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Mapper heaven #20

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Commits on Oct 10, 2024

  1. cut icon

    FalloutFalcon committed Oct 10, 2024
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  3. minr icon tweaks

    FalloutFalcon committed Oct 10, 2024
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  5. plently of tweaks

    FalloutFalcon committed Oct 10, 2024
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  6. haha repaths

    FalloutFalcon committed Oct 10, 2024
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  7. pick_weight

    FalloutFalcon committed Oct 10, 2024
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  8. cola

    FalloutFalcon committed Oct 10, 2024
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  9. so much

    FalloutFalcon committed Oct 10, 2024
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  10. find and replace

    FalloutFalcon committed Oct 10, 2024
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  12. it compiles..

    FalloutFalcon committed Oct 10, 2024
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  13. stuff

    FalloutFalcon committed Oct 10, 2024
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  15. mhm

    FalloutFalcon committed Oct 10, 2024
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  16. small fixes

    FalloutFalcon committed Oct 10, 2024
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  17. mhm

    FalloutFalcon committed Oct 10, 2024
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  18. mgm

    FalloutFalcon committed Oct 10, 2024
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  19. mhm

    FalloutFalcon committed Oct 10, 2024
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  20. this hurts.

    FalloutFalcon committed Oct 10, 2024
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  21. mrhm

    FalloutFalcon committed Oct 10, 2024
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  22. yuh

    FalloutFalcon committed Oct 10, 2024
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  23. fixes ci

    FalloutFalcon committed Oct 10, 2024
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  24. yea

    FalloutFalcon committed Oct 10, 2024
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Commits on Oct 11, 2024

  1. Rack Normalcy (shiptest-ss13#3525)

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    ## About The Pull Request
    
    Racks check for harm intent before you kick the shit out of them
    
    <!-- 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 It's Good For The Game
    
    It's. Normaller I think
    
    <!-- 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. -->
    
    ## Changelog
    
    :cl:
    add: Please remember to ensure your soul is filled with spite before
    kicking a rack.
    /:cl:
    
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    Erikafox authored Oct 11, 2024
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Commits on Oct 12, 2024

  1. Update InstallDeps.sh

    Signed-off-by: Mark Suckerberg <[email protected]>
    MarkSuckerberg authored Oct 12, 2024
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  2. Resolves issue shiptest-ss13#3487 -- Throwing bug fix (shiptest-ss13#…

    …3522)
    
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    ## About The Pull Request
    
    This fix removes a second increment to the dist_travelled variable. This
    line appears to have caused the throwing range of items to be halved,
    effectively. This fix should make it so that thrown objects go as far as
    they are intended to.
    
    ## Why It's Good For The Game
    
    Resolves the issue linked here:
    shiptest-ss13#3487
    
    ## Changelog
    
    :cl:
    fix: fixed halved throw range
    /:cl:
    
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    zimon9 authored Oct 12, 2024
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  4. Bullet stacks (shiptest-ss13#3456)

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    ## About The Pull Request
    Partial port of Mojave-Sun/mojave-sun-13#2076
    and surrounding PRs
    Adds bullet handfuls. You can only have the same type of ammunition in a
    handful. No mismatched stacks
    Spent casings are not stackable.
    
    Generally, the rule is:
    * By default, stacks can contain 12 rounds.
    * Pistol-equivalent stacks contain 15 rounds.
    * Shotshell stacks contain 8 rounds.
    * Rifle stacks contain 15 rounds.
    * Large calibre stacks contain 5 rounds.
    
    Also replaces old ammo boxes with storage boxes that come pre-filled
    with stacks of bullets like this:
    
    ![image](https://github.com/user-attachments/assets/cb71a690-cbd2-4973-bfca-4e8b9f472349)
    Here's how the stacks look:
    
    ![image](https://github.com/user-attachments/assets/8cb64f4e-8b4c-4b87-9c60-96a8354a69de)
    
    ![image](https://github.com/user-attachments/assets/2b42e546-1d04-4542-b6dd-19c9099991e2)
    
    ## Changelog
    
    :cl:
    add: Added bullet stacks, they allow you to stack ammo of the same type
    into a group.
    balance: Changed old ammo boxes into storage items containing stacks of
    bullets
    /:cl:
    
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    ---------
    
    Signed-off-by: thgvr <[email protected]>
    thgvr authored Oct 12, 2024
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  6. Moar hair (mostly ponytails) (shiptest-ss13#3520)

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    # please please, please do not port this to tg or a non-ship server.
    this is me asking nicely to not to, i do not want this on a
    non-shiptest-like server
    
    Shoutout to braided for being the first hairstyle to make me go "This is
    unsalvageable"
    
    ## About The Pull Request
    
    part of project re:hair
    
    It's that time again for the ✨re:hair ✨ pull request!
    
    Hair cuts/Replacement chart in case your character breaks:
    
    Braid (High) --> Ponytail (Braided) - Done by @Imaginos16
    Braid (Floorlength) --> Ponytail (Braided Short) - Done by @Imaginos16
    
    Ponytail (Long) --> Ponytail (Straight) - Done by rye-rice
    Ponytail (High) --> Ponytail (Straight Short) - Done by rye-rice
    
    Ponytail 2 --> Ponytail (Grace) - Done by rye-rice
    Ponytail 3 --> Ponytail (Grace) -  Done by rye-rice
    
    Ruby -  Done by rye-rice
    Ruby (Long) -  Done by rye-rice
    
    Ponytail (Country) - Done by @Imaginos16
    Bobcurl - Done by @Imaginos16
    
    
    Braided           \\
    Braided Front   | --> The Dumpster
    Braid (Low)       |
    Braid (Short)    /
    
    ## Why It's Good For The Game
    
    
    ![image](https://github.com/user-attachments/assets/d4d4419e-6be3-4dbc-a897-944a92482f8d)
    
    
    ![image](https://github.com/user-attachments/assets/c93e2214-5de5-453d-ae92-3a4a2656918c)
    
    
    ![image](https://github.com/user-attachments/assets/f97ac5eb-be9d-4081-a1f8-50b69d96d738)
    
    ## Changelog
    
    :cl: Imaginos16, rye-rice
    add: A few hairstyles have been resprited!
    del: the Braided and Braid line of hairs.
    /:cl:
    
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    ---------
    
    Co-authored-by: retlaw34 <[email protected]>
    rye-rice and rye-rice authored Oct 12, 2024
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  8. update paths for ammo stacks (shiptest-ss13#3542)

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    ## Changelog
    
    :cl:
    add: update path txt for ammo boxes, thgvr will be FIRED for forgeting
    this.
    /:cl:
    
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    FalloutFalcon authored Oct 12, 2024
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Commits on Oct 13, 2024

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  2. Resprites Fridges! (shiptest-ss13#3549)

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    ## About The Pull Request
    Does what it says on the tin, finally implementing sprites done in
    collaboration with the exceedingly talented Spookywastaken. Thank you
    for that first sprite dog, I wouldn't have finished this monstrosity
    without your help.
    
    ![image](https://github.com/user-attachments/assets/be838ef6-e61b-4b67-a72d-f679cd595a82)
    
    This PR also surprisingly fixes a bug where the broken state of the
    smartfridge wouldn't display due to the fact someone forgot to add it in
    code. Whoops.
    <!-- Describe The Pull Request. Please be sure every change is
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    ## Why It's Good For The Game
    Death to all cruft in our server.
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    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->
    
    ## Changelog
    
    :cl: Spooky, PositiveEntropy
    imageadd: Smartfridges and Booze-O-Mats have been resprited!
    /:cl:
    
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    Imaginos16 authored Oct 13, 2024
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Commits on Oct 14, 2024

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  2. Maps inteq stamps in. (shiptest-ss13#3533)

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    ## About The Pull Request
    Replaces the HOS, Law and CE stamps with the inteq stamps that actually
    exist already.
    Also repaths IRMG and CLIP stamps.
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
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    ## Why It's Good For The Game
    Feels like an oversight. I think someone added them and forgot to
    actually make them player-accessible.
    Repathing because factional stamps together are nice.
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    worth adding. -->
    
    ## Changelog
    
    :cl:
    add: Added a honorable corpsman stamp and tweaked honorable arti one.
    add: Inteq ships now use inteq stamps.
    code: Repathed IRMG and CLIP stamps.
    /:cl:
    
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    Sadhorizon authored Oct 14, 2024
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  4. Fixed the CLIP War Correspondent sprite for Vox (shiptest-ss13#3540)

    ## About The Pull Request
    
    This helmet has a Vox sprite available that used to work (but doesn't
    anymore for some reason), this PR makes it correctly show up now.
    
    ## Why It's Good For The Game
    
    Fixes species support for an item that should have it.
    
    ## Changelog
    
    :cl:
    fix: War Correspondent helmet has a proper sprite for Vox. 
    /:cl:
    firebudgy authored Oct 14, 2024
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  6. Puts the correct revolver type in the Abandoned Miskilamo Shipbreakin…

    …g Yard (shiptest-ss13#3544)
    
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    The ruin had the base revolver type mapped. Replaces it with a Viper.
    
    
    ![image](https://github.com/user-attachments/assets/0c153e7b-df5b-4973-ba1d-6c2bb72772bb)
    
    
    
    ## Why It's Good For The Game
    
    <!-- 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. -->
    
    I DEMAND-
    
    ## Changelog
    
    :cl:
    fix: Abandoned Miskilamo Shipbreaking Yard ruin has the correct revolver
    subtype.
    /:cl:
    
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    Gristlebee authored Oct 14, 2024
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  8. Rock Planet Shipping Dock has the correct gun (shiptest-ss13#3545)

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    Rock Planet shipping dock ruin has a rattlesnake instead of the ringneck
    case.
    
    ![image](https://github.com/user-attachments/assets/24637f48-0658-4efd-9a57-446cb3b48e22)
    
    
    ## Why It's Good For The Game
    
    <!-- Please add a short description of why you think these changes would
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    worth adding. -->
    
    Seems like the ringneck got mapped in by mistake, since the crate had
    two rattlesnake mags, and the gun there before was the TEC-9, which the
    rattlesnake was supposed to replace.
    
    ## Changelog
    
    :cl:
    fix: Shipping dock ruin correctly has a rattlesnake instead of a
    ringneck case
    /:cl:
    
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    Gristlebee authored Oct 14, 2024
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  10. various HP sprite improvments (shiptest-ss13#3500)

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    ## About The Pull Request
    
    I shouldnt have to explain every god damn detail but here:
    - Resprites the Candor
    - Resprites the Ashhand
    - Removes the Shadow skins nobody used
    - Adds Shadow skins people will use
    - Gives the Shadow and Ashand inhands
    - Redoes the flaming arrow inhands
    - Fixes the boomslang fitting on the belt
    
    ## Why It's Good For The Game
    
    ![image](https://github.com/user-attachments/assets/00ef5f85-501c-4395-86de-2911a9db4ebc)
    
    ## Changelog
    
    :cl:
    add: Various sprite improvemnts
    fix: Boomslang no longer fits on the belt
    /:cl:
    
    ---------
    
    Co-authored-by: retlaw34 <[email protected]>
    rye-rice and rye-rice authored Oct 14, 2024
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  12. Anomaly Edits / Improvements (shiptest-ss13#3365)

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    ## About The Pull Request
    Reformats anomaly code to be mildly less 2023. 
    
    Anomalies now only have one core instead of aCore and bCore (what was i
    smoking). This core can receive multiple codes on the *same* frequency.
    Some anomaly cores now have unique detonation effects for when they are
    activated outside of an anomaly. A few samples of this include: setting
    things on fire, radiation poisoning, disappearing.
    Includes a new anomaly to try and balance out positive vs negative. 
    The new anomaly is called the Transfusion. It steals blood until it is
    no longer hungry, at which point it will give blood to those lacking in
    it.
    <!-- 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 It's Good For The Game
    More sandboxy nature + decision making in conflict around anomalies.
    <!-- 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. -->
    
    ## Changelog
    
    :cl: Erika Fox
    add: Transfusion anomaly; yum! Blood!
    add: Anomaly cores now have an effect when detonated out of the anomaly
    add: new anomaly description fluff
    /:cl:
    
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    ---------
    
    Signed-off-by: Erika Fox <[email protected]>
    Co-authored-by: Theos <[email protected]>
    Erikafox and SomeguyManperson authored Oct 14, 2024
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  14. Adds NGR stamps and secret docs. (shiptest-ss13#3550)

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    ## About The Pull Request
    
    ![obraz](https://github.com/user-attachments/assets/1d16e84a-c00b-49ad-8a50-d469bc1d598f)
    
    ![obraz](https://github.com/user-attachments/assets/38fa6b7a-65ec-4f8a-a7c4-51a12059a1e8)
    
    Adds that stuff to the Hyena.
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    ## Why It's Good For The Game
    There is an NGR combat ship and a Hyena replacement in the works rn.
    Good time to add some fluff.
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    ## Changelog
    
    :cl:
    add: Added stamps for New Gorlex Republic.
    add: Added secret documents for New Gorlex Republic.
    /:cl:
    
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    Sadhorizon authored Oct 14, 2024
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  2. Syndicate tools and soap are no longer better. (shiptest-ss13#3556)

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    ## About The Pull Request
    - syndicate soap clean speed swapped from 5 to 27 (1 better than NT
    soap, because I find that funny). Also it's uses are tripled.
    - "suspicious toolbox" renamed to "black and red toolbox", lost it's
    damage buff.
    - syndicate tools have lost the "suspicious" names, their descriptions,
    and their toolspeed buff.
    <!-- Describe The Pull Request. Please be sure every change is
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    merging your PR! -->
    
    ## Why It's Good For The Game
    Cruft. Syndi items were better on stations because of rarity. On
    shiptest, it feels kinda weird to map those in knowing they are just
    upgrades. Soap is especially awkward in that regard.
    <!-- Please add a short description of why you think these changes would
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    worth adding. -->
    
    ## Changelog
    
    :cl:
    tweak: Syndicate soap is now in-line with NT soap.
    del: Syndicate tools are no longer faster. They are just reskinned
    normal tools now.
    del: Syndicate toolbox lost it's damage buff.
    /:cl:
    
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    Sadhorizon authored Oct 15, 2024
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  4. NGR Turrets (shiptest-ss13#3555)

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    ## About The Pull Request
    Subtypes NGR turrets. They're midline ballistics
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    ## Why It's Good For The Game
    told apogee i would do it for her
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    ## Changelog
    
    :cl:
    add: NGR turrets
    /:cl:
    
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    Erikafox authored Oct 15, 2024
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  5. Removes some cruft from sheet construction - mainly, job statues. (sh…

    …iptest-ss13#3539)
    
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    ## About The Pull Request
    Removes:
    - cardborg suit - It feels like it doesn't *exactly* fit the setting.
    Can revert though.
    - Karl Marx bust.
    - all the job statues - the jobs no longer exist in the same sense as
    before
    - human/gondola/monkey skinsuits - I don't imagine parading in monkey
    masks as fitting the setting
    
    I'm actually removing all the statues listed above completely from the
    code.
    <!-- Describe The Pull Request. Please be sure every change is
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    merging your PR! -->
    
    ## Why It's Good For The Game
    That's the man alright.
    
    ![obraz](https://github.com/user-attachments/assets/55eb3760-da83-4c94-9d5f-11d91035b339)
    
    <!-- Please add a short description of why you think these changes would
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    worth adding. -->
    
    ## Changelog
    
    :cl:
    del: Removed Karl Marx from the game.
    del: Removed all the job statues.
    del: Cardborg suit, human, gondola and monkey skinsuits are no longer
    craftable.
    /:cl:
    
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    Sadhorizon authored Oct 15, 2024
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  7. Increases the moles in the plasma belt tank cargo pack (shiptest-ss13…

    …#3548)
    
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    ## About The Pull Request
    
    This change swaps the type of plasma belt tank sold in the crate from
    tanks filled only to 303 kPa, to tanks filled to 1013 kPa.
    
    ## Why It's Good For The Game
    
    The amount of plasma offered in these tanks is only 0.75 moles. It would
    benefit gameplay to increase this to 2.2 moles.
    
    ## Changelog
    
    :cl:
    balance: increased amount of plasma in plasma internals cargo crate
    /:cl:
    
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    zimon9 authored Oct 15, 2024
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  9. Syndicate Cig Change (shiptest-ss13#3532)

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    ## About The Pull Request
    Syndie smokes no longer have omnizine in them - they are now filled with
    stimulants.
    <!-- 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 It's Good For The Game
    talk in loredev about them
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    worth adding. -->
    
    ## Changelog
    
    :cl:
    balance: Syndicate smokes are now laced with stimulants instead of
    omnizine.
    /:cl:
    
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    Erikafox authored Oct 15, 2024
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  11. Frontiersmen Turrets (shiptest-ss13#3523)

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    ## About The Pull Request
    
    Adds Frontiersmen Coded Turrets
    
    Spitter - Pounder - Shredder
    
    <!-- Describe The Pull Request. Please be sure every change is
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    merging your PR! -->
    
    ## Why It's Good For The Game
    
    TurretQuest
    
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    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->
    
    ## Changelog
    
    :cl:
    add: The Frontiersmen have duct taped some turrets of their own together
    /:cl:
    
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    Erikafox authored Oct 15, 2024
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  13. Shield Generators Make An Alarm When Shutting Down (shiptest-ss13#3491)

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    ## About The Pull Request
    As Title.
    Requested by Zevo
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    ## Why It's Good For The Game
    No more immediate FWOOSH
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    ## Changelog
    
    :cl:
    add: Holofans now have a small window before shutting down if they are
    deactivated by lack of power
    /:cl:
    
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    ---------
    
    Signed-off-by: Erika Fox <[email protected]>
    Co-authored-by: FalloutFalcon <[email protected]>
    Erikafox and FalloutFalcon authored Oct 15, 2024
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  15. Remove holoparasite code (shiptest-ss13#3478)

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    ## About The Pull Request
    as title
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    merging your PR! -->
    
    ## Why It's Good For The Game
    cruft crusade 2022
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    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->
    
    ## Changelog
    
    :cl:
    del: Holoparasites
    /:cl:
    
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    ---------
    
    Signed-off-by: Erika Fox <[email protected]>
    Erikafox authored Oct 15, 2024
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  17. Smoking Pipe On Sprites for Vox (shiptest-ss13#3557)

    ## About The Pull Request
    
    Adds compatibility for smoking pipes for Vox.
    
    
    https://github.com/user-attachments/assets/b573f58a-8481-4f51-8c5a-e4ae24b783aa
    
    ## Why It's Good For The Game
    
    These already had sprites for wearing them while unlit, it was jarring
    to light your smoking pipe and have it levitate a foot away from your
    face.
    
    ## Changelog
    
    :cl:
    add: Active smoking pipe sprites for Vox. 
    /:cl:
    firebudgy authored Oct 15, 2024
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  19. Reduces the chance for grenades to go off in your hands (shiptest-ss1…

    …3#3441)
    
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    ## About The Pull Request
    
    This change reduces the probability of a grenade blowing up in one's
    hands from 15% down to 5%.
    
    Please let me know if this probability is too low. I just chose an
    oddball low number to use.
    
    The check was also modified so that the dice roll is only made if a
    projectile hits a hand holding a grenade.
    
    ## Why It's Good For The Game
    
    It always felt a little too high of a chance to me. The probability roll
    happens for _each_ projectile that one gets hit with, and with how often
    and how rapidly one can be hit in a firefight here, the chance of it
    blowing up in ones hands goes from being somewhat unlikely to being more
    likely to happen than not.
    
    
    ![image](https://github.com/user-attachments/assets/4a88545b-768d-480d-b8a1-38df915e1ea2)
    This calculator gives the probability of the event occurring as being
    68% likely, if one were shot 7 times. This is around how many shots it
    takes to bring someone down, on average, from my anecdotal experience.
    
    This currently has the effect of making grenades useful in only a few
    very specific scenarios.
    
    If the probability of this were to go down, it would encourage the use
    of grenades more, which I feel can enhance fights.
    
    ## Changelog
    
    :cl:
    balance: rebalanced the probability of a grenade going off in one's
    hands
    /:cl:
    
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    zimon9 authored Oct 15, 2024
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  21. IRMG Enforcers get hardsuits (shiptest-ss13#3508)

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    ## About The Pull Request
    
    ![vaquero](https://github.com/user-attachments/assets/1271256e-c9ea-45fd-b543-19ff8618eed6)
    
    ![valor_closet](https://github.com/user-attachments/assets/20da7bef-ce7a-4dd2-819b-b61e68d80e8e)
    
    Adds enough hardsuits for every Enforcer on the Valor and the Vaquero.
    Also, improves the Vaquero's dorm room layout.
    
    ## Why It's Good For The Game
    
    enforcers should probably have space armor
    
    ## Changelog
    
    :cl:
    balance: Valor and Vaquero have combat hardsuits for their enforcers now
    /:cl:
    
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    Apogee-dev authored Oct 15, 2024
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  23. Minor Pubby ruin fix. (shiptest-ss13#3541)

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    ## About The Pull Request
    This airlock had a turf passthrough under it. Acid spawning randomly is
    NOT fun.
    <!-- 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 It's Good For The Game
    Fixing oversights good.
    <!-- Please add a short description of why you think these changes would
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    ## Changelog
    
    :cl:
    fix: Pubby ruin can no longer randomly have acid in airlocks.
    /:cl:
    
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    Sadhorizon authored Oct 15, 2024
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  26. anomaly edits

    FalloutFalcon committed Oct 15, 2024
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  28. Added blood as a switchable mode to smartfridge boards (shiptest-ss13…

    …#3546)
    
    Added blood as a switchable mode to smartfridge boards. It had
    everything except that.
    
    ## Changelog
    
    :cl:
    fix: blood smart-fridge selectable on smartfridge boards now when
    screwdrivering them.
    /:cl:
    Anticept authored Oct 15, 2024
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  30. Map Fixes for Wrecked Factory Ruin (shiptest-ss13#3543)

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    ## About The Pull Request
    
    <!-- Describe The Pull Request. Please be sure every change is
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    Some of the walls that were meant to be indestructible werent, and an
    enemy in the dorms didnt spawn.
    
    ## Why It's Good For The Game
    
    <!-- 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. -->
    
    Fixes are good.
    
    ## Changelog
    
    :cl:
    fix: Fixes walls and an enemy spawn in the Wrecked Factory
    /:cl:
    
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    Gristlebee authored Oct 15, 2024
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  32. Reinforces the windows on the Mudskipper (shiptest-ss13#3446)

    ## About The Pull Request
    
    Compared to all the other ships of it's manufacturing company (the Kilo,
    the Shetland...) the mudskipper oddly lacks reinforced windows. This
    brings it up to par with the rest of the dubiously well constructed
    ships adjacent to it.
    Shetland:
    
    ![image](https://github.com/user-attachments/assets/935c2ff1-d90a-41c6-9afe-1a7278490dc1)
    Kilo:
    
    ![image](https://github.com/user-attachments/assets/7dc153af-c149-4494-a538-059f5438b5d5)
    
    ## Why It's Good For The Game
    
    
    https://github.com/user-attachments/assets/481c70a8-f2d1-460d-b2b6-947b3c18e1ea
    
    You can also do this with a single screwdriver.
    
    ## Changelog
    
    :cl:
    fix: Mudskipper windows are correctly reinforced, like other ships by
    the same manufacturer.
    /:cl:
    firebudgy authored Oct 15, 2024
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  34. ghosts can no longer duplicate themselves in the mob subsystem list t…

    …racking them (shiptest-ss13#3361)
    
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    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->
    
    ## About The Pull Request
    we have areas with a virtual z level of 0 which means if you traveled
    into it, you wouldnt get cleaned up from your old z level!
    you could then walk back into it and be added to that z level a second
    time
    
    idle mobs cant be added to 0 either!
    <!-- 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 It's Good For The Game
    This is bad!
    
    <!-- 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. -->
    
    ## Changelog
    
    :cl:
    fix: ghosts cannot duplicate themselves across multiple z levels.
    /:cl:
    
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    your name to the right of the first :cl: if you want to overwrite your
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    FalloutFalcon authored Oct 15, 2024
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  36. Fix to turn mob spawning off when a drill incurs a malfunction (shipt…

    …est-ss13#3551)
    
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    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->
    
    ## About The Pull Request
    
    This fix toggles fauna spawning off after a drill is beset by a
    malfunction.
    
    ## Why It's Good For The Game
    
    I've seen several instances of runaway spawning occurring after a drill
    suffers a malfunction. When this happens, it cannot be toggled off by
    alt-clicking on it, and it _must_ be unwrenched. This should fix that
    behavior.
    
    ## Changelog
    
    :cl:
    fix: fixed fauna spawning after drill malfunctions
    /:cl:
    
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    zimon9 authored Oct 15, 2024
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  38. You can now throw things from behind tables (shiptest-ss13#3537)

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    request process. -->
    
    ## About The Pull Request
    You can now throw things from behind flipped tables. 
    <!-- 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 It's Good For The Game
    You would think that being adjacent to a supposedly defensive thing
    would at least let you throw things over it. Like sandbags. Or
    barricades.
    <!-- 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. -->
    
    ## Changelog
    
    :cl:
    add: Flipped tables actually let you throw things over them now.
    /:cl:
    
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    Erikafox authored Oct 15, 2024
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Commits on Oct 16, 2024

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  2. Removes South Bronx Paradise Bar (shiptest-ss13#3535)

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    not be viewable. -->
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    request process. -->
    
    ## About The Pull Request
    as title
    <!-- 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 It's Good For The Game
    As funny as it is I think it's kinda mean to have a trap item just.
    Right there
    <!-- 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. -->
    
    ## Changelog
    
    :cl:
    del: South Bronx Paradise Bar
    /:cl:
    
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    Erikafox authored Oct 16, 2024
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  4. More Harddel Fixes (shiptest-ss13#3569)

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    request process. -->
    
    ## About The Pull Request
    Fixes a few harddels that surfaced in PR shiptest-ss13#3558 
    
    ## Why It's Good For The Game
    Harddels are still just terrible wastes of time
    
    ## Changelog
    
    :cl:
    /:cl:
    
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    MarkSuckerberg authored Oct 16, 2024
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  5. Icemoon Ruin: SRM Ice Lodge (shiptest-ss13#3291)

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    ## About The Pull Request
    
    <!-- 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 a new ruin, the Ice Lodge! Formerly an SRM settlement, Frontiersmen
    have since come in and taken it over for their own use.
    
    <details>
    <summary>Screenshots (Updated as of 05/09)</summary>
    <br>
    
    
    ![image](https://github.com/user-attachments/assets/d950e34e-baa2-4f38-89fa-ff967b52a088)
    
    
    
    ![image](https://github.com/user-attachments/assets/937f68f9-84b3-4958-9996-78a397a0f70a)
    
    
    ![icelodgenew](https://github.com/user-attachments/assets/dc34a037-ba30-473b-ba31-6bfab0befdce)
    
    
    </details>
    
    Adds two new Frontiersmen mobs based off the new roles, flametroopers
    and surgeons.
    Flametroopers will rush enemies and spray fire at their enemies.
    Surgeons will fire syringes and attempt to sedate their enemies.
    
    Modifies fireline code to support igniting tiles as an option.
    Adds a var to hostile mob AI, shoot_point_blank. If enabled ranged mobs
    can shoot their guns at melee range instead of melee attacking if
    possible.
    
    Deletes the cat butcher since the Surgeon fills the same niche and being
    much less questionable.
    
    Fences no longer call update fence status on initialize. All this did
    was make closed fence doors spawn open and open fence doors spawn
    closed.
    
    Adds gunpowder barrels, broken display cases and random chemical jug
    spawners, SRM corpse spawners for use in the ruin.
    
    Adds a var for bullets, grown items, and nutrient bottles (auto_scatter)
    so you can choose whether they scatter on initialize.
    
    Fixes the pathing for some internals pathed frontiersmen simple mobs.
    
    ## Why It's Good For The Game
    
    <!-- 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. -->
    New ruins are good and the new frontiersmen simple mobs will hopefully
    diversify the enemy roster nicely. The cat butcher is cruft, and won't
    be missed.
    ## Changelog
    
    :cl:
    add: Ice Lodge Ruin Map and areas
    add: Simple Mob Frontiersmen Flametrooper and Surgeon
    add: shoot_point_blank option for simple mobs
    add: dragon_fire_line supports igniting tiles
    add: broken display case, gunpowder barrel, SRM corpse spawners,
    chemical jug spawners
    del: Cat Butcher
    fix: Frontiersmen simplemob pathing
    fix: Fence doors spawning open when they should be closed and vice versa
    code: scattering can be disabled with auto_scatter var for bullets,
    grown items and nutrient bottles
    /: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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    ---------
    
    Signed-off-by: Theos <[email protected]>
    Co-authored-by: Theos <[email protected]>
    Gristlebee and SomeguyManperson authored Oct 16, 2024
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  7. Gezena is no longer barefoot (shiptest-ss13#3566)

    ## About The Pull Request
    
    Someone commented out something to try and see why something was broken
    and left it. Digi isn't broken either so I'm not sure how this happened.
    
    Also removes partial-insulation from the Gezenan captain's gloves that
    Apogee happened to forget.
    
    ## Why It's Good For The Game
    
    It's too early in the day for the marines to get silly like this.
    
    ## Changelog
    
    :cl:
    fix: Gezena has shoes again
    del: Gezenan captain gloves no longer have partial insulation in parity
    with other captain gloves.
    /:cl:
    generalthrax authored Oct 16, 2024
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  9. Fixes shotgun calibers (shiptest-ss13#3573)

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    ## About The Pull Request
    
    <!-- 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 the caliber strings on the beanbag, rubber, improvised and
    incendiary shotgun rounds and shotguns being unable to load them as a
    consequence.
    
    Magazines check for an exact caliber match, so having unique strings
    like "12ga beanbag" means the round gets rejected.
    
    ## Why It's Good For The Game
    
    <!-- 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. -->
    Fixes are good
    ## Changelog
    
    :cl:
    fix: Shotgun calibers and shotguns being unable to load certain rounds
    /:cl:
    
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    Gristlebee authored Oct 16, 2024
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  11. Resprites Colored Jumpsuits! (shiptest-ss13#3570)

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    ## About The Pull Request
    Look upon my works ye mighty, and despair.
    
    
    ![image](https://github.com/user-attachments/assets/527eddb7-3359-4d5c-a35a-875d42469a37)
    
    
    This PR notably removes the woefully underused and really badly sprited
    rainbow jumpsuit I did three years ago, as well as a mediocre reference
    to Fight Club.
    <!-- 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 It's Good For The Game
    Better sprites!
    <!-- 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. -->
    
    ## Changelog
    
    :cl: PositiveEntropy
    imageadd: All colored jumpsuits have been resprited!
    del: Rainbow and khaki jumpsuits (including the buster subtype) have
    been removed.
    /:cl:
    
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    Imaginos16 authored Oct 16, 2024
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  13. Fashion on The Frontier: Dresses (shiptest-ss13#3565)

    ## About The Pull Request
    
    (PR'ing the right branch this time)
    Resprites many dresses, and adds many more.
    Specifically:
    Resprites all the colored skirts, black tango, red evening gown, sailors
    dress (reflavored to be Solarian), sundress, striped dress, white dress,
    and some suitskirts.
    Adds an extra colored skirt, a pinafore with five other variants, a one
    shoulder dress, and a Kalixcian dress.
    
    ![image](https://github.com/user-attachments/assets/a8672878-603c-4c22-89db-b7cca40a0e4b)
    
    ## Why It's Good For The Game
    
    Your branch: Crusty, crufty, ugly
    
    ![image](https://github.com/user-attachments/assets/3ed162bd-2cea-49ee-9b9d-2a0ae7ce0368)
    
    My branch: Cute, pretty, full of beauty
    
    ![image](https://github.com/user-attachments/assets/82d6922f-97dc-4f81-93b4-64495a4e2014)
    
    ## Changelog
    
    :cl:
    imageadd: Resprites colored skirts, black tango, red evening gown,
    sailors dress, sundress, white dress, and some suitskirts.
    add: Six pinafore variants, white colored skirt, one shoulder dress, and
    iko-ikssoal dress.
    /:cl:
    MemeSnorfer authored Oct 16, 2024
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Commits on Oct 17, 2024

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  3. yea

    FalloutFalcon committed Oct 17, 2024
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  4. Automatic TGS DMAPI Update (shiptest-ss13#3245)

    This pull request updates the TGS DMAPI to the latest version. Please
    note any breaking or unimplemented changes before merging.
    
    Co-authored-by: github-actions <[email protected]>
    github-actions[bot] and actions-user authored Oct 17, 2024
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  5. Being thrown over lava now doesn't cause you to fall into it (shiptes…

    …t-ss13#3577)
    
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    not be viewable. -->
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    request process. -->
    
    ## About The Pull Request
    
    Buff to jump boots and kepori trying to make the beef jump
    
    ## Why It's Good For The Game
    
    im. over the lava.i m oiver it. it cant touch me. because im. not in it.
    
    ## Changelog
    
    :cl:
    balance: being thrown over lava by tackling, jump boots, or with
    assistance now fully clears the lava instead of burning you horribly and
    setting you on fire
    /:cl:
    
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    SomeguyManperson authored Oct 17, 2024
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  7. Bump dompurify from 2.3.1 to 2.5.4 in /tgui (shiptest-ss13#3379)

    Bumps [dompurify](https://github.com/cure53/DOMPurify) from 2.3.1 to
    2.5.4.
    <details>
    <summary>Release notes</summary>
    <p><em>Sourced from <a
    href="https://github.com/cure53/DOMPurify/releases">dompurify's
    releases</a>.</em></p>
    <blockquote>
    <h2>DOMPurify 2.5.4</h2>
    <ul>
    <li>Fixed a bug with latest <code>isNaN</code> checks affecting MSIE,
    thanks <a
    href="https://github.com/tulach"><code>@​tulach</code></a></li>
    <li>Fixed the tests for MSIE and fixed related test-runner</li>
    </ul>
    <h2>DOMPurify 2.5.3</h2>
    <ul>
    <li>Fixed several mXSS variations found by and thanks to <a
    href="https://github.com/kevin-mizu"><code>@​kevin-mizu</code></a> &amp;
    <a href="https://github.com/Ry0taK"><code>@​Ry0taK</code></a></li>
    <li>Added better configurability for comment scrubbing default
    behavior</li>
    <li>Added better hardening against Prototype Pollution attacks, thanks
    <a
    href="https://github.com/kevin-mizu"><code>@​kevin-mizu</code></a></li>
    <li>Fixed some smaller issues in README and other documentation</li>
    </ul>
    <h2>DOMPurify 2.5.2</h2>
    <ul>
    <li>Addressed and fixed a mXSS variation found by <a
    href="https://github.com/kevin-mizu"><code>@​kevin-mizu</code></a></li>
    <li>Addressed and fixed a mXSS variation found by <a
    href="https://twitter.com/hash_kitten">Adam Kues</a> of Assetnote</li>
    <li>Updated tests for older Safari and Chrome versions</li>
    </ul>
    <h2>DOMPurify 2.5.1</h2>
    <ul>
    <li>Fixed an mXSS sanitizer bypass reported by <a
    href="https://github.com/icesfont"><code>@​icesfont</code></a></li>
    <li>Added new code to track element nesting depth</li>
    <li>Added new code to enforce a maximum nesting depth of 255</li>
    <li>Added coverage tests and necessary clobbering protections</li>
    </ul>
    <p><strong>Note that this is a security release and should be upgraded
    to immediately. Please also note that further releases may follow as the
    underlying vulnerability is apparently new and further variations may be
    discovered.</strong></p>
    <h2>DOMPurify 2.5.0</h2>
    <ul>
    <li>Added new setting <code>SAFE_FOR_XML</code> to enable better control
    over comment scrubbing</li>
    <li>Updated the LICENSE file to show the accurate year number</li>
    <li>Updated several build and test dependencies</li>
    </ul>
    <h2>DOMPurify 2.4.9</h2>
    <ul>
    <li>Fixed another conditional bypass caused by Processing Instructions,
    thanks <a
    href="https://github.com/Ry0taK"><code>@​Ry0taK</code></a></li>
    <li>Fixed the regex for HTML Custom Element detection, thanks <a
    href="https://github.com/AlekseySolovey3T"><code>@​AlekseySolovey3T</code></a></li>
    </ul>
    <h2>DOMPurify 2.4.8</h2>
    <ul>
    <li>Fixed two possible bypasses when sanitizing an XML document and
    later using it in HTML, thanks <a
    href="https://github.com/Slonser"><code>@​Slonser</code></a></li>
    </ul>
    <h2>DOMPurify 2.4.7</h2>
    <ul>
    <li>Fixed a licensing issue spotted and reported by <a
    href="https://github.com/george-thomas-hill"><code>@​george-thomas-hill</code></a></li>
    </ul>
    <h2>DOMPurify 2.4.6</h2>
    <ul>
    <li>Fixed a bypass in jsdom 22 in case the <code>noframes</code> element
    is permitted, thanks <a
    href="https://github.com/leeN"><code>@​leeN</code></a></li>
    </ul>
    <h2>DOMPurify 2.4.5</h2>
    <ul>
    <li>Fixed a problem with improper reset of custom HTML options, thanks
    <a
    href="https://github.com/ammaraskar"><code>@​ammaraskar</code></a></li>
    </ul>
    <h2>DOMPurify 2.4.4</h2>
    <ul>
    <li>Added support for <code>ALLOW_SELF_CLOSE_IN_ATTR</code> flag, thanks
    <a href="https://github.com/edg2s"><code>@​edg2s</code></a> <a
    href="https://github.com/AndreVirtimo"><code>@​AndreVirtimo</code></a></li>
    <li>Added better support for <code>shadowrootmode</code>, thanks <a
    href="https://github.com/mfreed7"><code>@​mfreed7</code></a></li>
    </ul>
    <h2>DOMPurify 2.4.3</h2>
    <ul>
    <li>Final release that is compatible with MSIE10 &amp; MSIE 11</li>
    </ul>
    <!-- raw HTML omitted -->
    </blockquote>
    <p>... (truncated)</p>
    </details>
    <details>
    <summary>Commits</summary>
    <ul>
    <li><a
    href="https://github.com/cure53/DOMPurify/commit/10c12610b15875ea09129c35fca28a886857434f"><code>10c1261</code></a>
    docs: Updated README ever so slightly</li>
    <li><a
    href="https://github.com/cure53/DOMPurify/commit/1c9288095c41f48c1a5dcfda72f615320b27b3ad"><code>1c92880</code></a>
    test: Fixed two more tests for MSIE11 and Edge 18</li>
    <li><a
    href="https://github.com/cure53/DOMPurify/commit/14012082720e48f7f9134d3c53f280ba4dba2058"><code>1401208</code></a>
    test: Fixed more tests for MSIE and Edge 18</li>
    <li><a
    href="https://github.com/cure53/DOMPurify/commit/2c6410a637eae71a51b2fa6d8cdd2bde7b2aa125"><code>2c6410a</code></a>
    test: Fixed several new tests for MSIE11 and Edge 18</li>
    <li><a
    href="https://github.com/cure53/DOMPurify/commit/2c9bca957c28bb73ecc9544cea379e41963276c4"><code>2c9bca9</code></a>
    test: Changed github config to include MSIE tests for 2.x</li>
    <li><a
    href="https://github.com/cure53/DOMPurify/commit/b188787889deb66eb3b0c73b857e77e889ee9912"><code>b188787</code></a>
    chore: Preparing 2.5.4 release</li>
    <li><a
    href="https://github.com/cure53/DOMPurify/commit/707b3d682451b69c003c4ecb363550b93ef595a9"><code>707b3d6</code></a>
    fix: Added a better for for the MSIE iNaN issue</li>
    <li><a
    href="https://github.com/cure53/DOMPurify/commit/62fe3be09ad4dca4ff8671272baf15f512872b5e"><code>62fe3be</code></a>
    test: Attempting to get MSIE 11 back into the browser test array</li>
    <li><a
    href="https://github.com/cure53/DOMPurify/commit/f3a97107b29e6af78884e05a63638622eddb6df6"><code>f3a9710</code></a>
    fix: Fixed an issue with MSIE and no support for Number.isNaN</li>
    <li><a
    href="https://github.com/cure53/DOMPurify/commit/e1ddfc7b5e6d6599c369f826699b0204e2c691b9"><code>e1ddfc7</code></a>
    Merge branch '2.x' of github.com:cure53/DOMPurify into 2.x</li>
    <li>Additional commits viewable in <a
    href="https://github.com/cure53/DOMPurify/compare/2.3.1...2.5.4">compare
    view</a></li>
    </ul>
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  8. Atlas-class Light Armored Crusier (shiptest-ss13#3246)

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    ## About The Pull Request
    
    ![imagen](https://github.com/user-attachments/assets/e76c2cc9-9b25-496b-b8ff-a82b3b4debc1)
    
    ![atlas2](https://github.com/user-attachments/assets/3ca2427c-e333-4d87-8202-9f81842378b3)
    
    The Atlas-class is the first Colonial League ship following the CLIP
    Rework. The decaling and general decoration of the ship needs a
    revision, but otherwise, it is intended as a small, overall generalist
    patrol vessel to the likes of the Vaquero. The 4-Minutemen team, lead by
    one Sergeant, is subordinate to the First Officer and Captain, who
    overlook the operation of the ship by the Corpsman and the Engineer.
    
    It is staffed by:
    * 1 Captain
    * 1 First Officer
    * 1 Sergeant
    * 1 Corpsman
    * 1 Engineer
    * 4 Minutemen
    * 1 Deckhand
    
    <!-- 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 It's Good For The Game
    it's the clip ship it uses the colon league content
    
    <!-- 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. -->
    
    ## Changelog
    
    :cl:
    add: Atlas-class Light Armored Crusier
    /:cl:
    
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    your name to the right of the first :cl: if you want to overwrite your
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    ---------
    
    Signed-off-by: rye-rice <[email protected]>
    Signed-off-by: meem <[email protected]>
    Co-authored-by: rye-rice <[email protected]>
    meemofcourse and rye-rice authored Oct 17, 2024
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  10. Removes the extra turret from the crying sun and slightly re-organize…

    …s the armory (shiptest-ss13#3477)
    
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    not be viewable. -->
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    request process. -->
    
    ## About The Pull Request
    Removes an extra turret that found it's way onto the hull of the PGF
    Crying Sun, likely in the recent PGF turret overhaul. Additionally, a
    locker in the armory has been renamed and the flashbangs have been moved
    from the Marine equipment locker to the Lieutenant's ordnance locker.
    I've attached an image below to show how it's now organized.
    
    ![Screenshot 2024-10-03
    172121](https://github.com/user-attachments/assets/c8c123e3-0c39-4fc6-b7e1-d2c545ac0631)
    ![Screenshot 2024-10-04
    015626](https://github.com/user-attachments/assets/9440b65f-ff3e-48f2-8a35-05ae0f442ad6)
    ![Screenshot 2024-10-17
    131256](https://github.com/user-attachments/assets/d2fe5685-ffb8-487a-9d2f-c7228a8ea099)
    
    <!-- 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 It's Good For The Game
    Ships having automated turrets that they weren't meant to have is
    generally a bad thing for balance and being able to enjoy the ship's
    lovingly labored over design. As for the flashbangs, the ship's
    fragmentation and smoke grenades were already being controlled by the
    lieutenant so it seems logical to do the same with grenades that can
    blind and deafen someone.
    <!-- 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. -->
    
    ## Changelog
    
    :cl:
    del: Removed extra turret that wasn't supposed to be on the ship
    fix: Moved armory flashbangs to a more secure location
    /:cl:
    
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    DIB-DOG authored Oct 17, 2024
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  12. Fixes the Frontiersman Soft Cap (shiptest-ss13#3581)

    ## About The Pull Request
    
    Fixes a typo that broke the sprite whenever you took the hat off or
    flipped it
    
    ## Why It's Good For The Game
    
    Fixes good
    
    ## Changelog
    
    :cl:
    fix: Fixed a typo in the Frontiersman softcap that made the sprite go
    invisible
    /:cl:
    generalthrax authored Oct 17, 2024
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  14. Wasteplanets Less Explosive (shiptest-ss13#3575)

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    ## About The Pull Request
    removes welding fuel tanks from the wasteplanet spawn pool
    <!-- 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 It's Good For The Game
    you will explode... less..
    <!-- 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. -->
    
    ## Changelog
    
    :cl:
    del: Wasteplanets no longer spawn welding fuel tanks.
    /:cl:
    
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    your name to the right of the first :cl: if you want to overwrite your
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    Co-authored-by: Erika Fox <[email protected]>
    Erikafox and Erikafox authored Oct 17, 2024
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  16. resprites the commander (shiptest-ss13#3580)

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    request process. -->
    
    ## About The Pull Request
    title
    
    Was meant to be apart of another big manufacturer PR, however I do those
    when i'm taking a break from big projects, so its a bit of a cycle. It
    appears im in the latter half of the cycle (overmap 5 coming
    december...), so might as well just PR what i have done
    
    ## Why It's Good For The Game
    
    
    ![image](https://github.com/user-attachments/assets/9d518d71-b8f1-487c-9070-06af2d7a6c63)
    
    ## Changelog
    
    :cl:
    add: Resprites the commander and Commissioner
    /:cl:
    
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    ---------
    
    Signed-off-by: rye-rice <[email protected]>
    Co-authored-by: retlaw34 <[email protected]>
    Co-authored-by: thgvr <[email protected]>
    3 people authored Oct 17, 2024
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Commits on Oct 18, 2024

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  2. Adds Sprites for Overmap Storm Severities (shiptest-ss13#3578)

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    not be viewable. -->
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    request process. -->
    
    ## About The Pull Request
    
    Gives storms some visual differentiation from the minor/moderate/major
    versions, adding some visual flavor and readability.
    
    
    ![image](https://github.com/user-attachments/assets/9d4ec565-d207-4a2b-9644-b4861788452f)
    
    ### Meteors:
    
    ![image](https://github.com/user-attachments/assets/9a10bb88-9908-4535-b9cb-b927ea4d0ab4)
    
    ### Electrical Storms:
    
    ![image](https://github.com/user-attachments/assets/0dabba78-eab6-4d86-bf01-7e59f055eda5)
    
    ### Carp Storms:
    
    ![image](https://github.com/user-attachments/assets/4f7cd59d-a934-4637-902f-f68a4ffc6a9c)
    
    
    ## Why It's Good For The Game
    
    A ton of people have complained about not being able to pick apart
    various storm severities, and this makes it pretty obvious which ones
    will MURDER YOU AND YOUR CREW and which ones will pleasantly tickle your
    hull
    
    ## Changelog
    
    :cl:
    fix: fallback sprite for dust storms was set to the carp sprite for some
    reason.
    imageadd: fancy new carp, meteor, and electrical storm
    imagedel: old carp, meteor, and electrical storm sprites
    /:cl:
    (soul: taken out back and shot)
    
    <!-- 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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    Orchidthederg authored Oct 18, 2024
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  4. Emote Stuff (Courtesy of NithaIsTired) (shiptest-ss13#3562)

    ## About The Pull Request
    
    A really old emote pr made by @NithaIsTired that @rye-rice asked me to
    pr and finish. Adds stuff like:
    
    > visible trembling emote
    > visible shivering
    > audible snapping
    > booping lizard snouts
    > other stuff i dont remember
    > its a lot
    
    ## Why It's Good For The Game
    
    It's cute and cool. 
    
    ## Changelog
    
    :cl: NithaIsTired
    add: Adds a ton of audible emotes and visible emotes like snapping your
    fingers or twitching
    add: You can boop people on the nose by clicking on their mouth with
    help intent
    add: Sound variation with a few emotes like snapping and clapping
    add: Laying down now plays a sound if you aren't on walk intent
    /:cl:
    
    ---------
    
    Signed-off-by: rye-rice <[email protected]>
    Co-authored-by: Nitha <[email protected]>
    Co-authored-by: Nitha <[email protected]>
    Co-authored-by: rye-rice <[email protected]>
    4 people authored Oct 18, 2024
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  6. To Whom It May Concern - Bullet Writing (shiptest-ss13#3552)

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    ## About The Pull Request
    
    <!-- Describe The Pull Request. Please be sure every change is
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    You can now write on bullets with a pen to give your ~~victim~~
    recipient a lovely message when they're hit.
    
    
    ![image](https://github.com/user-attachments/assets/859b62ac-5597-40f2-bc70-59bb6091015e)
    
    
    ## Why It's Good For The Game
    
    <!-- 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. -->
    
    Adds a little personalization to your death dealing, and I think it'd be
    funny.
    ## Changelog
    
    :cl:
    add: Bullets can have a message written on them.
    /: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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    Gristlebee authored Oct 18, 2024
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  9. Makes the Cobra not just a better Mongrel (and fixes a typo) (shiptes…

    …t-ss13#3437)
    
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    ## About The Pull Request
    Reduces the size of the C-20r and Cobra-20's magazines to 24 rounds,
    identical to the Mongrel. This also means you get two clean reloads out
    of a box of .45 ammunition instead of having one mag and _almost_ a
    second mag. Also, fixed the "civillian" typo in the cargo listings for
    scarborough guns.
    
    ## Why It's Good For The Game
    
    not getting two reloads out of a box is just plain irritating and also
    the cobra shouldn't just be a mongrel but better
    
    ## Changelog
    
    :cl:
    balance: Reduced Cobra-20 magazine size to 24 rounds
    fix: removed a typo from Scarborough cargo catalog entries
    /: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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    ---------
    
    Co-authored-by: FalloutFalcon <[email protected]>
    Apogee-dev and FalloutFalcon authored Oct 18, 2024
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  11. Kill Xenobio Stuff (shiptest-ss13#3527)

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    not be viewable. -->
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    request process. -->
    
    ## About The Pull Request
    Removes Xenobiology (minus slimes since they're good fluffmobs
    sometimes).
    <!-- 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 It's Good For The Game
    cruft. thgvr said they'd get me a therapist if I did this.
    <!-- 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. -->
    
    ## Changelog
    
    :cl:
    del: Xenobiology (minus slimes)
    /:cl:
    
    <!-- Both :cl:'s are required for the changelog to work! You can put
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    ---------
    
    Signed-off-by: Erika Fox <[email protected]>
    Co-authored-by: Bjarl <[email protected]>
    Erikafox and Erikafox authored Oct 18, 2024
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  12. E40 Changes (.299 cargo and firerate) (shiptest-ss13#3502)

    ## About The Pull Request
    
    Brings up the E40 ballistic mode firerate by a fair amount to compensate
    for the significantly lower damage. Experimenting, mostly. Takes the
    .299 Caseless box out of the black market and adds it to cargo. Fixes a
    typo that said it held 75 rounds when it actually held 120. You're gonna
    need that ammo, it guzzles.
    
    ## Why It's Good For The Game
    
    E40 is a Big, Big purchase if you don't already have it and the Raleigh
    starts with the rifle and needs to Gamble in order to get more ammo.
    Should make it the legendary, expensive weapon it is And make both
    components Actually Usable.
    
    ## Changelog
    
    :cl:
    balance: E40 hybrid rifle ballistic mode now shoots faster
    balance: .299 Caseless taken out of the black market, added to cargo
    fix: .299 Caseless now correctly states it holds 120 rounds
    /:cl:
    
    ---------
    
    Signed-off-by: generalthrax <[email protected]>
    generalthrax authored Oct 18, 2024
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  13. new ship paths fix

    FalloutFalcon committed Oct 18, 2024
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  18. runs Update Paths

    FalloutFalcon committed Oct 18, 2024
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  19. Adds 2 Airlock Helpers For Mapping (shiptest-ss13#3515)

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    ## About The Pull Request
    as title
    <!-- Describe The Pull Request. Please be sure every change is
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    merging your PR! -->
    
    ## Why It's Good For The Game
    mapping tools
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    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->
    
    ## Changelog
    
    :cl:
    code: pre-weld and pre-sealed airlock helpers for maps.
    /:cl:
    
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    Co-authored-by: Bjarl <[email protected]>
    Erikafox and Erikafox authored Oct 18, 2024
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  21. Handrail Resprite by Spooky! (shiptest-ss13#3587)

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    ## About The Pull Request
    Does what it says on the tin, full credits go to Spooky (AKA
    spookywastaken on discord)
    
    ![image](https://github.com/user-attachments/assets/8461d56e-beb5-45f0-a8cc-20a72ca94137)
    
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    ## Why It's Good For The Game
    They look a lot better than what we have right now.
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    ## Changelog
    
    :cl: Spookywastaken
    imageadd: Handrails have been resprited!
    /:cl:
    
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    Imaginos16 authored Oct 18, 2024
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  23. Fixes examine on ammo casing to hint you can write on them (shiptest-…

    …ss13#3588)
    
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    ## About The Pull Request
    I somehow missed this in review!
    
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    ## Why It's Good For The Game
    My bad i somehow missed that!
    
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    ## Changelog
    
    :cl:
    fix: examine on ammo casings now properly hint that you can write on
    them
    /:cl:
    
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    FalloutFalcon authored Oct 18, 2024
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  25. gives the autolathe the space heater board. (shiptest-ss13#3563)

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    ## About The Pull Request
    see title
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    ## Why It's Good For The Game
    this is emergency equipment to help fix ships which fits with what an
    autolathe should be able to print.
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    ## Changelog
    
    :cl:
    add: Autolathes can now print space heater boards.
    /:cl:
    
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    FalloutFalcon authored Oct 18, 2024
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Commits on Oct 19, 2024

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  2. blind people can examine things quicker (shiptest-ss13#3576)

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    ## About The Pull Request
    halfs the time to examine when blind
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
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    ## Why It's Good For The Game
    this trait only gives 4 points and you already can see more then a tile
    away its so grating to stack these on top of each other.
    since your blind you have to examine way more things so figure out what
    they are.
    as the like 1 person who plays someone blind it makes me want to like
    log off sometimes.
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    ## Changelog
    
    :cl:
    balance: blind people can examine twice as fast
    /:cl:
    
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    FalloutFalcon authored Oct 19, 2024
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  4. defines the two primary atmos req types (shiptest-ss13#3490)

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    ## About The Pull Request
    Makes two defines for atmos requirments, immune and normal, as they are
    99% of atmos requirments
    <!-- 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 It's Good For The Game
    i hate looking at it to be frank
    saves atleast one byte of space
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    ## Changelog
    
    :cl:
    code: makes defines for the two primary atoms requirement lists
    /:cl:
    
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    ---------
    
    Co-authored-by: Sun-Soaked <[email protected]>
    FalloutFalcon and Sun-Soaked authored Oct 19, 2024
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Commits on Oct 20, 2024

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  2. Disables the Komodo (shiptest-ss13#3601)

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    ## About The Pull Request
    
    Makes the Komodo adminspawn. This is a temporary measure until the
    Komodo's replacement is finished.
    
    ## Why It's Good For The Game
    
    the komodo has a downright rancid reputation and is pending a
    replacement anyway. Putting access to it under admin control helps at
    least a little, letting admins allow players with a proven record to run
    it without completely locking it away.
    
    ## Changelog
    
    :cl:
    balance: Made Komodo aspawn
    /:cl:
    
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    Apogee-dev authored Oct 20, 2024
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  2. Adds Sords For PGF (shiptest-ss13#3571)

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    ## About The Pull Request
    As title
    <!-- Describe The Pull Request. Please be sure every change is
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    ## Why It's Good For The Game
    It's fluff stuff for the PGF.
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    benefit the game. If you can't justify it in words, it might not be
    worth adding. -->
    
    ## Changelog
    
    :cl: Imaginos, Erika
    add: The Pan Gezenan Federation has sent out shipments of boarding
    cutlasses to the Frontier. Expect cool doohickeys on your friendly
    neighborhood PGF Vessel
    imageadd: Imaginos: PGF sord sprites
    code: sabres now take up less space in code
    /:cl:
    
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    ---------
    
    Co-authored-by: Erika Fox <[email protected]>
    Erikafox and Erikafox authored Oct 21, 2024
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Commits on Oct 22, 2024

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  2. Hallucination Anomaly Fix (shiptest-ss13#3614)

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    ## About The Pull Request
    Hallucination Anomalies will no longer migrate off their tile
    <!-- 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 It's Good For The Game
    bugfix
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    ## Changelog
    
    :cl:
    fix: Hallucination Anomalies will stay on their tile now.
    /:cl:
    
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    Co-authored-by: Bjarl <[email protected]>
    Erikafox and Erikafox authored Oct 22, 2024
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  4. Update belt.dm (shiptest-ss13#3617)

    fix mistake i made in sabre stuff
    
    Co-authored-by: Erika Fox <[email protected]>
    Erikafox and Erikafox authored Oct 22, 2024
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  5. Uncomments Machete Cargo Order (shiptest-ss13#3584)

    ## About The Pull Request
    
    Uncomments the Machete Crate from cargo
    
    ## Why It's Good For The Game
    
    They're bulky but they're neat melee options. Beats you to death with
    machetes
    
    ## Changelog
    
    :cl:
    add: Added Stamped Steel Machetes, 5 for 500
    /:cl:
    generalthrax authored Oct 22, 2024
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  7. Analgesia trait fixes (shiptest-ss13#3583)

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    ## About The Pull Request
    
    Analgesia is now incompatible with self-aware
    Embeds and EMPs no longer give people with analgesia big warning
    messages
    
    <!-- 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 It's Good For The Game
    code good
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    ## Changelog
    
    :cl:
    fix: Analgesia can no longer be taken with self-aware
    fix: Few edge cases for analgesiacs getting pain
    /:cl:
    
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    ---------
    
    Signed-off-by: Erika Fox <[email protected]>
    Co-authored-by: Bjarl <[email protected]>
    Co-authored-by: FalloutFalcon <[email protected]>
    3 people authored Oct 22, 2024
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  9. Lets you fax holochips (shiptest-ss13#3606)

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    ## About The Pull Request
    as title
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    ## Why It's Good For The Game
    wireless money transfer... in the year of our space 505fs...
    unthinkable...
    <!-- 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. -->
    
    ## Changelog
    
    :cl:
    add: You can now fax credit holochips
    /:cl:
    
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    ---------
    
    Co-authored-by: Erika Fox <[email protected]>
    Erikafox and Erikafox authored Oct 22, 2024
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  11. smarter allowed ammo types (shiptest-ss13#3429)

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    ## About The Pull Request
    deal with cell sizes, snowflaked gun inits for diffrent mags and evil
    subtypes
    a basic unit test to make sure it works
    you can now pass a arg to empty a guns, ammo boxes, and cells in new so
    we don't need 8 billion sub types for that.
    using that, gun cases now are easier to make and have a sub type which
    grabs guns from the tile its on for mappers.
    
    cool regex if stuff conflict merges
    cell_type = (\/[\w\/]+)    or    mag_type = (\/[\w\/]+)
    default_ammo_type = $1\n\tallowed_ammo_types = list(\n\t\t$1,\n\t)
    
    <!-- Describe The Pull Request. Please be sure every change is
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    ## Why It's Good For The Game
    
    <!-- Please add a short description of why you think these changes would
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    worth adding. -->
    
    ## Changelog
    
    :cl:
    fix: ammo
    refactor: refactored ammo types to not be snowflaked when handling
    spawning subtyped guns
    /:cl:
    
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    FalloutFalcon authored Oct 22, 2024
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  13. Claymores & Mine Tweaks (shiptest-ss13#2988)

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    ## About The Pull Request
    
    TODO:
    
    - [x] Actually implement claymores (should we let players have
    them?)(Cargo?)
    
    - [x] Remove weird sprite shim I made when world icons are merged, add
    world icons to mines
    
    - [x] Sprites (this time we actually need them since the placeholder
    ones are tgmc & I didn't ask for permission)
    
    Adds Mines that explode when an object passes in front of them & fire an
    ammo casing in that direction.
    Adds claymores as an implemented example of this- short range, shreds
    people at point blank.
    Adds World Icons to normal Mines
    
    I had to do some tweaking behind the scenes to implement mobless casing
    firing- but I'm pleased to say that fire_casing() can now deal
    emotionally with being handed a null user.
    
    Also minorly tweaks explosion devastation, so heavy explosions can only
    strip tiles that have already been damaged
    You can still immediately strip tiles with devastating explosions
    <!-- Describe The Pull Request. Please be sure every change is
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    merging your PR! -->
    
    ## Why It's Good For The Game
    FRONT TOWARDS ENEMY
    <!-- 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. -->
    
    ## Changelog
    
    :cl:
    add: Directional Mines, implemented as Claymores.
    add: Mines now have World Icons
    balance: explosions now only strip to space when a tile is already
    damaged
    fix: Prox mines explode from slightly further away & no longer activate
    through walls.
    fix: Multiple mines can no longer be stacked on a tile
    code: fire_casing() can now be called by non-mobs, allowing objects to
    shoot casings.
    /:cl:
    
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    Sun-Soaked authored Oct 22, 2024
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  15. ERT Update (shiptest-ss13#3383)

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    request process. -->
    
    ## About The Pull Request
    This pull request is focused on ERTs. It does not add any ERT
    subshuttles. It does the following:
    * Removes the /centcom series of outfits (ERTs, dsquaddies, inspectors,
    and so on) because the system wasn't a subtype of job outfits and was
    Old. It does not remove their content.
    * Adds the outpost_access boolean to ERTs, which determines if ERT
    members should be given access to the outpost.
    * Does some Misc things:
      * Subtype of CM-15 mag with inc ammo.
      * Subtype of CM-5 mag with rubbershot ammo.
      * Changes up the loot in the ramzi commando outfit a bit.
      * Adds a bunch of subtypes of webbings with ammo.
      * Smokebombs no longer have dead memes in their desc.
    * Adds and changes a bunch of fucking ERTs:
      * Indies
    
    ![indie_erts](https://github.com/user-attachments/assets/4a6f52ac-591d-4189-bede-89ab41799f2b)
    * Deathsquad was moved to here. Also, they get a janitor and pizza
    delivery team, plus an EVA variant of the EMT team.
      * Roumain
    
    ![srm_erts](https://github.com/user-attachments/assets/d5299176-def8-4988-8814-c844216f0dc3)
    * This was originally the primary focus of this PR. There's two teams to
    choose from:
    * A hunting party, composed of a Montagne, a Machinist, a Doctor, and
    some Hunters.
    * A defense militia, composed of a Montange, a Colligne, a Machinist, a
    Doctor, and some Hunters. The hunters this time have a variety of ouchy
    hurt guns, notably the Montange with a two-bore.
      * CLIP 
    
    ![erts_clip](https://github.com/user-attachments/assets/839eb885-7da8-4645-ac1f-12a410bd895e)
    * CLIP kind of stole the spotlight from Roumain, with a whopping 6 teams
    to choose from:
    * Standard team, with a Sergeant, Corpsman, Gunner, Engineer, and the
    common Minutemen. EVA Variant included.
          * An inspector. For your Inspector ERT needs.
    * A BARD Field Team, with some BARD Field Agents, so you can prove that
    damn poster wrong.
    * A BARD Emergency Team, with Fire, Medical, Xenofauna Specialists and
    Master Sergeant, so you can prove that damn poster right.
    * A C-MM Military Police team, with a riot variant, so you can keep safe
    all of the above.
          * A C-MM Media team, so you can take photos of all of the above.
      * Inteq
    
    ![inteq_erts](https://github.com/user-attachments/assets/44807c24-1c5b-462c-bd5c-525ac62fc6e8)
        * Inteq has three ERTs to choose from:
    * A run-of-the-mill team, composed of a Vanguard, Artificer, Corpsman,
    and some Enforcers. EVA variant.
    * A honor guard team, standing in as a military police team and
    defending any notable figures.
          * A mothership investigator. Inspector ERT.
      * SolGov
    
    ![erts_solcon](https://github.com/user-attachments/assets/8b0cd506-69aa-4ab9-a0a8-7425f659cff6)
        * I didn't do much here. Inspector has some cooler gear, I suppose. 
      * NGR
    
    ![syndie_erts](https://github.com/user-attachments/assets/02d90da3-f42a-4470-a3a9-a9db84fdf2f5)
    * The NGR ERT got updated to use their up-to-date gear, of particular
    note the Marksman and Grenadier.
        * They also get an official for Inspector ERT Needs.
      * Cybersun
        * Cybersun wasn't touched much.
        *  Brand new Hardliner ERT. 
        * Cybersun Representative, Inspector ERT.
      * PGF
    
    ![erts_gezena](https://github.com/user-attachments/assets/8e07f655-5222-4910-ba05-bc47bd28e252)
    * The PGF gets a standard team, with a Gunner, Medic, Engineer and
    Gunnery Sergeant.
        * There is a Federation Observer, which is the inspector ERT.
      * Ramzi
    * Ramzi has a single ERT to choose from. This basic team should not be
    underestimated; it has a Demolitionist with a rocket launcher, a Medic
    with combat simulants, a Leader with access to varying types of shotgun
    ammunition, and Cell Members with explosives to spare. If they know how
    to use their gear right, they might not die in a Vaquero airlock.
      * Fronties
    
    ![erts_fronties](https://github.com/user-attachments/assets/8d32dd49-a3a3-4f14-b04e-3af181a47e6b)
        * The Frontiersmen now have four ERTs to choose from: 
    * A basic team, with Illestern Riflemen and an Officer. There's an
    unarmed variant if you want to equip them yourself.
    * A raiding team, with Riflemen, an Engineer, a Medic, and an Officer.
    Balanced, probably.
    * Shock troops, with a Sentry, a Flametrooper, Shock Medic, Shock
    Officer, and SKM Riflemen. Finally, the sentries see some use.
    * A randomized team. The chances and equipment were reviewed a bit so
    you have more chances of getting something Fun instead of Nothing.
      * NT
    
    ![nt_erts](https://github.com/user-attachments/assets/aaab7554-ca7b-4be3-b3a9-d8bad55d317a)
    * Practically every NT ERT has been killed off except a Vigilitas
    security team, an N+S delivery team, and CentCom's last stand - the
    inspector ERT.
    
    <!-- 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 It's Good For The Game
    please play 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. -->
    
    ## Changelog
    
    :cl:
    add: A lot of ERTs and ERT remasters, including Fronties, Ramzi, PGF,
    NGR, Indies and whatnot
    del: Most Nanotrasen ERTs have been shelved pending assets
    del: Smokebomb randomized descriptions
    /: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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    ---------
    
    Signed-off-by: meem <[email protected]>
    Co-authored-by: rye-rice <[email protected]>
    meemofcourse and rye-rice authored Oct 22, 2024
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  17. qdel optimize (shiptest-ss13#3558)

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    ## About The Pull Request
    
    That PR optimizes qdel and SSgarbage procs.
    
    Based on:
    tgstation/tgstation#79568
    tgstation/tgstation#76956
    tgstation/tgstation#80443
    tgstation/tgstation#80628
    
    ## Why It's Good For The Game
    
    Better performance. Tested on downstream:
    CeladonSS13#1025
    
    ## Changelog
    
    :cl:
    code: Changing qdel() and SSgarbage procs
    code: rewrite /Destroy(force, silent) to /Destroy(force)
    /:cl:
    
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    ---------
    
    Signed-off-by: Feenie <[email protected]>
    FeenieRU authored Oct 22, 2024
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  19. Mine Harddel emergency fix (shiptest-ss13#3621)

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    ## About The Pull Request
    REFERENCE OBLITERATION SUTRA(FIVE PALM STRIKE) (UNAVOIDABLE TECHNIQUE)
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    
    ## Oops
    I should be demoted
    <!-- Please add a short description of why you think these changes would
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    worth adding. -->
    
    ## Changelog
    
    :cl:
    fix: cleans up mine wire datums on mine deletion
    /:cl:
    
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    Sun-Soaked authored Oct 22, 2024
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  2. Fireaxe Black Market Adjustments (shiptest-ss13#3590)

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    request process. -->
    
    ## About The Pull Request
    Fireaxe now cheaper
    Fireaxe can be sold in greater amounts
    <!-- 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 It's Good For The Game
    It's stupid that a melee weapon/tool is sold for nearly as much as
    Actual Rapid Fire Weaponry
    <!-- 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. -->
    
    ## Changelog
    
    :cl:
    balance: Fireaxes on the black market now cost less. Thanks Kiirv-Waha!
    /:cl:
    
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    Co-authored-by: Erika Fox <[email protected]>
    Erikafox and Erikafox authored Oct 23, 2024
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  4. Label ship and ruins! (shiptest-ss13#3620)

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    ## About The Pull Request
    requsted by thgvr
    <!-- 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 It's Good For The Game
    
    <!-- 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. -->
    
    ## Changelog
    
    :cl:
    code: better pr labeling for ships and ruins
    /:cl:
    
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    FalloutFalcon authored Oct 23, 2024
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  6. Raleigh-Class Mercenary Corvette (shiptest-ss13#3458)

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    ## About The Pull Request
    ![StrongDMM-2024-10-06 19 02
    02](https://github.com/user-attachments/assets/f44a57a7-ef44-4696-8c08-c00a2ba63367)
    ![StrongDMM-2024-10-06 19 02
    03](https://github.com/user-attachments/assets/4b862d9e-13b7-486f-83ca-c5de470dc7ca)
    
    
    ![dreamseeker_qhkyYgbpdx](https://github.com/user-attachments/assets/2f4dd01a-527e-4e9f-bd70-ec9ad8653d73)
    
    ![dreamseeker_8jf3u0ZlwA](https://github.com/user-attachments/assets/d7e3b7ac-1e96-4b32-b3bc-a6e213c648db)
    
    ![dreamseeker_jJx71tKdzb](https://github.com/user-attachments/assets/16b5a426-d622-4059-926c-151ce0a41e61)
    
    Adds the Raleigh Class Corvette - a century old design manufactured by
    Kasagi-Fischer for yuppie solarians, and now retooled for usage as a
    mercenary vessel.
    
    Originally sold as a 'Safari Ship', or a 'Yacht' in some markets, the
    strange shape and relative quality of the design made it very appealing
    for usage by unaligned mercenaries forces, with the vessel capable of
    carrying a small complement of supposedly professional soldiers.
    
    The Raleigh supports a crew of:
    1 - Captain
    1 - Lieutenant
    1 - Engineer
    3 - Troopers
    1 - Recruit (random guy we found)
    
    The Raleigh's gear includes:
    1 - E40
    1 - Cobra-20
    2 - Ringnecks
    Assorted Machetes
    The Yuri Room
    The Gambling Room
    The Emergency Medical Hologram
    
    
    <!-- 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 It's Good For The Game
    
    Adds a combat/rp focused ship for mercenaries that's |not| inteq. Think
    of all the possibilities.
    <!-- 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. -->
    
    ## Changelog
    
    :cl:
    add: Kasagi-Fischer has begun a new production run of the venerable
    Raleigh-class Corvette. See your purchaser's manual for more
    information!
    /:cl:
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    ---------
    
    Co-authored-by: Erika Fox <[email protected]>
    Erikafox and Erikafox authored Oct 23, 2024
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Commits on Oct 24, 2024

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  2. Trade Post Remake troi (shiptest-ss13#3367)

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    not be viewable. -->
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    request process. -->
    
    ## About The Pull Request
    Remasters the currently removed and unpersoned wasteplanet tradepost
    map. You have never seen this pr before.
    
    ![dreamseeker_aqYq8vThLj](https://github.com/user-attachments/assets/2b3ae689-252a-474a-abe2-bf5a8afbce15)
    ![StrongDMM-2024-10-17 17 39
    28](https://github.com/user-attachments/assets/940321b0-c2b4-4f5c-af96-e093230e679f)
    ![StrongDMM-2024-10-17 17 40
    03](https://github.com/user-attachments/assets/f52f8596-e3b0-4930-bce0-994147f0a1ca)
    
    
    <!-- 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 It's Good For The Game
    A 'new' ruin of decent quality and some more mapgen options should
    enrich the experience.
    <!-- 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. -->
    
    ## Changelog
    
    :cl: Erika Fox
    add: An abandoned tradepost has been located in the system. Investigate
    nearby waste worlds for more information.
    add: preburnt flares
    /:cl:
    
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    ---------
    
    Signed-off-by: Erika Fox <[email protected]>
    Signed-off-by: Erika Fox <[email protected]>
    Co-authored-by: Erika Fox <[email protected]>
    Erikafox and Erikafox authored Oct 24, 2024
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  5. Simple human armor now draws its values from real armor (shiptest-ss1…

    …3#3592)
    
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    ## About The Pull Request
    
    Simple humans now pull armor values from armor, currently set as
    whatever they appear to be wearing
    The armor_base variable has a vv intercept to update armor values
    automatically for bus
    
    ## Why It's Good For The Game
    
    Intuitive that the guy wearing super heavy armor dies to AP rounds and
    not 3 shotgun shells
    
    ## Changelog
    
    :cl:
    balance: simple humans now have as much health as normal humans! This
    makes them weaker!
    balance: simple humans now also benefit from their armor as much as
    normal humans! This makes them stronger!
    /:cl:
    
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    ---------
    
    Signed-off-by: Theos <[email protected]>
    Signed-off-by: rye-rice <[email protected]>
    Co-authored-by: Mark Suckerberg <[email protected]>
    Co-authored-by: rye-rice <[email protected]>
    3 people authored Oct 24, 2024
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  7. Fixes searching with the orbit menu (shiptest-ss13#3629)

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    ## About The Pull Request
    
    This PR modifies the search algorithm for points of interests so that
    the real name of a character, e.g. "Kristina Dryden" is what gets passed
    to the search function, instead of a character's "full name", e.g. "calm
    human woman".
    
    
    ![vf7sJJ034D](https://github.com/user-attachments/assets/59b9381b-f49d-4564-a8b7-e33653706693)
    
    The sorting algorithm seems to take jobs as the sorting parameter,
    instead of real names. As of right now, the portion of code that causes
    this to occur still eludes me.
    
    ## Why It's Good For The Game
    
    This felt like a minor oversight to me. It feels clunky to search for a
    character's name and have the search return no results because the
    search function had been looking for a character's _attributes_ instead.
    
    ## Changelog
    
    :cl:
    fix: fixed the orbit menu search function so that names work again
    /:cl:
    
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    zimon9 authored Oct 24, 2024
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  9. Balaclava Snout Sprites + Elzu Snouts (shiptest-ss13#3618)

    ## About The Pull Request
    
    Adds sprites for snouted balaclava variations (all sprites by moffball).
    
    Also adds a short snout variant, for Elzuose (coded with the help of
    @rye-rice). Comes with balaclava sprites for Elzuose as well (sprites
    also by moffball).
    
    (Top to bottom: Combat Balaclava, Inteq Balaclava, NGR Balaclava, NGR
    Facemask, Balaclava)
    
    ![image](https://github.com/user-attachments/assets/f6b5cb36-c2d1-4c25-9b40-34c5cb2ea0f8)
    
    ## Why It's Good For The Game
    
    Sarathi and Elzuose would no longer have weird clipping while wearing
    these masks :)
    
    ## Changelog
    
    :cl: MemeSnorfer and Moffball
    imageadd: Snouted balaclava sprites for both Sarathi and Elzuose
    code: Elzuose snout type, for use with mask sprites
    /:cl:
    MemeSnorfer authored Oct 24, 2024
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  11. Un-nerfs Kepori (shiptest-ss13#3482)

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    ## About The Pull Request
    Gonna try this out to see if it improves how Kepori actually feel. I
    don't really think straight up taking more damage is an interesting
    downside, considering their only upside was being a little faster. This
    also greatly lowers the movespeed modifier.
    
    Personally I don't really think it's a good idea to have a straight
    numbers modifier as a nerf like this, considering we balance things
    without even thinking about this. Projectiles and mob attacks do a high
    amount of damage, and it's all but guaranteed to break or completely
    disable a limb in one hit. With limb armor being fairly rare to come by,
    and the area a projectile/melee targets having RNG on where they
    actually hit, it's not actually that interesting.
    <!-- Describe The Pull Request. Please be sure every change is
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    ## Changelog
    
    :cl:
    balance: Removed Kepori damage modifiers.
    balance: Decreased Kepori move speed modifier. (They are still a bit
    faster than average)
    /:cl:
    
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    thgvr authored Oct 24, 2024
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  13. Minor Newscaster Fix (shiptest-ss13#3613)

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    ## About The Pull Request
    Newscasters can now check your ID through a wallet.
    Newscasters no longer display your job.
    <!-- 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 It's Good For The Game
    functionality
    <!-- Please add a short description of why you think these changes would
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    worth adding. -->
    
    ## Changelog
    
    :cl:
    fix: Newscasters can now read IDs through a wallet.
    /:cl:
    
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    ---------
    
    Co-authored-by: Bjarl <[email protected]>
    Erikafox and Erikafox authored Oct 24, 2024
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  15. Changes the vote sound to announce_dig (shiptest-ss13#3615)

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    ## About The Pull Request
    
    <!-- Describe The Pull Request. Please be sure every change is
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    Changes the vote sound to announce_dig.ogg
    
    
    ## Why It's Good For The Game
    
    <!-- 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. -->
    
    The current vote sound is easy to miss, and I think this one might be
    better as it's a longer and louder tone.
    ## Changelog
    
    :cl:
    add: Vote sound changed to announce_dig.ogg
    /:cl:
    
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    Gristlebee authored Oct 24, 2024
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  17. Medical stacks can now heal corpses. (shiptest-ss13#3608)

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    ## About The Pull Request
    Title.
    <!-- Describe The Pull Request. Please be sure every change is
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    ## Why It's Good For The Game
    A magical power is stopping you from bandaging that moth because they
    already died. Kinda goofy I'd say?
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    ## Changelog
    
    :cl:
    tweak: Medical stacks now work on corpses.
    /:cl:
    
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    Sadhorizon authored Oct 24, 2024
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  19. Adds plastitanium shards, and slightly modifies plasma shards (shipte…

    …st-ss13#3600)
    
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    ## About The Pull Request
    
    Credit: Naksu, octareenroon91, and vuonojenmustaturska for the original
    plasma shard sprites.
    Original PR is here:
    [https://github.com/tgstation/tgstation/pull/40327](https://github.com/tgstation/tgstation/pull/40327)
    
    This change adds plastitanium shards and lightly modifies plasma shards.
    
    **Plastitanium shards**
    | plastitaniumlarge | plastitaniummedium | plastitaniumsmall |
    plastitaniumtiny |
    
    |-------------------|--------------------|-------------------|------------------|
    
    |![image](https://github.com/user-attachments/assets/2196d5be-b8f5-4879-bc00-20b92a25de5c)|![image](https://github.com/user-attachments/assets/341a3a00-1213-4d7e-9792-5ac47ba70539)|![image](https://github.com/user-attachments/assets/91ac24fb-b9bd-415d-804c-07bbb3a54546)|![image](https://github.com/user-attachments/assets/9424b468-fbd9-4507-8db3-94becfe45272)|
    
    **Plasma shards**
    | before
    |![image](https://github.com/user-attachments/assets/553d1c11-9ecc-401e-869c-0cd9701ca015)|
    |--------|---|
    | after
    |![image](https://github.com/user-attachments/assets/e4f02d01-628d-443c-8765-4e457ab1a13c)|
    
    
    ## Why It's Good For The Game
    
    Plasma shards were modified because it seemed to me like there were a
    few artifacts that remained in the sprite. These have been cleaned up.
    
    As for the plastitanium shards, they have been added in order to make
    things a little more consistent. Currently, if a plastitanium window is
    broken, plasma shards are dropped. This change should fix that and make
    it so that if a plastitanium window is broken, a _plastitanium_ shard is
    dropped.
    
    ![image](https://github.com/user-attachments/assets/512dc9a9-9b17-4a49-bece-dd583bacd977)
    
    All of the glass shard sprites will likely need to be touched up in the
    near future, but this may serve as an okayish backbone for future work.
    My spritework here may not be the best, so please critique it if it can
    be improved.
    
    ## Changelog
    
    :cl:
    add: Added plastitanium shards
    fix: fixed some artifacts in the plasma glass shard sprites
    /:cl:
    
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    zimon9 authored Oct 24, 2024
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  21. Fix Design Disks (shiptest-ss13#3622)

    ## About The Pull Request
    
    Design disks work again
    
    ## Why It's Good For The Game
    
    This is probably going to die before Christmas but we should have
    features that work
    
    ## Changelog
    
    :cl:
    fix: Design disks work again
    /:cl:
    generalthrax authored Oct 24, 2024
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  22. Configuration menu
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  23. fixed review

    FalloutFalcon committed Oct 24, 2024
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  25. update path

    FalloutFalcon committed Oct 24, 2024
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