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Gas Masks Properly filter now #58529

Merged
merged 11 commits into from Jul 22, 2021
Merged

Gas Masks Properly filter now #58529

merged 11 commits into from Jul 22, 2021

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Ghilker
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@Ghilker Ghilker commented Apr 18, 2021

About The Pull Request

This PR allows gas masks to properly filter toxic gases by using one-time-use filters that can be made in any lathe from roundstart. All gas masks start with filters in at roundstart.
These filters will have different filtering abilities that differenciate what gas they'll be able to filter the most. The highest ones will be plasma gas, co2 and n2o.
Currently there is only one filter available, it will filter plasma, co2 and n2o at higher amount, while nitryl, stimulum, freon, hypernob and bz will be at a mid range and the more complex/dangerous gases healium, zauker, proto nitrate, tritium, halon will have easier time passing even at trace amounts
More filters with different filtering levels soon(tm)

Warning, the masks will filter traces amount of gases, but will also help slowdown the damage you'll get by breathing the gas by reducing the amounts of moles taken (example plasma intoxication will be slower)

Why It's Good For The Game

Gas masks now properly filter gases when a filter is used (they will work normally otherwise)

Changelog

🆑
add: Gas masks now properly filter gases when a filter is applied (can be made roundstart from any lathe and every gas mask starts with one in them)
/:cl:

@tgstation-server tgstation-server added Feature Exposes new bugs in interesting ways Sprites A bikeshed full of soulless bikes. labels Apr 18, 2021
@InsaneRed
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does atmos masks come with built in filters

@Ghilker
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Ghilker commented Apr 18, 2021

does atmos masks come with built in filters

now they do

@Pugie

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@SuperNovaa41 SuperNovaa41 added the Needs Pictures I want to make sure you ran this on your local machine label Apr 18, 2021
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Why are you nerfing gas mask vision as a trade off when filters are worse than standard internals

@Ghilker
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Ghilker commented Apr 18, 2021

normal
normal
with mask
gas

Why are you nerfing gas mask vision as a trade off when filters are worse than standard internals

because i like it more like this; it is similar to the insuls nerf because is good to have downsides to some items that are vastly overused compared to similar ones that are harder to obtain

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normal
normal
with mask
gas

Why are you nerfing gas mask vision as a trade off when filters are worse than standard internals

because i like it more like this; it is similar to the insuls nerf because is good to have downsides to some items that are vastly overused compared to similar ones that are harder to obtain

Thats not bad, but at least make the overlay look good

@Ghilker
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Ghilker commented Apr 18, 2021

Thats not bad, but at least make the overlay look good

i agree, but i don't know how, i can't sprite well

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Fikou commented Apr 18, 2021

whats the difference between this and your other 5 gas mask balance pr's

@Ghilker
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Ghilker commented Apr 18, 2021

whats the difference between this and your other 5 gas mask balance pr's

i made only one other PR for gas mask (that i closed because got busy), the ones you talking about were for internals, this doesn't touch internals

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whats the difference between this and your other 5 gas mask balance pr's

This time he didn't show the gas mask vision at first

@SuperNovaa41 SuperNovaa41 removed the Needs Pictures I want to make sure you ran this on your local machine label Apr 18, 2021
@Pinkufeck
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Looks ugly.

@wesoda25
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How does it look with sunglasses and stuff?

@Ghilker
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Ghilker commented Apr 18, 2021

How does it look with sunglasses and stuff?

the tint sums up, so it should just darken

@SuperNovaa41
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How does it look with sunglasses and stuff?

the tint sums up, so it should just darken

why do you fail to mention that in your PR
or provide images

@Ghilker
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Ghilker commented Apr 18, 2021

How does it look with sunglasses and stuff?

the tint sums up, so it should just darken

why do you fail to mention that in your PR
or provide images

? that's normal behaviour, like if you wear a welding helmet with the visor on and you also have sunglasses you go blind

@wesoda25
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How does it look with sunglasses and stuff?

the tint sums up, so it should just darken

Like how does it actually look though? Pictures if it's not too much.

@D4C-420
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D4C-420 commented Apr 18, 2021

does atmos masks come with built in filters

now they do

What about miner gas masks? Its small but reducing miner's vision is a pretty big issue for them (hence why its always a bad idea to use a regular medi pen over saving for a luxury one) as seeing all the stuff that wants them dead is usually pretty important. On top of that they should also get built in filters because they are dealing with lava land's atmos.

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Ghilker commented Apr 18, 2021

Like how does it actually look though? Pictures if it's not too much.

mask + sunglasses
image

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You should expand on the changelog a bit, you don't need to detail the exact numbers for each gas, a blurb that gives people some idea of the effect will do wonders

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@LemonInTheDark LemonInTheDark marked this pull request as draft May 5, 2021 04:45
@github-actions github-actions bot closed this May 13, 2021
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reopened on request

@LemonInTheDark LemonInTheDark reopened this Jul 4, 2021
@tgstation tgstation deleted a comment from Pumpkinoe Jul 4, 2021
@Ghilker Ghilker marked this pull request as ready for review July 4, 2021 12:17
@Ghilker Ghilker requested a review from Krysonism as a code owner July 4, 2021 12:17
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I'd still like to see the assert_gases code that broke, cause that's worrying, genuinely

@github-actions github-actions bot closed this Jul 20, 2021
@LemonInTheDark LemonInTheDark removed the Stale Even the uncaring universe rejects you, why even go on label Jul 20, 2021
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Pending the broken assert_gases code

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Ghilker commented Jul 21, 2021

Pending the broken assert_gases code

image
image

just this, the meta_gas_info is filled and is not null, no idea why

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Figured it out, assert_gasses expects input like this (/datum/gastype/o2, /datum/gastype/plasma) rather then a list of gasids. It won't work with that list even if we split it into args, since the list is associative and the byond procs for doing splitting like that don't play nice with assoc lists.

This'll do

@LemonInTheDark LemonInTheDark merged commit d0e0b81 into tgstation:master Jul 22, 2021
github-actions bot added a commit that referenced this pull request Jul 22, 2021
Bytube pushed a commit to Bytube/tgstation that referenced this pull request Jul 23, 2021
This PR allows gas masks to properly filter toxic gases by using one-time-use filters that can be made in any lathe from roundstart. All gas masks start with filters in at roundstart.
These filters will have different filtering abilities that differenciate what gas they'll be able to filter the most. The highest ones will be plasma gas, co2 and n2o.
Currently there is only one filter available, it will filter plasma, co2 and n2o at higher amount, while nitryl, stimulum, freon, hypernob and bz will be at a mid range and the more complex/dangerous gases healium, zauker, proto nitrate, tritium, halon will have easier time passing even at trace amounts
More filters with different filtering levels soon(tm)

Warning, the masks will filter traces amount of gases, but will also help slowdown the damage you'll get by breathing the gas by reducing the amounts of moles taken (example plasma intoxication will be slower)

Gas masks now properly filter gases when a filter is used (they will work normally otherwise)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Bytube pushed a commit to Bytube/tgstation that referenced this pull request Jul 23, 2021
Bytube pushed a commit to Bytube/tgstation that referenced this pull request Jul 23, 2021
This PR allows gas masks to properly filter toxic gases by using one-time-use filters that can be made in any lathe from roundstart. All gas masks start with filters in at roundstart.
These filters will have different filtering abilities that differenciate what gas they'll be able to filter the most. The highest ones will be plasma gas, co2 and n2o.
Currently there is only one filter available, it will filter plasma, co2 and n2o at higher amount, while nitryl, stimulum, freon, hypernob and bz will be at a mid range and the more complex/dangerous gases healium, zauker, proto nitrate, tritium, halon will have easier time passing even at trace amounts
More filters with different filtering levels soon(tm)

Warning, the masks will filter traces amount of gases, but will also help slowdown the damage you'll get by breathing the gas by reducing the amounts of moles taken (example plasma intoxication will be slower)

Gas masks now properly filter gases when a filter is used (they will work normally otherwise)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Bytube pushed a commit to Bytube/tgstation that referenced this pull request Jul 23, 2021
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jwc1015 commented Jul 26, 2021

Erm, not 100% sure if this is where I should ask this but, there seems to be no way to remove filters 'early' and thus I can't replace the filters in an atmos gas mask with plasmaman ones without (presumably) wearing them down which isn't possible as a plasmaman since it filters out the plasma. Just a bit confused - sorry if this should be an issue report instead or something.

EdgeLordExe pushed a commit to MisterBones2910/Merchan-TG-uild that referenced this pull request Jul 31, 2021
* Adds a double click shortcut to loading Supplypod presets (tgstation#60191)

Admin Supplypod Presets can now also be loaded by double clicking their label.

* Automatic changelog generation for PR tgstation#60191 [ci skip]

* Fixes charlie station supermatter fluff paper and makes it's code not terrible (tgstation#60176)

Yes apparently you can code fluff paper badly. Whoever updated it to the supermatter version did the update in the map file for some reason. Fixes tgstation#60171.
A Charlie station fluff paper about the Supermatter is no longer misnamed "singularity generator". THERE WAS NEVER SUCH A THING AS A SINGULARITY GENERATOR. OCEANIA HAD ALWAYS BEEN AT WAR WITH EASTASIA.

* Automatic changelog generation for PR tgstation#60176 [ci skip]

* Improves item's action button updating code (tgstation#60149)

This PR improves item action button updating code by introducing a proc to update all item's associated action buttons, which simplifies the process and reduces code duplication.

I also fixed a relevant bug where a PDA's action button icon did not properly update upon light toggle because it did not force the button update. Forcing the button update is needed in this case due to how light overlay operates, where the button icon state stays the same, so the code thought updating the action button icon was unnecessary.

* Automatic changelog generation for PR tgstation#60149 [ci skip]

* Fix toxins airlocks + rogue decal on delta (tgstation#60207)

This shifts the position of the toxins airlock control by one tile so that it can be accessed from inside the airlock chamber. This is applied to Tram, Delta, Kilo, and Meta. Only Ice was properly setup.

Also kills a rogue decal inside a medbay wall on Delta.

Thanks to Adhoc on discord for reporting this.

* Automatic changelog generation for PR tgstation#60207 [ci skip]

* Automatic changelog compile [ci skip]

* Important Moff Related Tramstation Fix (tgstation#60243)

* Automatic changelog generation for PR tgstation#60243 [ci skip]

* Fixes an examine() runtime (tgstation#60248)

* Tones down explosions (tgstation#60233)

* Automatic changelog generation for PR tgstation#60233 [ci skip]

* Removes a chrono underlays hack (tgstation#60236)

* fixes ski shoes description (tgstation#60241)

* Automatic changelog generation for PR tgstation#60241 [ci skip]

* Only blend areas when it's actually needed (tgstation#60237)

* Only blend areas when it's actually needed

* Respect varedits

* makes get_hearers_in_view() faster AGAIN, fixes issue with previous optimization (tgstation#60219)

fixes tgstation#60197
woke up today with a ridiculous idea of semi-automatic compile time loop unrolling, wasnt worth the complexity in the least but it made the basis of this PR which i then continued work on. makes area_sensitive_contents into a more general system of important_recursive_contents where we can define reasonable uses to replace recursive contents iteration of the type found in get_hearers_in_view() as long as everything that uses it isnt something incredibly common to the point that it noticeably increases memory usage.

* Automatic changelog generation for PR tgstation#60219 [ci skip]

* Circuit submodules (tgstation#60109)

Adds the module component that is basically a subroutine. Allows you to compact your logic into a bunch of functions.

* Automatic changelog generation for PR tgstation#60109 [ci skip]

* Admins can multikey (tgstation#60257)

* Allows charging batteries of integrated circuits with inducers and allows scanning ids on unregistered circuits through shells. (tgstation#60227)

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>

* Automatic changelog generation for PR tgstation#60227 [ci skip]

* Changes overlay lighting vis contents objs -> underlays (tgstation#60239)

Previously what it would do is create up to three objects; a cone, a lighting image and a holder
Then whenever the lighting image was placed into the holders vis contents and the holder would be teleported several times when the parent would to turn or move, and the cone would be spun when the parent spun

Instead of doing that it now just translates a single overlay every time that something is updated

* Automatic changelog generation for PR tgstation#60239 [ci skip]

* Rework maintenance loot spawners to fire at roundstart (tgstation#59913)

Maintenance loot spawners now fire at roundstart, rather than during the initialization of the Atoms subsystem.
Maintenance loot spawners do not qdel themselves during the spawning process, but persist, and merely hide themselves from living players.

As a cute side effect, this lets preround observers look at the colourful maintenance loot dice icons before the round starts. Observers can continue to see the loot dice post-round, but they are deliberately
very faint.

* Fixes light explosions having 0 chance to delimb someone if they have no bomb resist (tgstation#60261)

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>

* Automatic changelog generation for PR tgstation#60261 [ci skip]

* Carrying people works again (tgstation#60272)

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>

* Automatic changelog generation for PR tgstation#60272 [ci skip]

* Resprites the aquarium (tgstation#60108)

imageadd: Replaces the old aquarium sprites

* Automatic changelog generation for PR tgstation#60108 [ci skip]

* Ports a modified Fire Extinguisher Sprite from Tau Ceti (tgstation#60123)

imageadd: Adds new fire extinguisher sprites based on Tau Ceti's!

* Automatic changelog generation for PR tgstation#60123 [ci skip]

* Space Dragon Nerfs and Adjustments (tgstation#60259)

* Automatic changelog generation for PR tgstation#60259 [ci skip]

* Fixes tracking implants that cannot be used as teleporter beacons erroneously being described as usable as teleporter beacons in the implant pad. (tgstation#60269)

* Automatic changelog generation for PR tgstation#60269 [ci skip]

* Makes carps not lose track of who they're following if vision gets obstructed (tgstation#60274)

* Automatic changelog generation for PR tgstation#60274 [ci skip]

* Automatic changelog compile [ci skip]

* fixes ghosts not being included in get_hearers_in_view(), AGAIN! (tgstation#60297)

thanks to shaps for reporting this
turns out mob/dead/Initialize() doesnt call parent, and mobs are made hearing sensitive in mob/Initialize(), so ghosts yet again werent included in get_hearers_in_view(). now they are!

now actually tested this time by attacking pun pun then ghosting, on master the red attack text doesnt show for ghosts in view but now it does

with the first pr the issue was because when target was a mob, view() only includes what the mob can see, so i made it always use a turf like it was previously. but the refactor done in the same pr meant that ghosts didnt become hearing sensitive so whoops

* Automatic changelog generation for PR tgstation#60297 [ci skip]

* Add to moth week holiday: teleporter accidents make you moths (tgstation#60284)

* Automatic changelog generation for PR tgstation#60284 [ci skip]

* Balloon alert for energy gun swap mode (tgstation#60279)

* Automatic changelog generation for PR tgstation#60279 [ci skip]

* Add a box of silver IDs to the HoP office on TramStation (tgstation#60183)

* Automatic changelog generation for PR tgstation#60183 [ci skip]

* convert some adv tool actions into balloon alerts (tgstation#60278)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR tgstation#60278 [ci skip]

* Adds USB integration to the Bluespace Launchpad console (tgstation#60263)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR tgstation#60263 [ci skip]

* Balances metallic hydrogen armor (tgstation#60254)

* Automatic changelog generation for PR tgstation#60254 [ci skip]

* Adds a double click shortcut for loading equipment (tgstation#60287)

You can now load equipment outright by double clicking the corresponding equipment button in the Select Equipment UI. Very useful if you do not care about preview or you just want to quickly switch between equipment sets. This also brings it closer to the old behavior before TGUI, where you could also quickly load equipment set directly by double clicking the corresponding entry in the input list.

* Automatic changelog generation for PR tgstation#60287 [ci skip]

* Job refactor: strings to references and typepaths (tgstation#59841)

* Job refactor: strings to references and typepaths

* fixed sentient diseases reinfecting when dead (tgstation#60107)

* Automatic changelog generation for PR tgstation#60107 [ci skip]

* Automatic changelog compile [ci skip]

* Wizard gets bonus points if they go random. (tgstation#60288)

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>

* Automatic changelog generation for PR tgstation#60288 [ci skip]

* Fixes duffelbag curse and curse of hunger code in general (tgstation#60290)

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>

* Automatic changelog generation for PR tgstation#60290 [ci skip]

* rebalance fuel, moderators and cooling (tgstation#60246)

Fuel have a max amount before the machine start taking more damage (10k moles, it gains 1 damage every 1000 moles exceeding 10k. this damage overseed the capped one)
Moderators have the same treatment, but instead of adding damage, they'll crack open the machine releasing gases (depends on the pressure achieved) there is a small explosion or a big one.
Cooling volume has been added, that way the cooling can be made stronger or weaker based on the current situation and need

added downsides to shoving too much fuel/moderator inside the machine, the cooling volume can be adjusted in the GUI to make it stronger/weaker based on the user needs

* Automatic changelog generation for PR tgstation#60246 [ci skip]

* EVEN MORE HARDDEL FIXES (tgstation#60228)

Fixes a ton of harddels, sourced from tgstation#59996 
I think this brings us down to like, ~100 per round from ~200, with only like 20 of those being proper hell failures. I've seen harddel profiles below 1 second of total cost. Feeling good.

See you on the other side

Makes the cryopod control computer into a weakref, never trust bee code 
Converts brig door timer internal lists to weakrefs
Fixes a harddel caused by qdeling a motion sensitive camera after it had left its source area, jesus christ why didn't we do this already holy shit
Converts the radio implant ref held by the antenna mutation to weakrefs because it isn't reliably cleaned up, makes the radio implant actually qdel its fucking radio
Removes the target var from the throwing datum, it does literally nothing and just exists to cause harddels, mostly for the singularity
 Fixes a cable harddel sourced from things that try to enter blueprints after smoothing, but before roundstart. IE, shuttles. Removes shuttles from the blueprints
Fixes emmisive blockers being added post qdel
Removes some manual ghosting from cryopods, I initially did this for harddel reasons, but I figured out a better fix for that. I'm now doing it because it's got this really strange logic for like "re-entering the game" that doesn't actually link to what the ghostize proc does. We should remove this at some point
Fixes robot hud objects harddeling due to hanging refs
Fixes buildmode related hanging refs, I'm coming for you admin team
Fixes a few instances of trying to add the forensics component post qdel, hhhhhhhhhhh
Fixes some split personality harddels/weirdness
Replaces a use of disconnect_duct with an init qdel hint, I suspect there's more issues with duct harddels, I've seen some odd logs about ahhh the area_contents list, but we can worry about that later
Makes teleporter targets into weakrefs, properly types them as /atom
Makes frequency devices into weakrefs
Makes cameras remove themselves from camera nets on Destroy
Makes tgui ui datums implement destroy, this means if I ever see one hang a ref to user or whatever, I know there's an error with calling close() properly. I've seen this harddel once, but not after this change so I assume there was some error with close(). IDK maybe this is a papering over? Would have to ask @stylemistake 
I've seen logs of beartraps being in world post del, putting a return there just in case. The same is true of nerf darts, but I haven't really looked into that yet
Makes a shoe's ref to untying alerts a weakref, yes this is needed.
Moves clearing client_in_contents to the Login of the new mob. This prevents doing things like ghosting someone before a mob qdel causing harddels
Fixes a harddel set sourced from adding a status effect to a qdeleted thing. Is this an error? I'm honestly not sure.
Converts bsa code to weakrefs
Converts the partner var of heat exchangers to weakrefs
Converts camera assemblies to weakrefs
Fixes some dumb behavior with ammo casings and assuming you'll be on a turf post Destroy parent call
Fixes? merger related harddels, you were never cleared from your own members list, so origin objects would end up making a new list, creating harddels. Potential input from @ninjanomnom about the logic
Chasms store a static list of "falling atoms", which only exists for chasms that go somewhere else. This list wasn't being cleared of qdeleted objects, which is what happens when you fall in most chasms. Fixes this, and converts the list to weakrefs.
Fixes some runtimes in both sheet code, and the weather listener element. This is here because runtime spam made testing more of a pain, didn't think it needed its own pr
Fixes colorful reagent harddels sourced from reagents that were qdel'd before roundstart. I'm only like 50% sure this actually got it, but the issue may have been solved by tgstation#60174, so eh
Turns the nuke op antag datum's ref to the war button into a weakref
Fixes some holopad code that was not nulling refs all the time
Converts camera bugs to weakrefs, this was the result of the bug being "reworked" like 6 years back without taking the existing ref clearing into account. Whole item needs a redo, but this'll do for now.
Ensures that the both pulling and pullee refs are cleared on Destroy
The crew monitor held all users in a non clearing list, makes that list a weakref because I hate everything

Oh and I removed all sources of gas_mixture qdeletion, I'm kinda unsure on this since it's not technically supported, but any harddels from it might? indicate something going wrong with like, gas passing logic. I'd like @MrStonedOne's thoughts, since I trust him to call me an idiot if I'm wrong.

<!-- 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. -->

## Why it's not good for the game

I crashed sybil like 10 times to get this data, I'm gonna put it to good use. Don't think you're safe sybilites, I'm coming for you.

* Fixes weather being opaque and deletes unused acid rain (tgstation#60303)

Per title, also makes voidstorm use weather_color because it was just black snow, and deletes acid rain with potatos permission since the sprite was garbage and the rain unused.

* Automatic changelog generation for PR tgstation#60303 [ci skip]

* Fixes cutting open heads dropping hidden organs (tgstation#60267)

Yes it's a dumb fix, but organ code is dumb. I want to rework how organs are stored eventually when I get to it which is when I'll clean this up. (I also want to rework external organs again to just be datums attached to organs but hush)

* Automatic changelog generation for PR tgstation#60267 [ci skip]

* Fixes clicking the floor degrading deathnettle durability (tgstation#59906)

This PR neatens up deathnettle and nova flower after_plant_attack procs a bit, mainly making so you must attack an object or a mob in order to lose durability. I also cleaned up some of the procs and argument types so they're consistent.

* Automatic changelog generation for PR tgstation#59906 [ci skip]

* DMdoc's implant_clown.dm (tgstation#60268)

* Replace bespoke maintenance loot types with hardcoded ones (tgstation#60295)

Some older templates, and a couple of shuttle templates used a custom
type syntax on the map to set up maintenance loot with a higher loot
count.

However, these x3, x4, etc. spawns already exist, and don't need to be
bespoke modified.

Replaces those custom types with the ones already defined.

* Change maintenance loot spawns to be invisible post-spawn (tgstation#60294)

A previous commit made maintenance loot spawn effects visibile to
observers, but transparent.

However, in practice this is a lot of visual noise for very little
benefit for observers, so after they've spawned, they disappear, akin to
the old behaviour.

(They are still there, just hidden, but it looks the same to the end
user.)

* Fixes a bug with pronoun swapping inside of names (tgstation#60266)

fixes tgstation#60253

the above issue showcased a really weird issue with "manual_emote()" which took an emote and then changed the pronoun mid-use, which on its own is ok, but some mobs include names with their emote, hence changing "pronouns" in the middle of peoples names

this method of using manual_emote() is dumb because theres already a proc for changing pronouns in a string, as well as dedicated procs for inserting the correct pronoun for the given mob DIRECTLY in the emote string itself

so what I did was remove the part of the code in manual_emote() that swapped pronouns, it wasnt needed, and instead went to every single emote string that used it and used the [p_they()] procs to get the correct pronouns.

while i was at it, i also touched up descriptions and other miscallaneous emotes and mob communication to get rid of "It's". mobs are by default plural, they arent objects, instead replaced with "they're" etc... a mobs and mob subtypes gender WAS respected

also gave the male gender to two very specific clown mobs which are clearly coded male. gave the void_corgi a neuter gender, since its description makes it a reference to the "void stares back" phrase, which makes it genderless as the void is not a noun.

EDIT: oh, and i did fix an issue with the replace_pronouns() proc, which uses "msg" as its var, but one if statement was "message".

* Automatic changelog generation for PR tgstation#60266 [ci skip]

* Adds the "To Number" circuit component (tgstation#60202)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR tgstation#60202 [ci skip]

* Remove the chemistry README (and "DO NOT PORT LIST") that we are not enforcing (tgstation#60319)

* Remove the chemistry "DO NOT PORT LIST" that we are not enforcing

* Just delete the whole thing, actually

* Automatic changelog compile [ci skip]

* qol upgrades for incinerators and some cleanup (tgstation#60258)

* Automatic changelog generation for PR tgstation#60258 [ci skip]

* Some deltastation fixes (tgstation#60260)

* Automatic changelog generation for PR tgstation#60260 [ci skip]

* Minor Icebox mapfixes (tgstation#60299)

* Automatic changelog generation for PR tgstation#60299 [ci skip]

* Hulks and larvas will now dust when punching the supermatter (tgstation#60307)

* Automatic changelog generation for PR tgstation#60307 [ci skip]

* Changes ant desc & fixes ph requirements of ant breeding (tgstation#60310)

* Automatic changelog generation for PR tgstation#60310 [ci skip]

* changed the links for bartender and cook guides to the new wiki pages (tgstation#60313)

* Automatic changelog generation for PR tgstation#60313 [ci skip]

* Adds closets to ant decomposition blacklist, converts ant locate() spam into typecache (tgstation#60296)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>

* Automatic changelog generation for PR tgstation#60296 [ci skip]

* Fixes a runtime that would leave everyone naked (tgstation#60327)

The players and admins didn't seem to appreciate the event.
Ungrateful lot.

* ANTI-TIDER-2500 (tgstation#60016)

Straight from CentComm's R&D lab, the
ANTI-TIDER-2500
is the ULTIMATE crowd-control device.
Tired of being harassed by the crew for petty reasons? Sick of permabrigged prisoners constantly rioting over soggy tofu rations? The ANTI-TIDER-2500 is for YOU! For the modest sum of 710 credits you'll finally be able to hose clowns and whiners alike in pepper spray!

Co-authored-by: coiax <yellowbounder@gmail.com>

* Automatic changelog generation for PR tgstation#60016 [ci skip]

* Fixes nulls in managed_overlays (tgstation#60323)

tgstation#60320 highlighted an issue about managed_overlays, this fixes a null i noticed some time ago in them

* managed_overlays no longer stores as a list for singletons (tgstation#60320)

This is kinda on the snowflakely side, but im ok with the concept for cases like this. Nearly every movable with smoothing only has a single item list containing the smoothing overlay, this includes pipes, wires, windows, tables, lattices, etc.  This seems like a large enough waste to justify the type confusion between lists and an appearance.

* makes it so classic baton can stamcrit again (tgstation#60321)

Makes it so the classic baton can stamcrit again. This is mostly for downstream since we're having problems with a faster cooldown classic baton.

* Automatic changelog generation for PR tgstation#60321 [ci skip]

* Adds the scanner shell. (tgstation#60325)

Adds the scanner shell that lets you scan objects. Not much else than that.

* Automatic changelog generation for PR tgstation#60325 [ci skip]

* Rework appendicitis: not event-based, not a disease (tgstation#60331)

Adds a new trait that "simulates" a medium-like disease according to health HUDs.
Organs now control their own "status text" for health scanners, for all except the appendix, this is the same as before.
Appendicitis has a low chance of occuring on each life tick of an appendix, it is no longer a disease.

* Automatic changelog generation for PR tgstation#60331 [ci skip]

* Malf humans, and perfectly functioning ais, round three. (tgstation#60335)

Fixes mistake made in tgstation#59765, that fixed malf humans spawning by making it impossible for any malfunctioning ai to spawn.
That PR used wrong proc, so it always returned TRUE, so the code declined every player candidacy for the antag datum. I changed it for correct proc, and did some basic testing on it.

* Automatic changelog generation for PR tgstation#60335 [ci skip]

* Automatic changelog compile [ci skip]

* Fixes a null to_chat runtime (tgstation#60337)

* Adds nanodrug vend to tramstation (tgstation#60329)

* Update tramstation.dmm

* oops, my bad

* Automatic changelog generation for PR tgstation#60329 [ci skip]

* Fixes an atmos related runtime involving rotating machineries (tgstation#60244)

* Adds a simple if check to prevent runtimes

* Deletes a mistaken comment that I added in the prev commit

* Implemented the check for TEG and HFR.
Also moved cryo nullifyPipenet check and firing to only happen if a node is present.

* Automatic changelog generation for PR tgstation#60244 [ci skip]

* Fixes wheelchair overlays being odd. (tgstation#60129)

* Fixes wheelchair overlays.

* cached.

* Automatic changelog generation for PR tgstation#60129 [ci skip]

* GAGS coloring for Atmos that displays changes in temperature (tgstation#59924)

This PR adds temperature based coloring for atmos gas meters and freezers.

These values are based on the BODYTEMP icon warnings that you get when a room is too hot or too cold. There is also some minor code improvements where some of the icon heat and cold warnings were hardcoded values. I made this a constant in the __DEFINES.atmospherics.dm file that you can see below. These values have been applied to air alarms, thermomachines, gas meters, and species code.

This is a QoL update for atmos tech nerds. Instead of having to manually examine a gas meter or use an analyzer to determine what temperature is in the pipes you can rely on the colored icons to communicate that information rapidly. This should also help prevent harmful gas leaks where a person unwrenches a pipe without realizing there is hot gas inside it. And you should be able to troubleshoot a delaming SM faster and easier with these colors.

* Automatic changelog generation for PR tgstation#59924 [ci skip]

* Fixes index table circuit component outputting a table rather than a list (tgstation#60348)

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>

* Automatic changelog generation for PR tgstation#60348 [ci skip]

* Automatic changelog compile [ci skip]

* Vim, but ready for merge now (tgstation#60334)

Minature little mecha for critters (tiny simple animals) to ride around in. Comes with headlights, and the ability to chime or buzz (in case you cannot speak gal com)

Old PR tgstation#59736

I got the sprites for it now!

* Automatic changelog generation for PR tgstation#60334 [ci skip]

* Corrects the attribution in the changelog for Ants to include Keelin. (tgstation#60330)

* Corrects the attribution in the changelog for Ants to include Keelin.

* Update 2021-07.yml

* Cleans up a buncha messed up spans on the plant analyzer (tgstation#60201)

Cleans up some of the spans on the plant analyzer from the mass span conversion PR. Find and replace did not do wonders for the plant analyzer formatting (which is probably partially my fault).

Also adjusts some visible_message formatting and some text formatting of the plant analyzer.

* Automatic changelog generation for PR tgstation#60201 [ci skip]

* Gas Masks Properly filter now (tgstation#58529)

This PR allows gas masks to properly filter toxic gases by using one-time-use filters that can be made in any lathe from roundstart. All gas masks start with filters in at roundstart.
These filters will have different filtering abilities that differenciate what gas they'll be able to filter the most. The highest ones will be plasma gas, co2 and n2o.
Currently there is only one filter available, it will filter plasma, co2 and n2o at higher amount, while nitryl, stimulum, freon, hypernob and bz will be at a mid range and the more complex/dangerous gases healium, zauker, proto nitrate, tritium, halon will have easier time passing even at trace amounts
More filters with different filtering levels soon(tm)

Warning, the masks will filter traces amount of gases, but will also help slowdown the damage you'll get by breathing the gas by reducing the amounts of moles taken (example plasma intoxication will be slower)

Gas masks now properly filter gases when a filter is used (they will work normally otherwise)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* Automatic changelog generation for PR tgstation#58529 [ci skip]

* Revert "makes it so classic baton can stamcrit again" (tgstation#60351)

Co-authored-by: Rohesie <rohesie@gmail.com>

* Automatic changelog generation for PR tgstation#60351 [ci skip]

* Kills grown/misc.dm (tgstation#60360)

* Automatic changelog generation for PR tgstation#60360 [ci skip]

* adminordrazine now processes in dead bodies (tgstation#60344)

* Automatic changelog generation for PR tgstation#60344 [ci skip]

* Fix orange shoes becoming errors on detaching handcuffs (tgstation#60367)

Fixes the icon state of orange shoes being set to "" on detaching handcuffs, incidentally cleans up the use of src. in the vicinity of the fix

Co-authored-by: Thunder12345 <stewart@critar.demon.co.uk>

* Automatic changelog generation for PR tgstation#60367 [ci skip]

* Fix vatbeast slapping  (tgstation#60206)

This fixes a bug that caused the vat beast slap ability to runtime and fail.

This was caused by the owner variable on the proc holder never being set.

* Automatic changelog generation for PR tgstation#60206 [ci skip]

* Change combat mode sounds to use SEND_SOUND instead of playsound_local (tgstation#60364)

The sound feedback when toggling combat mode currently doesn't work when the character is deafened.

* Automatic changelog generation for PR tgstation#60364 [ci skip]

* Reorder job equip code so quirk equips are last (tgstation#60333)

* Automatic changelog generation for PR tgstation#60333 [ci skip]

* goodbye misc.dm! (tgstation#60359)

* Automatic changelog generation for PR tgstation#60359 [ci skip]

* Dissecting Biddle Traitors: Toned down traitor flavor + antag info tgui (tgstation#60311)

* Automatic changelog generation for PR tgstation#60311 [ci skip]

* Fixes security not getting assigned to departments (tgstation#60349)

* add support for GAGS to design asset list generation (tgstation#60366)

* Automatic changelog generation for PR tgstation#60366 [ci skip]

* Fixes an underlay movable lighting runtime (tgstation#60336)

* Automatic changelog compile [ci skip]

* Fixes malfunctioning borgs not defending against emag (tgstation#60368)

Hmm, another thing that was broken by malfunctioning ai split, and another oneline fix

* Automatic changelog generation for PR tgstation#60368 [ci skip]

* Fix normal panic bunker rejecting when it shouldnt (tgstation#60289)

If panic bunker is enabled, interviews disabled, and living bunker disabled, and a player whitelisted previously by only observing connects, you will get the message
"ADMIN LOG: Failed Login: [Ckey attempting to join] - Account attempting to connect during panic bunker, but they do not have the required living time 0/0."

Instead what should happen is the living time is ignored as it should be

(This also fixes when it's set to say 5 minutes and someone with 5 minutes connect but is rejected anyway)

* Automatic changelog generation for PR tgstation#60289 [ci skip]

* That's it. *GAGS'ifies your berets* (tgstation#59536)

Converts berets to greyscale config

* Automatic changelog generation for PR tgstation#59536 [ci skip]

* Fixes minor typo with bloodspider directive  (tgstation#60386)

* Automatic changelog generation for PR tgstation#60386 [ci skip]

* Fixes area zones in icebox circuit lab (tgstation#60389)

* Automatic changelog generation for PR tgstation#60389 [ci skip]

* Makes hedges not a child of /obj/structure/fluff (tgstation#60383)

* Automatic changelog generation for PR tgstation#60383 [ci skip]

* Fixes missing space in happiness description (tgstation#60391)

* Automatic changelog generation for PR tgstation#60391 [ci skip]

* Adds the proper path to the boxes (tgstation#60346)

* Automatic changelog generation for PR tgstation#60346 [ci skip]

* Revert "right click to activate porta-seeder" / switches porta-seeder hotkey to ctrl-click (tgstation#60316)

* Automatic changelog generation for PR tgstation#60316 [ci skip]

* Capture The Flag: Class Warfare (tgstation#59629)

Co-authored-by: Thunder12345 <stewart@critar.demon.co.uk>

* Automatic changelog generation for PR tgstation#59629 [ci skip]

* Automatic changelog compile [ci skip]

* Use rust-g to url_encode (and other builtin overrides) (tgstation#60190)

* Instructs vscode to insert final newlines into to files (tgstation#60405)

If we're gonna lint for it we might as well automate it.

* Fixes Nightmares getting a broken ui panel (tgstation#60427)

* terribly misnamed

* fuuuuuuuuuuu

* Automatic changelog generation for PR tgstation#60427 [ci skip]

* Automatic changelog compile [ci skip]

* Fix vent pump icon state (tgstation#60409)

* Automatic changelog generation for PR tgstation#60409 [ci skip]

* Add musical instruments to maint loot list (tgstation#60410)

* Automatic changelog generation for PR tgstation#60410 [ci skip]

* Fixes rose mouth sprites (tgstation#60415)

This PR fixes the mouth sprite for the rose. I accidentally broke it when I moved all the hydroponics worn sprites into their own file.

* Automatic changelog generation for PR tgstation#60415 [ci skip]

* Fixes difficulties with placing lattices on multiz maps. (tgstation#60124)

Title. Because of mob and object visuals under open space being able to be hovered over with the cursor and examined and in general acting as entities distint from the turf holding them it tends to be hard or even impossible to build floor and catwalks over these turfs. This PR aims to fix it with a basically simple, more-convenient-than-a-painstaking-refactor and easy to apply element (edit: and proc).

* Automatic changelog generation for PR tgstation#60124 [ci skip]

* Splits 'random verbs' into several other verb files (tgstation#60403)

* Fixes OOC chat avoid_highlighting (tgstation#60413)

Adds `avoid_highlighting` args to OOC `to_chat()` calls.

Passes `avoid_highlighting` through to `to_chat_immediate()` before SSchat is ready.

* Automatic changelog generation for PR tgstation#60413 [ci skip]

* Automatic changelog compile [ci skip]

* Fixes bugs with silicons being pushable when anchored/combat mode

* Automatic changelog generation for PR tgstation#60398 [ci skip]

* Spraycans actually empty if used below 2 units while colouring lights. (tgstation#60395)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR tgstation#60395 [ci skip]

* Makes only mapload foods require players to pick them up to decompose (tgstation#60392)

Co-authored-by: Changelogs <action@github.com>

* Automatic changelog generation for PR tgstation#60392 [ci skip]

* Ports/Adds new outfits for command and centcom staff! (tgstation#60414)

* Automatic changelog generation for PR tgstation#60414 [ci skip]

* Add plasma xeno statue (tgstation#60408)

The sprite existed for a long time but was never added to the code for some reason.

* Automatic changelog generation for PR tgstation#60408 [ci skip]

* Fix runtime when deleting crossbows/syringe guns (tgstation#60421)

* fix avoid_highlighting (tgstation#60428)

* Automatic changelog generation for PR tgstation#60428 [ci skip]

* Minor correction to traitor flavor (tgstation#60425)

* Automatic changelog generation for PR tgstation#60425 [ci skip]

* Makes a doppler array message less wordy (tgstation#60429)

* Automatic changelog generation for PR tgstation#60429 [ci skip]

* Adds baseturf helpers to the lavaland syndie base and seed vault (tgstation#60419)

* Automatic changelog generation for PR tgstation#60419 [ci skip]

* bless aware hud is no longer hardcoded for chaplains (tgstation#60420)

* Automatic changelog generation for PR tgstation#60420 [ci skip]

* Adds a Pathfinding circuit component (tgstation#60095)

* Automatic changelog generation for PR tgstation#60095 [ci skip]

* Brain-computer interfaces, circuits in your brain (tgstation#60338)

BCIs are a new shell that can be implanted in your brain through surgery or through a BCI Manipulation Chamber, which provide the ability to easily implant and remove BCIs. They are the same size as compact remotes and generally share the same limitations.

Also adds CIRCUIT_FLAG_HIDDEN, to hide components from the UI. I didn't end up needing this, but Watermelon said he had ideas for it, so eh.
Why It's Good For The Game

BCIs provide an interesting, stealthy input method for circuits. They are seen as a healthier alternative to nanites, and improve on them in several ways:

    Circuits have limited manipulation of the world, and intentionally do not perform the ability to provide passive healing, revives, etc.
    Circuits have a significantly better UI and UX than nanites.
    Circuits regularly get content expansions, which means that as a side-effect, there'll often be new things to play with for BCIs.

Other point to make:

    BCI implanters have no cloud, and instead require the BCI to be put inside the machine. This means it requires the attention of the scientist (or even just a box with them inside). With 

    Adds the ability to save/load circuits for admins. Adds the ability to duplicate modules in a round. tgstation#60222, which lets you reprint a circuit you made that round, this means you can print out lots of BCIs, rather than going through the tedium of constantly remaking it.
    BCI implanters are not roundstart, but rather in the advanced shells node. This is essentially the same as nanites, except for the difference of nanites starting with all the machinery, but none of the powers.

Changelog

cl
add: Added brain-computer interface circuit shells.
/cl

* Automatic changelog generation for PR tgstation#60338 [ci skip]

* Sentient monkeys are no longer knocked over by mobs in the way. (tgstation#60139)

Title. They used to be immune to this in the past, but then they were refactored into a species and things have changed.

* Automatic changelog generation for PR tgstation#60139 [ci skip]

* removes some uses of var in world (tgstation#60407)

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>

* Kills the misc items file (tgstation#60380)

Co-authored-by: Thunder12345 <stewart@critar.demon.co.uk>

* Automatic changelog generation for PR tgstation#60380 [ci skip]

* Kills _globalvars/misc.dm (tgstation#60358)

* Automatic changelog generation for PR tgstation#60358 [ci skip]

* Gives zombies no hunger trait (tgstation#60387)

* Automatic changelog generation for PR tgstation#60387 [ci skip]

* Automatic changelog compile [ci skip]

* Changed Kilostation's Solars (tgstation#60355)

* Automatic changelog generation for PR tgstation#60355 [ci skip]

* TRAAAAAAAAAM STAAAAAAAATION  (tgstation#60379)

fixes security newscasters in nonsecurity rooms

* Automatic changelog generation for PR tgstation#60379 [ci skip]

* fixes some area zones around Meta medical (tgstation#60412)

* Automatic changelog generation for PR tgstation#60412 [ci skip]

* Fix APC power usage (tgstation#60472)

* Automatic changelog generation for PR tgstation#60472 [ci skip]

* Fix wallet ID access (tgstation#60449)

* Fix wallets ID access

* Refactor id_card code to be simple

* Refactor id_card even further

* Automatic changelog generation for PR tgstation#60449 [ci skip]

* Add Referee costume (tgstation#60430)

imageadd: Added referee costume

* Automatic changelog generation for PR tgstation#60430 [ci skip]

* [FUCK][NO CI] Rust Component Fixes (tgstation#60252)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Automatic changelog generation for PR tgstation#60252 [ci skip]

* the elite syndie suit now has the proper icons on its first equip (tgstation#60459)

* Automatic changelog generation for PR tgstation#60459 [ci skip]

* Adds a autofocus arg to tgui_alert (tgstation#60452)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR tgstation#60452 [ci skip]

* makes the tram more powerful than you can ever imagine (tgstation#60381)

* Automatic changelog generation for PR tgstation#60381 [ci skip]

* it LIVES!

Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
Co-authored-by: tgstation-server <tgstation-server@tgstation13.org>
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