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commit 020f625c8218857d5684bb08e2cac723c9d2a92f
Merge: c49ac0276c d29a2b2a27
Author: FalloutFalcon <[email protected]>
Date:   Fri Aug 30 10:26:10 2024 -0500

    Merge branch 'fixes-orbit-menu-i-hope' of https://github.com/FalloutFalcon/ShiptestF into fixes-orbit-menu-i-hope

commit c49ac0276c9222e1fe09544efe1483247c066996
Author: FalloutFalcon <[email protected]>
Date:   Sun Aug 11 21:01:52 2024 -0500

    small tweaks

commit c98c1f78922282f31518a33652653325baa659c0
Author: FalloutFalcon <[email protected]>
Date:   Sat Aug 10 21:36:59 2024 -0500

    some player panel cruft and removes some random helms from centcomm

commit 94cc46bf143adc7214debf309ea7985f42924f86
Author: FalloutFalcon <[email protected]>
Date:   Sat Aug 10 21:28:03 2024 -0500

    fixes player panel

commit 2ab14bef0b8e61cc7f8172cbaf1637eadbf40187
Author: FalloutFalcon <[email protected]>
Date:   Sat Aug 10 20:32:11 2024 -0500

    dont add points of intrest twice please

commit f7cb4afdd9f5346e03f6fd993e139101a3a011f4
Author: FalloutFalcon <[email protected]>
Date:   Sat Aug 10 17:03:44 2024 -0500

    small fix to syntax

commit 4483c79aa094b2ecee44cc89bc3fe1352e2bae8a
Author: FalloutFalcon <[email protected]>
Date:   Sat Aug 10 17:01:44 2024 -0500

    this?

commit 853bf2674078acc6109157aba1a2dd2986e35450
Author: FalloutFalcon <[email protected]>
Date:   Sat Aug 10 16:56:58 2024 -0500

    oops had the syntax wrong on the const, was still using func syntax

commit 670ae6e45c540e74b25c08888659db1407478fd0
Author: FalloutFalcon <[email protected]>
Date:   Sat Aug 10 16:52:46 2024 -0500

    const instead of functions

commit e55a194fcb0a73f87d8005e34c5b15263ecb3d3c
Author: Changelogs <[email protected]>
Date:   Fri Aug 9 20:33:53 2024 -0500

    Automatic changelog generation for PR #3264 [ci skip]

commit 627a947ba4424547f7427324e4d84ea0623ad409
Author: firebudgy <[email protected]>
Date:   Fri Aug 9 20:12:47 2024 -0400

    Vox Sprite Update - Scarves and other Assorted Items (#3264)
    For some reason while watching Gundam I got the urge to sit down and
    start doing things, so here I am.
    Creates onmob_neck_vox.dmi for Vox neck items.

    Adds Vox sprites for all the striped scarves in-game to Vox, as well as
    Shemaghs, Cameras and the Stethoscope.
    And chest-high towels.
    And industrial jackets.
    And updates the palette on security HUDs and medical HUDs.

    ![image](https://github.com/user-attachments/assets/5fb64134-8e0e-49b7-8fe2-281184babfb5)

    ![image](https://github.com/user-attachments/assets/e68b6e4c-17bf-4bd2-bf00-fa39fbc017d1)

    ![image](https://github.com/user-attachments/assets/fd847523-87a0-40ba-a510-c3fbb8c604ba)

    ![image](https://github.com/user-attachments/assets/7cc64efc-cb23-46bf-828f-72bd7d98d071)

    ![image](https://github.com/user-attachments/assets/c2366b63-e925-42c6-bd84-051bba2cde36)

    ![image](https://github.com/user-attachments/assets/596add83-4423-4653-a1a3-4d9c6a2f7966)

    ![image](https://github.com/user-attachments/assets/4a6adb9f-b8a2-415f-ab3b-35e02bc6291e)

    ![image](https://github.com/user-attachments/assets/0f189fe1-7a99-47ac-ab23-63b5b052d3fa)

    ![image](https://github.com/user-attachments/assets/c8ef064f-3764-4142-b5ae-cacee6a9c93d)

    Adds more supported items for the Vox, which is pretty cool I think.
    Hopefully, plenty of people will appreciate the more customization
    options.

    :cl:
    add: Sprites for several different kinds of scarves for Vox!
    add: Additional sprites for several other items for Vox, such as
    chest-high towels and hazard jackets.
    add: Created onmob_neck_vox.dmi file, plus enabled support for it.
    /:cl:

commit ffea7f0bce0c7574884c768b7d95a300e76a9711
Author: Changelogs <[email protected]>
Date:   Fri Aug 9 20:19:59 2024 -0500

    Automatic changelog generation for PR #3260 [ci skip]

commit 810df8ae58a54b616cc3164b3631f09a3c04eac3
Author: Latency <[email protected]>
Date:   Fri Aug 9 17:12:24 2024 -0700

    Give the Talos a Corpsman (#3260)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->
    Adds the corpsman role to the Talos,.
    The talos has lost its surgery medkit, which has been replaced with a
    brute and burn kit.
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    Surgery is dummy busted, not having a medic on a milship forces the role
    on someone else.
    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    :cl:phoaly
    balance: Talos Corpsman has been readded with a different medkit
    loadout.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
    GitHub username as author ingame. -->
    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

commit 1404861478021274c361a74133fbc8d198382f9e
Author: Changelogs <[email protected]>
Date:   Fri Aug 9 20:06:55 2024 -0500

    Automatic changelog generation for PR #3278 [ci skip]

commit daced87719f9f6e82173be02d6c1a16fa8a34f0f
Author: generalthrax <[email protected]>
Date:   Fri Aug 9 17:11:49 2024 -0700

    Industrial Jacket Warm (For Real) (#3278)

    adds one line i forgot to add

    its Bleak

    :cl:
    fix: Fixes the Industrial Jacket to be warm (For Real)
    /:cl:

commit d6f8a56209794e495bca5aa2f60cd6d239ea5854
Author: Changelogs <[email protected]>
Date:   Sat Aug 10 00:56:08 2024 +0000

    Automatic changelog compile [ci skip]

commit d594becb624dcd648fd4baee89df3acf39e9e789
Author: Changelogs <[email protected]>
Date:   Fri Aug 9 19:44:27 2024 -0500

    Automatic changelog generation for PR #3279 [ci skip]

commit 35e1b8978c8138eaf69c403454ebc3ccbcaec691
Author: generalthrax <[email protected]>
Date:   Fri Aug 9 17:10:53 2024 -0700

    Cleanbots destroy cigarette butts (#3279)

    Cleanbots now shoot acid at cigarette butts like they do to normal
    trash. Increased the amount of acid cleanbots shoot out by an amount so
    the trash actually gets destroyed.

    To restore order in a ship full of smokers

    :cl:
    add: Cleanbots now destroy cigarette butts, and dispense enough acid to
    do so.
    /:cl:

commit 60b7f1060508c39705cb65ff8c29d2da59f54446
Author: Changelogs <[email protected]>
Date:   Fri Aug 9 19:20:45 2024 -0500

    Automatic changelog generation for PR #3281 [ci skip]

commit 3e7162065180b588d840e391c5ac6ffff86ba614
Author: rye-rice <[email protected]>
Date:   Fri Aug 9 17:10:14 2024 -0700

    Fixes indie sec hardsuit sprite (#3281)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    Fixes the indie sec hardsuit not showing up on digi

    ![image](https://github.com/user-attachments/assets/7f965a42-0945-4a0c-ace1-b29378eb7b60)

    I fucked up

    :cl:
    fix: indie sec hardsuit now shows up
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
    GitHub username as author ingame. -->
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    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

    Co-authored-by: retlaw34 <[email protected]>

commit 7972bc9ef24023e092f3711aba48e99b4f10eabc
Author: Changelogs <[email protected]>
Date:   Wed Aug 7 00:56:28 2024 +0000

    Automatic changelog compile [ci skip]

commit 56912079049e3fd846181c4ab7168bff094fa3ee
Author: Changelogs <[email protected]>
Date:   Tue Aug 6 03:33:04 2024 -0500

    Automatic changelog generation for PR #3006 [ci skip]

commit 2f286eed910c43f081245a4cc05d761ccff1727a
Author: Sadhorizon <[email protected]>
Date:   Tue Aug 6 10:21:53 2024 +0200

    Remaps the Dwayne. (#3006)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->
    As the title might hint, this remaps the Dwayne.
    **TODO:**
    - [x] hydrogen thrusters (after that PR is merged)
    - [x] fix bridge
    - [x] fix atmos
    - [x] finish the wiki page  --- not finished, but good enough for now
    - [x] processing console directionals

    Most glaring changes are addition of second hangar (dedicated to cargo),
    addition of crew areas, addition of a smelter setup, and removal of
    medical area. Miners have lost some gear too - namely, crusher, KA and
    the explorer suits are now dead.

    Also fixes a bunch of weird issues Dwayne had.

    But yea, this is pretty much a complete remap. Every room was tweaked
    pretty hard, while trying to keep the ship's soul.

    ![scrnshot1](https://github.com/shiptest-ss13/Shiptest/assets/108196626/a8e2cbf5-5b96-4520-ba3a-25ded82d41be)

    ![StrongDMM-2024-07-09 00 04
    40](https://github.com/shiptest-ss13/Shiptest/assets/108196626/84c7539f-1e54-481d-a213-2f94008f585f)

    ![StrongDMM-2024-07-01 01 24
    00](https://github.com/shiptest-ss13/Shiptest/assets/108196626/568d2514-56df-4f2b-8c44-97579c9fbc9f)

    **JOB SLOT CHANGES:**
    - No doctor - there is no medical. What do you want them to do???
    - Two less deckhands - you REALLY don't need three.

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    Dwayne is old and can use some tweaks.

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    :cl:
    tweak: Remapped the Dwayne-class Long Range Mining Transport.
    add: Added a random plushie spawner and a random moth plushie spawner.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
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    the changes rather than a summary of the PR's contents. -->

commit b1f6111af4838ace236b81b790fb996f0c8d6947
Author: Changelogs <[email protected]>
Date:   Tue Aug 6 02:49:06 2024 -0500

    Automatic changelog generation for PR #3180 [ci skip]

commit b7e2688505dc2a3ba2e741bda59a447bbd19cb14
Author: HelmCrab <[email protected]>
Date:   Tue Aug 6 02:39:16 2024 -0500

    Hazardous Gases (Cl and HCl) (#3180)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->
    Adds chlorine gas and hydrogen chloride gas
    These gases hurt to be exposed to in high concentration if not in EVA
    Plasma, Trit, Cl, and HCl now damage eyes if not wearing goggles
    (welding, heat, or cold goggles currently)
    Chlorine reacts with hydrogen to make HCl and makes heat while doing so.
    HCl burns into H2O and Cl.

    ![image](https://github.com/shiptest-ss13/Shiptest/assets/90987989/e0263c74-0958-475f-b956-4024b32ed237)

    ![image](https://github.com/user-attachments/assets/ac384206-c567-4baa-9fbc-42ec56a5e02e)

    Scrubbers are now set to filter most gases at roundstart.

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    Hazardous planetary gases! (not actually implemented in this PR, but
    opens up the possibility)
    More gases that are actually relevant to Normal shiptest rounds is good,
    since there's few station gases that can be reasonably seen or made
    (freon has been made like once. stimulum and nitryl are dumb. likely
    could be removed)
    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    :cl:
    add: Chlorine and Hydrogen Chloride gases! Wear your goggles!
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
    GitHub username as author ingame. -->
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    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

    ---------

    Signed-off-by: HelmCrab <[email protected]>
    Co-authored-by: Mark Suckerberg <[email protected]>
    Co-authored-by: JimKil3 <[email protected]>
    Co-authored-by: goober3 <[email protected]>
    Co-authored-by: FalloutFalcon <[email protected]>
    Co-authored-by: rye-rice <[email protected]>
    Co-authored-by: Theos <[email protected]>

commit 5438affef0de4e7506afb336c585c1841c2ab61b
Author: Paynt <[email protected]>
Date:   Mon Aug 5 20:27:08 2024 -0400

    Saint Roumain Kepori outfits (#3262)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->
    Makes Kepori variations for the SRM outfits. Thanks to ryerice and
    spookypineapple for hanging out and helping me with these!

    **uniform**
    ![Screenshot 2024-08-02
    011344](https://github.com/user-attachments/assets/831e8bac-1c3a-42a3-a8d8-27441ace650c)

    **shadow**
    ![Screenshot 2024-08-02
    011922](https://github.com/user-attachments/assets/834cdb8a-971d-40d2-be78-206bbb4b2eff)

    **Hunter**
    ![Screenshot 2024-08-02
    012056](https://github.com/user-attachments/assets/e69e1fb7-8e7b-4dee-a9fc-810afc680c38)

    **Hunter Doctor**
    ![Screenshot 2024-08-02
    012340](https://github.com/user-attachments/assets/948f3c06-4113-44e5-9bfd-2b2efaa71aaf)

    **Flamebearer**
    ![Screenshot 2024-08-02
    012544](https://github.com/user-attachments/assets/f02934ea-79e1-4cfd-a5ea-127b0a2cc545)

    **Colligne**
    ![Screenshot 2024-08-02
    012745](https://github.com/user-attachments/assets/0e95e4b1-c920-48a2-8fd5-d323cc53590f)

    **montange**
    ![Screenshot 2024-08-02
    013047](https://github.com/user-attachments/assets/6fd7504f-4e7e-4a44-a627-9649ca19094a)

    **Hardsuit**
    ![Screenshot 2024-08-02
    013807](https://github.com/user-attachments/assets/cbac829e-73d0-43a1-ad53-ce810f7d7c51)

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

    Kepori can finally be played in the SRM
    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    :cl:
    add: Added new things
    add: Added more things
    imageadd: added some icons and images
    code: changed some code
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
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    icon ingame) and delete the unneeded ones. Despite some of the tags,
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    the changes rather than a summary of the PR's contents. -->

commit 74ed9ba8bfb0cdd2a75b58758e539abc4b9c7de4
Author: Changelogs <[email protected]>
Date:   Sun Aug 4 00:59:50 2024 +0000

    Automatic changelog compile [ci skip]

commit 850d59a2cf92e1b88336fd4fb39e3dcd2290ab12
Author: Changelogs <[email protected]>
Date:   Sat Aug 3 07:08:34 2024 -0500

    Automatic changelog generation for PR #3222 [ci skip]

commit fd067f9ded9afcbe361eb00824b8254a2665fbd0
Author: zevo <[email protected]>
Date:   Sat Aug 3 06:22:15 2024 -0400

    Social Anxiety quirk fixes and tweaks (#3222)

    Changes some things about the social anxiety quirk to make it more
    bearable to deal with.

    - Removes the ability for it to silence you, which would eat messages
    players tried to send while roleplaying.
    - Decreases the severity of stuttering across the board, and prevents it
    from removing characters in the message.
    - Psicodine now actually suppresses the main effects of social anxiety
    while it is active, making the medicine actually usable once more.

    Players were unable to use this quirk due to a variety of reasons. It
    would randomly silence you around people, give you an exaggerated
    stutter that made your runechat impossible to read, and couldn't even be
    suppressed because it's treatment medication was bugged and had very
    little use outside of it.

    Now the quirk is a little more managable, and players should be able to
    take it and roleplay with it again. I may mess with the stutter further
    if needed as I still think its a little extreme in some cases.

    :cl:
    balance: the Quirk Social Anxiety no longer silences you randomly
    fix: Stuttering is now far less extreme and will not delete characters
    fix: Psicodine now actually suppresses the effects of social anxiety
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
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    the changes rather than a summary of the PR's contents. -->

commit aa9f93c70304c73157d55b7d64724e2fed0da733
Author: Changelogs <[email protected]>
Date:   Sat Aug 3 06:56:25 2024 -0500

    Automatic changelog generation for PR #3225 [ci skip]

commit cd4afda688ec07aeb0bf0b122a9332446d027975
Author: Gristlebee <[email protected]>
Date:   Sat Aug 3 03:21:18 2024 -0700

    Sandbags can be bought at the outpost and deconstructed by click dragging them onto yourself (#3225)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

    Adds empty sandbags to the outpost, 7 sandbags for 150 under the sec
    supply tab
    Sandbags can be deconned by click dragging them onto your mob and a
    short do after. Adds an examine message for how to decon.

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    Sandbags are odious to use currently, being effectively single use once
    deployed and just sitting there once the fight's done. If you want to
    clean them up afterwards you're stuck smashing them apart until they
    break These changes should make sandbags more accessible and practical
    to use.

    :cl:
    add: Sandbags can be deconed by click dragging them onto your mob.
    add: Sandbags to the outpost for 150 credits.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
    GitHub username as author ingame. -->
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commit ae65633662979d0fefb199ba2648b404d9457522
Author: Changelogs <[email protected]>
Date:   Sat Aug 3 06:44:13 2024 -0500

    Automatic changelog generation for PR #3240 [ci skip]

commit 8d3711c4e4993328f7b04603b8ba71a1b339d2a1
Author: Martinpachu <[email protected]>
Date:   Sat Aug 3 07:20:07 2024 -0300

    Autolathable stripper clips and 7.62 polymer rifle. (#3240)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->
    Requested by Apogee.
    Makes all stripper clips able to be created at the autolathe, since
    they're supposed to be simple, cheap, disposable things, as opposed to
    magazines which are more complex and important. They don't get built
    with ammo, of course. And the polymer rifle gets changed to being
    chambered in 7.62, which has the same stats as .300 blackout. They've
    been done in the same PR since it'll add the polymer rifle's 762
    speedloader to the autolathe too.
    Clips are supposed to be disposable cheap things, when right now they're
    equal to speedloaders and magazines. The polymer rifle having a special
    bullet type all to itself that you could get only by killing hermits was
    a bit befuddling.

    :cl:
    add: Clips of all kinds (not magazines!) can now be produced on the
    autolathe.
    del: .300 blackout. The polymer rifle now fires 7.62.
    del: Clip cargo packs, as they are now redundant.
    /:cl:

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    your name to the right of the first :cl: if you want to overwrite your
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commit dc06dd10f2d810dd567804fe4bbb7670f6f24b19
Author: Changelogs <[email protected]>
Date:   Sat Aug 3 06:29:39 2024 -0500

    Automatic changelog generation for PR #3234 [ci skip]

commit c4a5eddd458283783a1f5de399db335453447e64
Author: FalloutFalcon <[email protected]>
Date:   Sat Aug 3 05:18:44 2024 -0500

    Legions drop less money (#3234)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->
    swaps money drops from medium to small

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    legions drop a bit too much money right now?

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    :cl:
    balance: nerfed legion money drops.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
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    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

commit bb23404cbeba984a47376bfcc053fb98c6fa8c05
Author: Changelogs <[email protected]>
Date:   Sat Aug 3 06:16:53 2024 -0500

    Automatic changelog generation for PR #3229 [ci skip]

commit e8ce1702f2bf4535c31614d10234e461c5627b34
Author: Apogee-dev <[email protected]>
Date:   Sat Aug 3 03:16:00 2024 -0700

    Removes Syndie survival boxes (#3229)

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    request process. -->

    Gives Syndicate outfit datums the same boxes as their normal
    equivalents, flattening that part of job gear and getting rid of the
    annoying syndicate gas mask issue so those can be treated like the
    specialty masks they are.

    why did syndies get a snowflake box anyway. no other faction does

    :cl:
    balance: Replaced syndie survival boxes in outfit datums with normal
    job-equivalent boxes
    /:cl:

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commit f44532dd6ec1df0562fef1d4b2e564def7c6356a
Author: Changelogs <[email protected]>
Date:   Sat Aug 3 06:04:42 2024 -0500

    Automatic changelog generation for PR #3263 [ci skip]

commit b77b5a195f24d58faf7b05a8353f764422251c78
Author: Latency <[email protected]>
Date:   Sat Aug 3 03:12:21 2024 -0700

    Buffs the LP hardsuits (#3263)

    - These are their primary gear, they better be good in comparison to
    others.

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    request process. -->
    This buffs the armor values of the LP hardsuits and adds slowdown
    reduction and a reagent scanner to the medical hardsuit.
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    The Ranger's whole shtick is that it revolves around the faux ert team.
    they have little in the way of guns so their hardsuits are important.
    They were meant to stay in level with other similar hardsuits but have
    remained unmaintained.
    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    :cl:phoaly
    balance: Buffed LP hardsuits
    /:cl:

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commit d18ceb11c4cc306fb5643c00f93d3a100ce9fc7d
Author: Changelogs <[email protected]>
Date:   Sat Aug 3 05:52:00 2024 -0500

    Automatic changelog generation for PR #3265 [ci skip]

commit 7df058b1ef342c9c7a808dc549afb10da38a9874
Author: firebudgy <[email protected]>
Date:   Sat Aug 3 06:12:11 2024 -0400

    Fixes three total typos in the code. (#3265)

    Fixes some small errors in the code. Hooray!

    Game is playable again!

    :cl:
    fix: Fixed three typos in the code.
    /:cl:

commit 75a907595bc6f233db615d6698ad283acce6b931
Author: Changelogs <[email protected]>
Date:   Sat Aug 3 05:39:44 2024 -0500

    Automatic changelog generation for PR #3198 [ci skip]

commit 399a806481d09e5c435ac2f90dd41c7221a73917
Author: Sadhorizon <[email protected]>
Date:   Sat Aug 3 12:06:24 2024 +0200

    Adds directionals for the mining processing console/electrolyzer console. (#3198)

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    not be viewable. -->
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    request process. -->
    Taking this out of the Dwayne remap, cuz it really should just be a
    seperate PR.
    As title suggests, directionals now exist. Also rotates the consoles in
    in the outposts.
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    They look weird without directionals.

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    :cl:
    imageadd: Added directionals for mining processing consoles.
    /:cl:

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commit 55615ba191987c909507e665122b5cc0cee04bbf
Author: Changelogs <[email protected]>
Date:   Sat Aug 3 05:27:19 2024 -0500

    Automatic changelog generation for PR #3195 [ci skip]

commit 0477796ed8ef8809b9f3e24173a18b9e4d1d8d1a
Author: Apogee-dev <[email protected]>
Date:   Sat Aug 3 03:05:54 2024 -0700

    Consistent Exosuit Terminology (#3195)

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    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    Changes just about every player-facing instance of the word "mech" to
    "exosuit." God help me, I did this manually so there shouldn't be any
    stupid find-and-replace shenanigans.

    Consistent terminology is good, and maybe people will stop thinking the
    overgrown power armor is a gundam.

    :cl:
    fix: Changed almost every player facing instance of the word "mech" to
    "exosuit"
    /:cl:

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commit 6b258916100e8150c4a7810799ef843d81a66ba2
Author: Changelogs <[email protected]>
Date:   Sat Aug 3 05:15:07 2024 -0500

    Automatic changelog generation for PR #3202 [ci skip]

commit bb2164d6cb0cee1070aaa788c8d92168a65927db
Author: HelmCrab <[email protected]>
Date:   Sat Aug 3 05:05:07 2024 -0500

    Combustion & Electrolyzer fixes (#3202)

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    not be viewable. -->
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    request process. -->
    Hydrogen now burns with the correct (I think) enthalpy, making hydrogen
    TEGs viable. yay!
    Komodo, Skipper, and Inkwell get instruction sheets. Crying-sun had one
    and the upcoming dwayne remap adds one.
    Electrolyzers now try to link when ice goes in instead of on init, which
    caused certain maps to not connect.
    Electrolyzer multitool linking works now.
    Merits can no longer turn into a magic 0 value slip.
    Replaces nt_ice passive pumps with volume pumps
    (skipper keeps hydrogen, the commits lie)

    Hydrogen pumps not correctly connecting to the pipenet even when the
    Other recent map bug isn't in effect is still an issue, but I've got no
    idea how to fix it. Leaving it as an issue for now.

    fixed single wrong pixel on the sprite.
    new

    ![image](https://github.com/user-attachments/assets/575e4ef0-5f29-4fc8-bbf6-cc2d57eb28c4)
    old

    ![image](https://github.com/user-attachments/assets/2165bc33-f260-41ab-934d-3f6a90062277)

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    Fixes some of my mistakes.
    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    :cl:
    fix: hydrogen and combustion bugs
    /:cl:

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    your name to the right of the first :cl: if you want to overwrite your
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commit 637161e0660f88d1d0b46c22e8d922b561790fbc
Author: Changelogs <[email protected]>
Date:   Fri Aug 2 21:49:55 2024 -0500

    Automatic changelog generation for PR #3267 [ci skip]

commit 269f136dd61960a5a2cff46e3b48b21a5e8e3145
Author: Imaginos16 <[email protected]>
Date:   Fri Aug 2 19:39:22 2024 -0700

    Muzzle Flash-ening! (#3267)

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    not be viewable. -->
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    request process. -->
    Resprites muzzle flashes so that they no longer look like transparent
    jpgs!

    ![image](https://github.com/user-attachments/assets/eea2f9c3-e331-462c-8dcb-dcd095eef6a3)

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    Why did TGMC have literal jpg cutouts and call that muzzle flashes?
    Actually deranged.
    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    :cl: PositiveEntropy
    imageadd: Resprites muzzle flashes!
    /:cl:

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    your name to the right of the first :cl: if you want to overwrite your
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commit 83b359342f32598cc76ae59cd9dd7e16695cdf42
Author: Changelogs <[email protected]>
Date:   Sat Aug 3 00:54:47 2024 +0000

    Automatic changelog compile [ci skip]

commit 900c4c473613726c7748152654266a837b23f165
Author: Changelogs <[email protected]>
Date:   Fri Aug 2 02:21:33 2024 -0500

    Automatic changelog generation for PR #3247 [ci skip]

commit 929682320d557edf25cf858aa3f9779f1c7de14f
Author: Sadhorizon <[email protected]>
Date:   Fri Aug 2 09:11:12 2024 +0200

    Makes oxygen tanks at the outpost very cheap. (#3247)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->
    What if internals were cheap AF at the outpost? Would people actually
    buy them, instead of stealing from legions/hermits? Probably not, but
    worth a try.
    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->
    Reduces the price of internals crate to a whopping 100 credits and
    changes the contents:
    2 gas masks, 2 breathe masks -> 4 breathe masks
    2 empty small tanks, 2 empty big tanks -> 3 full adv tanks, 1 full big
    tank

    Reduces the price of plasmaman tank kit to 100 credits, makes the tanks
    full, renames to "plasmaman internals crate".
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

    :cl:
    tweak: Internals Crate now costs 100 credits and contains full oxygen
    tanks.
    tweak: Plasmaman Tank Kit renamed to Plasmaman Internals Crate. It now
    costs 100 credits and contains full plasma tanks.
    /:cl:

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commit 37de7db2f60822e4c380714530f0019ae9283415
Author: Changelogs <[email protected]>
Date:   Thu Aug 1 23:16:57 2024 -0500

    Automatic changelog generation for PR #3242 [ci skip]

commit 488843e2c65e43dac6e6865767a6d6e2d66cc8b5
Author: Martinpachu <[email protected]>
Date:   Fri Aug 2 00:14:17 2024 -0300

    Makes 8x50 boxes have exactly 5 rounds more. (#3242)

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    not be viewable. -->
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    request process. -->

    Mystery PR.
    Makes ammo for the illestren slightly cheaper! Enough for it to be as
    good economically as pistols i think.

    :cl:
    balance: 8x50 boxes now come with 25 ammo as opposed to 20.
    /:cl:

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commit 773fd896b8768f3cf614c4fdff370621eef35214
Author: Changelogs <[email protected]>
Date:   Thu Aug 1 23:04:36 2024 -0500

    Automatic changelog generation for PR #3236 [ci skip]

commit 346cf928f3b6c41840cd885609d9f28f3a88ee65
Author: Yata9arasu_alt <[email protected]>
Date:   Fri Aug 2 10:09:05 2024 +0700

    Fixed: wrong cash bundle value, cash dropping upon stacking (#3236)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->
    Fixing wrong cash bundle value, cash dropping upon stacking
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    Can now collect and stack money without dropping it on the floor.
    Working as intended
    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->
    Cash bundle values before (wrong):

    ![image](https://github.com/user-attachments/assets/65f7da39-1996-4bf0-95ba-df6b98f12342)
    Cash bundle values after (right):

    ![image](https://github.com/user-attachments/assets/79b51f48-4a99-407a-87e0-a60a96fe2a2c)

    And money stacking:

    ![ezgif-5-8e33dfacb3](https://github.com/user-attachments/assets/8251068a-1e51-4229-b70d-d37d740f86d0)

    :cl:
    fix: Cash bundle value will now be correct in chat, cash will not drop
    upon stacking
    /:cl:

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    your name to the right of the first :cl: if you want to overwrite your
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commit 0f8a8fec1ee681d99a63199be1a7e53f0c2e17a9
Author: Changelogs <[email protected]>
Date:   Thu Aug 1 22:40:26 2024 -0500

    Automatic changelog generation for PR #3253 [ci skip]

commit 25c48171336e947ecad824806bade60e1df3a003
Author: CoreyLee Hassell <[email protected]>
Date:   Thu Aug 1 23:05:38 2024 -0400

    Fixed gun executions (#3253)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    Fixes executions. Also fired off a few other rounds to make sure nothing
    else was wonky.

    No Kepori were actually harmed in the making of this film.

    ![dreamseeker_W5IavcWlZT](https://github.com/user-attachments/assets/81aa66eb-41d1-46ba-8633-d9d822d111fb)

    There was a circular logic issue that arose with the gun.dm refactor
    from a couple months ago and that's what was causing the issue.

    Fixes https://github.com/shiptest-ss13/Shiptest/issues/3252

    Intended feature is working again

    :cl:
    fix: Executing someone with a gun is back, you psychos. Paint the floor
    red!
    /:cl:

commit 550ee68a672151ec3e939838461bdfb36324e64d
Author: Changelogs <[email protected]>
Date:   Thu Aug 1 22:28:13 2024 -0500

    Automatic changelog generation for PR #3254 [ci skip]

commit f8f7b49b58c5f27f18d8e5ab55d5866550723aa6
Author: zimon9 <[email protected]>
Date:   Thu Aug 1 23:04:55 2024 -0400

    Adds an anesthetics crate to cargo (#3254)

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    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    This PR adds a cargo crate containing an Anesthetics tank and a medical
    mask for it, for 500 credits.

    It's rather difficult to get good quality anesthetics in-game without
    having to resort to ghetto chemistry, salvaging for it, or by hoping to
    get lucky with the black market. This PR should give an option for those
    that want anesthetics available in-round, in a way that makes sense for
    a medical professional to acquire.

    :cl:
    add: an anesthetics crate
    /:cl:

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commit 16d12051952622058c696cd2ce6860282d0e91d4
Author: Changelogs <[email protected]>
Date:   Thu Aug 1 22:14:58 2024 -0500

    Automatic changelog generation for PR #3241 [ci skip]

commit 511586bb0f17d41f98868bfb71eb67a500c9ee6f
Author: Theos <[email protected]>
Date:   Thu Aug 1 23:04:33 2024 -0400

    Guncase fix 2 (#3241)

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    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

    Fixes #3232

    :cl:
    fix: mini/energy gun cases no longer spawn with the wrong weapon in them
    /:cl:

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    Signed-off-by: Theos <[email protected]>

commit 79faf3bd75a3634b1039960ae6624e639eeddb3f
Author: Changelogs <[email protected]>
Date:   Thu Aug 1 21:02:50 2024 -0500

    Automatic changelog generation for PR #3255 [ci skip]

commit 077f4457d665c63281f1ae0d57debf6c431d3393
Author: firebudgy <[email protected]>
Date:   Thu Aug 1 21:52:00 2024 -0400

    Additional sprites for Vox - Inteq and NGR (#3255)

    Added Vox Variations for the HV outfit, the Blood-Red Hazard Vest and
    two NGR hard hats. Also resprites the Vox Vanguard Battlecoat to closer
    match the current iteration with significant help from
    Rylie/Retlaw34/Ryerice.

    - Honorable Vanguard Beret
    - Honorable Vanguard Battlecoat
    - Vanguard Battlecoat
    - Leather Satchel
    - Blood Red Hazard Vest
    - NGR Hard Hat
    - NGR Foreman Hard Hat

    ![image](https://github.com/user-attachments/assets/e301f60c-2a23-4461-be34-e039301f339a)

    ![image](https://github.com/user-attachments/assets/5494cba3-ab60-4a01-9c28-26c148bf594d)

    ![image](https://github.com/user-attachments/assets/4857d900-50f9-4f92-b8a3-b9059997b3b0)

    ![image](https://github.com/user-attachments/assets/b2c6cfa0-318a-415c-80b0-5e051f3fd7ca)
    (honestly this satchel looks pretty bad in general but I figured i'd get
    it out of the way)

    ![image](https://github.com/user-attachments/assets/153fabb3-2ef3-497f-98b0-a98601232e24)

    Some of these sprites were some I saw people sad about lacking, and I
    figured that I might as well get off my lazy ass and do something about
    it. Knocked the HV gear out of the way and did a bit of a resprite for
    the Vanguard Battlecoat after being suggested to do it by a few people.

    :cl:
    add: New sprites for Vox! Vanguard and Honorable Vanguard Battlecoat
    sprite changes, NGR hard hats, and hazard vests!
    /:cl:

commit 1cde96bbcc279c359203e832e1e8aedd7129b549
Author: Changelogs <[email protected]>
Date:   Thu Aug 1 20:44:14 2024 -0500

    Automatic changelog generation for PR #3259 [ci skip]

commit de314e2c07ebd12c98ef576fb2093dce2c0769d1
Author: generalthrax <[email protected]>
Date:   Thu Aug 1 16:45:25 2024 -0700

    Cargo Typos (Contender) (#3259)

    Beacon got renamed a long while ago

    Yeah

    :cl:
    fix: Contender is now called the Beacon in cargo
    fix: .38 is now .38 and no longer has a bunch of random letters in front
    of it
    /:cl:

commit 1f14419eb7af6706ca2bd5b214da29c6a556a05f
Author: Changelogs <[email protected]>
Date:   Thu Aug 1 20:31:07 2024 -0500

    Automatic changelog generation for PR #3257 [ci skip]

commit e1148b0f03d99fef76933265459a84ace87d1ca5
Author: Theos <[email protected]>
Date:   Thu Aug 1 19:45:05 2024 -0400

    Attachments are now small instead of normal sized (#3257)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    Allows attachments to be carried in things like boxes and pockets.

    This is mostly useless since there is very little reason to not have an
    attachment glued to a gun after buying it, but suppressors being
    untenable to store (either taking up a bunch of bag space or making a
    gun potentially impossible to stow) is a bit silly

    :cl:
    balance: gun attachments are now small instead of normal sized
    /:cl:

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    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

    Signed-off-by: Theos <[email protected]>

commit 1eb39f2a60f035858a32a4919ae7d5de1a3e7953
Author: Changelogs <[email protected]>
Date:   Thu Aug 1 20:07:12 2024 -0500

    Automatic changelog generation for PR #3251 [ci skip]

commit 20bf7fb51178a5cc4515855ddd439e5471a4a99a
Author: generalthrax <[email protected]>
Date:   Thu Aug 1 16:44:16 2024 -0700

    makes the industrial jacket warm (#3251)

    Gives the industrial jacket cold protection

    It looks pretty comfy and warm but isn't. It's kind of Strange

    :cl:
    add: Industrial jacket now keeps you warm
    /:cl:

commit 6d60f7f233690e2711997da6ec0813420d5e7c81
Author: Changelogs <[email protected]>
Date:   Fri Aug 2 00:55:20 2024 +0000

    Automatic changelog compile [ci skip]

commit 6d35af2efbb1ffca4d2d19ad63f7e4e894db6d77
Author: Changelogs <[email protected]>
Date:   Thu Aug 1 19:51:58 2024 -0500

    Automatic changelog generation for PR #3217 [ci skip]

commit 93aacd50208d98770f40057dbb0b063d3ec61589
Author: Sadhorizon <[email protected]>
Date:   Fri Aug 2 01:44:06 2024 +0200

    Coffee jitter nerf. (#3217)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->
    Variants of coffee (cafe latte, iced coffee, hot ice coffee, soy latte)
    now only jitter on OD, same as normal coffee.
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    It's annoying as hell to jitter all the time, just because your
    character likes coffee.
    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    :cl:
    tweak: Cafe latte, iced coffee, hot ice coffee and soy latte now only
    make your character jitter on OD.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
    GitHub username as author ingame. -->
    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

commit aba599dbfcaff611dc12f43e88aca450e9aab724
Author: Changelogs <[email protected]>
Date:   Thu Aug 1 19:25:43 2024 -0500

    Automatic changelog generation for PR #3221 [ci skip]

commit 5b0d88afc5aa815081c6a749d3e3097c7c54b961
Author: Sadhorizon <[email protected]>
Date:   Fri Aug 2 01:41:57 2024 +0200

    Reduces prices of first aid kits. (#3221)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->
    Standard: 750 -> 400
    Brute/Burn: 1250 -> 700
    Oxy/Tox: 1250 -> 500
    Rad: 1000 -> 500
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    Those prices weren't really that affordable in-game. Spending a 1000
    credits on a single medikit is kinda goofy. This fixes that, in hopes
    that medikits are more used in general.
    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    :cl:
    tweak: Reduced the prices of first aid kits.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
    GitHub username as author ingame. -->
    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

commit d014feecc43103520edf972af8f1e182944ab6bb
Author: Changelogs <[email protected]>
Date:   Thu Aug 1 19:12:24 2024 -0500

    Automatic changelog generation for PR #3186 [ci skip]

commit 027e88f4d309b01e7e17c4cc4d72c832654d5920
Author: FalloutFalcon <[email protected]>
Date:   Thu Aug 1 18:40:42 2024 -0500

    distress signal admin button (#3186)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    A simple button that creates a announcement on whatever ship your
    hovering over!

    ![image](https://github.com/shiptest-ss13/Shiptest/assets/86381784/a38409fb-9530-47ba-9c77-cb28e8e75645)

    ![image](https://github.com/shiptest-ss13/Shiptest/assets/86381784/6230d9da-246c-41ee-8e08-7453a275c400)

    ![image](https://github.com/shiptest-ss13/Shiptest/assets/86381784/4317a4a6-0a6b-4550-89df-47a7248d31ca)

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

    Should save admins a lot of time

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    :cl:
    add: New admin button to launch a distress announcement quicker.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
    GitHub username as author ingame. -->
    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

commit b4824499e223c54b6c60d48665994db64e851a3d
Author: Changelogs <[email protected]>
Date:   Thu Aug 1 18:59:34 2024 -0500

    Automatic changelog generation for PR #3141 [ci skip]

commit ca878ff286a5681b01d300c826ed4bb34feb165b
Author: Theos <[email protected]>
Date:   Thu Aug 1 19:39:24 2024 -0400

    Legion attacks now kill you slower (#3141)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    Getting attacked by a legion skull while unconscious now causes it to
    generate a funny new organ (and staunch some current bleeding, so the
    victim will die slower) which will eventually transform you into a
    legion if untreated. Legion skulls will also not attack people who are
    in hardcrit.
    If a surgical table is not present, the onset of legionnification can be
    postponed by injecting spaceacillin or synaptizine, which halt the
    disease's progress while being metabolized.

    Dying instantly? boring !! time for drama.

    :cl:
    add: legion attacks will now inject an organ which eventually causes a
    transformation, rather than instantly killing and transforming people.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
    GitHub username as author ingame. -->
    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

    ---------

    Signed-off-by: Theos <[email protected]>

commit 07d7c9206bf84dda1df88ab1ee377ef63e3041f1
Author: Changelogs <[email protected]>
Date:   Thu Aug 1 18:36:04 2024 -0500

    Automatic changelog generation for PR #3199 [ci skip]

commit b959160931a1a1b2e90301a929015da6e7b570b9
Author: Sadhorizon <[email protected]>
Date:   Fri Aug 2 01:25:15 2024 +0200

    Remaps the Kilo (#3199)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->
    This remaps the Kilo.
    **TODO:**
    - [x] ship desc
    - [ ] wiki page
    - [x] Maurice
    - [ ] processing console directionals

    Hull is now made from metal instead of titanium. The manufacturer was
    swapped from NT to Miskilamo. Crew areas were expanded. KA and Egun were
    swapped for two DBs - have fun with this one. Wires got a tiny bit
    messier. Starting cash was nerfed from 5500 to 3500. ORM was replaced
    with a smelter setup.

    ![scrnshot1](https://github.com/user-attachments/assets/91611c45-9b0c-4f0b-a929-f0fdc485570c)

    ![StrongDMM-2024-07-19 13 24
    26](https://github.com/user-attachments/assets/2a65ac1d-2aa8-43d9-9bb8-b9019177ed42)

    ![StrongDMM-2024-07-14 01 21
    13](https://github.com/user-attachments/assets/4babaf21-6143-48cb-8e47-95e76f50da2f)

    **JOB SLOT CHANGES:**
    - No doctor - There never was a medical. Why were they here?
    - One more deckhand - Apogee requested the ship to stay at 5 crew
    members.

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    Kilo's ancient. This modernizes it.

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    :cl:
    tweak: Remapped the Kilo-class Mining Ship
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
    GitHub username as author ingame. -->
    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

commit e16c200c595a52d7e992313aadef5936dbe25bae
Author: Changelogs <[email protected]>
Date:   Wed Jul 31 00:45:05 2024 +0000

    Automatic changelog compile [ci skip]

commit bdd3c4f3ddfcaedc19a33fa94e67791e79c40067
Author: Changelogs <[email protected]>
Date:   Tue Jul 30 17:37:26 2024 -0500

    Automatic changelog generation for PR #3148 [ci skip]

commit 749a2994bd01a1e20a8421378b3e3627ae70356e
Author: Tsar-Salat <[email protected]>
Date:   Tue Jul 30 18:25:33 2024 -0400

    [MDB Ignore] Rkz's Newfood: Part 1 of 4 (#3148)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    This is a port of my beestation newfood pr. It's the culmination of many
    months of effort during my free time in university, and my first
    large-scale project on bee.

    Due to interest from a few shiptest people, I have ported the PR
    mostly-as-is from Bee, additional alterations where needed.

    Ports from TG:
    - https://github.com/tgstation/tgstation/pull/49192
    - https://github.com/tgstation/tgstation/pull/53047
    - https://github.com/tgstation/tgstation/pull/53225
    - https://github.com/tgstation/tgstation/pull/53316
    - https://github.com/tgstation/tgstation/pull/53574
    - https://github.com/tgstation/tgstation/pull/66257
    - https://github.com/tgstation/tgstation/pull/69095
    - https://github.com/tgstation/tgstation/pull/71449

    Ports from Bee, from yours truly:
    - https://github.com/BeeStation/BeeStation-Hornet/pull/8748

    A rundown of the plan:
    - This is Part 1 of newfood. This is basically the foundational newfood
    shit that's needed for the rest of the system we want to work.

    - Part 2 will complete all the foundational shit (killing oldfood), with
    some minor refactors to ready cooking for the upcoming features. This
    will conclude the development of the edible component and things left in
    limbo from part 1. It will remove the temporary vars and procs, and
    customizable food will be fully reenabled.

    - Part 3 will contain the cooking features (Griddle).

    Now for the changes:
    1. convert bread to newfood
    2. convert spaghetti to newfood
    3. convert cake to newfood
    4. Cleaned up the edible component. It should be a lot more consistent
    going forward, and will basically be completely functional as of part
    2's merge.
    5. Adds Food Storage component, which lets you hide small items in large
    food. (Stick a shard of glass inside a cake to fuck over someone.)
    6. Adds FOOD_FINGER_FOOD food flag, which lets you eat food whilst
    moving. It applies to small food that really shouldnt take your full
    concentration to consume whilst walking, like lollipops!
    7. Sets PRAGMATIC weights for as many foods as I could. Seriously this
    sucked really bad. candycorn and cakes are not the same ducking size.
    8. food trash is sane, stuff thats clearly eaten on a plate and has a
    plate underneath it, will spawn a plate rubbish when completely eaten.
    (you dont eat the plate on cake any more smh)
    9. Begins the framework of something called Accidental Consumption. Its
    basically if you end up eating non-food related it will cause you
    differing effects. This is again very early stages, and will require
    wounds, full newfood implementation, and bringing over tg's stomach
    metabolism. The proc exists, but its not getting called until part 2 or
    3 is merged.
    10. Adjusts some nutritional values. Minor, but I will note that I did
    so

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

    Newfood seems to be a heavily requested feature here. This is but the
    framework. Really, players wont notice the difference besides the
    incompatiblity between oldfood & newfood, but once the griddle is
    implemented in part 3, it will be glorious.

    When discussing with shiptest, I floated my plan and I received overall
    agreement. This should hopefully be less painful for me and for you than
    a bulk merge.

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->

    :cl: rkz, benbot(benjamin), Time-Green, SteelSlayer, floyd, Qustinuus,
    ArcaneDefence, FlowerCuco
    add: Food storage! Hide some glass in the captains cake! Begone
    digestive tr…
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FalloutFalcon committed Aug 30, 2024
1 parent 7810e23 commit 4cda2f0
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Showing 48 changed files with 1,114 additions and 404 deletions.
12 changes: 6 additions & 6 deletions _maps/map_files/generic/CentCom.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,7 @@
/turf/open/floor/plasteel/dark,
/area/tdome/tdomeadmin)
"afh" = (
/obj/machinery/computer/helm{
/obj/machinery/computer{
dir = 4
},
/obj/effect/turf_decal/industrial/warning{
Expand Down Expand Up @@ -1356,7 +1356,7 @@
/turf/open/floor/plasteel,
/area/wizard_station)
"ara" = (
/obj/machinery/computer/helm,
/obj/machinery/computer,
/turf/open/floor/plasteel,
/area/wizard_station)
"ard" = (
Expand Down Expand Up @@ -3940,7 +3940,7 @@
/turf/open/floor/mineral/titanium/blue,
/area/centcom/evac)
"aLP" = (
/obj/machinery/computer/helm{
/obj/machinery/computer{
dir = 1
},
/turf/open/floor/mineral/titanium/blue,
Expand Down Expand Up @@ -8846,7 +8846,7 @@
},
/area/centcom)
"gFU" = (
/obj/machinery/computer/helm,
/obj/machinery/computer,
/obj/effect/turf_decal/industrial/warning{
dir = 6
},
Expand Down Expand Up @@ -12249,7 +12249,7 @@
/turf/open/floor/plasteel/dark,
/area/tdome/tdomeadmin)
"nEL" = (
/obj/machinery/computer/helm,
/obj/machinery/computer,
/obj/effect/turf_decal/industrial/warning{
dir = 10
},
Expand Down Expand Up @@ -15797,7 +15797,7 @@
/turf/open/floor/plasteel/dark,
/area/ctf)
"vcL" = (
/obj/machinery/computer/helm,
/obj/machinery/computer,
/obj/effect/turf_decal/corner/transparent/bar,
/obj/effect/turf_decal/corner/transparent/bar{
dir = 1
Expand Down
6 changes: 6 additions & 0 deletions code/__DEFINES/dcs/signals/signals.dm
Original file line number Diff line number Diff line change
Expand Up @@ -735,3 +735,9 @@

///sent when the access on an id is changed/updated, ensures wallets get updated once ids generate there access
#define COSMIG_ACCESS_UPDATED "acces_updated"

// Point of interest signals
/// Sent from base of /datum/controller/subsystem/points_of_interest/proc/on_poi_element_added : (atom/new_poi)
#define COMSIG_ADDED_POINT_OF_INTEREST "added_point_of_interest"
/// Sent from base of /datum/controller/subsystem/points_of_interest/proc/on_poi_element_removed : (atom/old_poi)
#define COMSIG_REMOVED_POINT_OF_INTEREST "removed_point_of_interest"
36 changes: 36 additions & 0 deletions code/__HELPERS/_lists.dm
Original file line number Diff line number Diff line change
Expand Up @@ -87,6 +87,42 @@
};\
} while(FALSE)


/**
* Custom binary search sorted insert utilising comparison procs instead of vars.
* INPUT: Object to be inserted
* LIST: List to insert object into
* TYPECONT: The typepath of the contents of the list
* COMPARE: The object to compare against, usualy the same as INPUT
* COMPARISON: The plaintext name of a proc on INPUT that takes a single argument to accept a single element from LIST and returns a positive, negative or zero number to perform a comparison.
* COMPTYPE: How should the values be compared? Either COMPARE_KEY or COMPARE_VALUE.
*/
#define BINARY_INSERT_PROC_COMPARE(INPUT, LIST, TYPECONT, COMPARE, COMPARISON, COMPTYPE) \
do {\
var/list/__BIN_LIST = LIST;\
var/__BIN_CTTL = length(__BIN_LIST);\
if(!__BIN_CTTL) {\
__BIN_LIST += INPUT;\
} else {\
var/__BIN_LEFT = 1;\
var/__BIN_RIGHT = __BIN_CTTL;\
var/__BIN_MID = (__BIN_LEFT + __BIN_RIGHT) >> 1;\
var ##TYPECONT/__BIN_ITEM;\
while(__BIN_LEFT < __BIN_RIGHT) {\
__BIN_ITEM = COMPTYPE;\
if(__BIN_ITEM.##COMPARISON(COMPARE) <= 0) {\
__BIN_LEFT = __BIN_MID + 1;\
} else {\
__BIN_RIGHT = __BIN_MID;\
};\
__BIN_MID = (__BIN_LEFT + __BIN_RIGHT) >> 1;\
};\
__BIN_ITEM = COMPTYPE;\
__BIN_MID = __BIN_ITEM.##COMPARISON(COMPARE) > 0 ? __BIN_MID : __BIN_MID + 1;\
__BIN_LIST.Insert(__BIN_MID, INPUT);\
};\
} while(FALSE)

//Returns a list in plain english as a string
/proc/english_list(list/input, nothing_text = "nothing", and_text = " and ", comma_text = ", ", final_comma_text = "" )
var/total = length(input)
Expand Down
2 changes: 1 addition & 1 deletion code/__HELPERS/roundend.dm
Original file line number Diff line number Diff line change
Expand Up @@ -116,7 +116,7 @@
SSblackbox.record_feedback("associative", "antagonists", 1, antag_info)

/datum/controller/subsystem/ticker/proc/record_nuke_disk_location()
var/obj/item/disk/nuclear/N = locate() in GLOB.poi_list
var/obj/item/disk/nuclear/N = locate() in SSpoints_of_interest.other_points_of_interest
if(N)
var/list/data = list()
var/turf/T = get_turf(N)
Expand Down
61 changes: 1 addition & 60 deletions code/__HELPERS/unsorted.dm
Original file line number Diff line number Diff line change
Expand Up @@ -294,65 +294,6 @@ Turf and target are separate in case you want to teleport some distance from a t
/proc/ionnum()
return "[pick("!","@","#","$","%","^","&")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")]"

//Returns a list of all items of interest with their name
/proc/getpois(mobs_only = FALSE, skip_mindless = FALSE, specify_dead_role = TRUE)
var/list/mobs = sortmobs()
var/list/namecounts = list()
var/list/pois = list()
for(var/mob/M in mobs)
if(skip_mindless && (!M.mind && !M.ckey))
if(!isbot(M) && !iscameramob(M) && !ismegafauna(M))
continue
if(M.client && M.client.holder && M.client.holder.fakekey) //stealthmins
continue
var/name = avoid_assoc_duplicate_keys(M.name, namecounts) + M.get_realname_string()

if(M.stat == DEAD && specify_dead_role)
if(isobserver(M))
name += " \[ghost\]"
else
name += " \[dead\]"
pois[name] = M

if(!mobs_only)
for(var/atom/A in GLOB.poi_list)
if(!A || !A.loc)
continue
pois[avoid_assoc_duplicate_keys(A.name, namecounts)] = A

return pois
//Orders mobs by type then by name
/proc/sortmobs()
var/list/moblist = list()
var/list/sortmob = sortNames(GLOB.mob_list)
for(var/mob/living/silicon/ai/M in sortmob)
moblist.Add(M)
for(var/mob/camera/M in sortmob)
moblist.Add(M)
for(var/mob/living/silicon/pai/M in sortmob)
moblist.Add(M)
for(var/mob/living/silicon/robot/M in sortmob)
moblist.Add(M)
for(var/mob/living/carbon/human/M in sortmob)
moblist.Add(M)
for(var/mob/living/brain/M in sortmob)
moblist.Add(M)
for(var/mob/living/carbon/alien/M in sortmob)
moblist.Add(M)
for(var/mob/dead/observer/M in sortmob)
moblist.Add(M)
for(var/mob/dead/new_player/M in sortmob)
moblist.Add(M)
for(var/mob/living/carbon/monkey/M in sortmob)
moblist.Add(M)
for(var/mob/living/simple_animal/slime/M in sortmob)
moblist.Add(M)
for(var/mob/living/simple_animal/M in sortmob)
moblist.Add(M)
for(var/mob/living/carbon/true_devil/M in sortmob)
moblist.Add(M)
return moblist

// Format a power value in W, kW, MW, or GW.
/proc/DisplayPower(powerused)
if(powerused < 1000) //Less than a kW
Expand Down Expand Up @@ -384,7 +325,7 @@ Turf and target are separate in case you want to teleport some distance from a t
/proc/get_mob_by_ckey(key)
if(!key)
return
var/list/mobs = sortmobs()
var/list/mobs = SSpoints_of_interest.get_mob_pois()
for(var/mob/M in mobs)
if(M.ckey == key)
return M
Expand Down
2 changes: 0 additions & 2 deletions code/_globalvars/lists/objects.dm
Original file line number Diff line number Diff line change
Expand Up @@ -46,8 +46,6 @@ GLOBAL_LIST_EMPTY(apcs_list)
GLOBAL_LIST_EMPTY(tracked_implants)
/// List of implants the prisoner console can track and send inject commands too
GLOBAL_LIST_EMPTY(tracked_chem_implants)
/// List of points of interest for observe/follow
GLOBAL_LIST_EMPTY(poi_list)
/// List of all pinpointers. Used to change stuff they are pointing to all at once.
GLOBAL_LIST_EMPTY(pinpointer_list)
/// List of all zombie_infection organs, for any mass "animation"
Expand Down
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