the heretic, out of fear of what they may become after
    the cult is stomped down. They can also use a few of the items here in
    an attempt to get one up on either side, as long as they manage to stay
    clear of the side-effects.
    
    Let the heretics eradicate the apostates.
    
    Let the cultists root out the heathens.
    
    ![image](https://github.com/tgstation/tgstation/assets/53100513/b43d5d94-d06d-43b8-9b10-57f5a4a32bdb)
    The haunted longsword creates an aura of darkness (disabled for the
    cultist for the image)
    Sprites... are not great. Hopefully someone comes by and improves them.
    
    code: Added get_inactive_hand() as an easy shortcut for carbons
    code: Wall walker element can now accept a trait for wall-checking
    fix: Fixed soulsword component being unable to invoke the post summon
    callback
    refactor: Turned Heretic rust turf healing into an element, given to
    Rust Walkers and Rusted Harvesters
    refactor: Converted Limb Amputation from an element to a component
    
    Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im
    cool
    carlarctg authored Jun 29, 2024
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  22. Cigarettes and vapes are no longer subtypes of masks. (tgstation#82942)

    ## About The Pull Request
    Since non-clothing items can also be worn on several slots, there's no
    need for cigarettes/vapes to be subtypes of masks anymore, since that
    comes with a few oddities like tgstation#82870.
    
    ## Why It's Good For The Game
    This should fix tgstation#82870, with about no side-effect aside them no longer
    being edible by moths 🤢.
    Ghommie authored Jun 29, 2024
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  24. fixes firebot access (tgstation#84416)

    ## About The Pull Request
    
    fixes tgstation#84415
    mc-oofert authored Jun 29, 2024
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  27. Correct the name of this request console on metastation (tgstation#84436

    )
    
    ## About The Pull Request
    
    ![image](https://github.com/tgstation/tgstation/assets/96586172/b8cc6ed1-ab28-4364-80cb-4df45f709794)
    ## Why It's Good For The Game
    ## Changelog
    :cl: grungususs
    fix: fixed the name of a request console in the medical sec outpost on
    metastation
    /:cl:
    Sadboysuss authored Jun 29, 2024
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  29. Fixes a bunch of small issues on various Whiteships (tgstation#84404)

    ## About The Pull Request
    A lot of White ships in the game had minor issues like the camera eye
    being way offset in the shuttle navigation console or the ship just
    flying backwards through space. I also caught a few active turfs on
    shuttle engine plating.
    
    
    <details>
      <summary>Full changes</summary>
    
    - Fixed camera offset issues on: whiteship_birdshot.dmm,
    whiteship_donut.dmm, whiteship_personalshuttle.dmm, whiteship_pubby.dmm,
    whiteship_obelisk.dmm, whiteship_tram.dmm, whiteship_kilo.dmm,
    whiteship_cere.dmm
    
    - Fixed whiteship_pubby.dmm, whiteship_kilo.dmm flying in the wrong
    direction
    
    - Removed use of /turf/closed/wall/mineral/titanium/overspace on
    whiteship_birdshot.dmm: These aren't used on any other whiteship so I
    assume it was used incorrectly here.
    
    - Fixed spelling of "aggressive" in shuttle manipulator for Birdshot's
    Whiteship.
    
    - Replaced platings that were active turfs with their airless variants
    on: whiteship_obelisk.dmm, whiteship_personalshuttle.dmm,
    whiteship_kilo.dmm
    
    - Added an autodoc comment to x_offset and y_offset for shuttles. 
    
    - Fixed whiteship_birdshot.dmm not being able to spawn.
    
    </details>
    
    
    ## Why It's Good For The Game
    makes the shuttle navigation console easier to use if you can actually
    see the ship, also ships drifting sideways through hyperspace is funny
    but (probably) unintended.
    
    
    
    ## Changelog
    :cl:
    fix: Fixed the camera offset for the navigation console on a handful of
    Whiteships.
    fix: Fixed the Pubby Whiteship drifting sideways through hyperspace when
    in flight.
    fix: Fixed the Kilo Whiteship flying backwards through hyperspace when
    in flight.
    fix: The Birdshot Whiteship should actually be able to spawn now.
    spellcheck: fixed spelling of "aggressive" in the shuttle manipulator
    description for the Birdshot Whiteship.
    /:cl:
    aaaa1023 authored Jun 29, 2024
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  31. Blood filter surgery update (tgstation#84431)

    ## About The Pull Request
    
    Updates the blood filter surgery step to be less chat and sound spammy,
    only going 'ping' when it's completed filtering blood as the text
    message implies. During the filter running process instead the sound is
    a softer hum.
    
    ## Why It's Good For The Game
    
    We have progress bars above our head and cogwheels to other viewers. We
    don't need two text log lines and a 'ping' every time it runs the filter
    loop. It should only say completed and ping when it's actually
    completed.
    
    ## Changelog
    
    :cl: LT3
    code: Blood filter only pings and says finished when it's actually
    finished
    /:cl:
    lessthnthree authored Jun 29, 2024
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  33. Fixes two miswritten words in the heretic lore (tgstation#84428)

    ## About The Pull Request
    Fixes two typos in the heretic lore
    
    ## Why It's Good For The Game
    Gud espeling
    
    ## Changelog
    
    :cl:
    spellcheck: Fixed two typos in the heretic lore
    /:cl:
    
    Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
    Exester509 and dragomagol authored Jun 29, 2024
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  2. Humanizing monkeys removes undergarments (tgstation#84439)

    ## About The Pull Request
    
    Humanizing a monkey doesn't result in someone with trans thigh-highs and
    a bra
    
    ## Why It's Good For The Game
    
    It is kinda weird and bad for immersion. Humans can just get it back
    from dressers anyways.
    
    ## Changelog
    
    :cl: Melbert
    add: Humanizing a monkey removes undergarments such as socks
    /:cl:
    MrMelbert authored Jun 30, 2024
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  4. [NO GBP]Supermatter zap power generation takes perspective of the mac…

    …hines subsystem. (tgstation#84011)
    
    ## About The Pull Request
    The power generation of supermatter zaps will scale by the perceived
    time passage of the machines subsystem, rather than the world. This will
    prevent the supermatter from outputting a higher power in the machines
    subsystem perspective when the machines subsystem lag than what the
    supermatter is reporting. Also removes the delta time limit.
    
    Testmerge this first, because I suck at testing lag.
    ## Why It's Good For The Game
    This will make the power transmission from what NT CIMS report more
    accurate regardless of SSmachines lag, which should reduce confusion.
    The vast, vast majority of power consumption scales by the machines tick
    rate, so it doesn't make sense to let the supermatter be more effective
    for power due to machines lag. Actually makes it possible to balance
    supermatter power generation and makes it far more meaningful without
    having to worry about lag.
    
    Also subsystems taking minutes to fire because a meteor is moving
    through space is getting normalized, so lets just remove the delta time
    cap for the supermatter zaps. I think people will care more about the
    power generation than the 1 in a million chance someone decides to
    remove the grounding rods and let themselves get zapped after atmos
    slept for an hour.
    ## Changelog
    :cl:
    code: Supermatter zap power generation takes perspective of the machines
    subsystem.
    /:cl:
    Pickle-Coding authored Jun 30, 2024
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  6. Vent-spawned wendigos no longer create one-way portals (tgstation#84230)

    ## About The Pull Request
    
    Creates a vent-specific wendigo subtype that will not spawn a portal
    upon death
    
    ## Why It's Good For The Game
    
    Fixes tgstation#84119
    
    ## Changelog
    :cl:
    fix: Vent-born wendigos no longer create one-way portals
    /:cl:
    SmArtKar authored Jun 30, 2024
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  8. Uses ancient dark-mapper knowledge to correctly fix all science burn …

    …chambers' power (tgstation#84374)
    
    Closes tgstation#84266
    Fixes tgstation#83505
    
    🆑 ShizCalev
    fix: The power for all science burn chambers across all maps now works
    properly.
    /🆑
    
    This is specifically what the areastring var is meant for. Tramstation
    had it correct already, so didn't have to fix it on that map.
    ShizCalev authored Jun 30, 2024
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  10. Fix annoying bug where window isn't refocusing after closing TGUI (tg…

    …station#84448)
    
    ## About The Pull Request
    Fix annoying bug where window isn't refocusing after closing TGUI caused
    by
    https://github.com/tgstation/tgstation/pull/82569/files#diff-4803ac36597c090dd92f3be66038bc14f9bcdf9c0b8c9422001636acfc38b333R52-R53
    
    Fixes: tgstation#84446
    ## Why It's Good For The Game
    Fixes annoying bug
    ## Changelog
    :cl:
    fix: Game not refocusing after closing a TGUI
    /:cl:
    thegrb93 authored Jun 30, 2024
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  12. [no gbp] arrivals gets fire alarms on wawastation (tgstation#84410)

    ## About The Pull Request
    
    fixes tgstation#84409
    
    ## Changelog
    :cl:
    fix: wawastation arrivals has firealarms so you may now leave
    /:cl:
    mc-oofert authored Jun 30, 2024
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  16. [Free GBP] Removes unneeded cordons from deathmatch maps. (tgstation#…

    …84468)
    
    ## About The Pull Request
    
    
    ![image](https://github.com/tgstation/tgstation/assets/53197594/010710f9-41e1-4aa8-9797-e93e2730a8e8)
    I'm mostly selling my time for easy GBP that doesn't require coding.
    
    Removing the cordons from four deathmatch maps (OSHA, Metabrig, ragecage
    & underground arena) , since they're automatically added.
    
    
    ![image](https://github.com/tgstation/tgstation/assets/53197594/21a40055-ebfc-4cf4-9c57-2d4472b7d08c)
    
    ## Why It's Good For The Game
    
    There's no need for a double layer of cordons on the maps, makes them
    take up less space and such?
    
    ## Changelog
    :cl:
    del: Removed cordons on deathmatch maps, since they're autoadded now.
    /:cl:
    xXPawnStarrXx authored Jun 30, 2024
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  18. Custom sprites for relics (tgstation#84464)

    ## About The Pull Request
    These items never had sprites of their own, they just reused sprites of
    seemingly random assemblies as placeholders since they were added 9 and
    a half years ago. So now they do. New sprites are based heavily on the
    placeholders and designed to look like crude gadgets jury-rigged out of
    common items in maints.
    
    Old:
    ![the old sprites](https://i.imgur.com/66BkgVe.png)
    
    New:
    ![the new sprites](https://i.imgur.com/802n1qn.png)
    ## Why It's Good For The Game
    This looks better I believe.
    ## Changelog
    :cl:
    image: Relics ("strange objects") now have unique sprites.
    /:cl:
    DaCoolBoss authored Jun 30, 2024
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  20. Two atmos related if statement fixes (tgstation#84131)

    ## About The Pull Request
    Fixes two if statements.
    ## Why It's Good For The Game
    Canisters are no longer falsely said to be compromised when they have
    zero damage.
    
    ![canisterfix](https://github.com/tgstation/tgstation/assets/98193039/d78c328e-32fa-4a72-b17d-9a08799e4c68)
    
    
    The reaction of zauker in the Supermatter has been broken for ages.
    Things working correctly is good. (gas_percentage scales from 0 to 1 and
    prob() expects a number from 0-100)
    ## Changelog
    :cl: Chestlet
    fix: Nanotrasen sent us a batch of faulty canisters. They've been
    recalled and replaced with less faulty canisters.
    fix: Zauker SM interaction works correctly now.
    /:cl:
    chestlet authored Jun 30, 2024
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  22. removes a few (hopefully) unused globals (tgstation#84473)

    ## About The Pull Request
    
    removes a few (hopefully) unused globals
    
    ## Why It's Good For The Game
    these are just clutter
    
    ## Changelog
    N/A
    mc-oofert authored Jun 30, 2024
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  23. Makes windoors stay open for longer (tgstation#84456)

    ## About The Pull Request
    Changed windoors to close in 8 seconds instead of 5.
    Changed secure windoors to close in 5 seconds instead of 2.
    ## Why It's Good For The Game
    These windoors close too fast and a lot of players get frustrated from
    not having enough time to do their stuff before they close.
    ## Changelog
    :cl: grungussuss
    qol: Windoors now stay open for 8 seconds instead of 5
    qol: Secure windoors now stay open for 5 seconds instead of 2
    /:cl:
    Sadboysuss authored Jun 30, 2024
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  24. Gives captain's spare safe its own texture instead of being crunched …

    …up piss safe (tgstation#84462)
    
    ## About The Pull Request
    
    Current captain's spare safe is just yellow colored scaled down normal
    safe which looks **really** bad. So I decided to give its own texture.
    
    ![image](https://github.com/tgstation/tgstation/assets/44720187/3db60a75-4e85-4c84-924f-5db5e0f7a68f)
    
    Updated version:
    
    ![изображение](https://github.com/tgstation/tgstation/assets/44720187/f2c61493-1e24-4041-902f-5ca7f5117073)
    
    ## Why It's Good For The Game
    Crunchy recolors don't look very nice.
    
    ## Changelog
    :cl:
    image: Captain's spare safe received a new texture
    /:cl:
    SmArtKar authored Jun 30, 2024
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  25. Better Shieldgen Lighting (tgstation#84407)

    ## About The Pull Request
    
    Shield walls should not be flat white 3 tile lights. it looks bad.
    Instead, we'll make em blue, slightly dim on their own but stronger with
    friends.
    Also we'll make em lightly emissive, as a joke.
    
    Shield generators should also light up when active, to match their
    animation.
    
    ## Why It's Good For The Game
    
    Wallening upstreaming of something I thought looked nice.
    
    
    ![image](https://github.com/tgstation/tgstation/assets/58055496/e1b048ee-a827-4603-89e5-ecdcc555f03d)
    
    ## Changelog
    :cl:
    add: Shield generators and shield gen walls now glow a light blue.
    Pretty!
    /:cl:
    LemonInTheDark authored Jun 30, 2024
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  29. Moved loose tiles and wallframes to crafting (tgstation#84210)

    ## About The Pull Request
    
    There were some tiles and wallframes in lathe designs, while most of
    these are already in the crafting menu. Moved all of them into the
    crafting menu to avoid confusion, when you can't find some wallframe in
    the menu because it must be built in lathe.
    
    Made the light tile craftable in menu, instead of slap-crafting, and
    made the circuit tiles use similar recipe (since they both are emissive
    tiles). And the circuit tiles can now be cycled in-hand:
    
    
    ![image](https://github.com/tgstation/tgstation/assets/3625094/c7caa5fb-54dd-44d7-8f71-cd02ad740eee)
    
    ## Why It's Good For The Game
    
    Centralized place for tiles and wallframes.
    
    ## Changelog
    
    :cl:
    qol: Made light tiles available in the crafting menu
    qol: Circuit tile variants can be cycled in-hand
    add: Moved loose tiles and wall frames from lathe designs to other tiles
    and frames in the crafting menu
    /:cl:
    
    ---------
    
    Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
    MTandi and Fikou authored Jun 30, 2024
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  31. Better UI for heretic research (tgstation#84363)

    ## About The Pull Request
    
    A redo of tgstation#82679. A new UI for heretic research that organizes the nodes
    into tiers and gives them icons.
    
    This is done by a few new variables for the knowledge datum, which hold
    the level it should be located at, and the icon it should have. If not
    specified, an icon is automatically generated for summons, spells,
    eldritch marks and ascensions. You may also only specify some of the
    parameters, in which case the rest is generated automatically.
    
    Also three notable related changes:
    - fixes a typo where the eldritch flask texture's state was called
    "eldrich_flask"
    - moves the code responsible for granting the ascension achievements
    into the parent path, the children simply hold a new variable to store
    the achievement to be granted. (apart from on its own being a good
    refactor, this also makes it possible to generate the ascension icons by
    taking the achievement sprites)
    - DmIcon now takes any type for the `movement` argument and casts it
    into boolean on its own, so that we can pass it `BooleanLike`
    
    ### Screenshots:
    
    ![image](https://github.com/tgstation/tgstation/assets/44502667/ed20dfb4-8152-419b-8f41-eaae3097271e)
    
    ![image](https://github.com/tgstation/tgstation/assets/44502667/a7746d1c-f4d7-4d55-8151-0419362d8386)
    
    ![image](https://github.com/tgstation/tgstation/assets/44502667/1b86296b-4f8c-4276-b38b-6e4d06e59c1c)
    
    ### Older design screenshots (for older comment context):
    
    ![image](https://github.com/tgstation/tgstation/assets/44502667/46bebb6b-9666-470c-9a88-9b914568ca0d)
    
    ![image](https://github.com/tgstation/tgstation/assets/44502667/5ca35f31-b12c-4a58-810a-70ec2887317a)
    
    ![image](https://github.com/tgstation/tgstation/assets/44502667/569c2655-1ee8-4696-baaa-ca6fc3c29348)
    ## Why It's Good For The Game
    
    Pretty UI is good. Makes the research interface less confusing by at
    least showing what nodes are more advanced, and will lead to ascension,
    and giving a rough idea of the relationship of the paths.
    ## Changelog
    :cl:
    add: Added a new UI for heretic research.
    /:cl:
    ViktorKoL authored Jun 30, 2024
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  33. Fixes blood loss being able to knock you unconscious even at high blo…

    …od amount (tgstation#84476)
    
    ## About The Pull Request
    tgstation#83874 made small mistake,
    tying maximum oxyloss to current blood level and not missing percent,
    causing you to get 80 oxyloss when you have 80% of blood. Should be
    fixed now.
    Also, moved `seconds_per_tick` outside of rounding.
    Also also, fixed comment because 230 is not 50% of 560.
    ## Why It's Good For The Game
    missing one drop of blood should not kill you.
    ## Changelog
    :cl:
    fix: fixed blood loss knocking you down at somewhat safe (~80%) blood
    levels
    /:cl:
    Iajret authored Jun 30, 2024
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  35. Slime extracts can now be ground once again (tgstation#84482)

    ## About The Pull Request
    
    Slime extracts now have reagents by default and lose them when used
    instead of only acquiring them **upon** being blended.
    Closes tgstation#84444
    
    ## Changelog
    :cl:
    fix: You can grind slime extracts in reagent grinders once more.
    /:cl:
    SmArtKar authored Jun 30, 2024
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  37. Kills spooky_meteor.dmi, updates the meteor variant contained within. (

    …tgstation#84477)
    
    ## About The Pull Request
    
    The bloody thing has been jumpscaring and haunting me every time I
    opened the folder.
    
    
    ![image](https://github.com/tgstation/tgstation/assets/122572637/381a1863-8cde-4a36-b0fa-eda7b9581090)
    
    So alas, I decided to excorsise at least bit of the soul out of it, and
    merge it into one dmi with the other meteors.
    
    
    ![image](https://github.com/tgstation/tgstation/assets/122572637/99c8a297-79c8-4b95-a20a-f169947736e3)
    
    ## Why It's Good For The Game
    
    Updates ages old sprite, turns two .dmi's covering the same thing into
    one.
    
    ## Changelog
    
    :cl:
    image: updated halloween metoer sprites.
    /:cl:
    YesterdaysPromise authored Jun 30, 2024
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  39. Adds the DET.ekt Skillchip, upgrading the detective's sense of taste. (

    …tgstation#84469)
    
    ## About The Pull Request
    Gives the Detective a roundstart skillchip which allows them to unlock
    the hidden potential of their tastebuds. With this, they can identify
    chemicals by taste, and even identify bloodtypes in the same way.
    ## Why It's Good For The Game
    
    ![IMG_4060](https://github.com/tgstation/tgstation/assets/66052067/c5c45939-9484-48aa-8488-86798c3c16ed)
    
    
    I've been watching a lot of detective stuff and I think it's really
    funny how often they stick their fingers into random goo/blood and
    taste/smell it.
    The idea of a detective chugging a glass of unidentified liquid to
    identify that there's a lethal chem mix in there is equally funny to me.
    Imagine you're recovering from a mugging in the medbay and the detective
    comes in, takes a blood sample from you, and downs it in one go.
    ## Changelog
    :cl: Wallem
    add: The detective now starts with the DET.ekt Skillchip, which allows
    them to identify chemicals and bloodtypes by taste.
    /:cl:
    Wallemations authored Jun 30, 2024
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  41. Fixes The Arcade Machine Telling You That You Don't Have Enough MP To…

    … Counterattack When You Try To Heavy Attack With Insufficient MP (tgstation#84461)
    
    ## About The Pull Request
    This PR fixes the arcade machine tell you that you don't have enough MP
    to counterattack when using the heavy attack option.
    Before:
    <img src="https://i.ibb.co/QMYTzv4/Gaming-Before.png">
    After:
    <img src="https://i.ibb.co/5WMDC9D/Gaming-After.png">
    ## Why It's Good For The Game
    I like the arcade. I don't like bugs.
    ## Changelog
    Not worth space in CL very small change.
    Jackraxxus authored Jun 30, 2024
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  42. Pyrokinesis bolts no longer have infinite range and hotspots (tgstati…

    …on#84484)
    
    ## About The Pull Request
    
    Closes tgstation#84483
    Original author forgot to call the parent proc which was supposed to
    send a comsig and delete the projectile.
    
    ## Changelog
    :cl:
    fix: Pyrokinesis bolts no longer have infinite range and create trails
    of fiery doom.
    /:cl:
    SmArtKar authored Jun 30, 2024
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  44. Reduces amount of visual noise on ID cards (tgstation#84442)

    ## About The Pull Request
    
    Our current ID textures feel incredibly cluttered so I reduced the
    amount of visual noise on them, and updated the battlecruiser card while
    at it.
    
    
    ![image](https://github.com/tgstation/tgstation/assets/44720187/4238bc96-1e36-40b2-811a-74b6db420445)
    
    ## Why It's Good For The Game
    
    Current IDs are very noisy, battlecruiser card is outdated and
    hueshifting on the centcomm card is reversed
    
    ## Changelog
    :cl:
    image: Decluttered card textures
    /:cl:
    SmArtKar authored Jun 30, 2024
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  45. Fixes a few minor issues on various Pirate Shuttles and one Syndicate…

    … Battlecruiser shuttle. (tgstation#84451)
    
    ## About The Pull Request
    More minor issues such as shuttles flying the wrong direction, camera
    eyes being off centre, and the occasional active turf.
    
    <details>
      <summary>Full changes</summary>
    
    - Fixed the Battlecruiser corvette, Silverscale shuttle, and Greytide
    pirate shuttle flying in the wrong direction
    - Fixed camera eye being offset incorrectly on: Battlecruiser corvette,
    Flying Dutchman, Ex-Interdyne pirate shuttle, Greytide pirate shuttle,
    IRS pirate shuttle, and Geode pirate shuttle.
    - Removed a random sideways thruster on the Silverscale pirate shuttle
    - Increased the viewrange in the navigation console on: Silverscale
    shuttle, Flying Dutchman, Greytide shuttle, IRS shuttle.
    - Fixed a few active turfs on: IRS pirate shuttle, Geode pirate shuttle.
    </details>
    
    ## Why It's Good For The Game
    Shuttles should fly in their expected direction, and should be
    relatively centred on the navigation camera. The viewrange was increased
    on a few of the pirate shuttles because you couldn't really see much
    area around them or the shuttle just didn't fit in the default
    viewrange.
    
    ## Changelog
    :cl:
    qol: Increased the viewrange in the navigation camera console on the
    following shuttles: Silverscale pirate shuttle, the Flying Dutchman
    pirate shuttle, the IRS pirate shuttle, and the Greytide pirate shuttle.
    fix: Fixed the Battlecruiser corvette, Silverscale pirate shuttle, and
    the Greytide pirate shuttle flying in incorrect directions in
    hyperspace.
    fix: Fixed the Navigation console camera eye on various pirate ships
    being off centre.
    /:cl:
    aaaa1023 authored Jun 30, 2024
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  46. Small Wawastation area and disposals fixes (tgstation#84457)

    ## About The Pull Request
    
    makes some quick small fixes to Wawa
    
    
    ![image](https://github.com/tgstation/tgstation/assets/79304582/17d0ea9c-ad43-4894-b571-961f85d69662)
    missplaced disposals
    
    
    ![image](https://github.com/tgstation/tgstation/assets/79304582/2dfb1c8c-b162-4efb-93e2-83a010fbaa34)
    zoning errors
    
    
    ![image](https://github.com/tgstation/tgstation/assets/79304582/144b1a01-17de-41dc-a7e7-18d4dc51085e)
    zoning errors
    ## Why It's Good For The Game
    just small fixes
    ## Changelog
    :cl:
    fix: fixed Wawastation areas
    fix: fixed wawastation disposals
    /:cl:
    spockye authored Jun 30, 2024
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  49. fixes brig timer ui (tgstation#84429)

    ## About The Pull Request
    
    fixes tgstation#84424, a bug caused by tgstation#83520
    
    ## Changelog
    :cl:
    fix: brig cell timer ui works properly now
    /:cl:
    
    Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
    mc-oofert and jlsnow301 authored Jun 30, 2024
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  52. Ancient and recent mecha bug fixes (tgstation#84171)

    ## About The Pull Request
    
    Mecha guns actually utilize random spread while firing if ``randomspread
    = TRUE``. Currently every weapon that isn't the shotguns are always
    pinpoint even if they would have variance.
    
    Makes bumpsmash and melee attacks in a mech use the same cooldown. The
    actual speed between bumpsmash melees are the same as before (once every
    0.3 seconds) and click melee is the same as well (once every second).
    However, if you do one or the other, it will put you on cooldown for
    both. The reason for this is that they're literally just calling the
    same proc but not respecting each others cooldowns. So we've
    consolidated this into one cooldown with varying cooldown timers. I
    don't even think this is the most elegant solution, but I'm not going to
    make any radical changes of the structure of the code. Fuck that.
    
    **Edit** I forgot to mention this but you have to be in combat mode to
    bumpsmash as a consequence of the above changes. You're fucking welcome.
    
    Separates out mecha_melee_attack proc on the ``/obj/`` level to instead
    only ``/obj/structure`` and ``/obj/machinery``, which is the only things
    we should be attacking in the /obj/ list. I don't even want to know what
    mechs have been able to punch while this wasn't the case. Probably
    nothing they should have.
    
    ## Why It's Good For The Game
    
    Mechs are a fucking diabolical nightmare of procs and some truly ancient
    code. Over time, things have gotten worse, as we have no one really
    actively maintaining some of this consistently. One of these bugs is
    literally day of mech implementation. I shit you not.
    
    ## Changelog
    :cl:
    fix: Mecha weaponry is capable, for the first time ever, of experiencing
    recoil. This was an intended mechanic, I promise. The code just
    literally never worked.
    fix: Mecha bump melee attacks and click melee attacks are now on the
    same cooldown, but have varying cooldown timers. You will always bump
    attack faster than you will click.
    fix: You must be in combat mode to punch objects and to bumpsmash into
    objects.
    fix: Stops mecha being able to punch literally any object and damage
    them.
    code: Tidies up some of the autodoc comments for mech weapons.
    /:cl:
    necromanceranne authored Jun 30, 2024
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  54. Heretic spell invocations now use one dead language per path (tgstati…

    …on#84068)
    
    ## About The Pull Request
    
    Heretic invocations are now translations of their spell name/older
    invocation into a dead language, one per path.
    
    Base spells use Ancient Greek, because it's ancient and sounds cool.
    Ash spells use Old Norse, because both myths are linked to ash.
    Flesh spells use Latin, as a nod to Roman hedonism.
    Void spells use Pali, as a nod to Buddhism and its philosophy of
    nothingness.
    Blade spells use Aramaic, due to its relation with the city of Damascus.
    Rust spells use Old Slavic, which was recommended to me by a slavic
    linguist friend of mine but the jerk didn't say why.
    Cosmos spells use Sumerian, as both are 'primordial'
    Lock spells use Egyptian, as both relate to secrets and mysteries.
    Moon spells use Ancient Hebrew, due to the culture's strong relation
    with the moon.
    
    These language picks are mostly just to be cute. The main intention of
    the PR is to replace the awful convention of 'spell name but the vowels
    are replaced with an apostrophe for some reason'.
    
    The secondary intention is to have each path's spell invocations be
    visibly different from eachother, and from wizardly spells, befitting
    their status as being from different entities.
    
    ## Why It's Good For The Game
    
    Our current spell invocations are an affront, not just to the eyes, but
    the ears as well with TTS garbling all the invocations because they hide
    every vowel. They're also conceptually lame.
    
    Giving each path a unique invocation language or pattern will go some
    ways to distinguishing each of them in active gameplay and in flavor.
    
    If someone wants to add new spells they can just make some shit up that
    sounds similar to the spell invocations I translated - historical
    accuracy isn't really the focus here more than getting the 'feel' of
    each language across.
    
    ## Changelog
    
    :cl:
    spellcheck: Heretic spell invocations now use one dead language per
    path. Altered a few invocation types.
    /:cl:
    
    ---------
    
    Co-authored-by: dj-34 <dj-34@bk.ru>
    carlarctg and dj-34 authored Jun 30, 2024
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  56. Bounty Hunters have personalized arrival announcements (tgstation#84148)

    ## About The Pull Request
    
    Fugitive Hunters now have a personalized message for when they arrive,
    replacing the generic "Unidentified ship detected near the station"
    message.
    
    Spacepol:
    
    
    ![image](https://github.com/tgstation/tgstation/assets/28870487/d00fef5b-f2eb-4dea-baa6-f102546b11b9)
    
    Russians:
    
    
    ![image](https://github.com/tgstation/tgstation/assets/28870487/74aa6f82-5741-4bc8-81be-18da75d35697)
    
    Bounty Hunters:
    
    
    ![image](https://github.com/tgstation/tgstation/assets/28870487/015d4741-5367-4d98-8e10-de513c4654ce)
    
    Psykers:
    
    
    ![image](https://github.com/tgstation/tgstation/assets/28870487/23754b72-7932-42d6-a3d8-2335e7238c0d)
    
    I swear, someday I'll datumize these backstories like we did for
    pirates. Maybe after this PR is resolved.
    ## Why It's Good For The Game
    
    Added flavor is nice. It also gives the crew a cue on how to react to
    the hunters, seeing as some hunters are received far more cooperatively
    than others (looking at you, SpacePol).
    
    The generic message used to be a fakeout for pirates, but now that THEY
    have personalized messages, it doesn't really need to be like that
    anymore.
    ## Changelog
    :cl:
    add: Bounty Hunter teams now have personalized announcements for when
    they are spawned in.
    /:cl:
    Rhials authored Jun 30, 2024
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  58. Genetics coats can hold genetics scanners (tgstation#84441)

    ## About The Pull Request
    
    Genetics labcoats and winter coats can hold their handheld
    
    ## Why It's Good For The Game
    
    I guess it just makes sense, like health analyzers fit in labcoats
    
    ## Changelog
    
    :cl: Melbert
    qol: Handheld Genetic Scanners fit in Geneticist equipment suit storage
    /:cl:
    MrMelbert authored Jun 30, 2024
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  60. station side raptor tweaks (tgstation#84306)

    ## About The Pull Request
    nerfs on station raptors. now raptors will freak out if hit by an energy
    gun of any kind, or if they recieve any form of stamina damage (for
    example from a baton) and will knock their rider off rendering them
    disabled for a few seconds. im open to other suggestions and feedback
    
    ## Why It's Good For The Game
    i was a bit saddened to learn these are still being brought up station
    and some being abused for on-station combat as meatshields. they were
    primarily balanced around the lavaland tower defense minigames which
    might make them too tanky of a vehicle on station and unfair for whoever
    has to deal with them. this pr hopefully restores them to only serve
    their original purpose, which was to be super nieche mining tools
    
    ## Changelog
    :cl:
    balance: raptors will now knock off their rider and disable them if hit
    by any energy projectiles or if they recieve any stamina damage
    /:cl:
    
    ---------
    
    Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
    Ben10Omintrix and Ghommie authored Jun 30, 2024
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Commits on Jul 1, 2024

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  2. tgui: Power monitor refactor, tgui-core bump (tgstation#84486)

    ## About The Pull Request
    Refactors the power monitor UI to prevent layout shift and losing
    headers as you scroll.
    
    Also bumps tgui-core version to latest, since there's been some changes
    there (Style's requests)
    
    
    ![I4KAjHYS4i](https://github.com/tgstation/tgstation/assets/42397676/7c7a5cdd-39a3-4492-83d3-0311c6a24720)
    ## Why It's Good For The Game
    Neater UI for power monitor
    ## Changelog
    :cl:
    fix: Fixed some UI bugs in the power monitor screen.
    /:cl:
    jlsnow301 authored Jul 1, 2024
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  4. Implements Cardinal Smoothing Support, Misc Smoothing Cleanup (tgstat…

    …ion#84402)
    
    ## About The Pull Request
    
    [Implements a new cardinal only bitmask smoothing
    mode](tgstation@d565564)
    
    The icon cutter supports generating cardinal only dmis, we should
    support using them.
    
    This is fairly trivial, just involves skipping a step to handle
    diagonals.
    
    While I'm here, makes adding new smoothing modes easier by creating a
    "using smoothing" group define
    
    [Removes undef for smoothing
    junctions](tgstation@4c0a4d6)
    
    It is useful to be able to reference these in the general codebase, they
    should not be considered scoped to just icon smoothing
    
    [Fixes a copypasta issue breaking burn states for asteroid
    snow](tgstation@a41b31d)
    
    [Removes SMOOTH_BROKEN_TURF and
    SMOOTH_BURNT_TURF](tgstation@8a9a340)
    
    Bitflags should not be this specific, this should be a var on
    /turf/open, so that's what I'm making it.
    
    ## Why It's Good For The Game
    
    Upstreams a bit of wallening work, cleans up the codebase some
    
    ## Changelog
    :cl:
    fix: Some varieties of snow now visually melt properly again when burned
    /:cl:
    LemonInTheDark authored Jul 1, 2024
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  5. Makes extinguisher has_reagent check subtypes (tgstation#84403)

    ## About The Pull Request
    Fixes tgstation#84140
    ## Why It's Good For The Game
    I like spraying cultists with the power of jesus christ
    ## Changelog
    :cl: lorwp
    fix: extinguishers now can be filled with subtypes of water again
    (Namely, holy water)
    /:cl:
    Lorwp authored Jul 1, 2024
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  8. Add pickup and placing sound for beakers (tgstation#84401)

    ## About The Pull Request
    Add a pickup and drop sound for beakers
    ## Why It's Good For The Game
    More sound cues is nice
    
    
    https://github.com/tgstation/tgstation/assets/92416224/2fc6b2a7-366b-4281-aa2e-c67ee872eba1
    ## Changelog
    :cl:
    sound: added pickup and drop sound for beakers
    /:cl:
    TheBoondock authored Jul 1, 2024
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  10. Fix /datum/weakref appearing when linking airlock heretic portals (tg…

    …station#84465)
    
    ## About The Pull Request
    
    Fix /datum/weakref appearing when linking airlock heretic portals
    
    ## Why It's Good For The Game
    
    buggo
    
    impropero
    
    ## Changelog
    
    :cl:
    fix: Fix /datum/weakref appearing when linking airlock heretic portals
    /:cl:
    carlarctg authored Jul 1, 2024
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  12. Seedlings are now properly apart of the "Plant" faction (tgstation#84488

    )
    
    Adds seedlings to the "Plant" faction.
    
    ## About The Pull Request
    
    Recently encountered what appeared to be a pretty big oversight on the
    coder's part. I can't recall what round i discovered this on. Tested the
    code on my own private server, as always.
    
    Seedlings (and evil seedlings) both didn't get added to the "Plant"
    faction, which causes plant-based monsters such as Killer Tomatoes to
    attack and kill them. Kinda counter productive during a potential
    botanist antagonist round where you try to call forth an army of killer
    tomatoes to attack people entering botany, only for the killer tomatoes
    to go after your seedlings instead.
    
    ## Why It's Good For The Game
    
    Doesn't make sense to have plant-based monsters attack other plant-based
    monsters.
    
    Will likely take people by surprise (like it did me) when they try to
    use killer tomatoes as backup only to kill their seedlings instead.
    
    ## Changelog
    
    :cl:
    fix: Hostile plant monsters (EX: Killer Tomatoes) no longer act hostile
    toward Seedlings.
    /:cl:
    hyperjll authored Jul 1, 2024
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  14. buffs portable air scrubbers (tgstation#84412)

    ## About The Pull Request
    
    the normal portable air scrubber now scrubs all unblocked tiles in a 3x3
    radius + has the same volume as an actual canister (instead of half)
    
    
    https://github.com/tgstation/tgstation/assets/70376633/2d44760a-f826-495f-9f2b-5c9d37fc3d77
    
    
    also gives it a description and essentially basically pastes the normal
    scrubber proc into this ones proc
    
    ## Why It's Good For The Game
    
    portable air scrubbers cannot even scrub up one opened canister right
    now which kinda sucks and makes repairing the air horrible if scrubbers
    are off/nonfunctional/sabotaged/welded/etc.
    with a 3x3 scrub radius and the same volume as a normal canister we can
    expect it to contain smaller to medium gas spills within a reasonable
    time unlike right now where it takes ages for it to do its thing
    large gas spills still may need to warrant the huge air scrubber
    (unchanged)
    
    ## Changelog
    :cl:
    balance: portable air scrubbers scrub in a 3x3 square + hold as much gas
    as a canister
    /:cl:
    mc-oofert authored Jul 1, 2024
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  16. Storing supermatter sliver in a specialized container no longer dusts…

    … you (tgstation#84492)
    
    ## About The Pull Request
    
    Melee attack chain rework strikes again. Closes tgstation#84398
    Moved interaction logic into tongues and allowed them to actually handle
    attack code beyond dusting people.
    
    ## Changelog
    :cl:
    fix: You no longer get dusted upon trying to store your supermatter
    sliver.
    /:cl:
    SmArtKar authored Jul 1, 2024
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  17. Fixes Hand of Midas not working in melee range (tgstation#84491)

    ## About The Pull Request
    
    Closes tgstation#84351
    Hand of Midas has been exclusively using
    ``ranged_interact_with_atom_secondary`` which, as you can tell, only
    works at range. I changed some code so it now also utilizes normal
    ``interact_with_atom_secondary``
    
    ## Changelog
    :cl:
    fix: Hand of Midas now works point-blank.
    /:cl:
    SmArtKar authored Jul 1, 2024
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  19. Moving some inventory-related procs to the right files. (tgstation#84438

    )
    
    ## About The Pull Request
    
    Back from a long break. I've just remembered about this small issue
    that's been nagging me on and off. carbon/human inventory procs should
    be in their respective folders, as well as mob ones being in
    inventory.dm instead of the general pile of procs from mob.dm
    
    ## Why It's Good For The Game
    
    Very minor code improvement PR.
    
    ## Changelog
    N/A
    Ghommie authored Jul 1, 2024
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  21. Fulton animation is no longer sideways and it does not sleep for 32 s…

    …econds before returning item_interaction results (tgstation#84487)
    
    ## About The Pull Request
    Living being attached to fultons are now forced upright so that the
    animation works properly, plus it looks like people are being attached
    by their back. Adjusted the layers a bit for that, plus moved the
    animation into a callback so it doesn't force item_interaction to wait
    until it finishes.
    
    ## Why It's Good For The Game
    
    Proper animation and code quality, I don't know what exactly a 32 second
    delay could mess up but it doesn't seem very good.
    
    ## Changelog
    :cl:
    fix: Fulton animation is no longer sideways.
    code: Fulton code no longer forces attack chain to wait for 32 seconds.
    /:cl:
    SmArtKar authored Jul 1, 2024
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  23. Ambience Buzz Handling Changes + Ambience buzz requires enviorment po…

    …wer (tgstation#84479)
    
    ## About The Pull Request
    Partial port of DaedalusDock/daedalusdock#996
    - Fixes ambience prefrence inconsistancy issues with Observers unable to
    turn off the ambience buzz.
    - Ambience buzz requires a working, existing, charged APC with power to
    the enviorment.
    - Moves ``update_ambience_area()`` and ``refresh_looping_ambience()``
    into ``code\controllers\subsystem\ambience.dm`` for better organization.
    
    ## Why It's Good For The Game
    
    Mostly to tackle a prefrence bug where ghosts are unable to turn off
    ambience buzz. But this also includes ambience buzz requiring a powered
    area. Makes the station feel more dead when there's no enviorment power.
    There should also be no buzzing inside space.
    
    ## Changelog
    
    :cl: Kapu (ported by StrangeWeirdKitten)
    fix: Ambience buzz will now respect ship ambience prefrences for
    observers.
    sound: Ambience buzz requires APC enviorment power to function
    /:cl:
    
    ---------
    
    Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
    StrangeWeirdKitten and Ghommie authored Jul 1, 2024
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  25. Unit tests for stuff accidentally placed in space by mappers (tgstati…

    …on#84453)
    
    This unit test detects all turfs & other movables that aren't in a lit
    area (ie area/space/nearspace) on station zlevels
    
    The grep detects movables placed on shuttles that do not have the
    correct area assigned, which caused those atoms to break off of the
    shuttle & literally get launched into random parts of space (usually on
    station z-levels; the only reason I found this issue was cause the unit
    test was detecting random shit ending up on station maps lol)
    
    Minor fix for the mapload_space_verification unit test - it was falsely
    detecting turfs that shuttle grids (that were template_noop) were parked
    ontop of, which aren't effected by the shuttle in any way. This allowed
    the following fix
    
    Fixed a number of shuttles having atoms in /area/template_noop areas.
    Atoms in these areas are treated as not actually part of the shuttle
    itself & were launched off into random space tiles across all z-levels
    via dump_in_space(). Corrected those grids to have the correct area, and
    as such, shuttles now stay together properly.
    
    :cl: ShizCalev
    fix: Fixed a number of shuttles having parts (such as lattices)
    completely disappearing.
    fix: Fixed the ceilings above shuttles on station maps being
    full-bright.
    fix: Fixed lattices sometimes appearing at random locations in space on
    station maps.
    fix: Cleaned up a number of accidentally placed objects in space across
    all station maps.
    fix: Fixed a false positive with the mapload_space_verification unit
    test failing on turfs that weren't actually part of shuttles.
    code: Added a unit test that automatically finds all base space turfs
    with objects on them, as well as non-space turfs that are set to space
    areas (meaning that these squares weren't lit properly.)
    /:cl:
    
    
    Shuttle Ceiling Fix:
    Before
    
    ![2024-06-30_23-15-18-dreamseeker-Doctor_s_Spess_Junk_Eta](https://github.com/tgstation/tgstation/assets/6209658/4d1fb186-460a-409f-ab5d-3258b4e205f8)
    Fixed
    ![Screenshot 2024-06-30
    231528](https://github.com/tgstation/tgstation/assets/6209658/bd957384-4ba5-4fb6-9919-7f17f01d723c)
    
    
    Shuttle Fix:
    Before
    
    ![image](https://github.com/tgstation/tgstation/assets/6209658/4b408c40-0a25-4d8c-a9c7-65157eaf1172)
    Fixed (look at the lattices in the middle. the stuff in the shuttle are
    randomized / not part of this)
    
    ![image](https://github.com/tgstation/tgstation/assets/6209658/80a9e5f2-8c30-492e-8cd3-31f9b8ffb275)
    ShizCalev authored Jul 1, 2024
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  27. Facehuggers dont sleep people + muzzle code exorcism (tgstation#83721)

    ## About The Pull Request
    
    Facehuggers dont make people fall asleep, instead making them unable if
    on (already was in), and muffling speech
    Xenomorphs still have decent tools to stun people in melee thats stuff
    for another pr
    
    muzzle is now an element and also just makes you talk like
    word word word -> mmmmf mmmf mf
    COMPLETELY evaporates BLOCKS_SPEECH flag
    
    ## Why It's Good For The Game
    
    Being instantly sent to sleep by a facehugger thrown the hunter that
    materialized from a vent then getting dragged to their goon cave where
    you spend 2 minutes to get gibbed so someone else but you can play antag
    is just extremely unfun
    This should allow you to survive if youre quick enough after getting
    hugged instead of being forced to get gibbed, allowing cooler xenomorph
    combat (you could try fistfighting the dude or something idk)
    mc-oofert authored Jul 1, 2024
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  31. adds swapping pens in PDAs (tgstation#84437)

    ## About The Pull Request
    
    Added the ability to swap items in PDAs
    
    
    <details>
    <summary>Videos</summary>
    
    
    https://github.com/tgstation/tgstation/assets/112967882/b3c63d7b-7913-42a6-83e7-d2989cdac8b2
    
    </details>
    
    ## Why It's Good For The Game
    
    You can quickly change items stored in the PDA slots without doing
    unnecessary actions (pulling the pen out of the PDA, removing it, and
    inserting another pen)
    ## Changelog
    :cl:
    qol: you can now swap pens in pdas
    /:cl:
    
    ---------
    
    Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
    Kocma-san and Ghommie authored Jul 1, 2024
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  33. Improve light switch deconstruction (tgstation#84433)

    ## About The Pull Request
    
    So a friend asked me how to deconstruct light switches, which prompted
    me to give the code a lookover as to why it wasn't intuitive.
    Apparently the screentips are wrong, there is no examine hint otherwise,
    it uses right click instead of left click, and even in the case that you
    right click with a screwdriver it still hits it in addition to
    deconstructing it.
    
    So in this pr we just, move it from `attackby_secondary(...)` to
    `screwdriver_act(...)` to fix the hitting, invert a statement to fix the
    screentips, add an examine to hint at unscrewing, make it use
    `use_tool(...)` which adds sounds and a short deconstruction delay, add
    visible messages like the intercom, and make it use `deconstruct(TRUE)`
    as it's disassembled.
    
    This feels more coherent overall.
    ## Why It's Good For The Game
    
    Makes deconstructing light switches less jank.
    Functional screentips and helpful examines are nice.
    ## Changelog
    :cl:
    code: Deconstructing light switches now uses the proper tool action and
    tool usage code, please report any issues.
    fix: Attempting to deconstruct a light switch by unscrewing it no longer
    makes you hit it even on a success.
    sound: Deconstructing a light switch actually plays tool usage and
    deconstruction sounds.
    qol: Deconstructing light switches is now a left click with a
    screwdriver parallel to other unscrewing actions.
    fix: Screentips for deconstructing a light switch no longer show up on
    every item EXCEPT screwdrivers.
    qol: Added an examine hint denoting light switches are screwed to the
    wall.
    qol: Added visible messages for someone deconstructing a light switch
    parallel to deconstructing intercoms.
    /:cl:
    00-Steven authored Jul 1, 2024
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Commits on Jul 2, 2024

  1. Little fix to lootpanels so they update consistently (tgstation#84513)

    ## About The Pull Request
    
    I made some changes to the lootpanel code (all that stuff you see if you
    alt click a tile) so they consistently update when stuff is moved in or
    out of them.
    ## Why It's Good For The Game
    
    Predictable behavior for UI elements for manipulation is good.
    ## Changelog
    :cl: Bisar
    qol: Loot panels should update more predictably and informatively now.
    code: Lootpanels have more consistent logic on when they automatically
    update.
    /:cl:
    Metekillot authored Jul 2, 2024
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  2. Bedsheet bin interaction improvements (tgstation#84510)

    ## About The Pull Request
    
    This pr just replaces the bedsheet bin `attackby(...)` with
    `item_interaction(...)`, adds usage screentips to bedsheet bins, adds
    more balloon alert feedback to failing to hide items in bedsheet bins,
    and added `silent = FALSE` to the `user.transferItemToLoc(tool, src)`
    calls' parameters such that putting items in isn't silent.
    
    Main thing to note is that we skip hiding items when in combat mode,
    such that you do not try to hide the item you are currently trying to
    beat up the bin with.
    
    Tiny second thing to note is that we explicitly `return .` in
    `add_context(...)` due to adjusting the value of `.`.
    ## Why It's Good For The Game
    
    Better to update `attackby(...)` to `item_interaction(...)`.
    I think item interactions being internally consistent is more intuitive;
    left click always being hiding feels nicer than left click being hiding
    _except_ for tools where it's right click.
    Then, I think hiding should be left click as "putting something in" is
    the primary item interaction we're expecting, parallel to tables or
    storage or racks or somesuch.
    
    Nice to have screentips.
    Nice to have more failure feedback.
    Nice when things aren't silent.
    ## Changelog
    :cl:
    code: Moved bedsheet bin interactions to the item interaction code.
    Please report any issues.
    qol: Made bedsheet bin tool interactions right click, such that left
    click is consistently for putting in items.
    qol: Added usage screentips to bedsheet bins.
    qol: Added more feedback to failing to hide items in bedsheet bins.
    sound: Made putting items in bedsheet bins not silent (If the items have
    associated pickup/drop sounds).
    /:cl:
    00-Steven authored Jul 2, 2024
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  3. Enables disemboweling/cranial fissures when outside of hardcrit for c…

    …ursed individuals (tgstation#84485)
    
    ## About The Pull Request
    
    Title.
    
    Slightly rewrites cranial fissure weight code because I spent like 20
    minutes trying to keep only one ..() and it seriously confused me.
    ## Why It's Good For The Game
    
    Frankly, masochism.
    Most times when you suffer a disembowelment, or a cranial fissure, by
    the time you get back up it's fixed. This is because they can only
    really happen in hardcrit. However, if you get disemboweled or suffer a
    cranial fissure while ALIVE, it can potentially make some very silly
    scenarios. Such as:
    
    Getting hit by his grace, walking away with a cranial fissure.
    Getting your lungs shot out, picking them up, and throwing them at a
    medical doctor to get them put back in.
    
    Also, it just feels weird to have these arbitrary restrictions in place
    from a character perspective. I get why on a balance perspective, but
    why can my guts only spill out in hardcirt? Realistically speaking, I
    could get shot by a sniper and just have my guts instantly spill out.
    
    ## Changelog
    :cl:
    add: Being cursed now enables disembowlements/cranial fissures outside
    of hardcrit
    /:cl:
    nikothedude authored Jul 2, 2024
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  7. Various bola fixes (tgstation#84418)

    ## About The Pull Request
    Fixes and rewrites bola ensnaring so it works properly. 
    Fixed cult bolas leaving in-hand sprite when they ensnare non-cult user.
    Fixes tgstation#83577 
    ## Why It's Good For The Game
    Bolas were one of the main ways of stopping hulked criminals when
    security officer was not equipped with lethal weaponry. This PR makes
    bola slowdown apply as it should be. Also while looking at bolas I've
    noticed cult bolas leave in-hand sprite when ensnaring non-cult user, so
    I've fixed that as well. Big thanks to @GoblinBackwards for figuring out
    what was wrong with bolas.
    ## Changelog
    :cl: MrDas
    fix: Bolas now slowdown properly.
    fix: Cult bolas no longer leave in-hand sprite when they ensnare to
    non-cult user.
    /:cl:
    Das15 authored Jul 2, 2024
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  10. Adds Perfectly Ordinary Food Truck (tgstation#84144)

    ## About The Pull Request
    Adds a food truck.
    ![Food truck map](https://i.imgur.com/x1G3he9.png)
    ![People wearing stripy shirts get FREE
    tacos!](https://i.imgur.com/zcycyhi.png)
    
    Also, adds a team of MI13 fugitive hunters. There's 3 in a team, and one
    is pre-equipped with a cunning disguise.
    ## Why It's Good For The Game
    So the primary intent here is making a fugitive hunter team that
    operates stealthily instead of directly. They have less direct combat
    power than other hunters, but they have a few things that help them
    infiltrate the crew and assassinate the fugitives.
    
    All agents are issued a makarov, a suppressor, a spare clip of 9mm ammo
    (20% chance to be a subtype), a random melee weapon (flash, e-dagger or
    combat knife), and a random low-level syndicate gadget (c4 brick,
    codespeak manual, freedom implant, etc), and a pair of zipties. Every
    agent also gets a agent ID.
    
    Shuttle is equipped with surgery tools (good for plastic surgery),
    clothing vendors (good for getting disguised), and a bunch of computers
    for cameras and vitals monitors. Spare cyanide pills and 9mm ammo is
    provided, as is a single space suit. As an added bonus, you're
    opereating out of the back of an old food truck giving you bulletproof
    cover for your operations. Spare food is provided, a functional kitchen
    is not.
    ## Changelog
    :cl:
    add: Ghost role food truck merchants may occasionally turn up at the
    station.
    add: Adds a new fugitive hunter type, MI13 secret agents.
    /:cl:
    
    ---------
    
    Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
    DaCoolBoss and ShizCalev authored Jul 2, 2024
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  12. Oldstation (Charlie) experiments tweaks [NO GBP] (tgstation#84379)

    ## About The Pull Request
    
    There was a feedback that the new techweb made it harder to do science
    on ghost roles, namely Charlie station crew.
    
    This PR makes a few tweaks to oldstation to lower the bar on the
    experiments:
    
    - Added a pure N2O tank for easier BZ creation
    - Added one diamond to the ai sat to create artificial BS crystal
    - Added research console to ai sat with frontier app pre-installed
    - Added a gas compressor to Beta station atmos area
    
    Also moved the NTNet relay back to tcomms node as it requires tcomms
    parts. And moved chem pack/blood pack from tier 1 to tier 0 per players`
    request.
    
    Also fixed the dissection experiments giving the old amount of bonus
    points, before the recent point denomination.
    
    Made a few other minor changes to the map.
    
    ## Why It's Good For The Game
    
    Charlie is supposed to be friendly for the beginner players, yet the new
    experiments are hard to do with the limited resources on Charlie.
    
    ## Changelog
    
    :cl:
    qol: It is easier to do some required techweb experiments on Charlie
    station now
    fix: Fixed experimental dissection surgeries giving too many points
    balance: Techweb: Moved NTNet relay back to tcomms node
    balance: Techweb: Moved blood pack and chem pack to the starting node
    /:cl:
    MTandi authored Jul 2, 2024
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  14. [NO GBP] BirdShot Service Fix 2 (tgstation#84417)

    ## About The Pull Request
    
    Fixes it for realsies. (testedstyle) 
    
    ## Why It's Good For The Game
    
    Fixes it for real
    
    Ensured the power actually stays on. Here's a picture 30 minutes into a
    shift.
    
    
    ![image](https://github.com/tgstation/tgstation/assets/168238458/871ca264-633a-4c85-9c75-2b3fce1ca97d)
    
    Also decal fixes
    
    ## Changelog
    :cl:
    
    fix: fixed Birdshot bar and surrounding areas not properly connected to
    the power grid.
    
    /:cl:
    GremlinSeeker authored Jul 2, 2024
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  16. Gives R&D a flatpacked flatpacker on all maps (tgstation#84423)

    ## About The Pull Request
    
    Every R&D lab starts with a multitool and flatpacked flatpacker
    ## Why It's Good For The Game
    
    Makes it less tedious to do experiments and general machine construction
    in R&D, flatpacker is meant to be something used early into the shift so
    this brings it in line with that. Since it's locked behind experimental
    tools in the tech tree by the time research is done the need for
    convenience of a flatpacker is severely diminished.
    
    ![image](https://github.com/tgstation/tgstation/assets/36081010/cb684520-077e-4224-bc35-7b99d253d3b2)
    ## Changelog
    :cl:
    add: Added flatpacker & multitool to all R&D labs
    /:cl:
    bob-b-b authored Jul 2, 2024
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  18. Adds Xenobio (BZ) reinforced floor turfs to Xenobiology Secure Pens (t…

    …gstation#84452)
    
    ## About The Pull Request
    Replaces the `/turf/open/floor/engine` turfs inside all stations'
    Xenobiology Secure Pens with the `/turf/open/floor/engine/xenobio` turf.
    This means that they now start full of BZ. This PR also moves or removes
    various items, tables, and other assorted things in the Secure Pens.
    This does NOT remove the alien egg spawn, nor does it remove any items
    which aren't easily replaced (e.g. Nanners).
    ## Why It's Good For The Game
    * Speeds up Xenobio, an infamously slow department
    * Xenobio can now focus on breeding slimes without having to constantly
    worry about feeding every one that they're not immediately using.
    * BZ Turfs, as opposed to cans, cannot be harvested without a scrubber
    setup. As such, it's harder for Cargo, Engineering, or Ordnance to
    immediately steal the BZ to use in their departments.
    * Adds functionality to a part of Xenobio that was otherwise either an
    abnormally big slime pen or a place to gawk at an alien as it kills you.
    
    This change is precedented, as this is already how Secure Pens on
    NorthStar are set up.
    
    While the push for departmental cooperation that led to the BZ tank's
    removal is admirable, I've never once seen Ordnance actually make BZ for
    Xenobio. As a Xenobiologist, I've asked before, and they've never done
    it. When Ordnance isn't occupied and I've attempted to make BZ myself,
    it either takes long enough that the station's already gone to shit, or
    somebody else takes over Xenobiology. This includes rounds where I have
    played an RD and announced my intent to return to Xenobio when I am done
    with Ordnance.
    
    As such, the BZ rarely, if ever, gets made, causing Xenobio, an already
    time-consuming, RNG-dependent, and frankly, dull department to be even
    more tedious and not worth the time. I used to semi-regularly make
    rainbows, while now I'm lucky to even occasionally get to tier 3 slimes
    on deadpop. Having to take care of every slime you need and kill every
    one you don't need often results in the Xenobiologist killing slimes
    that they could've evolved later, simply to not have to spend the space,
    food, and mental bandwidth on them.
    ## Changelog
    :cl:Sosmaster9000
    add:BZ floor turfs in all current station's Xenobio Containment Pens. 
    del:Various items (e.g. tables, operating tables, tools, metal sheets,
    and surgery tools) have been removed from the chambers.
    balance: Xenobiologists now have a BZ-filled containment pen. Don't
    breathe that!
    balance:Some items which either cannot be printed elsewhere or are part
    of game progression (e.g. teleporter endpoints and, of course, Nanners)
    have been moved. Alien Spawnpoints are in the same spot.
    /:cl:
    Ormebia authored Jul 2, 2024
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  20. Removes traitor posters from Metastation's walls, moved them to secur…

    …e areas. (tgstation#84425)
    
    ## About The Pull Request
    Removes the three random traitor posters from the walls in the cargo
    bay. They were here.
    
    ![evidence - exhibit a](https://i.imgur.com/NO47X3o.png)
    
    Puts in three random rolled-up traitor posters to replace them. You will
    need to break into the QM's office, the Vault, and the Brig's Evidence
    Storage to get them.
    
    ![where da posters are now](https://i.imgur.com/C6SwyPb.png)
    ## Why It's Good For The Game
    These posters nuke your mood if you're not an antagonist and currently
    not only do these posters blast cargo techs with them if they go into
    the warehouse, they also lower the mood of every non-antag who passes by
    arrivals because it doesn't use directionals so it's visible through
    walls.
    Also these posters are legitimate traitor gear, this makes them much
    more inconvenient to get and forces you to do an IC punishible crime if
    you really want free traitor items.
    ## Changelog
    :cl:
    fix: Removed three traitor posters from Cargo Warehouse's walls.
    (Metastation)
    balance: Added one traitor poster each to the QM's Office, Vault and
    Evidence Storage to compensate. (Metastation)
    /:cl:
    DaCoolBoss authored Jul 2, 2024
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  22. Fixed various issues with the genetics powers PR (tgstation#84515)

    ## About The Pull Request
    tgstation#84509
    tgstation#84557
    Removed Trichromatic Larynx per @Mothblocks decision that it looks uggo.
    
    Replaced heckacious laryncks' color and size changes with random
    bolding, italics, and underlining.
    
    Stoner has been un-locked and replaces TL in the above's recipe.
    
    Fixed elastic arms users being unable to use abstract items like mending
    touch or shock touch.
    
    Fixed mending touch being bad
    
    ## Why It's Good For The Game
    
    > Removed Trichromatic Larynx per @Mothblocks decision that it looks
    uggo.
    
    They say it looks ugly and bad. It also works like poop. So away it
    goes!
    
    > Replaced heckacious laryncks' color and size changes with random
    bolding, italics, and underlining.
    
    Removed color, but replaced with something just as neat.
    
    > Stoner has been un-locked and replaces TL in the above's recipe.
    
    No reason to lock it as far as I know.
    
    > Fixed elastic arms users being unable to use abstract items like
    mending touch or shock touch.
    
    
    Bugge
    
    ## Changelog
    
    :cl:
    del: Removed Trichromatic Larynx per @Mothblocks decision that it looks
    uggo.
    del: Replaced heckacious laryncks' color and size changes with random
    bolding, italics, and underlining.
    add: Stoner has been un-locked and replaces TL in the above's recipe.
    fix: Fixed elastic arms users being unable to use abstract items like
    mending touch or shock touch.
    fix: Fixed mending touch being bad
    /:cl:
    carlarctg authored Jul 2, 2024
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  24. Removes all security cameras from bathrooms and showers (tgstation#84426

    )
    
    ## About The Pull Request
    
    This PR ensures that all Nanotrasen installations are compliant with the
    Title 18 U.S Code 1801 "Video Voyeurism Prevention Act" by removing all
    cameras from bathrooms and showers.
    ## Why It's Good For The Game
    
    We could get seriously sued if anyone reports this to the feds.
    
    Jokes aside, I think its better to have these areas unmonitored, to make
    them an area more suited for evil behavior. An area inbetween the
    untamed danger zone of maintenance and the relative safety of a public
    hallway. Somewhere where you can get a little privacy or jump someone if
    you don't have maintenance access. It's not like these bathrooms are
    getting used for pooping.
    
    Also, I just found it really weird that our bathrooms all have security
    cameras in them.
    ## Changelog
    :cl: Rhials
    balance: All cameras in bathrooms and showers have been removed.
    /:cl:
    Rhials authored Jul 2, 2024
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Commits on Jul 3, 2024

  1. fix

    Huz2e committed Jul 3, 2024
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